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GgamerG

GgamerG

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GgamerG
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  • I miss when we had 3 S tier killers. Spirit was nerfed to hard. Even though I don't think Ghoul is up there with Nurse and Blight, if survivors just want those two, then its just those two they get. 🙃

  • Why does it blind the killer for that long? No auras outside the fog too?

  • Yep. Too strong. Just toss it when the killers is closing in on your gen and get away for free. No aura, no sound is the dumbest decision.

  • Tunnel one of them out.

  • Hasn't been used yet in games, but had a match in Suffocation Pit and hooked someone in the narrow middle part of map. Had to change angle of approach to reach other side of map when before less time would have been wasted.

    Funny now killers have to be the ones afraid of some imaginary bubble around a hooked survivor 😂

  • CoH wasn't around for a long time compared to the game's entire history. Self Care was balanced for the time it took and how many other perks you had to take to make the heal shorter. The medkit nerf is the only significant change and I guess DH. Killers can go back to hit n run. Survivors survived when that was meta, they can survive again. You've done it before. Slam the gens while injured.

  • Agreed. This has to be unintended for a stealth killer. Survivors just run away the moment the little heart appears while working on gens. Why does the heart also indicate distance?

  • I don't want to tunnel. I don't want to camp. I don't want to three gen. I just want to chase. These changes won't fix these playstyles, only make them worst. 8 sec CoH heal? SWF abuse, why not just tunnel? DH still guaranteed? Camp then tunnel so you don't have to deal with it. Gen regression gutted? Protect your three gen since pressure is out the window.

  • Dead Hard is still going to be the best exhaustion perk, at least in higher MMR. Not having it before first hook is the only defining change. High MMR killers will still have to deal with DH vs pallets and the "lunge mechanic, what's that?"

    It's not like reducing the amount of times doesn't make the third health state in chase worst. Sure you could leave the survivor and when you find the survivor again they won't have it, but the amount of time survivors gained to do gens, plus the utter gutting of all gen regression perks and busted CoH again for SWFs/high mmr survivors will make the Dead Hard nerf seem like no change in respects to the meta in higher tiers.

    At least if you tunnel the unhooked survivor you won't have to deal with DH 🙄

  • Please don't go through with the CoH change. You may have killed the solo side of the perk, but it will be completely broken for SWFs. These changes were to reduce the amount of fast heals.

  • 1669268678862991.png

    Camping. Hold Ghost Form while camping survivor on hook then use power far enough away to activate myc and shrine. Your Ghost form is where the Knight is. When you hear a scream, go back and hit exposed survivor or wait out the hook timer with shrine's help.

  • Survivors have too many tools to stop his power. It's like your playing a killer purely for the survivor's benefit. Is there any other killer in the game that has this much counterplay against their own power? Plague?

  • How does BHVR go from making one of the most fun killers we had in a while on PTB, to completely frustrating in 3 weeks?

  • It's pretty bad atm. Very buggy and need some ridiculous aim to land a bound. Deathslinger has it easier.

  • Dead Hard nerf can't come soon enough, imo. Once it's gone, many M1 killers might actually be playable in high MMR instead of the hair ripping frustration it is now.

  • If mori was on death hooks, we could change effects/rate of condemned. Some status effects would be pointless: oblivious, blindness. Some would be too OP like exposed. What if the survivor fully condemned can only see a demanifested Sadako at 8m or even 6m instead of 24m?

  • @Bennett_They1Them said:

    1. No slowdown while manifesting/demanifesting.
    2. TVs turn back on 30s after being used. if turned off by a survivor, they come back 60s later.
    3. Condemned could be made more of a threat by: A) having a level of condemned be inflicted if hit by an attack after manifesting (while sadako still flickers) or B) Tapes only remove 2 bars of condemned.
    4. Teleporting to TV's should give no global queue period. This increases her mind game potential and skill ceiling.
    5. Remove the lullaby while Demanifested. It makes no sense and defeats the entire point of being Undetectable.
    6. Significantly increase the duration of phasing after manifesting and significantly increase the time she disappears to give more mind game potential.
    7. I'd also add some small passive Condemn gain that just builds over time. Survivors need to waste time clearing it. - Tapes would remove 3 bars instead of 2 again if this was implemented.
    8. For more lethality: Allow her to walk through pallets while Demanifested/Fully condemned survivors are exposed/demanifesting applies hindered to nearby actors for (condemned level) seconds. (possibly all as addons)
    1. Would be way to strong in loops. I know many people are saying she has no anti loop but she has a slow down on because she actually does have anti loop.
    2. Agreed. Survivors have too much control over her mobility. Too much mobility combined with any buffed Condemed mechanic would be too strong, but I'd rather take the better mobility and rework condemned instead.
    3. A mori at no hooks is never going to be balanced. If M1s or passive condemned is given to her, they would need to make the mechanic take longer, or treat it like PH and only allow a kill on death hook while giving it other effects before death hook. It's a mess, but anything is better than what we have now.
    4. Again for balance reasons she needs to have a global sound queue. This is even more true if BHVR decides to reduce her TV cooldown. The directional sound when near a TV can go. I understand BHVR's reluctance on making killers to strong, but this one is a bit much. I know she is scary when projecting, given the speed boost and undetectable for a short duration, but it's just too damn obvious where she is coming from. Also it's very disorienting for the killer.
    5. This one is tricky. The lullaby is a great throw back to Ringu, the sound effect is amazing, but it is strange for a stealth killer to have one especially since she is visible at 24m. I find most survivors working on gens can't notice the lullaby over the gen sound, which is where stealth killers excel at, catching people out of place on gens, but in any other situation the lullaby is out of place. It is very quiet though, when I vs Sadako I can barely hear it.
    6. Similar to 1, way to OP. Unlike Spirit, I think?, you can tell when you phase out on Sadako. You can use this to your advantage for mind games. Increasing this would lead to survivors having nothing to deal with her outside of a lucky guess and early pallet drop; very similar to the Spirit and we know how much survivors complained about that one.
    7. Its a mess to balance.
    8. This is a crazy one, I wouldn't even know where to begin. Reminds me of Nurse and we really don't need another killer like her. Would need some very serious balancing to ever work.

    I'd add in survivors being able to interact with TVs in chase as a problem. Nothing is more sad than chasing a survivor fully condemned and watch them interact with a TV MID CHASE and lose stacks. Not even remotely scary.🙄

  • I'm sure killer and survivors changes won't happen for some time since the approx 40 perk reworks and base game changes are coming. Don't expect anything like Legion's changes.

  • Changing maps is the most unlikely option for a meta shift. Increasing gen times looks like the only option if gen regression is gutted. That or very quick chases and tunnel/camp, with no second chances. This is the worst option.

  • Do you all really think this is going to go well? Base game changes and that many perk changes. Do we remember CoH on release? MoM? OoO? Boil Over? Undying? How long it's going to take to fix broken/OP things. Not to many mention this is on top of base game changes.

  • Wait for Dead Hard nerf before buffing M1 killers.

  • I tend to just ignore her Condemned mechanic. I can understand the hesitation buffing it because her mobility can cause her to easily tunnel one person out if it was buffed. It is a slowdown though. A great one like Legions or Cenobites? No, but it is still a slowdown. Survivors shouldn't be able to interact with TVs while I'm chasing them, seems silly. The interaction is too fast.

  • I've been playing her a lot and I found information to be my focus when playing her. BBQ, Floods, and PR for info. Knowing where survivors constantly are, remembering locations and utilizing her amazing mobility is important. Understanding those survivor auras that last for a short time, realizing what they are trying to do. You have to micromanage a lot to play the Onyro efficiently. Sloppy to replace PR if I feel like it, with constant pressure of knowing where they are, you can waste a surprising amount of time with survivors healing. Pop is the last spot because like freddy it's a perk made for her.

    Add-ons I like are her iri tape, but since that's pricey, Ring drawing for more slowdown and bloody fingernail are great. Her Old Newspaper add on is MvP though. This has helped me win at loops more times then I can count.

    I know lots of people say she is pretty useless in the chase, that she has NOTHING to help her in loops, but that phasing she does is ridiculous with Old Newspaper. If you notice when you are demanifested, Sadako's hands will disappear meaning she is phased out. If you are able to use this very short window to your advantage you can manifest (this is most likely why manifest has a slowdown btw) and close the distance on survivors in loops. Against good ones it won't work as well, but you can force the pallet early unlike someone like Legion. Once those pallets start breaking its pretty much GG.

    Overall I don't think she's as terrible as people are putting her in. Could she use some QoL fixes? Most definitely.

  • It is well established the moment you say "just b8 it out," you lose all credibility in your argument. DH into nothing in an open space is of course terrible. It's common sense when you're in a bad zone with the killer on your tail.

  • Being slightly less terrible still makes you terrible. Spread and don't waste time healing, unless you have a good spot for CoH. Legion got slightly better at killing babies and solos who self care in a corner. Yay?

  • Are the people arguing for a DMS nerf the same ones who say BBQ is op and needs a nerf too? Is it so hard for survivors to let go of a button? If you know the killer has PR and DMS just let go. It's not that hard. And if the killer was coming over there anyway to start a chase with you, the blocked gen is no loss for you just the teammates who decide to go back and repair it in the killer's face. Should be spreading pressure across gens anyways.

  • I find it ironic BHVR was on a mission in the past year to "making it much more accessible and a lot easier on your buttons & keys." Then Boil Over comes out and it's nearly impossible to carry survivors through doorways. I can't even imagine what it must be like on console controllers.

  • @meatisadelicacy said:

    The game has never been easier for killers. End Game Collapse. Hatch. Toolboxes and add ons, destroyed. DS, destroyed. Object, destroyed. Medkits and add ons, nerfed. Balanced Landing, nerfed. Small Game, nerfed. Losing add ons for no reason to punish survivors? Check!

    I have died way more because of keys than I've ever been saved, but it would hurt a killer's ego to admit they only got a kill because survivors leave or let people die on purpose so they can get hatch. It goes both ways.

    The game is way easier for new killers than survivors, and if you think catering only to new players is something unique to DBD, try playing any other game that exists. There is no such thing as gen rushing. It's the killer's job to stop survivors from winning.

    This update gives killers a Trapper buff and a Spirit nerf, along with add on improvements for NINE KILLERS. And it looks like three total perks for survivors got some improvements. But yup. The devs hate killer. Poor babies.

    @Sluzzy said:

    Conveniently forgets survivors have been hard nerfed for 5 non-stop years while killers have gotten buffed and perks that stop the objective.

    It's very killer sided. As alluded, every mechanic is for killers: endgame collapse.

    I love this logic. Doesn't this imply survivors have had numerous tools deemed too strong so nerf after nerf was needed to balance them? Meaning it has been a survivor sided game for a long time.

  • 3 hits required for a down is a massive time waster. Even with a skilled Nemesis, survivors have so much time to find a new loop. Combine that with vaccines, you have a killer that can end chases quickly when in range of his M2, but holding W is way too effective against him. BHVR needs to do something about the burst of speed after contaminating a survivor.

  • Laceration meters reset after hooking. I don't which live killer was worst. Trickster or old Freddy.

  • I find you're better off with the M1. A 110% M1 killer.

  • Nerfed ricochet and nerfed his Main Event by adding a longer, MASSIVE cooldown before he can throw knives again. BHVR really outdid themselves this time.