Maybe I'm wrong, but is this update survivor side?

Changes to killers:

  • The change to the Clown is fine, although new players can increase the speed of survivors by misusing it (even simply without being a new player, not knowing how to use that "Antidote" well).
  • The change to the Wraith seems kind of sad to me, I thought we would have true invisibility all the time.
  • Changing the Trapper works for the first few attempts (for Trappers who were unlucky), but with more attempts it is worse for Trappers who were lucky and forced survivors to make many attempts.
  • Deep Wound is still stupid, even if the time is shortened, there are still too many ways to stop the counter.
  • A "buff" to Iron Maiden that I doubt makes it a good perk.
  • Destroyed the combo of Undying and Ruin. Maybe now that it saves tokens it works with other perks, but it only keeps the totem once when you break it (like when they now break Undying first).


Changes to survivors:

  • Buffed 5 perks. Only buffs, not changes like Undying. Pure buffs.
  • No nerfs to DS / Unbreakable (almost the equivalent of Undying / Ruin).


TL;DR: Killers have one less perk combo, a buff to a useless perk, and killer changes that don't seem like buffs to me.

Survivors have 5 new perk buffs to make new combos with and are freed from the "Undying / Ruin" combo.

And we still haven't changes to the keys 😂

Comments

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860679#Comment_1860679

    A tiny ass speed boost you have to time perfectly to avoid Survivors getting the benefit of while needing to remember to change bottle types to go back to dealing with Survivors..... this is a "big buff" to you?

    Bruh.

    You...realise you could just use both bottles to get the speed boost while survivors get no net benefit and you can use it to get around the map faster. Sure, you'd need to reload more...but it's losing 40% of the time necessary to do this, which more than offsets it.


    Moreover, the Clown's only real issue was map pressure; they've given him a means to improve his mobility, which in turn helps his map pressure. He didn't even really need anything much in the first place.

    I'm sorry that giving a killer more options and increasing their skill cap is a problem for you, though. :)


    @Zeon_99 ...denial of just how big a change this is when he only needed minor help...yikes.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860693#Comment_1860693

    A few garbage killers being buffed to be slightly less garbage doesn’t make up for the fact that gen control perks in general are now terrible. Corrupt pop has been nerfed, ruin undying gutted.

    You may as well just run like 3 chase perks, NOED, and tunnel people because there’s no way you are stopping gens from getting done.

    Which is probably what the devs want because survivors could not handle getting stomped so hard no gens got done even though they played poorly and probably had like 12+ second chance perks in a game where the gens can be done in 4 minutes.

    sorry guy, but killer is easy as hell. If you don't 3k on average play pokemon go

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861165#Comment_1861165

    You...realise you could just use both bottles to get the speed boost while survivors get no net benefit and you can use it to get around the map faster. Sure, you'd need to reload more...but it's losing 40% of the time necessary to do this, which more than offsets it.

    Moreover, the Clown's only real issue was map pressure; they've given him a means to improve his mobility, which in turn helps his map pressure. He didn't even really need anything much in the first place.

    I'm sorry that giving a killer more options and increasing their skill cap is a problem for you, though. :)

    @Zeon_99 ...denial of just how big a change this is when he only needed minor help...yikes.

    It's not a problem, but that the ideawas, and I am quoting here, a "big buff".

    The bottle mixing timer reduction is a bigger buff.

  • @Ivaldi said:

    So.. Undying didn't get nerfed, if anything it just got a lot stronger. Instead of Ruin/Undying, it'll be Haunted Ground/Undying or Huntress Lullaby/Undying.

    The survivor buffs were hardly buffs; they turned worthless perks into "somewhat" useful perks.

    The Haunted Ground/Undying combo is massively nerfed, what are you talking about? Haunted Ground is back to once per match now. Before, it was the same as the Ruin combo in terms of possibilities. That is the most useless Undying combo now because it does nothing.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860916#Comment_1860916

    sorry guy, but killer is easy as hell. If you don't 3k on average play pokemon go

    I find that most people that say this don't even sniff red ranks at killer.

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859991#Comment_1859991

    Exactly what has changed in your "rephrase"?

    • The Clown now takes less time to reload, but more mobility? I give you an example that I saw earlier in the forum: if you want to travel 50 meters, at 4.6 m/s it will take 10.9 seconds. At 5.0 m/s it will take 10 seconds. It's a second of difference, not counting that later you will have to recharge the bottles (+3 seconds).
    • The "buff" to the Wraith would seem like a "buff" to me if it weren't because when you are less than 24m away they can see you again as before (it appears that less, but the thing is that they continue to see you).
    • With the Trapper you are also more likely to get out sooner from his traps (many times it has happened to me that they have been in a trap for a long time).
    • Iron Maiden will remain unused, and Undying now if instead of breaking Undying they break, for example, Ruin, it can respawn up to 3 times (in addition to the totem it occupies at the beginning of the game), so Ruin can go through 4 totems different. Now with this change if they break Ruin, they just have to search Ruin one more time and it will disappear. It will not appear in 4 different totems as before. You don't seem to know how Undying works 😂
    • Now with the buffs to the perks of the survivors, new combos will be created.
    • Trapper traps are a nerf and a buff.

    I still don't understand. What have you earned with your "rephrase"?

    "Now with the buffs to the perks of the survivors, new combos will be created."

    This is exactly what people have wanted. New combos being created means less UB and DS.

  • DS and UB Really isn't that bad just stop playing toxic and you'll rarely have to deal with it.

  • Stop with killer/survivior side.

  • What annoys me about The wraith change is they call it true invisibility and it's not even close.

    They should also rename undying as hex sacrificial totem. Now that dull totems are back to worthless you can expect survivors going back to only tackling the hex totems.

  • Fact is killers were hit alot harder then survivors this update. A underlying issue with the game is ignored still

  • @TheBus4K said:

    Changes to killers:

    • The change to the Clown is fine, although new players can increase the speed of survivors by misusing it (even simply without being a new player, not knowing how to use that "Antidote" well).
    • The change to the Wraith seems kind of sad to me, I thought we would have true invisibility all the time.
    • Changing the Trapper works for the first few attempts (for Trappers who were unlucky), but with more attempts it is worse for Trappers who were lucky and forced survivors to make many attempts.
    • Deep Wound is still stupid, even if the time is shortened, there are still too many ways to stop the counter.
    • A "buff" to Iron Maiden that I doubt makes it a good perk.
    • Destroyed the combo of Undying and Ruin. Maybe now that it saves tokens it works with other perks, but it only keeps the totem once when you break it (like when they now break Undying first).

    Changes to survivors:

    • Buffed 5 perks. Only buffs, not changes like Undying. Pure buffs.
    • No nerfs to DS / Unbreakable (almost the equivalent of Undying / Ruin).

    TL;DR: Killers have one less perk combo, a buff to a useless perk, and killer changes that don't seem like buffs to me.

    Survivors have 5 new perk buffs to make new combos with and are freed from the "Undying / Ruin" combo.

    And we still haven't changes to the keys 😂

    Gotta agree on key changes, they should have been part of this mid-chapter patch. But you can't really rely on those "buffed" survivor perks to say what you are saying. Diversion is getting buffed, but it still is a perk that nobody will ever by using, unless he's trolling. Fixated is getting a small buff, but it still isn't definable as a good perk. Second Wind could be useful, but I don't see it as something that can go even close from becoming meta. The only true buff is Open Handed, but it isn't stackable anymore. All of these perks are perks that are almost never used anyway, so no, this isn't survivor sided in that regard. Again, Open Handed is the only perk that could actually see any use.

  • @xEcoLog1cDuk3Xx said:

    Shhh... It's a fine and well-done patch, remember Killers are just AI.

    At this point, I'm just taking the piss today.

    No the updates have been pretty bullshit since they added at least legion for me.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860079#Comment_1860079

    "Now with the buffs to the perks of the survivors, new combos will be created."

    This is exactly what people have wanted. New combos being created means less UB and DS.

    No one has said that the new combos cannot be used with DS, UB, BT, OOO, etc.

  • I dont know what kind of argument this is, it keeps popping up. One thing is the game being survivor/killer sided but ######### does it mean a patch being survivor sided??

    patches are meant to update and fix things, since when do you need to have the same number of changes on both sides? like?? do you need to buff a survivor perk for every killer buff? do you have to nerf killers if you nerf survivors as well?

    In a RPG if mages are weak they get buffed. you dont need to buff archers, barbarians and knights as well to compensate? how many posts of thee kind keep being made geez.

    In one patch maybe some survivors perks are buffed, in another maybe killer's. You dont have to balance the changes to both sides in every patch.

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