Akumakaji
Akumakaji
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3102036#Comment_3102036
I said the good Survivors will loop safer and drop Pallets earlier (not predrop, drop, they wont go that extra Loop).
But as I said, the whole extend of the DH-Nerf cannot be seen because they buffed Killer so much with it.
But if you want, you can pretend that every Survivor is bad and they only relied on DH. If thats what makes you happy, go for it.
I say they didn't buff killers much. Yes, it is a good buff, but not a ginormous step up. It mostly did close the gap to the very good players, who could loop killers without any help for several gens on end. If you couldn't loop before this buff wont affect you at all, ie you go down in no time regardless. If you were an okay-ish looper, then yes, you will feel that killers manage to get you in clutch moments, where they are breathing down your neck, hard, more often then before.
The very best loopers though, those that danced on the killers nose before, can still do so, but need to be that much more carefully. For quite some time (since the 26th to be exactly ... here is a post of mine that documents this https://forum.deadbydaylight.com/en/discussion/337258/as-of-today-i-got-so-many-bully-squads-cheeky-survivors-and-gens-slammed#latest) now my killers games feel practically like they did pre-patch. Survivors focus on gens, loop extraordinarily good and t-bag after palette stuns, like they always did, but matches feel much fairer and less stressful then in the past. Actually it feels pretty good and probably on the spot.
I think this shows that its very hard to balance the game for everyone at all skill levels, but what are you gonna do? Introduce dynamic difficulty settings that set the palette spawn density according to the abilities of all four survivors present? That would be ludicrous, right? So we strive for a "one size, fit all" solution that must be right around the corner. Just you see ... next patch!
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Really, I did absolutely everything and tried multiple angles, to no avail. I will write a bug report now and see if I get a response, as I don't think this challenge is working properly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3101939#Comment_3101939
It's possible people are just claiming they didn't use it when then did, but as someone who hasn't used it outside of going for David's adept and the few Tome challenges that required it. So when people claim they didn't use it I have no reason to doubt them.
I hated DH and did exactly that: I only ever used it to Adapted David and those 3 or something tome challenges. At the start I died a lot, but in the long run it made me a better survivor. The patch didn't do much to my survivor gameplay and I quickly adapted to the quicker recovery of killers, but the bigger problem are the other survivors who took quite some days before they even started touching gens again. I kid you not, during this crazy period I had two games were I did 5 gens(!) on my very own (!), because the other survivors just ran around utterly headless.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3102004#Comment_3102004
Second paragraph - wont comment on this. This is speculation on your part and I just disagree with this, since my opinion is different.
First paragraph - not really thought out. Sure, every Killer could have equipped those Perks and would have the same Buffs like they have now. But now they have those Buffs AND can use any Perk they like. Which would not have been the case before.
Fair enough. Back to the first paragraph then: I could have played a complete endgame build during the two first days of the patch, which pretty much translates to "no perks during the trial", and still absolutely slaughered the survivors.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3101512#Comment_3101512
Then remove slowdown perks and put gen times at 70 secs, and the you can git gud as killer
Frankly, a lot of killers went through that kind if wringer in the past. But lets not devolve this into a mud throwing contest. "Punishing" the other side for perceibed slights to your favoritie faction never solved any problems.
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@Aven_Fallen said:
You cannot really measure this. The thing is, the DH-Nerf should have come without any other changes, because then we could see an actual comparison.
But since Killers got a massive Buff and ON TOP the Nerf of one of the strongest Survivor-Perks, we cannot really see, how much of the current situation is due to the Buff and how much is due to the DH-Nerf.
Then riddle me this: every killer in the past could equip Brutal Strength (+20% palette break and gen kick speed) and hit a couple of survivors with Save the best for last (lets go for a moderate 3 hits and +15% on hit cool down). Throw in Thanatophobia for about +10% gen speed debuff.
Why didn't games in the past just implode under this circumstances, that could very much represent a common midgame match? A bit pressure, sure, but UTTERLY desintegrate?
I proclaim that it wasn't the 10% killer buff that threw the game into stupor for 2 days straight till some of the better survivors woke up from their paralysis, it was just the absence of DH. We would have seen the same effect if they had just taken DH away, albeit maybe a little bit less pronounced. That everything happened at the same time is a bit unfortunate, but the 10% killer buff and 10 extra seconds gen time aren't what is what is "handing killers free kills", its survivors unable to cope with the loss of their safety net and confronted with the reality that a lot of them weren't as good as they thought with the rough MMR system throwing them through the wringer till they reach a place that actual reflects their skill level.
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Whatever the case, I think a bit more transparance here is needed in order to calm down the situation and regain the trust of some of the player base.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3101977#Comment_3101977
Still perks basekit, that you would have to equip before and wouldnt give you room to stack 4 slowdowns. How is this so difficult to understand?
The same way solo q survivors want kindred basekit, so I can use that slot for something else instead.
I don't play with 4 slowdown perks, yet I also experienced the "all you can kill" buffet. This IS difficult to understand, so help me understand it :)
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@Marigoria Riddle me this: every killer in the past could equip Brutal Strength (+20% palette break and gen kick speed) and hit a couple of survivors with Save the best for last (lets go for a moderate 3 hits and +15% on hit cool down). Throw in Thanatophobia for about +10% gen speed debuff.
Why didn't games in the past just implode under this circumstances, that could very much represent a common midgame match?
I proclaim that it wasn't the 10% killer buff that threw the game into stupor for 2 days straight till some of the better survivors woke up from their paralysis, it was just the absence of DH. We would have seen the same effect if they had just taken DH away. That everything happened at the same time is a bit unfortunate, but the 10% killer buff and 10 extra seconds gen time aren't what is what is "handing killers free kills", its survivors unable to cope with the loss of their savety net.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3101939#Comment_3101939
You guys really are obsessed with dead hard, even writing MULTIPLE essays about it. Please let it go. I thought you guys would at least get over it once it got nerfed, but here we are, still talking about dead hard because you people cant let it go.
Survivors are still downplaying the strangehold the perk had on the game, so the same could be said about you guys, ie drop your narrative of "its just one perk and no one ever used it" ;D
Whatever, mate, this is the dbd forums, and we will continue to obsess about any minute detail and discuss it to death, hades, and back again with neither rhyme or reason.
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@Marigoria said:
Dead Hard this and Dead Hard that... what about the ones of us who didn't use Dead Hard?
I was already using the same build I'm using now (Just changed inner strength for prove thyself), so what was carrying me to a MMR where I did not belong? Kindred? Bond? Lithe? My build was not nerfed in any way.
It's not about Dead Hard. It's about increased gen times (80 to 90) and killers still stacking slowdowns, plus chases being nerfed (breaking pallets faster, 2 stacks of STBL basekit, survivors speed boost after hit reduced, bloodlust 2 and 3 buffed.
All those things by themselves don't seem like a lot, but them changing all of that at the same time in a single update, it does stack and made things worse.
Solo Q was in a already not great spot, and now it's even worse.
DH was the single perk that hard carried and boosted a good amount of survivors past their actual skill cap. I wrote multiple essays about this, so I am tired of repeating myself, but one thing that puzzles me is this: DH had such a high pick rate, um to 3/4 of the players had it equipped at the higher levels of play, slightly over 50% of the player base at all times, and yet everyone on the forums here claims "btw, I NEVER played with DH". Curious.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3101162#Comment_3101162
Sorry I don't think i communicated my sarcasm well, i agree with you that dead hard is the impactful change not .2 and .3 ms shaved off of actions.
Oh! Sorry, that flew right over my head, indeed ^^"
Now I look like a fool :P
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@Carth said:
It's shocking to me that a perk that had 50-80% useage across all survivors from mid-high mmr still has people defending it as a nothing perk/weak/nerfing it having no impact on the game.
It wasn't the 3/4 survivor equipped perk that has made solo queue keel over in the first 3 minutes of the game, It's .2 seconds off sprint burst injury and a .3 second faster blade wipe!
I say it was exactly the other way around, exposing how many survivors had come to overtly rely on DH.
If you were right you would regularly have survivors get utterly destroyed by the combo of Brutal Strength and STBFL, as this perks give higher numbers then the base kit buff, yet that was never the case.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3101137#Comment_3101137
Look at my last reply:)
Yeah, I saw that^^ I was in the process of editing my response, as I was interrupted when I wrote the original piece and back then there was just your original post.
Oh well :P
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@IronKnight55 said:
Yep, I think we should nerf survivors even more. Great idea 👍
Balancing a severely unbalanced map isn't "nerfing" the other side, though.
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@DBD78 said:
It's both a good perk and a fun perk to use
The most fun part is if survivors dap in front of you and you can strike them down afterwards :>
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@Audiophile said:
Yes.
- For console if I see a Temp-364765 name I leave the lobby. The person was dumb enough to make an offensive name that got banned so I dont trust them. Also experience has shown when I don’t leave the lobby they play like jerks more often than not.
- Names like - Iliketohide or toxicdude or runcakeorileave or potato - i advise you take them at their word. More often than not the name is accurate.
- I’ve played with hacker survivors and they’re not usually the ones with ‘hax’ or some derivation in their name. But I’ll still leave a lobby with some form of ‘hacker’ in the name.
Not a real tipping off point, but namrs that are just a combination of a couple of letters and numbers might be a temp account that got just dbd and a haxxor suit on board, but that's hard to verify with a non-public profile.
But alas, this is just general assumptions and pre-judgment and you should just play as unbiased as possible.
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@Gindaen said:
There's really no way to tell because with the Dead Hard nerf, Killers also just given free kills by the developers in this patch so they felt like an "unstoppable force".
If the patch had actually been fair instead of developer added cheat software for killer, then maybe a judgement could be made on Dead Hard. But who knows.
Don't confuse flavor text with mechanical descriptions.
Could you explain which part or parts in tandem, are handing out free kills? You didn't respond back to my small essey in the other thread, so maybe you are just throwing around buzzwords?
On behalf of how powerful DH was, just remind yourself of day 1+2 of the big patch. Survivors gameplay utterly crumbled and desintegrated and you can't tell me that this was just due to the baseline killer buffs, otherwise we would have seen similar extreme effects everytime someone equipped Brutal Strength and Save the best for last in tandem, both of which (after a short startup period) gave bigger boosts to a killers performance.
No, the utter destruction and deep rooting shock and awe we witnessed was 100% due to the absence of DH and many, many survivors realizing how much they had come to rely on that perk and some even crutched on it.
Don't get me wrong, there were always survivors who could loop like a god without this perk and not every single survivor used it, BUT every single match of dbd was carried by DH, was influenced by the 3/4 of survivors who got out of sticky situations and boosted by their choice of exhaustion perk.
The rug was pulled out violently under the collective mind of the dbd player base and many more survivors had to realize that "lol git gud, it's just a perk" or "did you really outplay me when I used DH? Just bait it out" held much less water then they cared to admit.
BUT after the shock and awe many, many survivors quickly adapted to the new situation and learned how to deal without DH. This survivors don't mess around, do their gens while one keeps the killer busy and games feel nearly just as pre-patch... Nearly! Because now, if a survivor commits a grave mistake or gets outplayed by the killer, 9/10 times they get hit or even downed for it. And that's actually good for the game.
Some survivors might not realize it, but the game is balanced around the fact that survivors will go down and can't keep the killer at bay et infinitum. You got three hook stages for a reason ; now BHVR just needs to figure out a way for you to actually use that hook stages and not getting camped to death by uncool beta - killers.
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@Regulus47 said:
So "buff" boons by making them not get rid of the hex? Why on earth would I use this mechanic? Boons are weak enough as is with all the sledgehammers to the knees Circle of Healing received (for mostly good reasons, although I think it was fine at 75% healing), they don't need a nerf.
I think the idea was to develop a system that gives BHVR the design space to buff or nerf individual boons or hexes without affecting the other ones. This baseline changes would make booning, snuffing, blessing and destroying all tactical decisions instead of no brainers.
I think it's an interesting idea, but yeah its probably too complicated to be implemented. Sad, as it its very nuanced, indeed.
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Cool write-up. You made me think about Hangmans Trick, as I never, ever equipped this perk outside of my Adapt Pig run.
I don't have much to add to your musings save one thought: there is literally no way in which a survivor, who isn't running Distortion, can counter or evade Hangmans Trick or figure out that you're using it. This is just a small advantage, but at least something.
BBQ can be found out if you bee-line after a hook to a distant part of the map.
Darkness Revealed might give itself away if you get witnessed randomly checking lockers.
Even Spies in the Shadows might tick someone off when you suddenly develop eyes in the back of your head and turn around to stare at a survivor.
But Hangmans has no such telltale sign, so survivors might never actively avoid the proximity of hooks, for whatever its worth it.
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It's a sad day for the followers of Sharky Mc Toothface indeed, for we undeservedly lost. Time to throw a tantrum about basically nothing!
'ere we go!
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3100294#Comment_3100294
There is an add-on that makes breaking the locks from inside the locker very fast. If it actually was straight-up instant, that locker was either not locked, or it was indeed cheats.
There is also an addon that brakes locks while in Nightfall mode, iirc. Or am I confusing it with the "slam all lockers in reach open" addon?
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@Thusly_Boned said:
You're right, it's not dead, it's just only useful to players with skill/timing now. Which is the way it always should have been.
And that's not a bad thing. Alas, when I get hit by a well placed DH I don't die internally like before, I just accept that this was well played, maybe even salute that player internally, and play on.
I guess pure survivor mains can't fathom this feeling of liberation, this giant slap of stone that got taken from our broad, yet mangled killer backs.
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@Nick said:
Nurse is ######### bullshit. No one likes to play against nurse in Solo queue especially. Remove Nurse so the other killers can get a buff. The only thing holding them back is Nurse existing.,
I actually like versing Nurse, as most Nurse players aren't half as good as they need to be in order to be considered a god-nurse.
Hold W against a Nurse, once you hear her charge you double back and run into her to have her charge by. Do this another time and then, when she charges you a third time, hold W in earnest and just bolt for it. From then on I am behaving as random as possible, turning every blink into a 50/50 mind game. It obviously doesn't work every time, but if it works you make the nurse look like a fool. Had a Nurse with full Starstruck loadouts chase me all around the farm today, while my team mates finished two and a half gen. I went down eventually, but by then the nurse got only a little more then 2 gens time left and only a single hook to her name.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100636#Comment_3100636
Except there won't be a hatch unless killers intentionally allows them to have one.
I think a case could be made to not spawn the hatch once a survivor exited the exit gates, as by that time everyone could just leave.... but this is exactly how I got one of my "escape through the hatch" tome challenges done, ie waiting inside the trial grounds while everyone else escaped.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3098858#Comment_3098858
It's honestly fascinating,it feels like there's a group of solo queue players that have the best times of their lives with this update and then the people who are experiencing nuclear annihilation of their relatives.
I noticed this, toom I am having a pretty good time in soloQ right now and am thoroughly enjoying myself, but I'm not doubting that its hellish for some others.
I am still trying to figure out of its "just a skill issue", saltiness because of the changes or something else entirely. But I can't just talk this people down and call it a day.
This showcases again what I think is always the problem: different MMR brackets in dbd have different balancing issues and problems, yet al play under the same rules and checks n balances. I am not saying that we should have different rules for the different levels of play, but maybe ot could be the solution and should be thought about?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3100614#Comment_3100614
There must be a way for the last Survivor to escape if their team was defeated. I find it inconceivable to imagine DBD without its "Black Lock".
I am with you here. I was just engaging in a what-if scenario.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3100486#Comment_3100486
So...the last Survivor just dies?
Quite the novel concept, right? Just for a different perspective, the hatch is there so that survivors keep a little bit of hope, even if they can't realistically win anymore and aren't just slaughtered, which is fine. Some hatch chases are fun, too, but most often its just one person who spawns near the hatch and they either jump in or close it. Real deadly chases to the hatch are rather rare.
But if a killer loses hope, because they were pitted against a seal team and they only got 2 hooks on different survivors, would anyone ok with The Entity devouring a random survivor just so that the killer got a pitty kill? That would be ludicrous!
I understand the reasoning behind the hatch, but its pretty one sided. Still, its better then the alternative, ie just slaughtering a single survivor who couldn't conceivable finish 2+ gens themselves or preventing a game to devolve into a 40min hide and seek.
EDIT: also, giving hatch is one of the most fun and interactive activities in the game that directly speak to the other person and not just their in game avatar. I love giving hatch if the other player wasn't obnoxious and BMed me at every opportunity, buy I usually want to assert dominance and show that I could have easily won, be it downing the last survivor and then turning in a circle to let them wriggle off or cornering them somewhere and having them kneel to show that they lost but ask for mercy.
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I had an interesting subtle hacker in one of my last games. It was a Wraith who had burned a RPD offering himself and was destroying palettes at an alarming rate, yet in the post game screen had neither Brutal Strength, nor the corresponding wraith add-ons that let you destroy palettes out of cloak faster.
Most interesting was the other thing, though. Because I got a hook sabotage hooks tome challenge I was using the Sabotage perk and this made me see the Scourge Hooks... which were all of them! Every singel hook om the map was a scourge hook and I took multiple Screenshots from multiple angles and hooking event.
This could have been a visual bug, but I haven't encountered this bug again, and the whole situation seemed strange from start to finish, so I guess that was a subtle one.
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My incentive to run anything else besides slowdown perks is that I don't wanna be a meta slave. Knowing the meta, what's popular and why, is useful, but you can pretty much run any perk and make it work.
Something will always be mathematically better then others and thus meta, no system will ever be completely balanced, and if it were, it were probably pretty dull. But just because something is the best doesn't mean that you can't run anything different, especially if your fun depends on it.
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@Gindaen said:
If the killer-role didn't turn into a I've-been-given-free-kills by the developers, then you probably would be aggravated by all the Sprint Burst users. But you forgot that not only did DH get nerfed, the developers also reduced the killer-role to be pretty much skill-less. So I guess, the developers removed Dead Hard from survivors and turn the killer-role into Dead Hard.
You see, it took me quite some while to figure out what the problem with this patch was. Its not only SWF vs Killers vs soloQ players, but its also different skill levels.
I am probably not at the highest reaches of the MMR system, but I am definitely not mid. In the past I even once reached the supposedly high MMR and had the most sweaty games were every single game felt like it was the dbd championship finals against seal team 6. You had to use every trick in the book and got invalidated by DH at every singel corner and barely got a foot on the ground, and even if you managed to get a few kills, it left you burned out.
I relaxed my stance subsequently, dropped a bit in MMR and probably ended up somewhere in high-mid to low-high MMR. Games were still super challenging, but I didn't have to give it my absolute max just to stay afloat and not sink. A few games were like this, against super organized SWFs, but most games were sorta ok and I won some, lost some. But DH ALWAYS had a stranglehold on the game.
Now the first day of the 6.1.0 patch the whole survivor front crumbled and ripped like wet toilet paper. Remember, in the higher reaches of the game 75% of the players used DH and a lot of them had learned to rely on that perk. The first 2 days were like an all-you-can-kill-buffet, everyone was in stupor and paralysis and just blankly stared at you while you slaughtered them and their peers. The MMR system was unable to deal with all the killing and everything was in jumbles and everyone got matches with everyone else. But over time things stabalized again, and now things in my MMR corner of the game look pretty much the same as before.
The survivors adapted super quickly to the new status quo and how killers got different recovery times etc and that they now had to loop instead of using DH, but frankly a lot of the better player already knew how to loop, they just got DH in the past on top of their pretty good skills.
Now people who are not in chase stick to gens, gens don't fly as fast as in the past, especially since often people team up in duo teams with Proof Thyself, but you can't make too many mistakes and leave them ideling for too long, or everything explodes in your face. The good players still loop like a god and greed palettes to the absolute max, they now just greed a little less and go for 2 loops instead of 3 or 4. Games feel a bit less stressful and fairer now, especially the disappearance of DH means that a survivor that missplayed now often gets hit and downed, but its not as if playing killer is somehow playing with cheat codes activated. Its still all pretty challenging and if you slack or whiff too many swings, then a game will easily end in a 0-1k. Oh yes, you can easily snowball if you keep the pressure up and its especially under pressure that some survivors commit the kind of mistakes that will get everyone killed and hand you a 4k, but thats not a "just turn your head off and plug the 4k" thing, far from it.
From what I gathered in the lower reaches things look quite different? I don`t know... I play about 50/50 killer survivor and I am definitely no great survivor, but I am decent. And I am not having all this trouples that some people discribe. Yes, sometimes I get camped to death, but thats definitely not every other game or even every game. Surviving is now challenging and not the default outcome of a match, but that just means that you have to pull your weight and do something to help your team, and not run half the match behind the killer in the hopes of scoring a juicy flashlight save.
I never used DH in the past, because I hated it so much as a killer player, so I learned how to survive without it from the very start, and I guess this skills help me now a lot, since I myself never had big problems against killers in the new patch, it was more the stupor of the other survivors. I kid you not, on the first couple days I had intire matches were I did all 5 gens! Thats ludicrous! But things got better and now I have pretty fun survivor matches again.
So no, developers aren't handing me free kills, which makes me immune to the effects of Sprint Burst, SB is just much more manageable then DH and gives you options. You don't have to chase every single survivor who SB away the moment you approach them, but you had to deal with every single 3 in 4 DH in play and see your efforts and good plays go to waste because the survivors knew how to use DH to its greatest effect.
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@Marigoria said:
This patch and the reaction on the forums just showed me that a lot (not all™) of killer mains, at least on here, weren't really looking for fair matches but just wanted easier wins.
Maybe one of these days I should set up a Twitch stream to show you guys that it aint that easy and free hand outs at the place were I play ^^
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@Nazzzak said:
Well, for one thing they never comment on anything really until a good amount of time has passed. We are all still waiting for a Sadako buff and she came out in March. Theyd have enough stats by now to show how low her kills are (most people would probably in agreement that theyd be pretty low) and perhaps theyre waiting to see how the latest update affects her? But anyway, they make decisions based on game statistics, and those take time. If, for example, they wanted a 5% kill rate increase across the board but in 3 months the stats are showing a consistent 10% increase then they'll probably say something. If they're happy with the stats then they'll probably say very little.
The devs said that they know about the Sadako issues, and normally it would have been her time to get some kind of update during this midchapter patch, but they apologized for not being able to squeeze her in this time, because of the immense thing that was this patch. It is a bit sad, as I really like Sasako and want her to be a cool and viable killer, but yeah, I think everyone can see that this patch here was special, was really big and was probably more important.
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@Nun_So_Vile said:
Why don't survivors get nearly as many fun bugs as killers? istg every killer bug ends up being one that gives them a decent advantage with that killer in trial. Almost never happens on survivor side. Last good one was Midwich.
We had the nurse teleport bug were she could get stuck inside of walls or hills or was unable to interact with anything after a blink. That was a not-so-fun killer bug, but eh, it was only nurse ^^
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Nope, I'm doing fine, and I am mostly a soloQ survivor.
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@squbax said:
I like that dead hard went from press E to win to an actual skillfull perk, when I get deadharded now I can recognize that the survivor is pretty cracked.
Yeah, when a survivor now uses DH successfully I am angry at myself, because most of the time it was kinda obvious by the way they played that they were baiting a hit, shortly followed by a mental nod to the survivor for a well executed DH, something that would have been unheared off in all my dbd career before.
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Here we go with a Nurse rework:
Nurse becomes a standard 4.6m/s killer. Her power is centered around stealing survivors breath. This is a targeted ability and "thrown" when she concentrates on her hand and retrieves the stolen breath to herself.
When successful she will have to hold her own breath, gradually slowing down her speed to a minimum of 4.2m, she can take a breath again by tapping her alt power button, returning the stolen breath to the survivors.
While their breath is taken away survivors are exhausted and they cant fast vault, and maybe don't vault at all once nurse reaches her slowest speed.
The idea of new nurse is to somehow go down her old secondary theme of "taking looping away from survivors", without being as oppressive and breaking the game in twain as her current version.
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The problem is that you can only adapt David with the new DH, as everyone else has other perks set for their achievment... Okay ... I will leave on my own, that wasn't half as funny as I thought.
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@Laluzi said:
I don't mind SB because in almost every situation, the survivor tells me they have it right off the bat. I know what exhaustion perk they're using now and I can make an educated decision on whether it's a good idea to commit to this chase. And when they pull it out mid-chase... that's rare enough that I have to respect their game.
https://forum.deadbydaylight.com/en/discussion/comment/3099007#Comment_3099007
I was pretty sure Overcome doesn't work on Endurance hits?
Oh yes! Other exhaustion perks might surprise you, but a survivor who walks away from you while looking over their shoulder give up their paupers play immediately.
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@ThiccBudhha said:
You got me! I was about to come in here with a speech prepared, fingers at the ready, and salt dripping off my neckbeard. I was going to be very passive aggressive I have you know.
Ahaha, I would have loved to hear that speech, though. I can already taste that salt :>
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3098858#Comment_3098858
My experiences have been....unfavorable.
I really wasn't having an issue with Killer prior to the patch, but I felt like the changes would be good for a lot of the more casual players and I felt that without the need to tunnel and camp, most players would not.
What I forgot was that people will always choose the easiest solution. Tunneling and camping was buffed tremendously in this update and even if you do have a 4-man SWF, you can't save the person being tunneled.
Likewise, this patch has buffed some incredibly unfun playstyles.
For example:
https://clips.twitch.tv/AlluringToughHamburgerCopyThis-X0e9lDmj1HIp8PJ8
or this
https://www.youtube.com/watch?v=YSFViYFg8Rs&ab_channel=PulsarGaming360
or these
https://www.youtube.com/watch?v=45S22rIpDSA&ab_channel=PulsarGaming360
https://www.youtube.com/watch?v=V5A7iM4WnXs&ab_channel=PulsarGaming360
https://clips.twitch.tv/create
Same thing happened again on the 2nd unhook but it would've been too long a clip.
So yeah, that's how the majority of my matches have gone.
I am sorry for how your games turned out. With you I am sure that it isn't a skill issue, so I don't know why you get tunneled game after game, while I experienced this only occasionally.
But whatever the case, soloQ AND camping (and to a lesser extent tunneling) are the big issues that arose during this patch. SoloQ always had it rough, but in the new meta playing together and being somewhat efficient is more important then ever, so I would really appreciate if BHVR could throw this action icons in better sooner then later.
They won't magically make all problems disappear, but they would solve a lot of the inefficiency and redundancy problems plaguing soloQ.
@C3Tooth made a pretty good post somewhere explaining how much time soloQ groups waste just because no one knows what the other is doing, and here the action icons would help a lot.
BUT I still can't wrap my head around the fact that a multi-player game, that revolves so heavily around cooperation and working together as dbd, as 6 years into its life cycle not even the most primitive of chat wheel. Like everyone got one of those, so what's the problem (spaghetti code, probably :V)?
And in the same vein, why don't you have more emotes? We don't need all the cringy Fortnight dances, but I bet half the player base would pay some neat auric cells for some cute Feng emotes.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3098823#Comment_3098823
So ######### every other player, right?
I mean, I'm glad that the 4-man SWF's are doing well but everyone else is suffering.
Dayum, this coming from you really surprises me! Not that I am doubting the validity of your experiences, but I am just confused and startled.
Besides the first couple of days, my soloQ games have been pretty normal; yes, survival now isn't a given and you gotta pull your weight and can't let yourself grt carried, and there is a noticeable uptick in tunneling, but I am pretty sure that I am escaping around 50% of the time and things feel pretty good by now.
If I do get tunneled I am usually back in the next game within 3min, so I don't take it that badly, but I certainly would if I got tunneled every other game (which isn't the case for me).
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I once played Myers when we got thrown into RPD (no offering) and decided on a whim not to level up my Evil within and just play budget scratched mirror. Most fun I ever had as Myers; it was quite challenging to get the jump on them without the wall hacks, but it was SO much fun scaring the bejeezus out of them poor survivors. Chasing felt like pure torture, though :D
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3098808#Comment_3098808
Hmm, I Googled "Game where you imitate chairs" and the top search result was "Chair F***ing Simulator" which... um... is not what I was looking for. ... like at all. 😬
Thats... not the droids we're looking for! Try Propnight ^^
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3098778#Comment_3098778
Player count on steam (which is the only source we have) is decreasing through out the last week even though we got a new rift. So you're pretty much wrong on your "opinion".
I dunno, but I'm not seeing it, tbh.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3098768#Comment_3098768
I've been playing far more survivor in this update and I would consider it a pretty solid success from that perspective too.
Your opinion quite genuinely isn't fact here, it's not objectively a disaster. A lot of people are having fun too.
Me too. In the evening and the night killer queues are 1-3mins, but during the day I play exclusively survivors and I am enjoying the game basically the same as before the patch.
The first couple of days were atrocious because of all the DCs and dying on hooks and many survivors flat out refusing to do gens. I legitly had two matches were I did ALL gens, because everyone else was busy getting chased and trading hooks.
But now most survivors in my games seem to have adapted pretty well. And my killer games nearly feel identical in tone then from before the patch, albeit not as stressful and the absence of DH is balm on my ravaged killer soul.
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Not gonna lie, a mimic killer could be awesome. Move around with no terror radius and morph into gens, lockers or chests and tempt survivors to interact with you, grabbing them instantly.
What was that dbd-slayer game called, were you tumbled around as chairs, soda cans and whatever else you found in the house?
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I myself are using Lithe the most in my survivor games, just for the ease of activating it: basically every chase I'll be vaulting something and with some for thought can get away scott free without getting hit.
But I also have a soft spot for Overcome, just for the easy usage and lulz factor, especially if combined with Lucky Break and even better Inner Healing.
Of all the exhaustion perks I think that Spront Burst has und potential to be the singular strongest, but its also the hardest to get best usage out. 99% a Sprint Burst ain't easy and won't let you do many other things, and Sprint Burst users are sometimes bound to walk/sneak everywhere, so if that's the foil to them sprinting away, I am kinda ok with that.
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@GeneralV said:
What the heck did I just read?
There is absolutely no way anyone genuinely thinks the game is survivor sided right now.
I refuse to believe it.
I wouldn't say its survivor sided, but at my MMR spot everything feels basically the same as before the patch, with the benefit that everything is slightly more relaxed, I win more chases and DH is gone.
But good survivors will make gens fly, loop really good, greed palettes to the max and t-bag you at every opportunity. Still, matches feel somewhat fair now, and a mistake by the survivors side often leads to a down.
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@Tactrix said:
Victor is clearly the shortest, sure his sister is tall, but he's tiny.
Big blunder by OP. Oof.
