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jonifire

jonifire

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jonifire
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  • @CorvusCorax86 said:

    It requires skill as you need to ensure tapes cannot be used. Plus, the closer you teleport the more condemned value everybody receives. You still have to be on track with the survivors knowing what gen they may be doing so that you can efficiently teleport and start chases when needed.

    You get 3/4 stacks by every tp, it doesn‘t matter how far you are away from players. Knowing where people are, is easy, because they turn the TV near them off and you can‘t tp there.

    I disagree her new version takes 0 skill compared to her before the rework. I know what I‘m talking about, because I play her in the spam condemned way. Also if you don‘t play her this way, she is way weaker than before the rework. Condemning isn’t skillful, before the rework it was. Just play hit and run and after some time someone is condemned, then just kill him and repeat.

  • @CorvusCorax86 said:

    What changes would you like to see and why?

    I mainly liked the old one more with the fast tp playstile. The new one requires no skill and is only spamming tp every ten seconds and condemned kill them afterwards. It isn‘t fun for both sides.

    That are my ideas if you want read them:

    https://forums.bhvr.com/dead-by-daylight/discussion/400929/my-sadako-ideas-for-the-upcoming-changes

  • @xCakeStick said:

    The majority of the reworks done last year have been awful to say the least, the community doesn't like the changes made and it will take BHVR months to address these feedback or suggestions for it be changed. Don't get me wrong, reworks are cool but they haven't been good to the point where everyone is satisfied with the changes.

    The Maps:

    Map reworks have been great visually, they've changed the game to make it look nicer and keep it line with other games. However, random things such as the amount of random clutter in the map doesn't help. Coldwind Farm corn has been basically removed in most variations except Rotten Fields, and replaced with random rocks or barrels, the occasional filler pallets have been really unsafe as well, you see these on Fractured Cowshed. I'm glad that Fractured Cowshed was nerfed as against decent survivors it was extremely difficult to win. But the other coldwind maps did NOT deserve the treatment they got. Red Forest was also an issue, the size of the map had been an issue for ages and it took Behaviour months in order to make it smaller, and whilst adding just all the random vegetation in the map (Trapper mains dream), and for a while they took one of the most largest maps Red Forest and Temple of Purgation and made them even worse. Shelter Woods is just straight up confusing, whilst originally it was a barebone empty map with only a tree in the middle with the lack of resources, suddenly they change it to fit in line with the Skull Merchant. Out of all killers they chose to make it a map for her, instead of making her own map they just added some giant base in the middle, this is just horrible as it ruins what the MacMillian Estate was known for. Garden of Joy rework is a complete failure, the main building is still a huge issue, the solution of breakable doors made the windows even more problematic. Generator spawns have been changed as well with most of the generators spawning on the street, with the odd occasion of one maybe spawning on either side of the main building. Map is equally bad for both sides. Next we have Haddonfield... and with the original disaster of a 3 gen that was used by all killer players for months until Behaviour finally took actions, whilst it's been an improvement compared to the original map they've changed it by making the houses a prime area for you to be looped on, whilst the rest of the map has no more than 6 filler loops filled with dead zones. The windows on all the houses should be reworked to make it fair for the killer. I could go on about maps but I would be rambling, as most people already know the issues. In summary, Behaviour can rework the maps visually, but they can't balance them it's either in favour of one side or not enough.

    The Killers:

    Skull Merchant has been a mess since her release, I don't know what to say at this point. Survivors still don't like playing against her despite her 3 gen ability being nerfed, and some people don't like playing her. Trickster rework is also a complete failure, he can easily take out survivors with his main event that he gets so frequently in matches. Recoil removal is nothing to people that were experienced with Trickster, movement speed buff is okay but he has blades with no range limitations, and the terror radius increase means nothing as his lullaby is 40 meters. From being changed from his PTB state as he was wiping lobbies with ease, to be changed by the live game to be changed ONCE again in a week and yet people still don't like it. Sadako rework is that bad that she is getting another rework in this upcoming patch! As Sadako players have find ways to essentially win the game by remaining AFK, that's how bad a rework is for the killer. Which links to my point, their reworks can either make the killer really strong or destroy them in all their abilities (Looking at you Freddy..), the problem is Sadako with is similar to Freddy's issue, they made the ultimate solo queue stomper so they had to be changed in order to make it fair. Even if everyone does know about the tapes of Sadako, there is still ways around it.

    Please feel free to share you thoughts, or correct anything I've said. These are some of the things I can think of, and it's make me concerned whenever a rework is announced within the Developer Update posts as it makes wondering will it be a success or a failure?

    I really hate most map reworks. It‘s always just shrinking, moving things randomly around and making it brainlessly easy for killers.

    The Borgo map is the worst in the game now and I really liked the map. I can‘t understand why it was changed. I didn‘t win any round there as survivor since the rework. The map is far too small, very slow killer find you in seconds and you have nothing to go to, because all loops are garbage. I don‘t even talk about fast killers!

    I can‘t understand why they don‘t just adjust some loops and leave the rest.

    Skull merchant should be deleted/ made weak, she will only waste behaviors recources and nobody will be happy.

    To the killer reworks I can only say, that all reworks made the killers almost disappear. Before the Sadako and trickster rework I played regularly against those and now very rarely. I love old Sadako and she only needed some buffs, but nothing more.

    I heard that swamp is next on their list and my only problem with this map is the size, it should be a bit bigger. We all know behavior will make it easier for killers so the map will be new Borgo and a nightmare for survivors. Hopefully they leave the map like it is.

  • @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620173#Comment_3620173

    I'm glad someone is enjoying Chucky. He's my favourite to go against and might get him.

    I love playing Chucky and he is very fun to go against.

  • The only problem I see is that all maps get small and he stays the same speed, which makes it on most reworked maps impossible to win. Especially when all loops are garbage.

  • I had one round with unbreakeable, where he couldn‘t hook me and then, after he gave up, I crawled to the exit gate and opened it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620026#Comment_3620026

    If you had no intentions of hurting someone else's experience, then you wouldn't have made a suggestion that's non-optional, and would have FORCED other people to suffer through those old maps.

    It doesn't matter if you gave other suggestions. The fact that you honestly think it's a good suggestion to FORCE people to play old maps, proves that you would be fine if player experiences are ruined.

    The rework maps are a lot worse. The only thing they do is favoring killers. I hate most reworks, they are just shrinking maps and making killers not needing any skill for anything.

    Before you say anything about survivor main; I play both roles equally.

    I‘m not against marking the old maps fairer, I only dislike that maps get made brainlessly easy + the shrinking and moving everything around.

    Why is it fair that my experience gets hurt by all the reworks!

  • It is fine and does what it’s supposed to do. Without an swf it isn‘t really useful, because there are that many hooks around.

  • In this discussion I posted some of my ideas, which I think would help her much and make her a cool killer again.

    Feel free to leave a comment.

    https://forums.bhvr.com/dead-by-daylight/discussion/400929/my-sadako-ideas-for-the-upcoming-changes#latest

  • One good change for bots would be; if they are shadows and they disappear as soon as there is only one survivor alive

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619872#Comment_3619872

    sure, they just need to make it sure for it be simple safety net feature, not something effective where survivors might want to 3-gen on purpose.

    I believe it's something survivors still should be careful about and try to prevent it.

    This feature should just remove Chess merchant issues in future imo.

    Yep it should only make that survivors can‘t be held hostage for over 40min (with 30min games I would be fine). If the killer doesn‘t even kick the gens there shouldn‘t happen anything.

  • @VomitMommy said:

    Depends if they want just fix 3-gen, then you can make some crazy outlier situation like when killer kicked same gen 10+ times with 1 gen remaining, then they can't kick it anymore, or something like that.

    That's simply not going to happen in most cases and is long enough to hold 3-gen for normal duration of time, but you will not get Chess merchant levels.

    Or they could try to go for balancing to slow early game and make easier late game, but that's kinda tough to do with killer differences in terms of power level.

    Maybe they make it, the longer the game goes and the killer 3 gens, the gen takes less time to complete-> after 10min of 3 gening 70s gens or after a certain number of kicks

  • @Emeal said:

    Actually, knockout provides another way to waste survivors time. There needs to be more slugging perks, or perks that activate on downing a Survivor and give power to the Killer that way. Knockout is unique in this way, and Idd rather want more.

    A faster bleed out perk would be cool.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619786#Comment_3619786

    Every new perk is either busted or worthless, no in-between, and sometimes new perks are simultaneously both.

    I still only play perks from free characters on survivor, because all new ones have stupid conditions or are useless. The only dlc perk I use is deception.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619474#Comment_3619474

    There is 1 thing that you can nerf Nurse but still keep her kit the same

    • Get into fatigue removes all power token.
    • Requires maximum tokens to use power.

    Currently if you get hit from the first blink, you down for sure, because she only need half a time before blinking again.

    That‘s a good change too

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619663#Comment_3619663

    mft was really strong, more 3% distance for every second running is a lot

    But it wasn‘t too strong only against certain killers and many killers didn‘t even care about it.

    Yes it was very strong, I personally would have removed the endurance first and when it’s still a problem made it 2,5% or I made it an obsession based perk, so that only one person can use it

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619646#Comment_3619646

    I understand that but when perks combined become overpowered together then one gets a nerf because a select few exploit it. For instance a killer would not be able to use a complete end game build or a survivor would not be able to do a complete gen build because if you do have the right perks you can do a gen in like 30-45 seconds, I tried it out and it was boring AF. This way perks stay in tact and you can use them with builds. I mean MFT is still strong, but not like super strong. Also I see your point about Ghost face.

    MFT is only strong when the killer slugs and the 3% aren‘t really noticeable (getting to the point of having deep wounds is almost never and a completely different story).

    Also MFT wasn‘t too strong before the nerf, the only problem was that the weaker killers suffered. For example ghost face: I play him without speed perks and he got unplayable at that time, because he has no power like huntress….

    Second problem was the pick rate. Everybody blamed this perk for the longer chases, but except of those YouTuber, who claimed it is op, most people didn‘t perform better because of this perk. It helped a lot, but same goes for pain res.

  • @Unequalmitten86 said:

    I agree with most of what you say. I do think that the Devs do pay attention more to the streamers than anything. However MFT did need a nerf. Playing as killer and with the right combo yeah it needed a nerf.

    However an alternative to nerfing these perks into the ground and hurting Soloq survivors would be to black out perks that you can't combine and this would be for both sides as well.

    Yes it was miserable to play killer, but making it an exclusive to killers is unfair.

    For the combo part: I think it would be sad when you can‘t make a 150% movement speed ghost face, you know. But I understand the problem behind it, because of it perks have to be bad to not be to strong in combos.

  • When the flash light flashes in your eyes it should blind you and with an increased FOV it can flash in your eyes more than in a regular FOV.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619624#Comment_3619624

    Personally I don't want to see any killer useless, or really perks in general too.

    Every addition should have their niche in the game. They can be hated and loved by people for their kit because let's face it, nobody will ever universally love a killer, but their kit should still be balanced well enough and fun to play to those dedicated to them.

    Take Onryo for example, I love playing her before and after the rework, probably still will after the next rework because I did find ways to play her that don't involve her broken strategies and doesn't leave me feeling useless at the same time. Others don't agree with me and that's 100% fine, but I'd argue Onryo is somewhere between broken and weak at the moment depending on how she's played.

    Another example I see is Deathslinger. Love playing him and landing crazy shots and hits, but I also see a lot of people say he's far too weak and needs buffs while others say no killer should have a gun that draws them to the killer. Or even Legion, one I see constant complaints about but I also see the most fanart and cosplays of.

    Gutting killers to uselessness because they're disliked is not the way to go, I'd be more content if they were changed to be well received.

    How do you Play Sadako in no disgusting and condemned spamm way. I tried and without playing dirty, she is just bad.

    I don‘t like to play against legion and deathslinger, but at least the rounds can be fun. Every round against skull merchant was just 😭

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619553#Comment_3619553

    I hate perks that give constant haste but even I admit, this would be a cool anti-obsession based perk.

    I‘m happy that you like it.

    Even with injured and being the obsession it would be by far better than it is right now and nobody can complain that everybody has 3%, because there is only one obsession.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619605#Comment_3619605

    Also a double edged sword, I saw a lot of SM defenders wanting the old drones back. If we all want balanced stuff, we'd have to accept changes to things we all don't fully agree with. The real kicker is if more people agree with the change than disagree AND it's balanced correctly. Probably BHVR's biggest challenge with a Asym game and one I don't envy trying to figure out at this point.

    I feel that way with Onryo, I liked how she was and now she is completely different.

    Skull merchant is the only character I would want to be made useless, because the whole concept is poorly implemented.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619586#Comment_3619586

    I agree with the speed boost or hindered, but this is exactly my point.

    Killers get reworked and people still are mad about this or that. And most of the time we all can't agree on what needs changing in each killer's kit, be it simple things or drastic. And once a killer does get reworked, the community is already so up-at-arms about the problematic kit that they either ignore what was changed and continue to think it's the same killer, claim the killer is completely gutted, or some new meta with the killer arises that becomes the ire of that killer even if it's not as problematic as they used to be.

    Perhaps it's a problem with the game's size these days though, it would be impossible for a rework to resonate with every player. At the very least it should be something most of us would agree with. And honestly, knowing BHVR recently even I'm a little scared that they'd completely kneecap a Nurse rework or make them oddly imbalanced.

    I think when reworking or changing something you should care about the people who like that character before, instead of making him something they dislike

  • @ChaosWam said:

    I think the bigger thing I've never really seen people explain around here during my time with this game is... How to rework the Nurse.

    Do you buff her movement speed and remove wall phasing or add longer cooldowns? Can she still phase through pallets? What do you take away in exchange to make her more in line with other killers without making her completely useless? Do you restrict aura reading? How would you go about that?

    I feel the problem has been left in so long that no matter what the outcome, people will still be upset. Heck, look at Skull Merchant for proof of that, wasn't out nearly as long and people still hate her rework even though she objectively can't 3 gen as good. And with Nurse I haven't seen the community agree on a change.

    Skull merchant is unfair, she has drones as her power not 10 status effects. She shouldn‘t get a speed boost and undetectable. Her stealth is better than ghost faces, which is stupid and he doesn‘t get a speed boost.

  • I don‘t know what they did to hillbilly, but he still very strong and I like playing him

  • @NAERUUU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619503#Comment_3619503

    I think that, if missed blink had to be punished, the killer should go 100% movement speed, don't do hillbilly rework syndrom of (you have to use your power but it's wanky goodluck)

    I don‘t want her to be reworked she is a cool designed killer. Therefore I make suggestions to make her fairer. One second more cooldown on her power wouldn‘t hurt, even 3 not.

  • Can you change MFT so that you get the 3% speed bonus only as obsession and that it increases the chance to be the obsession.

    Right now it‘s only an useless perk.

  • A far better change for MFT would be that you only get the 3% speed bonus as Obsession. Right now it‘s just a killed perk like most are.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619503#Comment_3619503

    That would also hamper her movement in general. She HAS to blink to close distance on survivors. You have to ensure that the distance of her blink+fatigue+cool down doesn't result in her average speed dropping below 4.0

    One other way would be to increase her look down time after a blink, but everything results in a slower map travisel, which I don‘t think would hurt this character.

  • @GeneralV said:

    First of all, happy new year!

    Second, I am not sure asking for a complete rework is a good idea. The mere word is a a bad omen, confirmed when you see the several examples we have.

    Freddy? Worst rework in the game's history.

    Billy? Ruined.

    Skull Merchant? Awful to go against before the rework (judging from the information I've received), awful to play against after the rework.

    Trickster? Made even more unfun.

    Onryo? So bad it is getting reverted.

    Imagine if Nurse gets the same treatment. She will place puddles of blood on the ground? Overheat?

    Sure, maybe you can point me towards Bubba or Legion. But a full rework ALWAYS has a risk of ending badly.

    And that will never change.

    Yep most reworks are just sad for players, who liked the characters before. The best thing would be to address the problems certain killers have, instead of changing most parts.

    I‘m happy if they return Sadako to her old state. If behavior does it right with Sadako, then I hope Freddy is next.

    The only killer behavior can‘t save is skull merchant, even after her rework she is unfairer than nurse and it‘s sad that she has a better stealt than ghost face. (She has a secret power suicide)

  • I really like to play against her even if she is op, she is completely different to every other killer.

    She should only get a longer cooldown, so that a missed blink is actually punished.

    Also one good way would be the return of the old flashlight mechanics for all killers.

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618932#Comment_3618932

    I'm talking about:

    If you're not good, you should practice more. If you can't afford to lose don't play.

    The slug is the good tactics, And the no hook is good decision.

    If you keep think the slug need anti-mechanic and hook is better. Buddy. Why don't you prove slug need anti-slug-mechanicby play killer?

    There should only be a faster bleed out mechanic, when two people are left.

    @jonifire said:

    It‘s just dumb I got the first time a purple flashlight out of a chest without any perks for it and what does the killer do tunnel and then slug the last one for the kill, just bad. My teammate almost bleed out before he found me. ………

    Red this

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619234#Comment_3619234

    Hiding killer objectives really only benefits pig and that doesn't sound like any fun

    Not really it would help all killers that have a second objective or counterplay. For example pinheads box, Xenos turrets and emps of singularity. Pig would profit most, but it would be nice for the others too.

    Pig already has an addon for hiding the box aura’s, it‘s nothing new.

  • I‘m against reworking it, because it would straight up remove a part from the game.

    I‘m for blindness also hiding white auras (killer objective’s).

    What you said could be made a new status effect which would be cool, I don‘t know when the last time a new one was introduced.

  • It‘s just dumb I got the first time a purple flashlight out of a chest without any perks for it and what does the killer do tunnel and then slug the last one for the kill, just bad. My teammate almost bleed out before he found me. ………

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618997#Comment_3618997

    I am not a fan of bandaid ballance either, but what else are they supposed to do at this point? Come up with a better idea how to reduce tunneling outside of DS buff please.

    Making surivior groans of pain quieter would make it harder for tunneling killers to find someone hiding and healing. + No scratchmarks for 10s after the unhook.

  • @ReverseVelocity said:

    It feels like Snowskulls are just another way to BM people 95% of the time. The fullscreen overlay is annoying as well.

    I kinda preferred the cute snowmen too. Unfortunately this event doesn't feel like much of anything.

    What do you mean with that „to BM people 95% of the time. The fullscreen overlay is annoying as well.“

    I would be so happy if the snow Skulls and snow man’s would be a feature on ormond

  • Only to meme or to see people not finding the hooked person

  • @dance said:

    From Snowmen and Snowskulls to Frosty Trinkets and chilly Challenges, we'd love to hear your thoughts about what worked well - and what didn't quite hit the mark - during this year's Bone Chill event.

     All constructive feedback is welcome and the more detailed it is, the better!

    Can you make an idea summary like with trickster and Chucky, before you change Sadako so we can give ideas and feedback in advance.

  • I would only use ds if it does not deactivate after repairing a gen/ healing.

    Before somebody says then you are not getting tunneled, he could still be undetectable or just slowly walking back. As good teammate I want to do the objective, but no for the perk to work I have to run stupidly in his face.

    One buff that is needed for the perk is that it should deactivate killer powers for 10s.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618798#Comment_3618798

    Well we have no solution then.

    And i am not against to punishing killer for tunnelling, even if they are playing m1 killer. If you are gonna tunnel someone out, there should be some risks.

    Hit & run is just fine tho. That's my playstyle on Sadako and i am doing fine.

    Scratch marks and groans of pain should be gone for both survivors after the unhook for 10s. So you could try to hide for a heal. For that to work, the general volume of groans of pain has to be a bit more silent.

  • If the perk wouldn‘t be an exhausting perk it would would be ok.

  • Agree with everything. He is one of my most liked killers on both sides. I know from my friends that I may be alone with that.

    I would only make his ability recharge faster or make scamper available outside of his ability, where it is a bit slower.

  • @ArrttuNd said:

    Chucky is way too powerful right now. The killer has 3rd person to use, small character, and way too small terror radius red light, he's capable to turn off the terror radius, he can jump you like demogorgon. So i suggest and ask kindly to nerf chucky. I don't say he's OP, but he's way too powerful right now.

    This that we could do to Chucky to make it less powerful is to make him taller, or increase the size of the red light. If Chucky were taller it would be easier to see him trough grass etc.

    If someone has opinions i ask kindly to reply and tell me about it!

    I disagree completely. The size is what makes him cool and exciting. Scamper might be a bit too strong, but overall fine and his sprint attack is also not too strong. (I already think it‘s an missed opportunity that you can‘t turn more than 90 degree while in his sprint attack.)

    I don‘t know wether you know about the adjusting of terror radius’s according to their speed in dbd-> with this being said Chucky already has a bigger terror radius than he should have. He is in the same pot as Wesker.

    The red light should stay like it is. With the foot steps on the ground you can also loop him. It‘s just part of this character to be more difficult to keep an eye on him.

  • Happy new year and happy holidays everyone!

    One short wish for the next year: I hope that snow skulls and snowman’s will be a feature on ormond permanently.

  • Maybe if the artist perk, which blocks gens gets buffed there is a cool alternative perk.

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