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Danielgdp3

Danielgdp3

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Danielgdp3
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  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169079#Comment_3169079

    Since when is it difficult? It just requires you to put a little bit more attention to it, the only reason I can find for people not to hit them consistently is:

    A) performance issues like console or an old pc.

    B) the player has a health problem which isn't their fault and expecting them to hit them is absurd.

    C) you are distracted.

    Aside from those I cannot see how you cannot just hit those every time a skillcheck appears, its like failing the mercyless storm / overcharge skillcheck, its imposible aside from this cases.

    Have you never missed a great skill check?

  • @Shroompy said:

    cool story bro

    Thanks just needed to vent

  • Perfect besides:

    DS being a 3 second stun.

    Killers being able to stack Thana, Gift Of Pain, Pentimento gen slowdown penalty.

  • Stopped reading at Dead Hard didn't need a nerf.

  • @Zeon_99 said:

    Can we all agree that the grind is undoubtedly worse now? They should've just listened to everyone saying to remove perk tiers. Would've been much better than whatever the heck this all is.

    They haven't gone back on their word, they have to fix an issue as it wasn't working. I'm sure they will give everyone bonus bloodpoints as a reward for patience.

  • @ButterFlee13 said:

    Surprisingly, it should be Lethal Pursuer

    And probably brutal strength. STBFL

    I have lethal pursuer, floods of rage and StBFL on almost all my builds now and its a blast.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077576#Comment_3077576

    I heavily don't believe that most people don't care about the dead hard change.

    I don't understand BHVR's choice in the meta change. If they wanted a meta change it would be less slowdown on killers and less strong loops but they both are very prominent things if not more.

    I've yet to see any camping but I have seen a few tunneling.

    Solo Q has always been bad so that's not really a fault of this update in it of itself.

    80% of survivors who ran dead hard probably are angry its gone and the other 20% understand why. Then theres the folks like me who never used so my feelings for this patch have nothing to do with dead hard

  • Yeah i had this last night, i haven't seen it on any maps besides the farms yet so might just be bugged on them. Expect a killswitch soon enough

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076270#Comment_3076270

    People voiced out how Overpowered Oni's Demon Rush is when it first came out (Comparing it to Billy's Chainsaw). People also Voiced out how Unplayable and Unfun to play Blight as when he first came out. I remember these type of feedback on the first day of their releases.

    People need to time to adapt before voicing out acceptable feedback.

    Yes alot of feedback is poor early on because most people overreact and cant speak correctly in how to voice there concerns, but theres a difference between overreacting and stating that killers currently running a full gen speed penalty build makes the game incredibly unenjoyable.

  • Don't see an issue voicing concern after 24 hours especially when it's blatantly a bad change.

    With that said majority of post's aren't constructive feedback and just whinging so i get what you are saying

  • @Aurelle said:

    It could possibly be a bug. There was a bug on Coldwind not too long ago that had hooks spawn right next to each other, so it may have returned.

    Sounds like dbd updates always some bug returning

  • @MilManson said:

    Offering?

    Nah there was no hook offering, even then that was only 5 steps away

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051913#Comment_3051913

    I mean it is not about being 100% efficient, more about not being useless for your team. Solo Q is imo usually more fun than SWF but not if I have mates that basically could've been replaced with bots :<

    Yeah those matches can suck but for me at least i feel i don't get them as often as i think i do. I have started running Bond more lately and seeing what your teammates are doing is definitely abit aggitating at times haha.

  • Tweak addons.

    Remove charges after stun.

    Blink hits count as special attacks not basic.

  • I can't speak for everyone but i mean just because someone has 1000+ hours doesn't mean they are going to be 100% efficient every match, and personally i think solo q is fun just cause it adds to the randomness of the game which keeps it entertaining.

    I still wish they let you see loadouts in the loading screen though that way you could kind of prepare and know what kind of player they will be.

  • No gens or exit gates, just 10 or 15 matches of trying to survive.

  • Not sure what the context of this is for?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030660#Comment_3030660

    Except there are literally animation that can be cancelled like unhooking and kicking gens and if a killer lunges and gets stunned mid-lunge and if a grab is cancelled by validation. There are definitely actions that can't be cancelled also of course like moris and snuffing Boon totems. But it's not true that "every animation locks you and there's no cancelling an animation". In fact everything in the game is an animation in one way or another - running itself is an animation that gets interrupted by vaulting and dropping pallets.

    Obviously I'm not saying survivors can or can't vault during a Dead Hard. I'm just saying that "there's no cancelling animations" is not true. There's some actions and animations that can't be cancelled and some that are.

    I feel like there are 2 different types of interactive animations, ones that need to be charged to activate and ones that happen just from tapping a button. The unhooking, kicking etc are charge animations wheres vaulting, pallet dropping and old dead hard all are tapping animations which when pressed you are locked in until the animation stops.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/331259/extra-dead-hard-info-from-stream

    Actually Peanits did not say anything about the Dead Hard animation preventing vaulting or pallet drops and there's nothing in the video they showed indicating that's the case either.

    Deep Wounds after a Dead Hard Endurance hit is shown in the video though so that's definitely confirmed.

    Every animation in the game locks you theres no cancelling an animation so even though it wasn't showed in game you could say with 99% confidence that in thwt 1 second animation you can not do anything

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024638#Comment_3024638

    Ppl using DH in reaction almost never fail.

    The new DH will be the same. When getting the hit, endurance will the ntrigger, granting the survivor with a normal after hit speed boost, it is way stronger than the current DH.

    There is nothing to agree with, just read how the new DH works, if you time it successfully, it is way stronger than the old one.

    I have read it mate.

    Old Dead Hard had 2 uses, 1 to dodge a swing and 2 for distance. 9/10 it was used for distance not to dodge.


    New Dead Hard has 1 use, to take a hit and then have to go mend.


    The perk is not stronger at all give me this version every day of the week over the old one, I'd much rather hit someone forcing them to mend for 12 seconds than to have to continue seeing loops extended because they could dash for distance.

  • Have you tested it already?

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024653#Comment_3024653

    since when selfcare is meta? maybe among solo survivors since you normally can't trust of other players (i had people running away from me, crouching in a corner without doing nothing instead of healing me while the killer was to the other side of the map... i wish i was joking about this) and a simple medkit will be better under all the aspects

    iron will didn't received the stridor treatment tho, so in my book was slightly nerfed in comparison

    spine chill isn't really a meta perk but it was nerfed for good reasons (still i would also give a buff in other area since they essentially erased everything useful from that perk)

    genspeed doesn't needed any kind of buff or nerfs imo, to simply put survivors needed some new objective to do (m1 on a gen for 90 second is boring and not so much interactive), so creating those perks were a mistake from the beginning

    unbrekable is op... i lost the count for how many matches turned from a complete victory in a draw or defeat for that perk... slugging is one of the strongest tactics that killers have at their disposal and this perk essencially deny the effectiviness of that tactic... this alone is extremely worth it to be taken into account

    usually i didn't found many adrenaline users, but recently i found at least 2 of them in every match for some strange reason

    bt well, nothing to say about it, you were perplexed too about this...

    According to the stats Self Care is meta, yeah most people who run it do that and they are the least team oriented players who use it.

    Yeah fair point, but i still think stridor and iron will are both pretty useless to use.

    It was nerfed for good reasons but as it stands they massacred it, im sure it wont stay this way after ptb.

    There needs to be a perk to counter slugging im sorry but if there was no perk then literally every match would be a slugfest cause there is nothing stopping you.

    That is odd, i wont be suprised if the new meta ends up like adrenaline, prove thyself, unbreakable, exhaustion perk.


    How it feels to me survivor perk wise is that they tried to remove alot of the chase perks to try get more variety, like no one is going to run dead hard, iron will, spine chill and resilience anymore.


    EDIT:

    Also Adrenaline to me is exactly how i view NOED, you play through 5 gens with 3 perks and get a nice reward.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024620#Comment_3024620

    no because i'm right... adrenaline? same as before. dead hard? reworked, stronger in some situations, worse in others. prove thyself? same. BT? BUFFED. unbrekable? same as before. IW? slightly nerfed. you even gain new meta perks like off the records and overzealous

    Iron Will wasn't a slight nerf it was a solid nerf. Spine Chill got nerfed so bad it makes Premonition look good, Self Care is essentially worthless on it's own now.

    Yeah Off The Record sounds bad on paper, if they add the same effect that DS has about it deactivating after gens powered it's not as crazy as it sounds.

    Overzealous got buffed yeah? They have to incentivise gen perks for survivors now since they are increasing the charges of gens. That's probably also why Prove Thyself wasn't touched.

    Unbreakable isn't an OP perk anyway it does nothing unless you get slugged.

    Adrenaline is still strong yes but i never thought of it as meta.

    Borrowed Time buff does seem odd i'll admit not sure exactly what they were thinking.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023824#Comment_3023824

    When you get hit. Baiting works against bad players only.

    Good surv use DH on reaction = better than the actual DH for them

    It is a nerf for low skilled player, a buff for good survivors.

    Happy to disagree with you, especially since we haven't seen it in action yet

  • @Tostapane said:

    the only nerfed perk about the survivor's meta was decisive strike, everything else is the same or even BUFFED (dead hard in some cases and borrowed time)

    You kidding right?

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018957#Comment_3018957

    They have added a speedboost. It is not a nerf, it is at best a side step, if DH cannot be baited anymore it is a huge buff.

    If you know the game mechanics, it is an obvious buff.

    A speedboost when you get hit or when you press E to use it? Baiting will still be the same as before given you will see an animation of them using it, only this time they won't dash forward doing so. So i would say thats a nerf, but lets just wait for the ptb to actually try it

  • @Leatherface1990 said:

    Survivor mains cry too much

    Im sure if a killer "meta" perk became utterly useless you'd hear just as much crying too.

  • @Devilishly_Rowdy said:

    Even Otzdarva has said that the new Dead Hard will be stronger in a lot of scenarios, like just pressing E before vaulting or putting down a pallet, guaranteeing a free escape along with a speed boost. That's why we're not seeing survivor mains crying about the Dead Hard nerf because it is actually better in some ways now. It's so hilarious that the devs completely destroyed killer meta perks, but the no.1 most used survivor perk still stays strong. No amount of extra bp rewards is gonna convince people to play killer if this unfairness continues lol.

    Just cause he says it now doesn't make it true, you won't know until you see the animation and what survivors can do after the animation wether theres a slight delay to actions after or not. Removing the dash aspect is still a nerf either way.

  • @Obelt said:

    Overcharge (definitely) Monstrous shrine, Thana, noed(same but more fair)

    Why would you run monstrous shrine and not another scourge hook?

  • @HectorBrando said:

    Calm Spirit a nice buff? It gives you 3 uncleansable stacks of Thrill of the Hunt to get rid of noises of an action you almost universally do when the Killer is somewhere else and cant hear you anyway.

    Calm Spirit, an already bad perk, got demolished.

    I see it the otherway, ive always felt its underated as a perk. And yeah the speed debuff sucks but i wouldn't be suprised if you had the choice to either do it silently vs normally or that they tweak the debuff speed after the ptb

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016978#Comment_3016978

    Off the Record should either only work one time per trial, be disabled once gates are powered, or have the time cut down to like 30 seconds, because as it is now it's op, especially in a coordinated SWF.

    I think its fine in the fact that it works like DS so if they do any action it deactivates, but i agree that it should be deactivated also like DS when gates are powered or open

  • @[Deleted User] said:

    Off the Record is definitely a Major buff, and I think Distortion also got a nice buff as well. Sole Survivor is actually kinda useful now albeit very niche, and the Sabo buff can let you deny Scourge hooks now which is great, I'd definitely say that was a strong buff. WGLF is getting buffed, and although it's losing the bloodpoints the grind is gonna be much easier now, so it's not a big deal at all to me. I also like the Deja Vu buff, I'm gonna stack it with Overzealous to prevent 3 gens.

    I think for me off the record probably wont do much unless you get tunneled and loop for a good amount of time. Wouldn't suprise me though if its OP and gets tweaked after ptb. I think to me sole surv, sabo and distortion they kinda were just underwhelming, like its a buff but wont really make me want to use the perk anymore than i already do.

    Deja vu as a 3 gen stopper that is a great idea

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016946#Comment_3016946

    It's still considered a nerf because Calm Spirit now makes these actions slower in addition to silent, which is bad and not worth using at all now.

    CS should keep this new silence effect but ditch the slowdown, it's not necessary and makes the perk bad.

    Yeah you do have a good point, i still think the silence outways the reduction, would be good if it was an option ro do it silently or normal

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016927#Comment_3016927

    They also added endurance after picking a survivor up. It’s basically a better For The People now.

    Yeah i missed that somehow, early mornings i guess. Definitely should be higher more in nice to solid buff

  • @rooCraah said:

    https://forum.deadbydaylight.com/en/discussion/330045/quick-snap-judgement-tier-list

    Incorrect.

    Calm Spirit belongs in the Major Nerf category.

    Didnt calm spirit get added bonuses, albeit slower but silent

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016927#Comment_3016927

    It now applies Endurance to a survivor you pick up with it, so it's like a reverse Soul Guard.

    Also, yeah, OTR is a major buff. Probably the biggest buff of the entire pack.

    Distortion got a pretty solid buff in being able to replenish tokens within the match.

    I cant believe i somehow missed that part, that definitely changes it haha whoops

  • @GannTM said:

    WGLF did not get majorly nerfed.

    It lost the bloodpoints what is the point of using it?

  • @Annso_x said:

    I play both killer and survivor, but full disclosure i play survivor in higher ranks than killer, so i don't know about high ranks experience from the killer perspective.

    Following the news, i'm wondering, where's the meta changes?

    Survivor meta got nerfed, that's for sure. But killer meta? The only two perks I think won't be used anymore are BBQ, which will be switched for better aura reading perks, and Hex: Ruin that got nerfed a bit hard and will be replaced by an other slow down perk. But overall, slow down builds are going to be even more effective now, and camping got buffed as well, I don't think the killer meta is going to be changed at all, honestly i think it just got buffed.

    If more experienced killers could tell me their point of view about this i'd appreciate it, do yall actually think the slowdown builds aren't going to be worth running anymore? Mostly when camping is going to be more rewarding bc gens take longer to complete?

    Yeah reading the notes for a 3rd time now and it does seem like survivors drew the short straw this update. The killer perks are nerfed but essentially not to the extent the surviovr perks were (besides BT which got a big buff).

    That being said, almost no one will run Ruin or BBQ now, and the rest of the meta killer perks will definitely see less use. I wager Thanataphobia might become the top killer perk

  • @Bartlaus said:

    I'm very excited about most of the changes and can't wait to try them out on the next PTB. I play both sides equally in DBD and these are my first thoughts on the changes (and certainly not the final ones):

    Pros: 

    The new prestige system just sounds great and will save me a lot of grind. I also like the basekit changes on both killers and survivors. I also agree with most of the perk nerfs like DH, NOED, CI, PGTW, DS. It's also very nice to give some love to unpopular perks like lightweight, botany knowledge. Thumbs up!

    Cons: 

    10 seconds more time on the gens may be necessary from a killer point of view, but it also leads to more M1 simulator. New Overcharge sounds pretty strong, maybe too strong. The new Monstrous Shrine could spawn a new generation of Basement Bubbas/Trappers.

    Well, I'm definitely happy about the bold decisions made by the devs and I'm confident that things are going in the right direction. I mean we can only speculate, but only experience will show where changes are still needed.

    What do you think?

    Yeah the gen speed sounds bad on paper but with the reduction of regression from killer perks they probably average out the same time.

    I'm very excited for it overall, the only perks i run that got nerfed are Corrupt and Spine Chill so my builds won't change much from this. The killer QOL changes to kicking gens, successful hit cooldowns are very welcomed.

    At the same time i'm very concerned given the large scale of this update that there will definitely be new builds people will find that are ridiculously good and won't get changed for months.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016578#Comment_3016578

    I'd probably have kept it as it was, but make it not work when the killer is undetectable AND also not work when the survivor is oblivious.

    I think it would be way more thematic (ie those effects remove your 'situational awareness' / you have no inkling of danger) and introduce a couple of negative caveats to prevent the perk from being 'free'.

    Yeah that sounds more logical, its completely pointless to run now id wager in saying it got the biggest nerf out of all perks, close seconds ruin and iron will

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016526#Comment_3016526

    I'd recommend giving it a whirl on the PTB - I'm pretty happy with a lot of the changes....ASIDE FROM THE FACT THAT THEY MASSACRED MY BOY (Self-Care) T_T

    I'm most dissapointed in Spine Chills nerf, theres literally no point running it anymore

  • @BadZilla said:

    Isn't hitting someone after they press E now will give them 1 second to safely drop pallets and vault ?

    Yeah but its not a distance extender anymore they have to time it to dodge a hit it cant be used to gain distance to extend a loop, thats a big W

  • @[Deleted User] said:

    For spine chill i think they are probably going to make it not work against undetectable, or maybe only work when you are injured. And also they should remove the vaulting speed boost.

    Hope i actually think is going to get nerfed. It can actually be very powerful right now.

    I don't think gift of pain would inflict broken because of tunelling.

    Pop goes the weasel is definitely not going to get buffed. It's one of the top 5 most used killer perks.

    For BBQ and WGLF i agree they are just going to get rid of the bp bonuses.

    Noed i don't think they are just going to get rid of speed boost because that's not the commonly complained about aspect of the perk. Personally i think they are just going to have it make the killer undetectable or something.

    I don't think deja vu needs a rework. The duration of the aura should be permanent.

    Dead Hard endurance effect.. idk about that one,

    Decisive Strike while in chase effect? There's no way they are buffing this perk.

    I don't think Surge is going to get buffed. Infact i think they are nerfing every gen regression except for overcharge.

    Thanataphobia i think may actually get reworked because it's not a fun perk to face.

    I think what i should of noted was that what i've put down isn't the only changes to the perk but more like a part of the changes coming, so for example with PGTW i was thinking that they would want more gen kicking but also they'd change the amount removed from the gen.


    You do have alot of good points though haha i doubt i'll get bingo but will be fun to see

  • @Aneurysm said:

    How would monstrous shrine work as a scourge hook? I guess it could turn basement hooks into scourge hooks?

    You could even make noed a scourge hook. A minute of exposed for every survivor previously hooked on one.

    Not sure tbh i put scourge cause it might be reworked as a scourge hook with new effects, but the basement scourge hooks does sound good.

    That would be interesting as a rework

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011804#Comment_3011804

    BBQ without the bloodpoint bonus is worthless. There are far superior aura reading perks + this will remove the incentive for killers to leave the hook.

    Yeah i know, im not saying that what i have on the bingo card is all that will happen to the perk its just one possible change to it. But yeah if all they did was remove bp it would be pretty bad

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011811#Comment_3011811

    I would think they're changing Surge so that both special and basic attacks can trigger it. Currently only basic attacks will trigger surge, so my best guess is they're going to include all attacks considering that's how they've changed perks in the recent past (Third Seal).

    Didnt even think of that reckon you are onto something there

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011804#Comment_3011804

    I think WGLF gonna get more interactions included not only save and protection.

    That would be amazing, i did the bp cause i believe they will up bloodpoints per match anyway but id be happy with that

  • @dugman said:

    Seeing as how many killer gen regression perks are on the list, I think they may be slowing down gen speeds across the board so killers will feel freer to run loadouts with no slowdown in them. If so they would be nerfing the regression perks so that loadouts with them don’t have a net gen speed that is too slow. (Basically it would buff loadouts without slowdown and loadouts with slowdown would be about the same as they are now.)

    That would be great if they did that, but i think alot of those perks may be here just cause they are popular since gen speeds are bad atm

  • @TheMadCat said:

    For Spine Chill, I don't think they're removing the speed boost, but the fact it activates when an Undetectable Killer is looking at you.

    Undetectable = no Spine Chill.

    Detectable (terror radius) = Spine Chill and speed boost.

    That'd be more fair for GF, Myers, etc. People will have to open their eyes.

    Yeah i could see that being the case for sure, that would have been my next choice for it

  • @Persephone_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011839#Comment_3011839

    Yeah, the way I understand this is that Dead Hard becomes a Medkit with Stypic Agent but as an exhaustion perk. I don't think this is so unlikely if they identify Dead Hard for distance as the main problem.

    It'll also a bit harder to use as the killers swing has to be predicted quite precisely and they might also add another condition to it or a shorter timeframe as I feel it will be weaker as a perk than it is as a Medkit add-on.

    Yeah that was exactly my thinking cause to me i though biggest issue with the perk is the distance and that it is often used not to dodge a hit but make distance.

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