jonifire
jonifire
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606015#Comment_3606015
You can break line of sight and take unique pathing? Sure some maps are better for it than others but she does have counterplay, if you look at a good player looping nurse and a bad one then you will notice a difference... Her power is her mobility + lethality.
There should just be a bit more of an punishment for missing nothing too big.
You can’t do much against Good nurses, even if you dodge her or outrun her multiple times.
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606015#Comment_3606015
Nurse absolutely has counterplay.
Yes, but there isn‘t much against good nurses.
Also xeno had counterplay, he even had turrets and got nerfed. I had so many people, who dodged the tail while playing him.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605993#Comment_3605993
You could basically just hold w to outrun her if her blink charges had double the cooldown... You do realise that she would have the worst mobility in the entire game if you increase her cooldown by that much? I once did the math for an entire blink circle on how much distance you gain, if you just blink in a straight line, no objects in the way you are a bit faster than Myers in t1(Only 1 blink used for distance), if you make her cd longer she would be even slower than that...
It‘s the same thing with xeno, people complained about him spamming his tail and with nurse it‘s the same (she has no turrets/counter).
I get your point, but the main problem is she is just spamming her tp, which you can‘t dodge infinitely and I‘m not talking about bad players. So maybe in chase it recharges slower.
I like playing against her, but it doesn‘t give you much dodging a hit except of gaining 2s.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605851#Comment_3605851
there is a graphical update planned for early 2024 and those come usually with at least minor balance changes as well.
Swamp is the only realm left that didn’t get a rework yet so it’s very likely this is already planned.. and not too far off…
(though they didn’t mention it in the newest roadmap I think?? But I guess neither did they mention a new surv which is also confirmed..)
How do you know about the graphic update and does that mean we get a more scary/darker and more beautiful atmosphere?
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She should get the same cooldown like Wesker and she would be fine
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605323#Comment_3605323
Ahh I see your point. I do agree with you on that. It is frustrating not having the entity block the window. 💯
I just hate when chases give me away while in power 😭
Also yes, I do like the 3 step radius to condemn. Closer you are to the tv the more condemn you get.
By lore too, looking at the TVs should be condemning you as well. (Maybe passively builds up slowly?)
You’re not suppose to watch the tape. Your cursing yourself each second or glance you watch it.
Sorry I meant:
Remove global condemn. Survivors will be condemned within 16 meters of any tv upon teleporting. 1stack
I don‘t know how different that would be to her current version, but you could just disable the tv so I think it would be good, balanced.
Getting condemned passively around TVs, which show the clip and looking at it makes the passive condemned fill up faster is a great idea.
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Ghost face should get some buffs in his ability. Maybe attacking someone doesn‘t deactivate his ability or that he is faster in his ability.
For Myers I would only want a new tier between 2-3 where he gets 120% movement speed.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605225#Comment_3605225
Agreed. All she needed was buffs. It was a waste of rework that could have gone to Freddy or Myers.
I hope that Myers just gets another tier, so that there is one between his current 2,3. A new tier 3, which gives him120% movement speed. I don‘t want him to get reworked like Onryo, only some changes/buffs. And maybe some changes how getting stalked effects you.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605255#Comment_3605255
I really like your thoughts. I agree with about 90% of your post and ideas. We seem to have very similar ideas on our post which is cool! 💕
I just hope I get my favorite killer back. I never condemned someone on purpose before the rework, so her new version was very bad for me and now I couldn‘t just tp around like before. I stopped playing her since then. I hope we get our everywhere being killer back. It’s really cool to have someone with a similar opinion. I started some post in the past about this topic. Most people just said the new one is better stronger etc, but no one said she is more fun, which was my point in the past.
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@MechWarrior3 said:
Thank you so much for all you do! 💕
Im a P100 Onyro.
Some of my Suggestions/Ideas for new rework sadako early 2024 💕
CONDEMN
*Remove global condemn. Survivors will be condemned within 16 meters of any tv upon teleporting. 1stack
*Tapes: revert tapes. Now give passive condemn while holding onto it with one stack added to your meter. (Like before…Also lore accurate)
*Injuring: Hitting a survivor with a tape destroys the tape. 1 stack of condemn is given to the survivor. (Or 0 stacks but tape is definitely destroyed)
*TV’s: Being within 8 meters of a tv slowly builds condemn. Even more if you’re looking at the tv. (Or just while looking at the tv. Very Lore accurate. I would LOVE this.)
Yoichis fishing net should be reverted. 12% faster condenming when holding a tape or within 8 meters of a TV. (We don’t need 2 blindness addons)
PTB edit - they could bring back when a survivor gets hooked with a tape it’s destroyed and all other survivors get 1 stack. (Very neat feature, but if not doable or too strong with other ideas then forget it :)
Survivors will have less frustration as well because they’re not constantly being condemned globally by the killer spamming the button.
Overall more lore accurate for her too :)
STEALTH/DEMANIFESTED
💕Her stealth definitely needs some love though.💕(Just my opinion)
Ideas 💡
*Manifested at 24 meters you see her.
*In her power (Demanifested) at 24 meters you see her? Why? Visibility should be reduced to 16 or 18 meters while in power. Not the same while NOT in power. (Perhaps make clump of hair basekit?)
*Phasing in and out should be a slower flickering. People see you a mile away coming. If they don’t see you they hear the lullaby. Wraith is quiter and harder to see.
*Soften the lullaby’s loudness a bit.
*While demanifested, no chase activates. Don’t change please. (The point is to sneak up on them. Otherwise they know you’re coming. Frustrating.)
*No pallet stuns while demanifested.
Shes a stealth killer. The game literally says “She’s a stealth killer that quietly and invisibly traverses the map” this couldn’t be further from the truth 🤣🤣
wraith is significantly more quiet and invisible! She’s a ghost! If anything, she should be more quiet and invisible than him. :)
This would help make her harder to track and more in line with (stealth) since she has 0 anti loop or chase. Which I am fine with. 💕
The only thing I disagree is that chases should activate in her ability, because right now a survivor can vault infinitely without blocking the window.
That everyone gets condemned around TVs, I don‘t know how different it would be to her right now. I like it more than the current one. What would you think of having three areas around a TV, where you get 0,5atack (20-16m) then 1stack (16-10m) and close 2stacks (10-0m).
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605225#Comment_3605225
I’m a p100 onyro main. I shared some thoughts reverting her back to how she was but some buffs including. I’d love to know your thoughts 💕🥰
I wrote my ideas in a feedback post Upcoming Sadako Re-Rework, there you can find it. If you want I can copy it and sent it here.
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I really hope the old one with no cooldows comes back, because that was why I played her and loved her.
My ideas: (I focus on her old version)
Tvs
- Very short to no cooldowns so people if they want to take your ability away to be everywhere instant they have to take a tape
- TVs also have a area around them where you get condemned (when on) just by being close and looking at the clip on the Tv you get more passive condemned
Tp
- speed boost after crawling out of the tv
- looking around while crawling out of an tv to have a better orientation in chase
- the radius close to the tvs which give you condemned gets increased and splitted in three parts. First radius around the radius from before her rework 0,5 stacks, in the radius before her rework 1 stack and close to the TVs 2 stacks. So that you would be rewarded to chase survivors into TVs.
- condemned should be applied as you are crawling out of the tv instead of after you crawled out of the tv
Demanifast/Manifast
- Faster switch between both forms
- more lagging and glitching around, so that survivors have a harder time tracking you
- pallet immunity like now
- chase count as chases in demanifast
- The demanifast glitching should stay longer after switching
- I would also like her terror radius to return in demanifasted mode so people would be scared and run into me, because they don‘t know from where I come. As I started playing against her I did that quite often. I heard the terror radius, then I started to run and she just appeared out of nowhere in front of me.
Tapes
- I would want the tapes to be like before the rework, because in the current form I don‘t like that people switch off TVs only to counter condemned. If it was willingly it would be fine, but so I hate it.
- With short-no TV cooldown you have to pick one up, otherwise she can tp around all the time. So the tv shuts down for 50-70s after taking one.
- Also with the tapes you don‘t get the passive condemned from being close to the Tv. Instead the tape gives you condemned by holding it.
- After putting it back in the tv you lose stacks of condemned
- I also would like if you only have one tv to put the tape like before
She shouldn’t have her lullaby shown in the visual heartbeat. I copied and changed some parts from my former post.
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@Vanishlord said:
I have zero fun play as and against her after her rework. I hope her upcoming changes are good or just bring back old Onryo.
She was killed for me too. I hope they give us the old version with buffs back, she was far more fun back then.
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I really like the map it‘s fair on both sides. My only complain are the ways up outside of main, that you can‘t just jump down, because there are little walls. I hope the size stays and loops stay the same, but please don‘t make every loop unsafe like on the Knight map, I lose almost everytime on it since the rework. I think the map is pretty good for both sides.
Please return the old atmosphere from the old maps, they were far better and the game really looked like a horror game.
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I only win games on this map if the killer is really bad.
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Thank you for Chucky he is really cool to play as and against!
My only problem with him are the controls on Controller, they are a bit weird. Normally you activate a killer ability on L2 and then have a second one on L1, but his scamper isn‘t on L1. I would like if you could always scamper and that you couldn‘t turn the ability off, so that his L1 button would be free.
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Myers should be like a killer that gets stronger with the round through stalking. A new tier 3 would give him 120% movement speed and some other things, his current tier 3 would be his tier 4.
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Insidious should be active for another 10s, after moving, then you could actually scare people.
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@Reinami said:
Instead what should be done is, the game should be balanced in such a way that both sides can run 0 perks/addons/items and both sides will win 50% of the time without either side playing scummy (tunneling/camping/etc). Then perks should be rebalanced/changed around doing cool things.
Running 0 perks would be lame in my opinion, perks is even translated in German equally to advantages. Without perks having any use the game would just be boring, the same with killer powers and addons. Those things make, that the game doesn‘t get boring. And tunneling and camping should be countered by perks. AFC just took another aspect of the game, which made rounds different. AFC should be added to perks as strong effect (reassurance…). Then it would bring live in the game and also AFC could be made stronger to do something against camping then. For me camping bubbas we’re something cool you could even outplay them as Team most times.
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@sizzlingmario4 said:
I don’t. Strongest perks are still too strong and often frustrating to face on both sides right now, even if it’s not as bad as it used to be.
I want the game to be based more on actual skill and good decision-making, not getting carried by your loadout, your choice of killer/addons, or some overpowered toolbox.
Which perks are too strong in your opinion?
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@Xernoton said:
There is a difference between a perk making a difference and a perk carrying someone. I consider Bond a very good perk and Open Handed to be very underrated. But they both will not carry you, if you're playing poorly, so they are seen as weak.
WoO is a good example for a perk that doesn't just make a difference but instead serves as a crutch. You can immediately tell when someone has because they always play exact same way. Pre drop and Shift + W to the next pallet. No looping or mind gaming involved and then generally avoid windows because that is where they immediately get hit.
I don‘t want perks auto play for you only that they make games feel different and exciting. Right now killer is far too easy and as survivor you feel helpless if you aren‘t the top 5%, which leads to gen rush and tunneling. I would want old dead back, where you could dash, but for that they have to make the weak killers better first. There is no round, where I feel that something was different and exciting. When I play against survivors they have very rarely any chance and I don‘t use only slowdown or nurse.
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@egg_ said:
I personally don't, because then the line between player's personal skill and 'getting carried by the perk' really fades.
Was it MFT, or did I just get outplayed?
Was the killer good, or was it just the 4 slowdowns?
I'm already personally against strong items and add-ons for both sides. Imho perks should help but not be game changing
How are your games going? On my side I only lose sometimes with 0 kills or dominate with 4ks all the time there is no real between.
The games getting more and more linear only one way every round goes. There is nothing that makes any difference. Also survivor is in a bad spot if you aren‘t the top 5%. Killer feels far too easy if I don‘t mess around, what is far more fun, but the game does not allow to mess around, it punishes you for that. So the problem with almost useless perks on both sides makes killers only to tunnel and survivor to gen rush.
With old dead hard people would messed around had fun, but no, everything that is fun gets removed. The game just gets reduced to sweating for kills and gen rushing. I know that the weak killers should be brought in a better spot before bringing back such perks back, but it doesn‘t feel fun to sweat for everything. I would prefer having fun on both sides and have something that makes games feel different, more interesting and challenging.
The only op perk right now is friends till the end. And the only fun is plot twist.
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Yup agree he is fine. I think the strongest thing while playing him is that you have a smaller hitbox than survivors, which let‘s you catch up faster at loops.
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I Play him with his own 3 perks and furtive chase.
Nobody expects me coming.
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@CrimsonMothKing said:
When it comes to blindness, while in some cases it can be strong, the status itself is usually short lived. Most ways to apply Blindness is through the use of Addons for the killer. Even then, while it blocks the auras of other survivors and objectives, it doesn't block the more important objectives like PH Box or Pig Boxes.
It can be frustrating to go against, but the status itself doesn't hinder your ability to run in a chase or do gens.
Yep when it would hide every aura it would be useful. Pig boxes, xeno turrets, pinhead box etc
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I don‘t understand why she gets undetectable, in a round she grapped two of my mates of gens.
Her stealth is almost better than ghost faces and Myers. Hasn‘t she no cooldown on dropping drones?
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600845#Comment_3600845
I'm not arguing against a buff to Two can Play, I think increasing the duration to 3 or 4 seconds or 1.5 × the duration of a stun or blind would be great even, I'm arguing specifically against having a version of Two Can Play that activates on a successful normal attack.
Honestly the reason why that version of a perk is problematic, the power it has to get a 2-tap against new players and people who are unprepared (solo queue players) is so obvious to me that asking for that, to me, feels directly equivalent to asking for free double taps.
3-4 seconds is too much and I don‘t want a longer stun. In trailes with many structures you are dead then. I don‘t understand why this perk is a hex right now for that it‘s way too weak. I would make it 2-2,5s. On hitting people it would be cool, but then the sprint burst would be useless in some scenarios.
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I would like if blindness also hides the killer things auras, then it would be more useful too for some killers. It wouldn‘t make it strong besides of UW and the third seal, which is a boon, the status effect isn‘t long.
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Nobody would play it if there were perks that were good and would help. Now that the only thing is looping or dieing, it‘s the only perk that tells you where you can loop.
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I would want voicelines and sounds for killer that would be nice. For survivor I would want to scream when I want and maybe a buh 👻.
Emotes would be cool so long it‘s not something to trigger others.
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@Aidan_fowl said:
Is there a design reason for that? I think is weird how killers like Huntress or the trickster need to drop a chase to recharge their power but for some reason Pyramid doesn't have to do that.
It can hit 1 to 4 survivors at the same time
Its a guaranteed double hit if you are camping
Goes through every object
It's spammable
Everytime you corner someone in a loop is just a matter of using the power a couple of times.
Why?
I think it‘s just easier to doge than huntress hatchets, so there is no need for that. What would you want reload as him?
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@RFSa09 said:
auto aim helps you more than you think, without auto aim, you would have to know the exact moment to stop pressing the attack button and follow the survivor perfectly with your camera, a simple 360/180 would completely destroy control players
I don‘t think it helps me. I miss a lot of hits, because of auto-aim.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600095#Comment_3600095
I mean sure it is nice for pushing people away, but I would rather just get the hit... And I feel like the two addons I mentioned make her ambush viable on more tiles, you still get bamboozled if they just run away, which is one of the reasons why I would like a standing dash, so just running away from the loop when you use your power isn't an easy way out and you need to work on your positioning instead.
Yeah sure he is, but if you are behind a wall while doing a Gen and not in the open you don't, and obviously we are taking addons into account, even a 12 m heartbeat with only dead rabbit is mostly good enough, when you hear the heartbeat you have 3 seconds to realize, find out from where he is coming from and run to a tile, which is hardly possible in those situations in addition to the install down following I think he is a weaker but still viable stealth killer.
I guess you could argue that way for dredge, but considering that his nightfall appears like 2-3 times a game and besides that he is not I don't know if I would agree, because stealth is not really his playstyle, but sure if we only go by undetectable...
Are we all talking about comp here or what? I was thinking we were only talking about public matches, and sure the hit and run has its strength and weaknesses and excells when you are going against solos, but even chase Wraith can work well, he is a very decent killer.
I mean as long as the element of traps is there I don't really think they would mind about the concrete balancing and what is the main focus, it is a video game after all... You need to allow player interaction and skill expression so you actually feel like doing something, and bear traps don't really add much in that regard. When talking about additional gameplay it obviously has to be something substantial that adds different things, it does not really matter if you hit skill checks on a totem a generator or a jigsaw box, the gameplay stays the same, sure technically speaking it is still gameplay but it is not really something new or fun.
I used Hens as an example because he explained why she works in that specific playstyle of Gen grabbing, the guy is obviously really good at game but I'm sure we can agree that it is somewhat of a click bait to call Skull Merchant the best stealth killer.
Yeah exactly, I heard some ideas about the merciless storm skill checks, maybe the skull merchant mini game and what not, maybe even 2-3 other new things. I would however make it so the impact of the minigame is rather little, because otherwise some of them would destroy weaker players, maybe just make it so you have to do the minigame for X seconds and every successful turn of the minigame cuts some time off, however you don't need to start over when you fail one, it only doesnt cut off time or maybe adds very little or something in that direction? Pig already has a very high kill rate against weaker players, I don't think we need further increase it by adding such things.
Sure I guess but you are not forced to play that way, you can still play in a more chill way if the games allow it, and by the matchmaking being how it is you can do it most of the time.
A little side note, in Otzdarvas latest video about the road map for the first half of 2024,his assessment towards the changes for pig is basically that she will get nerfed because of the rather high kill rate she overall apparently has because of her traps and addons for them... It would be kind of funny if they went with the "we nerfed the pig" meme, but also somewhat tragic.
I think the kill rate isn‘t high, because of the traps killing people. She has just such a good slowdown, which makes people do no gens and sometimes you get a free hook from people that refuse to leave the jig saw box in front of you.
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@sizzlingmario4 said:
Would be hard to balance especially if you have a bunch of luck offerings/Up the Ante stacking, like 1% wouldn't do much but 30% would be overpowered with certain builds.
I’d rather luck affect chest item rarity instead.
I would want luck to effect chests, that would make so much sense. Also the normal chest loot should be better and with it even more. I can‘t remember getting a purple item, which wasn‘t from plunderers instinct.
Also plunderers instinct the effect that the loot gets better should be removed and instead made faster opening of chests.
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I‘m so happy, when he comes into the game.
I hope his power is something like, when you stuff somebody in an animatronic suit, they are in your team for sometime, instead of hooking them. Then they have to be saved out of a suit. I would want for that to work a good AI and that people can countersteer and manipulate or help Springtrap. The animatronics should also be slow. When someone dies in a suit they can decide to help their team manipulate the animatronic, help killing or quit. When survivors are close to the animatronic, you see killer instinct. Also some interaction when you are too close would be nice.
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@ShowNoMercy said:
A new day, a new patch, but I guess this has been asked thousands of times but do you think generators are a problem? Are survivors repairing gens way too fast from your perspective? Is this the reason why killers in general are using 4 generator blocking/regressing perks?
Gens are way too fast, but they are also too long. What if you have a bad start as survivor, you will have to not go down and sweat for your live to win. Most times when someone dies at 3-5 gens left, you have already lost. When only you and one other are alive, the gen times are way too long, therefore many survivors just wait until the other one dies to get a chance for hatch. On the otherside if there are people, who are way too good, you got no real chance as killer and the game is way too short.
I would like generator events to be introduced, where skill checks appear sometimes like in sadakos merciless storm and if you miss the gen blocks for some time. Then I also would make the gens to 70-80s. Especially when two people or more are working on a gen it gets more likely to happen.
Or the survivors have to find oil, mechanical parts etc for the gen and there is still a 70s time to do gens.
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I think the map is overall good balanced, but yes there are many unsave loops. I find some coldwind and the knight map far worse for survivors.
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The perk gives killers a reason not tunnel, which is good.
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@xEmoGirlxAlexisx said:
nah they are still Killers like Oni, Chucky, Slinger, Huntress, Nurse and Blight who are unplayable or very hard to control on Console
U will always see the difference of a PC Blight or Chucky and a Console Blight or Chucky
Blight and nurse are ok on console, I played both on ps5. The only killer, which is a nightmare, is xeno.
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I think 2s would be fine and that it shouldn‘t need two stuns before working, the relighting is cool, but I don‘t see why it is a hex.
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Venom or carnage, Joker
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599705#Comment_3599705
Honestly this is how I feel playing against Sadako. Granted there are ones that still condemned slug/condemned tunnel someone out, but for normal Sadako gameplay of just managing tapes it gets obvious people still don't understand the counterplay and act like new Sadako is just broken.
At the very least with the changes, I want Condemned to be more prevalent than her old iteration and tapes to matter. That's what makes me like the current Sadako. If they can nerf down her problematic playstyles and keep her fun, I'll be happy.
Jep if condemned players and the players like me that liked the tp part are both happy, I‘m happy.
I hope they just buff her whole old kit in both ways.
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@Azulra said:
If they revert the changes with her condemn being global then that's gonna be the worst change ever for her imo. She has no real chase power so she needs a good slowdown power to compensate for that and her global condemn is what made that happen. The main reason a lot of survivors complained about her being too oppressive/strong is because they literally refuse to spend a few seconds to interact with her TVs either because they're just simply too lazy to even bother learning a killer's counter or they're not wanting to get 2 stacks of condemn from getting hit with a tape which isn't even a problem since the tapes can remove up to 2.75 stacks when you put them into a TV.
I cannot express how frustrating it is for me to be playing against an Onryo and it's not even the killer that is the problem, but rather my teammates. I'll be on a generator and see that my teammates are about to be fully condemned while I'm chilling at like 0.75 stack(s) because I'm using her counter-play of holding onto a tape and efficiently managing my condemn meter like survivors should be when playing against her.
The only reason survivors never complained about her before is due to the facts that she's easy to loop and you'd almost never get hit with her condemn unless she was doing the Slugdako playstyle of slugging survivors to spread condemn. That's why people are complaining now because she's not a total pushover like she was before her rework.
I liked playing her old version, I hate what they did to her TVs and tp cooldowns. Since the tape rework all TVs are off. There is a discussion in feedback tab, where you can find a lot of good ideas from me and others. I can understand if you don‘t want to read all of this discussion.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599357#Comment_3599357
But that's how it is. It's a skill cieling. Knowing all that gives you an advantage. It makes your chases last a lot less. There are killers that are a lot harder to even get into. Singularity, Pinhead and Nurse come to mind. With a bit of a stretch, you could even mention blight.
If a character is super strong from the get go, there would be no reason to learn. That would be boring. At least for me. Look at chucky. Right now I'm learning how to do a clean 180 flick with him. You dont need it, but it helps a lot against better survivors.
Let me break it to you. Huntress lullaby is a super weak perk that can't be buffed. It's based on survivors missing skill checks. Even at 5 stacks with silent skill checks, the Perk is still awful. I have tons of matches, where I use it and survivors just ignore it, because they dont have any problems with skill checks at all. It can't be buffed because it's genuinely evil against lesser skilled survivors. Punishing new players without making the Perk good against stronger players is awful.
I don‘t want to buff huntress lullaby, I only want it to interact with boxes.
For the ability in my opinion it is almost everytime not worth to sneak on to survivors and then ambush. And in most loops just stay on one side of the pallet and if they need they can valt back on the other side.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599360#Comment_3599360
You know blights hug tech?
A bit
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598952#Comment_3598952
You dont get it.
First to the ambush. Invisible walls also punish Billy and Demo. Pig is just another one. This is not a Pig problem. It's a map problem. Survivors getting better means, that you have to get better. Incoming: the moondash. I can outplay a ton of tiles with it. My personal favorite being the busted car park on garden of joy.
Now to the traps. What can you do in dbd? You can harass players searching boxes and interrupt them. This is Amanda rigging their test for her personal agenda. This is subtle but wonderful adaption of the source material and probably why John Kramer will never get added to dbd without giving survivors God mode while removing traps.
You never kill survivors outright passively. Only some addons can do that on some maps. But that's more of an map problem. I want to stress that I absolutely dislike the idea of a survivor just dying passively without any work from the killers side.
Luckily this is not the case with pig. As OP has mentioned, the traps come off almost always on their own. This is intended I feel like. The traps should only become extremely lethal if the pig player interrupts and harasses survivors effectively. This is how I get my head pops on a dayly basis. I monitor the map, pin point the Rng and plan out the survivors path of searching all whole chasing someone else at the same time. Then when the time is right, I go to the correct place at the correct time and harass that survivor. Some perks can make this a lot easier. Bbq is the best for this, so you don't have to remember survivor movement that much. But in the last weeks I felt that I grew too reliant in it and played with Stbfl only. I won a majority of my matches. Not against weak survivors I like to add.
The traps are the strategic part of her kit, that can be lethal if USED correctly. The ambush is the mechanical part of her power that is supposed to help her apply those traps. Its still extremely good at a lot of loops if the player know the structures and how to use it effectively. I know almost all loops and how to use the ambush at them. Again, I played her enough.
What do you mean with moon dash, if it is like a moon walk then that‘s not possible on console.
I can only dash forward.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598952#Comment_3598952
You dont get it.
First to the ambush. Invisible walls also punish Billy and Demo. Pig is just another one. This is not a Pig problem. It's a map problem. Survivors getting better means, that you have to get better. Incoming: the moondash. I can outplay a ton of tiles with it. My personal favorite being the busted car park on garden of joy.
Now to the traps. What can you do in dbd? You can harass players searching boxes and interrupt them. This is Amanda rigging their test for her personal agenda. This is subtle but wonderful adaption of the source material and probably why John Kramer will never get added to dbd without giving survivors God mode while removing traps.
You never kill survivors outright passively. Only some addons can do that on some maps. But that's more of an map problem. I want to stress that I absolutely dislike the idea of a survivor just dying passively without any work from the killers side.
Luckily this is not the case with pig. As OP has mentioned, the traps come off almost always on their own. This is intended I feel like. The traps should only become extremely lethal if the pig player interrupts and harasses survivors effectively. This is how I get my head pops on a dayly basis. I monitor the map, pin point the Rng and plan out the survivors path of searching all whole chasing someone else at the same time. Then when the time is right, I go to the correct place at the correct time and harass that survivor. Some perks can make this a lot easier. Bbq is the best for this, so you don't have to remember survivor movement that much. But in the last weeks I felt that I grew too reliant in it and played with Stbfl only. I won a majority of my matches. Not against weak survivors I like to add.
The traps are the strategic part of her kit, that can be lethal if USED correctly. The ambush is the mechanical part of her power that is supposed to help her apply those traps. Its still extremely good at a lot of loops if the player know the structures and how to use it effectively. I know almost all loops and how to use the ambush at them. Again, I played her enough.
It‘s dumb that you should memorize all structures just to play someone. It should give you an advantage, but it shouldn‘t be the reason for playing well. It‘s like with xeno where you have to know invisible walls it‘s just dumb.
For huntress lullaby you have to get 3-5 hooks before it‘s even strong. While you did that most people also know that you got that perk. Then they would try to distroy it/ should try to find it. Also if you want it not to get distroyed you have to protect it and huntress lullaby would make the traps more difficult not impossible. If survivors just decide not to distroy it they have to live with that. It‘s not like you just get kills for nothing.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598895#Comment_3598895
You don't see the whole picture.
Pig is a special cookie. If you only buff her chase potential, she could literally become too opressive due to her build in slowdown. I'm not joking. The slowdown is already too much to handle for a lot of weaker survivors and also some higher skilled soloq teams. That's why the slowdown and her chase have to be balanced accordingly to one aspect getting stronger. Right now, she's balanced due to steong slowdown and weak chase. It works.
Huntress lullaby is a noob stomper perk. It's really bad but that's why the devs don't buff it. It's a really mean perk for newer players and these shouldn't be punished harder than experienced players. Buffing it to have synergy with pig (Was a thing once and got removed) would ONLY punish newer or casual players. This is a bad idea.
But the job for those things you said should do the mmr.
The traps aren‘t too strong I only died once against it and that was the first time playing against her, where I was scared of her face.
Huntress lullaby shouldn’t be buffed only added to the boxes and most people distroy it fast except on Larry. Also when new players play against huntress lullaby they search for the reason why the skill checks are like they were. After you know what did that, it‘s no longer strong, they just search and find it.
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I don‘t like the changes nerfing everything doesn‘t make things balanced only boring.
Also if you only nerf things the standard of strength of perks goes down and down and down. So people complain about everything that‘s above the standard.
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I think she should have a less long reaction/decision time then she would be fine and you could outplay her