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Akumakaji

Akumakaji

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  • @acharliet said:

    I do agree with some changes but I definitely dont agree with couple, and playing SOLO-Q is a bit unfun, so many DCs, suicides on first hook etc. Also many campers and tunnelers, mostly annoying is when the nurse or blight is tunneling etc.

    As SOLO-Q survivor main I didnt touch survivors for 4 days, I was playing killers, If Killer players ll say the buffs didnt help them, then they do something wrong for sure !!!! I could feel buffs playing different killers.

    I was playing against some SWF teams but I had a bit broken builds so it was fun. Mostly We do play against solo survivors tho, I was feeling its little unfair playing Plague with tana + playing + pentimento. M1 killers - call of brine, overcharge, eruption - this is nasty a bit too.

    I never had so Large win rate with killers before tho. As survivor I like game too, but playing against Nurses and Blights is a bit more difficult now, I m not talking about newbies in the game. Anyway lot of survivors throwing the games so it can be unfun.

    Today at Lerys I was a bit unperceptive and got marked and downed by a Ghostface within the first minute of the game. I then didn't suicide on hook, got saved, got tunneled by the Ghostface and put on deathhook, while 2 gens popped.

    The other survivors reset, got me off hook and I had already planned my escape route. Ghostface came after me and I ran him for another gen, then another survivor took the aggro, I got away, reset and we basically took the game out of Ghostface's hand from that moment on, slamming the last couple of gens out, playing it rather save and escaped with all 4 survivors.

  • @Biscuits said:

    Fun is subjective. I played a game today where I had 2 afk survivor teammates but I managed to flash bang the killer four times, two were flashbang saves. I died, but I had a ball doing it.

    I had a game once were I was doing a meme build with both: Flashbangs and Blastmines, coupled with Haddies now "blind the killer" perk.

    I got that poor Trickster 3 times with a Blastmine and 2 times with a Flashbangs. I know this, because I got 5 ticks on my "blind the killer 10 times" tome challenge that game.

  • @I_am_Negan said:

    Smoke bombs on hooks when a survivor gets hooked the smoke bomb goes off. Makes camping and tunneling harder to do.

    The smoke gets thicker if the killer stays close to the hook making going for the rescue a little easier and a lot easier for the one getting off the hook to get away.

    And the smoke can be different colors too😀

    https://us.v-cdn.net/6030815/uploads/XZ2WU7UWCHVI/colorful-smoke.gif

    https://us.v-cdn.net/6030815/uploads/RAW7Z7U0GMC6/los-angeles-artists-colorful-skull-masks-and-smoke-grenades-spread-beauty-throughout-california.gif

    Ludicrous and pure madness! I love it.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108284#Comment_3108284

    Every situation is where camping your first hook is an elite strategy. It never fails me.

    But not everyone is a GigaChad Bubba and can deal with the mental strain.

  • @Ramanga said:

    I've been trying for about 8 hours on this challenge and I give up. I tried for about 3 hours interpreting it as within 5 seconds after being in a chase, and for about 5 hours interpreting it as within 5 seconds of a chase starting.

    I know some other tome challenges are bugged right now (the shout ones) so I'm calling the past 8 hours a loss and chalking it up to typical BHVR buggery.

    BHVR, if/when you decide to fix your game, please fix the ambiguous wording of this challenge to indicate whether "within 5 seconds of being in a chase" means 5 seconds after it starts or 5 seconds after it ends.

    Oof, you got my sympathy! That's a real bummer. I gave up after trying for 8 games or so, as I still got other tome pages to do, but apparently this one here is bugged.

    Good to know, so let's hope that others will find this entry here before they waste 8h.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108297#Comment_3108297

    Probably what would be better is either in chase and if a Survivor is within range of the hook as well that would take care of any chase issues or LoS issues. We don't need either Killer or Survivor to abuse any system that's set up.

    Also what ever is created has to be something that dosnt punish players who use camping and tunneling in the proper cases.

    But this could tip the killer off that a survivor is coming for the rescue, even though they haven't noticed them otherwise.

    That's why I thought that a LOS component might be needed.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108259#Comment_3108259

    No it actually doesn't work because of the fact that I. Some cases you can be in a chase but it's not considered a chase because of LoS blockers ie a hook in a jungle gym etc.

    Hmm that's true. I think with this kinda systems people always propose the chase as an easy way yo determine if the killer has a legitimate reason to be there, but that's far from foolproof.

    OK, modification: the hook timer is reduced to 1/2 speed if the killer lingers for too long around the hook, unless he is in a chase or had a line of sight to a survivor within 8m of the hook. If a LOS was established, the hook slow down is paused for 30s (sort of inverted kinship).

    Together with my proposed baseline BBQ this should shush killers away from the hook, but also prevent too feisty in-your-face unhookings.

  • @pseudechis said:

    So the killer player has to show an equal amount of attention to every player every game?

    I just… wow.

    No. It's ok to alternate between two survivors, hooking them in tandem. It's just that pure camping and tunneling is rather despised, which is fair guess.

    Camping a hook can be a strategy, but I know basically no situations were camping the first hook should be the first solution that springs to mind. Normally camping as a strategy is reserved for the later game, ie when there is just 1 or 2 gens left.

  • I say "it does work". What now? We are both theory crafting, but who got the better simulation and theory?

  • 1) Slow down the hook timer to 1/2 if the killer is lingering along without being in chase

    and

    2) give the killer BBQ light as basekit to make then leave the hook: after hooking a survivor show the killer the furthest away survivors aura (minimum 24m away) and give the killer a +15% speed bonus as long as they move away from the hook and are outside of a chase. Deactivate the speed bonus once the killer is within 16m of the showcased survivor.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107155#Comment_3107155

    You assume wrong. If there was a drip in the total number of players it'd be due to players quitting as many on this forum like to claim is happening. However there is no such drop. This leads me to believe thtlat players switched back from survivor to killer because killer is more enjoyable now that the meta change has balanced the game a little more. Pre-patch it was the other way around. No one wanted to play killer due to survivors having too many advantages so the queues were instant. Now killer queues are more normal, being 1-3 minutes which is what it was up until about a 1 to 1.5 years ago.

    Also some players might only now be comfortable enough to try killers out without the totally oppressive survivor meta of the last couple of years. There was a reason that us killer mains got called a masochistic lot up until this patch.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054850#Comment_3054850

    I will!

    now where to get the fingers…

    perhaps my convenience store might have some

    I just made a bloodred flan today. It was fingerlicking good. I used grandmas ol' cookbook and that recipe stood the test of time surprisingly well.

  • @Star99er said:

    Considering the fact that I cannot run Iron Will with Sprint Burst anymore, I have to disagree. Iron Will not working while exhausted was too much of a nerf. It really just needed the noise reduced from 25/50/75% and that’s it.

    I think the idea was to force survivors to make a choice: stay in an area and hope that the killer doesn't notice your whimpering or use your exhaustion perk to hopefully lose them and zoom off.

    In the past you could do both, ie zoom off and then lay low in the target area, making it basically impossible for the killer to find you. You can still run exhaustion perks with IW and get away with them, if that is more beneficial, but you can't double down anymore. Granted, this might feel like it got nerfed into oblivion, getting nerfed from two ends, but that perk was just INSANELY strong in the past, and you would be surprised how many killers you can shake off with "measly 75% noise chanceling".

  • @Kzzortney said:

    I absolutely think the deactivation of any perk for a “conspicuous action” is crap.

    For a survivor, it can easily be translated to “either get tunneled or make yourself lose by not being able to perform any of the objectives needed to progress towards escaping.” Many will argue “well, if you can do something then you’re not being tunneled” but that’s simply not true. Me tapping a gen doesn’t mean the killer isn’t chasing me or hasn’t used their stealth to hide around the corner just to down me again and hook me with no consequences. This defeats the purpose of Killers having any accountability for being toxic.

    I was so excited for the huge perk rework and all of the things mentioned at the 6th anniversary, but I absolutely hate playing the game now. I mean, HATE, playing. Often times there is TOO much being done at once towards either side before you can take the time to evaluate the single change you’re making.

    Example: increasing speed of gens while buffing an excessive amount of regression perks.

    Example #2: increasing Killer’s M1 recovery while decreasing Survivors speed boost from a hit.

    The examples don’t stop there. It’s an ongoing list. Bottom line, what Killer perks are turned off or deactivated by a Killer simply playing the game? Name one… There aren’t any because that’s ridiculous, but it continues to happen to Survivors and I am over it.

    PS: Can we talk about how a camping Bubba continues to be the only Killer who is unaffected by the base kit BT and can down both Survivors immediately.

    While I can understand your frustration, the groundwork for "conspicious actions" was added back in the days when people would use old, old DS to basically do anything they want with a big 1min safety net below their buttocks, ie they could repair gens, then run circles around the killer and get their attention, get chased and then go down, stunning the killer and getting away. It was pure madness.

    And because DS needed SUUUUUCH a long list of actions that made it deactivate, they just called it a day and gave this list a keyword, namely "conspicuous actions". This had the added benefit of making other perks use this mechanic without setting up entirely new rules or confusing players.


    But lets see, what killer perks are there, whoms use you could potentially lose entirely? Well, chiefly ALL hex perks, which is already a pretty big class. All hex perks have the inherent potential of being cleansed within seconds of the trial starting, while sometimes not being that strong themselves.

    Blood Warden is a fun and actually cool perk that gets hard countered by a technique that nearly every survivor uses every game without any detrimental effect, ie 99%ing the exit gates.

    Corrupt Intervention - sometimes the survivors just sit it out and then you waste an entire perk slot for nothing.

    Coup de Grace - you cant "activate" the perk, its automatically used up every time you lunge, potentially wasting all that extra range.

    There are probably more, but hex perks alone are already in a pretty sad state right now.l

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107872#Comment_3107872

    If it truly is random then Open Handed has the worst luck out of all the perks.

    And thats with our lucky boi Ace ... seems like a stroke of bad luck.

    But honestly, I use Open Handed in so many of my builds. Bond+Kindred+Open Handed is like using sanctionised wallhacks. With anyone hooked you can see the killer through walls pretty much on half the map without them knowing, turning any "mind game" into a Benny Hill sketch.

    So many survivors falsly claim that SWF get all this info without burning a perk slot, but this survivors totally sleep on the fact that "knowing" or "hearing something being scribed" (I am entering shack now from the left side) is way inferior then actually SEEING it. I even use this build when SWFs, its just that good.

  • @Irisora said:

    it sucks because the 75% is only useful if you are hiding in lockers, its needs to be 100% to be useful in chases but the worse part is that now its imposible to lose a nurse without the old iron will.

    People keep saying that a lot, but it definitely isn't applying to all killers. I routinely lose survivors who aren't running any sound reducing perks, just because the chase music is blasting in my ears. Many surivors think that IW only brings value when its at 100% and chancels out one of the killers means of detection out completely, but there is so much going on in the game that a 75% reduction is still extremely good, but it gives the killer a fighting chance and prevents the super feisty "hiding directly next to the killer" situations, that were quite fun for the survivor, but extremely frustrating to the killer.

    It has been said in other threads, but no survivor perk should chancel out a whole gameplay mechanic 100% of the time like this. Its like if Crowd Control or Blood Favor, who take away your ability to use paletts or windows, were no hexes, but just 100% active all the time. That would royaly suck, right? But I dont wanna fight, just offering another perspective.

  • The thing is that some perks value is harder to verify. If you hide in some flimsy bush and the killer walks by you and doesn't notice you because IW made you silent: you KNOW that this perk gave you a huge value right then and there.

    You are in a chase, use your exhaustion perk and zoom off - BOOM, there is your value.


    But you got a killer who knows how to read crows, what to look for and who constantly ferrets out your other team mates, but mostly lets you do gens... you will never "know" that it was because you ran Calm Spirit.

    And especially when I run Spies in the Shadows. I can't count how often I had a feeling that a survivor was around, but I couldn't find them, when suddenly a Crow notification in my back went off and there they were hiding feisty behind a stump!

  • @Mewishis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107840#Comment_3107840

    Sorry I just have been doing a lot of experimenting with perks lately and I feel pain whenever people say a perk is useless lol, I plan on trying out renewal, wglf, and for the people after they fix the synergy.

    I feel you. Too many people here (or basically any online game) are way too much of a meta-slave, so anything that isn't the utmost best in its class gets thrown in the garbage can with a shrug and a "why bother?".

    Nearly all my builds would be considered off-meta, but they are fun and I am quite successful with them. So yeah, use whatever you like and even try to make "garbage perks" work by building around them and see how much they can bloom, if given the right kind of attention.

  • @Mewishis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107838#Comment_3107838

    I will die on the hill that calm spirit is a good perk just underappreciated, it really became one of my favorite perks to run I'm not even joking, but maybe I'm just crazy I have no idea anymore. Seems like this is a bit of an unpopular opinion and I have no idea how to convince anyone it's a good perk lol.

    I'll die on that hill just directly next to yours and claim that too many killers are sleeping on the pure awesomeness that is Spies in the Shadow.

  • @egg_ said:

    It's not about "not being too bad", it's about what on earth was so op and in need of a nerf that calm spirit had. It was already a niche perk.

    I can actually be precise: out of 400 killer games I did in the past few months, I saw calm spirit exactly 6 times. Why did it need a drawback?

    This is the thing! Yeah, the +3s or whatever that the perk adds won't be winning or losing any games, but the perk was already THAT under utilized, so why not just give it the noise canceling of cleaning and opening boxes? If you would run it besides a bone hunter build, more power to you, thats one less perk for other stuff.

    So, the "nerf" part might not be that impactful, but its adding insult to injury, tuning an already severely unpopular perk ...even more unpopular?

    EDIT: and OP, please stop putting this strange ideas into other survivors heads. I am pretty happy that IW usage died down, please don't rekindle it ^_-

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107594#Comment_3107594

    You always knew if PR worked even after the patch. If a generator was regressed, you would get the damaged generator event with corresponding bloodpoints, otherwise you wouldn't

    Fair enough, thats right. But still, it felt so strange, so empty to hook someone and get "next to no" feedback.

  • I guess this is the one Endurance effect that BHVR is fine with you using aggressively instead of defensively, but thats still pretty harsh.

  • @MrJack20252 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107706#Comment_3107706

    yes it is the conspicuous action thing that ruins and the 24/7 wallhack on you that ruins everything for me. to active MoM i already waste a lot of time, now to keep it active i must not do the objective or saving someone? this defeats the purpose of the perk and it is illogical.

    I think the aura reading was for lore reasons, whatsoever. "I got a target for evil on my back the size of whatever stadium this city has", so the idea is to poke at the evil, screw up its plans, then focused and get the hell outa there while the killer rages at your heels.

  • @BlackRabies said:

    It sucks, but not that bad and once most of the pallets are gone survivors got nothing to save then. RPD only the other hand is so bad I'm not even allowed to speak about it.

    You know about the conditions of your probation, don't you? Consider this your one and only strike.

  • "Does anyone enjoy this map from killer perspective?"

    Only with Pyramid Head, then all this save paletts turn into potential death traps. But even though I play him a lot, I don't play him ALL the time, and on literally every other killer (besides Nurse and Nemesis) this map is aweful and painful every inch of the way.

  • Okay, now that I got some time to absorb this I can see why every fan of MoM is on the fence. I think it would be ok if MoM gave you JUST an endurance effect, IF it didn't shut down when you do a conspicuous aciton, thats so counter intuitive.

  • It was a pretty big surprise for all of us, but here we go.

    BTW, try DMS on Oni for a fun romp. Just get your power and zoom around the map and see those gens get engulfed by The Entity. Its magical.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107596#Comment_3107596

    Thana was already meaningfully only usable on those two killers.

    One guy heals right now, it lowers the overall slowdown from max stacks by 5.5%. One guy heals after this change, it lowers the overall slowdown from max stacks by 14%. Legion and Plague will still get use from it, but countering it will no longer be an uphill struggle as maximum slowdown will only be present in bursts.

    Even if you're right (you're not) how on earth does that translate to it not needing to be nerfed...? If it's still obnoxious and annoying after the change, that means it was obnoxious and annoying before the change, which means that it obviously warranted addressing?

    At least people will now wanna heal again a Legion, which was pretty rare in the past, when survs would just stay injured the whole trial and just accepted the occasional kiss with the dagger.

  • @Kira4Evr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107471#Comment_3107471

    Yea MoM was kinda bad. But it was so fun to use, and now BHVR is taking that away from us :(

    You got my sympathy :<

    I mean, I can somehow, maybe, barely see (if I squint very hard) that they didn't like MoMs strangely unique system that worked in its own ways and not simply as an Endurance effect, that they kinda like to slap onto things these days, but really, why is that a problem? It's not overused, its not widely abused; yeah some streamer made this 5 hit build, but that's more academic then an actual thing you would encounter in the wild (even though exactly this happened to me in the PTB and I got so confused. Lol), so why destroy everything that's a bit unique and outside the norm? This are the spicy perks that always are fun when encountered.

  • In another thread I just had a discussion about PainRes. This one here really baffles me. I thought that the combo with DMS was the one that we wanted to get rid off and I was fine with that nerc, because it was pretty strong, and downright oppressive with Artist.

    But I always disliked the way PainRes played post patch, ie you hook someone and don't know if it worked, don't know were to go next and instead of giving you a clear next goal, ie the gen exploding somewhere, you were left standing and maybe thought "let's start here and trade hooks, then". Yes, it was an awesome perk with its double feature, but I always cherish build in anti camp.

    I always thought that maybe giving it back the distant gen explosion, but leaving survivors on that gen unaffected, ie neither making them scream, nor throwing them off, would have been the healthier option, ie you hear and see the gen explode and might go there to look for a survivor or decide against it, your call.

    But now they brought back the screaming and throwing survivors off of gens, enabling DMS combo back, but still hide the gens explosion. Imho they got it backwards. Now if you hook someone you might here nothing and you might stay at your hook, camping and trading, or you might here a scream and then know 100% were other survivors are.

  • I never had an opinion about MoM (besides learning about the controversy about its introduction and how it was sorta pay to win for a week, then nerfed) and never got any use out of it, because that playstyle isn't for me, but my heart bleeds every time someone's favorite plaything gets destroyed for no reason at all. :<

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107015#Comment_3107015

    No its fine, it should be stated in the OP as I edited it to do so.

    The problem with PR causing notification is you're getting two perks in one. A slow down a knowledge perk all rolled into one. I do think this change is lazy because it just brings back a perk combo they fixed when there were better ways to fix the issue with the perks in question, neither of which were DMS in the first place.

    I do think it's good and shows that someone at BHVR had the thought that it shouldn't notify the killer. As then your making PR's a way to useful all-around perk. You get slow down when hooking someone and you know also know where they are. I do think DMS + PR working as they plan is better than the old method as PR is no longer giving knowledge but I also am aware enough to say that PR + DMS is an overly strong combination.

    But I guess any killer that runs 2+ slow downs I generally consider sweaty and try hard, so maybe its just my play style as killer that forces me to hold others wanting to play the role to a higher standard.

    Its definitely a tricky perk to balance, as its also a favorite among killers. The way I see it, it was more healthy in the past when you always got the gen explosion and most killers, who got nothing better to do, would wander off in that direction, getting them away from the hook, giving them this magic incentive not to camp.

    Right at the moment (and something that I wrote a feedback entry back during the PTB days) the perk feels pretty empty: you dont know if its working, you got no new target and might as well camp on the spot and trade hooks with any potential unhooker.

    Yes, it was an info perk and a regression perk rolled into one, but the info part also lead to a more healthy gameplay style, often making the unhooking a rather save process, because the killer was busy hauling their buttock to the other side of the map. As I said, its tricky, and every way you cut it you got pitfalls, but I think the gen explosion was the most healthy part of the perk.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106910#Comment_3106910

    Cause I guess I have to just keep copy pasta'ing this

    My issue with these changes has nothing to do with the ability to avoid the perks activation. It has everything to do with what I perceive as a lazy way to fix an issue.

    My bad for not reading further into the thread, but thanks for humoring me ^^

    I guess if you see it was a lazy fix or as an effective one is just personal taste, so its though to argue. I personally would have loved to see the explosion notion coming back for the killer, but PainRes not making the survivors scream or pushing them off gens. This never failed to peel me off that hook and send me accross the map with a clear purpose in mind, while now I often hook people and then stand there, unsure what to do next.

    The new tweak will survivors occasionally scream, but I think the gen explosion was a more healthy way of handling things: you as the killer had a new target (the exploded gen), but didn't knew if you would find a survivor there who just evaded your PainRes, or if the gen was vacated long ago. Now if you hear a scream you know exactly that there will be a survivor.

  • @mouse0270 said:

    To remedy this, we are restoring Pain Resonance’s generator interruption, though the Killer will still not receive a notification.

    I am not really sure this post needs more...

    The old counter to PainRes still works: let go of a gen before a survivor gets hooked, then you can resume working on it and unless the killer choses the wrong gen to patrol, you wont be hit be DMS. I fail to see the problem here ...

  • An interesting side effect of the Thana nerf will be, that survivors, for the first time in human history, will wanna heal a lot when versing Legion instead of just siting it out. I see this as its own kinda win. Lets hope that they all got Self Care equipped :>

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/338485/thanatophobia-change-has-been-announced

    What I read in all those explanation If you cry you get it.So im gonna cry about thana nerf.

    While this is true and people will cry about literally everything, they also cry about legetimate issues, its just sometimes hard to differentiate, but in this case it was valid, imho.

    Like people will cry if you scratch them, they will definitely cry if you loop of their hands, the trick is to look at the big picture.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106274#Comment_3106274

    Not really:

    extortion

    /ɪkˈstɔːʃ(ə)n,ɛkˈstɔːʃ(ə)n/

    noun

    1. the practice of obtaining something, especially money, through force or threats.

    I fail to see how the practice of DCing and mass suiciding on hook wouldn't apply IF there actually was a concentrated and organized effort to do so. This players would try to force BHVR by the threat of ruining the game and making it unplayable to roll back the changes of 6.1.x

  • @Marigoria said:

    That’s not what blackmail means lol

    Indeed, you are right. The term we are looking for here is extortion.

  • @Roaroftime said:

    No killer mains mentioning the hitting on hook and being toxic are the same killer mains that cry when a survivor kills themselves on hook when they play survivor themselves or even as killer.

    Hitting on hook can be nuanced, just as t-bagging and crouching.

    But hitting on the hook has never been as common as t-bagging and thusly been codified.

    If the killer just gets you and randomly starts to hitting you on the hook they are just toxic, no nuance to that. Especially if you gave them a hard chase they might want to disrupt youe focus on hitting your skill checks and just die!

    But for example, of a survivor gave me a good chase and did some clever plays, I might slap them once and hope that it's interpreted somewhat appreciative. Like "hey, good job!" Without emotes our killer ways of interacting are severely limited, as we know only violence and even express tenderness in a somewhat painful way.

    Just to show a survivor example: normally t-bagging is considered rude and at least an attempt to tilt the killer. But if the killer for example didn't tunnel or gave a survivor the hatch, they might thank the killer with a double crouch that won't be confused with the common tbag.

    And no, I am 100% not over analyzing anything here C:

  • @ThiccBudhha said:

    I misunderstood, ignore the first post. I do agree that the perk could use some dramatic changes.

    Isn't it dramatic enough that you as the last Survivor try to repair gens at an alarming rate?

  • The urge... to BM tje killer... its too stronk!... Can't.... resist... Must... bend the knee... must... T-BAG!

  • From the killer side, if a survivor uses the new DH at the right moment, I am actually impressed and internally salut them for a DH well played, instead or dying a little bit inside, like in the olden days.

    Oh well, and there are still this survivors that run directly at you and you know that they are just trying to bait you into hitting them. The thing is: you only need to suppress your urge for about 0.7s, then you can go ham :D

  • @Veinslay said:

    And killers that do that are graciously awarded with teabags in the exit gates!

    Dayum! I thought I transcended beyond that, but that hurt. A lot! And it hit true.

  • Yeah! That's how we killer Giga Chad's do it! Especially when playing Bubba :>

  • I really miss the first day of the patch. I knew that a lot of players would wanna try out killers, and the +100% survivor incentive supported this notion, so I queued for 3 survivors games that each had me waiting in line for 5-6 min each, and I dreaded how utterly awful the killer queue must be. On a whim I tried it out for fun and was matched within 10s, just as always. Lol.

    I spend the rest of the first day having the most surreal killer experience, ever. But when BHVR kills switched the incentive things took a turn for the worst, at least for a killer main like myself.

    By now things have stabilized and queues are mostly back to normalish levels, but I still gotta wait about 3-5min during the day and just sub 1min during the prime time.

    Shows that a lot of players tried killer, but I guess most long-term survivor mains are now back to playing survivors with their friends in the evening.

    My region is central Europe, of your are curious.

  • @Aurelle said:

    As soon as Dead Hard was mentioned, this post lost all credibility. Nobody is throwing a fit over the DH nerf. Survivors have genuine and valid complaints and all killer mains can say in response is "YoUr jUsT mAd ThAt DeAd HaRd WaS nErFeD" without providing any actual counter arguments to said concerns. It's just getting ridiculous at this point.

    The very first hours of the patch basically obliterated any second opinion of how much of a stranglehold DH had had over the game in the past, but already on the second day the better survivors already adapted.

    By day 4 most games in the higher skill brackets looked normal again, albeit survivors played more safe, less reckless and things for the killers were less stressful and games actually fun for the first time in years.

    But at the mid skill levels and lower, all hell broke loose. Not only had some of the survivors a much harder time learning how to loop, the not so good killers got drunk on power and established a reign of fear and discovered that the new meta posed little defense against tunneling and camping and went NUTS.

    I guess that this killers will hit a wall once they kill everyone on their skill level, face stronger survivors who run circles around them and bounce right back into the lower MMR reaches.

    Both, the more casual survivors and the try-hard-but-vicious killers are kinda trapped with each other and now BHVR must do something to salvage the situation.

    But this is why you read so vastly different experiences, with some players gushing over the new breath of life this patch gave the game, while others just complain about the constant camping and tunneling.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/338291/i-think-its-fair-to-say-now-that-survivor-are-ruining-the-game-like-they-always-have

    Survivors has real complains about this update both camping and tunneling got huge buffs and using them means you win 90% of time. Ofcourse if you're very bad you could lose. Survivors definetely throw some games but that usually because the skill gap can be too big between killer player and survivor players. I just played match with bubba in game map and 3 survivors were in toilet room fixing gen and I downed them all with one chainsaw (had iri add on.) Then last survivor came to me and showed to down her too. This game lasted what 2-3 mins.

    Quite opposite is decent swf who fix gens quickly and can loop well those games you still have to work for 3-4K. But if you tunnel and camp in these games most of times you win even if they're more skilled than you. But what I notice when I lose it's because I made mistakes maybe I didn't tunnel one out thinking I can win going for 2 hooks before finishing one off. Almost every game is winnable for killer but it means you have to play bit dirty too.

    Ds was bad nerf for survivors it's encourages killers to tunnel one quickly out and even if you have ds now it does not give enough time to make it to safe loop and killer can easily catch you. 10s gen time increase and BBQ nerf makes it worth to just facecamp survivor on hook. I don't see reason why ds or otr disables at endgame. At that point survivor deserve to have chance to escape. If you want to tunnel survivor in less than 2 minutes out of games pick up ph and make survivor you go after torment himself then when you down him put him on hook and facecamp second hook for him and after he is saved count to 5 and down again then kill him with final judgement.

    Tbf, this matches with Bubba were possible in the pre patch days and often resulted in the same way, ie survivors giving up and queueing for the next match asap.

  • @Dead_Harder said:

    So far the post patch experience has been.

    Day 1- The great culling, basically impossible to lose a game as killer.

    Day 2-4 Pretty easy again, feels almost unfair

    Day 5-6-7 Nvm survivors adapted and are putting up a good match, game is pretty enjoyable though a few people just dc

    Day 8-now Dear lord why is there always a baby that suicides on hook on what would otherwise be a pretty good match.

    Its an epidemic, survivors were infected with acting like little babies virus

    Its terminal ¯\_(ツ)_/¯

    This is truth. This is as accurate as you will get it without having been there yourself. I like to call the first 2-3 days the "all you can kill" buffet.

  • @GeneralV said:

    Can people PLEASE stop mentioning Dead Hard?

    Not everything is about that perk, jeez!

    You mentioned it ^_-

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