Avatar

Alcuin

Alcuin

About

Username
Alcuin
Joined
Visits
2,178
Last Active

Comments

  • @RatbasterdJr said:

    Lmao, another survivor main who has obviously never touched killer. Literally nobody else has issues with these perks. DH and OTR aren’t strong? Lol wut

    I play Deathslinger on PS4. The perks I run are QoL and ones that enhance his power. It makes for a funner game for everybody.

  • @ThatOneDemoPlayer said:

    No Way Out: the Killer has to play inefficiently to get maximum value.

    Deadlock: the Killer loses an entire Generator for 30 seconds of blockage which gets countered by splitting up on Generators.

    Eruption: the Killer has to kick a Generator. The Incapacitated Status Effect can be countered by letting go off the Generator (harder for SoloQ but still not an op Perk).

    Pain Resonance: the Killer has to hook a Survivor on 2 of 4 Scourge Hooks that are randomly scattered around the Map. The scream is nigh useless, it doesn't tell you where the Survivors are.

    Simply get off the Generator to counter PR/DMS. If the Killer is succeeded using this combo, it's not the Killer that is lacking game sense.

    Call Of Brine: the Killer has to kick a Generator, is only active for 60 seconds and can he countered by hitting Great Skill-Checks.

    The typical Huntress has seven hatchets, Artist has infinite crows, Deathslinger never runs out of ammo.

    So Deathslinger should run out of ammo mid-Trial because you think it's too hard to dodge left/right? My God, please uninstall

    Kicking generators is a really low bar to set for slowdown/Tinkerer perks. Pain Resonance was obnoxious before the patch, it's worse now. The combo with DMS doesn't have a place in the game anymore. Killers have so many options to hinder survivors whereas as survivors do not a real counter to it; it starts to feel like favoritism post-patch when the killer stacks all these add-ons/perks that are meant to hinder the survivor. Eruption is anti-solo queue. Deadlock is guaranteed and does what it does well. It's guaranteed slowdown and notification. Again, longer matches favor killers. It blocks gens and requires survivors to make meaningful progress on all seven gens. That's a long match, guaranteed. NWO, four unique hooks is not hard.

    Regarding Deathslinger, I rarely go against him but he's my most played as killer when I still play.

  • @Crowman said:

    You have to consider that there's 4 survivors and each survivor can bring the same perk multiple times. If perk is strong enough that one survivor using it is already pretty good, then all 4 survivors running it can be downright oppressive. Basically the issue with Dead Hard.

    But this is also ignoring the perks survivors have that don't come with downsides.

    Bond, 0 downside and is always active.

    Counterforce, 0 downside, always active, and gets better as you cleanse totems.

    Detective's Hunch, 0 downsides, actives every time a gen completes, shows all items in a large radius around you.

    There's plenty of good no downside perks.

    Solo queue can run coordination, but then they can't fit in both an exhaustion and OTR. Just to add to the side of killer perks, Fearmonger. Can entirely negate a solo survivors loadout if it's based around coordination and an exhaustion, I know from experience. It's really overtuned.

  • @Chocolate_Cosmos said:

    Reassurance - you serious? This will be the best anti-camping perk in the game.

    Off the Record - New better DS. Nothing to complain about here.

    Dead Hard - It's much stronger in right hands but also useless in some situations.

    At the cost of furthering the objective on the survivor side. Longer matches benefit killer and that's why the patch added ten seconds to gens. Deep wounds, conspicuous actions, getting off gens to complete secondary objectives or procing a perk. All these extend matches. Time is on the side of killer, not solo queue.

  • @Archvile said:

    The simple and obvious answer to this is that there's 16 survivor perks and only 4 killer perks in a game. Killer perks need to be qualitatively better, while survivor perks make do with quantity instead of quality.

    The typical Huntress has seven hatchets, Artist has infinite crows, Deathslinger never runs out of ammo. Killers have powers that more than make up for the 16 perks on the survivor side. It's still clear that survivor perks come with downsides and recent killer perks due multiple positive things. All the strong ones come with some sort of "go here" notification.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121292#Comment_3121292

    Wow, imagine nerfing slinger even more into the ground, poor fella

    Deathslinger's the killer I play the most right now. His nerfs would be a little more meaningful if survivors didn't move as if they were stuck in mud. If you can aim, you can play Deathslinger. He's never going to be in four places at one time, so he won't have map presence but he's always going to dominate the chase. STBFL needs a nerf, though, I agree with you there.

  • Artist's landmine crows not making it out of PTB is added to the killer nerfs list on this forum. That was not a nerf, it was super broken and you still have to sandbag yourself to not 4k with her.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121292#Comment_3121292

    Alright, you've proved you were trolling now. You can stop.

    Don't blame me for wanting to bring balance to the game.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121245#Comment_3121245

    You're comparing different games. Stop. Huntress isn't even top 3 in most tier lists, and no killer is overpowered.

    Also, Huntress hitboxes caused by latency and survivor hitboxes not matching up with the model, they're perfectly fine. When they were changed to be "more accurate", it was reverted in days because it was literally impossible to hit someone.

    It's not just latency. I just gave the example of getting wiped by a Huntress that couldn't aim. Doesn't mean she's not fun to play as and she can be fun to play against when she's not zoning. As far as they've already tried to make her hatchets more realistic and failed: learn from the past and try again.

    As far as a balance idea for ranged killers that will never get implemented: if a ranged killer is being played, survivors get a permanent 7% haste buff for the trial. This would give survivors more dynamic movement and increase the need to have good aim on the killer side.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121212#Comment_3121212

    I can't tell if you're baiting or actually saying these killers should be nerfed. Because the best ranged killer in the game is considered one of the most balanced killers. And Artist and Trickster are both far weaker than her.

    Huntress and her splash damage hatchets are balanced? Last time I played against her, it was a twitch streamer on one of the Swamp map. I was repairing the second-level generator on the boat. The Huntress was below us, about 15 metres away. She threw three hatchets way over our head, she wasn't even close. But she was able to snowball and down us when we couldn't get to a tile and she was 10 metres away? Yes. He hatchets are splash damage, they are not balanced.

    There's a Fortnite creative mode where you only get credit for damaging the opponent when the shotgun is a perfectly placed headshot. There is still building involved, editing, and more dynamic movement, such as jumping, etc. Compared to Huntress, it's two different worlds. She's not balanced, she's easy. All ranged killers in DBD are easy.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121124#Comment_3121124

    OMG I didn't even notice her because of the fact Trickster was there 😂

    And yeah, I want neither nerfed as well. Both are fine

    There was just a thread on the front page requesting plaid flannel to be basekit. Artist actually has it. The game wants to aim for her. She doesn't have to play tiles, she has a range attack that can injure survivors through walls, and the game telegraphs where she is aiming. I come from shooter games and play mostly ranged killers in DBD. In DBD, the hitboxes and more-or-less built-in wallhacks or something else. Never experienced it another game. And Trickster, he's spray-and-pray against opponents that look like they're running through mud. Ranged killers should be balanced, i.e. nerfed.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120789#Comment_3120789

    What? Demo is at the very least Btier and really decent killer. Just played him 2 hours ago and I got like 8 or so 4K’s not in a row but if you know how to play him he is very much a threat. He’s not as good as Blight, Spirit, Nurse, or Oni but imo he’s better than most anti-loop killers like Artist, Nemesis, Pyramid Head, and Pinhead. Maybe Pyramid head would be better since he can’t hit through loops and he does have a high skill ceiling but Demo doggy pretty’s good. Sounds like a skill issue.

    I was saying that Demo is at least B-tier. I would but him at A but not higher than Artist, whom I consider S-tier.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120789#Comment_3120789

    I’m looking at the stats and Huntress’ breakdown is

    • 0 kills 26.6%
    • 1 kill 17.5%
    • 2 kills 11.5%
    • 3 kills 16.8%
    • 4 kills 27.6%

    Which is a pretty standard distribution.

    That's one of the four and Huntress had 0k as the most common result as of a couple days ago. Still, 26.6% is high and Huntresses that 0k are running basic attack perks and Huntress Lullaby. Those players are not sharing their data on game-related sites. Experienced players are. The latest official numbers were from Dec-Jan. The kill rate was around 55%. Killers have been buffed since. It's said that it's to make basic attack killers viable, but it makes strong killers stronger and even OP. How are such killers having their kill rate drop, then?

  • @dugman said:

    On the aggregate site I follow the kill rate is up from about 49% pre-patch to about 56% post patch.

    If it's the site I'm thinking of, the most common match outcome for Artist, Huntress, Twins, and Demogorgon is a 0k. If one is sharing game-related stats on site, that player is invested in the game and not new. How are such players getting 0k's with A-tier killers? There's an obvious bias to those statistics, but I'm guessing some users are just rigging the stats.

  • Deathslinger, but STBFL needs to max out at 40% weapon cooldown reduction.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898143#Comment_2898143

    Epic Games moved all of their games to UE5 and their games still run insanely smooth on last-gen consoles, even their more graphically intense games run smoother than DbD currently does. The main thing is that DbD isnt insanely optimized, so switching engines might cause some issues.

    I'm a day one Fortnite player, it gets worse and worse on PS4 with every new chapter and season. Most skins don't even load into the game -- 70% of a lobby is default Ramirez -- on old gen and Switch for performance reasons. It's like asking DBD to accommodate mkb on console, it has awful input lag on Fortnite. It would be even worse on DBD, as would switch to the UE5.

  • They also stack hindrances and debuffs to the point you have like five status effects pop up the moment you get hit. It seems to be done deliberately to make the game unenjoyable for the other side. In solo queue, I've only been a part of five matches where the killer did a Fearmonger/Third Seal/Knockout/etc. build to slug all four survivors without hooking. Legion was the killer in four of these matches. It's one thing to play solo queue and lose consistently, but it's another when that's the role that doesn't get any help to fend against unfun mechanics and playstyles. Legion builds take advantage of this "it's all for me, none for you" mentality better than any other killer.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106712#Comment_3106712

    And Self-Care was also very popular pre-nerf. Was it meta?

    Self-Care is a QOL perks for solos. It helps to play the match. Pain Resonance and Dead Man's Switch is played to win matches.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107132#Comment_3107132

    I'm saying: clown chasing 1 person for X seconds gives 3 survivors X time on gens, with all three popping more or less at the same time. 10 seconds is just 10 seconds. It's not actually adding 30 seconds to the game length, like people seem to think (because some survivors tend to see the game as a 1v1, despite having a team on their side).

    I'm also saying that Clown's yellow bottles are way more complex that they need to be, yes. All Clown WANTED was a means of going faster when not chasing somebody, so he can get to the next chase before all the gens pop. Instead, they gave him something that uses up his anti-loop power, has an extremely unclear duration before it triggers, AND gives survivors both the ability to remove their hinder status AND get a speed boost if they get in it. It's WAY more complex than "press M3 when not in a chase to get a little speed boost" or something, like he actually needed.

    Legion didn't change. Their big 'pay off' from the 'rework' was that if all four survivors are playing wrong by clustering up, AND they play wrong by staying near each other when Legion goes Feral (which they can now hear super well because unique music when the killer turns his power on), AND they all play terribly by not being able to juke a single slash out of five attacks, THEN Legion gets one single down from their power. That is a whole lot of dependencies.

    But considering just how many people complain about them as if they just always assume they're going to get injured and never bother to heal or get away, I am forced to assume that the average skill level on this forum is FAR below the sort of players I actually go against in-game.

    The first point, the killer can't be in four places at one time. That probably is the hardest part about killer. Still, the killer has perks to slow down gens and playstyles to ensure an elimination no later than mid-game. The rest is finding survivors -- which isn't hard -- and winning chases, where they've been buffed. Everything is available to the killer to 2-4k whenever they want.

    The time it takes to trigger Clown's yellow bottle effect can be learned through experience and observation. As far as both the yellow and pink bottles counting as part of the same stock, managing resources is a fair expectation. Survivors have to do it with pallets. If survivors are benefiting from the yellow bottles, they're either waiting to gain its effect (they're not getting distance) or the player controlling Clown is not using them correctly. You have to put some expectation onto the killer. Whenever I play Artist, it isn't lost on me that the game wants to aim for me. It sets an extremely low expectation.

    This leads into Legion. It is not difficult to injure four survivors running Never Sleep Pills and Mural Sketch. Your power duration is double and you can make use of map-wide wall hacks, i.e. Killer Instinct. Survivors don't even need to be clustered up. As far as juking Frenzy, are you playing on Switch or old gen? I play on PS4, Legion's Frenzy is easy to miss with of because stutters and loss of frames. I play ranged killers mostly and I find them easier than Legion. If you're not playing on Switch or old gen, you're wrong. That is where it is difficult.

    Last point. Talk about skill level. The only way your argument works is if it's framed in a way that sets an extremely low expectation on the killer and the reader believing it's accurate. Legion missing in Frenzy is one I'm really interested in, though? Are you playing on Switch or old gen?

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107109#Comment_3107109

    Bloodlust doesn't go up to tier 2 till you've been chasing for 25 seconds, with full line of sight AND never using your power. Clown should never get bloodlust, unless they're totally out of bottles, in which case they've lost the chase already.

    And 10 seconds per gen is hardly the End Of Days some survivors believe it to be.

    I'd be impressed if Clown is even C-tier with all these changes.

    On one hand, you're saying 10 seconds added to gens is not significant and on the other, you're saying Clown and Legion have complexity to their design?

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106811#Comment_3106811

    Yeah that's true.

    Sigh, i liked thana. I don't want to use it in the current state but i'm not sure i want to after the change.

    I'll try and see i guess

    Some of these perks help turn the trial into more of a story, Thana is one. It should be more than just part of a sweaty build for Legion and Plague. It's cool when a Huntress runs Huntress Lullaby.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106768#Comment_3106768

    The remaining survivors should be more afraid of dead if it's in the vicinity

    The dead survivor doesn't need the speed penalty. I'm fine with that

    I wouldn't mind if it added a slight penalty to remaining survivors to make it more in-line with its theme.

  • @Sonzaishinai said:

    Can it apply to dead/sacrificed survivors too?

    I know that it needed to toned down but only having a max of 6% slowdown after a survivor dies is just sad.

    A dead survivor would no longer be afraid of death.

  • I use Shadowborn. it takes up a perk slot but killers were buffed so that they would no longer feel the need to run four slowdown perks. Except for one Blight and one Hillbilly, I haven't faced a killer running Shadowborn. Killers still running four slowdowns is the majority of matches. No more basekit perks for killer, they're already profiting from 2+stacks of Thana, 2 stacks STBFL, tier 1 Brutal, and the reduced distance gained after injuring a survivor.

  • @Wewantjason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104097#Comment_3104097

    You aren't even paying attention to the OP and need to calm down. BBQ being gutted- OP directly stated that he was reffering to making killer hook EVERYONE, because the BP bonus was removed. And op is right prior to this patch as killer i would want my four stacks for points. Now i dont even RUN bbq. its still a great perk but without the BP im trying other perks, and i also have no incentive to spread my hooks around. Everything the OP said is true. Even OTZ has pointed out a lot of that. Currently killers have regression perks that do not encourage them to patrol.

    Yes there are perks that CAN let them see gens. But they are not as good as the prior ones. You are just a salty survivor main angry that another survivor main called you out. Calm down and be honest with yourself for ten seconds.

    Not to mention you didn't even counter all the points. All you said was "run an EXTRA perk to make pain resonance as good as it used to be." That is a decent combo sure. But first of all telling OP to add another perk to fix the nerf on one is asinine. Secondly you didn't address a single other point he made. You immediately resorted to insulting OP even though they made a tactful and well constructed argument. You shouldn't even be in this discussion with your attitude or lack of comprehension skills.

    100% all of the nerfed killer perks encouraged the killer to patrol and chase different people. 100% killer still has strong regression. But EVERY survivor main on this forum is complaining about how camping bubba can use the current perks to block gens without leaving, now here someone is elaborating on that and you insult them.

    tl;dr good job op. Ignore this guy.

    A perk cannot be both gutted and still great. I stopped reading at that point.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104097#Comment_3104097

    I have to say it's very instulting that you think you're entitled for me to prove I'm a survivor main to you. I play survivor exclusevely, I'm just not entitled and think I deser a four man escape every game and can actually work out how the game works. When the killers are disincentivezed to leave the hook, they don't. Simple as. BBQ and Pop were gutted, which is why their usage fell to nearly zero after the nerfs. And even if they werent gutted, they certainly were nerfed, when they should have been buffed instead if anything. They are healthy perks which promoted healthy gamestyles. So why nerf them?

    You might be a troll within a troll. Regardless, solo survivor has gotten the short end of the stick again.

    BBQ's a good perk. Pop's strong. If they're not used as much, it's because Overcharge, COB, Thana, and Eruption are META.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104097#Comment_3104097

    When BBQ had bonus BP attached, it was a massive incentive to run it as an intel perk. Without the BP bonus, most people dropped it since only mobile killers can make good use of the intel it provides.

    Mobility matters even less when gens take 10 seconds longer to complete. I play a lot of Deathslinger and Huntress, BBQ is a strong perk on them.

  • @FrostyEyesSusie said:

    We can see a lot of survivors complaining about the uptick and in camping and tunneling going on in the recent patch. Byut all you hear about in this forum are the vocal minority that wanted free games and didn't want a cahllenge like most of us do. They wanted to be cocky and bully a killer that they knew he couldn't fight back because the power roles were inverted. They wanted to have the illusion of skill by pressing E (or whatever key they had mapped DH as) and be able to jump into a locker after hook and be literally immune for 60 seconds.

    But most of us are not like that. We welcome challenge and not only expect, but want to have to earn our escapes. We are not entitled to free 4 escapes and know that sometimes we have to leave teammates behind because unhooking them is just too risky.

    That said, while tunneling isn't bad per se (chases are the most fun part of the game and tunneling is just giving us us the opportunity to be on chases more), camping really went up and that is NOT ok. It's not fun for the killers to just stare at us hooked either.

    The problem with the patch is not that the killers were buffed (we true survivor mains are very glad for that), the problem was that killers were nerfed in ways that they should not have beenn

    For instance, Pop was gutted. Pop was a wonderful perk that incentivized killers to go for hooks and and then leave the hook for that sweet 20% regression. It was a better anti-camping perk than DS ever was.

    Then Ruin was gutted. Ruin was also a good perk for us survivors because it forced the killer to move around and pressure us out of gens. If he stayed to camp a hook, then he would get a grand total of 0 (zero) value out of Ruin.

    BBQ was gutted. BBC was also an anti camping perk because it incentivezed killers to go look for other survivors far away.

    And finally Pain Resonance. The notification was absolutely crucial to incentivize the killer to leave the hook and go pressure said gen, specially coupled with Dead Man's Switch.

    As you can see the trouble we survivors are having is directly correlated with the devs nerfing killers all the wrong ways. They listed to the fake posers who simply wanted killers to be weaker all across the board instead of listening to us real survivor mains who wanted a fair challenge. Now it's their opportunity to finally listen to us survivor mains and buff those perks I mentioned.

    Run Surveillance with Pain Resonance. You get the information and the buffed regression. Pop's still good. BBQ wasn't gutted. BBQ's is the closest thing a killer has to a 2v1 in football or a fast break in basketball; you have a survivor hooked, a survivor going for the unhook, and a survivor on gens to chase. BBQ allows the momentum to shift in the killer's favor. I'm telling you things you already know, though. You're not a survivor main. You're a killer main that needs to have the center of attention, constantly. It's killing the game.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103849#Comment_3103849

    Even with the 10 seconds the buff is nothing.

    22% of 80 would be 18 seconds with all 4 injured.

    22% of 90 current thana is 20

    Old thana was 20% of 80 16 seconds.

    Everyone is complaining about Thana going up by 4 seconds with everyone injured.

    Thana is not the issue whatsoever.

    After an update where nothing was done to camping and tunneling. And the gens take longer. Stacked slowdown is still META. It's a convergence of unfun things. Solo survivors give up because of this.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103853#Comment_3103853

    I need real proof it works, if you are spreading hooks on everyone with zero slowdown and still getting kills you're playing against bad players as far as I'm concerned.

    An official 1 month test and sharing the data would be real good. Then we can see just how "ez" killer is.

    I don't play for 4ks. I get them when they come and when I'm trying for them. If the survivors are toxic, I'll play dirty. But, otherwise, my typical match as Deathslinger is 26k bp (I'm hitting a lot of shots with him) with 1-2 kills and the survivors getting around the same amount of bp (prior to the update).

  • @Gorik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103832#Comment_3103832

    Camping doesn't work unless you need to secure a kill and things are desperate any half decent Killer knows that.

    I will tunnel the dude off hook if the unhooker goes full stelth and the unhooked has left scratch marks everywhere, I need to do my objective and if the unhooker doesn't take aggro and has hid in a locker or whatever, why complain at the killer for tunneling? ( This happens A LOT btw ).

    No one should be given kills or escapes.

    Thana may be stronger but on Drs and Trappers? That's just a really poor perk to use on them and the Killer is obv trying to Meta build badly.

    I have had 1 surv give up since the update in game because it was range add ons Nurse and we would of won had he not 100%, even the Nurse said it.

    The issue is playing solo with Survs who seem like they are literally new to the game, which has to be an MMR thing or bots.

    Camping works. I've lost three times in the last two months to the same streamer who goes on 100-game win streaks just by playing dirty, i.e. camping and tunneling. Nothing has been done as far as time for a survivor to reach second or death stage on hook but gens have been increased by 10 seconds. That's a buff to camping. Add No Way Out, Deadlock, and whatever else it guarantees at least a 2k. If the killer is competent it's a 4k. Camping is also a reason why survivors want out of matches early.

    Thana's strong because DBD has entered a new era. Gens are 90 seconds, the developers changed their position on this. They used they were going to increase them past 80 seconds. That was tested. Now that it is changed, Thana is a double nerf to gens.

    I play solo survivor. I'm not new and not a bot. I've watched streamers way better than I am play solo survivor since the update. They're not escaping much more than I am.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103842#Comment_3103842

    They should disable all gen related perks for a month and give survivors immunity off hook until they do something to progress the game.

    I want to see if spreading hooks is viable without slowdown (hAhA).

    That's how I play killer. It's appreciated by my opponents and makes the trial about the search and the chase and it's much more fun for both sides.

  • @BBQnDemogorgon said:

    The math just isn't on the side of people complaining about the thana buff.

    It's numbers are a a few extra seconds more after the update...

    Plus the 10 seconds added to gens. Huge Math there, just with that.

  • @Wewantjason said:

    I posted this else where but feel it warrants a real discussion. Everyone complaining about thanatophobia.

    Thana has always been decent. Better on some killers than others but never bad.

    It slows down gens a lot. Gen speeds went up, which is an indirect buff to thana, so it was basically double buffed really. i get that.

    But that is NOT the strength. The strength is that It forces players to choose: do i heal my injured state and be healthy and counter thana slow down but also wasting time on healing that could be spent on a gen, or stay injured and do the gen slowly.

    I really feel like Most survivors do not grasp this following core concept: dbd is a TIME MANAGEMENT game. Every second not spent on a gen is throwing. Period. Healing is time you could be on a gen, totems are time you could be on a gen, hiding is time you could be on a gen, taunting the killer is time you could be on a gen, and chests are time you could be on a gen.

    healing is the ONLY exception here to "throwing" but even then, so many survivors are so scared of being injured for even two seconds. Even if the obsession's claws are bouncing and you know the killer is chasing someone on the opposite end of the map. Being injured when the killer isn't around is fine. Do the gens! heal after! if the killer comes back just run or hide or something.

    Thana is a great perk but frankly if people just stay on their gens and don't heal until forced, it doesn't do much. Gen slowdown is useless if the killer isn't near your gen. The strength in thana is PARTIALLY gen slow down. The REAL strength is making survivors heal because *THAT IS STILL A FORM OF GEN SLOWDOWN* since they aren't on gens, and the killer just comes back, injures you again anyway, and boom you are right back to square one

    The concept of thana is basically a mini-legion that can be placed on any killer. Does the survivor heal or do gens.

    But considering how many survivors open admit to "gens are boring" and dont do them in the first place, (i just had four games in a row where only me and one other player ever touched a gen. im not running kindred/bond ever again, its just disappointing to see what people are doing) its just obscenely powerful atm. Not because its actually strong but because of the psychology of the players reaction to it.

    Thana is just another middle finger to solos. Camping, tunneling "viable strats". Stronger than ever. Gens take longer, chases are nerfed. Needed for SWF. Stacked slowdown, not going anywhere. Thana buffed. "It's just in your head, man". It's not.

  • @Wewantjason said:

    You literally think a game where a ghosts, the literal nemesis or michael myers, and monstrous eldritch creatures of all sorts placed there by an evil elder god who feeds on fear and death, should be at an inherent disadvantage two four generic humans who do not speak the same languages armed with flashlights? I appreciate your engagement but I 100% am sure that is not what the devs want you to feel.

    If you want to the game to have a fearful aspect to it, Dead by Regression has to go. Dead by Facecamping has to go. Dead by Tunneling has to go. Anyways, you're not going to be afraid in this game after facing each killer at least once.

  • @Gorik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103818#Comment_3103818

    Speaking of perks, though, why is everyone using Thana!?!? I have seen it on Drs and trappers, im like ugh wouldn't pop be better... proper little Meta sniffers or something? i still love BBQ, it was always about the Aura, BP was just a bonus for me.

    Killers run Thana because Thana is strong on all killers. Just because it's broken on Plague and Legion doesn't mean it's not strong on the rest of the killer roster.

    As to your point about solo survivors giving up, it's pretty obvious that was going to happen. What did killer mains call camping and tunneling prior to the update? "Legitimate strats" or "viable strats". They have been buffed with the update, just like gen times were nerfed. When the solo survivor sees the little red Thana icon pop up after the first injury, the thought is "here we go again". Camping and tunneling, still legitimate strats. Gens nerfed. Double nerf because Thana is META.

    Killers don't have to be the center of attention at all times. Asking to be the power role, claiming victimhood because 4k's shouldn't be handed out like candy, saying solo survivors are to blame for all their problems. On an on. Shouldn't have claiming camping and tunneling were anything other than broken, low-effort ways to cheat the other side. That's what's boring.

  • You're also not playing to win. Survivors escape when I play Deathslinger with STBFL, Nurse's, M&A, and Mad Grit. If I wanted to win, I'd stack slowdown and tunnel and camp like the killers I face in solo queue. Killer has to nerf him/herself in order to allow for a back-and-forth with the survivors.

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101555#Comment_3101555

    Would making gens 85 seconds instead of 90 fix these problems?

    It shouldn't just be a magical number. Every buff killer got was either 10% or 10 seconds. Change doesn't work like that. Small changes can make huge differences.

  • @EternalSinOfCain said:

    https://forum.deadbydaylight.com/en/discussion/338061/facecamping-experiment-18-game-win-streak-so-far

    This may be a cause for concern... If you weren't playing against brand new survivors who have no idea what they are doing. This is like me saying a job is too hard for everyone at my plant because I based it off of a group of new people who haven't even been trained.

    Pro Vengeance is higher than Devotion 30 and plays the same one. Post-MMR, he's still going on 100-game win streaks on low-tier killers. Killer can guarantee a win against anything other than a 3- or 4-man, tryhard SWF as long as the right perks and dirty playstyles are there. Killer's broken.

  • @Carth said:

    Because eruption's strongest part is dodge-able and just 9% perk regression against swfs + survivors with aura perks. I can't do anything vs blast mine as a killer other than wait it out which will take at most 45 seconds. If blast mine did some crazy OP thing what exactly is a killer supposed to do to counter it and also 4 survivors could bring it? Like I'm genuinely asking what would be a suitable buff to blast mine in your opinion?

    I run Bond, Kindred, and Open Handed in solo queue. I can spam an "I'm on the gen, No longer on the gen" motion whenever a teammate is within 44 metres of me and injured. Is the game supposed to be played like this? Regardless, solo survivors have to stick to gens to survive and can't be wasting time.

    As far as the killer "countering" Blast Mine, you kick the gen. If Blast Mine is present, you're stunned for a short time and, then, kick it again. I'm not asking for Blast Mine to be OP, but if camping and tunneling is going to receive buffs (they both have with this update), maybe it's time to reel in perks. Specifically, gen regression perks.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100530#Comment_3100530

    there is literally no reason to tell them to leave when they know exactly what is coming, just like killers before the patch.

    What was this game like when you first started playing it? Was it Dead by Regression when playing survivor? Was it Dead by Embarrassment when playing killer (against SWF)? If this game is supposed to be 4-man SWF vs 4-Slowdown Killer, tell solos to leave. With respect.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100111#Comment_3100111

    "OP (only) against solo" itself is already a proof of eruption not being OP.

    Then tell Solos to "f*ck off" then. No more Nightfall or AI Zombies. Just 4-man SWF vs 4-Slowdown Killer. At least, have the decency to tell Solos to leave.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100460#Comment_3100460

    I think regression does have a place, they just need to be done right

    Like I think Jolt/Surge is a pretty balanced perk overall since it has a basic attack condition and a range limitation (As well as counterplay, you can jump in a locker last second to negate it)

    I play a match against Dredge. Nightfall is well done, it adds creepiness to the game. But it can't become Dead by Regression. If he's running Dying Light, Thana, and whatever other regression, it's no longer fun when I run into a wall because Nightfall's too dark on PS4.

    At some point, solos need to be told to leave the game if nothing's going to be done.

  • @ButterFlee13 said:

    If you care about killer kicking gens, plz run Repressed Alliance then, currently in the shrine.

    Well last meta was pop with 25% regression and DMS+ Pain Resonance. So that was alot of regression and stop you from doing gens longer tbh.

    For the current one right now, killer needs to walk there and kick. They were wasting their time there.

    There are only so many perk slots available to solo survivors. SWF can run what they want and so can killers, especially against four randoms. BHVR should simply tell solos to "eff off" if changes aren't coming.

  • @Brokenbones said:

    All eruption needs is a small tweak of some kind

    I made a suggestion thread with my idea for one in the feedback section, curious to see what ppl think of it

    Your suggestion is appreciated. Something other than regression on the side of the killer. I don't think pure regression belongs in the game anymore if solo survivors still have a place in it.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/337947/cant-help-but-notice-blast-mine-is-a-for-fun-perk-whereas-eruption-is-wildly-op

    Funny enough one of the best uses for Blast mine is when a killer downs a survivor and then pops a generaor. While they are blinded you make the instant save and prevent the tunnel.

    Now that Pop and Pain Res were gutted the killer will usually kick first.

    lol

  • @danielmaster87 said:

    This is consistent within the community. If it slows down the game for survivors at all, it's "OP". Eruption, Jolt, Oppression, doesn't matter. It's all "OP".

    Dead by Regression.

1 … 3 4 5 6 7 … 9