Soo... CORRUPT INTERVENTION BASEKIT WHEN?

!title

Without, survivors always spawn directly at a gen and can start repairing without walking more than 2 steps.

Comments

  • I never really use Corrupt intervention. Early game I find survivors faster without it. I just go for the furthest gens from my position, otherwise they would be anywhere

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202398#Comment_3202398

    What exactly? Gen-Times 10sec longer? Yeah, awesome, 4 weeks later we saw Hyperfocus and u can finish a gen in 40 seconds. Look at Otz Video.

    Pallet-Breaking 10% faster? Unbelievable, it matters nothing, because the next safe loop is nearby thanks to awesome maps.

    Gen-2,5%-Regression? Oh yeah, for that we had to sacrifice EVERY Gen-Regression-Perk besides Pain Resonance (for.now!). Overcharge is laughable, Ruin is completely annihilated.

    What else did Killers get? Oh yea Stun Duration and less SpeedBurst after first hit.

    Who cares? The next junglegym is 5m away, you benefit nothing out of this.

    You want to.know why the killrates are a bit higher? Because Deadharding for Distance to reach the next loop is gone, if u mess up. So the 3rd chance-perk if u wanna call it so.

    Thats all, Deadharding for Distance is the main reason why killrates are higher.

    61% is absolutely fine, it should be 60-65%. Now you will say: wait, 50% is balanced, right?

    No its not, because you have to see that in noob-games everytime you will see a 100%-killrate, so 53% was literally underpowered.

    On top of it: who cares about general-killrates? The game should be balanced around "how many hooks can a killer reach for X Gens done", not how many kills.

    On top you need to understand that these stats are from the whole killer-roster, but what are the numbers on every killer on its own? Nurse on average will have 80%+, while others will be happy if they can manage a 2K with a necessary camp or tunnel.

    Kill rates do matter. They give a good indication of how the win rate is just in general I get that the kill rate goes higher the lower you go in ranks, but those lower and medium ranks also matter. The game can not only be balanced around high ranks. The devs have to try and balance the game for all ranks.

    So no, I do not think 61% kill rates are fine. And it seems like many people don't. There are good reasons why killer queue times are clearly longer than survivor queue times, and ignoring that won't get you anywhere. Sure, they are also longer because survivor can be so unfun at the moment, but that's also exactly what the devs need to address, nerfing the unfun strategies for survivors to go against. And of course buffing solo queue, but all of that combined would probably also require some more killer buffs, like map improvements.

    So in the end, if BHVR really does keep on with balancing this game, the game will gradually become better for both sides.

    Also, if you think that the buffs to killers weren't impactful, then fine, but I, and it seems like most people, disagree. The extra 10 seconds on gens definitely was noticeable, and I surely am not alone with that opinion. And while killers had some of their slowdown perks nerfed, they also had some of them buffed, and still have a bunch of viable slowdown perks. Some slowdown perk synergies are arguably a bit too strong. But that's hard to tell. All the other small buffs combined definitely make a nice difference as well. Not a huge impact of course, but still an impact.

    Hyperfocus, at least with Stake Out is a problem though, I do agree, but you do not see those builds in the average match. Nonetheless, I do hope they address Hyperfocus and Stake Out in the coming update.

    Also, I am sure that Deadharding for distance removed definitely also helped increase the kill rates. But you are right, that one change alone was a clear buff to killers, so that is yet another buff that can be added to the list of buffs that killers received, right? It clearly has made killers stronger, especially at high ranks because that's where Dead Hard was used most effectively.

    Killers are clearly in the best spot they have ever been, and also arguably in a better spot than survivors. Admittedily though, I am hoping for some more nerfs to camping and tunneling, and if that happens, I won't care too much about whether basekit Unbreakeable will get into the game or not. But it's clear, especially when looking at queue times, that survivors are now in need of some improvements.

  • UHHHHHH are we playing the same game???? Oni, Twins, and Myers mains would like to talk to you

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202054#Comment_3202054

    Because it hurts my feelings when the gens get done too quick, just like how survivors' feelings get hurt when they don't have free Endurance and Haste off the hook.

    Well one big difference here is that, at least in the majority of cases, it's the killers fault for letting gens get done so fast. Not always of course, and surely at some point it would be nice if those situations, where killers had very little chance to do anything, get addressed as well. However, when it comes to being tunneled off the hook, there is nothing the survivor that was unhooked can do to prevent that. They just would go down immediately after being unhooked, and the basekit BT now at least gives them a bit of a fighting chance.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203189#Comment_3203189

    Have you actually tried playing killer after the new meta and the 50 secs?

    10 secs for each gen really isnt enough, i dont feel the change on that account, at all.

    If I say yes what are you gonna say next, that I'm low MMR or what other strawman?

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203056#Comment_3203056

    Well one big difference here is that, at least in the majority of cases, it's the killers fault for letting gens get done so fast. Not always of course, and surely at some point it would be nice if those situations, where killers had very little chance to do anything, get addressed as well. However, when it comes to being tunneled off the hook, there is nothing the survivor that was unhooked can do to prevent that. They just would go down immediately after being unhooked, and the basekit BT now at least gives them a bit of a fighting chance.

    It's almost never the killer's fault that the gens went by fast. What's he supposed to do? Pressure the gens aka never commit to a down and the gens fly anyway? You would need 4 perks that give you good, continuous value throughout the match, and killers simply don't have that. Corrupt goes as soon as you down someone. Pain Res and Pop you need like 10 hooks. Call of Brine and Overcharge get gen tapped. Hexes need to stay up all game. Eruption you need to kick a bunch of gens. Jolt you need to down constantly. Can't do anything to gens with info or chase perks. So what DO we have, really?

  • @sonata93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202070#Comment_3202070

    Tbf, BT was never 'meta' in the sense that it gave survivors an overwhelming competitive advantage; survivors ran it because face-camping and tunneling people off-hook was so rampant (and still is to a certain degree). Surely we can all agree that being downed straight off a hook and being put straight back on the said hook was never fun or productive gameplay?

    I take it you never experienced a good swf who body blocked + ds'd at EGC? Basically if 3 survivors were alive and you didn't have max stacks stbfl/an insta down killer they got out for free. The reason why every anti-tunnel & anti-camp mechanic has been made weaker is because SWF weaponizes it to be as efficient/maximize as much gain as possible. Even outside of EGC the one who got off hook being able to bodyblock for the unhooker is silly. It completely ceases being 'anti-tunnel/anti-camp' as soon as you are using it to protect the health state of a teammate.

  • Should make all survivors stuck to the ground until they lose their first health state. After that, healing back to uninjured by any means immediately kills them. Its just so toxic for survivors to escape. Infinite exposed should be base kit. Terror radius heartbeat should be removed from the game. Spine Chill radius should be reduced to 1m.


    Am I foruming right guys???

  • @Marik1987 said:

    !title

    Without, survivors always spawn directly at a gen and can start repairing without walking more than 2 steps.

    Haven't you heard. Killers don't get base kit perks. They stinky

  • Killer is fine after 6.1. Only a few specific Killers need buffs. Blanket buffs are dumb. Nurse and Blight don’t need to be even stronger.

  • i hope soon. survivors are getting basekit bt and unbreakable (most likely basekit ds too and hook changes for camping) and what does killers have? a 10% brutal strength, a mini pop that takes away 2 seconds, and 10 seconds added to gens. there has to be basekit corrupt atleast for 60-90 seconds

  • @Ghoste said:

    Killer is fine after 6.1. Only a few specific Killers need buffs. Blanket buffs are dumb. Nurse and Blight don’t need to be even stronger.

    ? Corrupt dies after first down. According to most of players, Corrupt literally do nothing against these killers.

    No one should balance this game around Nurse, because thats not possible, she is broken. How about we forget she and Blight exist and then we look at the killers.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202165#Comment_3202165

    You know what a pallet-stun/safe is, right? In a lot of Situations, you cant "just pick up".

    What is “a lot” of situations cuz so far it’s just one. I want a list.

    Meanwhile you can also reflect on the fact that you do not need to bring a perk to slug. You can do it at your own will, only now you have 45 seconds base to worry about it each time you do it.

  • not gonna happen... basekit perks will be only for survivors

  • Nah just give Killers 6 Perk slots.The math is there when unbreakable becomes basekit.

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