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Akumakaji

Akumakaji

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Akumakaji
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  • Bamboozle M1 nurse lets everyone drop their items in confusion. Because you use Franklins.

  • @Bill_I_Am__Overbeck said:

    I swear, more times than not I'll be typing regular ordinary (not swear words or the like) in the chat, but the censoring algorithm decides to have a go at it.

    Don't use character names or peoples screen names, they could be used to attack someone directly, don't use perk names, they could be used to draw the attention to bad plays during the game, don't use certain basic swear words in english, spanish, french, german or portuguese (and probably a lot more)((but not russian. Thats pretty much uncensored)).

    What is allowed: wishing death, destruction, misfortune, doom and aweful diseases and fates on participants of the match, but ESPECIALLY their family, loved ones and mothers. Throwing racial slurs or insulting your opponents orientation.

    Its not THAT hard, so I don't understand OPs confusion. Smh.

  • @brokedownpalace said:

    I see tome challenges criticized frequently (I've complained myself many times) and tbh I'm not sure the devs even pay any attention to the feedback.

    There are some challenges that are like little quests and that force you to do something extraordinary, like Aces Journey "Repair two gens, savely unhook two survivors, cleanse two totems". Its much harder then it sounds, because you need to be in the right spot for the unhooks and be repairing gens, too, while keeping an eye out for totems to cleanse. But it is an interesting challenge. Or hitting two survivors with one of Plagues Vomits. This are somewhat interesting challenges, even though they might make you lose a game or two they are interesting and often force you to play with perks or characters you normally woudln't, which is a good thing.

    But most of the grindy challenges are pretty boring, ie do x-ammount of y. Destroying 50 palettes or kicking 50 gens isn't exactly fun, but its passively done and works in the background. And then there are this "collect x-ammount of iridescent emblems", which force you to play in a very specific way, but are still not really under your control and can be very frustrating. In order to get a Malicious iri emblem you have to hook a lot and interrupt/damage the survivor a lot, but you will get docked points if they heal! So even a small heal at the wrong time can kick you out of iridescent into the golden range, even though you totally dominated the match, and this feels not challengeing, but pretty frustrating.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092530#Comment_3092530

    Because the "200%" on those perks also includes the default regression rate. What COB does by itself is it adds an additional 100% regression on top of the normal 100%, making it 200. Overcharge reduces the default regression rate to 75% to start, and then climbs to 200% over 30 seconds, which is a 125% increase.

    So when you put them together, first the gen would lose 2.5% progress immediately, as normal. Overcharge reduces the initial regression rate to 75%, but COB adds 100% to that, making it start at 175%. It then climbs from 175% to 300% (125% increase as before) over 30 seconds. It then stays at 300 for an additional 30 seconds until COB would end (60 seconds total have passed at this point), dropping the regression rate back to just overcharge's 200%.

    😲 This makes sense! Awesome-sauce!

  • @I_am_Negan said:

    They could of did a double blood point place holder until the match making incentives came back.

    https://us.v-cdn.net/6030815/uploads/A46YGRJ49D58/image.png

    For real ... I mean, with how things are right now you will kinda appreciate any kind of BP bonus in the future, be it an incentive, a blood hunt or whatever else, but UGH! It sometimes is really depressing seeing that measly numbers.

  • I would love some sort of permanent secondary objective, ie like finding a fuel canister to refuel the gens and maybe there are only three cans per map, but they can be used 3 times each. They would take up an item slot, could be dropped at the gens and would help stretch the game a bit. But fiddling with this kind of stuff is always tough, as people are somewhat used to their gameplay loop on one hand, but don't want to play "gen repairing simulator" for 1:20min a pop. If something like refueling were to be implemented we should reduce the gen repair times back to 80s, obviously. And the gens farther away from survivors spawns or at the killers spawn could also start the match fueled, this would lead to interesting tactical decisions: go over there and risk bumping into the killer early, or search for fuel?

  • The only think I really hate about something like this is ... that Clown stays in the daily rituals pool and you will have about a 95% chance of drawing "Rite of the Clown".

  • @ashtonisfarout said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088302#Comment_3088302

    What game are you playing?! That is simply not true for most people.

    Which statement are you refering to?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090822#Comment_3090822

    99ing sprint burst is a very advanced skill? lmao what.

    Well, of course you could just use your Sprint Burst and then 99% it and just run around the map until you bump into the killer, but what were the use of that? But using a 99% effectively? Thats quite rare and takes some forsight and planning.

  • @Seanzu said:

    SB - Sprint Burst

    DH - Dead Hard

    I've been seeing a lot of survivors running Sprint Burst and immediately preventing the first hit of a chase by making it to a pallet and looping it, how is this not seen as being the same as dead harding to a different pallet to not get hit? Either way both perks do exactly the same thing but at different stages of the chase, is Sprint Burst likely to see a change when people realise they aren't too dissimilar?

    while you can 99% a Sprint Burst its a rather rare occurence and very advanced skill. Most survivors will just have a Sprint Burst ready when they work on a gen, or they will have to Nancy-walk everywhere, which in itself should give the killer all the value they could ever want from a survivor perk.

    So, ruling out 99%ed Sprint Burst, all other exhaustion perks got a certain activation requirement and can't be used in any situation at any given moment just when you need them the most. Of the regular exhaustion perks I think Lithe is the one with the easiest activation requirement, hence its so popular, but you normally gotta use it on the first opportunity in a loop. You can sometimes get away with slowvaulting your first window if you spot the killer early, but after that your next vault will set off your Lithe and you gotta make the best use out of it.

    And now the killer can make a decision: do they want to chase after you, now that you gained distance but are exhausted, or do they break chase and write the 10-15s off as a loss? DH had this completely reversed: you had to expect everyone to have it, so you wasted often some time to bait it out, and survivors could use it the moment when it was needed the most in a variety of ways: dash towards a distant vault or palette for distance, cover for a mistake made, if caught in a bad spot dash through the killer and try to bamboozle them, dash through Trappers traps and a good amount of other powers etc. A well placed DH was used at the end of a long and tiresome chase and invalidated all that time the killer spend on that chase and often left them with nothing but a big, phat chunk of time wasted and a gen or two popping inth their face soon after. It was disheartening and left the sour taste in your mouth that a lot of times you outplayed the survivors, but they just got this super power that let them escape scott free.

    So no, I will never complain in earnest about any other exhaustion perk. I might do it in an anecdotal way, like "oof ... today was a tought one. I got a match with 4 SB, lol, and another were they just always balanced landed out of my reach. What a day ...", but not "Hur dur, nerf Lithe and Spring Burst next! Everyone is using them!!!111".

  • @syain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088302#Comment_3088302

    Gotta love it when oblivious killer mains give their obviously biased opinions on survivor issues. What are your go-to perks? Urban Evasion? This Is Not Happening?

    As someone who's played thousands of hours of almost exclusively solo queue survivor, and who also dropped Dead Hard over a year before its nerf, the games have been hell solely due to the buffs the killer side received while we (solo queue survivors) stayed neglected at the same level. Teammates kill themselves because they're tired of facing Starstruck Nurses and 4 slowdowns Legions, for the 4th time in a single night, knowing they can't do anything as a single survivor without sacrificing the entirety of their build (which is now even more limited due to all the nerfs) to get info, and even that doesn't guarantee all their teammates will be doing the same.

    I've seen a killer main playing on twitch recently, oblivious to their rock bottom MMR, going against a 2 hour Trapper and saying "What are survivors complaining about? I can play just fine!". Well yeah you're supposed to when you don't touch the role at all except for rift challenges or dailies.

    This update is creating killer mains because to play survivor without a premade team is living hell and I believe this is a double edged sword - when most SoloQ survivors get tired of it, the sweaty SWFs will be all that there's left. And back you bunch go into complaining and rants on the forums.

    Gotta love it when oblivious survivor mains confuse "killer main" with "guy who plays exclusively killer". As most killer players I split my time rather evenly with playing survivors (only 3 tomes left!), I like the killer role a bit more, thought, thats why I identify myself as Killer main, but lets not needlessly attack each other over semantics :)

    So, because I didn't want to be a hypocrit myself, I never played with the perks that I hated with a passion, so I only ever equipped DH, for example, in order to get Davids adapt achievment and the two or three tome challenges that require you to evade a killers attack with DH. It was a conscious decision to play without it, and in the beginning I died a lot and got caught easily by most killers. But with time I learned how to properly loop, how to trick the killer, how to corner tech etc. and soon I was a rather competent survivor.

    With me not being slaved to the meta I opted for mostly fun builds that still offered good utility. This are the three builds I used on my main Jill:

    1) Head On, Red Herring, Quick n Quiet, Blast Mine. Basically I would do gens and by the second gen would leave the killer a fun lil present with the blast mine before hopping into the next locker. From here I would often watch them get blasted in the face and about half the time smack them in the face, again, with the locker doors. Its a lot of fun and wastes so much time in the killers side. Alternatively I would just loop the killer a bit and then hop quickly into a locker and hope that I were ready to smack them before they figured out what had happened.

    2) Overcome, Lucky Break, Inner Healing, Quick n Quiet. I would try to cleanse a totem asap and then just do gens. If the killer found me I would try to loop them as long as possible, but once hit I would just magically zoom off, disappear, jump into a locker and reset within seconds. Rinse. Repeat.

    3) Bond, Kindred, Open Handed, Borrowed Time. My most used build and the one that has my highest survival rate. It gives you exteme information and lets you make a lot of informed decisions. The extended Kindreds wallhacks cover half the map and are extremely unfair to the killer, letting you easily win any "mindgame", because there is no way to game you. People say that this is exactly the info that you get as a SWF for free, but I heaviliy disagree and even ran this build the few times I play with friends. What many peeps sleep on is the fact that there is a massive difference between hearing and getting described whats happening and ACTUALLY seeing it in real time. This is huuuge and if SWF wouldn't scoff at "training wheel perks" or "baby perks" like bond and kindred but actually try them out with their advanced game knowledge, they would see their value.

    Right now camping and tunneling is a big problem, and I hope that it gets addressed sooner then later, but claiming tha the soloQ experience can be nothing but miserable is just extemely biased and, probably, an unfair and not well thought through claim.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088546#Comment_3088546

    The reason survivor queues were bad while the matchmaking bonus was on was because the 100% bonus was stuck on survivors so everybody was playing survivor to get the bonus. In other words the bonus was very definitely getting people to play that side, it’s just it was stuck on survivor so it was actually shifting things the wrong way.

    I remember how confused I was. The +100% BP incentive on survivors should have meant that there was a massive killer influx, which made me a little bit sad, as I desperately wanted to try out killer. When my survivor soloQ games took 5+min to load I got really scared and already saw the doom n gloom sayers 20+min killer queues become reality. On a whim I tried queing for killer after my third survivor game and got instand access. Sus.

  • @KA149108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088288#Comment_3088288

    THIS, THIS!

    I literally see no point in playing solo survivor anymore. Games are so miserable im taking a long break. Im not saying killers didnt need a little buff but the survivor perks didnt need to be gutted. Also this update has only made more SWF groups so i guess thats fun for killers?

    I think the devs need to look at slowdown perks and make DS 5 seconds again and also extend the hook time for survivors and it would be better but i think we know the devs are stubborn and and are happy as long as people are buying cosmetics.

    Makes you wonder how people of the past have managed to complete the power moves achievment, ie escape 8 trials without any perks equipped while finishing at least one full gen. I guess all the poor sods grinded 25+ games per pip in this achievment, cursing every moment of their miserable DH and IW deprived existence ... not me, though. I always thought that I was made to be a killer main, but apparently I am secretly a Survivor soloQ god and never noticed!!1 Got that power moves achievment done on two casual afternoons.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089976#Comment_3089976

    People just gave up. You know most of them are camping. So you are trying to finish gens and game as fast as you can.

    Uncamper Bubba is so fun killer to against tho.

    Hehe... Today I did a time challenge to hook 10 survivors in the basement and on a whim role played Insidious Basement Bubba by moving in the corner under the stairs and not moving. When the survivor started suiciding I quickly ended the scharade and hurtled up the stairs. Poor thing, it must have been scared for life life.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089910#Comment_3089910

    Bubba can do this and people are not salty to Bubbas anymore. They are just like "Yeah, another Bubba game. Let's go to next."

    When I play Bubba I get a lot of "at least you're not another camping Bubba",..

  • @Norhc said:

    Pretty sure they know already.

    https://forum.deadbydaylight.com/en/discussion/comment/3089855#Comment_3089855

    Listen, I'm a Vanity/Rabbit enjoyer too but Tombstone definitely is on a league of its own. Even normal Myers is better than Mirror unless you're using a map offering.

    Indoor maps make and break Mirror Myers. One of my fondest Myer memories was me with a super casual build and NO vanity mirror loading into RPC.

    I quickly decided to not level up my Evil Within, but just play as a budget Mirror Myers, and it worked! Gosh, it was so fun to jumpscare all the survivors and constantly bumb into them.

    Chases were impossible, but I didn't care ^^ I ended up with a 3K and let the Claudette go. Still got accused as "camping killer trash" in the post game chat by the Bill who died first, but I took that as a batch of honor.

  • Maybe after care could be buffed in another patch to not reset on a hook? I know that its better then a lot of other aura reading perks when its working, but you can't just rely on it passively, you got to either get hooked and saved or save/heal another one, so you won't always get value out of it and gotta work for it to work.

  • I had a twitch streamer from my home country and after the match I went into his stream and watched the game from his perspective, and boi oh boi, did he made some nasty remarks and bad mouthed me. Especially after I thwarted a few of his mates attempts to flashlight blind or loop me. And it didn't help that I was running Franklin's and he said "he's running Franklin. I don't understand what goes on in this people's heads that they think this is ok. He should get himself checked." and later accused me of streamsniping because hw figured that I couldn't have bested him legitly. Ugh.

    Another twitch user looped me like mad the entire game and always got away and used EVERY trick in the game and was totally a pain in the behind... We had finally an extended chase in the EGC and several times he nearly lost me, but eventually I got him and send him to the hook.

    I then went to the stream and re-watched the match, and that guy was a super nice and wholesome french streamer who constantly was huffing and puffing when in he chases and suffered extensively under the stress ^^" Super nice and wholesome and fun to watch. We had a short and nice chat on his stream and then parted ways.

    So there are all kinds of people on twitch, just like everywhere else. There is a good percentage of twitch streamers who try to be obnoxious and to tilt the killers, because that's more "fun" to watch and generates more views, but you can just as easy find nice and chill people there.

  • @Nazzzak said:

    Saw some guy on social media saying he's new, with not even 100 hours in the game, and is 4k'ing every time. Someone else said they've never played nurse before yet got her adept immediately. Personally? My games in solo queue have been okay - I'm not seeing all these DCs and survivors throwing games like lots are claiming - but I am getting hatch way more than I used to because gens arent getting done.

    The thing is that low MMR players don't know anything about looping or wasting the killers time and are scared of everything. In low MMR the killer is absolutely king and you will get many kills easily. It helps that every killer has their own MMR which consists of 70% of your highest killers MMR, but is still considerably lower.

    If you switch your killers every so often, just to try out different things, your MMR will rise more slowly and you will basically stay at a lower MMR for longer and slaughter quasi noobs.

    But eventually you will reach mid MMR and suddenly your worls turns on it's head.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/336893/took-me-exactly-28-games-to-win-once-as-a-survivor

    As survivor skill levels go down the game gets harder to win. I realize this only makes the hole you are digging deeper but that is the truth. Why is it this way? Better players can loop for longer by using fewer resources. In short they play more efficiently.

    Nurse is completely ridiculous to play against with best addons and can change this equation slightly.

    This! It's called MMR hell and you are basically on your own. Your other survivor mates will hide all game in a locker orca bush and even when you run Kindred with Open Handed and the killer is clearly on the other side of the map chasing someone, 9/10 no one will be brave enough to unhook you.

    The dreaded realm of the MMR-Hell is lorded over by dismal creatures of little skill and even less self-esteem. They are the so-called NOED-Wraith, hateful rulers of their dingy little fiefdoms were they sow terror and despair and their subjects hide in lockers or bushes and those few brave souls get struck by foul witchcraft. No one escapes Death, it seems. Occasionally the NOED-Wraith has to leave their fiefdom and travel outside to do battle, but they inevitably get utterly destroyed, because they lack any true skill and when they return home, their rekindled hatred makes them hit you on the hook time and time again.

    Yes, the MMR-Hells are a forlorn and foreboding place, and while escape isn't impossible, its a might deed! One has to pull themselves up from the ground, somehow rouse the broken spirit of their comrades in arms and successfully verse the NOED-Wraith and escape.... About 5 times in a row. At times it might seem impossible, nut please don't lose heart, for when you somehow manage it, the reward is great indeed.

    When you step foot into the DBD Heartland proper other survivor will greet you warmly and accept you in their mids like a long long brother or sister. They will show you true honor, true skill... and true valor. They will take hits and ravage their own flesh, just to get you out of death's very own clutches, and before long you will witness the greatest display of humanity and altruism of them all: the discarding of their own flesh and very life, just so that you can traverse the Doors of the Exit. Nothing is gained for them, all seems lost, and yet they die with a smile on their face and hope on their hearts.

  • @LDominating said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089205#Comment_3089205

    The problems are:

    DS was changed so many times it's probably the most bipolar perk ever.

    DH was an overrated exhaustion perks but was the only RELIABLE one as any other exhaustion perk was bad or required an activation factor.

    Balanced Landing was the only contender until,you guessed,it was nerfed.

    DH didn't require a nerf,it required competition,once killers were called on their BS that this perk was op they quickly blame nerf motivation for overusage,which I stated and you can deduce it;s because of lack of competitivness.

    SC wasn't good for SoloQ,if you use it,please don't queque as a solo,you'll ruin the experience for others,it's the worst healing perk in the game after healing went from 14 to 16 and mangled added slowed healing progress.

    SC should be considered bannable for idling or AFK,that's how bad of a perk it is.

    The BT destruction is nothing compared to the lackluster of anti tunneling nerfs,just admit developers,baby killers need to tunnel to vent frustration and you've got skins to sell.

    Add 85% of killers as I stated previously in other posts that any anti looping killer should be considered on the nerfing chain.

    They were designed with 2016 map designed in mind but were brought after 2019.

    Doctor,Billy,Wraith,Sadako,Oni,Huntress,Artist,Legion,Clown,Demo,Spirit,Hag,Trickster,Deathslinger,Bubba,Plague and a few others which I don't think their anti looping is that big of an issue.

    These killers have very strong anti looping abilities which created the SHIFT + W meta,which was nerfed,a meta isn't born out of boredom but necessity.

    If my only defence against killers is negated by 90% of killers then I must buy time as going down is not an IF question but WHEN and when my precious time is made meaningless by broken slowdown perks which seem to have no shortage,then my freaking killer main friend,the game's not anymore survivor sided but your killer sided.

    And this has been a question you should have asked yourself,in a game where teamwork is king,should communication and teamwork be absent?

    If said teamwork is the only thing to be able to win and even then not beign foulproof then what's a player not in a SWF supposed to think before clicking "Play as a Survivor"

    This is a fact killers mains have to put in their brains,game's has been killer sided since 2019,but the devs have handed you kills on a silver plate that whenever one of your 25 games is missing with kills,you go ballistic.

    I kid you not,I could ask the killer mains what game's they've played and they recite the bad ones like it's a poem.

    There is some truth to some aspects of your post, but a lot that's either plainly wrong or so biased that you can't look clear anymore, no matter how hard you squint.

    I am at work and just got my phone, so I don't feel like engaging on a lengthy parley with you, but I might do so tomorrow.

    But just for a stater, I wouldn't attack wide swathes of the player base with blanket statements and some numbers pulled out of thin air.

    But you seem like a clever one, so let's see if we can somehow meet in the middle. :)

  • Tbh, I didn't understood this, either.

    Both, cleansing and searching are somewhat loud actions, but they are also so fast and happen a bit outside of the killers main action radius, that I MAYBE caught survivors twice because of these sounds?

    Making them silently via a perk already would have been pretty niche, but also increasing the times by 30%? That's so bizarre. At the end of the day the time increase isn't that impact full, but its so utterly unneeded and doesn't help this under picked perk in any way to become more attractive.

  • A lot of good answers here, so I won't repeat everything already said.

    OP, you are right, of course, there are various problems and DH was just a pretty big 75% problem that got a massive stranglehold on the game.

    BUT I just want to throw in two thoughts:

    1) the first hours of the patch, the whole first day, survivor games just crumbled and utterly obliterated at the slightest touch. This probably didn't happen just because killers got 10% buffed, or else we wouldn't have seen this total destruction of the survivors game play, but likely because the rug was pulled from under everyone, exposing to the world of DBD how much of the survivor player base had relied on this perk, the wool was pulled from everyones eyes, showing that the endless debates of "lol just bait it out, its just a perk. Git gud" and "maybe you didn't outplay them. What makes you think you earned that down? Obviously you didn't" probably held more water then many would want to admit.

    2) Not every player used DH, and not every player was carried by DH, BUT I would go so far to say that every single game was carried in one way or another by DH. You always had those players who didn't use it and still did well. They either used different exhaustion perks, immersed themselves or just were pretty good at looping and maybe supported their skills with some Windows of Opportunity or the likes. But 3/4 of the player base after a certain MMR bracket used it, and every single game multiple times someone got away, dashed to safety or invalidated a killers clever positioning with DH, and this added up and carried the game, even for ones sitting on a gen.


    Since then many survivors have adapted to the new situation and (re) learned how to properly loop without DH and how to play safer. This patch many many important things happened all together, and they don't just add up but sometimes multiply themselves, but I am pretty sure that we had seen shock and awe effect like the first day of the patch, if they had just made the change to DH and nothing else. Maybe not so long lasting or prevalent, but it would have been there.

    But this is past us now, water under the bridge. Now we must work together to help our soloQ fellows out (I am a soloQ survivor most of the time myself, btw) and how to combat the camping /tunneling epidemic.

    DH is dead, and I am pretty confident that it will never return to anything like it's glory days, and that's a good thing.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089120#Comment_3089120

    You do realize for something to be balanced it means to be fair for all parties involved right? It clearly is not balanced if "solo q was left behind".

    You do realize, though, that he didn't use anything long the lines of "perfectly balanced", "balanced between sloQ and SWF" or "finally balanced".

    He used the term "more balanced", ie an ongoing process. 3 steps towards the middle and one step back will not leave you in a balanced state, but it is objectively more balanced then 3 steps earlier.

    :)

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088209#Comment_3088209

    What a dumb "Us vs Them" take

    Just cause killers are on the opposing side doesn't mean they are playing a different game.

    If anything the killer interacts more with your soloq teammate then you do. When your teammate goes down you can only speculate what happened. The killer is the one who sees how a survivor DC's after getting mindgamed once. The killer is the one who sees your teammate sprint bursting into a rock for the entire duration and then kill themself on hook. The killer is the one who hears your teammate missing 5 skillchecks in a row.

    I didn't hear any complaints from you when survivors gave their opinion about CoH when it released.

    The irony of you calling killer mains biased while simultaneously saying they are not allowed to have a opionion about the game they are seeing with their own eyes is just sad.

    Yes soloq needs buffs, yes the latest patch swung the balance a bit too hard in the other direction but op makes a good point. A lot of survivor would get much further if they actually tried instead of throwing in the towel the second something goes wrong. It's painfully obvious a lot of players are not where they are suppose to be

    Thanks for saying this so eloquently. I wanted to say mu own piece, but then you did so and basically addressed everything I wanted to say, so I'll just back you up.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088980#Comment_3088980

    Will you surprise on that? Some killers already started complain about new survivor meta perks. Prove Thyself, Lithe and SB. I am already seeing some people started to talk about these perks.

    Yeah, well, what you gonna do about those people? They will never shut up. Something will always be meta and mathematically or qol-wise superior to other options. You can't constantly shoot down everything and neither should you.

    Thought I could see BHVR be doing what some of the bigger mmo arena fighters like Dota or LoL are doing, ie regularly nerfing the strongest optionscand boosting the weakest/least picked, just to keep things moving. Yeah, this means that occasionally your favorite tactic would end up getting nerfed, but I like a system like that, because it keeps things at least somewhat fresh and the player base experimenting in order to keep up with the new situations.

  • I am pretty happy with this development. See? It's not l doom and gloom, survivors are adapting and doing well, a new meta is forming and, while not completely gone, feisty BMing midgame has died down considerably. Heck, I even spotted survivors who would "just leave" on their own without the need to be taken by the hand and lead out the door. Amazing!

    And without the stranglehold of DH on the game, chasea feel so much more fun and meaningful. Yeah, the occasional Lithe or SprintBurst user will just disappear, but that's usually at the start of the chase and costs you like 15s, not a whole minute and a broken heart.

    Good job, survivors! And I mean it!

    And the gloating peeps here who say that killers will cry for more survivor nerfs... Ugh. Please stop tugging my cringe strings so hard. It hurts. Just try to be constructive for once.

  • @TheSubstitute said:

    What @Akumakaji said. Also, equip Deja Vu. It shows the three generators in the closest proximity to the each other; not you. Unless a gen is on a different floor or otherwise a pain to patrol, hammer the gen in the middle. Repeat. If successful, you'll never see a 3 gen that's good for the Killer.

    Oh right! See? Many survivors, me included, totally forget some of the fine4 details on the "training wheel" perks. That part of Deja Vu is pretty cool, ngl.

    When a new map drops I like to play several games with Felix's Visionary equipped. It helps to quickly build a sense of the place and were gens generally spawn.

  • @RatbasterdJr said:

    Here’s a solution… here me out… don’t give the killer a 3 gen… so many survivors just jump gen to closest gen. You create a 3 gen this way. Skip over gens, go to the over side of the map, etc. A 3 gen can be influenced by the killer, but ultimately decided by the survivors.

    For real, preventing a 3 gen is somewhat of an advanced technique, but the basics are easily to grasp.

    If you got a map with a real strong, central gen, like Crotus Pren, Ormond or the like, don't leave that one till the end. Of you get this one early, the killer will have to patrol in a wide ring that's not connected through the middle. If you leave this gen for the endgame, chances are that the killer will have two or even three connected gens. Bad for you, good for them.

    And the second principle: when you finish a gen, don't run to the one 15m next to it to start your next, SKIP THAT ONE! Its as easy as that. By keeping one gen distance to the next finished one you will break up most strong 3 gen setups. It's not a surefire way, but if anyone does this a true 3 gen should be literally impossible.

    As a third you could try to visualize the map and try to focus early on the gens in the semi middle. If you get this out of the way, you sorta split the map, and if the killer has to traverse the entire map in order to check all gens, this will leave you with so much opportunity to slam the last one without interference.

    But I see this all the time: people finish a gen, jump right on the one next to it and after this the next one, basically rolling up the map from one side to the other leaving the killer a neat little 3 gen in the far corner.

    Don't be this Jake.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088420#Comment_3088420

    When people talk about bridging the gap between solo and SWF, they don't want to have the responsibilities and expectations of being in a SWF, but they still want the extra information that voice communication SWFs get.

    I would be careful with too all-encompassing blanked assumptions about large groups of the player base, especially if its somewhat hurtful or unpleasant.

    I would say that maybe a lot of the long term soloQ players don't know that SWF not only got perks and advantages, but also certain responsibilities and expectations, ie not letting anyone hanging, organizing a rescue attempt, maybe being ready for the occasional flashlight save etc.

    Same general idea, but less condescending and demeaning.

  • @PapaQuintus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088284#Comment_3088284

    So how does a solo squad play together if they are camped / tunneled out of the game? Any ideas? Oh, let's all go and take bodyblock hits, so the killer gets free hits, the gens are never worked on, and eventually the tunneled person dies at some point. I would really like to know your strategy.

    Well, being camped / tunneled is the big, pressing problem of the moment, I give you that (and if you look through my history ((but why should you :P)) this is literally the aspect I have given the most thought about the last couple of days) and I hope that BHVR does address it in some way, better sooner then later.

    Some most killers seem to be enjoying the freedom the new changes to the game give them, but other less enlightened souls seem to got the notion that its now their turn to make the survivors suffer for years of (perceived) abuse and t-bagging.

    But trying to be cute I would say this: you can't win every game. Getting camped sucks, but in the worst case scenario you are out of the game in 2min and past the queue in 15s for the next one. Not every killer camps and tunnels, as a lot really enjoy the new phase of experimentation. Back in the olden days there was literally nothing a non-nurse, non-blight killer could do if a SWF bully squad wanted to slam 4 gens and then bully you, or just touch up the last one and leave, and this is now kinda a reverse situation. I would advise not to let it get you and just shrug, enjoy your short queues and get into the next game.

    That being said, of course you could always run my favorite soloQ build, ie Bond+Kindred+Open Handed+Borrowed Time and then you got quite the fighting chance of getting someout out of a camping killers clutches, especially if its you and everyone else gets 1/2 the map-wide wall hacks against the killer, letting them win any mindgame. This still won't help you against a Bubba who is deadset and camping you out, but against basically anyone else your rag-tag group of lone wolves has now a chance of banding together and see what everyone else is doing and where the killer is at all times.

    A lot survivors scoff at such a build, because you forgo any perk that lets you fight back or that is really flashy, but its my build with my highest escape rate and its really good. Maybe give it a try :)

  • @tendyhands said:

    It's almost like playing survivor is trash now and nobody wants to do it. What a shocker when you nerf all the survivor perks, barely nerf killer perks and give them tons of good stuff base kit.

    I honestly have no idea what you are talking about. My three go-to builds survived completely intact and now that survivors had some time to adjust to the new killer speeds things got pretty much back to normal. Games feel much more fun and fair now, though, and surviving isn't a givin, but needs at least some good decisionmaking and looping skills during the trial.

    Killer queues got longer indeed, because a lot of players for the first time feel confident enough to try out killer for real, instead of getting dominated, crushed and laughed out of the game. During peek hours my killer queues are finally sub 1min, though, because, gosh, people still enjoy playing SWF in the evening. I see this a win win for everyone.

  • @CookieBaws said:

    It's either:

    • to lose: get 2+ slowdown above average killer and get killed, which is 90% of games.
    • to win?: get a noob killer
    • HEY, you don't need BT anymore. But you need prove thyself now to have decent gen flow.

    If you wanted people to play SWF more, you did FANTASTIC job.

    No, soloQ is still pretty viable, you just need to play consistently good enough not to get thrown together with the lambs who suicide on hook or can't loop.

    BTW, the thing with Proof Thyself is becoming the new meta. Its also encouraging survivors to play together instead of quickly slamming 3 different gens. I guess that was partially intended.

  • @ThiccBudhha said:

    What does it do? It is my next challenge. I thought it just debuffed you?

    The "debuff" is some swirly, windy/snowy graphical overlay and some white noise sound effects. I liked it just alone for tha fact that its something new and I am curious if the higher level Orange Glyphs will be different effects entirely or just expant the on the visuals we got right now.

  • @dictep said:

    95%. And kill rate is not inflated because dc. People who dc are losing and they don’t take dc in statistics, so killer rate is higher.

    Lol. This ain't even worth responding to.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087853#Comment_3087853

    The one reason I ever left hook when playing killers who cannot properly face camp was BBQ. And they gutted it to make the grind worse for new players, or something. No idea what the goal was, there. Either way, I never use it anymore and therefore I now camp even when playing "chill" games where I am only after a quick challenge and let the survivors go to speed up the process a bit.

    I feel you, oh kindred soul, I feel you. The update was pretty well received by me, but without knowing it, it ripped a giant BBQ shaped whole into my heart, through which my soul is constantly leaking ... and I am not being dramatic here, this is exactly whats happening.

    When I now had a fun match and hooked everyone got some 29k points ... my payoff is 29k BP! This just feels wrong and lets The Entity consume my hope, my soul, my will-to-kill at an alarming rate. I fear for the worst.

  • @Murgleïs said:

    The hard truth : you were boosted by your perks. You did not belong in the MMR you were.

    Don’t worry, your MMR will adjust and you will face killers at your level of skill.

    I got a feeling that THIS here is it. I basically used mostly fun and non-meta builds and actually not a lot changed for me. Yeah, the first 5 games were rough as everyone was adjusting to the new and improved killers (and a lot players actually had to realize that they were, in fact, boosted and carried by DH and to a lower extend IW), but after that my games mostly stayed the same.

    Well not exactly, it took another two days or so for most of the other survivors to shake their paralysis and actually be doing gens again, but after that it was pretty normal again. You lose some, you win some, but overall the games felt much more like a real slasher movie and not some Helloween Benny Hill Show Special.

    ""Why many perks switches off at the EGC? It's like "You lose, but you can play well and go to the end, and then lose anyway". Why? Why killer is obliged to have win? There's some quota?""

    A lot of the times the EGC posed no danger whatsoever to the survivors. It was a matter of swarming the hook and "gg ez" out of the 99% gates. If the killer didn`t play the (always hated) NOED, he literally had no chance to eek out even one kill, most of the time. It was a damned if you do, damned if you don't kinda situation. Now with the automatic Endgame win perks deactivated it becomes a matter of risk management, again. Everyone got a chance at walking away with some kind of win, but the stakes are up for both sides.

  • @StibbityStabbity said:

    Current DH is pretty... bemoaned. I personally can't complain, the current version is nearly a precise version of a suggestion I made. However, there IS a difference:

    The, uh, dab animation.

    DH is now a reaction/read to what the Killer is setting up to do. I don't see a reason to telegraph the dodge/parry that the Survivor is going to counter with on account of it being a much more skilled use of the Perks function. With how DH now requires a hard read, understanding of their situation, and good timing, there doesn't REALLY seem to be a point in making it play an animation when the dodge/parry function is active. If the developers REALLY want to use the animation for the sake of it, make it activate in the first split second AFTER getting hit, not before. The tell gives the Killer the ability to see last second that yes, that Survivor was expecting what they had coming. In most games, this would be met with the player making the read getting something out of it. With the Dab, however, this gives the Killer an unnecessary chance to hold back their attack last second in order to deny the Survivor the positive results of their accurate prediction.

    So, just move the Dab to AFTER the hit has landed so it looks like they dashed through the hit instead of like they want some big angry person to check out their new demo before getting smacked for wasting their time. This would make DH more viable in general scenarios, NOT have any of the issues with previous DH, and allow DH to better reward the predictive capabilities of the Survivor using it.

    Also, add Witch Time graphics when it lands. Yes.

    https://c.tenor.com/kF8OUGFhiQ0AAAAd/bayonetta-saurian-dash.gif

    I posted the gif as a joke, but looking at it, it LITERALLY does what I suggested. It plays the dodge animation AFTER the hit lands. This is on account of it requiring accurate, last second input, along with the time of the animation, but it basically shows precisely what I'm referring to. Go figure.

    TBH, I think you are right, and this is coming from a killer main. DH in the past had a real strangle hold on the game, and the way survivors everywhere crumbled in the first two days showed this, but in the time since most survivors have adapted and now loop again and everything seems to be proceeding fine, I think. Sure, a lot of people are salty, and the camping/tunneling situation needs to be adressed somehow, but everyone (most) is (are) experimenting with new builds and I think thats awesome.

    So, when playing killer I have met exactly one survivor who was good at using the new DH and used it very well, and two others were I hit them once and wisend up afterwards. The new DH, if used right, is pretty powerful, but it takes a lot of skill and luck and isn't anything like the "get out of jail for free" card of the past. I also think that you are right and the dab-animation is a relic of the past that could pretty much go away without affecting the current state of the game. I think BHVR were a bit scared to take the animation away, just to avoid a situation where everyone said "again, they nefed something only to make it stronger!". But this is obviously not the case, so maybe just take the animation away and see how things work out?

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087729#Comment_3087729

    meh people play builds like yours with 3 info perks but then get tunneled hard some matches and they go back to OTR, DS , exhaustion perks etc.. basekit kindred is not that much we need all 4 perk slots in solo Q not 2, that's why DS nerf is stupid too players don't run DS for fun it's a necessity

    Indeed. Apparently tunneling and camping is THE problem of the day and it needs to be adressed somehow. But I don't think that any more perks as basekit are the solution, more something like the carrot and the stick method, ie make it more worth the killers while to leave the hook and chase someone then to stay and camp.

    At one point in the past BHVR experimented with slowing down hook progression when the killer was too close to the hooked person, but appartently this would be abused by the survivors.

    But that was in the past under the old systems, now with the killers being buffed all around this system could work? Maybe this slowdown could be paused when a survivor was actually chased around the hook, and on the same vein, give the killer some incentive to leave it. Like show the killer the most distant survivor for 3s and give them a 10s speed boost when out of chase to get over there. We all want fun games and fun chases, so everyone needs to get something out of playing this way and the stick isn't always the best method, the carrot is much more fun.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087667#Comment_3087667

    There is a huge difference between camping and being near the hook because a survivor is forcing you to or you're just traveling the map. Have you ever seen how much of "the game", is covered if a survivor is hooked in the middle with kindred and open handed? Everyone basically has old OOO

    This! Kindred + Open Handed on such a cramped map is basically free wallhacks for everyone. Its sick!

  • @Adaez said:

    I think survivors would play a lot better if bond and kindred was basekit.

    I think the biggest problem most survivors are is the lack of communication and information.

    If these perks we're basekit and BHVR also added a way for soloq survivors to communicate with each other,there would be no difference betwen soloq and swf if survivors also played well enough,

    Probably ... but here is the kicker: you can just run Bond and Kindred and instantly play better! No need to turn it basekit and handing out 2 free slots. Its like people who insist on carrying an extra weapon instead of some protective item and then ask for a base armor increase because they take too much damage. The solution in this situation is not to increase basearmor, but to just pick up a shield.

    I preach it like gospel, but apparently no one wants to hear it: my most successful soloQ build is Bond+Kindred+Open Handed+BT. The constant info at extended range is awesome and allows you to make pretty informed decisions of all kinds, and the wallhack of Kindred+OpenHanded is just insane. Its nearly half the map and the killer just can't mindgame you; heck its so useful that you might be tempted to let someone hanging :D

    But here is the kicker: I use this build even when playing SWF, because people will tell you that SWF basically get this perks for free, but this people are sleeping on the fact that there is a big difference in hearing "the killer is chasing me, I am running towards shack!" and actually seeing every movement of it through walls and everything. This is so huge and you can't communicate that much via Discord to come close to this flow of information. Of course, other builds will offer vastly different abilities and more "fun" or "flashy" stuff, but I ask you to just try this simple build out for a couple of games and see for yourself that seeing is much more then hearing. And this aren't some obscure builds, every new player who invests like 50k BP into Dwight can combo Bond+Kindred.

    The problem is just the stubborn resistance of people to actually play this combo. The promised action icons for everyone will be a step in the right direction, helping soloQ to play much more efficient and not waste all this time "guessing" if they should run to an unhooking, only to find out that two others had the same idea. But handing out powerful perks for free isn't the solution.

    On a tangential note: WHY has this game no communication wheel and emotes? It is literally the only multiplayer game, one that heaviliy depends on team work btw, that doesn't even allow communication in its most basic form. And cute emotes would also sell like sliced bread in the shop, so everyone would be happy. THIS is something that is literally unexcusable. Give us a damn communications wheel with just the 5 basics like "follow me", "do gens", "thanks", "hide" and lets everayone do a cute dance or something. Yikes ...

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087157#Comment_3087157

    Sprint Burst, overcome, lithe

    Off the record

    Adrenaline, prove thyself, circle of healing, BT, windows of opportunity, kindred, and unbreakable are all good perks

    Sounds overtly dramatic. Non of my builds would have been considered meta at any time, yet they are good enough (and more importantly: fun to use) to carry me. Of course I don't win/survive every game, but most of the time I have fun and enjoying myself.

    When I die it isn't because my teammates were running bad perks, it was because I either messed up, the killer camps me to death or (most often) my teammates do anything of the likes of a) self-healing for an extraordinary amount of time, b) hiding in a bush, waiting for the golden opportunity that never comes, c) doing a gen while I die on hook d) sacrifice themselves.

    My three go-to builds are

    1) Bond, Kindred, Open Handed, BT

    2) Blast Mine, Red Herring, Quick n Quiet, Head On

    3) Overcome, Quick n Quiet, Inner Healing, Lucky Break.

  • @StarLost said:

    This famous little puzzler really encapsulates the problem of modern DbD balance wise.

    Essentially, you are a farmer and have to get a chicken, a fox and a bag of corn over the river - but can only carry one thing with him in the boat. If the chicken and the corn are left unsupervised on either end, the corn is eaten. Ditto the fox and chicken.

    Now, replace 'chicken' with 'solo', 'fox' with 'SWF' and 'corn' with 'killer' - and I guess the boat would be balance, and the devs would be the farmer.

    Playing killer against decent SWFs was miserable. So they buffed killers and nerfed some of the more ridiculous survivor perks. But that hurt solos, who were struggling as is.

    It's a very tricky one - if you buff solos outside of very specific strategies (what ever happened to those status icons?), you also buff SWFs and killers suffer.

    The problems solo is having right now are sort of a result of this riddle playing out in real time - and I'm very curious what's going to happen next.

    Very nice allegory. Though one of the biggest problems right now seems to be camping and tunneling, and I feel that with the spot killers are right now you can implement some more restrictions on camping / tunneling without making killers suffering too much.

    I am more inclined to stomp down hard on camping, as tunneling sometimes has its place, but if both have to go in order to make soloQ viable again and keep our killer buffs, that's a sacrifice that I would be willing to make.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086949#Comment_3086949

    You have about a 90% chance to die if you are hooked in the end game and the killer tunnels you. It has gotten to a point that people at my MMR don't even bother anymore. What mindset? That killer is 10 times easier than survivor right now? Pretty sure most of the community has eyes my friend.

    My salt comes from people who try to gaslight others when they know there is a problem but they are okay with it.

    I wish I had a 90% kill rate when someone is hooked in the endgame.

    Usually the survivors don't escape because they are tunneled and then picked up via DS, they escape because they are protected by BT and someone health escorts them to the exit gate. Very little changed, as the 10% general buff usually won't help you with getting a second hit in.

  • I had some pretty spicy chases on my last match on Suffocation Pit and didn't realize that I had fallen prey to the new tiles until I read about it. Yes, they looped pretty good one into the next and catching a survivor there took quite some luck and loads of time.

    I could turn the match into a 3v1 at the 3 gen mark and from there on it was a hide and seak match, interspersed by intense chases inside the 3 spicy walls. I finally figured out were the cheeky Dwight was hiding and managed to stall the last gens progression with Dwight's soul on a Scourge Hook; what a Chad.

    Eventually I chased down the last teo remaining survivors and turned it into a 4k, but it was an extremely tight and tense game that could very easily ended with a 3E.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086827#Comment_3086827

    Listen, you can't just bribe me with - holy ######### is this chocolate chip?!

    My favorite are the Caramel fudge ones... salted with survivor tears.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086819#Comment_3086819

    This is the internet. Courtesy of this caliber is not allowed.

    Take a cookie my dear killer...or some salty lips if you are a survivor. We cater to everyone, here.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086786#Comment_3086786

    This entire question is a hypothetical situation, not everything has to be a realistic case by case analysis.

    That's true, and I apologize if I came off snarky or anything like that ;) A lot of perks are so specialized that you might never run them in favor of a more general perk that will be useful every game, instead of just every third or fourth. Others are just patches for sma injuries that were quickly slapped on, but don't actually change the situation, like Shattered Hope. It was introduced, because killers had no true way of countering CoH, but now Shatter Hope has an ok effect if CoH is in play, yet absolutely no effect for all other games. Its a patch, but solves nothing.

    Maybe we could merge a few of this highly situational perks?

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083936#Comment_3083936

    Which was the last super strong survivor perk though? It was dead hard released in July 2017

    Off the top of my head killers have got pain resonance, hex undying, no way out, Corrupt intervention and pop goes the weasel in that same time frame.

    And still most survivors ran circles around the killers, greeded paletts to the absolute max and ate killer sandwiches for brakefast. Playing Killer was an absolute uphill battle and you could never slack for but a moment, always on edge

    Not every survivor was carried by DH, but every game was. The first 2 days, were the survivors pretty much crumbled, displayed most effective how much ofca stranglehold on the game DH had. Its death released all that design space that was held hostage and will allow the devs to flex their creative muscles.

    BUT you must always remember, that killer perks should always (or most of the time) trump corresponding survivor perks, as it's 4 perks vs 16 perks. Working together they are allowed to be strong, but in the 1v1 they have to be weaker.

  • @PBsamichShoe said:

    If you havent noticed these forums and the subreddit are very killer sided. They make up the minority of the playerbase but theyre the most vocal on the online part of the community and theyve historically made the forums pretty unwelcoming to other players.

    Tbf like two years ago the game was heavily balanced towards survivor with the old DS and old keys/hatch, old maps with infinite loops but with each patch over the last 2-4 years theyve consistently given qol updates for killers.

    Its gotten to a point where they need to stop catering to the minority of the playerbase because its simply bad business to alienate and piss off 70% of your customers.

    Probably 70-80% of killers just want ez 4ks. For them a 2k is not a desirable outcome at all. Even a 3k isnt good enough for them. Many of them dont ever consider that they lost because they didnt play skillfully or because their strategy was poor. Its always going to be something in the mechanics of the game that needs to be addressed, not their own lack of skill.

    Theres definitely sweaty survivor players but by far killers make up the majority of players who take the competitive aspect of the game far too seriously. Which is why a lot of survivors for a long time really didnt care about the incremental changes that were happening to buff killers and nerf survivors. The power creep has been slowly been going on for years but now its super obvious that the devs are only listening to that highly vocal minority to the exclusion of anything else. Mostly because theyre super toxic.

    Dang, that are some impressive numbers, where are you getting them from?

    Oh.OH! OhHhH! You pulled 'em outta where?... Oh yes, the smell sure gave it away. Ugh...

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