AndyKuky
AndyKuky
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- AndyKuky
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Awesome, can’t wait to chase a survivor around the 72 safe pallets on Gideon and finally down them just to have another survivor hold a button down and reset the chase.
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Split up onto all three gens and the killer doesn’t control the match. It may take awhile, but the gen will get done.
To say it took an hour… that’s either hyperbole or all four of you have zero map awareness.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/3190004#Comment_3190004
DC and giving up on hook arent counted into stats
I'm sure DC's arent counted, but how would they know to throw out giving up on the hook or someone just dying on hook? And what about how those affect the rest of the game? Dwight wastes shack pallet and DC's, ok his death isn't counted. What about the other three of us who have to deal with Pinhead in a 3v1? Do ours count?
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Even posting the stats is pointless. Tome challenges and survivors DC'ing/giving up on hook make perk numbers and kill rates completely unreliable. The 8% boost in kill rates actually seems way low based on how many survivors I see rage quitting or throwing. I figured it would be in the 70's.
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@egg_ said:
I'm more interested about the fact that 7 out of 10 of the most popular killer perks are unsurprisingly slowdown perks
And here I am wondering yet again, wasn't the whole perk overhaul supposed to be a meta shift? The only surprising thing is not seeing up there Deadlock, DMS and Eruption
The only thing they were able to achieve was drastically reducing the use of BBQ and DH
The problem is gens can still fly by on a lot of maps because it's still very easy to run a lot of the killers. So naturally killers will still be using slowdown.
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I like how someone at BHVR came in to correct someone saying the SBMM only takes wins into account and ended up confirming exactly what the person claimed 😆
”if you play four games and win two/lose two you’ll end up around the same place where you started!”
Well that’s the problem. I can play four solo queue games and die with 20k+ BP in all four games and no other survivor will have more than 13k, even the ones who get 5-7k for escaping. I can then follow that up with four games where I escape every match with 11k points each and the system treats them all as either escape or die, win or lose. It’s dumb.
Basically BHVR doesn’t know how to make a competent system because their game has too much variation and RNG. So the easy solution is win/loss.
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I think I am at 60% and it took all the offerings I had on all my survivors.
You can tell people are trying for it too, so many times I’ll be working on the last gen with someone and they run towards the door when the gen is at like 80%. They don’t want to risk not being the one that opens.
It should just be to escape the map 20 times period.
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I solo Q almost exclusively and my problem with it is the same problem I’ve had for like six years now. Teammates are trash. However, I understand there’s virtually nothing BHVR can do about these people so I move on and try to enjoy the game.
I had a match on Dead Dawg a few hours ago, teammate brings a key and literally hides the entire match. We got down to one gen with one person dead and two of us on death hook and this teammate had never been hit. Turns out I guess she was trying for a key escape because she had Left Behind equipped. On my first hook I had to sit and watch as one person did a gen and the other was chased while this last person literally hid across the map and would sometimes crouch walk a little closer to me and a little closer. Eventually the person doing the gen came and got me right before I died on first hook.
I tried to hammer the last gen while injured but killer got me and killed me. It felt amazing to watch the rest of the match and see this person get found and hooked and die. But again, BHVR can do NOTHING about these people. Get over “soloQ sucks!”. It will NEVER be as broken as SWF.
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This is why there’s a delay between when they’re available in the game versus the cheaper store bundle. To get the FOMO crowd. It’s a common tactic.
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So because content creators who literally play DbD for a living can achieve something, that means everyone should be able to? And the game should be balanced around that level of play? How silly.
Also your example of SoloQ just proves how pointless it is for them to buff it. The SoloQ problem isn’t a design or game problem, it’s a player problem. No amount of band-aids or hand holding in the world will make the Meg, who is urban evading away from you as you struggle on hook because she hears a faint terror radius, turn around and come unhook you.
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The problem with solo queue is bad players, and there’s nothing BHVR can do to fix that.
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This kind of post just highlights the problem with survivors that complain about solo queue. What happened here is your teammates made bad plays and as a team you three gen’d yourself.
Now what can BHVR do to compensate for bad survivor plays? What can they buff that would make up for that? There’s nothing they can do for that. I died in a match last night on my first hook after I did the only two gens that got done because one survivor looped the killer at my hook while the other two hid and watched. Is that a solo queue issue? No, it’s a bad survivor issue.
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You have to be at brutally low MMR. Look at game two, you camped and zero gens got done?
This wouldn’t work at higher MMR.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3099833#Comment_3099833
what about the survivors(like my self) who didn't use deadhard or any of the meta perks but still having hard time after this patch?
It’s a 4v1. If two or three of your teammates used to run DH and don’t now, they’ll have chases that are a lot shorter and now the killer can focus on you more. I also don’t run DH and haven’t for over a year, I haven’t noticed any big changes in this patch as a solo player except that a lot of other survivors are super upset and DC/suicide on hook a lot.
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Survivors grew too used to their DH crutch. It’s very reminiscent of when BHVR killed Ruin and a lot of killer mains got upset and claimed it would destroy the game.
Turns out it was just fine and killers just needed time to adjust. Survivors just have to learn to play without a massive DH crutch.
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Killers have always needed to run gen slowdown unless they’re using an S tier killer. Now survivors are struggling because they can’t loop for nearly as long with the DH crutch gone. They will adapt.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3084827#Comment_3084827
Yeah, that's not even close to what is happening here.
Balance is so out of whack that a killer doesn't even have to perform well, and can still win.
That’s not remotely close to reality. Yeah, killer is easier to play now since the DH crutch is gone, but you still need to play well to win.
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Ok… and if you take that same Legion before the patch, do you think it’s fun for them to always have long chases against competent survivors because any time they make a mistake or get outplayed they can just Dead Hard to safety?
”Fun” is subjective, but obviously solo will be less accessible than SWF. That’s just common sense. But solo is just the way the game was meant to be played. There’s a reason survivors have no voice chat and only two gestures. It’s not meant to be super easy like SWF. People forget this is a 4v1. The 4 side should ALWAYS have to play very well to win. Otherwise there is no balance.
Before this patch the killer, the 1 side in the 4v1, had two options to win:
- use a broken OP killer
- go against bad survivors
Thats it. Now they have more of a chance. Not seeing how this is a bad thing.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3083912#Comment_3083912
Pain resonance, no way out and deadlock are all definitely meta options imo just not used as often since people enjoyed the old meta more (And BBQ for BP)
COH is still pretty strong but overcome is just an alright perk, it has more weaknesses than strengths imo and pails in comparison to sprint burst
Deadlock is a good perk if you want slowdown and PR is not bad but just got nerfed. No Way Out is a pure endgame perk and definitely not meta.
I would put Overcome on the same level as any of those and CoH is definitely still higher than all of them. CoH wrecks so many play styles. I have given up on killers like Wraith or Nemesis because hit and run play styles are pretty much dead thanks to CoH.
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I mean… none of the killer perks you listed are exactly meta or anything. They’re all decent perks you can throw in certain builds with certain killers or throw onto any killer if you want to play a certain style. Just like all the recent survivor perks.
Personally I think CoH is very strong. And Overcome is a top tier exhaustion perk. I run Overcome with Lucky Break and it’s amazing how easy it is to lose killers. And now they even buffed Lucky Break.
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I solo queue almost exclusively and I still escape most times and even in the matches where I don’t, unless I am tunneled or left to die on hook, I score a lot of BP and enjoy the game.
The problem with solo queue is crappy teammates. There’s no way for BHVR to fix that.
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Sprint Burst, Lithe, OTR.
A lot of Vigil and Lightweight.
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The problem that the people complaining about solo queue don’t want to admit is that solo queue isn’t really a design or game problem, it’s a bad teammate problem. And no amount of hand holding is going to fix that. A survivor who runs at the slightest hint of terror radius or who urban evades on the edge of the map while you are about to die on hook won’t suddenly come rescue you because BHVR buffs solos.
All that is happening right now is we are seeing what a massively broken perk Dead Hard was and survivors don’t know how to adapt. It reminds me of how lots of killer mains whined when Ruin got changed awhile back. I haven’t run DH in like a year. If you’re used to not having it, the patch didn’t really change much.
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Solo is fine, and I say that as someone who plays solo 99% of the time. People just want to play the game on ez mode like it’s a SWF.
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What? Why would wiggle reset or regress from a drop? In fact doesn’t dropping a survivor progress it?
If this were a bug then why do perks like iron grasp or agitation even exist?
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Outfits are way easier to crap out.
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I don't mind playing against him and he's one of my favorite killers to use, but he's also a very bad killer who gets wrecked by the gen rush meta. So, in my experience anyway, he's one of those killers where a lot of users camp and tunnel while using him and survivors don't like that.
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Sure, as long as killers got a perk to remove a hook state.
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It’s a great grind reduction for long time players. For example right now I have all my killers P3/50 except Dredge, and all perks on all killers except Dredge (I’ve barely played killer since he came out).
Now when a new killer comes out, that killer will get tier 3 perks from all the other killers right away. Then I just spend BP to unlock that killers perks on everyone else.
And even on survivors, there are lots of survivors who have all perks but I haven’t P3’d them. From what I understand, because they have all perks, they’ll hit P3 or higher and then all their perks are unlocked on new survivors as well.
The problem is it does nothing for new players or people who haven’t invested a lot. The grind for these people is still insane.
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NOED basekit is too strong because most survivors don’t want to do anything but knock out gens. It would also make solo queue doodoo because no one would do gens until totems were cleansed.
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They can’t make a SWF mode. First, unless they give killers a massive BP boost for playing, no killer would play. And even with a massive BP reward, all the killers would use are super sweat try hard killers and builds. Imagine being a SWF and all you face is Nurse, sweat build Blight, cracked Huntress, etc.
Ive always said they should nerf the amount of perks SWF can run. So a 2 person team loses one perk. A three stack loses two perks per person. And a full SWF can only run one perk each. But this presents it’s own problems. Mostly that most SWFs are super sweat tryhards. Plus it will drive people away from the game.
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Solo queue is fine, coming from someone who plays solo queue almost exclusively.
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Or solos can just run Kindred.
The core gameplay loop of DbD is not deep enough to account for every survivor having peak SWF strength.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3022253#Comment_3022253
Then Kindred should be base-kit or a similar form of it.
Nah. Kindred is better than what most SWFs get.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3018193#Comment_3018193
People are asking to bridge the gap between swf's and solo's because the devs can't buff killers without solo's taking the short end of the stick. Oh wait, that's what the devs just did. The base-kit BT needs tweaks to be reliable.
Sure you solo a lot, you don't think it's hard, cool. The community would think otherwise.
How many times do you wonder if someone else is getting the save? How many times do you wonder if the others are on gens or not? How many times do you escape with the others? How many times do you wish you could communicate with others in crucial dying moments?
I never wonder if someone is going for the save because I run Kindred. The rest, never really, because that’s part of the draw as survivor for me. Even when I do SWF I am rarely on comms. It makes the game too easy, and I’m not even a great survivor.
Solo didn’t get the short end of any stick with these perk changes. The problem with solo queue is, again, bad players, and no amount of perk changes or buffs will fix that.
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Uh, survivors got buffs too. lol @ basekit Bond. All that is going to do for solo players is have more randos dumping the killer on other people and now they can do it for free.
The issue with solo vs SWF is effectiveness, not really skill. Even a bad SWF team can coordinate and knock out gens because they aren’t wasting so much TIME like solo players will.
Even with these buffs, there’s not much a killer can do against a well coordinated team because it simply breaks the balance of the game. I solo queue almost exclusively and I don’t want solo buffed to SWF level or even near SWF level. One, killers won’t be able to compete. And two, it’ll make survivor way too easy. Even solo queue is not hard it’s just frustrating at times because of bad teammates.
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I solo almost exclusively and it's not hard. The only negative are worthless teammates and what can BHVR do to minimize those players that wouldn't buff everyone else by large margins? SWF breaks the balance of the game completely, why should they make solo players as strong as SWF? How do killers compete against that?
I'm probably 60/40 survivor/killer but the only killers I use are M1 killers like Clown, Trapper, Nemesis, Wraith, Legion. Why in the world would I want SWF power survivors every game lol.
We are getting basekit borrowed time.
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Yes, it rewards failure.
Failure on the survivors part for not cleansing totems. The killer is working with only three perks for the match, maybe less if they have Ruin or Corrupt. It’s not that hard to find and cleanse five totems, especially with Det Hunch.
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@MrCalac123 said:
NOED is strong during 1/4th of the game
Dead Hard is strong during the entire game
/thread
Not even 1/4 of the game. Typically you might get a down with it before it’s cleansed, and typically it’s the person you were already chasing anyway.
The amount of time you save as killer with NOED is minuscule and also irrelevant because the gens are done. The amount of time DH can save survivors every single chase, is incredible if used correctly.
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@Nun_So_Vile said:
Except, it is. I'd even say arguably among the strongest of killer perks and easily the top 3 Hex perks in the game. Lets also not pretend NOED doesn't reward bad killer gameplay. It always has. DS got its fair share of nerfs for similar reasons, so the writing's on the wall that the NOED nerf is coming.
You say that as if NOED hasn’t already gotten nerfs. It used to activate when the gens finished, regardless of whether totems existed or not. A killer just always had it. There also used to be a higher movement speed boost and it also lowered cooldown on all your attacks.
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That’s a cool reduction for when new survivors and killers come out.
I hope you don’t HAVE to prestige to get access to tier 2 and 3 perks. I only prestige killers.
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It’s gotten to the point that I rarely play killer anymore and when I do, any survivor who uses DH to distance to a new tile after I outplay them, I will tunnel them out of the game. The fun of this game as killer is outplaying survivors and having fun chases. There’s nothing fun about forcing a survivor into a mistake and then they just press a button and erase the mistake.
Survivors complain a lot about NOED, but NOED is only active during the end game and only if there is a dull totem left. And typically it might get you one instant down on someone who was full health and then it gets cleansed or the other survivors leave. So it might reward you in 1-2 “chases” at end game. DH can be used once every 40 seconds to extend chases and cost the killers minutes worth of time, every single game. It’s insane how strong the perk is.
I am glad Evil Dead is so fun as survivor, I can play even less DbD. I really hope it hits their player numbers and they take a better look at why people aren’t satisfied with their game.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2944917#Comment_2944917
I play nurse and blight so DH for distance doesn't affect those killers/me as much IMO. I don't play many M1 killers so I don't know what its like. Probably is my ignorance to most of the killer roster, but I don't think DH is as bad as people make it out to be. Maybe just play nurse💪💪
So you play two killers who are two of the strongest if not the two strongest killers in the game and both who basically ignore some mechanics in the game. Why are you even commenting here then? No offense but your opinion couldn’t be any less relevant.
I play on Xbox because BHVR doesn’t want to do cross progression to PC. Blight is doodoo on a controller and Nurse isn’t much better. I play killers like Clown, Nemesis, Trapper, Plague. These killers get wrecked by survivor extending chases with DH distance. Not to mention when they get outplayed and can just press a button to erase their mistake. The closest thing a killer has to that is NOED and survivors complain all the time about it.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2943214#Comment_2943214
There is a brief period where after the Dead Hard animation is finished where the survivor is slowed down and has to go through the running animation to get back to full speed. And the distance you get from Dead Hard is only really useful if the killer is quite close behind you, which at that point is basically dodging a hit because they are in your lunge range.
No offense but do you not play killer? A DH used for distance can’t be countered by most killers, and it can extend chases for a very long time. I mean, there’s a reason a majority of survivors at higher MMR run it.
The problem isn’t really “dodging a hit”, it’s “dodging a hit, and using that distance to make it to a new strong tile, and run that, then go to the next tile, etc”.
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Nah. I hop on a gen as soon as I get unhooked, so it’s a pointless perk for me.
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You shouldn’t tunnel because it ruins the experience for survivors.
But four survivors gen rushing you, blinding at every pallet, head on stuns, dead hard and BT out the wazoo, that’s just good quality fun for the killer.
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Killers aren’t equipped to beat SWFs unless they run full tryhard builds or the survivors aren’t any good. Buffing solos to that level without core game mechanic adjustments doesn’t make any sense.
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Nah, you’re incorrect. On some of the lower tier killers, it still takes skill to beat competent survivors even when running multiple slowdown perks.
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The CoH nerf was just a nerf to healing yourself, it doesn’t affect how much the perk has changed the meta of the game. It’s still broken. You can still lay a CoH down and it will get tons of use.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2922270#Comment_2922270
The fact you unironically called him weak is very telling.
Unless you’re playing survivors with below average skill, he’s a weak killer. The only anti-loop he has is chewing through pallets to make dead zones.