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dugman

dugman

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  • For sure! The Ring is one of my favorite movies and I love playing Stealth killers. I don’t care about balance questions either way here, I’m getting Sadako. 🙂

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813257#Comment_2813257

    That has more to do with newer survivors not been able to find gens on an indoor map. The maps small but it's impossible to guard both floors because there's only 2 ways up and you can easily have to go around the map to go up stairs then back around the map to get to that gen. It the best w key map in game because there's almost no spot to cut survivors off. The loops are probably the the second most killer sided part they are generally not to safe. The games are easily to defend. The map is more survivor sided then the statistics say.

    If we are going off statistics been right then nurse must be the weakest killers because her kill rare is way below the rest. As always context is key.

    Ok, if I hear “if stats are right than Nurse is the weakest killer” … 🤦‍♂️

    Yeah, we all know Nurse’s low kill rate isn’t an indicator of how she does at the top end. The devs say it too.

    That doesn’t magically invalidate all stats everywhere. Just because Nurse having a low stat doesn’t imply she does badly at high level doesn’t mean Midwich having a high kill rate implies it does badly at high level. In general there does tend to be a correlation to one degree or another between overall stats and stats in specific skill brackets. There are exceptions but as a rule of thumb if something is doing well in all games it is tending to also do well in higher bracket games.

    And yeah, that stat isn’t the end of the story, but Midwich does also have various factors favoring it for killers.

    • Indoor maps in general tend to be good for killers because survivors have fewer ways to see long distances to keep an eye out for the killer
    • Midwich’s pallets are mostly gameable. There’s a few safe pallets in a couple of spots but mostly killers have a chance to beat survivors at pallets
    • If the killer take a short time breaking some key walls it gives them easy access to both levels in all corners of the map. And since the map isn’t that large in area by floor it doesn’t take too long for killers to get from one point to another once those avenues are open
    • Survivors can hold W on this map but that’s true of almost any map. That doesn’t make this map weak relatively speaking
    • The exit gates are always in the same place and not that far from each other which helps the endgame.

    So yeah, “Nurse is strong despite her overall stats” doesn’t mean “Midwich isn’t strong despite its overall stats”. Midwich is a case which seems to follow the normal rule that average stats will correlate will similar performance in specific brackets.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813344#Comment_2813344

    which makes it unreliable, just like Nurse being bottom or Pig/Pinhead being top killer.

    Survivors struggle to find gens on that map if they're not super familiar with it. Most survivors aren't. That gives killers enough time to kill everyone.

    However that's only with bad-average survivors. Good survivors will hold W and waste the killer's time while the rest do gens. So in a competent match, its not killer sided, outside of a few select killers.

    We don't say something is strong or not based on low level play, so the map is not killer sided.

    The question posed in the original post was why do people say Midwich is killer sided. I answered that question, people say it’s killer sided partly because the devs said it has the highest kill rate of all the maps.

    You can debate whether or not there’s a difference between high and low skill players on that map and whether that benefits killers or survivors more. (For example, Do you think new player don’t get lost in RPD for instance? Is the kill rate really high on RPD among new players? I would think everything you just said about Midwich of having trouble finding gens and survivors just running around the map applies to RPD too.) But regardless, the answer to the original post is the devs said it has the highest kill rate across all matches, hence it’s labelled killer sided.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813071#Comment_2813071

    Play DbD Mobile sometime. Neither survivors nor killers can change anything after queueing. So apparently it wasn’t that intended.

    I don't know if this is new information to you, but this is not DBD mobile. Therefore, DBD mobile's setup is not what's intended for DBD.

    If I recall correctly from an earlier thread on this same subject, you’re also against hiding names in pre-game lobbies as well.

    I said 'no' to hiding names because:

    1. It helps hackers hide. All it takes is a hacker teaming up with friends & everyone using the same cosmetics, and now they can't be reported. Even with video; how would a report know WHO was the speedhacker and who was not? You have 4 identical Megs and only 1 was cheating, but no names are shown.
    2. It lets Survivors all pick the same cosmetic, then whine and snivel and blather about being 'tunneled' when the Killer can't tell who is who.
    3. The people who wanted to hide names also said they use TTV in their name to get viewers, but were upset they were stream sniped. They, literally, can't have it both ways.

    That and your other posts kinda say all I need to know about what sort of DbD player you are, and what you want for this game.

    Ah yes, the old 'If I can't attack your points; I'll attack you' defense. I think my points are made stronger every time someone admits they can't counter them with 'Name checks out' or 'That shows what YOU are!' instead of, you know, having a proper discussion. 😁

    Face it; Killers need to see items to counter items, and you've made 0 valid points to the contrary. This is intended. DBD mobile's rules are not DBD's rules. See:

    1. No bots in DBD, while mobile has them.
    2. Mobile Survivors see their heart beat, as a visual cue to the TR. DBD does not do this.

    Regarding hiding names in the lobby

    • You do need a way to report someone who is being extremely abusive in the pregame chat. And if you keep pregame chat then obviously you still need names among the survivors. The killer isn’t part of that though so hiding names from the killer in the lobby makes no difference in this respect.
    • If there’s four Megs and one is a speed hacker you wouldn’t know it in the pregame lobby either. You could tell from the HUD during a chase though which was which by watching the icons and also from the endgame screen if the hacker escaped and everybody else died for instance.
    • ”Survivors might whine” is a constant, not a reason for or against showing them in the lobby.
    • TTV streamers still have their names shown to the killer during the game and in the endgame score screen. They’re not losing any publicity if their name is hidden in the lobby, and in fact like you implied it also somewhat protects them from sniping potentially.

    As far as DbD Mobile goes, it’s not the same team but that doesn’t mean you can’t draw comparisons between the two and ask which one does certain things better. Just because something is in the PC version, even if it is intentional, doesn’t necessarily mean it is always a good idea or won’t or can’t be changed. Take keys and moris, for instance. They were originally designed one way, and then after a while were changed because the original design was flawed. It could very well be that there is a flaw in showing survivors to the killer and maybe to each other that removing it would correct and would outweigh the minor benefits of killers adjusting their loadouts if survivors don’t change theirs.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813257#Comment_2813257

    So a statistic showed this but which killers were used and were they new players or not ?

    A game with an rng fetish like this one can't take stats as seriously as more balanced and more comp games.

    It was across all matches

  • I think the game would be better without any map offerings at all. They just cause more issues than any minor benefit they give.

  • @Real_RUBB3R said:

    https://forum.deadbydaylight.com/en/discussion/310874/swf-with-boil-over-rpd

    One: Boil Over has already been nerfed. Two: The main issue with RPD and Boil Over, the library, has now been fixed with two guaranteed hooks if I'm not mistaken.

    Although ironically apparently the RPD stairs in the library are too narrow, so now the issue is a killer can just hook someone up top and bodyblock the only way to the hook.

  • @SuzuKR said:

    You cannot be serious lmao.

    You’re the one saying it’s vital that Overwhelming Presence users be allowed to see people in the lobby to make that perk useful.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813288#Comment_2813288

    Overwhelming Presence?? Those three perks are literally meant to be used reactively to lobby item information.

    Overwhelming Presence is perfectly fine for its task even without lobby information. It’s a safe assumption virtually every survivor brings in an item that has a duration, it’s not often you see four keys!

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813257#Comment_2813257

    We all know what BHVRs stats actually mean.

    My point still stands. Midwhich ######### sucks. Without playing in a way survivors will complain about. Which is what literally everyone is saying in this thread.

    Can easily defend a hook and gens(IE camping the hook and nearby gens). People don't like you defending the hook

    Lol, ok Conspiracy dude, I’m sure they’re making that number up. 🙄

    Personally I tend to do pretty well on Midwich as a killer. A lot of pallets are gameable, lots of ways to get between levels if you remember to break the corner walls early, and the exits are in relatively easy sight of each other. And you have decent lines of site in all the main hallways and the central lobby. It’s actually a decent map as a killer, at least for me.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813269#Comment_2813269

    There are multiple anti-item perks that literally exist specifically to counter based off lobby knowledge. That is literally the intended design.

    Other than Franklin’s and Lightborn, what other “anti item” perks are you thinking of?

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813248#Comment_2813248

    With this approach I shouldn't even play DBD, because it is just in my head that I want to play.

    Probably you just want to help, but I am not sure why you want to tell me how I can or cannot have fun.

    Perks are a core part of the game, each DLC is advertised as "this is the new killer, this is the new survivor, and these are the new perks". But unless I grind hundreds of hours I don't have unconstrained access to the perks.

    I’m not telling you can or can’t have fun. It’s up to you what you want to do. I’m just saying don’t blame the game if you feel obliged to spend a ton of time grinding for specific perks on every killer, it’s not actually forcing you to do that.

  • @SuzuKR said:

    Killers are intended to be able to play around items they see in the lobby. That is literally why perks like Franklin's Demise exists. No, mobile does not count, that's literally made by a different team entirely with major differences. You get perks from leveling up, there's bots that replace DCs, there's visual indicators instead of audio, etc. Mobile and non-mobile handle themselves completely differently and are not comparable.

    They handle parts of their games differently but they’re still comparable since they’re mostly the same game. The question should be does hiding the information on mobile work better overall than not hiding the information on PC.

    Saying you can’t look at one versus the other simply because they’re not identical isn’t a good answer.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/310860/how-is-midwich-killer-sided

    It's not really. Except for maybe nurse. Gens arnt easily defended. Without being "scummy" as people love to put it. By just choosing a floor. Getting a hook and defending a floor.

    Pallets are strong. Holding W is strong. It's quite survivor sided without playing in abl certain way.

    Actually the devs released stats on Midwich recently and it’s the highest kill rate map at 63%. So it really is statistically the best map for killers.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2812922#Comment_2812922

    I want the perks so that I am not limited when I play the game. If I decide that I want to try perk X on killer Y, I don't want to get into a situation when I need to grind out several hundred thousand or million Bloodpoints (based on luck) to be able to try that build.

    Ok, but again that’s an “in your head” type problem. You’re the one forcing yourself to play that way.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2812922#Comment_2812922

    Right up until you hit a lobby with 2 flashlights, a med kit, and toolbox, but don't have Franklins. Or 4 flashlights and don't have Lightborn. Don't forget the MMR is based near highest Killer MMR, so playing on a new Killer with nothing killers are still facing high average - top players.

    Your logic only works if you are a below average player capable of making that kind of sacrifice.

    Which just raises the separate issue of why the killer seeing the survivors actually causes issues like survivors intentionally waiting the full minute to swap in items and lobby dodging.

    And no, perk balance mainly impact actually high MMR players. Average players mainly lose matches because of their own misplays far more than because of their loadouts. You can tell this is true by how high skill streamers decimate average players using all sorts of nonsense, it’s the skill gap that makes the biggest difference between them not the loadouts.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/310844/hide-all-players-in-public-lobbies

    Am I overlooking something or is there any actual significant benefit to showing who you’re playing with in a public lobby that outweighs largely getting rid of lobby dodging?

    Yes; the Killer gets the ability to gear his perks towards any items Survivors bring. It's an intended part of gameplay that the Killer can switch in Lightborn if he sees 4 flashlights.

    https://forum.deadbydaylight.com/en/discussion/comment/2813040#Comment_2813040

    I definitely wouldn’t mind hiding survivor’s items from the killer pre-game lobby either. I don’t get to prepare for their kit, why should they be able to alter their build around my item?

    Because that, literally, an intended power move for Killers? I don't get why some people think Killers should not have anything just because Survivors can't have it first. There's 4 Survivors and 1 Killer; part of the BALANCE is the Killer being able to react to what items Survivors bring.

    Which just raises the point that killers being able to see items leads to survivors waiting until literally the very last second most games to actually put in their loadout, defeating the whole idea of a killer “swapping in Lightborn” and dragging out the lobby wait time unnecessarily. Again, this isn’t a necessary feature.

  • @VolantConch1719 said:

    1. If the amount of jumpscares my friends and I have gotten because we had no idea where she was is any indication, she is pretty much silent.
    2. There is an audio cue when she is manifesting or demanifesting, but it seems pretty faint, and it sounds very similar to her teleport.
    3. If you're near her or the TV, you can hear her teleport, but I don't think it's mapwide.

    Just quick on 3, it is local. She has an add-on that makes it so when she projects the effect is on all the television, kind of like Freddy’s purple which makes all the generators spurt blood when he teleports.

  • @Laurie268 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2812670#Comment_2812670

    Good survivors don’t need stretch res to loop, I have never seen streamers like ayrun or probzz use stretch res and they can loop for ages.

    The only thing that changes is that people can’t accuse the other side of using stretch res anymore though they will probably call them hackers now. It can never be their own fault

    While it’s true you don’t need stretched res to be a good looper, it’s also true that stretched res gives a noticeable advantage. It’s why when you watch survivors in spectator mode in tournaments they’re always looking straight down, they almost all use stretched res for the extra edge.

    So yeah, it’s not a magic silver bullet that guarantees wins but it’s still cheating so good riddance.

  • Yeah, those guys sound like dicks.

    That aside, though, I do think people should play the same way on the PTB that they play on the live servers. People do play to win on the live servers using meta perks and in swfs and such so if you really want to test how Sadako will do against that you need to have her going against those sorts of survivors. If everybody just goofs around and does stuff for the hell of it you’d never get any data on what would happen in more competitive matches.

  • 120% speed is a nice ability but not enough to make for a fun killer on its own. You still want something the killer can do with their Power button on a regular basis to help them out. It doesn’t necessarily have to be quite as powerful as a typical power if the killer already passively moves 120%, but it should still exist and be cool enough and useful enough that the killer wants to use it too.

  • I ignore it and am happy to know someone is doing that rather than sitting on gens. They’re the ones getting frustrated, not me.

  • @Seanzu said:

    If people wanted to use stretched res they would be already, I don't think anybody is going to start using it, lol.

    Interesting to see what the next excuse will be when killers get mind gamed at a pallet or a loop, can't blame it on stretch res anymore.

    I’ve never blamed a loss on anything other than my own misplays personally. But there’s absolutely no doubt stretched res was cheating. Just watch any DbD tournament and look at how all the survivors in spectator mode are staring at their feet, they all used it because it’s effective at a lot of loops at negating the possibility of a killer juking you. Not to mention just helping with tactical awareness and things like knocking Ghost Face out of hiding from behind walls, etc.

    So yeah, good riddance to stretched res and people who claim they do it “because it looks better” or whatever.

  • I don’t know specifically if any of the killers you mentioned actually need a buff, but in principle I do think it would be interesting to have at least one killer whose ability includes that they move 120% speed. It could be one of the existing killers or it could be a new killer altogether. I will say that making someone 120% base speed is a decently significant ability on its own though so whatever else a killer does on top of that shouldn’t probably be as impactful as a typical killer ability.

  • To be fair, the killers who said they wanted a good killer who isn’t anti-loop aren’t complaining that Sadako can’t loop, they’re saying they like the idea of her but think she could use some buffs to make it easier for her to get Condemned stacks on survivors. They’re not specifically asking for help with her looping, they think her Condemned ability and maybe the cooldown on her TVs could use a boost.

    Personally I don’t know how good or bad she is, it’s way too soon to tell. If I had to guess I’d say she’s probably similar to Pig in terms of overall style - they’re both stealth killers able to get hits before a chase starts with inherent gen slowdown as part of their kit. Sadako has better mobility than Pig but Pig’s slowdown might be better at reliably keeping survivors off gens than Sadako’s curses (maybe?) And I’m not saying that’s a bad thing, I actually really enjoy playing Pig personally so I’m looking forward to trying Sadako out simply because I like that playstyle. 🙂

  • The notion that you need to have literally every perk on her or even every meta perk on her to enjoy playing her is all in your head. I intentionally prestige my killers just to reset their webs and play with what I get for instance and I still play regularly.

    I get it, some people have a part of their brain that says they need to collect everything if there are things to collect. But it’s not actually necessary to do that to enjoy playing a killer.

  • I don’t know about this specific idea of relighting Hexes, but in general I think the devs are missing out on having perks which explore the gamespace of how killers interact with Boons. For example

    • A perk that makes a killer able to hear Boons from farther away and/or see their aura if they’re close enough
    • A perk that triggers some beneficial effect for the killer when a Boon is snuffed, such as seeing the aura of the Boon creator or blocking all totems for 45 seconds or blocking or regressing nearby generatos or giving the killer a speed boost, etc.

    I think there are a lot of possible things they could experiment with involving killers and their relationship with Boons.

  • @YOURFRIEND said:

    Please no perks to counter broken perks. It's awful game design.

    The only broken Boon is Circle of Healing. Boons in general are fine as is.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809707#Comment_2809707

    If you consider that small decrease a Nerf then more power to ya.....all that did was increase the time to heal by like what a few seconds....

    Considering that the new Boon they added isn’t overpowered I think I was right.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2812056#Comment_2812056

    Sadako stealth is not stealth at all,you know she's coming from miles away.

    She’s Undetectable with no terror radius and even at close range is invisible half the time (i.e. about 1 second invisibility alternating with 1 second visibiliy). She’s as much a stealth killer as Ghost Face or Pig, they’re both Undetectable, move the same speed as her and aren’t invisible at all.

  • I never dodge lobbies.

    That said, when I see everybody is literally the same skin I know I'm going to be facing a lot of super altruistic swf buddies.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811736#Comment_2811736

    I haven't got to play her as I'm on console so I haven't made a solid opinion on her it's all off what I've seen. She's also brand new so we all need time.

    Yeah, it'll definitely be interesting to see how she pans out. Right now my thinking is she's actually more similar to Pig than Wraith in that Pig and Sadako are both kind of like stealth killers who have a built in slow down mechanic. Sadako has better mobility and map presence than Pig but Pig's slowdown ability might be a bit more effective. Either way though I actually enjoy playing Pig so in that respect I'm looking forward to playing Sadako too. 🙂

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811547#Comment_2811547

    She is also only invisible at 32 or less meters.

    Also for what otz said teleporting to TV to try and stack condemned is not the play. It takes to long to build and you turn off the TV for 1-2 minutes.

    Not having a chase power is going to hurt her imo. I'm tired of anti loop killers where the counterplay is w but the problem is even if the killer has no anti loop survivors will still w key which is still strong against them and then you have no awnser to looping.

    I've been watching a lot more of her this afternoon and I suspect Otz is wrong on the TV thing

    • For one thing, the TVs aren't off for "1 - 2 minutes", it's not nearly that long.
    • Secondly, projecting through a TV gives you a significant speed boost. So if you are phased out while chasing someone or coming up to them, you can Project into a TV in front of them, get a speed boost to get the hit, and also get another stack of Condemned on them. Plus by doing that you're also tentatively interfering with their ability to lose the stacks by using a tape.
    • Also the goal of building up the stacks is to get the survivors to get off the gens periodically to get rid of it, not necessarily to score instant downs. Building up lots of stacks is a threat they need to deal with, but not necessarily the end result being they get killed.
    • Finally just a note that while she's only constantly invisible at above 32 meters, she is invisible in alternating bursts of a few seconds at a time within 32 meters. (When you play as Sadako you can tell if she's invisible because her hands vanish.)

    I agree that not having a chase power other than the extra speed in Projection makes looping with her problematic. That's why you really do need to be taking full advantage of the TVs and her Undetectability. See a survivor, steer them toward a TV if they aren't near one already, and Project into it to finish and get the hit. You can then Unmanifest while continuing to chase back after them, and either Project into a TV in front of them during that chase or switch targets and Project to where you think another survivor is. Or, at those odd times Projection isn't an option, Manifest when you get closer in the chase and either get a hit or a pallet drop (since you don't seem to lose speed while Manifesting or Unmanifesting.)

    Basically I'm pretty sure that people who try and play her exactly the same as Wraith are not going to do as well as the people who play her by taking advantage of her mobility while phasing and unphasing and of her Projecting to get speed boosts and Condemned stacks.

  • Ok, so I've been watching more of her on stream and a few other things to mention:

    • If she Manifests she doesn't slow down, she seems to keep moving at 4.6 speed. That's in contrast to Wraith who moves very slowly while ringing his bell to decloak. So even though Sadako doesn't get a lunge like Wraith when she Manifests she doesn't necessarily need it because she's been moving full speed the whole time.
    • In addition, she does get a speed boost after Projecting through a TV. So even though the TV isn't necessarily next to a survivor the speed boost can help her gain distance quickly on someone who was in range to get Condemned stacks from it
    • It seems like the strategy with her isn't to play exactly like Wraith, but instead to be frequently teleporting to TVs to build up stacks on nearby survivors and take advantage of the speed boost for quick hits.
    • One thing I'm not sure about is, if you Project through a TV and turn it off, can survivors still interact with the TV while it's turned off? I suspect TVs being off interferes with survivors who want to use them to get a tape and get rid of Condemned status, so Projecting frequently could maybe interfere with the survivors trying to get un-Condemned.

  • No, I think she moves normal speed. But I think her Manifest and Project might be faster than Wraith's uncloak, and I think she doesn't have nearly as much cooldown on her Project as Freddy does on his teleport. (The wiki doesn't have the exact numbers yet though so take what I'm saying with a grain of salt.)

    • She’s kind of like a cross between Wraith and Freddy with a touch of Pig’s boxes mixed in.
    • She’s normally Undetectable and sporadically invisible, but can Manifest to become visible kind of like Wraith uncloaking. She can also Unmanifest to phase back out like Wraith. (I don’t know how the cloak and uncloak times compare to Wraith)
    • Additionally she can Project through any turned on television on the map which instantly Manifests her and gives her a speed boost
    • Survivors who are within 16 meters when she Projects from a TV gain the Condemned status which gives them a timer that has up to 7 stacks on it. Every time they’re in range of a Projection it adds a stack. If the stacks build to 7, then she sees the survivor’s killer instinct for a bit and if she downs them she can instantly kill them.
    • Survivors can turn off the TV sets to slow her down, but doing so increases their Condemned stacks by 1 and gives them a tape. While they have the tape they can keep going around turning off TVs temporarily but gaining stacks
    • There is one TV that they see in a special highlight that if they have the tape they can use it on that TV and it removes 4 stacks from their timer.
    • Finally they passively gain 1 stack every 30 seconds when not in chase. (Some people are saying this happens if you have a tape, or it could be when you have the Condemned status, I’m not exactly sure.)

    So basically she’s a stealth killer who wants to teleport around and move around Undetectably to get hits in before survivors can get to loops for safety. And she wants to keep teleporting and harassing to build up those Condemned stacks to force survivors to take time away from gens to not be killable.


    I have no idea how good or bad she is in terms of effectiveness, but her animations are pretty sweet! 🙂 She’s one of the best animated killers probably in terms of how she interacts with survivors and props.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811081#Comment_2811081

    I'm worried about the scourge hook and call of brine. They seem like a new meta.

    The survivors perks seems to range from decent to bad. Empathic connections seems like it can hurt you more then help and boon dark theory doesn't seem good. 2% haste status effect doesn't sound impactful at all. Hope is 7% and that's also not too impactful.

    We’ll see, I don’t think either of them is overpowered necessarily. The Scourge Hook is probably the better of the two slightly but that’s just my guess.

  • Sounds cool. 🙂 I like some of the add-ons but for the love of Pete I wish they’d stop making useless Brown add-ons like Videotape Copy which handicap the killer but make related scoring events higher. It’s such a bad design, who runs these perks that they keep making them?

    • Scourge Hook: Floods of Rage - Sounds like a solid perk. 7 second auras on all survivors every unhook is a ton of extra tracking info.
    • Call of Brine - Seems ok, better regression after a kick plus (maybe even more importantly) the noise notification when someone touches it. If combined with other kicking perks like Pop, etc, could be a fun time kicking gens
    • Merciless Storm - Sounds bad since it relies on the survivors missing Good skill checks. Being “continuous” means it’s probably similar to the new wiggle checks, but I doubt players who have played the game any length of time ever entirely miss those. Even if you paired it with Unnerving Presence it would still be bad since half size Good checks are still easy to hit. Blocking the gen if they get off it is ok but since the gen is already at 90% they only have to stay on a few seconds to finish. So at best this perk would mean if you are right in a survivor’s face when they are about to finish a gen, if they panic and get off or if you damage them and they get off the gen gets blocked for a bit. But Dead Man’s Switch already does this and does it longer on average probably so that’s the better option.
    • Sadako’s Abilities - Kind of a cool sounding mix of Wraith style stealth, Freddy style teleportation, and Pyramid Head executions. The main question is how easy is it for survivors to get to full Condemened status? If she Projects through a TV it raises the bar on the survivors within 16 meters, but how much of the map does that cover? How close are the TVs to the gens for instance? If there’s typically a TV within range of a gen this sounds good, if the TVs are few and far between and not near the gens it’s not so good. She looks and sounds fun either way though (I love stealth in general so yay! 😄)
    • Parental Guidance - This could be nice if you’re a survivor who likes to do flashlight blinds after a stun? Pallet stun, blind and run, they’ll have no idea where you went. Probably works with Head On too. On it’s own it sounds a little weak though.
    • Empathic Connection - Other survivors knowing to run to you for a heal could be good in solo queue, especially assuming you pair this with some other healing buff and/or good medkit
    • Boon: Dark Theory - It doesn’t sound totally useless, chases can be decided by inches so a 2% boost can mean the difference between being hit and not at a vault or pallet. But it’s definitely not nearly as good as Circle of Healing, and probably not as good as Shadowstep either.
  • @bryanmorpa97 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807153#Comment_2807153

    lol did u know that overwatch fact was just an example. LMAAAAAAAAAAAAOL.

    Yeah, a bad example.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810506#Comment_2810506

    I would not call clown (and neither Freddy or Pinhead) anti loop though. He's surely got a strong 1v1 kit but he needs to use his power, he cannot fake it and still get a hit unlike antiloopers

    Like I said, the definition is subjective, that’s not how I define it.

  • They really should lock aspect ratios.

  • I always pictured Deathslinger as a good Grindhouse movie type character.

  • I’m inclined to think it’s probably good enough? It’s actually a decent effect against solo survivors, it’s only weaker against a swf. But I certainly wouldn’t complain if it was buffed to include Oblivious or whatever. 😄

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2810511#Comment_2810511

    In that case, I think game doesn't work without antiloops, right?

    All killers need something to help them hit survivors one way or another. If a killer has to chase survivors using no ability and only basic attacks and has no stealth to get them quick hits before a chase starts they’re kind of out of luck since survivors have an edge at loops and vaults and pallets. It’s hard to think of a way to make a killer that could kill survivors quickly enough without having any chase related or stealth related ability.

    One killer I forgot above is Meyers. He’s kind of an odd one because he has a bit of stealth being Undetectable at Evil 1 and a small terror radius at Evil 2, so his stealth can help him a get close before a chase starts but not quite as much as the other stealth killers (unless you play Jump Scare Meyers). But if he does get a swing it’s often an instant down or even instant death if he’s using Tombstone. So he’s a rare killer with no anti-loop to speak of and isn’t a full stealth killer but who relies on making basic attacks with normal movement speed more deadly.

  • To clarify, they probably know what a 3-gen is, they just don’t think to plan ahead to avoid it.

  • They’ve already confirmed they’re working on revamping the bloodweb and such to reduce grind. Personally though I think if they could find a way to better monitor for suspicious activity during a match and automatically temporarily suspend or flag accounts suspected of cheating that would be an even bigger improvement in the long run.

  • It’ll be funny on The Game map to have Ring TVs and Billy TVs side by side. 🙂

  • It’s kind of subjective but to me anything that helps a killer catch a survivor who tries to loop a tile is anti-loop.

    • Doctor blocking the ability to vault or drop a pallet
    • Ranged killers that can shoot over pallets and vaults
    • Clown and Freddy and Pinhead slowing down survivors at loops
    • Blight and Bubba and Victor and to some extent Hillbilly’s hyper speed. Also Pig’s ambush somewhat
    • Nurse ignoring obstacles
    • Spirit’s speed and invisibility
    • Hag or Trapper putting a trap by a vault spot

    So most killers have at least some anti-loop capability in varying degrees. Some examples that don’t (mainly stealth killers)

    • Ghost Face doesn’t really help stop looping per se, he just ambushes people so they don’t have time to get to a loop in the first place before a hit or down
    • Wraith likewise ambushes and gets hits before a loop. The extent of his anti-loop would be maybe blocking off someone using his speed before they can get to a window, etc, but that’s still more just keeping them from reaching a loop before he can attack
    • I mentioned Pig above but really her Ambush is kind of meh at anti-looping. Her main strength is really sneaking up and getting a hit before they can get to a loop in the first place and also slowing the game down with her traps.
    • Legion has anti-loop against healthy survivors, but basically no anti-loop ability at all against injured ones .
  • Spite and sore losing, that’s it. They’re cutting off their nose to spite their face as the saying goes, throwing away their bloodpoints and taking a DC ban just because they’re so mad they lost.

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