Munqaxus
Munqaxus
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@Marigoria said:
Feels like all they wanted to do was to make people not use the same perks, even if they changes they made to them were brainless.
Congratulations on achieving that ig.
But that's the thing.
All the meta perks they nerfs are fraking required by survivors. You still have to use the nerfed version of DS because it's the only perk that prevent tunneling-off-hook-till-dead. You still have to use the nerfed version of BT because it's the only perk that lets you escape face camping.
They didn't change the survivor meta at all?
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@The_C12H15NO2 said:
DH i think will be better at high level play. These are survivors who hold their dead hard to avoid the hit. Now they get that endurance and gain a ton of distance from taking the hit under endurance. Personally DH for distance should've been kept and the invulnerability should have been removed. So if a killer was able to make the hit, even if the survivor hits DH they still get the down. Using DH to create more distance between yourself and the killer just makes more sense than a free MOM.
If it kept the distance and lost the invulnerability, it should have a 3 second burst of speed like all the other endurance abilities.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3021345#Comment_3021345
Oh man. Every social is killer sided and all killer mains, by default, more tenacious?
That's some copium.
Which social media platform has more survivors on it. Survivors, aren't invested in this game, like I said before. you don't see hardly any on social media platforms. But obviously you have, so where are the media platforms where it's predominately survivor players posting?
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@fulltonon said:
It's a little funny how suddenly people starts saying SB is better.
People have been saying SB is better forever, it's not new.
However, honestly with this change, I don't see people stopping using DH. In fact, I this entire patch isn't going to affect the survivor meta at all. It just makes survivors weaker. If I play survivor, I'll still have to use the weakened Decisive Strike, I'll still have to play the weaken BT. If I ever ran DH, which I don't, I wouldn't stop using DH.
The developers nerfed a bunch of perks that survivors basically have to use. Then buffed a bunch of useless perks. "Buffing" a useless perk like Dark Sense, or Pharmacy, or Calm Spirit where you add another useless ability isn't going to make me use them. My god what a stupid patch.
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@Mandy said:
All feedback is taken into consideration and all feedback is valid. There's no one person has a higher priority than other within our community that would be unfair - when we report feedback, we use a variety of sources including forums, socials etc.
So where are you getting survivor feedback from. I've yet to see any forums that isn't full of killer-players with a smattering of a few survivor players. This forum is killer sided, reddit is killer sided, steam is killer sided, where is the survivor heavy forums that you all are getting survivor perspectives on.
After this new developer update, I don't see anything that indicates the developers are listening to survivor players. This entire patch screws solo-queue. This is the 3rd patch in a row, where survivors have been screwed.
I hope the developers realize that this game is old and players are leaving this game because it's old.
I also hope the developers also realize that the gaming community as a whole are very obsessive about games being fair. This patch is designed to be unfair for survivor players. The developers have even stated this in the patch notes.
Killer players are tenacious, they have a lot more invested in the game, so large changes are going to affect that player base a lot less.
However, survivor-players are was less invested in this game. If the developer release something this unfair to survivor players and you are going to see them leave really quickly.
Are the developers just wanting survivor-players to quit in mass, because you release this extremely unfair and biased patch and survivor-players are just going to quit this game.
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@Synzicle said:
survivors in general to have most of their toys gutted. I hope they gut you all more. You enjoy being in bully squads, you enjoy making the game not fun for killer mains, you enjoy trash talking, you enjoy tbagging every chance you get, you enjoy making the game more toxic than it needs to be. You caused this problem by being bigger villains than the actual killers are, and that says something. You've had your way for so long that now that your over powered bs toys are getting touched you all start crying. I really hope they completely gut all of your perks if this is the reaction it gets, it's so satisfying seeing all of these crying posts. Welcome to what killer has been dealing with for literally years at this point.
You'll enjoy 15 minute killer queues when all the survivors leave. This game is old and players are leaving just because the game is old. Killer-players tend to be more tenacious about staying, so changes to them isn't going to affect much.
However, you make the game unfair for survivors, then you will see a mass exodus. Survivor-players are not so tied to this game as killer-players. Massive nerfs to survivors-players, like you see on this patch, is going to cause large numbers of survivor-players to move to other games.
This is just flat out bad for both sides. Sure, after this patch, you'll be 4king all the time but when killer-queue times start edging to 15 minutes, because survivor-players are going to games that are actually fair, then you'll be singing a different toon.
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@Marigoria said:
I don't understand how the devs want to "shaken up the meta" but all they did was nerf some killer slowdown perks while buffing other ones, so slowdowns will still be meta, while nerfing stealth survivor perks like Iron Will and Spine Chill, and buffing looping basekit for killers (faster breaking pallets, bloodlust buffed, faster recovery from hits).
Everyone was complaining about dead hard, and you decide to buff it, while nerfing everything else when barely anyone was complaining about it.
And again, what do solo survivors get from all these changes besides a pathetic 5 second BT? Sure it's better than nothing at all, but it's still mediocre, specially when looking at all the other changes.
Just because something is meta doesn't mean it is OP and needs to be changed.
People asking for corrupt intervention baselkit, you go and nerf it even when no one had an issue with it, just because it's used a lot...
People asking for kindred basekit, you go and nerf things that are beneficial to solo players mostly like.... self care? Because self care needed a nerf, I guess!
Also the "buffs" to pharmacy and calm spirit.... are these a joke? In what land are the buffs?
I switched over to killer exclusively because I knew the BHVR developers were going to screw over survivor-players when they did this meta change. Which is unfortunate because now I have to figure out a different game to play with my friends (this was our goto game for when my friends wanted to play an online game together).
I can't get over how hard they screwed over survivor-players, even admitting that they are handing killers free kills. All these small global buffs on the killer side are going to add up multiplicatively. Sure 10 extra seconds on a gen (Which is 12.5% slower gens) doesn't sound like much but then you add 2.5% extra gen regression on kick, 10% faster breaking pallets, faster blood-lust, with all the new Killer slowdown perk buffs.
Then you take away stuff from survivors such as Self Care, Iron Will and Decisive Strike while not giving survivors anything to compensate. The survivor buffs to change the "meta" which include: Pharmacy, Lightweight, No One Left Behind, Dark Sense, Overzealous, Saboteur and Calm Spirit will not change the usage of those perks because those perks are still useless.
Also, think about this, Killers slowdown perks were just rearranged, so they will just use different slowdown perks. So what.
However, Survivors don't have another Iron Will, or Decisive Strike, or Spine Chill. In fact, I'll say this right now, the survivor meta is not going to change at all, even with all the meta nerfs.
I still have to have to run Borrowed Time, I still have to run Decisive Strike. Why didn't the developers fix Face-Camping or fix Tunneling-off-hook-till-dead, 2 things survivors have complained about since the beginning of the game. The developers are completely out of touch with survivor players.
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@DrDeepwound said:
can someone post these stats? I see them referenced in threads but wanna look myself
I think this is the latest stats, but I think there was actually a newer stat release where kill rates were broken down by MMR. I thought it had released sometime close to when the meta perk usage stats were released. Maybe someone has that.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3020843#Comment_3020843
Not really, they just provide their value in different areas. Pharmacy is also easily on par with Self-Care, especially now that it's getting buffed in the next patch.
But alright, you want one perk and you want it to have comparable value to old Self-Care. I got one for you: Built to Last. Bring that and a good medkit, and you're set.
Survivors have a ton of options for healing, even in solo-queue. But sure, if you want to use Self-Care, nobody's stopping you- you'll just need to dedicate two slots to stubbornly insisting on using the same old perk for another six years of the game's life, instead of updating your loadout entirely. That option is still there for you.
The point is for you to look at your options with fresh eyes now. Start from scratch and ask yourself what value you want, and which options would provide that for you most effectively. Ideally, that option won't be Self-Care anymore.
I'm playing Killer exclusively right now.
So, what I'm saying is this nerfs solo queue and does nothing to SWF. None of the options you mentioned bring the same value as Self-Care does for solo queue. Solo queue needs a way to heal by themselves because solo queue players are unhooked and left to fend for themselves. In SWF, your teammates will follow you and heal you or heal you at the hook.
But alright, you want one perk and you want it to have comparable value to old Self-Care. I got one for you: Built to Last. Bring that and a good medkit, and you're set.
Self Care requires 1 perk, then you are allows to choose whatever item you want. For solo queue, you have to have a self healing perk, Self Care is the most slot efficient. SWF doesn't even need a self healing perk.
Survivors have a ton of options for healing, even in solo-queue. But sure, if you want to use Self-Care, nobody's stopping you- you'll just need to dedicate two slots to stubbornly insisting on using the same old perk for another six years of the game's life, instead of updating your loadout entirely. That option is still there for you.
Yes, but all those options are worse than Self Care for solo queue.
Pharmacy is also easily on par with Self-Care, especially now that it's getting buffed in the next patch.
For solo queue, Pharmacy is no where on par with Self-Care. If Pharmacy is the best new healing perk for solo queue it means that multiple solo queue players will use it, meaning you won't have enough chests available for it to be a good healing perk.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3020529#Comment_3020529
...Why would solo-queue have to run two perks instead of one? If you only want to run one, why not Inner Healing or Circle of Healing, or Renewal for hooks, or Pharmacy, or just bringing a good medkit in yourself?
It's only two perks if you insist on bringing Self-Care. Which, if you don't want to bring two perks... don't bring Self-Care?
Solo-queue players also now have the knowledge that farming them is much less impactful, so I wouldn't say this patch screws them over. None of their necessary tools got nerfed outside of Self-Care which has a ton of alternative options anyway.
All of the perks you mentioned are worse than Self-Care use to be, hence the reason Self-Care is used so much as show by the percentage of use at high levels of play. And it's solo-queue that uses Self-Care.
It's a straight up nerf to solo-queue.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3020529#Comment_3020529
I don't like the change either, but I don't think those extra 2% will make the big difference of giving those killers an insta win either.
Maybe I misread the update, but thanatophobia was 5.5% and is now 22%, that's a 16.5% difference, not a 2% difference. That's also buffing the top end killers, who happen to use that perk the most. Nurse and Blight are both heavy users of thanatophobia.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3020529#Comment_3020529
22% is nowhere near instant win. Though maybe against plague you'll have to actually cleanse.
You have to remember all of this is cumulative. You have 10 extra seconds on gen speeds, 2.5% gen regression, 10% faster pallet/wall breaking, faster bloodlust, and 22% Thantophobia.
That's a 17% increase in Thanatophobia alone, which is already one of the best perks to pick on those killers. You're super-charging a great perk on certain killers that already out-perform all the other killers as well as stacking all types of killer bonuses. This patch is just plain stupid.
I'm not playing survivor with this craptastic patch. Can't wait to get kills given to me as Killer.
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@sizzlingmario4 said:
Title.
Thanatophobia is a perk that particularly excels on killers like legion and plague, but in general it rewards the killer for keeping multiple survivors injured. Increasing the penalty stacks to 5.5% though will only make it better on the killers it’s already best on (making it an even more obvious pick on them than it is already) and will be negligible on most others.
Botany is already a very good healing perk that just didn’t get used as much as it should have. 12 second heals were strong but didn’t feel unfair. It really doesn’t need to be buffed, at all, and especially not with medkits being as strong as they are. It also will now almost completely outclass desperate measures for healing.
Buffed Thanatophobia on Legion, Plague, Blight, Wraith and Nurse will be insta-wins now. What a stupid perk to buff.
Botany Knowledge was buffed so that when paired with nerfed Self-Care, it gives the same bonus healing. The problem is it makes Botany Knowledge required if you run Self Care. So solo-queue now has to run 2 perks instead of just one.
This whole patch is screwing over solo-queue. Good job Devs, glad I switched over to Killer.
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@Valik said:
I don't think a lot of people are understanding...
With Borrowed Time and Guardian - an unhooked survivor can outrun a Spirit for 15 seconds.
With Borrowed Time, Guardian, Hope, and No One Left Behind - an unhooked survivor can cross the map to another objective faster than a killer with bloodlust can follow.
The 7% Haste on unhook is fine, but with the amount of perks that can stack on top of this - it can get out of hand in a hurry.
It would be pragmatic and professional to make Haste status effects mutually exclusive with a bias towards the largest number at any given time, which would prevent 15 seconds of 121% movement speed situations.
You didn't read the part where haste effects only stack up to 7% max
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@graveyard_7777 said:
When I play Pinhead with a gen regression build. Survivors get annoyed and dc.
I could actually see that. Pinhead is one of my killer mains and if you aren't playing an SWF, or you have an amazing solo queue survivor that takes care of the box, you are pretty screwed.
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@KerJuice said:
Title. From what you’ve observed/noticed/your experience.
I had the most disconnects using Leatherface and face-camping but way less than you would think. I would say when I was face-camping with Leatherface, I had 1 DC out of every 5 to 10 games. (I was testing the hypothesis that you are rewarded for face-camping with Leatherface, which you are).
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3012304#Comment_3012304
Nurse does objectively ignore game mechanics though. Not all but windows and pallets are all but useless against her
Playing against a Nurse is like playing against any other killer, on a map that is entirely a dead zone.
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@Cancan71 said:
- The cooldown should activate on successful sabotages and not on failed attempts. Shouldn't need to explain why.
- If Scourge Hooks are in play, they should be shown in a different coloured aura than regular hooks.
Survivors have no way to counter the effects of Scourge Hook perks, as they are the same visually as a normal Hook and there are 4 of them. With two good Scourge Hook perks and the bad one, Gift of Pain, getting a buff soon, I believe that there should be some perk that counters them to keep them and future perks in check, which I believe Sabotage is perfect for.
If you don't like the idea of one perk countering a set of perks, remember that both Blood Echo and Mindbreaker exist for exhaustion perks, so there is precedent.
I believe these changes will make Sabotage a worthwhile perk to use, and I ask the devs to consider this idea if they haven't done so already.
Sabotage will not get a significant buff and if it does it will be nerfed right back to where it originally was and here are the 2 reasons. 1st, it's a survivor perk; expect survivor perks power, overall to be significantly decreased after this rework. This is BHVR after all. 2nd, Sabotage has been a problem perk just like Boil Over, if it has any usefulness, it will get nerfed back to its original state.
So the fact that BHVR is showing it as one of the perks that survivors are getting buffed during the rework means survivors are screwed. It means that one of the meta perks will be nerfed and Sabotage will not be buffed to compensate.
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@DoritoHead said:
Nurse’s range addons absolutely need a nerf.
Her basekit may need a slight tone down too, but to be honestly I don’t know what to do with it outside of a complete rework.
Complete rework where her teleport won't go through walls, that's it.
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@The_Horde said:
I used to only play soloQ, and then started focusing on playing killer. Without a doubt the most unfun thing in this game is soloQ. I've had a lot more fun playing mostly killer. The que times are shorter, there's plentiful amounts of salt, and I almost always get more blood points playing killer than soloQ.
Join us. Come to the dark side. We have cookies... and NOED. "One of us! One of us! We accept you we accept you! Gooble gobble gooble gobble!"
Also, you have to remember that when BHVR changes the meta, it basically means that survivor meta perks will be nerfed with meaningless buffs to the bad perks, while killer meta perks will get a slight nerf with massive buffs on the bad perks.
It's just flat out better to play killer at this point. Although, I've been really curious about the Evil Dead game, it seems like those developers have been really proactive about nerfs and buffs for both sides.
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@Myers_in_the_bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3008608#Comment_3008608
Survivors can live three times before they actually go down, that matter in a 5-8 minutes game is too much.
Also what is considered winning on a killer side? I am not after that, i am not after "winning" but to immersive myself as a killer to be terrified, to be the powerhouse they afraid of. Survivors do not fear, they mock me. They taunt me to chase them knowing they can cheese me as much as they like because they learned how to do so against lower tier LMB killers.
This is an insult to be honest and ruins everything i feel as a killer on the stage to terrify my victims which the game is about to be the boogeyman not a freaking clown... (No offense Clown, you are a good guy.)
The game doesn't have to be equal, the game has to be GOOD. To be enjoyable, high risk, high reward on survis end but this doesn't mean the killer doesn't have to struggle to get their victims but LET ME TAKE MY DAMN TIME TO ABLE TO ACHIEVE SOMETHING damn it.
So you think 4/5s of the player base should be just hook ornaments for killers and you don't think that would run 4/5s of the player base off of the game.
My suggest that would address Killer being stressful and not feeling like the power role is the make a bot mode. That way you can play killer, not be stress and have fun hooking bots.
You don't want a competitive game, which is fine.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3008581#Comment_3008581
Like you haven't seen as many crying survivor mains. Big yikes on this low-effort premises. Pulsar got 63 upvotes because he's the second post and the first post with the opposing take on a divisive thread. You should know that. And I don't mean in an informative way. Rub two brain cells together.
There are survivor mains that are on these forums, but it's predominately killer-mains. On top of the fact that @Pulsar got 63 upvotes. I've never seen 63+ upvotes on a comment on these forums, that I can think of. Most of the time it's 10 or under, usually 5 or under. Nurse is flat out broken and the only people defending her as not being broken as people who player her and don't want her nerfed or reworked.
With the nerfing of DS, the only perk I can think of that can counter the Nurse, then now would also be a good time to rework her so she doesn't completely ignore looping.
Also, you have to remember that the Nurse is holding buffs back for other killers, so it's selfish to want to keep the Nurse as is while the other killers are floundering. You can't slow down gens speeds because of Nurse, you can't reduce map size because of Nurse, she just needs to go.
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@Myers_in_the_bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3008596#Comment_3008596
Saying that, i shouldn't play game at all, thus my last setence with the refund.
In the past with ruin to buy time, killers was fun, because i actually had time to enjoy the killer rather than sweating my butt off.
It sounds like you want survivors to be easy to kill, but because this is a competative game, survivors need to have an equal likely hood of winning as killers.
Right now, killers have around a 55+% chance of winning. So you are playing a side that is more likely to win as it is. What more do you want?
How would you fairly fix the game so that both sides have equal chances of winning and still make killer fun?
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@Myers_in_the_bush said:
Greetings
I used to play this game a lot mainly killers because i didn't like survivors much, was never really fun the way how it is done in this game compared to other horror survivor games. Personally find survivors super boring with barely any objective making them very unappealing to play as.
What really got on my nerves, how fast the game goes nowadays, racing against the clock in a short period of time all the time with high pressure without leaving any room for immersion of you being the big baddy going after poor souls trying to get out. Now it is just rush rush, pressing that one shiney button on gens 5 times and troll the killer vaulting like a monke between pallets and windows.
It is always been like this indeed but changing/removing the ruin totem denying to stall the game for killer was a bad move, in fact this should be in the game as feature to make the game last longer for the killer to catch a break in between chases, giving more chance for less efficient killers too to shiney a bit, especially for killers like Myers boy who needs a lot of time in order to be efficient.
I find this pressure gameplay fustrating, unfun and a waste of time to be honest, i don't say it because i am bad but i just cannot be arsed at this point to make any improvement when by the time i actually get to someone the game half way done and there is seven more catches to close the game out unless the survivors willing come to me to get spanked or pity me to get points and sacrifice them out of a kindness as odd as it sounds, frankly this is sad.
Thought the point was for survivors to make the game hard for them to get out, not to toy with the killer for medals until the rest of the garden gnomes hidding in the grass doing gens finishing the game. Used to enjoy this game a lot but clearly this isn't gonna get anytime better, superboring.
I would ask for a refund but the purchases were made years ago if i knew this game goes down this direction.
(but at least mirror Myers still enjoyable to some degree which exactly how i would imagine the game, actually making people terrified than getting treated like a laughing stock trying to get to people in vain.)
The Killer-side of this game is always going to be stressful. If you view this as unfun, then you shouldn't play killer.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3008576#Comment_3008576
Are you thinking you faced a good nurse ? Playing with Thana and Corrupt ? LMAO ?
Any good nurse doesn’t need Corrupt, you just blink to survivors spawn and defend gens from there. As for Thana, she is clearly not sweating if she is tying to injure everyone.
If you really want to know what a decent nurse is, let’s do a 1vs1 or 1vs4 with your friends. I will gladly show you.
How does your reply to my comment make any sense?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3005737#Comment_3005737
She's not though. 🤷
Look at @Pulsar comment and see how he's gotten 63 upvotes and look at your comment and see how you got 3 upvotes. This is on a heavily killer-sided forum from a forum-user who use to play killer full time and is still slightly killer-sided in his opinions.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3007643#Comment_3007643
Considering your perks you guys are low mmr. Try to improve instead of asking for nerfs.
With MMR the Nurse should be at the same level as the players. Assume they are the same level, then this does actually show indicate that the Nurse needs a nerf.
If not, then I would say that Nurse-players should only be placed with very similar MMR players. It's not fair to have a higher MMR Nurse go against lower MMR survivors, ever. She's the best killer by leagues and should never be placed with lower level survivors. Any other killer is fine being placed with lower MMR survivors, but Nurse is not.
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@drsoontm said:
The are many survivors who are literally boosted by DH, myself included.
After the change, assuming it's a good one, their survival rate will drop significantly for a while.
And Killers will be nerfed to compensate.
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@VonCrow said:
https://forum.deadbydaylight.com/en/discussion/comment/2993559#Comment_2993559
Pretty much this.
I can see that survivors relay too much on dead hard in a sense that they forgot how to actually loop like they did before the existence of dead hard, you can really see how they are looping according to the dead hard they are ready to use.
With dead hard removed even Trapper would feel OP for them.
I love how people believe that Dead Hard is a crutch perk artificially boosting survivor escape rates but don't fully think this idea through. If Dead Hard is a crutch perk artificially inflating survivor escape rates, then removing it would require a flat buff to survivors across the board or a flat nerf to killers across the board to also happen.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992304#Comment_2992304
Because you’re denying the killer a hook state for one thing.
Because the killer is denying the survivor a heal state by tunneling, so I think it's fair.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/2992203#Comment_2992203
Unlike playing SWF and discord with tunned Nvidia settings uh?
If you think SWF, Discord and tuned Nvidia settings is unfair and are using it to defend Nurse, it means that you believe Nurse is as unfair as SWF, Discord and tuned Nvidia settings.
You pretty much just argued for Nurse to be removed.
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@Viridyan said:
Why is complaining about facecamping still a thing? The year is 2022, we are approaching the 6th anniversary of this game. The only counter to a facecamping killer is gen rushing and getting out of there. Yes, it may suck. Yes, it may seem unfair if you are the one being facecamped. The best thing to do is to deny the killer a 4k by getting out of there asap. The killer will use your altruism against you. Don't play into it.
Complaining about 1-step-camping is still a thing because it unfairly rewards the killer with kills. I played 40 straight games 1-step-camping and had a 3.1 kill rate. In a well designed game, the less effort you put into something, the less points you should get. I shouldn't be able to stay within one step of downing a survivor the entire game and get a 3.1 kill rate.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2996212#Comment_2996212
How?
You are suggesting that a reduction in complaints about camping means there was less camping going on. I point out that DH got fewer complaints when CoH was released.
The point is that a reduction in complaints about camping =/= there's less camping going on.
Also, you should mention that Killer's were camping because hex:ruin + hex:undying pretty much gave the killer the game. Why do you need to camp and tunneling when you can do anything you want to win.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2991947#Comment_2991947
HA!
Yer funny my guy, ngl to ya...
Sorry but if you become killer, you'll experience bs and hell on earth, then you get to deal with the 4 man swfs once you start having too much fun,
Oh and this game is Faaaar from being on the killer's side,
Game has, and always will be Survivor Sided =D
Before I became a mostly killer main, I was a mostly survivor main and before that I was a pure killer main. Survivor game play is trash at all MMRs, Killer game play is actually fun depending on where you position yourself in MMR.
So just because you insure your gameplay as killer is horrible, doesn't mean everyone does. There's no where in Survivor gameplay that isn't miserable.
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@Darkest_Night said:
https://forum.deadbydaylight.com/en/discussion/comment/2992470#Comment_2992470
Killers gwt penalized for it pretty hard. Point wise, we'd get nothing. At this late stage in the game, if your whole team is getting slugged while people are also running unbreakable and I belive...soul guard?....You've really messed up somewhere in that game. Not to mention all the med kit add ons that grant health states and endurance upon use. On top of that, swinging on hook nets us a slightly increased cool down that is easily taken advantage of. 4 man slug fest is one of the easiest things to avoid in DBD, ESPECIALLY with a SWF group.
Oh, I didn't realize the developers intentionally punished killers for slugging by reducing the amount of points they received. I thought that killers just received less points because slugging excludes you from all the points you get for hooking a survivor. What patch did they introduce that punishment in, I'm curious to read those patch notes.
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@Bugcats said:
Currently debating running Overcome over Lithe and was wondering how every rates Overcome as an exhaustion perk.
Contributions much appreciated as always :)
It's below Dead Hard and Sprint Burst, so I guess average.
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@nikodemo said:
Please stop trying to ruin things. Just learn to play around it. Especially Nightfall.
Imo the blackened screen edges should be added to Blindness!
No to the blackened screen edges. That should be unique to Dredge.
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@Lentara said:
The new killer is completely unbalanced. She can teleport long distances anywhere, even if these lockers are closed, it will not be difficult for a new killer to get out of there and with an unbalanced addon it takes only 1 second, this is complete nonsense. After all, after that, she breaks the lock and you can no longer close the locker (although, again, even the fact that you closed it does not give you any security). Also, this killer has a strong debuff for all survivors - night. It's the worst thing I've seen because there's nothing you can do about it. Nothing at all. With all the fact that the killer teleports on lockers, controls the pallet by placing a portal nearby, so it also gives a debuff that you cannot control or avoid, isn't it too much power for one killer? Why do we need Sadako then if this killer Sadako is number 2 but much better and with additional features?
It's not a she.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2992522#Comment_2992522
imo this goes both ways. I do not mind a "gotcha" type of teabag done after the surv outplayed me, and likewise when I clearly outplay a surv I do and will nod like "gotcha" this is done in comp all the time and if a surv outplays me, I dont mind the quick single tap like a surv to surv thank you ctrl tap. I do it too.
I also will chainsaw 360 spin chop the last on hook until the game loop closes, not to be toxic, Im just having fun. dont take it personal bois.
people are way too sensitive in this game.
I agree. Teabagging and hitting-on-hook is just static. Honestly, I think it toughens people up and helps them to quit being so sensitive.
In fact, I really think the developers should add taunts to both killers and survivors. It would probably make the game less toxic. Look at League of Legends, it has a bunch of taunts in it and it's a lot less toxic than this game. You don't try and remove toxicity, you bombard the entire game with it until no one notices it anymore.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992037#Comment_2992037
Because she’s not a “free win” she literally takes hours to learn. You act as if Nurse is the easiest killer in the game.
It takes hours, before you get "free wins" over and over again, so she's fair.
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@Merky said:
Residual Manifest is basically Pharmacy for Flashlights, but there's a big difference, that being for Residual Manifest you don't search/unlock a chest. Instead, you rummage through one and are guaranteed a beamer. And that has me thinking, why isn't Pharmacy also like that? If you run Pharmacy you have to search/unlock a chest which means that if other players are opening chests, then unless you find a chest first, it's not guaranteed you'll be able to find a Green Medkit.
So I inquire, why not give Pharmacy (a relatively weak perk unless in a chest build IMO) the ability to rummage for a Green Medkit instead of being forced to find a chest at the beginning of a match in case some other player completely blocks you from using your already weak perk?
Maybe some more changes can go into Pharmacy or something but that's mainly all that I was thinking of doing for Pharmacy, so yeah.
They're such horrible perks that you're throwing the game using them, but whatever.
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@Bloodartist said:
As a killer I would probably be triggered less if they removed teabagging from the game.
Bodyblocking, swarming, all that jazz can at least be interpreted to "just playing the game". Teabagging cant.
As a killer I would also like an option of just leaving the game once the gates are open. The collapse tried to resolve the issue of survivors holding the game hostage but I would personally just want to leave faster.
If you can't take the Teabag, then you aren't worthy of playing Killer.
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@tippy2k2 said:
I'm currently mad at Holly because she was SUPPOSED to go to the vet this morning so I could get her shots and finally ask a vet the questions I really want to ask (since Holly is my first time kitty, I have questions about diet and what weight she should be at and what is best to feed her, etc etc etc). She wouldn't go into her crate, bolted, and hid under my bed and I had to cancel the appointment because even her super treat didn't coax her out again.
But I am contractually obligated to provide a Holly pic when codes are posted so here's a picture of her but the least adorable I could make her look
https://us.v-cdn.net/6030815/uploads/4SZMHYMOF1QE/pxl-20220610-144857171.jpg
Yeah, I'm talking about you! You lil #########...
She's a cute fuzzy-baby.
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@Rythoriak said:
Dredge and Sadako have a very similar gimmick of being able to travel across the map quickly (which is honestly their biggest gimmick for both of them). They are both M1 killers that can be looped very easily other than this even when their passive gimmicks are rolling (Nightfall and Condemned). Even though Condemned is an amazing fast execution, Nightfall will happen multiple times in 99% of matches whereas Condemned executions will rarely take place.
Let's compare. I am assuming they can take any perk they want in the game so we don't take those into account.
Sadako Pros vs Dredge:
Traveling is instant and only requires phasing out (Dredge takes a long time without Nightfall to go long distances).
Traveling close to survivors gives them a stack of Condemned that may allow her to execute in the future.
Taking away her ability to travel makes survivors gain stacks of Condemned towards execution quickly, forcing them to turn in the tape and not work on generators.
Able to remove terror radius at will (but not able to attack while in it and you can also hear her if you are listening regardless).
Dredge Pros vs Sadako:
Being able to travel can never be blocked, just slowed.
You get killer instinct when exiting lockers you teleport into telling you exactly where survivors are. You can also see outside of the locker.
You can grab survivors who are in the locker you teleport into (can also be a negative as it makes it very easy to flashlight you coming straight out).
You can only be slowed from traveling once per locker per match (you can take tapes forever against Sadako).
You actually exit locked lockers only about .5-.75 seconds slower than Sadako comes out of an actual TV before she can move with a lock on it. It is also about the same noise level as her base teleport so it isn't even more revealing.
Teleporting to a locker is nowhere near as revealing as it is when Sadako teleports to a TV especially map-wide. Sometimes you can't even notice it.
You have no terror radius while waiting in a locker, giving you a chance to make surprise plays.
Ability cooldown is so short, you can bounce between lockers easily during chases multiple times. This forces survivors to make different loops or try to bait you to teleport into them.
Able to exit lockers much more quickly than Sadako comes out of a TV.
Nightfall is a much stronger version of Sadako's demanifest (but cannot be done at will most of the time).
Locking a locker makes it so the survivors also cannot go into it mid-chase or hide in them if they are doing a generator next ot them.
Looking at these, the only thing Sadako really has going for her vs Dredge is the fact that she can teleport much more quickly around the map. While a perfectly played Sadako will also give enough stacks to force people to carry a tape eventually, this is extremely hard to pull off so the stack feature is not as pressuring as it should be. If she were able to gain these stacks passively as well just like Dredge does for Nightfall, it would help her map pressure quite a bit.
Just my 2 cents on the matter. I'm sure there are things I've missed and I am not making this post to bash Sadako. I think she could use some buffs to be in a much better place. I expect Dredge will be mid to upper B tier at best since he can be looped so easily after the dust settles, but he is extremely fun to play as.
Some killers are stronger than other killers, which is fine. Except Demogorgon, he has to continue to be weaker than Sadako.
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@Darkest_Night said:
https://forum.deadbydaylight.com/en/discussion/comment/2992240#Comment_2992240
Because......killers don't teabag and click flashlights......They've already handled the killer side of things.
Hitting survivors while on the hook, letting all 4 survivors bleed out after being slugged, Teabagging Ghostface, Teabagging Pig, Shocking Doctor...
They totally took care of all the killer sided toxicity.
Oh, btw, Teabagging Ghostface and Teabagging Pig.
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@BastardKing said:
"I know some people who don't use DS because they just can't hit the skill check, it's too hard for them."
*Take the zero counterplay perk and make it absolutely skill less so I can win while drunk.*
With the nerfs to DS, I don't see why the skill-check is so small.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992237#Comment_2992237
what does Nurse and Blight have anything to do with gen speeds where do you come up with this logic???
Because the Nurse and Blight are able to pretty much be anywhere on small maps. Survivors have to be able to complete gens against killers as oppressive as Nurse and Blight, which means gen speeds have to be taken into account for killers as broken as Nurse and as stupidly powerful as Blight.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992212#Comment_2992212
I mean that's fair. Blight and Nurse are overdue for a nerf anyways. But I seriously think that these small nerfs will not impact dredge in a big way, it's just to make sure he is fair for survivors at all times.
The only nerf that would be a bit noticeable I would argue is the nerf to his remnant teleport, and it taking 0,6 seconds or so would still keep it pretty strong at loops. I guess I just wouldn't mind if it didn't completely shut down medium and small sized loops. I'm fine with it shutting down big loops though, those allow survivors to chain loops very well anyways.
All the other suggested nerfs seem to be no brainers to me, that you can already tell even just after a few days, the Nightfall nerf and the tunneling nerf in particular. There's no reason for me to not implement these nerfs. To be fair bloodlust not deactivating after you start charging your power also just seems like an oversight to me.
I think the thing is that with Deathslinger, and Spirit as well, the main reason for the nerfs were because they had so little counterplay. It was less about their power level. Even though Nurse, and Blight with Hug tech and certain addons, are quite busted, they allow for counterplay. At least blight to some degree. Nurse it's more the fact that 98% of people don't play her optimally.
The bloodlust is probably an oversight, honestly. However, if Dredge ends up being a B-tier killer, I hope they don't nerf him to C or D tier.
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@DerpPotatoes said:
Visionary
- The Auras of Generators are revealed to you within 32 metres.
- Each time a Generator is completed, Visionary is disabled for 20/18/16 seconds and the aura of the generator with the most progress is revealed to you for 5 seconds.
( I would like visionary to distinguish itself from deja vu better. Whereas deja vu shows the closest gens with each gen completion, visionary highlights the gen with the most progress to work on.)
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Built to Last
- Hiding inside a Locker for 14/13/12 seconds while carrying a depleted Item will replenish its Charges to 99 %.
- Each use of Built to Last reduces this percentage by -33 % and 3 seconds.
( What doesn't make any sense about BtL is that you have to stay in the locker for 14/13/12 seconds for each time you want to recharge item charges. It would be better if, for each 33% that you lose for each time you use the perk, the recharge timer follows suit.)
Tier 3 BtL: 12/12/12 seconds in the locker > 99%/66%/33% item charges
Tier 3 BtL: 12/9/6 seconds in the locker > 99%/66%/33% item charges
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Pharmacy
- Unlocking Chests is 40/60/80% faster.
Unlocking your first Chest guarantees an Emergency Med-Kit.- Grants the ability to rummage through an opened Chest once per trial and will guarantee an emergency medkit.
- Pharmacy reduces the audible range of your Chest-unlocking noises by 8 metres.
( Should really update Pharmacy to be similar to Residual Manifest since survivors shouldn't be denied a random chest item for a green medkit.)
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Distortion
You start the trial with a maximum of 4 Tokens.
Whenever the Killer attempts to read your Aura, Distortion activates and a Token is consumed:
- Your Aura will not be shown to the Killer and you will not leave any Scratch Marks for the next
6/8/104/6/8 seconds. - Distortion does not activate when you are in the Dying State or in a Killer Trap.
- You regain 1 token for each safe unhook.
( Distortion is limiting in a sense you only get 4 tokens for a trial. If tokens could be replenished from safe unhooks, it'd be better optimized and provide more incentive for survivors with distortion to unhook other survivors.)
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Off the Record
After being unhooked or unhooking yourself, Off the Record activates for the next
60/70/8040/50/60 seconds:- Your Aura will not be shown to the Killer if they attempt to read it.
- When injured, Grunts of Pain are reduced by 100 %.
- You leave no pools of blood and scratch marks during this duration.
( Would like to see Off the Record be buffed. It doesn't matter if my aura can't be read and I don't make injured noises if the killer manages to find me from my scratch marks and blood. I'd take a shorter Off the Record duration in exchange for no pools of blood and scratch marks.)
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Blood Pact
When you or the Obsession are injured, you both see each other's Auras.You and the obsession see each other's auras.
- After healing the Obsession or being healed by the Obsession, you both gain the Haste Status Effect, moving at an increased speed of 5/6/7 % until you are no longer within 16 metres of each other.
- If you are the Obsession, Blood Pact deactivates.
- Lowers the odds of becoming the Killer's initial Obsession by -100 %.
- The Killer can only be obsessed with one Survivor at a time.
( What's limiting about Blood Pact is the aura reading is only available if you or the obsession is injured. While Bond limits the radius of the aura reading, you can see all survivors. Blood Pact should reveal the auras of you and the obsession, since it's only 2 survivors that benefit from the perk itself. )
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Adjusting Perks for Booning Speed
With 4 boon perks in the game, and with Shattered Hope being included in the killer perks' base kit, booning speed should at least be affected by other survivor perks such as:
- Leader
- Resilience
- Spine Chill
- Object of Obsession
What's honestly ashamed about this post, is that after reading through these suggestions, they're actually decent suggests that will never be looked at by the developers. :(
As @ad19970 pointed out, I am way to bitter, lol.
I also noticed the OP, created the post but never responded to it.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2992246#Comment_2992246
Considering other anti-loop abilities do reset bloodlust when the power button is used, this is not a valid point.
Huntresses do not get to keep their bloodlust when pulling out hatchets. Billys/Leatherfaces do not get to keep bloodlust pulling out their chainsaw. Nurse doesn't keep bloodlust charging her blinks. Etc.
If Dredge is outperforming Blight after a month, then I could see a reason to nerf him.
