Adjatha
Adjatha
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It's also worth noting that Borrowed Time just straight-up got better too, despite being a massively used, Meta perk. The "we think fewer people will use this" was solely because everybody gets a smaller version for free, so it frees up a perk slot for another second chance perk.
Not actually a lot of survivor nerfs in these meta perk reworks (other than the massive hit to Self-Care and Spine Chill)
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Old Dead Hard: 0.5 second window
New Dead Hard: 1 second window
Old Dead Hard: 6m travel distance
New Dead Hard: 12m travel distance
Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly
New Dead Hard: Full control over your character's movements
Old Dead Hard: Able to make it to pallets but prevented you from vaulting
New Dead Hard: Able to make it to pallets AND vaults
Old Dead Hard: Movement only
New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking
What part of "They made Dead Hard BETTER" do people not get? The perk that 75% of survivors used will go up to 100% if this rework goes live.
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Old Dead Hard: 0.5 second window
New Dead Hard: 1 second window
Old Dead Hard: 6m travel distance
New Dead Hard: 12m travel distance
Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly
New Dead Hard: Full control over your character's movements
Old Dead Hard: Able to make it to pallets but prevented you from vaulting
New Dead Hard: Able to make it to pallets AND vaults
Old Dead Hard: Movement only
New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking
What part of "They made Dead Hard BETTER" do people not get? The perk that 75% of survivors used will go up to 100% if this rework goes live.
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Credit where credit's due: Overcharge is REALLY good now. I would've just accepted them fixing it so that "if you tap a charged gen, it automatically counts as a failed check, even if you left it before the check popped up."
That being said, getting ANY gen damage is a step in the right direction. The percentage basically works out to around 2 seconds of lost survivor gen progress, which is roughtly how long the killer has to take to kick the thing in the first place. To make it ACTUALLY worth it, that number should be between 2x to 3x as long, since the two seconds a killer takes kicking a gen is potentially 8 seconds of survivor gen progress on up to four other generators. You can't compare killer-to-survivor time as a one to one when the game is four to one.
I'd love to see that "damage the generator" number kicked up to 5% or even 7.5%, but this is a start. It is, at long last, actually DAMAGING a generator, instead of just clicking it to "regress at 1/4th speed"
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Considering that they gutted the only reason why anybody actually took BBQ and Chili, the LEAST they could do is make survivor auras obvious through generators, instead of completely hiding them like they do currently. Survivors still have the ever-vaunted COUNTERPLAY by just going into a locker when an ally goes down and getting out after they receive the hook notification.
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The 55% kill rate was from the old figures. They did not share what the actual average kill rate is, as of June 2022, but apparently it's low enough that they're actually willing to tweak some core numbers.
It's entirely possible that average kill rates are below 50% currently. The fact that they DIDN'T share the number sure makes it seem like it might even be lower than that.
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Every side in any game needs to have two different people working on it: An Advocate and an Adversary.
The Advocate is passionate for their side, has a strong mental picture of what the strengths of the side SHOULD be and a variety of ideas how to get it to that place.
The Adversary is passionate about gameplay balance. They know what advantages the side already has and how any additional buffs might disrupt internal balance. It's a give and take that is balanced internally, rather than externally.
For a low-hanging fruit example: original Circle of Healing is something made by an Advocate without an Adversary. It's a perk that gives Self-Care to the entire team, at 150% faster healing than the solo perk, that ALSO improves med-kit heals. This is because the Advocate wants fast healing. With no Adversary, there is no one to say "hey, we have a perk that gives self-care already, but it's for one person. This thing that gives it to the whole team needs to be way weaker than the thing we already have."
For an opposite example: original Gearhead is a perk made by an Adversary without an Advocate. The premise is 'show which generators are being worked on, which seems simple. However, the Adversary says "well, it can't be too easy to activate," so it takes two attacks. Then they say "we don't want people to activate it from afar," so only basic attacks. Then, they say "we don't want it to be outside the control of survivors," so it only triggers on Good-not-Great skill checks. Then, "we don't want it to be always available," so there's a 30 second window where it might activate. And finally, "we want some kind of counter-play," so it goes away if you stop repairing for a second and then get back on it. The whole thing was a mess of too many limitations with very little actual payoff, because no Advocate was there to say "this needs to be something worth using."
The reason why things get so Us-Vs-Them is because so many aspects of this game get developed by Only Advocate teams or Only Adversary teams. We get killers like Sadako who are complete jokes on launch because there was nobody passionate about making a good killer who worked on her. Only folks who wanted to make sure she wasn't strong.
And players can tell.
But then you also get times where Only Advocates are on the job, so you get examples of "75% of survivors use Dead Hard, so we're changing it to be basically the same except actually better in some cases." And people can tell on that one too. DbD has a very obvious problem of not mixing the pro- and con- sides of their teams into working on the same thing. And that trickles down into the player experience every time.
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I mean, I got to 8 million BP just from log-in rewards and promo codes over the last 6-8 months.
And since there's no good reason to spend BP before the prestige rework happens, there's zero reason to play the game.
So, BP cap: working as intended?
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Self-Care is free, CoH has to be bought.
Is it any wonder than the premium perk heals 3x fast and applies to the whole team?
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@Necronl0rd said:
As far as I know CoH speed is based on self care speed, so if self care is nerfed to 35% base then CoH maybe is nerfed to to 35% base (+50%)
That's never been the case.
Default self-healing takes 32 seconds. Default healing another takes 16 seconds.
Circle of Healing released with +100% healing speed. That let CoH survivors heal themselves in 16 seconds or 8 seconds with a med-kit.
Self-Care, previously, heals with a -50% PENALTY, thus taking twice as long. So self-healing would take 64 seconds, four times slower than CoH. However, this penalty was negated if you had a med-kit, allowing you to self-heal in only 13 seconds
Even with TWO nerfs, CoH FOR SOME REASON still gives you a +50% BONUS, which makes self-healing take 21 seconds, which is STILL three times faster than Self-Care. And it still benefits med-kits.
And now Self-Care is getting another 15% shaved off of it, AND losing the med-kit bonus, which makes CoH even more brain-dead obviously better.
And it's all yours for the low low cost of one Mikaela Reed DLC transaction!
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Rewarding killers for hooking each survivor once is a GOOD THING.
If you're happy they removed that from BBQ, I hope you enjoy yet another reason why killers are just going to tunnel (and possibly camp). Why chase someone else, when you could get one guy out instead? You're not getting bonus BP for doing it anymore.
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3017569#Comment_3017569
mind is blown
conspiracy confirmed?
DBD is now a gatcha game/ for the whales???
I mean have you seen what they"ve done on DBD mobile?
Well, the other two explanation aren't more comforting:
- Everyone on the balance team is objectively bad at math
- Or everyone on the balance team has no idea what they're doing.
I'd take a conspiracy over the thought that the people at the helm don't have the capacity to make better choices if they really wanted to.
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Blight is an incredibly difficult killer to use. The overwhelming majority of Blight players are bad with him. Same thing with Nurse. That's why they never get nerfed: for every 1 SSS-tier killer you encounter playing those characters, there are 99 F-tier killers failing to play them.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3018585#Comment_3018585
What? To activate the perk u need to hit the surv, and only that. Whislt for spirit fury u need to be stunned 3 times to get the same effect. So yes low effort.
What happens or will happen during the chase is a separate matter. Experience counts a lot towards that, and if u cant make a surv leave a loop or vault a pallet, maybe its a skill issue not a perk issue
Okay so you clearly don't actually use any of these perks.
- Spirit Fury: After breaking 2 Pallets, the next time you are stunned by a Pallet, The Entity will instantly break it
That's 2 pallets, not 3, and you just have to break them (kick, chainsaw, whip, whatever), not get stunned by them. You get to charge it up and then it gets used automatically when you want to run into a pallet through mid-chase.
- Dissolution: 3 seconds after injuring a Survivor by any means, Dissolution activates for 20 seconds: While Dissolution is active, if a Survivor fast vaults over a Pallet while they are inside your Terror Radius, The Entity will break the Pallet at the end of the vault, deactivating Dissolution.
You have to HIT someone, then wait 3 seconds, then you get a 20 second window for the survivor to vault an already-thrown pallet, then you wait for it to fully dissolve before you can attempt to follow up. The only part of that that's in the killer's hands is the initial hit. And getting a hit on somebody AFTER they've thrown a pallet almost always means that they're a terrible player, because you wouldn't throw the pallet unless you're going to stun the killer or you're wasting their time for you to run to the next loop. It's worse in every way from Spirit Fury AND it tells the survivor it's active for zero reason.
Like, at this point, I'm 100% convinced you're just trolling, so I'm just going to stop replying to you.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3018554#Comment_3018554
yes, and the same goes for hexes u know they exist somewhere. Same thing. And tbh bro, if u cant find a boon because of color or placement, u need glasses and map knowledge.
by using hexes I know totem placement, and so should other killers.
And yes dissolution has a visual warning because, unlike spirit fury, its an instant effect. Its a low effort, high reward kinda perk. All u need to activate it is hit a surv, so to make it even it notifies survs.
Low Effort.
Yeah, just:
- get a survivor to throw a pallet
- convince them to stay there instead of using the stun/delay to run to the next pallet
- get them to loop the pallet poorly
- secure 1 hit on them
- convince them to STAY there instead of using the speed boost of the hit to run to the next pallet
- And then you have 20 sedonds to chase them close enough that they have to Fast Vault (not slow or medium) the downed pallet
Oh man. SO EASY.
The perk would be garbage even if it didn't warn the survivors. The fact that it does is the final nail in the F-tier coffin.
EDIT: Oh yeah, also worth noting: the pallet still has a collision box for the killer until the 'destroyed' animation finishes playing completely, preventing them from actually following up, which gives the survivor several seconds to get to a window or even get to the next pallet, depending on the tile.
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Every time a flashlight goes on, it should drain 25% of the base charges. Clicking solved, blind attempts throttled, item still has a use.
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There is no reason why this is a hex anymore.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3018511#Comment_3018511
U can literally hear when a surv sets up a boon, bro.
and u only know ur “hexed” when the hex takes effect. I.e. devour, ruin, noed etc.
thats no argument, everyone deserves at least a glimpse of info in this game
When a boon goes up, you hear a non-directional boom to say that one has gone up SOMEWHERE on the map. As opposed to the very, very many directional and nearness sensitive noise notifications that survivors get with a plurality of killer powers.
And, let's not forget, killers get zero perks or bonuses to help them FIND the boons, versus survivors getting items, addons, and like five different perks that help them find hex totems. Even the color choice is outrageously in the survivor's favor: hexes glow bright orange and cast a noticeable glow all around them. Boons are a muted blue that fades into the background and have a nearly imperceptible sound thrum that never carries over the constant auditory assault killers have at all times
And all that is beside the point that Dissolution is so elaborate to get to trigger in the first place, that warning the survivor on top of everything else just cements the perk's place in the F-tier of "no reason to ever use." You know, the kinds of perks that they have to revisit and rework like the 40 they just did?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/330188/why-tell-survivors-what-perk-im-using
There are are many perk on the survivor side that show to the killer
Oh, like when Borrowed Time is active? Or when a survivor has Decisive Strike ready to go? Or when a survivor isn't exhausted anymore? Or when they have Dead Hard, Sprint Burst, or Lithe? Or when Power Struggle is ready so you don't go near pallets? Or when Soul Guard is active? Or when Deliverance is charged and ready to go? Or when survivors have Self-Care? Or any of the other perks that killers just have to ASSUME survivors have and have to play around as if EVERY survivor had ALL of them?
Maybe you should just tell me which survivor perks show the killer they're in play (before they actually get used), because Object of Obsession is the only one I can think of.
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It doesn't deserve to be a hex anymore. As stands, it's a joke.
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For the same reason killers don't get to see if they're in the area of effect of a boon, but survivors get to see when they're cursed:
The current design team has decided that the survivors deserve more info than the killers.
If Spirit Fury were designed today, all the survivors would be able to see when it's active, so they know not to throw a pallet on you.
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75% of survivors use Dead Hard and 50% of survivors use Borrowed Time.
Better make Dead Hard nearly the same (but better in many cases), give a half-sized Borrowed Time to ALL survivors for free, and super charge Borrowed Time to absolutely embarrassing levels!
M E T A
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@Slowpeach said:
So annoyed they didn't nuke this thing from orbit. Ultimately it loses some things but gains others. It can still be used for distance if you use it when you are 1 second away from safety.
Scariest thing? You can use to safely unhook. Sure nice against camping but that'll basically make the perk mandatory and make bullying an absolute joy.
It will still be the most used perk by far.
Wow, I didn't even think about that, but you're right. Unhooking takes 1 second, which is exactly how long the new Dead Hard lasts. You can turn that on to safely unhook every time. And since everybody gets free Borrowed Time, you can't even punish them for the unsafe unhook. You will HAVE to let the person on hook go, because you can't stop it and you can't down them.
What a tums festival.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3017594#Comment_3017594
It's said you get Endurance for 1 sec. Doesn't it mean you'll get Deep Wound after the hit (and Exaustion)? Doesn't look as "no damage" then.
If it does apply Deep Wounds from a hit, that means you slow them down, post-chase for 20 seconds. Which is nice. But it gives you a 150% speed boost as if you'd been hit (2 seconds at 6.0m/s) while the killer is largely motionless, recovering from the hit.
That's a minimum of 12 meters head-start, versus the around 4 meters the current version takes you. And Deep Wounds doesn't start ticking down until you're outside of a chase, which means the "third health state" of Dead Hard is still very much there, but now gets triple the headstart it used to.
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@Gorgonia said:
Wait until the nerf CoH next
They've already nerfed CoH three times (radius, +100% healing potency, +75% healing potency) and SOMEHOW managed to miss the part that makes it a problem each time (free, better self-care for the entire survivor team).
They could move CoH to Self-Care levels (from +50% speed and boost items to -65% speed and not boosting items) and it would STILL be wildly OP because IT WORKS FOR THE WHOLE TEAM.
If they haven't figured out that self-care for the whole team at the cost of a single survivor perk slot is insane by now, I seriously wonder if they ever will.
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Maybe someone can explain this to me:
If you press E, you get a 1 second bubble that protects you from a hit. If you get hit during that bubble, you get a sprint burst AND don't take any damage.
So, if the killer is close enough to hit you, you just press E, take no damage, and get a speed boost to get to the window/pallet/whatever.
Isn't that exactly how the old one worked? I guess now you don't get the added movement if they AREN'T close enough to hit you, but what's the point of Dead Harding if they're not close enough to hit you? This iteration also removes survivors accidentally Dead Harding into a corner or a wall.
Sure feels like this 'nerf' is actually a shadow buff.
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You're missing one important fact:
Self-care is free, but they can SELL you Circle of Healing.
Why do you think the 'nerfs' to CoH didn't address the actual reason why it's so strong? Or why CoH still buffs med-kits but Self-Care won't? Or why they didn't let killers just snuff boons, they made a perk you have to waste just to counter CoH?
Nerfing Self-Care so hard is just a transparent bid to sell more Mikaela. They won't fix CoH till 100% of the playerbase has bought her and there's no money left to be made.
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They COULD'VE given you a free cake/pudding every time you finish a blood web, to act like an offering-alternative to BBQ and WGLF, which would help make up for the tremendous bp loss those two perks provided. They didn't obviously, but it would've helped.
What is also being lost here is the sense of accomplishment you'd get from getting all 4 stacks of BBQ in a game. This was good for killers because it was an 'alternate win' that they could appreciate when the game puts them against survivors they have no chance of actually beating. It was good for survivors in that it encouraged the killer to go after everyone at least once instead of just tunneling out the weakest link as fast as possible.
They removed something that made the grind less odious for every level of play AND that made the game feel better to play for both sides.
"Meta" or no, it was good for the game and good for the players. Taking it out because you don't think people will need it quite so much is an embarrassing misreading of the thing's holistic value.
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@Jinxed said:
Unless they address the power imbalance between swf and solo queue this game will never be balanced.
They'll never give solo something that SWF doesn't also benefit from, and they'll never nerf SWF in any way. They will never make solo balanced with SWF under those two conditions.
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@ad19970 said:
I honestly just wish hex perks would remain for a bit after their hex totem is destroyed. Of course that should be dependent on the Hex Perk. Ruin should stay up for like another 45 seconds or so after it's destroyed, for example.
Hexes in general need to be completely overhauled. They basically admitted that snuffing a perk with a single action would be too powerful if killers could do it to survivors (so they made a perk you have to bring to do it). So why is that still how killer hexes work? It's super dumb.
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@[Deleted User] said:
I don't get why they're basically nerfing BP gain with the BBQ/WGLF changes. This is just shuffling the grind around. Perks are easier to acquire but now the add on economy is even worse.
Killers have way too much add on variance to just say "run what you have". A lot of killers only have 3 or 4 useful add ons for high level play. The effective cost of a green add-on is 20-30k at times when its alternatives are throw picks. And I can't choose to not buy bad-ons or map offerings. I'm forced to buy them to get to the useful thing. A green Nurse recharge add-on can cost 30k if I'm forced to buy some useless purples and a Lery's offering that no sane Nurse would play just to get the recharge add on. And now BBQ BP bonus is gone. Why? Just let me buy what I want.
I don't think the devs quite understand how BP-expensive it is to play killer at a high level. I only run recharge on Nurse and every game probably costs me 30-50k BP
That's actually a good point I hadn't considered. Survivors get to keep reusing their items (if they escape) and get free items from chests (sometimes with addons loaded onto them as well). Killers have no method of getting free addons, and their addons are always lost (unless you burn an offering, and then you're just moving the effective cost). Also, some killers NEED addons for every game because their basekit is so poorly designed and balanced.
Additionally, while the grind is reduced for top end players who have every character and every perk, perk BP was most useful for newer players, who are trying to get their game going. They don't have the problem of "there are 100 perks I have to get through to get the one I want." They need every bit of help to get their perk loadout even remotely playable. And that's not affected at all by the prestige change (but it IS hurt by the bp perk nerf)
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@Krazzik said:
It's weird because ages ago they nerfed level 2 and 3 bloodlust and now they're just reverting that?
There's a ton of nerfs that are in dire need of reverting (cough cough Deathslinger cough), so literally seeing ANYTHING go back to the pre-borked state is good news.
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Everyone who complains about Bloodlust has never actually had to use bloodlust.
Did you know: if survivors break line of sight, bloodlust goes away? Also if they stun the killer. Also, if the killer uses their power at all.
This includes:
- Hag teleport/setting
- Doc shocking
- Freddy setting snares
- Clown throwing bottles
- Spirit phasing
- Ghostface/Meyers stalking
- Demo shredding
- Oni rushing
- Deathslinger shooting/reloading
- PH shockwaving
BH is literally JUST there for M1 killers who have nothing in their kit to down looping survivors.
AND they didn't even buff tier 1, which is what you'd see 99% of the time anyway.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3017037#Comment_3017037
But did they actually say that or are you putting words into their mouth?
iirc they stated the test was to establish what effects BL has on matches, but it was never the direct intention to remove it. I guess the changes we are now about to see are the actual result of that test.
don’t take community speculation as dev confirmed info.
The actual quote is "Many believe it is no longer necessary."
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I agree that Pyramid Head's torment trails are unreasonably and unjustifiably limited in where they can be placed, especially compared to similar (more powerful) effects that other killers have access to.
And it's not JUST hooks. PH's trails can't be put near hooks, gens, exit gates, stairs (up OR down), basically anywhere in the basement, on certain inclines, or next to each other. And considering that the torment trails ALSO: make a tremendously loud sound notification for all survivors halfway across the map, have a draining pool of usage, have a maximum amount of trails that can be applied, vanish after 75 seconds, deplete the pool you need to use your shockwave, slow your movement speed, massively throttle your turning radius, AND can be safely navigated by survivors who crouch-walk for less than a second... Well, the whole thing is a joke, top to bottom.
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@Mooks said:
When did they say they want to remove Bloodlust? Never saw that, you have a source for me?
They literally had a week where they removed Bloodlust from the game entirely, as a 'test' to see if it was still needed.
Their justification was "we're not good at making maps and so we put bloodlust in so a survivor couldn't loop a killer forever. Now that we're redoing maps a bunch, maybe we got it right and we don't need bloodlust? Let's try."
And, shockingly, they haven't gotten any better at making maps. But rather than actually fix the maps, now they're just slightly buffing T2 and T3 bloodlust.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3017013#Comment_3017013
I have 5500+ hours and I am surprised bloodlust got buffed.
They didn't buff T1, which is the only one that matters in 99% of all situations. If you get to T2 or T3, you've got a matchmaking failure, where a new killer is being run by, oh I don't know, somebody with 5500+ hours in the game.
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@spodamayn said:
https://forum.deadbydaylight.com/en/discussion/comment/3016923#Comment_3016923
It's also a very popular perk on asia servers from what I've heard. I was very surprised to hear that from one of my Korean friends. None of my friends have been using that perk for 2-3 years. Better off using a medkit, bond, or CoH.
Personally I think self care should've been changed into a completely different perk
Self-Care is a free perk, unlike CoH, so you get artificially higher usage rates that way, too.
It's a joke that they took away the "buffs your item use" effect away from Self-Care and not CoH.
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As it turns out: they were likely not actually playing killer very much and made various edicts based 100% on a survivor experience perspective. Nobody who's played this game for more than a dozen hours is surprised.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3016869#Comment_3016869
Why is it one of the most used perks at high MMR then?
Because the usage stats are from the last year, and Circle of Healing came in half-way through the year. If you just looked at the stats from CoH's release onward, you'd see a very different story.
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There was zero reason to run Self-Care instead of Circle of Healing except for "I haven't bought that character yet."
Now, there's even less reason. This is just going to drive COH through the roof.
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WGLF got a buff to compensate for the loss of the BP but BBQ didn't. Ain't that an embarrassingly one-sided kick in the pants.
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I also like how they removed the BP bonus from BBQ and WGLF, but only WGLF got a buff to compensate. Hey, how about some P A R I T Y
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Did I miss something?
"Borrowed Time is used by a ton of players. Therefore we've made half of BT's power granted for free to everyone AND BT itself is now better in every way, without removing the 'body blocking' element from it."
In what world does that make any sense at all? It's a Meta perk and it got BETTER?
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Does "Pretend it's not an unfair advantage one half of your survivor base has the the other half does not" count as 'anything'? Because that's what they're going to do.
They've expressly said that they refuse to do anything to help solo queue that SWF does not also benefit from, even down to "give solo slightly more BP for playing an objectively harder version of the game."
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Of course it exists. It's just "3 people on 3 gens while the good player on your team runs the killer around for the entire game." It's the optimal way for survivors to play.
Much like how Tunneling is the optimal way for killers to play.
The difference is that survivors have Borrowed Time and Decisive Strike to help defend against tunneling. The only thing killers have against Genrushing is Corrupt Intervention (which doesn't stop it, it jut slows it down slightly at the beginning of the match.
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They tried, with Hex: Undying, which gave killers a random chance to keep some of their otherwise easily-destroyed perks around for a few minutes, which forced survivors to seek out hex totems (or have one of them bring a totem-finding build). Survivors either didn't go totem hunting or complained endlessly about totem hunting, so they completely overhauled the perk to make it way, way less of a secondary survivor goal
They tried, with the Cenobite's Lament Configuration. An objective one survivor has to do every 2 minutes, clearly marked from across the map in a random spot that the killer cannot see, with full survivor control over when the killer gets any chance to follow up. So many survivors just didn't do it, they had to nerf all of Pinhead's good addons, (and give him a terrible on-use power), and people STILL don't get the box.
The vocal majority either does not want or cannot handle anything more complicated. Everyone who can handle it and wants it has already quit.
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@Steel_Eyed said:
Well, I disagree. 150k to 200k per match is quite worth it to me. Makes prestiging an absolute cake walk. Heh heh.
Do you find yourself playing very many games where you get 30,000 ish points with BBQ and all five players are burning flans? Because my experience has been around 2 survivors are burning one per game, and most of them are eager to get out asap, happy to settle for their 8k of "ignore the killer for the whole match"
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Well CoH is just the one survivor perk that is so wildly overpowered they nerfed it twice and people STILL bring it every game AND they made a killer perk specifically and ONLY to counter it.
Why would they actually FIX the problem, when they can keep selling Mickaela to every single survivor player? Maybe they'll look at it once saturation reaches 90% of all DbD players.
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@woodenEnthusiasm said:
https://forum.deadbydaylight.com/en/discussion/comment/2999259#Comment_2999259
That's something I've never understood. If map redesign was a big priority how did we come about with the gideon rework? How did we end up with a direct port of RPD? You would think if this was a priority they would have been careful about every change and remake they do because if they don't they would lose customers and waste money. The redesigns feel more like 1 maybe 2 people were told to make a new map in 3 months or they're fired while everyone else worked on something else.
The Game had a slightly higher-than-average killer 'win' rate. So when they went to rework it, they err'd waaaaay on the side of survivors. 2-3 pallets in every room, most of them super safe, and more god pallets than any other map. Basically, they overcompensated, as they always do any time they look to nerf something that gives killers an edge (see also: Freddy, Billy, Deathslinger, etc)
The RCPD was just a straight-up "we spent so long asking if we COULD do it, that we never stopped to ask if we SHOULD do it." They wanted to faithfully recreate the Resident Evil map (which, incidentally, they DIDN'T achieve because they put a bunch of extra blight bloom at random points, and open holes that aren't in the RE maps). They were 100% not looking at how the game would actually play and have not listened to how much survivors and killers alike hate that stage. At this point, it's a sunken cost fallacy: they spent so much time and money trying to make it, that they CAN'T break it into two smaller maps to try to fix it. That'd be admitting they were wrong (and, honestly, would probably break some code somewhere, like how the original launch was so broken for so long).
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Eyrie of Crows is the culmination of every bad stage design decisions the DbD team has.
- The map size is gigantic
- The main building is absurdly safe
- Breakable doors you have to break or the survivors get infinite loops
- There are loop spots every 16 yards or less from one another
- Way too many pallets AND there are god pallets
- It takes place in broad daylight
- The ground is so brightly colored, scratch marks are extremely difficult to make out
- Nothing in the environment is creepy or oppressive
It's a failure on every level. It's not as bad as old Haddonfield or new The Game, from a gameplay position, but it's worse than both on a "creepy location" position.