The ACTUAL issues with the current patch

-Survivors disconnecting / suiciding on hook because they don't want to adapt (Hopefully BHVR are harsher on disconnecting, even if it's unintentional. Other games have a 30 minute penalty, while DBD only has 5 minutes). Even though i do not agree with every change in this update either, but there are no reasons to DC and make the game miserable for everyone else.

-Camping / Tunelling is a problem, that needs to be adressed (My idea for camping is to make the hook timer pause, while the killer is within a certain proximity of the hooked survivor and they are NOT in a chase within that proximity. This means that the killer has NO REASON to be within a radius of that survivor, if the killer is not engaged in a chase. Regarding tunelling, make it so that the unhooked survivor is invincible for a period of time, so that they can neither be hit, or take bodyblock hits.)

-Decisive Strike nerf is too harsh. 3 Seconds is NOTHING, especially against a blight, nurse or spirit. Disabling it during endgame was a huge nerf in itself, and there is no need for a decrease in the stun time.

-BHVR wanted to shake up the meta, but now the survivor meta is anti-tunelling builds.. what happened to shaking up the meta?

-Solo queue is in the worst position it has ever been in. Not only because of survivors disconnecting 50% of the time every game within 20-30 seconds, but also because of the camping and tunneling.

I would like to hear the community's thoughts on this, and if they have any other opinions / ideas regarding the patch.

Comments

  • Thats right @PapaQuintus.

    For fellow killer mains: I don't see survivors crying over DH really... So don't you dare guys. xD

  • ....Ziv?


    I think the patch is doing what they wanted it to do. Raise kill rates. Survivors are dying a lot more for sure.

  • You can walk around the hook and immediately negate that hook camping idea since you technically arent in chase until the killer is within a short range of you or they hit you... And you lose chase extremely quick if they're not looking at you and losing distance.

  • Why did you make the same thread twice?

  • @Brimp said:

    You can walk around the hook and immediately negate that hook camping idea since you technically arent in chase until the killer is within a short range of you or they hit you... And you lose chase extremely quick if they're not looking at you and losing distance.

    That shouldn't matter. If you're walking around the hook, the killer can just catch up to you easily and get a hit?

    @Bardon said:

    Why did you make the same thread twice?

    I accidentally posted twice. I already informed the staff to delete the other post for me.

  • What will increasing the DC timer do when people can just leave the game on first hook? I think we can accept that people will DC no matter what you do, there is little you can do to stop players from giving up. Addressing some of the outliers that are making playing survivor less fun would go much further than just increasing DC penalties.

    Increase the survivor experience by giving SoloQ players some form of communication and information.

    Rather than punishing killers for camping and tunneling, studies in psychology show that incentives work much better than punishments. Give killers a reason to go for each unique survivor in the game, rather than trying to make it increasingly more difficult to get one person out of the game.

    Perks should be looked at from each killers perspective, what I mean by this is that each perk should be adjusted to make sure it doesn't make that killer OP. Starstruck on nurse is extremely oppressive, but on most other killers it is a relatively balanced perk. If you were to nerf the perk globally to make it fair for nurse, it would likely see no play ever again. But, if you simply tweak it for nurse the perk will remain fair for all killers. I see similar issues with thana on plague and legion, while the perk is fair on just about every other killer it remains oppressive for the aforementioned killers.

    Some might also say that save the best for last is also something that should be tweaked for each killer (like demo or pig). While there is a decent argument for this, I think STBFL is just tuned too high right now baseline, and I think the perk should lose at least 10% action speed.

    I think the last patch contained a lot of good nuggets to put the game in a better spot but it fell short on a lot of things it tried to deliver. And by trying to buff kill rates without also buffing soloQ survivors who were already the most worse off player, it ended up sending a lot of people over the deep end.

  • @Biscuits said:

    What will increasing the DC timer do when people can just leave the game on first hook? I think we can accept that people will DC no matter what you do, there is little you can do to stop players from giving up. Addressing some of the outliers that are making playing survivor less fun would go much further than just increasing DC penalties.

    Increase the survivor experience by giving SoloQ players some form of communication and information.

    Rather than punishing killers for camping and tunneling, studies in psychology show that incentives work much better than punishments. Give killers a reason to go for each unique survivor in the game, rather than trying to make it increasingly more difficult to get one person out of the game.

    Perks should be looked at from each killers perspective, what I mean by this is that each perk should be adjusted to make sure it doesn't make that killer OP. Starstruck on nurse is extremely oppressive, but on most other killers it is a relatively balanced perk. If you were to nerf the perk globally to make it fair for nurse, it would likely see no play ever again. But, if you simply tweak it for nurse the perk will remain fair for all killers. I see similar issues with thana on plague and legion, while the perk is fair on just about every other killer it remains oppressive for the aforementioned killers.

    Some might also say that save the best for last is also something that should be tweaked for each killer (like demo or pig). While there is a decent argument for this, I think STBFL is just tuned too high right now baseline, and I think the perk should lose at least 10% action speed.

    I think the last patch contained a lot of good nuggets to put the game in a better spot but it fell short on a lot of things it tried to deliver. And by trying to buff kill rates without also buffing soloQ survivors who were already the most worse off player, it ended up sending a lot of people over the deep end.

    I agree with your first point about people dying on first hook. Maybe give the survivors just 1 chance to unhook themselves 5-10 seconds before second state, with a 10% success rate.

    Also i think kindred should be basekit, since it in my opinion is the best perk to bring, when playing solo queue.

    Regarding the tunneling and camping, with my idea, it still incentivises killers to leave the hook.

    STBFL is definitely a super strong perk at the moment, giving the survivors a hard time in chase, and especially when hook trading.

    @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105497#Comment_3105497

    Two survivors standing within your line of sight after you hook. No chase starts, you either stay there forever or they get a free unhook. Pausing the hook was tested before and that's exactly what happened.

    Well if there are survivors within your line of sight, you are supposed to go for them, and not stand at the hook. And it doesn't matter if they get a "free unhook". Hook trading shouldn't be a thing, it's just extremely lazy, giving the killers no motivation to actually work towards getting a hook on another survivor.

  • I'm sorry but no DC penalty is going to stop me when we've gotten two meta Nurse's, a facecamping Bubba, a meta Blight and then a facecamping Bubba.

    All a penalty is doing is helping my mental sanity. Make it a year so I physically can't play the game until it's better.

  • @PapaQuintus said:

    -Survivors disconnecting / suiciding on hook because they don't want to adapt (Hopefully BHVR are harsher on disconnecting, even if it's unintentional. Other games have a 30 minute penalty, while DBD only has 5 minutes). Even though i do not agree with every change in this update either, but there are no reasons to DC and make the game miserable for everyone else.

    -Camping / Tunelling is a problem, that needs to be adressed (My idea for camping is to make the hook timer pause, while the killer is within a certain proximity of the hooked survivor and they are NOT in a chase within that proximity. This means that the killer has NO REASON to be within a radius of that survivor, if the killer is not engaged in a chase. Regarding tunelling, make it so that the unhooked survivor is invincible for a period of time, so that they can neither be hit, or take bodyblock hits.)

    -Decisive Strike nerf is too harsh. 3 Seconds is NOTHING, especially against a blight, nurse or spirit. Disabling it during endgame was a huge nerf in itself, and there is no need for a decrease in the stun time.

    -BHVR wanted to shake up the meta, but now the survivor meta is anti-tunelling builds.. what happened to shaking up the meta?

    -Solo queue is in the worst position it has ever been in. Not only because of survivors disconnecting 50% of the time every game within 20-30 seconds, but also because of the camping and tunneling.

    I would like to hear the community's thoughts on this, and if they have any other opinions / ideas regarding the patch.

    I would respecfully say none of that is accurate. No offense. Mmr is the only problem

  • I definitely agree with the issue of camping and tunneling. It's a serious problem that should have also gotten addressed in this latest patch.

    I would throw in slowdown perks that are too strong currently as well. Thana and Pentimento in particular just have way too high values at the moment, now that gens take 90 seconds. Pentimento alone increases gen times to 128 seconds. I mean, what the hell?

  • @PapaQuintus said:

    -Survivors disconnecting / suiciding on hook because they don't want to adapt (Hopefully BHVR are harsher on disconnecting, even if it's unintentional. Other games have a 30 minute penalty, while DBD only has 5 minutes). Even though i do not agree with every change in this update either, but there are no reasons to DC and make the game miserable for everyone else.

    -Camping / Tunelling is a problem, that needs to be adressed (My idea for camping is to make the hook timer pause, while the killer is within a certain proximity of the hooked survivor and they are NOT in a chase within that proximity. This means that the killer has NO REASON to be within a radius of that survivor, if the killer is not engaged in a chase. Regarding tunelling, make it so that the unhooked survivor is invincible for a period of time, so that they can neither be hit, or take bodyblock hits.)

    -Decisive Strike nerf is too harsh. 3 Seconds is NOTHING, especially against a blight, nurse or spirit. Disabling it during endgame was a huge nerf in itself, and there is no need for a decrease in the stun time.

    -BHVR wanted to shake up the meta, but now the survivor meta is anti-tunelling builds.. what happened to shaking up the meta?

    -Solo queue is in the worst position it has ever been in. Not only because of survivors disconnecting 50% of the time every game within 20-30 seconds, but also because of the camping and tunneling.

    I would like to hear the community's thoughts on this, and if they have any other opinions / ideas regarding the patch.

    I've seen this a lot " if the killer is not in a chase" for fixing the camping thing but wag about if a survivor is hiding there or he is doing th trick with the window that he ends chase and he can vault it over and over gain.

  • -Survivors disconnecting / suiciding on hook because they don't want to adapt 

    Or maybe its because matches are not fun. Here is my counterpoint, if you are a killer and are getting curb stomped by 4 man SWF, is it unreasonable to give up? I mean DBD is one of the few online games to not have a forfeit option. If players are mass disconnecting, maybe its on the devs to address them. Enough people are apparently doing this that its a reoccurring issue. Maybe the patch has massive issues that should have been fixed before it went live. Push it back 3 months? Like any other developer.

    Other games have a 30 minute penalty, while DBD only has 5 minutes). 

    Most online games have a standard short dc penalty that gets longer when done relatively close to the prior one. This is standard for any online game. I don't know what gems you are referring to that have a base 30 minute penalty, but if DBD seriously needs this, then there are bigger issues, the disconnecting is symptom, not a cause.

    Camping / Tunelling is a problem, that needs to be adressed 

    They don't want to because the killer main community is fairly small and relies heavily on this. A lot of killers would quit in response and they didn't want to take that risk. The devs genuinely believed camping was perfectly fine almost too this year, when it has become so bad that the game is largely unplayable for a lot players unless they run a build to deal with it.

    Decisive Strike nerf is too harsh. BHVR wanted to shake up the meta

    Obviously this patch was about trying to stop the exodus of killers. since SBMM. So they gave killers everything they wanted and threw logic out the window. No.. they didn't want to shake up the meta, they wanted inflate the killer kill rates and motivate more people to play killer. That's why they nerfed some anti gen perks but buffed others.

    Most of these problems stem form the devs listening to one side. For people who say the devs are survivor sided, or killer sided they are not. They are on the side that brings in the most players because its the most profitable. To keep killers motivated and buying skins and DLC they buffed the hell out of killer to motivate players to play killer even if it caused problems. People are mass quitting because DBD now requires survivors to play serious if they want to win, and its boring. Survivors want to screw around because its fun. If people have a problem with that, this how DBD has worked for the past 5 years and guess what it worked fine. They have now decided to change this and this is the response. I don't think this patch will kill DBD, but it will likely change the player base, its up to the individual if they want to keep playing.

  • @Pulsar said:

    I'm sorry but no DC penalty is going to stop me when we've gotten two meta Nurse's, a facecamping Bubba, a meta Blight and then a facecamping Bubba.

    All a penalty is doing is helping my mental sanity. Make it a year so I physically can't play the game until it's better.

    Omega nurse, facecamping bubbas and meta blights already existed before this patch, and is not the reason for the surge of disconnects by survivors.

    @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105541#Comment_3105541

    Absolutely not. Maybe you aren't a very good killer, because if you were, you'd know that getting hooks at the right time matters. If survivors got a free unhook every time before you could down another person, the ONLY chance you'd have at living is slugging the entire team. Would you rather get camped or slugged to death for abusing a bullshit mechanic?

    If there's going to be something to combat camping, it needs to be impossible to abuse. Look at my first post on here to find what I suggested. As someone who played during that experiment, pausing the hook timers won't ever work.

    With all due respect, i understood absolutely nothing of what you just said. It seems like you are trying to justify easy hooks / kills? If you actually see another survivor from a distance, and you leave the hook so that the hooked survivor gets rescued by another survivor, why do you also have to go for the unhooker and not the other survivor you saw from a distance? Are you scared that they might potentially loop you for 1-2 minutes? As if the unhooker couldn't do the same. Please be more specific, or come with your own idea on how to reduce camping, i would actually like to know other alternatives.

    @ad19970 said:

    I definitely agree with the issue of camping and tunneling. It's a serious problem that should have also gotten addressed in this latest patch.

    I would throw in slowdown perks that are too strong currently as well. Thana and Pentimento in particular just have way too high values at the moment, now that gens take 90 seconds. Pentimento alone increases gen times to 128 seconds. I mean, what the hell?

    Definitely. I've played Plague with Thana, Plaything, Pentimento & Corrupt Intervention, and the survivors had an extremely tough time, getting no more than 2-3 gens done the whole match.

  • @PapaQuintus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105543#Comment_3105543

    Omega nurse, facecamping bubbas and meta blights already existed before this patch, and is not the reason for the surge of disconnects by survivors.

    https://forum.deadbydaylight.com/en/discussion/comment/3105846#Comment_3105846

    With all due respect, i understood absolutely nothing of what you just said. It seems like you are trying to justify easy hooks / kills? If you actually see another survivor from a distance, and you leave the hook so that the hooked survivor gets rescued by another survivor, why do you also have to go for the unhooker and not the other survivor you saw from a distance? Are you scared that they might potentially loop you for 1-2 minutes? As if the unhooker couldn't do the same. Please be more specific, or come with your own idea on how to reduce camping, i would actually like to know other alternatives.

    https://forum.deadbydaylight.com/en/discussion/comment/3105933#Comment_3105933

    Definitely. I've played Plague with Thana, Plaything, Pentimento & Corrupt Intervention, and the survivors had an extremely tough time, getting no more than 2-3 gens done the whole match.

    It's understandable when they were difficult (at best) to deal with prior to this patch.

    Survivor did get heavily nerfed this patch and many frustrating Killer strategies were unintentionally (I hope) buffed. That's the difference.

    Whereas prior to this patch, people might have stuck it out and tried their best, they no longer see a point. You aren't gonna get any BP, you aren't gonna have a good time and you definitely aren't gonna win, so why bother when queues are instant?

  • @Grigerbest said:

    Thats right @PapaQuintus.

    For fellow killer mains: I don't see survivors crying over DH really... So don't you dare guys. xD

    I don’t see people complaining about it, but I do often have situations in my own matches where I get a hit on a survivor before they reach a pallet and think “Huh, if they had the old Dead Hard I wouldn’t have been able to swing there”. So it definitely has impacted the chases.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106204#Comment_3106204

    No one's trying to justify anything, I quite literally made a post about changes for game health and the first thing on it was a solution to camping. Read that post if you want my solution.

    You don't understand because you aren't an experienced killer. Killers can only win if they manage their hook states so that at least one person is on the hook at all times. If survivors can literally guarantee an unhook in the way I'm describing, you will get the first hit of your next chase after the hooked survivor has already been unhooked. No one said anything about going for the unhooker. If two survivors are there, and far enough away that you have to walk over to them to chase or just camp, it's a guaranteed win for the survivors if the hook timer stops.

    Picture this is you can: You hook a survivor, and two survivors are in your line of sight on both sides of the hook, about 12 meters or so away. It'll take around three seconds for either survivor to get to the hook, and it'll take you around four to five seconds to catch up to one of them and hit them. So once you get your first hit, that survivor has been unhooked and now there's three survivors on gens instead of two max. Once you get that down, which should take around 20 seconds assuming an equal skill level and an antiloop killer, there is 60 seconds of gen progress instead of 40. 2/3 of a gen, PER CHASE.

    If you had played when they tested pausing hook timers, you'd realize how abusable that is. I can't blame you for not getting it if you weren't playing back then. Take my word for it though, any camping solution that doesn't require at least two survivors to be doing gens the entire time it's active is abusable.

    But let's assume that there are 2 survivors at the hook. 1 is on the hook, while there are 2 survivors trying to manage an unhook. At best, the 4th survivor is the only one doing a gen, while there are 3 survivors not doing gens. With the current system, 3 people could sit on gens, waiting until the hooked survivor is just about to go 2nd state, so that they manage to do a lot of gen progress, and at best no hook trading. If there was one person going for the unhook, and gets hook traded, there were still 2 other survivors doing gens, so i'm positive it's the same outcome with or without the hook timer pause. What do you think.