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jesterkind

jesterkind

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  • The game absolutely will. The game's going to be much, much healthier without Dead Hard in every match.

    The perk itself, though, might be useless. We'll have to see how it feels once it hits live, but you'll need to be very good at timing it now to get value from it.

  • I'm not an employee of BHVR, but I think I understand the thought process. I think it goes like this:

    Right now, you have to spend BP to unlock teachables, then go continue to spend BP until those teachables show up again and then spend BP to actually obtain those teachables. Repeat the second two steps for every single character that you want those perks on. This way, though, you pay upfront to completely eliminate those second two steps for one perk tier of all three teachables.

    The total sum of BP spent isn't really why the grind is so annoying, it's that you have to cycle through RNG to actually see those perks show up again on every character you have. This way, the RNG is either dramatically reduced (if you only prestige once) or completely removed (if you prestige three times).

    Now, personally, I'm still not a huge fan of this tax, but I do see how it'd make sense. It's rebalancing where you spend BP to make it much, much less frustrating. Since they lowered it to something you can feasibly earn in a single match, I think it's mostly fine.

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057682#Comment_3057682

    It does not base off of overall performance and has been proven so by content creators who have witnessed others using programs that show the MMR determining factors

    I think you misunderstand- yes, it only looks at whether you win or lose, but the bracket of MMR that you're in is based on your overall winrate. It doesn't move you noticeably up or down based on just one game.

    Overall performance across games, not overall performance within one match.

  • One match doesn't affect your MMR all that much, it's based on your overall performance.

    There's some issues with the matching portion of the system, not the calculation portion, but in my opinion it's a mistake to say that's "more" of a problem than the actual meta of the game. People complain all the time about [x] perk, but the crucial thing is that sometimes they're right and sometimes it really is something that needs addressing. Based on what BHVR have been tackling in these latest few updates, it seems like they've got a decent understanding of when that is, it's not based on random people complaining.

    In fact, I'm not sure how your posts really relates to BHVR's decisions? Sure, sometimes people complain about things just because they don't know how to handle it, but those things... aren't the ones being changed? Heck, complaints about strength aren't even the point of this latest update at all, let alone misjudged complaints about strength.

    (Also, you want camping killers to go up in MMR, so they won't keep stomping on newer/less skilled players.)

  • I genuinely cannot tell if this is sarcasm, but I agree with it unironically!

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055595#Comment_3055595

    Yes they do lol. They don't all of a sudden learn how to mindgame/loop better but by default they gain access to multiple perks and valuable info that you don't get in SoloQ. Nobody that plays both SoloQ and SWF at a reasonable level can dispute this

    For example, a mediocre player will 100% perform better against a stealth killer in a SWF with their friends than they would if they qued up alone. "Pig is committing to me by Shack still, Ill let you know if she drops chase'' is a 2 second callout that makes the entire difference between a nervous player letting somebody die on their 1st hook or not committing to their gens because they're unsure of where the killer is and a player confidently making plays because the information they have is game-changing. Other simple game-changing callouts -

    "She has Franklins, drop your medkits somewhere"

    "I have GF by schoolbus, Ruin is at the car pallet right next to it so I'm kiting him away. Its clear to cleanse"

    "Its the Artist, I have her on me downstairs. Commit to middle gen upstairs"

    "Its Trapper. He set up the 2 jungle gyms and main but nothing in shack" "In the grass right next to my hook on your left there's a trap"

    "Hag didn't set any basement traps, come save"

    "Try to go down at the pallet where you're running to, we're both right here for the save in either direction"

    Yeah, comms clearly doesn't make any difference in gen efficiency or rescues/chases

    This is actually a really good breakdown of why players don't magically get better in a SWF, so I don't think this is having the effect that you think it is.

    To start, these are not the callouts of a less-skilled player. These are the callouts of players who already know what they're doing and would be making good decisions whether they were on call or not. Nobody will deny that it allows these players to be more effective and coordinated, but players do not get better when they're put on comms. If a player isn't good, they aren't going to make these callouts, nor would they know what to do with them if someone else did; they just don't have the skill and knowledge of the game to actually capitalise on the information they have access to.

    But even if you disagree with that sentiment, the bigger flaw with your message here is that these are the callouts of a team player. This is something I think a lot of people who talk about how miserable solo queue is somewhat miss- the biggest advantage of a SWF from a pure strength perspective, not a balance one, is that you know at least some of your teammates are trustworthy and will want to play cooperatively with you. Playing with people who actually want to function as a team does not make you better as a player (at least in one match, it does give you a better avenue to practice), and that's very, very, very important to remember.

    It's important to remember that "solo queue is miserable" and "SWF is a balance problem" are two completely different statements with completely different causes. Comms do not make a difference in gen efficiency and rescues; teamwork does. Solo queue players need access to the same information as a SWF (or at least as close to it as possible), but that won't magically make their teammates want to play cooperatively. Solo queue will always be weaker for that reason, not because of comms.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057187#Comment_3057187

    For anti-tunneling, I think it would be better if the developers had the basekit 5 second BT but also give the survivor a 5 sec Sprint Burst off of hook. That would make it more appealing for the killer to chase the unhooker instead of the unhooked.

    Yeah, like I said- buff the Haste they get. Maybe not fully to Sprint Burst levels, but something that's a little more than the 7% they get now.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056476#Comment_3056476

    That's a bad argument because a tunneling killer isn't standing still either for 5 seconds. Currently, as Killer, I can follow a survivor for 15 seconds and easily redown them off hook. 5 seconds is nothing, with 15 at least you can possibly get to a loop unless the killer sets you in a dead zone.

    Currently they don't get a speed boost, to be fair, and that requires the survivor that unhooked them to have one specific perk. This new mechanic is on top of any perks that survivors may have, including the perk they're almost certainly going to have, Off the Record.

    I'm not against buffing this new mechanic but duration probably isn't the problem. Probably the % of Haste you get is where I'd look.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056953#Comment_3056953

    That's cool. I play survivor just as much as killer. I like having items and addons on surv. This hampers them just as much or more than my killer games. It's just a bad change. Indefensible. There are thirty better ways to handle this than this clumsy implementation.

    Not really?

    You don't need Brand New Parts of Styptic Syringes or whatever. A basic medkit will do you fine for self healing, especially complemented with perks, and a basic toolbox is still plenty useful.

    Again, the developers have mentioned that they'll be looking at bloodweb rarity distribution, so all I'm doing is pointing out that the worst case scenario is you use some things that are just good instead of the best options available for a little while.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056942#Comment_3056942

    I haven't wanted any of the perks in the last like five chapters. They're either boring meta perks(pain res) which I do not run, or they literally do nothing or are situational to killers I don't play.

    Like yeah I'm being dramatic but I'm honestly distressed. I play low tier killers that are extremely add-on reliant.

    Well, you won't lose your current stock of addons, so you won't be in any immediate danger.

    Most killers have perfectly serviceable (and in some cases objectively superior) low tier addons, too. I think you'll be fine.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056921#Comment_3056921

    Dude I don't *want* the perks on the new characters. I don't care about them. For me, this increases the cost of getting the stuff I want substantially.

    ...How could you know that before they come out? Maybe an upcoming character will have incredible perks.

    I think you're being a little overdramatic here, friend.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056904#Comment_3056904

    Like I have every perk I want. The prestige for perk thing changes nothing for me except making it vastly more expensive to get higher rarity addons and items, because n they appear less in lower level bloodwebs. So I'll have to go through those awful bloodwebs, then have maybe 30? Bloodwebs that are decent before I pay the tax and do it again.

    This is awful. Apocalyptic.

    Well, that's not strictly true. The prestige for perk thing makes it so any new character they release doesn't give you a giant retroactive grind because all you need to do is prestige that character to get their perks on everyone else. It's still much better for you in the long run than the current system.

    As for high rarity addons and such, I'll abstain from commenting because truthfully I don't think that's a bad thing. Still, it's been noted by the devs that they're looking into it, so perhaps they agree with you.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056438#Comment_3056438

    But after you get those perks they're irrelevant. You'll still want items and addons. This decreases the initial grind, then you're paying more for forever after.

    I considered that myself, and I think if they want to keep the prestige tax it should only apply to prestige tiers that give you a reward. Prestiging after 10 should probably be free at bare minimum, that's where I'm leaning right now.

  • @Babadook83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056426#Comment_3056426

    of course you are. you're a main killer. i would be excited too. but don't get too excited cause the killer Queues gonna skyrocket. enjoy

    I play solo queue as well and I'm looking forward to having an easier time not needing to rely on teammates for certain things.

    Granted, I do main killer, but not exclusively. There's reason to be excited on both sides here.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056581#Comment_3056581

    That's not the point. Going down because of bloodlust feels as cheated as not getting a down because of DH for distance

    https://forum.deadbydaylight.com/en/discussion/comment/3056534#Comment_3056534

    Bloodlust only serves the purpose of handholding bad killers. Tier 1 can help in stronger tiles, like some main buildings, but more than that serves no purpose than to give killers undeserved hits.

    Hard tunneling is still possible and easily achievable, survivors will go usually down when they have almost nothing to work with. It's not like they'll go down and after the unhook there will be 5 pallets in any given direction. "without perks": So what you're saying is... We need to bring anti tunneling perks? Speaking of meta shift...

    DS is not fine. It's useless. And there is no actual anti tunneling mechanic to counterbalance that nerf.

    And the last point speaks for itself. Stacking slowdowns and stacking second chances has always been the issue, that was ALSO pointed out in the first dev note. Now stacking 'second chances' has been nerfed quite a lot with the endurance change and the DS nerf. But stacking slowdowns is still easily achievable. Again, meta shift where?

    - I also forgot to add, and read now somewhere, nothing about Thana, or anyway, about 'forever legion' more than Thana itself. The devs really never learn, as if forever Freddy never existed. And it's not legion is some popular killer to go against (unlike popular to play)

    Incorrect. Bloodlust may also help bad killers (though I'm not convinced it actually does, since the time sink to get to tier 3 is still pretty huge), but the function it serves in the game is more than just that. It's also insurance against the map design or loop generation breaking such that there are new infinite loops, and it's part of the game's suite of mechanics that ensure no chase lasts forever- which is necessary because if you run the killer for the entire match, the only person getting to have fun is you. Not your teammates and certainly not the killer. More dynamic trials is good and bloodlust is one of the mechanics that works toward achieving it.

    While I do think there's room for buffing the new anti-tunnel mechanic, the fact remains that if the killer waits five seconds, you are no longer being hard tunnelled off hook and you have had agency in getting somewhere else. Maybe it's not enough, but it gives you a chance to either reach a loop or use some of your perks where applicable to evade the killer- that's the entire point of an anti-tunnel measure, after all.

    DS is fine. It may be a lot less useful now but since the goal is to not need it to begin with, that's fine. If the new measures absolutely aren't enough, the worst case scenario is you swap DS for OTR, which is now immensely more effective at the job compared even to old DS.

    As for stacking slowdowns, most of the slowdowns got nerfed so stacking them isn't really as viable as it used to be. You still easily can and perhaps that's something to look at in future updates, but the end result isn't going to be nearly as damaging as four slowdown perks on live servers or the Endurance stacking on the PTB.

    I can't comment on Thana as I have not looked into the numbers, I don't know what the extra 2% slowdown actually translates to. If you've got that information on hand, by all means, let me know.

  • In terms of getting their teachables, absolutely.

    Though, all your addons and offerings would be gone, so there is that to consider.

  • @Ripley said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056476#Comment_3056476

    Seen lots of players get chased and downed after I hook rescue with BT.

    Nothing could stop killers from chasing someone after they're unhooked, that isn't the function of anti-tunnel measures.

    The function of anti-tunnel measures is to buy the survivor in question enough time to get away from the hook and to a loop, so they can start having agency in the chase again.

  • In fairness to BHVR they have also addressed those perks being broken.

    I'd rather they take big swings and then reel it back in as required than never risk big changes at all. Boil Over isn't broken anymore and Off The Record won't be either, so their success rate for responding to (new) broken perks is at least 2/1.

  • @SekiSeki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056534#Comment_3056534

    Now that you mention it, Calm Spirit is a surprise. Though, I wouldn't use it even if the debuff was gone.

    Yeah, I did kinda expect to see that one get changed. Still, they can't all be winners, I imagine it'll be looked at after the midchapter drops so there's still hope.

  • I think having them say that they don't want accessibility to fall on perks does mean that it's way more likely Shadowborn will get moved to a basekit toggle at some point.

    Personally I'm all for it, I'd love to see that perk reworked entirely and those who need/want the increased FoV being able to have it without sacrificing their loadout for it.

  • @egg_ said:

    - bloodlust still easier to get when it should be entirely removed (or at least tiers above the first shouldn't exist), especially with chases being simplified by the basekit buffs already. Higher bloodlust tiers only reward bad killers into getting undeserved hits

    - still no mention on how this patch should help against camping & tunneling, even though according to how it was publicized on the stream and in the first dev note, it was supposed to focus on these 'tactics' too. As I said elsewhere, the 5 second BT won't help if a killer is hard on tunneling someone. And it doesn't help against camping, that is actually encouraged already by the basekit buffs + the longer generator times, as confirmed by @MandyTalk herself

    https://us.v-cdn.net/6030815/uploads/4N6RCBFTDPY4/screenshot-20220712-163529.png

    But keep pretending these problems don't exist

    -Bloodlust serves a purpose and shouldn't be deleted.

    -Tunnelling got harder, as hard tunnelling someone off hook is now impossible and five seconds of Endurance + Haste at minimum, without perks makes it more likely a survivor can reach a loop before they're vulnerable. Camping will still need work but it's clear their current focus is on encouraging killers to move, not discouraging them from staying.

    -Calm Spirit not being changed is a bit of a bummer but they can't all be winners. DS is fine since it's less needed and has an extremely clear + viable replacement now.

    -Not sure what you mean by this point?

    It's not all going to be absolutely perfect, but these announced changes are good and the patch overall looks pretty damn decent. It's not the end of balancing for this game, things are still going to be changed moving forward.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056476#Comment_3056476

    You don’t need to stand still to know 5 seconds is nothing against killers like blight, nurse etc

    What possible basekit change could they implement that would be equally effective across all tiers? Something that actually stymies Nurse and Blight would be obscene overkill for every other killer on the roster.

    Five seconds of Endurance and Haste is probably enough to get a loop in most scenarios, and that's just what you get for free. There are still plenty of perks that help you here, including the new top-tier Off The Record, so solo queue is by no means at more risk of tunnelling. Factually speaking tunnelling got harder to do, especially taking perks into consideration.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056460#Comment_3056460

    Even current BT is not good and people can count. 5 seconds? It was joke on PTB, anyone can count to 5 and hit you.

    ...Are you standing still for those five seconds?

  • Wait, why wouldn't basekit BT help against tunnellers?

    Campers I get, that strat got indirectly buffed if and only if you're playing a killer that can interrupt unhooks consistently, but tunnelling categorically took a hit. You don't have to worry about teammates farming you and you cannot be hard tunnelled off hook, on top of getting a wayyyy better anti-tunnel perk tool at your disposal.

    I'm also not sure how this'll translate to "killing solo queue". The only reason tunnelling would be a problem in solo queue is teammates farming you/abandoning you, but with the measures they're implementing, you're guaranteed a chance at getting to a loop, no teammate coordination required.

  • I think I can see the logic- it's spreading the perks across all characters, so you're paying for the guarantee that you won't need to farm that tier of the perks in question anymore. 50k was just WAY too much.

    I still don't think it should exist, but making it something you can feasibly earn in one match is definitely a lot less annoying. My hope is they'll revisit this decision after a while and just remove it entirely, but for now it's manageable.

  • Definitely agreed, this hit almost all the notes I'd want to see from a PTB feedback angle. A couple other things might need adjustments, but they're the kind of thing that can hit live and be assessed from there.

    I'm looking forward to this update even more!

  • If it weren't fun I'd have jumped ship a long time ago.

    I don't tend to put that much weight on winning, personally. Crushing losses where I barely got to do anything can be frustrating, but I tend to be in positions where there's always something to learn from the experience.

    The best matches are the flashlight squads who just don't do generators, those are a blast. Not that common, but always a ton of fun. Still, even a regular match is still fun!

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055558#Comment_3055558

    Camping within M1 Distance of a Survivor at gen 5. (6 years and counting)

    Tunneling a survivor to death from gen 5. (6 years and counting)

    *** Both of those are major game issues that haven't been successfully addressed for 6 years.

    Tunnelling's about to be addressed, at least.

    Which, on top of the other game health changes in the upcoming midchapter, hints to me that we don't need to demand one or the other. It seems like they can do both, if they use midchapters for game health and main chapters for content.

  • They've already equalised the RNG on Trapper's bear traps! It actually happened a little before the big update that gave him an extra trap, an addon overhaul, and a few other things.

    People can still get RBTs off in one go, so I think it's fine that some people still escape a bear trap first try. Some amount of RNG is okay in a power, in my opinion.

    Also, the grind did not get worse. You only have to prestige once, not three times.

  • Myers can't be broken out of the stealth that he has, and doesn't require staring at each survivor before they can be instadowned during his Tier 3.

    Myers also has a lot more build versatility since his addons transform his power in more dramatic ways- the Mirrors alone open up more avenues for different playstyles and approaches than Ghostface's kit.

    While Myers does need help, he does not need a complete rework and he isn't just strictly a worse Ghostface. Honestly, I'd argue he's better than Ghosty is, at least when considering their addons as well.

  • If people playing with friends throws things off balance, it wasn't balanced to begin with. Playing with friends on comms isn't something the developer of a multiplayer game has the luxury of choosing to disallow, it is the default expectation of online games.

    There's no 'deal with the devil'. It's just the way games like this will function regardless of developer choice.

    Complaining about the existence of SWF is genuinely pointless because they cannot be removed, at least not without cataclysmic downsides for the overall health of the game. It'd be better to start (or continue!) advocating for more basekit information tools like the status icons and perkless Kindred so that the exchange of information is equal and the game can be balanced properly around it.

  • They did improve the grind.

    I'm not convinced that this system is worse for new players. They now have a lot more control over unlocking specific perks, which is the main thing a new player is going to want to do over unlocking everything.

    Returning back to level 1 every 50 levels is part of why the grind is reduced, because it becomes incredibly easy to accumulate perk tiers in those first few levels. It might create a weird sort of addon grind where one didn't exist before, but honestly, I am unconvinced that players having less access to higher rarity addons/items/etc is a bad thing? Still, that could be fixed if it is and isn't strictly relevant to the grind that they're tackling.

    The BP incentives needed to be taken off those perks, I don't think that's a fair criticism. More could be done to help players with BP gain, but since the grind has improved immensely, taking the BP bonuses off those two perks is at worst a net neutral. Still, I wouldn't mind more avenues for gaining BP- that's just the next step in grind reduction, not a failure of this first step.

    Meta perks have nothing to do with the grind.

    Trading ten extra bloodwebs for not needing to grind an unknown number that could easily exceed ten just to get the first tier of that perk to show up on every character you want it on is not an increase, it's a normalisation at worst. Effectively it's still a reduction. The Prestige tax is stupid though, that needs to go.

    Overall they did improve the grind, a lot. I don't really agree that there's a "one step forward one step back" thing happening here.

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053876#Comment_3053876

    Did he tho? Wasn't slinger just a middle of the pack killer at best even before the nerfs.

    Yes.

    He wasn't overpowered, but his kit had problems that made him cheap and unfair. Those things needed to be fixed, regardless of the end result right now.

    He still needs work but we gain nothing from acting as though the problems with his kit before didn't exist.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054055#Comment_3054055

    I mean the killer is removing survivor agency in regards to facecamping hooks.

    They incentivised NOT camping. By making it easier to end chases faster.

    are you sure? They're weakening perks that promote leaving the hook. Pop goes weasel, Ruin, tinkerer, Pain res, BBQ. the base-kit chase are not good enough to go for many more chases.

    I'd say their best bet in giving survivor agency is inventing a perk that upon beginning unhook, survivors become immune to being grabbed and are granted endurance status effect for 3/4/5 seconds. cooldown of 30 seconds similar to soul guard.

    To be fair, they're also buffing perks that promote leaving the hook. Overcharge, for instance, on top of buffing generator kicking in general, and the new Monstrous Shrine as well.

    I think at worst it'll break even on that regard, not make things any worse.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054105#Comment_3054105

    Ok, I on the other hand will proudly say that they are a joke against people with more than 30 hours, except demo, if you count him as stealth, dude is sick af.

    It's certainly not a surprise to learn that someone who's so quick to discount one killer will also discard a number of others completely out of hand.

    I don't count Demo. It is very good, though.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054016#Comment_3054016

    She has two cues, the projection one and one when she manifests, both of them are directional and pretty loud, the second cue is the reason why demanifestation and manifestation mindgames do not work against good players, since you can pinpoint where she is manifesting.

    And yes you are correct, most stealth killers are a joke, but that doesn't exclude sadako for being one too.

    I'm not against her cues being softened if/when she gets some balance changes, but that they exist at all is not a problem. Stealth killers clearly need some kind of tell.

    I did not say that stealth killers are a joke, nor would I. They aren't top tier, but none of them are bottom tier either.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053813#Comment_3053813

    Her stealth literally tells you she is aproaching and if the manifestation sound was any more loud and telegraphed it could literally tell you where she is in any part of the map, laughable stealth for people with audio enabled.

    All basekit stealth has some kind of tell or other limitation. Ghostface can be broken out of his, Myers moves slowly and can't lunge, Wraith has audio + visual cues and has to slow down dramatically while uncloaking... Sadako's stealth is not that much worse than those.

    I do think the projection cue should be non-directional though, if that's what you're referring to.

  • We've had an even split so far with Haddie as the first one to unbalance the numbers, so I wouldn't be that mad about it myself.

    Ideally the next skin is for a killer to keep the split even, but also, it's not really that big of a deal if not. They're free, after all, you're not giving anything in exchange for them other than the time it takes to copy the code.

  • While I agree that Twins need some love (that they'll hopefully be getting soon enough, thank god), I think it's missing the point a little to say the cooldown should only be for punishing a mistake. The point of the nerfs was to stop Victor from slugging, which requires something for after he succeeds in downing someone.

    Now, in my opinion, you should be able to swap to Charlotte during that cooldown. That is the only change his post-down cooldown needs, as far as I'm concerned, and the other aspects of Twins should get more focus.

    Also, obviously Deathslinger needed nerfs, we don't gain anything from pretending otherwise.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053813#Comment_3053813

    Please tell me which killer is worse than her?

    She is just an m1 killer with a bad teleport and stealth that's not stealth at all.

    Her condemnation is useless,this thing needs to be reworked and changed entirely because its either too strong,or too weak.

    Clown and Trapper are both worse than her, and that's just off the top of my head.

    Sadako has a decent teleport that needs buffing, and her stealth is by no means worse than any other basekit killer-power stealth. What she does is currently not quite enough for her to reach her full potential, but a skilled player will know how to build around her kit to perform adequately.

    That's not enough, obviously. But calling her the worst killer is, in my opinion, a bit of a stretch.

  • The Pig treatment...? A handful of sensible nerfs and then nothing for years? I don't think there even are any sensible nerfs you could give Sadako.

    Regardless, she's not the worst killer but she's also not as good as she could or should be. There's definitely room for improvement- I'd like to see her TV cooldowns looked at if nothing else, especially now that Dredge has been released and just has a better teleport mechanic all around.

  • The whip has a lingering hitbox, and the Nemesis player can turn their camera to move it a little from side to side. Maybe that's it?

  • Obligatory mention that they can't change the actual achievement requirements.

    However, I do think there's room for tweaking what you have to do to get a Merciless Killer. I remember someone telling me once that all you had to do to get Merciless years ago was just get a 4K, and that makes the Killer Adept challenges immediately much more fair and comparable to the survivor ones - easy to see how it felt fair at the time, that way.

    If Merciless was a little easier to get, the Adepts wouldn't be nearly as teeth-grindingly frustrating - and it's not as though there's much need for it to be as hard now that it doesn't affect matchmaking.

  • @Marik1987 said:

    100% not Freddy, because BHVR likes to destroy him too much.

    He's also licensed, so they'd have to organise a Freddy tome with his license holders.

  • Not voting but commenting because my opinion is a little too split-

    I'm not against removing perk tiers. In fact, I think there's good reason to always consider that a real possibility that extends beyond the grind aspect. However, I do not think that removing perk tiers is an inherently better solution than the one they proposed; both would cut the grind overall significantly. A mixture of both could be valuable, or simply improving on their prestige rework could be valuable, it's not really a case of which tactic would be 'better'.

  • I've never accepted any random friend request I received in any game on any platform, so I definitely wouldn't consider it rude.

    I don't know people I had one random game with, and I tend not to play with others that often anyway. It's nothing personal.

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052760#Comment_3052760

    It's not "harming him unfairly" he would be like any other M1 killer who facecamp I don't see anything shocking about it, better than current bubba getting free kills

    The "unfair" part refers to situations where he's not facecamping. Being around the hook in the endgame isn't facecamping, and survivors running directly towards the hook in chase because they know it'll disable your power definitely isn't facecamping, but they're both scenarios where he gets his power taken away with your change.

    It's not a bad change for when he is facecamping, but it lacks the nuance to still be a good change when he isn't. If we focus more on not being able to down an unhooked survivor straight away, that's a change that only affects camping. It's a bit of a hit in the endgame, but it doesn't harm him mid-trial.

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052719#Comment_3052719

    I meant it more like -> your changes can make him more viable for new players, but there is nothing you can do it make him interesting for old deathslinger mains that already gave up on him.

    We played him for quick shots and shooting through gaps, we enjoyed that playstyle and that's forever lost. Deathslinger mains that liked to fake shots are still fine with him tho.

    shooting through gaps is still possible, but way harder and unreliable

    Well, quickshots were a problem, so... I don't really see a way around that. They can't be brought back and if that's all you liked, then I think that's kind of just unfortunately the end of it.

    I do think that replacing quickshots with snap-aim shots would be something that'd tempt at least some older Deathslinger players, though. It's still an expression of your skill and it's still rewarding of that skill, after all.

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052663#Comment_3052663

    "I believe his chainsaw should stop dead when it hits Endurance so he can only force a trade instead of downing both the unhooked and the unhooker."

    It's a bad fix unhooker don't have endurance, if he's smart he just going to hit unhooker before unhooked. The only way is to do like Artist and Dredge restrict his power near hooks

    That's still a trade, which is the same as every other killer.

    This change isn't meant to bring Bubba below the standard for camping, just bring him to it. If he wants to camp, he has to do the same as everyone else and go for a trade, giving the unhooked survivor time to reach a loop and start making plays. Combined with other changes to make camping less attractive, it'd do far more than just disabling his chainsaw near hooks, which would risk harming him unfairly in the endgame or in scenarios where survivors run him back towards the hook actively.

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