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Akumakaji

Akumakaji

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  • You can summon her in ab emergency by finding a bathroom mirror, gazing into it and saying three times ~candy man~ Sally Smithon.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105233#Comment_3105233

    I'm not keen on basekit aura reading, and I don't think BHVR are either.

    The main thing with camping is, it's a legit strategy, with a cost. That cost is you're giving up gen pressure. So capitalise on it. If the counter to camping is 'doing gens', then make gen speeds faster when a killer is camping.

    This is not abusable in the same way that 'slowing the hook' was, because any survivor attempting to keep the killer near the hook to maintain this effect isn't doing gens, and so is squandering this effect.

    It could still be too 'complicated' to be basekit though, so I think it could work as a decent survivor perk. "When a killer is within 16m of any hooked survivor for more than 10s, this perk activates. All survivors receive a 6/8/10% increase to repair speeds until the killer is more than 24m from the hooked survivor, does not stack with itself."

    Other than that, killer incentives are also important, like BBQ. Pain Resonance also worked really well to dissuade camping, but it lost it's information in favour for regression when it should have been the opposite. Nerf the regression to 10% or even 8%, then bring back the noise notification.

    For real! Pain Res was the perk that saved killer for me, when survivors were just THAT oppressive. With PainRes I could hook on the fly, get a breather with the gen regression AND got a new target to check out.

    Now PainRes feels so... empty. Lifeless. You hook someone and the void looks back at you. "Did it work? Was it worth it? Were should I go now? Maybe I'll just stay and try to trade hooks? I wonder what I'll be eating for dinner tonight..."

    The combo with DMS was bonkers, but the distant explosion was a good effect that made you leave the hook.

    I think it would have been healthier if they had kept the explosion, but didn't make survivors on the gen scream or be automatically pushed off.

  • @Gorgonia said:

    "Current killer behavior" and "reasonable/non-toxic/good sportsmanship" cannot be mentioned in the same sentence anymore. Most of the killers in game want to make sure you understand that clearly.

    They have been buffed, which is great, but they use this fair advantage to make the other side miserable if possible. It's not about winning but about bullying.

    Tell that the survivors that I faced today. After an unhooking there was a big confusion and after some frantic flailing the unhooked Laurie on death hook lay on the floor. Both me and Dwight stared at her for a second, then I chased Dwight over half the map.

    Laurie died later that match, but at least she got a fighting chance.

  • @versacefeng said:

    There's no way you think people care that much to purposefully kill themselves on hook with the sole intention of manipulating the kill and escape rates.

    Nobody cares.

    I remember that one time I couldn't take playing killer anymore and just stopped playing for two month. I just came back in time to grind out last seasons rift and got a cute tricorn hat for Charlotte. I guess I was a rebel once, too. Lol.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105197#Comment_3105197

    This is basically what Exhaustion was added for.

    Before this patch I suggested doing something similar with second chance perks, anything that effectively gave you a free health state with no other cost, so Decisive, Unbreakable, Deliverance. Basically you would get one 'second chance' per game, and if you used say Unbreakable, then you used that one 'second chance' up and you could no longer DS or Deliverance.

    Using a similar system for slowdowns could be feasible, but slowdowns are so varied, and with varied potencies too, that it would need to only target the few really problematic ones.

    I'm thinking at the moment the perks that would make the most sense would be; Overcharge, Eruption, Pop Goes the Weasel, Oppression. These all require the killer to kick a gen and all initiate some form of bonus regression. So if there could be a mechanism that limited these effects to only one at a time, that could be an effective restriction. You could still pair them with things like Dragon's Grip, Trail of Torment, even Call Of Brine (because this doesn't initiate any big regression dump, it just doubles your base regression rate).

    Things like Thanatophobia are trickier to work into a shared system, I think this just needs a flat nerf, or alternatively it could be powerful enough to become a Hex, or just be reworked to something like "upon injuring a survivor by any means, gains 1 stack for 60 seconds", this would mean stacks would successively drop off even if survivors didn't heal themselves.

    Some good ideas here. I really like the Thana idea of auto drop-off. Maybr 45s would be a good measure? You could just heal right now and a heal should still be preferable to waiting it out, but 1min is already quite a lot of time in this game.

    But I think the basic idea we are discussing here is the right step in the right direction: somehow prevent all this stupid stacking of individually ok perks, that easily add up to something broken.

    The other thing is the camping problem. My solution would be to give killers a BBQ basekit effect, ie after hooking someone show them the survivor furthest away (minimum 24m) and give them a 10s +15% speed boost as long as they are moving away from the hook and outside of a chase. Once the killer enters a chase or enters 15m radius around the showcased survivor the speed boost turns off.

  • I am not entirely convinced that this movement is really a thing and anything more then two handful of delusional sad guys trying to bring this game to its knees with individual effort.

    In my MMR bracket I haven't seen any dc outside of spite when they were to go on their third hook and indeed my survivor opponents play as hard and unforgiving then pre-patch, yet games are at least two notches less stressful and much, much fairer.

    BTW, I don't mind survivors DCing while I hook them on death hook. I can live without the couple of BP, but really appreciate that my MMR isn't rising as much because I didn't actually kill those survivors, letting me stave off the next seal team just that much longer :)

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105160#Comment_3105160

    The problem tying all of these buffs to perks poses is the problem that all M1 killers, all low-mobility killers, are then 'forced' to play things like Brutal Strength and STBFL just to have a fighting chance, while the 'top' killers, Nurse, Blight, etc. get to make use of full builds. Which is much the same as 'all solo survivors are forced to play Kindred'. Both are legit issues.

    These baseline killer changes were absolutely good changes for levelling the playing field between killers. And similarly, survivors are in need of baseline buffs that benefit solos more than SWFs. Would you be ok with a new camping/tunnelling deterrent if it was just another survivor perk?

    As for slowdown, what they should have done is as well as increasing gen times like they did, ALL slowdown perks should have been nerfed. All of them. Not some nerfed and some buffed to 'shake up the meta', just nerf all of them. Overcharge and Eruption didn't need buffs, and Thana definitely should have been nerfed.

    This would have legitimately made slowdown perks less necessary, and less effective, resulting in '4 slowdowns' being much, much less likely to happen. This would have opened up the meta far more effectively, and would not have benefitted campers as much as it has.

    I think that, even though BHVR clearly doesn't want to, they should implement more build restrictions, which paradoxically would open up more design space for them, as not everything has to be balanced against everything else.

    Like give certain perks a "gen regression" or "gen slowdown" keyword and you can only have to equipped at a time. Or maybe even let Nurse just have one slot for gen regression, crazy, I know, but maybe it's time for some more individual restrictions.

    You could do the same with "second chance perks", restricting the more bonkers combos without necessarily nerfing the individual perks.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105160#Comment_3105160

    They have the exact same potential of getting a decent result.

    But shouldn't the pre-patch killer fare much better under this circumstances? They got +20% palette breaking speed and +15% successful swing recovery contra 10%/10%. Why wasn't this build not that "crazy strong" or even "OP" in the past, but now its deemed so super oppressive that wholes teams crumble and die at 4 gens remaining?

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098669#Comment_3098669

    So... She can't blink anymore, she doesn't have any anti-loop, she has weird useless ability that don't even dmging survivors, but making them... Exhausted...? And this ability even slowes her down?

    I mean... Bruh. xD

    It was just a rough draft ready to be brainstormed, but you gotta throw something on the table in order to with something.

    Nurse as she is right now doesn't damage you with her ability, the blink just delivers her to a place were she can hit survivors out of position and deprive them of their safety net of vaults and palettes.

    I tried to do the same without being as oppressive. And I recon taking away a survivor ability to use the tools of looping, ie vaults and palettes, is essential an anti loop ability. Maybe the slowdown on Nurse is too much, but I want to give her some escalating debuff the longer she holds a survivors breath. How about this: the longer she holds the breath the longer she takes to recover from a missed swing and on a hit the survivor gets their breath back.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105088#Comment_3105088

    Yes, but they did it wrong.

    Say, for example, instead of buffing the base-kit, they could have buffed the specific perks that affect them: Brutal Strength, Fire Up, STBFL and leave Ruin and BBQ alone.

    That way, you get the intended effect of giving stronger tools for the killers, but you make sure they have to give a perk slot for it, preventing the possibility of a fully stacked slowdown build.

    This is just a suggestion, but what am I saying is that there were better ways to do it that don't make the game boring.

    Here is a thought experiment: you take a post-patch killer with all the buffs and a full endgame build and compare them to a pre-patch killer with Brutal Strength, 3 stacks of STBFL and two wounded survivors with Thana.

    Who will fare better? Whoms opposition is more likely to crumble and rip like wet toilet paper? Why is it the post-patch killer, even though the pre-patch one got higher numbers on all fronts?

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105084#Comment_3105084

    Agree.

    I have to give you a shout out, your commenting is both refreshing and sincere.

    I just read you started in October last year - a good addition to our community :)

    Awww, thanks for the praise!

    I played dbd rather excessively in that time and, even though I play more killer then survivor, strive to see things as impartial as possible.

    But this latest patch was rather decisive.

  • The empathy in this community always was rather low-ish. Every time someone mentions a personal problem with a perk or game mechanic, that isn't widely mirrored by parts of the community, you get a giant tidal wave of "that's definitely a YOU problem", "that's skill issues" and "lol. Git gud or get lost".

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104968#Comment_3104968

    Show me an example of a "killer" saying solo q isn't a valid problem.

    And while you are at it, find one saying here anything other then "DS deactivating in end game was awesome, but the 3s stun duration is laughable and should be rolled back".

    I honestly can't remember seeing any.

  • @Sludge said:

    If you were one of those crazy masochists who played killer for like 6 years you'd understand why they have no empathy

    Word. And I have only been a killer main since last October, so I got at least three tiniest sliver of humanity left. Go figure.

  • I saw a P14 Dwight today, and he casually wrecked my face. Wasn't pretty.

  • @Killer_BeeYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104982#Comment_3104982

    So do you want me to say survivor second chances take skill???? Cuz they didn't. None of them do. In fact they reward failure.

    Also: yes, even though many second chance perks were pretty strong and rather easy to apply in most cases, the claim that they require "zero skill, all of them" is just wrong. There are multiple, funny compilations of survivors DHing into walls or corners and you could waste your Unbreakable by standing up right in front of the killer and getting downed again; with some modicum of skill or game sense you might wait till the killer picked someone else up.

  • @Killer_BeeYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104982#Comment_3104982

    So do you want me to say survivor second chances take skill???? Cuz they didn't. None of them do. In fact they reward failure.

    Why not say "DH+Unbreakable+DS was an unbelievable strong combo that was nearly impossible to go against"? Some general information, less hyperboles that take some credibility out of your post, just because they shoot too high.

    I guess that, even though this combo is super strong, no toddler would even manage to escape a single trial.

  • I have literally not read a single comment here from anyone asking that DS 3s should stay or was a good change. Even killer mains seem to be pretty univocal that turning the perk off in the end game was cool, but that the 3s nerf was a surprise for everyone and killers are not seeing the value in that themselves, unless a survivor goes down in front of a window.

    There might be a few peeps who love the 3s stun duration, but I would wagger that the vast majority of the somewhat level-headed peeps out there recognize that its a big pile of BS.

  • @Killer_BeeYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104816#Comment_3104816

    Dead hard + Unbreakable + DS made a nearly game breaking combo that an infant could beat killers with. I'm sorry but if you think survivors NEEDED that many second chances then you are not the best. I don't wanna say rude stuff like that but that's simply the truth.

    As much as I hated that combo and want to support you, but I hate claims like "an infant could beat a killer with that" or "any killer with 20 functional brain cells can 4k everytime" even more. Staaaaphhhh

  • Baseless, narrow-minded pov that fails to see past its own MMR bracket.

  • But just to be clear, I don't think that it is the lack of bullying opportunity that is angering any number of survivor mains, that's just a minority.

  • @Marigoria said:

    Play solo q more and humble yourself a bit.

    I play soloQ and I am doing pretty well and don't feel the problems that many of you guys are experiencing. I guess that its an MMR and skill issue on one hand and am expectation problem on the other. Survivors was pretty chill and relaxed for the longest time; now that you have to throw in your weight in order to survive and things got a bit tougher (but nowhere as tough as killer used to be the entire last year), a lot of the more casual survivor players balk and throw a tantrum.

    I would love if something was done to curb down camping, but besides that things are mostly fine.

  • My favorite build of the moment, which lets me escape quite a lot, is

    Blast Mine, Head On, Quick n Quiet, and Windows of Opportunity if I wanna go lazy, Red Herring if I wanna commit fully to my build and mess a bit with the killer. Red Herring rarely offers a lot of value, but sometimes it all falls into place: you boobytrap the gen that you get chased off, hide in a locker and confuse the killer with the noise who returns to the gen and gets a blastmine to the face. Beautiful.

  • No, the projectile has a slight travel time the further away from Pyramidhead you are. Also you will see a big, phat, GLOWING trail on the ground where the projectile will hit.

  • No. Pyramids projectile has a short windup period and especially a very obvious VISUAL cue in the form of the exact location his attack will hit half a second later. BTW, the projectile travels physically from the back to the front, hitting its max range a bit later.

  • Ahhhh ... the infamous DBD-forums empathy at its bests. *slow clap*

  • @C3Tooth said:

    This is not 1v4 game.

    This is 1v1, then 1v3.

    That's a cute way to look at it :>

  • @CryptoMiner said:

    https://us.v-cdn.net/6030815/uploads/5D8U840HWRTC/lolded.jpg

    "Guys! Stop saying it's true that the game is in a continuous decline and keep pumping the sunshine! Think about the console players!" ☀️🤡

    "Also please ignore the fact that any anniversary event will draw a lot of old time players in for a few spins and then drop them off again. Only focus on the total loss. "

  • The day has finally come that I 100% agree with something coming from a known toxic survivor.

    Are these the end days? Is the game actually dying NOW? D:

  • @dugman said:

    The replies are confusing me:

    • When did they "already test this on the PTB"? I don't remember the hook timer ever being paused when the killer was close.
    • Some people are saying it's "abusable because survivors could bait the killer at the hook", but why wouldn't the killer simply down those survivors and get a hook trade?
    • Also note that the idea of pausing or slowing the hook timer when the killer is at least, say, 20 meters from the hook is directly in line with perks such as Devour Hope, Make Your Choice and the new Monstrous Shrine, all of which directly benefit the killer for being far enough away to make a hook rescue safer. I've run all those perks on all sorts of killers and never had an issue with them, why would it be a bad idea to make the base game use a similar system?

    I am always for the carrot over the stick solutions. Making campaign unattractive by slowing, but not entirely stopping, the hook timer if the killer lingers too close out of chase sounds good, but I would also love a juicy incentive to actually leave the hook when not running any perks.

    My favorite idea is a sorta BBQ light: after hooking show the killer the aura of the farthest survivor who is minimum 24m away and give the killer a 10s +15% movement speed if they move away from the hook and are out of chase.

  • The most "betrayal"-ish thing I might do is when I decide to give hatch to a survivor. Usually I decide to do so when I have clearly won, ie chased them and downed them. I then stand a couple of seconds over them, looking down on their broken form and reflecting on the cool way they juked me or something. Then I'll pick them up and spin around in a circle till they wriggle out.

    Usually they then thank me by crouching exactly twice or doing a longer kneel and we head out, looking for he hatch together.

    But sometimes they don't thank me and immediately run off. This actually hurts my big, killer heart and triggers my hunting instinct, so I trt to down them again, shake my head and give them another chance to show proper etiquette. If they run off immediately again, if I down them before they get the hatch I'll hook them.

    I kmow that's kinda weirdly specific, but eh, most survivors get it. If the survivor in question is an obvious newbie of course I cut them some slack and just scare them by chasing them to the hatch and whiffing a lot. Lol.

    And there was this one time when I insisted on carrying the downed survivor to the hatch. We made two full rounds over all of Dead Dogs and couldn't find the hatch, so I just hooked them. Lol. I felt bad, but watcha gonna do?

  • I sometimes play Clown and throw a vicious yellow fumes Rave for everyone. Super Sonic Speed-speed-speed-speed...

  • I am pretty happy that I manged to prestige nearly every killer pre-patch. I know that it isn't helping you, but today I got Blight to P3, who was the last one missing. Now I'll just throw some 80k or so at every killer to unlock the few missing general perks and then I can finally use every build on every killer :>

    Survivors will be a much tougher project, but at least I got ome were I got all perks unlocked from way back.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102970#Comment_3102970

    or just keep using it, play ace, and crouch when you need to be silent. might as well be 100% at that point.

    Oof, savage. But can't argue with that one.

  • Just you wait for the first 2x post-patch Bloodhunt, it will be a flan-fest!

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102213#Comment_3102213

    Np she's been strongest killer for years it's boring now, it's time for a rework, other killers will shine

    Let Clown take over. Just for the lulz and the killing joke.

  • @Seraphor said:

    Just a snapshot of the 5 games I've had today as Dredge (main), which alone is just a small sample of anecdotal information, but I think it pretty much sums up my overall experience since the patch.

    For perspective, my intentions going into tonight were:

    1. Secure 2 hooks on all survivors.
    2. Ease off once everyone is on death hook so they have a chance to do gens (no slowdown).
    3. Chase a bit here and there, pressure gens a bit here and there, and a little slugging, so that everyone gets a chance at a good amount of BP.
    4. Once the exit gates are powered, sacrifice the Obsession (I had a challenge to kill the obsession 8 times) and let everyone else go.

    I'm usually pretty good as Dredge, I can utilise his teleport well and often, and get good mileage out of his anti-loop.

    My build: Darkness revealed, Devour Hope, Undying, Fearmonger. No slowdown, anti-camp, nice friendly build that gives me the upper hand in the mid game until my Hexes are cleansed.

    That seems pretty generous to me. (and for the record, I managed to pull this off almost every game during the anniversary event) So how did that work out today?

    Game 1: Asylum. One survivor DC's the moment they realise it's a Dredge... ok, so I'll just play easy from the start, and see if they get around to doing all the gens. Unfortunately that doesn't quite work out, as I hook everyone once, then I go for round 2 and hook two of the survivors a 2nd time. Of course Claudette doesn't bother to rescue them despite being given ample opportunity, so I hunt her down and kill her out of spit. You don't get to betray your teammates like that and live. (I message one of them after the game, turns out the DC was their friend, they've had a bunch of crap games and had enough.... go figure)

    Game 2: Gideon. One survivor DC's the moment they realise it's a Dredge... again. They all start giving up doing gens after a couple of hooks, so I put them out of their misery.

    Game 3: Lerys. Finally a decent game. I get 2 hooks on everyone, nothing too sweaty but it's not too easy either, gens are going a bit slow, but I ease off enough that they eventually get done. One obsession dead, 3 escapes, 30K+ for everyone. Success.

    Game 4: Eyrie. 2 minute chase, two gens pop, finally get a down after 4 pallets, flashlight save. Undying cleansed. #########. Go for someone else, get two good hits on Dwight, 3rd gen pops. Devour Cleansed. Hook Dwight (consider camping... decide against it) go to find the Obsession (if I have any chance at killing the obsession now I'm going to have to work for it). Chase obsession Claudette for 2 minutes, 2 more gens pop, exits are powered. Finally down Claudette and camp her. Dwighty comes along and baits a hook grab, pulls it off, Dead Hards the second hit, Claudette has Adrenaline, everyone escapes.

    Game 5: Swamp. Great no lockers. Sprint bursts all round, 4 hits on different survivors with no downs. Finally down and hook Yun Jin. Go to chase David, 2 gens pop. (great, repeat of the last game) Hook David, Hex gets cleansed, notice that 2 more gens are nearly done so start aggressively defending them. Hook Feng, gen pops, hook David again, another gen pops. At this point I start pursuing Feng (my obsession) so that I secure a killer. Down her the same instant the last gen pops, stick her in the basement, Devour get's cleansed. Secure my one kill while the other three escape.

    That's 2 games were survivors screwed themselves, 2 games where I got wrecked by survivors, and 1 where I had the upper hand, and everyone benefitted from it.

    This has been more or less my experience every day the past week or so. So what is my takeaway here?

    1. Survivors are still giving up way too much. How do you expect to ever find a decent game where you get a load of action, a load of points, and escape if you give up at the start of the match? You need to stop carrying your frustrations from one match into the next.
    2. This patch is most certainly not the killer-sided broken mess all the survivors mains are whinging about it being. My last 2 games (and roughly 2/5th of all my games ever) attest to that. Gens are still flying despite the added duration. Exhaustion is still meta and even Fearmonger isn't enough to counter it. Dead Hard is still functional. Camping is not uncounterable. All in all, very much the same game as was before the patch. So what the hell is everyone crying about?

    The problem is not that the game is killer sided, the problem is that survivors expect it to be, so they sabotage their own experiences by giving up.

    I would have had 3 great games today, and so would those survivors, if they had simply played the game. I still would have had 2 bad games, but that just goes to show that the killer role is not oppressive or OP, I got legitimately outplayed, which is still possible in this game.

    Thanks for this write up, it mirrors my own experiences pretty much.

    Sadly this thread shows that some so-called survivor mains are hellbend on spinning the narrative of the overpowered killers on a power trip. On the higher reaches of the games skill curve things play out pretty normal nowadays and most of the better survivors already adapted on day 3 of the patch.

    What we really need to draw attention to is the fact, that the game doesn't play the same on all levels of skill. The way the game was balanced the last year just made killer players like myself and @Seraphor the playthings of brutally efficient premade groups, while providing less skilled survivors a nice, casual gaming experience.

    The new patch slightly reigned in the power of the rampart survivors in the higher skill reaches AND took away their greatest trump card, ie DH, leading to somewhat fairer and less stressful games, but non the less tough and challenging ones. But besides a few tweaks things feel mostly the same as always.

    On the lower to mid skill reaches, were players like @Sparks741420 for example mingle, things changed a whole lot more, though. Here survivors have a much harder time to cope with the changes, to relearn some skills like looping and most important: to fight their own tolerance for adversity and not giving up the instance they get hooked once. On the same instance, some of the lower skill killers are now emboldened by their surge of power, but still camp and tunnel as their tactic of choice, which they learned to rely on, and this is skewering the game profoundly.


    The problem apparently is that you can't balance all the different playstyles and different skill levels with the same set of rules, yet BHVR tries this time and time again. I don't know what the solution is, but maybe we need slightly different basekit strength and weaknesses for the different skill levels? It sounds odd and counterintuitive, but eh, MMR is already punishing you for playing consistantly good, so why not take this a bit further and actually improve the oppositions basekit the better you are? Fun?

  • @Sparks741420 said:

    I really like the part where you said, "That seems pretty generous to me." so you basically admit you have to downplay the role to make it "fair".

    @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102790#Comment_3102790

    i'm sure they were glad you downplayed a killer with insane map control.. and that you didnt even bother defending your gens.. I mean gotta make it "fair" and be "generous" as killer.

    Wow, dude, are you out to get this guy? Take a chill pill. Claiming "That seems pretty generous to me" doesn`t basically mean that he had to downplay the role in order to make it "fair", just that he didn't decide on a sweaty build.

    A SWF group that doesn't burn a Dead Dogs offering, complete with 4 Head On's, Flashlights and Proof Thyself/CoH strategically interspersed between their members isn't downplaying its strength in order to make the game "fair" for the killer, they are just not being horrible survivors that just try to make the killers experience as miserable as possible.

    If you don't load up a sweaty build thats a choice that got nothing to do with the roles general strength.


    And are you honestly insinuating that Dredge is op? I guess people like you honestly exist, right? Yes, if things go their way, Dredge has insane map control, but if the survivors play their hand well, the Drege will not be able to utilize much on it. Nurse and Blight have their problems, but Dredge far, far off from their likes.

  • @Supernaut said:

    Doctor and Clown are good choices.

    Doctor especially. Every static blast results in a scream!

    GLHF!

    With the Doctor I finished the "make 'em scream 50 times" in a single match.

  • @TheSubstitute said:

    Do it then. Once your MMR rises high enough you'll learn why people say OTR is a great anti-tunneling perk. Then maybe after enough games with 0 to 2 hooks and no kills like quite a few of the tunnelers I faced today you'll have a more nuanced view of the issue and we'll have less of the 'Tunneling is an automatic 3K threads'!

    Thank you! This is the perspective that many people, who don't play killer in earnest, are missing.

    If you only occasionally play killer (especially if you switch them around and not always play the same one), then your MMR will be so low that you are easily slaughtering those poor starting survivors who are still scared of the sounds their own gens are making.

    It takes some 30+ good matches to finally see those good survivors squads regularly, but once you do your killer life never will be the same again.

  • @AarcvanDemen said:

    Survivors keep disconnecting because they realized they couldn't bully the killer anymore so they ALT+F4.

    Can we just give them a 24 or 48 hours timeout from the game if they disconnected 2 or 3 times within a month? Thanks.

    While I got bullied a lot in the past, that assumption of yours, that the inability of bullying the killer leads to all the DCs we are witnessing, is a petty and unfair accusation and with high probability ultimately wrong.

    Blanket accusations of vast swath of the player base (any games player base) never solved any problem, nor helped it in getting both sides to agree on anything. It just drives the wedge between the factions deeper.

    That being said, the DC penalty probably stands in a good spot. Its not too trivial to not be a nuisance and escalates quickly enough to be detrimental if this is your only means of coping, while not punishment legit connection problems too harshly (and there are enough who got a 24h ban just because of the latter).

  • @V1ntares said:

    So after the new patch gens take longer to complete, thanato is buffed and survivors constantly DC in my survivor matches. And yes and we mostly all die with only 1 or 2 gens completed.

    So what do you think would happen if BHVR decided that killers can´t stack Pain Resonance, Thanato, Call of Brian, Pop, Overcharge, Ruin and Corrupt in their builds anymore but are restricted to taking max 2 gen perks and 2 perks of their choice like chase perks or any other perk.

    I think with the new gen speeds and the still strong gen regression combos like Pop and Call of Brian or Overcharge killers would still be oppressive enough. And no, not every game is a sweaty 4 man with BNP.

    I don´t want to complain about the new patch and I think the game will get less stressful with the next few balance patches but atm survivor doesn´t feel nice to play.

    What do you think, let me know your opinions. I play mostly killer and even I think that stacking gen regression perks is too powerful right now.

    Please stay constructive, I´m really interested in what you think ;)

    I think its worth a try. BHVR so far has put very few restrictions on builds, but I think in doing so they would open up more design space.

    Smol caveat: I wouldn't group Corrupt Intervention together with the other perks you identified as gen regression perks. Corrupt is special in the way it slows down the start of the game and giving certain slower killers a bit of an opportunity to get their bearing, but it can't be compared to the likes of PainRes, Call of Brine or Overcharge.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101664#Comment_3101664

    Even the strong killers couldn't facecamp, but yeah, some of them could get back fast to the hook. But I think it is already some improvement.

    I guess prolonging the hook timer could work as well. The issue I see there is that survivors would tend to finish the gens before going for the save. That would maybe result in bigger genrush.

    Interlocking pieces and variables, no single isolated number to tweak.

    That doesn't mean that we can't figure out a way to do it, but just that it isn't as clear-cut as "omg, all BHVR needs to do is this single thing and the game would be perfect. Clearly they are either dumb or catering to the evil other side :<"

  • @Devilishly_Rowdy said:

    You can boop her snoot. She makes cute stun noises. Does adorable little roars. And she is smol.

    Word.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102231#Comment_3102231

    Clearly you need a better headset. You need the "Reaper of Baby Survivor" series of Turtle Beach headset. Rumor has it you can hear the faintest of survivor breaths from over 32 meters away even when they are not injured. Get that and you will 4k all of your games regardless of survivor skill.

    OMG, it really worked! I am by no means sponsored or affiliated with Turtle Beach, but I must say that the new "noise chanceling technology 2.5" and the revolutionary "Dwight counter tech" really upped my game. In my first game with the new and improved "Reaper of Baby Survivors" TM Heatsets (only 79.99$ .. please use my affiliate link in the description) I could hear a Dwight enter a locker from over 64m away. Sufficient to say that we was the first to get hooked.

    I am 4king easily nearly every game since and only occasionally 3k when feel like it. Thats right, the new "Reaper of Baby Survivors" TM Heatset is just that good. You gotta owe it to you and Rin-chan, if you are an aspriring Spirit main. Don't make your waifu cry, threat her to a "Reaper of Baby Survivors" TM Heatset today! (affiliate link in the description).

  • @Bwsted said:

    I always loved Myers'. He sound like he's about to tell you 'wth man, why did you do that?!'

    Pyramid Head also grunts in disbelieve at this insolence, but his grunt promises painful retribution.

  • @TheGannMan You, me 1v1 on the parking lot. Meet me there after the 4th period!

  • @HugTheHag said:

    I think it's surprising the surge is so important considering the Thana buff was so small. Legions and Plagues use it a lot right now, but it was already very strong on them before. (Legion synergizes well with Nurses perks in general, in my opinion)

    I think it's salt in the would because gens are already being done slower now and Thana is usually coupled with other slowdown perks, but to be fair, Thana in itself is fine. If it hadn't been buffed, we would have been 2% less frustrated (I'm saying 'we' as I've mostly played survivor since the update).

    If there was to be a nerf, I'd rather it be on how many slowdown a killer can bring, and not on Thana particularly (or on any other slowdown perk particularly).

    The actual buff is not a real problem, its just a 2% more in the rare cases when you get everyone injured. Its just super counterintuitive that they buffed this perk, ever so slightly, in the same patch were they introduced a +10 base gen time, this just feels so random and not well thought through and 100% unneeded.

  • @Izo_Quartz said:

    Now you can only be garunteed a green med-kit if you're injured. This means that:

    • you will no longer be able use the med-kit to heal yourself mid chase
    • you can't get a green med-kit and save it for future use, because you will probably need to use it right there and then
    • there's a 90% chance all the chests will be taken by the time you get to one while injures, making the perk a waste of a slot.

    Seriously, this was one of the few perks that literally nobody complained about. The only way i can see this being fixed is to either revert it, or change the perk to always be active until you unlock a chest for the first time, then the perk is only active while injured.

    Maybe they should change Pharmacy to a rumage perk? I know they don't want to have too many of them so that they don't colide, but just add the little sentence that the rumage perk equipped farthest to the left gets precidence.

    With this change it wouldn't matter if someone else got a "open 6 chests" tome challenge and ran around the map with Open Handed Plunderers Instinct, you could rumage through each chests yourself and find yourself a green med-kit.

    I would also not make this token dependent, like Elodies Appraisal, but just activate this perk when you are injured so that you can rumage through a chest to find a med-kit, and then deactivate the perk again until you are injured another time.

  • I played her a far bit more this patch and am doing okay-ish. Not there yet were I would call myself a competent Spirit-Pilot, but I am learning! And IW not being on every second survivor also is a tremendous help. I wish it were as easy though as some survivor mains make it sound, ie "omg just equip Strider and thanks to nerfed IW win if you got 3 functional brain cells left."

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