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hailxsatanxeveryxday

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  • @Raccoon said:

    They weren't too hard. Each one just needed a different strategy.

    The missions, I mean.

    I can't even get past the first one. Well, I've only tried three times, and I managed to dig up the head and get almost to the next objective on my third attempt. It seems important to memorize enemy placement and minimize damage as much as possible, but it sucks that there aren't any checkpoints.

    And people are telling me the first mission is one of the easiest ones.

    @Ghouled_Mojo said:

    I’ve been thinking about playing. Is it worth the 40 bucks? Been playing elden ring.

    I thought the multiplayer looked kinda good but I haven’t had anyone I know actually play.

    If you're an Evil Dead fan, it is worth it, and this is coming from someone who almost never buys games new or unless they're on sale (I haven't even played Elden Ring yet) and almost never buys anything from Epic (this is my first).

    It's basically Evil Dead's take on the DBD formula. There isn't much of a single-player campaign outside of five or so fairly tedious missions that feature scenes and characters from the movies, and those aren't worth the asking price alone. It doesn't give us any idea what actually happened after the third season of AvED, which was originally the promise that was made to us when an Evil Dead game was announced, but it is a lot of fun. Multiplayer probably feels closer to Friday the 13th than DBD itself.

  • Oh, and killers have gotten some good perks lately (Hex: Pentimento and Call of Brine), but which work better in combos and better on some killers than others, and I don't think people have gotten around to learning to use them effectively yet.

    Legion with Ruin, Undying, Thana, and Pentimento is mean as #########. Brine is even better than Ruin/Undying when combined with Pop, but only on high-mobility killers like Sadako and Freddy. Gens will go from 99 back to zero. But on vanilla M1 killers will no mobility, it's not usually worth running.

    In general, though, I think killers could use a little more love in the perk department. I wouldn't complain about CoH if we got something as brutal and game-changing to go along with it. We've gotten some okay perks, but CoH has singlehandedly changed the balance of the entire game.

  • @Noslo said:

    I stopped playing DBD because of some horrible toxic players ruining my time. It's been 3 years since I stopped but I would like to try it again with my friend who loves the game. When I was doing some research on the game, I was seeing so much negative stuff about this game. So much so that I almost feel like it would be a waste of time to play it again. I do want to try to like it again, but with all this negativity surrounding this game I am unsure. I was hoping others who play right now could give their opinion on if this game is worth getting back into or of its a lost cause and waste of time.

    Yeah, you should.

    But, like a lot of people here are saying, the toxicity is probably worse than it was. It hasn't helped that Dead Hard got a bugfix that essentially serves as a buff, so every survivor (EVERY survivor) runs it, and I'm starting to get annoyed by it even though I used to make fun of people who complained about it (as an M1 killer addict, I've learned to have some patience, but every survivor having an extra health state in all circumstances is a bit much).

    We did get some much-needed killer buffs recently (Ghostie and Legion, two of my favorites even before the buffs, are now worlds stronger), but the latest killer's strength was probably overestimated before release and still has too many restrictions on her power despite a buff, and it's going to be several months before they do anything.

    We got a new survivor perk, Circle of Healing, that allows any survivor to bless a totem that allows every survivor free infinite self-care AND a speed boost to all healing actions, and it can be spammed infinitely as long as survivor in question is alive. Needless to say, it's wrecked the balance of the game, and it's been ostensibly nerfed twice, but the nerf we wanted was "don't let survivors spam this infinitely all game every game", and the "nerf" we got was "maybe 90% healing boost was too much, and we'll just bump it down to 40% but let it stay infinitely usable with no drawbacks".

    Thanks to CoH and DH, it's now a necessity to tunnel a survivor out of every match if you want a chance at winning, and it's going to be that way until CoH isn't spammable and DH has a drawback, but the game's still fun if you're willing to play mean. (Sometimes I play nice or run a chill build, and I always end up regretting it.)

    Some here will say that it's all a conspiracy by BHVR to pander to survivors more than killers so they can make more money since there are theoretically four times as many survivors as killers, but that's crap. They just don't think things through sometimes.

    They say that cheaters are rampant. I've never seen any of the bots as a survivor, but that's probably because bots instawin all games, and I'm not in high enough MMR as survivor to run across something like that. I've only rarely seen blatant cheaters as a killer, but I've had my suspicions about some teams (good cheaters are stealthy).



    Despite all that... yeah, you should. The game is still evolving and the playerbase whines too much. The game is a lot of fun, and they'll get around ironing out the more annoying issues... eventually. In the meantime, you will still have fun as a killer main if you're willing to play the meta even if it doesn't make the survivors happy (and it won't). As a survivor, you're in a great period right now, and you should enjoy DH and CoH while they last.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2950920#Comment_2950920

    It's not a terrible argument to do bones. Most of my games I cleanse at least 4/5 totems and I'm one game cleansed over 20....Pinhead you sly dog that Perk gets me every time.

    All I do is equip Small Game and boom easy peasy. I usually find them after starting on a Gen or just hiding from the Killer.

    "Just do bones" is indeed a terrible argument. As a killer main who loves NOED (but doesn't run it often outside of endgame builds, which I've been playing around with a little), I have to admit that that's a really obnoxious response to criticism of NOED that isn't viable. If you run maybe one perk, like you said, you're not likely to get more than 4/5 done (and waste a lot of time doing it), and even if your entire goddamn build is dedicated to cleansing totems, you'll get all 5 done, but you'll still run around the map for seven minutes not doing gens to counter a perk that doesn't activate in the majority of games.

    This is also the biggest argument for the OP's nerf idea. I agree that NOED doesn't need a nerf, but if OP's idea were implemented, it would change the focus of NOED from an endgame perk to a slowdown perk, because 2-4 survivors would spend all of the early game running around looking for totems instead of doing gens. Combine that with the Pig's Video Tape and Rules Set No. 2, Corrupt, Deadlock, and Merciless, and their team will have a hard time of it.

    Of course, that'd ruin NOED as an endgame perk and all the builds it relies on, so I don't support the idea.

    Also, NOED's counterplay (there is one, despite all of the survivors' complaining) isn't to "just do bones", it's to "just memorize bones' locations when you see them and then go back and check if the perk activates after the gens are done". It ain't hard, and I lose the totem within a few seconds of it activating in 25% of the matches I run it in.

    It's still worth it in some builds, but only because of survivor stupidity. You get one down out of it (if that) if the little monsters know what they're doing and just leave through the other exit while you're on your way to the hook. Facing off against NOED is an opt-in scenario in most cases.

  • They don't need to add passive condemned, but I'd like to see condemned stack speed doubled for removing tapes from the TV. As it is, survivors are completely free to ignore that mechanic, and I almost never see it come it into play when playing as Sadako unless someone is intentionally committing suicide because they want to see the Mori, even if one jackass is running around the map snatching every tape out of every TV. I realize that it's not supposed to come into play often, but it at least needs to have the threat of potentially coming into play if survivors don't check themselves.

    Her lullaby needs to go. No question about that. That one change alone would make her into a viable killer.

    All that aside, she can be strong if you have the right build. She's one of the few killers that actually does worse with Ruin/Undying than with a gen-kicking build due to her mobility. Combine Brine with Pop and something like Dragon's Grip and you'll see gens go from nearly done back down to zero on a regular. Nurse's is actually decent on her despite her lack of effective stealth.

    I've actually found that Merciless Storm works well on any killer other than Sadako due to the fact that every Sadako player seems to run it, and survivors expect it when they see her, so you're likely to get nothing out of it. They won't see it coming on any other killer, and even good survivors are going to miss at least one of those skill checks.

  • @YukiShiori21 said:

    In my opinion and experience, DS isn't going to stop me from tunneling someone out of the trials. It stunns me for 5 seconds for sure, but if i am dealing with the weak one, it seems not to be a waste of time just go back to chase him again. The survivor is already within range to kill, why would I give up and try to find someone else and maybe get nothing. I'm not the only one think this way in Asian community, I wonder if it's only in certain region or an universal thought.

    It's annoying, but, no, it doesn't discourage me from anything. I'll just power through DS, BT, DH, and every pallet they throw at me until they're dead.

    It does mean that, if they're using all of those perks at once, you're dealing with up to 5 health states for a single survivor sometimes, so you could easily get two downs if you decided not to tunnel in the same amount of time it takes you to get one down with tunneling, but the tradeoff is that the game suddenly becomes very easy if you've managed to kill a survivor and they've only managed to get one or two gens done in the meantime.

    Also, if the gods are on your side, some of the other survivors will notice that you're tunneling and waste time trying to distract you or bodyblock (often giving you a free hit), which is time they're not spending on gens while you're actively getting closer to your goal of making the game killer-sided.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857538#Comment_2857538

    Ah yeah if you're on Stadia I can see how that'd be a pain in the ass, especially with validation. If you want I think I have a game from yesterday saved, I can edit that down and send it here? Made a streamer mald in it lol

    On Stadia, I notice that I miss 10-20% more of my hits than I do on Steam, but it's not too bad unless I'm playing with a ######### Bluetooth controller. There's a split-second of input lag, and some killers (Nemesis especially, due to his tentacle's tiny hitbox) are much harder to play, probably also due to my using a controller.

    However, I'll shill DBD for Stadia until the day I die, even after I can play the game without a pesky Windows partition installed, for one reason: it's the definitive way to play DBD on mobile. If you have a controller for your phone, it's a hundred times more usable than the official DBD mobile game, and it has cross-progression with Steam.

    Sorry. Five cups of coffee.

    Yeah, please feel free, if it's not too much trouble.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857539#Comment_2857539

    I say she’s more of a hit and run as much because of stealth and relative weakness in an extended chase as the teleport. If she sticks in a chase at a loop she’s not much different than a basic killer so she does want to avoid being in that situation. Stealth and the teleport combined means she can keep attacking from different angles and fish for survivors who don’t spot her coming or are otherwise out of position.

    That’s not to say she can’t chase down a survivor after a hit, just that if the survivor runs to a dead zone or a safe loop and already knows where she is coming from it’s harder than trying to get a hit on an unsuspecting survivor for her.

    I feel like a lot of these posts are being written by people who don't play M1 killers. That's sort of the point of playing one; you are going to be running around from godpallet to godpallet, mindgaming when you can and kicking wood until there isn't any left. I get that some people don't find that fun (and sometimes it really isn't), but it's viable.

    @[Deleted User] said:

    The truth is that map mobility isn't that good if you're a M1 killer with barely any chase potential in a Dead Hard/CoH meta. You'll just be teleporting around without doing any meaningful progress. Clown has a very solid antiloop and Myers/Ghostie both have instadowns so they can at least deal better than Sadako with at least one of these perks. I personally don't think she's any better than the killers you mentioned.

    The best you can do is hit and run and pray that the team doesn't have 3-4 DHs and a CoH totem. If they do, pray that they are bad.

    I just played a team where every single survivor had BT, DH, and DS. Didn't stop me from tunneling three of them to death.

    Luckily, yeah, one of those three was really, exceptionally bad, and one of others apparently seemed to think he was an awesome looper, but he was not, so he went next. The third one was just okay, and I figured out pretty quickly that the Jill in the group actually knew how to play the game, so I avoided her until the end of the game, and she got out alive.

    They were mad in the EGC, too. Their self-righteousness might have felt more justified if they weren't all running the best meta perks in the game and using them nonstop.

    I come across teams like that fairly often, but they're rarely all excellent players. I don't know whether that's because I'm not in high enough SBMM yet or just that more SWFs than not are carried by one or two good survivors, but even with 3-5 health states each, I can manage if I'm on my game. The best teams will just have all the gens done within five minutes if the gods don't intervene on your behalf, but those are rare.

    Like I said, though, I don't use Ghostie's instadown ability unless I have addons that can knock a couple seconds off of his stalk time (and then only usually when I have a daily), and I was still doing better, but I think I was just having rough luck. Last few games have been leisurely.

    @El_Gingero said:

    I play her as a mix of hit n run and chasing, depending on the situation. I find I can often end chases pretty quickly by demanifesting and leaving the tile, then coming back from a different angle.

    For perks you want ones that combine info with slowdow, so scourge hook pain resonance, dead man’s switch, deadlock, call of brine etc. Also as a wildcard I tried bamboozle and it’s been working very well to offset some of that absurdly OP CoH pressure.

    I tried to do more hit and running today in one of my games. I felt like I was playing well (got plenty of hooks), but only ended up with 1K.

    I like to play for kills, so I don't know. I was satisfied with myself after the game ended even though it was an objective loss, because I felt like I played well even though I didn't win... but I didn't win.

    I think I tried Brine/Pop/Dragon's/Eruption for that game, and it works fine. I've since replaced Eruption with Nurse's, and that always seems to get me an extra down or two if I remember to turn my terror radius off. I get a lot more out of Dragon's than I seem to with any other killer.

  • @[Deleted User] said:

    I"m actually on a bit of a 4k streak with her. She's not great, but you can do some things with her manifest ability.

    I think people are getting REALLY hung up on trying to make her a hit and run killer. The tvs are the most overrated part of her. The cooldown is massive. They're good for mobility but there's a huge telegraph on them when survivors are aware of what to listen for.

    I'm starting to manage quick downs with demanifest/manifest mindgames. Her hands disappear when she's invisible. Time your double backs or pause and keep going during the passive phasing.

    I'm always running the Brown addon that decreases her cooldown by 12 seconds, plus the Iri one that turns on four TVs at once, and it makes a huge difference. Her mobility is still better than Freddy, IMO, just because the cooldown is on a per-TV basis, and you're free to hook someone by a TV, teleport to a gen you need to kick, and then immediately teleport back. Or else check a bunch of gens before Pop expires, if you guessed wrong the first time.

    I agree that the cooldown is rough without addons, but they did give us a Brown that cuts said cooldown by a huge amount, so you're never going to run out of it. A lot of her addons seem useless to me in general, though maybe I'm just not using them correctly.

  • I have another quick question for anyone who can answer: Does Overcharge count as a good Skill Check for the purposes of Brine? Meaning, if I run Overcharge in combination with Brine, it'll tell me when someone taps the gen whether they hit the skill check or not?

    Also, can survivors still tap an Overcharge gen and do the skillcheck while running away, or will getting off the gen before the skillcheck is complete fail the skillcheck as with normal skillchecks?

    @GoodBoyKaru said:

    I've been trying to go for 12 hook games, the usual, and can't really describe it but I'll try anyway. Hit and run at the start until you hear a boon come up, which is when you then just have to commit to someone because COH. Corrupt helps with this a lot.

    Get a down, get a hook near a TV, BBQ proc to tp to a gen, pop it. Chase whoever is near and if you can't find them tp back to the hook, contest an unhook if it's gonna happen. Worth noting, I do not tunnel. I don't wanna be DSd and I can get substantially more pressure going for the unhooker instead, who's usually injured by this point. If they try and bodyblock with BT, go into your power and walk through them (you can do that !!). Get the down on the unhooker, rinse and repeat.

    Focus on 3 survivors to pressure, maybe bug the 4th one a bit but you cannot bother all 4 at once. The ideal plan is to hook survivor 1 -> 2 -> 1 -> 3 -> 1, and then you can do whatever you want really. That's how I've discovered you can win consistently.

    My build is PGTW/Corrupt/Enduring/BBQ, just for the record.

    It sort of feels scummy, especially because I really don't like camping or tunneling, but I reason with myself that I'm leaving the hook and then coming back when I see someone returning to contest the unhook and they should've been stealthier about it.

    If there isn't a COH for the record, she is mad strong and you'll probably be able to 12 hook dominate through hit and run alone.

    Make Your Choice seems like it would work well for that sort of strategy, too.

    I do end up wasting some time with tunneling. I'll get hit with DS and BT each once or twice a match, but it usually makes the game if I manage to kill someone and get rid of half the pallets on the map with only a couple of gens done.

    I've tried playing without BBQ the past couple of games, and it's not usually hard to find a gen to kick. Overcharge/Brine/Dragon's/Pop has been helping me give survivors a hard time even when I ######### up the early game.

    I might try experimenting with going after the unhooker or not tunneling altogether, but I feel like killing someone quickly and defending the last few gens well would still do more than spreading out the pressure. Of course, a lot of that depends on me not ######### up chases and actually getting hits. If I miss half my hits, take a couple pallets to the face, and then get DS, BT, and DH all in a row, there's not going to be enough time to off someone before three or four gens are gone.

    As someone who plays M1 killers on Stadia with a controller over an unstable connection, playing scummy helps me a lot. Maybe once DBD's Linux/Steam Deck build is done and I take the time to retrain all my muscle memory to use the mouse, it can be different.

    @Plu said:

    Havent played her enough to be confident on how i would place her against others killers but she's definetly way weaker than all the other M1 killers.

    She needs lots of information to make uses of her TV's , which she doesn't have basekit so it's hard to use them unless you use perks for that.

    She apparently has two very good Brown addons that make her plays around pallets easier but survivors can just hold W like they do with pig when she tries MiNdGaMeS sooooo....yeah...

    I probably need to pay more attention to her invisibility. I can already mindgame pallets pretty well (as an M1 addict, I absolutely have to know how to do this), but figuring out how to use that to my advantage would make a lot of difference if it means cutting down on chase time.

    Thing is, on paper, she's stronger than most of the other M1 killers. I just haven't been winning with her as much for some reason.

    @dugman said:

    First off you compared her to Clown but she and Clown are extremely different killers. Clown has no map mobility or stealth but is great in a straight up chase. So with him you go and flush out a survivor and just down them quickly, rinse and repeat. He’s even not bad at tunneling down a survivor he just hit because he can use his yellow gas to help close distance from far away. Sadako in contrast is more of a hit and run type. She typically uses Stealth or a teleport to get close, hits a survivor before they reach safety, and then switches targets after they run. Because of her stealth and teleport and her ability to move full speed while stealthed she can switch fairly rapidly between survivors and zones so has less downtime than average between hits and new chases.

    Things to keep in mind

    • She’s Undetectable and on-and-off invisible but she does have a lullaby so survivors will know when you’re roughly in the area. So make sure you’re using cover on your approaches to block their sight lines toward you. That’s especially useful for her because she is short so it’s easier for her to take advantage of terrain to obscure her presence. Also try not to look directly at generators or survivors when you’re approaching since Spine Chill is somewhat popular.
    • Teleport is great for getting to a new zone and also to add stacks to survivors to coerce them into spending extra time running across the map to use a VCR. But obviously when you teleport you are announcing your presence and giving them a bit of a headstart on running away, so you’re not going to get quite as many ambushes off teleports as you would walking up stealthily. So if you hear someone close you’re probably better off walking up to them rather than teleporting since you can often close more distance that way before they react.
    • Unless you’re going for a hit or about to carry someone in the next couple of seconds there’s no reason not to be Demanifested. You move normal speed while Demanifesting and can’t teleport unless you’re Demanifested plus you have your Undetectability and invisibility going. Always be Demanifested until right before you strike, even during chases for the most part.
    • And generally speaking she’s a Stealth killer so has the same general strength and weakness they all have, namely that she’s stronger than normal against average players but weaker than normal against survivors with strong awareness. So she’ll probably never be a top regarded killer and high ranks simply because of that.

    I mean, that's fair, but I was only comparing her to Clown because they're both M1 killers. I suppose that Clown might be considered stronger than most other M1s since his buff, but, again, on paper, Sadako can do more than Ghostface can do (especially since I don't use his instadowns unless I have a daily), but I'm destroying games with Ghostface and noticing less success with Onryo. That might just be luck, though. Maybe I'm just getting better rolls of the dice with him.

    The lullaby means that she's not really Undetectable, and it only really works on survivors who aren't paying attention. With Ghostface or M&A+DR Michael, your first hit is always free, but that's not always the case with Sadako.

    I do see Spine Chill sometimes (and I run it almost every game myself when I play survivor), but the lullaby will tell an especially paranoid survivor when to dip out, anyway. Maybe I could practice approaching gens sideways, because I've seen it done and it might help my game with Myers, but it just seems so tedious.

    I have mostly been chasing and even approaching gens when Manifested, so that's something I could work on for sure. I haven't been playing attention to a lot of the nuances of her power, particularly how to use invisibility in mindgames or Manifesting/Demanifesting to counter bodyblockers or ambush people.

    Back when we had the old ranking system, there were people who managed to keep Rank 1 with Myers and Clown. It wasn't common, but any killer can be played at high ranks if you put the time in. I do get what you mean, but.

  • I've been watching some videos on it, and one thing I've picked up that I didn't realize is how good she can be at ignoring bodyblocking. I'm definitely going to get some use out of that.

    People say she's a "hit and run" killer, but with CoH still in more games than not, I don't know how that strategy can be viable. I do end up smacking a ton of survivors and coming back to them later (mostly because I want to kick the gen they were on before Pop runs out), but I'm not agreeing with people saying to not commit to a chase. Committing to a chase and making large swaths of the map (yes, do pallets and lots of them) unsafe is the best way, I'm finding. If you're diligent, they'll be gone in no time.

    PWYF seems nice on a lot of killers until you realize how many downs (and subsequent slowdown) you're losing out on by ignoring the Obsession. It has its place in some niche builds (Tombstone Myers and Sonic the Clown), but it's a waste of time for not much benefit in most cases considering how hard it is to fully stack and how little you get out of it before it's gone. With Sadako, you can't really afford to waste time.

    I need to experiment more, but I'm thinking that playing with a gen regression build is the best way to go. I think my problem is that I'm still ignoring a lot of gens that I should be kicking. Brine is not the same thing as a dry kick, and I don't have to wait until Pop is active for a kick to be useful when I have Brine equipped.

    @IronKnight55 said:

    She's very weak. I'm still enjoying playing as her, but she seriously needs some buffs.

    I would agree. I think her main issues are her lullaby and the fact that Condemnation never really becomes a threat.

    A stealth killer with a lullaby? What the hell's even the point?

    And I've never had Condemnation come into play as a real threat to anyone, as killer or survivor. It's barely even a gameplay mechanic. You're free to just ignore it all game every game for a hundred matches in a row and it's not going to change the outcome of a single one.

  • @[Deleted User] said:

    I'm finding that the key to winning a game with Sadako is to put the pressure on early and play mean.

    That's been my experience as well. Latest build has been Ruin/NOED/Lethal Pursuer/Forced Penance (just using what I'm getting tbh). Some games just end in NOED stupidity but I've been getting a decent amount of hooks against most teams before the endgame (though some have been giving me absolute hell).

    I've actually been getting some hefty value out Forced Penance on her when playing scummy, since you can practically camp/tunnel from across the map with teleports, and the rescuer tends to try and bodyblock. So what you do is just proc FP on the one, then either tunnel the other or teleport back across the map to chase someone else. Denies heal parties pretty well, moreso than sloppy (since CoH brings down sloppy's value a bunch).

    I think you kinda just have to accept that you're playing an M1 killer and that not every match is going to be winnable, even if you play like a scumlord.

    Okay, I just tried a game with Brine/Overcharge/Pop/Dragon's Grip, and that was cruel. They four-genned themselves into a corner with one guy dead and every gen smack dab next to a TV... I did have fun.

    She does have a hard time against genrush squads. Someone brings a Coldwind offering and you get your first down just as you hear two gens pop in the background, and you just know it's gonna be one of those games.

    I just got Executioner, so I could try that once I unlock his perks, but I think I might be happy with this build. I don't even need BBQ since I know where people are just from the failed skill checks and the screams.

  • I dunno, man.

    I just played a Sadako game against what looked like an SWF from the lobby, and it was easiest 4K of my life. Maybe I've just been having bad luck. I've also been playing a lot drunk or severely sleep deprived, and that could've had something to do with it.

    Maybe replacing my NOED/Franklin's slot with a nice Overcharge or Dragon's Grip will give me that edge I need. Might be easier if I don't have to worry about survivors tapping gens and waiting out Brine.

    @AetherBytes said:

    Use your phasing. When phasing as Sadako, you can tell when you're invisible by looking at your hands. If you cant see them, the survivors cant see you. Use it to time approaches to squeeze distance out of them

    I'll try that. They'll already know I'm coming because of the lullaby, of course, but maybe it'll give me an extra second or two.

    @gendoss said:

    She's just really bad. In my opinion one of - if not the worst killers in the game. There's not much you can do other than teleporting like crazy but even then she's just an M1 killer and you can teleport all day but if you can't get the downs it means nothing. Obviously this is anecdotal but I almost never lose to her and I lose all the time to other killers who are weak too.

    Yeah, but people tell me a lot of the killers I play are weak, and I tend to do fine with them. I'm very comfortable with M1 gameplay, and Sadako has mobility that most of the M1 killers don't have.

    I've just been feeling like I've been doing worse playing her than I do playing my mains, and it's not like I didn't already know how to play Freddy (she just plays like Freddy without the teleport cooldown).

  • I almost voted for "the current requirements are fine", but there's such a huge disparity between survivor and killer requirements that it's hard to call them "fine".

    I don't have a single adept killer achievement, but I've also never attempted to get one. That said, SBMM has made things, in theory, a hell of a lot easier since your rank is reset to zero on the thirteenth, and that means that getting a Merciless can be actually be pretty easy if you play for it early enough in the season.

    Maybe I'll try getting an adept achievement with a killer I'm good at and post back.

  • Bumping this thread because I've had this issue, too. Always with Ruin/Undying. Doesn't seem to be a killer-specific issue.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846704#Comment_2846704

    • Dead Space?!?

    c'mon...

    https://forum.deadbydaylight.com/en/discussion/comment/2848437#Comment_2848437

    ... who said it only targets earth? it can easily be targeting sentient life.

    https://forum.deadbydaylight.com/en/discussion/comment/2847306#Comment_2847306

    how so? scooby and the gang deal with actual supernatural ######### all the time... in the movies.

    Not just in the movies. There are plenty of examples from the original series of magical stuff happening, ranging from hypnosis to a poltergeist making a sandwich for Scooby and Shaggy or apparent ghosts floating bones and candles around even after the main antagonists were already caught. The villains were always bad guys in masks, but it never meant the supernatural wasn't real in-universe.

    Then there was the 13 Ghosts series which didn't skirt around the subject at all, and, likewise, the more recent Mystery Incorporated series, and even in the latest series, in the Halloween episode with that boomer rock band, in the final few seconds of the episode...

    Some goobers in Cartoon Network's writing room have been trying to retcon real monsters in the Zombie Island and 13 Ghosts sequels, and you'll also notice that the villains in the movies have been getting goofier and less horror-themed, but hopefully this new direction won't last forever.

    @SomberNokk said:

    No more boomer horror stuff. Give us FNAF.

    We need some Greatest Generation horror. Give us Bela Lugosi.

    It is good.

  • FNAF. Anime anything, with the possible exception of Tomie or something else that is genuinely horrific (we don't need another Trickster).

    @Mooks said:

    Scooby-Doo.

    i feel like those requests are a joke anyways (?)

    well. I wouldn’t be against cosmetics inspired by the show a la the L4D cosmetics for the original chars I guess..

    I unironically want Scooby-Doo.

    And Scooby did a crossover with Supernatural that featured R-rated gore, so it's not like it's completely outside the realm of possibility. Five survivors and maybe three or four killers (some of the good ones from the original show, like the Creeper and the black ghost from the episode that Supernatural was riffing off of). They could charge $30 for it, and we'd all buy.

  • Never mind.

    I registered for GeForce NOW and logged into the Steam version that way. Executioner was available, and then I went back to Stadia, and Executioner showed up in the killer menu.

    If anyone else has this problem, that is the answer.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846492#Comment_2846492

    Thats why i also proposed a communication wheel (or what the name of that thing is). With a dozen pre selected messages, we could perfectly communicate with our teammates.

    That's not as terrible of an idea. I'm still against turning all games into pseudo-SWF matches unless killers get something out of the deal, too, however.

    @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846092#Comment_2846092

    Kills should be a proxy for skill due to killers ability to SNOWBALL (cancelled by perks like Circle of healing, unbreakable, medkits, etc), in practice most times, especially for killers that catch up or facecamp, the strongest thing to do becomes tunneling (and eating DS) and hard camping or facecamping, and bodyblocking hooks with your body to force a survivor to die/ go second stage.

    Is VHS even back online yet?

    Okay, but with this community, there would be slurs, harassment, and general troublemaking, and how would they enforce/investigate bans? Would they save all voice chat for every game to their servers and then just look when someone files a report? Would they ban someone just for getting a high number of reports (prone to false positives and ensures that someone can get away with racial/sexual harassment if they only do it every once in a while)? Would they hire a dedicated team to listen in on games (with 40-50k people playing around the clock, that's a lot of manpower)? Would they try to use some sort of voice-to-text algorithm to look for abusive language (prone to false positives and meaning that you can just pronounce words differently and defeat it)? Combine that with the fact that a large chunk of the userbase are cheaters who probably buy new accounts with stolen credit cards every time they're banned and you have no way to stop it.

    Policing that sort of thing isn't feasible. Considering how strict the devs are about using profanity on the forums (we should be able to use the f-word here, honestly; we are all adults) and even words like "facecamping" in the chatbox, along with removing entire sections of cosmetics due to racist abuse, I doubt they'll be willing to take a chance on this, but hey.

    I also strongly disagree with that idea in general, just because, again, going against SWFs is already miserable and an extremely survivor-sided experience. If every game becomes an SWF game, we need some really serious killer buffs to compete. Like, bring back no-hook Moris, bring back top-tier Freddy and Spirit, reverse all of the killer nerfs in recent memory, add more synergizing meta perks kinda thing.

    Also, gaining SBMM ranks doesn't mean you're winning. There's a reason you can't see your rank. Gaining SBMM doesn't even necessarily mean you're playing well, it means that the way you're playing is consistently killing everyone you're going up against. If all you do is facecamp (either because it's your main strategy or, for some reason, you think it will land you in high-level SBMM), then you're going to eventually be placed with survivors who know better than to play games with you by the hook all match when they could be doing gens and leaving you with a 1K. There's a point where tunneling and patrolling/light camping because necessary to win (facecamping is only a good idea if gens are all done), but that has more to do with the game balance itself than anything to do with SBMM.

    All SBMM does is put you in a place where you're getting kills most games. It had a rocky start, but I think it's working well enough for its intended purpose.

  • @SickyScotty said:

    https://us.v-cdn.net/6030815/uploads/6ORUDACT4L7F/my-image.png

    This is lacking a lot of killers because I haven't tried them all, so I can't really form an opinion on those ones, but yeah.

    I'm surprised Nemesis isn't in "controller makes them hell". He'd probably be in my top two tiers if I wasn't playing on Stadia with a controller... can't hit ######### with his tentacle. I usually just PWYF on everyone except pallets and the Obsession and miss them half the time.

    I also haven't played a game with Spirit since her nerf, but I won't rule it out ever again, so I put her in a favorable tier.


  • tier.png

    I swear to Satan, I had the idea to put "party" in my top tier name before I saw the dude with the death metal username's list.

  • @Tsulan said:

    Been playing since 2016 with some pauses. 2900something hours. Playing both sides more or less equally.

    Solo survivor is in a great spot right now. Not only because of the hud and all the status affects that which affect you, are displayed. But because someone always has CoH equipped. Which leaves more room for different builds/playstyles. Also the change of Kindred really helps your teammates.

    Since every match has the obsession "tentacles" enabled, equipping DS doesn't feel like a must have per team.

    Things that need to change for survivors:

    - voice chat = we need a ingame version for solos. Or at least a communication wheel, with pre selected voice lines for better communication. It's the only way to balance around external voice chat.

    - hook suicides = people switched from disconnecting to suiciding on the first hook. This should be penalized, just like disconnects. Because it ruins the match for everyone else.

    - item trade = it should be possible to change items/addons/offerings between your own characters. Often I have something that I need on a different char, who doesn't has the perks I need. So they just feel wasted.

    Killer is a little rough to say the least. Sure, BNP are not what they used to be. Just like moris, which used to have no hook requirements.

    Killers in general lack a certain variety in regard of their builds. Not because of the perks, but more because of the addons. Myers and Hag aren't exactly top tier killers. Yet, they offer something no other killer can offer: addons that completely change the way they play. I think, all killers should have the option to completely change their playstyle with addons.

    In fact, I evaluate killers on how they perform without addons. Since no killer should be forced to use a certain addon combo to play at all. Addons should only be used to change how a killer plays.

    Now on why I think that killer is in a rough spot. Playing without gen slowdown perks is extremely risky. Because even if the killer has a extremely good start, with slowdown perks he'll probably lose all gens, based on how little a kick does to a gen. Btw, why does a killer go through a full animation for kicking, while a survivor can tap a gen mid chase?! Anyway, during a q&a, the devs once said, that players shouldn't feel forced to equip certain perks. Yet here we are, where killers feel obligated to equip between 2 and 4 slowdown perks.

    Ruin supposedly was changed to a "endgame" perk. Yet it's a miracle if it survives the early game. Unless the killer bases his whole build around protecting ruin. Now with the new killer, I feel that Call of Brine will make Ruin obsolete. Since it synergizes better with Pop.

    Undying was in a perfect spot, when it was originally released. The argument for it's nerf became kinda ridiculous, with the release of Boons. Returning it back to it's original state wouldn't hurt the game.

    Things that need to change for killers:

    - totem spawns = most of the spawns are ridiculous easy to find. Since they appear next to gens or at survivor spawn locations.

    - secondaryobjective = while the overall gen speed hasn't changed in the last years, it's undeniable that survivors have gotten better at completing gens. Which puts the killer under pressure, when it should be the other way around. Survivors need something else to do. Gas cans, repair parts, etc. Things that slowdown the pace of the game without slapping XX seconds on top of a gen.

    - addons = survivors have several perks that help them getting items and addons during a match, which they can take home for the next match. Killers should get something similar, that allows to get and keep addons during a match.

    - Overall balance: the game shouldn't be balanced around kills or hook stages. But instead for actual hooks. A killer who got 9 hooks and 1 kill, will look far worse on paper than a killer who got 3 kills with 3 hooks in total.

    Changes for both sides:

    - the grind = remove the bloodpoint limit. Both the match limit of 8k per category and the million bloodpoint limit. Let people play how they want. Someone who kept the killer busy for 5 gens can easily end up with under 10k bloodpoints, because he hit the maximum. This system is obsolete, from an era where the bloodpoints determined if someone piped.

    - perk tiers = should be removed. A new player will get scared away, when he finds out that he needs over 1k hours to unlock most of the stuff. With the catch, that by the time he unlocked it, a dozen new perks had been released.

    - endgame perks = should be far stronger for both sides. After all, they are wasted perk slots, for the better part of the match and might not even get to used. Because the game ends earlier.

    I agree with almost everything you said, but voice chat for solo is a horrible idea.

    For one, it would make every game an SWF game. I get that SWFs are a thing and facing them is unavoidable, but playing against one seriously ######### with the game balance in favor of the survivors, and we'd need a whole range of general survivor nerfs across the board to compensate.

    Of course, thankfully, that'll never happen, not with this community. BHVR wouldn't dare. You just know somebody would be screaming racial slurs at the top of his lungs all game every other game, and they'd have no way to police it. It'd cause so many problems that it'd just be gone immediately if they ever added such a feature.

  • @Senpai_J said:

    I dont think lullaby ruins her stealth, sadako could be coming from any direction with a tv there's no guarantee you'll not get caught out if you just run without confirming where she is.

    Getting a 1st hit on a survivor doesnt seem to be an issue across the games i've been playing as her for the past few days.

    She could be coming towards you in one of four directions, and if you choose any of the other three, you have a good chance of getting away. 25% chance that you run in her direction, and you're also missing the point in that it's not really any different than a normal terror radius.

  • I'm glad Nurse is back, but now every other game as survivor is Nurse. I'm getting more Nurses than Sadakos today (I always play more survivor when a new killer is released).

    I've stopped defending Haddonfield for the most part, but I want it back, too.

  • February looked lower than the past few months on the Steam charts, but if you look at the February before it, the numbers were almost exactly the same. Context is important. Maybe people play less video games in February on average for some other reason.

  • @MikaelaWantsYourBoon said:

    Her lullaby is fine. It does not directly tell survivor where you are. So they can run to you panicky.

    Wraith has not any lullaby, 100% stealth. But uncloacking takes longer and gives chance to survivor run to vault or pallet. Myers is slow and small lunge at T1 but 100% stealth. Pig can not hit directly while she crounching. Ghostface has long cool-down on his power and no mobility.

    Sadako is better than all of them. She is like old Freddy for me. I am using her powers for mindgame survivors, they are confusing and giving me free hits.

    I'll point out that Michael can be 100% stealth with full lunge and speed even at T2 if you use M&A+DR combo, and can also see through walls if you combine those with vanity mirror. Ghostface's stealth is also 100% with full attack power as well. You can turn it off, yeah, but that only works once his stealth has already stopped functioning as stealth.

    It's not like stealth is a new mechanic.

    Seconded.

    @GoodBoyKaru said:

    So they could be running into you or they could be running away from you. You're still a tiny killer who flickers in and out of existence.

    If you continue to hear the lullaby, you are running towards Sadako (or else she is running towards you in a straight line despite being out of line-of-sight instead of kicking the gen you ran from or search the area for you, which is unlikely). If you no longer hear the lullaby, you are running away from Sadako.

    Her flickering doesn't add anything to her stealth. If you're looking in her direction for more than a second, you know where she is, and you can loop her as usual in a chase. All that's fine, but the lullaby ruins her stealth.

  • Oh, reading Karu's post just reminded me that I meant to address SBMM: I might be in the minority, but I like it. The emblems system was too easy to game with a weaker killer like Legion, while some objectively much better killers would struggle. It also meant that facecampers and sluggers (even very good ones) could stay in the lower ranks and make life hell for new players.

    There was a point where I was either getting games against a bunch of brown-tier newbies or a fully-decked bully squad that could run rings around me, but now that the dust has settled, I usually find that I have a chance of winning, but I feel challenged, and my skills are improving. I still tend to lose against highly coordinated teams, but I feel like that's just the nature of the game (and I win against them sometimes, too).

    Basing matchmaking around kills is just the most logical way to do things, and it makes it fairer for everyone. I think a lot of the complaining about it has to do partially with the initial confusion the system gets thrown into when you start playing a new killer (or survivor in general) since it doesn't know where to put you for the first couple hundred games and partially to do with the fact that matchmaking will ignore your skill level altogether when trying to fill spaces for lobbies where players dodged (BHVR says they're working on this).

    (I still think that Adept Killer achievements are way too hard when compared to Adept Survivor achievements, which are a breeze.)

  • @Gamedozer7 said:

    It needs to go. Survivors take of as soon as they hear it and it ruins most her steath.

    I do agree. She isn't Huntress with a ranged attack who could mow down survivors in ten seconds without a lullaby. She's not even Freddy with any antiloop potential at all. She's a stealth killer with no effective stealth. You already hear sound effects and see visuals when she's spawning near you. I don't have a problem with her being semi-visible when demanifested, but at least let her stealth function the tiniest bit as stealth.

    Also, Condemnation doesn't affect gameplay at all. I'm not saying it needs to kill lots of survivors all the time, but it's also not even comparable to RBTs where the survivor doesn't have any choice in the matter whether or not they have to deal with. I'm fine with the small amount that gets added when Projection is used (it could use a small area buff), but it needs to accumulate very quickly if someone is running around turning off tapes, because that severely limits the killer's mobility (only great thing about her right now, since she doesn't actually have stealth), and it's an opt-in situation. Nobody is forcing survivors who accumulate Condemnation, so it should build up fast if they choose to do so.

  • I realize that VETERAN/EXPERT is in ALL CAPS, and I don't claim to be that, but I'm going to answer anyway. (I do have over 1000 hours; have been playing for a year and a half, I think - didn't actually check, but it's around that.)

    The balance is fine.

    The game is slightly (more than slightly) survivor-sided when both sides go full meta, but you can't really do much about that without screwing solo survivors, because the only solution would be to nerf survivors in general. It needs to be fair to solo queue players. This is also balanced out by the fact that we have Nurse, who is both extremely difficult to play and also nearly impossible to win against if you find yourself up against a good one.

    I think that a lot of the things killer mains complain about (DH, Spine Chill, new DS, etc.) can be annoying as a killer main, but they don't completely wreck the balance of the game. The one thing I have noticed so far that did fundamentally change the balance of the game is CoH, which is legitimately overpowered, but sometimes the newer killer perks get overlooked - I think people are just now starting to realize how powerful Pentimento can be, and Brine is a manual Ruin/Surveillance that stacks with Pop and can't be turned off.

    You have to earn Brine with kicks and Pentimento can be easily turned off since Survivors are going to know exactly where it spawned, but that's balance, and as long as we can keep those perks in their current form, I'll stop complaining about CoH.

    I think a lot of people have some very wrong ideas about certain maps. I tend to 4K a majority of my games as killer on Gideon's and die in three-fouths of my games there as a survivor, and RPD is a killer-sided map depending on who you're playing. (Michael and Ghostface are a guaranteed win, and I'd imagine Nurse and Blight have some trouble.) It seems like the devs are trying to make the maps as balanced as possible over time with changes and reworks, but I'd honestly rather have a couple of maps that are extremely killer-sided and a couple of maps that are harder to get kills on. Makes the game more fun.

    Luck as a mechanic is completely useless, and there are a ton of offerings for it for no reason that nobody ever uses. Yeah, if you are in a SWF and run all Luck-based/unhook-based perks and addons, you're guaranteed an escape on the first hook, and then the killer comes back and downs you immediately because they only got 15m away and now you're on deathhook with no perks.

    If there are going to be Luck offerings, it needs to do something other than affect unhook chances. Item rarity would be awesome.

    Sadako needs a buff. I know I said that Nemesis needed a buff when he came out, but I meant that it would be nice if Nemesis had a buff. In Sadako's case, I mean Sadako needs a buff.


    Stay tuned for more 10-paragraph rants as I think of them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842762#Comment_2842762

    Off topic and on a tangent but I still don't fully understand the condemned feature from the survivors prospective. I've never maxed it out. Half the time I don't bother taking out the VHS out (I'm lazy). They few times I've done it I've been able to complete the gen and get rid of the tape in time. I'm not sure what other players are doing to get to that stage.

    <serious>

    I've ignored it both as killer and survivor and never has it once had any effect on the game, as far as I can tell. I've never seen it maxed out. I love Sadako, but Condemned needs a buff. It doesn't feel like a threat; hell, it doesn't feel like a game mechanic at all.

    </serious>

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843246#Comment_2843246

    Part of my criteria or part of the criteria that the community decided upon years ago and have been using ever since despite incorrect technical terminologies?

    Either/or.

    Is Trapper an M1 by your definition? What's the difference between Spirit and Wraith?

    I'm just saying it all seems a little bit hinky to me. I mean, yeah, when I saw "M1 killer", I'm usually thinking stealth killers like Michael and Ghostface and even trapper despite being able to get downs with M2, but I figured it was just something I unconsciously picked up on. When was all this standardized? Was it before Spirit was released?

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842750#Comment_2842750

    I thought the definition of an M1 Killer was a killer that can only cause health states by pressing M1? In which case, Spirit is absolutely an M1 Killer.

    See, this is what I thought. People always seem to exclude Spirit and Nurse from the M1 killer list (including me, sometimes, without thinking about it), but I don't think there's any requirement that M1 killers be bad.

    I found it weird that the guy I was replying to complained about how "all M1 killers have to be bad" and then lists an M1 killer that isn't bad at all, almost as if part of his M1 criteria is that the killer has to be regarded as bad.

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842812#Comment_2842812

    When people mention M1 killers, they talk of a killer who cannot use their power to injure survivors and must chase them on foot moving at 115% speed.

    So Trapper isn't an M1 killer, then, right? Because his bear traps injure people and his power affects chase.

    How exactly is Wraith all that different from Spirit? They have almost the exact same power.

    Is part of your M1 criteria based around "has to be C or D tier" more than whether or not the killer actually relies on the M1 button? I'm not trying to be antagonistic; I genuinely don't understand.

  • @Star99er said:

    Hillbilly & Deathslinger were both done dirty imo.

    I never used either of them, myself, but I agree.

    However, Billy was actually borderline S-tier, and a good Billy was a genuine threat to everyone but the sweatiest of SWF teams. Coming across a Billy in solo queue was scary.

    On the other hand, it was always just, "Oh, good, it's Deathslinger. Maybe I'll get all three gens for my daily done."

    I have no idea how his stats were apparently good enough to justify nerfing him. At least I can see the logic behind the Billy nerf, but DS was mid-tier to begin with.

  • @GoodBoyKaru said:

    No.

    Yes. And totems should be invisible for the first 180 seconds of the game. And the survivors should spawn closer to the killer.

    If BHVR doesn't implement these changes immediately, I might just stop playing killer altogether. That'll show them! They'll be so sorry that I stopped playing.

  • @Yippiekiyah said:

    They tried to buff him and arguably made him worse than he was before. He moved at 124 movement speed when cloacked i think, but his purple add on made him 150 and they just made that add on basekit. Then few months later they nerfed one of his best add ons all seeing blood and nearly 20% of his speed/lunge after uncloacking and he does just feel completely average again. M1 killers are never allowed to be good, everyone gotta play blight, spirit to compete.

    Isn't Spirit an M1 killer?

    Come to think of it, I don't think I've played a single game with her since her nerf.

  • @StarLost said:

    And it actually made me legit depressed.

    Got stomped 3 games in a row (learning Sadako, have sod all perks) and got thrown up against a 1500-2000 hour group who beat the stuffing out of me again.

    In between the teabags and postgame 'uninstall nub dog killar lul' stuff, one was 'hey, you got everyone to 2 hooks, don't feel bad - we aren't all like this'.

    The depressing thing - despite me never camping, never tunneling and never BMing, this is the first positive interaction I've had with a survivor player in about a week.

    What is it about this game that makes people so nasty? Is it the nature of DbD? Is it the devs going on record as being a big fan of videogame nastiness, to the extent they consider it an essential part of online gaming?

    Have you tried tunneling more? Works wonders for me.

    What are you doing differently with Sadako that's making her so much more difficult to play? She's basically a stealth M1 killer with Freddy's mobility and a little Pig tacked on to the side.

    Stealth M1s are my favorite, so playing feels like a breeze, but she doesn't have mechanics that are particularly convoluted to learn a la Nemesis, Artist, or Pinhead. If you're good at your M1 game, you can just pick her up and play.

    Might be my favorite killer now. Best aesthetic in the entire game by a mile.

  • @Maperson said:

    Wouldn't work because swf exist

    It would still work somewhat. The paranoid and mindgames they'd have to play if you just followed the survivor you mimicked around and did everything that they were doing would be hilarious. I'd love to sit in on the Discord channel of an SWF team during a game like that.

  • @lavars said:

    https://forum.deadbydaylight.com/en/discussion/313388/matchmaking-fix-when

    1k hours mean nothing as a number.

    I got him when i played killer:

    https://us.v-cdn.net/6030815/uploads/YS3JTEAYGCZ6/image.png

    he was a survivor in an SWF, the other had 3000h the others around 500h.

    I have 300h as I type, back then more like 130h (luckily I send it to a friend as I think it was super funny).

    These times are always weird when you check achievements or other games, some people have 50+ games with a lot of hours. Some people play 50/50 on both sides, some others just play one side etc. it's super hard to say how much playtime tells about skill.

    The SBMM literally doesn't work at all, after this time we should have enough players in the right skill levels (especially mine, lmao). But i often get people with 50h or multiple thousands. In the end, it means nothing, neither as a survivor nor a killer.

    You can keep a game open and you still get "playtime".

    We can't see our or others' MMR or "skill level" the emblems were a somewhat reference. And i see a ton of these posts which means we need some transparency. It would help a lot.

    Another thing worth noting is that I have ~1000h on Stadia and less than 200h on Steam. If I'm playing on Steam, I'm probably playing a little bit better than I do on Stadia since I don't have the split-second input lag to deal with, but I'll look a lot less experience than I do.

    Stadia is the only platform with cross-progression (and Stadia users aren't particularly common), but you never know if the 50h killer you just faced has 5000h of experience with a controller on another system.

  • All of the games like this are pretty grindy. Not as bad as DBD in most cases, but.

    @steamed_hamzzz said:

    Playing a new killer with 2 perk slots filled with level 1 sub optimal perks against a full meta team

    the fact that you have to grind game after game after game just to get the desired perks so you have at least some chance of winning against a good team is so disheartening

    the grind on this game is still abysmal and with every new chapter it gets worse and worse

    I’m sorry but a 1.5x BP event every now and then just isn’t enough, we need a complete overhaul of a frankly outdated system

    Well, it's either that or play with every perk you want immediately against a four-man team of blatant cheaters.

    Keep in mind that DBD's grind is there to keep cheating from being effective. Hackers will always come up with a new way to cheat when the last method gets patched out, but what cheaters can't do is buy bloodpoints with money. If you have one account that you plan to use regularly, you'll get the perks you want after a little grind. If you're planning to cheat, you're going to put a hundred hours in before you're even close to getting everything you need to thrive with the threat of being banned at any point during your little adventure.

    That deters cheating more than anything else this game does.

  • Didn't they have a Ringu/Ju-on crossover at some point?

  • Found it! The other one is Kazıklı Voyvoda, which was the Turkish semi-translation of Dracula, marketed in English as Dracula in Istanbul (there is also a movie with this name based off of the novel). Haven't read it yet, but Powers of Darkness is great.

  • @ItsJesseFFS said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837810#Comment_2837810

    I can play on Linux though, with a little bit of manipulation to Wine & Proton.

    I am interested also.

    @ptibedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839670#Comment_2839670

    How, you did that ?! You can play multiplayer ? Can you give your manipulation and write on protondb and here.

    Thank.

    I know that some people playing games like Genshin Impact can use some sort of hack to disable anti-cheat, but I'd imagine this is hard to do with EAC and would probably get you banned if you were caught (I know that launching Destiny 2 on Linux results in an instaban).

    Currently, the best way to play on Linux is Stadia, which has cross-progression with Steam and also allows you to play on mobile (and it works a hell of a lot better than the official DBD mobile game, assuming you have a controller).

    I deleted my Windows partition after support for Linux was announced last year, and I usually play DBD on Stadia in the meantime (all my other games work fine).

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837793#Comment_2837793

    There is no solo play on DbD against Bots - the closest thing to that is the tutorials or Custom Matches (commonly called Kill Your Friends). However, no you cannot play the game on Linux or Proton, it's only available on Windows 10 or 11.

    I won't make a whole new thread for this since we already have one, but how is support for Proton coming along?

    My understanding is that even though Epic advertised transitioning to Linux support as being as easy as a push of a button, this was only true for people using the newer version of EAC that nobody other than them uses anyway, and migrating to that required rewriting large sections of the codebase, which made it very difficult to implement.

    But this was widely regarded as a scummy move, and they reversed course after being called on it, which means that EAC Linux support should now be relatively easy for older versions of EAC.

  • @Chocolate_Cosmos said:

    FeelsBadMan

    Did you remember to restart the game?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837166#Comment_2837166

    Look I'm sorry but a perk that's only good against bad people and/or solo queue due to information deficit is objectively terribly designed and deserves a rework 🤸

    But it has a niche, and it's good at filling that niche. It's also useful (hell, necessary) for endgame builds, which is its main legit use.

    Regardless, there are three dozen perks that are genuinely terrible and could use an overhaul first, if that's your argument. People aren't complaining about NOED constantly because it's terrible (where are all the Beast of Prey threads, if that's the case?). They're complaining about it because they make kamikaze plays for a hooked survivor in four out of five NOED games and want the devs to implement a fix that protects them from their own bad decisions. That's not a reason to gut a niche perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837172#Comment_2837172

    https://forum.deadbydaylight.com/en/discussion/comment/2837172#Comment_2837172

    I didn’t write it was a faithful adaptation. I wrote it was a decent adaptation. Not the same thing.

    That being said, it’s been many years since I’ve seen the movie. Having just reread the book the other week I should watch again to see what I think now.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837172#Comment_2837172

    https://forum.deadbydaylight.com/en/discussion/comment/2837172#Comment_2837172

    I didn’t write it was a faithful adaptation. I wrote it was a decent adaptation. Not the same thing.

    That being said, it’s been many years since I’ve seen the movie. Having just reread the book the other week I should watch again to see what I think now.

    Did you know that there were two new versions of Dracula discovered in the past few years? Powers of Darkness (Makt Myrkranna) was an official version of the original Dracula that was heavily modified by the editor during its original translation to Icelandic. It took everyone quite a long time to realize that Iceland was reading a completely different book, but there's English version available now. There was also another, less-known but similarly modified version that I can't remember off the top off my head right now, but I definitely have on my phone (I'll post again later if you're interested).

  • @TAG said:

    What happens if a brand new player who doesn't understand the social ettiquete tried camping?

    Then 300 games in a row against Iri 1 genrush squads will teach them a lesson, won't it?

  • @Brokenbones said:

    Seeing Christopher Lee as Dracula in DBD would honestly be a horror fans dream come true. I know I'd personally love it

    Although would BHVR be able to get his likeness, given his passing? 🤔

    Not quite sure how that works

    I don't think that his rights to publicity would survive his death (in most cases, you'd probably be fine to print a public domain image of him on a T-shirt and sell it), but Christopher Lee as Dracula would still be protected by copyright, so they'd have to get the license from whoever owns those films. I think Hammer would be easy to talk into a license, while Universal would probably be more anal about Lugosi.

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836073#Comment_2836073

    I think the OP meant to say "Vampire' and not dracula. Dracula is too mainstreamed to the point he looks goofy in some films. Nobody takes him seriously anymore. Now a vampiric killer for DBD would be awesome. Maybe a cult member or something that believes in sucking/harvesting blood in the middle ages or smth.

    But I do agree with the Trickster. He's so much more than just a K-pop singer and a pretty boy. He's an ACTUAL killer you could meet on the streets. They did his lore well too. I don't get why he's hated for being a Korean star. If it was just normal American pop star, he'd receive less hate I bet.

    I don't know how I missed this when I wrote my OG comment, but how many Dracula films have you actually watched? Being mainstream is a requirement for being licensed into DBD, and your argument falls apart considering how cartoonish Freddy's portrayal got in his later films.

    I don't think anybody takes any of the killers in this game "seriously", but Dracula is genuinely creepy in the right hands. If we have a vampire, it should be him.

    Trickster is awful. Horrible. And the hate for him has much less to do with his nationality than his overall aesthetic. If he was a DBD version of Justin Bieber, we'd hate him every bit as much, but the anime-style stuff with him definitely didn't help his case. If you can take a K-pop singer in a horror video game seriously, but not Dracula, I don't even know what to say.

  • @MikaelaWantsYourBoon said:

    We had 3 licensed killers in year 5 (Nemesis, Pinhead and Sadako) and only one original (Artist). So i think we have enough licensed content for while.

    But anniversary chapters are important and they are coming with big names (Ghostface, Pyramid Head and Nemesis). First 2 years DbD was not that big, so last 3 years we had good names for anniversary. So year 6 should bring another big name too.

    And here we go, Dracula is really good choice for anniversary. Because:

    1. He is old school horror icon, big name. People will hype for him (include me).
    2. Free license, so this mean BHVR can create their own Dracula. This mean they can be creative. Original killers usually have more fun powers except last 2 killers (Artist and Trashster). But we also have (Oni, Blight, Plague, Spirit etc.) unique and fun original killers. So Dracula can be at good side.
    3. We can get survivor from Medieval Age, a knight maybe. And he would be so awesome and unique.
    4. Dracula's Castle would be good choice for map.
    5. We already saw Dracula (or random vampire) on one of the tomes. So we know BHVR is interested with vampire (Dracula) killer.

    What do you think? Would you excited for Mr. Dracula.

    I agree.

    @Pulsar said:

    I mean, I'm on-board for a licensed Dracula too.

    Only if it's Christopher Lee or Gary Oldman tho.

    My mom made me watch the Gary Oldman Dracula cuz she was a film student and there is a lot of iconography, but let me tell you, don't watch that movie with your mom.

    Why? Because it has - gasp! - sex scenes?

    Sexual content and nudity in a horror movie? Say it isn't so!

    That said, yeah, Christopher Lee would be iconic, but the obvious choice is Bela Lugosi. Universal might be protective of his image, though, and I'd imagine Hammer would be a lot easier to convince. Max Schreck wouldn't require a license, and they could call the killer "The Nosferatu".

    I'm not a fan of Gary Oldman's Dracula, personally. I mean, it wasn't a bad movie, but it wasn't anywhere near as iconic as the above. I hardly even remember that film.

    @Kolozzoni said:

    really... Dracula? cringe

    What's next? Sasquatch? Mothman? Chupacabra?

    Was this supposed to be a joke? Trickster is the cringiest thing that's ever made it into DBD and didn't really fit into the game's aesthetic at all, while Dracula is a horror icon bigger than any of the killers BHVR has added so far. Dracula absolutely has to come to the game at some point.

    Sasquatch would suck, but I'd go for Mothman. All of those you listed are cryptids, though, not horror characters. I've no idea why your brain filed Dracula into that category.

    @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835520#Comment_2835520

    Dracula would fit more than K-pop star. You are calling Dracula as " cringe " and your profile picture is Trickster. Are you sarcasm guy?

    Beat me to it.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835576#Comment_2835576

    It's a great movie and a pretty decent movie adaptation to the book.

    It was an okay movie, but it wasn't faithful to the book at all.

    @LegionOfDumb said:

    This year is the 100th Anniversary of Nosferatu, the oldest surviving Dracula movie, so who knows...

    I did not know that. Badass.

  • If you're relying on NOED to get 4Ks, you're probably in pretty low MMR.

    It wouldn't result in much of a difference in terms of 4K, but changing it would completely gut endgame builds, so I'm against it.

    @sizzlingmario4 said:

    Not much, though it would have an effect nonetheless. It would decrease the killrates of killers who either did poorly and can’t have the perk because it was deleted or who did poorly and therefore didn’t earn the reworked version of the perk, if it was reworked. That’s about all.

    Which, fwiw, that’s exactly how I want noed to be reworked. I’m fine with noed if a killer actually earns it, but it shouldn’t single-handedly save the day if they only got 2 hooks all game.

    It doesn't singlehandedly save the day if the killer only got two hooks all game... not unless your entire team throws themselves at the hook during the EGC, anyway, and in that case, it's your fault.

    Leave NOED alone. It's only good for endgame builds (risky in the first place) and against bad survivors who throw them game because they figure there's no way they'll lose when five gens have been done.

    @eleventbh said:

    Why does it need to be earnable? Just alert survivors of NOED when the gates are powered/hatch is closed. Hopefully that would reduce complaints and make it more fair. Alternatively, cleansing totems as an objective could be incentivized better, but I've always thought that would hurt NOED too much.

    Alerting survivors to its existence before a single hit would make NOED unusable. Incentivizing totem cleansing is a much better idea since there's currently no practical benefit to cleansing dull totems in order to prevent NOED. In many cases, survivors will memorize all the totems they have seen and immediately go cleanse NOED as soon as they realize you have it, so telling survivors that it exists the very second it arrives mean that killers wouldn't get kills running it most games, which isn't fair considering that you already have to use an entire perk slow for it.

    Which is what survivors complaining about it want. They want it nerfed so hard that it's not functionally useful at all. They want it to be a waste of a perk slot even though it's already only good against people who play badly.

    Alternatively, make it so that Undying doesn't activate until there's already a Hex totem on the field. That'll make dull totem cleansing more useful in general, protect NOED even if the game told you it exists as soon as it spawns, and then also serve as a soft nerf to NOED since it means you won't want to run other Hexes in the same buuild.

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