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AngryHobo2

AngryHobo2

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AngryHobo2
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  • Maybe people are walking around because they have a 16% bonus to repair speeds from overzealous and they want to keep it as long as possible. Being the sneaky gen master is a fun strat.

  • @liightrix said:

    Bear with me everyone.

    I have been playing dead by daylight since 2017.... and yes, I agree with developers that accommodating for new players with the progression system is important. I think that if there is a way to make it easier to unlock all perks for characters. there should be.

    However, what I can't fully grasp is why the heck are we as players forced to Prestige characters after we've already unlocked all the perks we want on said character.

    Im going to use my experience as an example... I reached a point in DBD where I had my main (YUI) at p3 level 50. Before this update, I didn't care about other characters. I unlocked their perks and then just unlocked them on Yui. Once I had all perks on Yui, I enjoyed keeping her at level 50 and enjoying infinite level 50 blood webs. (Which are more fun and rewarding than blood webs (1-42)

    With this new update, I am literally being forced grind to level 42 over and over and over and over again just so I can have a window of 8 levels (42-50) where I can consistently get better items and add ons.

    THIS MAKES 0 SENSE!

    As a veteran its honestly insulting... it takes away my favorite part of the progression system (grinding on a single character and then enjoying the infinite blood webs where I can stock on the items and add ons that pertain to my favorite play styles.

    With this new system... I got ONE Alex's Toolbox in 50 levels..... and if I want another one, I have to grind for 42 levels all over and over again.....

    Behavior, I have stuck around for so many good and bad times... but you officially lost me and all the money I love spending with y'all.

    I uninstalled the game today after trying to make it work. I won't be coming back until y'all do something about this. You are literally trying to force players to play the game the way you want them to play.

    I can understand changing perks around to encourage players to try different play styles.... I will never support forcing players to PRESTIGE a characters over 100 times ... (A CONCEPT THAT FROM THE VERY BEGINNING HAS BEEN OPTIONAL)

    SHAME ON YOU BEHAVIOR FOR SUCCUMBING TO NEEDS OF PETTY STREAMERS THAT PLAY THIS GAME AS A MEANS OF INCOME UNLIKE REGULAR PLAYERS THAT PLAY THIS BECAUSE THEY ACTUALLY ENJOY IT.

    Well in their eyes, making good items and add-ons harder to obtain might make Plunderer's Instinct a more desirable perk. I've certainly noticed it on the survivors I vs.

  • @GrimReaperJr1232 said:

    I really want to know the reason.

    At first, I thought it was my killer/perks of choice. I'm an unrepentant Thana Legion main, so people giving up made sense. Okay, fair enough.

    Then I played Blight without add-ons and barely any slowdown (BBQ, Discordance, Pain Res, and NWO). I had people consistently giving up then too.

    But the crown of all "why would you quit?!" moments goes to my games of Myers. I used Thrilling Tremors, Corrupt (cuz T1), Jolt, and Enduring. What add-ons? Just stalk speed. No Tombstone, infinite T3 or any of that. People were giving up on first hook then too.

    So what is it?! Literally, what is it? I play M1 killers with barely any slowdown, I get DCs/giving up. I play reasonably balanced killers (without add-ons), with the same result. In fact, oddly enough, I get LESS DCs when I'm playing Nurse.

    Literally, what is going on?! Why is everyone quitting?! Is this what it was like when Legion was first released?! I just want to play the game!

    Some people will just act childish. Maybe they're actually children, who knows? Anyone who claims that "Survivors can tell at the start of the game how a game will go" is genuinely mad.

    ***

    You don't know what perks the killer and other survivors have! You could have a truly blessed game or a truly cursed one, but because you got unlucky and were caught first you sacrifice yourself! Honestly, the sheer disregard for others infuriates me to no end.

    If you don't want to play the match after you queued for it then grow a pair and DC, if you won't commit to generators, at least commit to that so you'll get punished for your nonsense.

  • @some_guy1 said:

    im having fun with solo q survivor

    Agreed! Granted I curse at my teammates sometimes when they make knuckleheaded plays, but overall it's refreshing to have to actually mind the killer.

  • @Keyfabe said:

    Hi Guys , after the last update got to be honest the game really aren't fun anymore for survivors every game feels like "World Champ" and the sweat that you need to pull ( only with a swif otherwise you don't have a chance to escape) either one of the surv are gets tunneled because of DS nerf or disconnections.

    will like to hear you thoughts.

    I don't think Dead by Daylight is dying, between the "fear of missing out" on the battle pass and the sheer addictive power of the "sunk-cost fallacy" I believe a lot of players will remain with DBD.

    The main reason why your games might feel unfun is a direct result of spoiled brats. If survivors do generators, and roughly try to work as a team, they can easily put the moves on killers, the patch be darned!

    It's only because of bad players running full slowdown builds on killer or survivors DC'ing or sacrificing themselves before a single gen pops that the game is a bit rough rn.

    I say give them a month or so after the patch and the folks that want to stay will stay, and the ones that decide they're done with a DBD that doesn't have survivor as the power role will have left and the DC'ing and hook self-kills should drop to more reasonable levels.

  • @EntitySpawn said:

    Title.

    Seriously if people stopped giving up or throwing the game, survivors still have the advantage.

    I hate all these excuses people are making, trying to take it to the extreme when in reality people just arent use to having to try and can mess around and be inefficient and win.

    It's a pvp game, you're meant to try to win.. if you dont TRY or play BETTER than your opponent you shouldn't win.

    Too many people will see a red bar, or a certain killer and just give up straight away, even if the games not unbalanced they will just give up and use the patch as an excuse.

    If you're struggling too much you likely got carried to an mmr beyond your actual skill through good teams carrying you or relied on DH. All this patch did is punish those players who was really inefficient and overly depended on the DH distance/mistake corrector.

    The fact alone my wins are easier and my losses is always due to people giving up is stupid, I shouldn't be getting someone give up every other game because of their entitlement.

    YOU HAVE TO TRY TO WIN, YOU HAVE TO ACTUALLY DO GENS.... expecting to win without trying or playing well is stupid.

    (Yes I know tunneling is an issue, but that's not patch imbalances but just a tunneling issue that can be addressed. And people are quitting even before killers can tunnel so they cant use that as an excuse)

    I agree with this wholeheartedly. My best killer is Huntress and I don't use slowdowns on her. I only use a build that I myself would be fine facing, nothing crazy.

    For a while I could blast "The Only One They Fear is You" and I would just 4k for a while. My recent matches though are an outstanding reminder that overconfidence is a slow and insidious killer. I started a chart of my games since yesterday and I 've noticed that I have been losing a fair bit as killer nowadays. Minus a fluke match earlier where I got only a 2k because two survivors took their own lives I have usually been faced with 4 man escapes.

  • @Remedicist said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098724#Comment_3098724

    Lore-wise, Trickster is a very realistically creepy fellow. I'd imagine the blighted skin would show his true colors on a surface level for sure

    Maybe his exposed chest would just get covered with screaming faces that he'd use to make his music? The faces would be dripping with the blighted nectar and his coat would be in tatters.

    That, or maybe he'd have multiple faces on his head, kind of like Blighted Legion, just on all sides since he's a narcissist.

  • @Boobookittymeow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095520#Comment_3095520

    i think it is due to just about every killer running 3 slowdowns

    When I play killer I run 0 slow down perks and if the killers I am facing are running more than one slowdown perk I haven't been noticing it.

  • @Jinxed said:

    I'm really not enjoying the game right now, every game I've played tonight either I or one of my team has been tunnelled out of the game.

    It feels like even if I sit on gens, go for saves, take chase and do everything right I'm being punished by poor game design to give the killer an easy kill.

    Before this patch dbd was my favourite game, I don't want to quit and I don't want to go into every game thinking I'm going to lose.

    There's nothing wrong with taking a break when you need to. Dead by Daylight is probably making a fair bit of money off of the AoT skins so the servers will still be here when you get back. Just maybe hop in every few days and get your dailies done so you'll have banked a LOT of BP for whenever you do return, okay?

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095490#Comment_3095490

    None of those were nerfed.

    Calm Spirit got a sidegrade so that you do actions totally silent but they take a little longer because you're being more careful.

    Pharmacy can now proc as many times as there are chests in on the map, that's a buff.

    Botany Knowledge got a buff to 50% and its 20% item reduction is just to keep you from making it even more ridiculously overpowered with Medkit add ons. It's certainly not too much to ask that you have to equip a charge quantity add on to make up for the extra 50% healing speed Botany Knowledge is going to give you with a medkit.

    Additionally, you can use Street-Wise, or Built to Last if you're fancy to counter the efficiency penalty.

  • @Devilishly_Rowdy said:

    Where's this "killer has become super easy" "every match can be 4k'd easily" thing coming from? So dbd has become killer sided overnight now? Sure playing killer is easy when survivors play dumb, don't do gens and give up on hook, like they now are. Talk about overreaction. The teams i'm going against (not swfs) are still slamming out gens and playing normally. You can just tell they are good survivors who have already adapted, while the ones that relied on second chance perks are throwing tantrums. I'm surviving just fine in solo queue, the only difference is i'm not expecting to survive almost every match like before. The only thing i'll agree with is that Blight and Nurse benefiting from this patch should be nerfed, apart from that it's all just survivor mains overreacting to get the patch reversed. 

    The main reasoning for the sudden torrential downpour of "Killer is too easy" and "Killer is OP" posts, statements, and testimonials galore is from survivor players unwilling to adapt thinking that if they make enough of a scene that the developers will hike back some of the killer buffs.

    From my perspective Dead by Daylight is fairly balanced overall, minus The Nurse, The Blight, along with the maps. If you get a Blight or Nurse on a smaller map then you're in for a very rough match. However, if you get Nurse or Blight on the Red Forest Realms then with the sheer scale of the levels suddenly their powers lose a lot of their strength. Of course, if you get Trapper or Leatherface on those maps it's now miserable again, etc.

    The one problem plaguing Solo Q at the moment is a lack of skill and coordination. Survivor was the power role for such a long time that they were chosen as the "casual" role. We've all probably heard Dead by Daylight players saying as much in the past, I know I have. So it's only given that survivors that never needed to coordinate, strategize, or actually make an effort to win would be caught off-guard in this new Dead by Daylight.

    For a while I have opposed the in-game coms system as I personally don't want my illusion of a mature fan-base shattered instantly by a squall of the shrill screams of children threatening to unhook themselves if they aren't being saved. However, given the match I just came out of, I doubt a ping would have done a darn thing. How are you supposed to tell your teammates to stop trying to save you and that the killer is in your face? I had Kindred III, and yet my allies who had thoroughly run a Blight around Red Forest repeatedly just tried to unhook me in the killer's face and got torn of the hook with a grab over and over. How could a "show me the other survivors" ping actually help.

    As much as I positively LOATHE to say it, the SoloQ update might need coms, or at the very least, a preset text chat. Like Chivary or Mordhau where you press Z or X then a number to select a prompt from a list. That way you can't BM in the chat. Add a 3-4 sec cooldown so one player can't spam and have all messages be presets and that just might work.

  • This was me, my bad guys.

    Well while I highly doubt it was me alone I made a detailed bug report the other day about an exploit. Basically, if you got invigorated by the Afterpiece Antidote while getting pallet stunned you would gain the 10% haste effect permanently.

    Some players made reports about seeing Clowns with the bug on PS4. And I found it on PC a few days ago and made a report the same day.

    Hopefully we'll all be able to laugh about this in the future.

  • @supersonic853 said:

    Can we make it so it only blocks when all survivors hop off? Getting annoyed of rando teammate coming to my gen hopping on it and repairing for a bit. Someone else gets hooked so they hop off. And it kicks me off the gen. Was this always the case? Personally i just dislike it. Feel free to make your own opinions i guess.

    Dead Man's Switch always had the effect of blocking the gen when one of the multiple survivors on a gen let go. It was just tied to the obsession and so you never saw it trigger much. Even after it got changed to any hooked survivor most of the time it was used with Pain Resonance and that would kick you off the gen. Honestly, if people are still using it despite the fact that it doesn't regress the gens, it just blocks them then as @Dead_Harder put it "More power to them."

  • @agonizing said:

    I think what is making solo Q feel worse is the time challenges that cause survivors to basically throw games.

    Solo Q is not that bad though IMO. I think a lot of survivors just relied heavily on meta builds and never learned to be efficient or properly learn to loop tiles.

    Solo Q is still fun for me but I do get the occasional teammates who open chest and do totems first.

    THIS!

    I normally run a few gen perks and focus on gens all game. But some tome challenges pull me away from gens. So when I stop repairing gens because I NEED to get chased by the killer, funnily enough, gens slow down, people get hooked and it snowballs into a 4k.

    A lot of the old time challenges are killing me, tbh. I did one earlier in a match with a streamer, I needed 4 blinds. So I play differently and am less clingy to gens against a Blight. Then big surprise, we all died because he just kept rushing across the map so that maybe one or two gens got done before he slugged for a 4k.

  • @BenZ0 said:

    Speaking about a longer time period. Its save to say that survivors and killers have gotten sweatier and better in general if you compare them to players 2 years ago.

    However while this happens, other "skills" are getting lost over time aswell.

    In my tournaments and also everytime when I watched other videos, streamers or screen shares of friends I realized how the majority kinda lost the sense of breaking pallets properly. Nowadays the majority just instant breaks every pallet at any moment on any killer at any position of the map. Regardless if its a unsave pallet or a loop at the corner or edge of the map, they dont even zone they just insta break it.

    It seems that all the "newer" gen players just simply dont pay attention to it, or never learned this. On older gen players like Otz, Tru3 or my best friend for example or myself included we pay attention and force the survivor to run to the edge or corner side of the loop and then break, maybe even leave the pallet droppen on purpose since they are unsave asf.

    Especially Killers like Nemesis, ppl are literally horny on breaking every single dropped pallet with the tentacle, its almost some kind of addiction at this point 😂

    That is just 1 example of an older "skill" that has been lost, most ppl just break every pallet without planning and even waste like this a potential down or free hit.

    Is there any trick or skill or gameplay advantage that you realized that has been lost by time?

    You don't understand my friend! If I button mash the spacebar during the stun and use Brutal Strength I might be able to break the pallet even faster!

    Jokes aside, the main issue is mainly about game buffs and perks. A lot of the old skills, pallet zoning, mind-games, heck crow tracking! All of has been slowly replaced with perks and mechanical buffs. Why bother wasting 4-5 seconds looping the pallet just to break it from the other side when I could smash it in 2 seconds with Brutal Strength? Why learn crows when I could just use BBQ? Why try and mind-game the tile when I can just relentlessly chase them, it gets blocked and I'll, get a hit anyway.

    My primary concern with the update, aside from a lot of people not wanting to adapt, is a lot of killers just getting sloppy and lazy. Between the 50 seconds they added to generators (total extra repairs needed) and the buff to how quickly Bloodlust builds I'm genuinely worried we're seeing a rise in "Bloodlust Gamers" that would rather use the brute strength of the killer role instead of tactics and wit to win. It's fine now, but Entity forbid killers get nerfed at some point in the future and we'll see a whole bunch of "killer is miserable" posts again.

    Instead of relying on the power of your given role, people need to actually just develop skill again. What's the point of playing the game if you're not even evolving and getting better? Isn't that where the satisfaction, the fun, is had?

  • @MaudetteClorel said:

    Don't get me wrong, legion has been neglected for a very long time by the devs and deserved the buff they got a couple months ago. Since the patch dropped I almost exclusively face legion legion legion a plague here and there or a huntress (THANK GOD).

    But I'm so sick and tired of facing legion every single match with the same exact build like JESUS CHRIST I DCed last match because it was the third legion in a row.

    I understand people threatening to leave DBD because their fav perks got killed or because sitting on a gen for 90 seconds is just boring, but I completely lost interest in DBD since I already know what killer it's gonna be while still being in the lobby.

    Did people forget there are other killers with unique and interesting abilities? What makes you pick legion over and over again? Or maybe it's just my personal MMR invaded with legion mains only?

    Is anyone else facing the same killer over and over again?

    P.S.: the legion invasion hasn't even been that bad when legion and ghostface got buffed, but now it's a literal plague.

    Personally I enjoy playing as Legion and even against him sometimes. Granted, my build usually has Botany Knowledge and Circle of Healing so I can heal survivors as fast as the 8 second mend action when within the boon radius. Though I honestly haven't seen too many recently. I think because so many survivors have been dying and dropping MMR like flies that since I have been getting 50/50 escapes to deaths my MMR is just at the cusp of the level where it's going to be nothing but Blights, Nurses, and maybe an odd Huntress.

  • @MikaelaWantsYourBoon said:

    Survivors have rb too, i don't know why you are acting like only one side has this issue

    Exactly! I've had rubber-banding on both sides. I just wish I recorded that one Wraith match of mine. This demonstration of some particularly grating rubber-banding should help clue anyone that lacked a visual aid into what's happening.

    https://youtu.be/2qHY9fWpCqo

  • @himheart said:

    Wraith's nerf of course.

    Surely you cannot be serious.

  • @SekiSeki said:

    As killer, you want survivors to group. Prove thyself does not make gens go faster but encourages people to group. You do gens fastest working on separate gens so I don't get the prove thyself targeting.

    As for OP, it could just be matchmaking. Maybe you are getting more efficient players. Idk what you are running, nor do I know how you play, so that is all I can assume.

    With the way generators are, it's better to have 2 people on a gen with Prove Thyself granting a 15% bonus. If the killer comes, one person hides and then finishes the gen after the killer leaves. If the killer camps the gen, they leave and start another gen.

    Sure, technically it's faster to have everyone split up, but since killers have short attack cooldowns, survivors have a shorter hit boost, they can instantly regress 2% off of a gen. It's better overall to have 2 teams of 2 on gens that way despite the inefficiency, the gens get done. Sure, 1 person per gen is more effective, but if the killer scares them off, kicks a gen at 80% then chases them and nobody stops the regression that's a lot of progress wasted.

  • I know your pain as a fellow solo survivor player. I play both roles, but given queue times I tend to play survivor now.

    The main issue with solo queue is that the game punishes you harder than it did before for mistakes. Now by itself that statement is fine. However, this is the DBD community we're talking about here. Between rage-quits, accidental disconnections, noobs that accidentally suicide on hook, and a plethora of other issues, a LOT of players do not play well. Some players can play well and choose to harass the killer all game instead of pulling their own weight with the objective. This leads to the natural following issue.

    You could be doing everything right as a solo queue survivor, but then because your teammates keep screwing up, you all lose. Now this is how the game is supposed to work. It's an asymmetrical game, the team of 4 is required to play well to beat the team of 1. The main issue with this is that Solo Q has almost no base tools to communicate. Solo Q has almost no tools to coordinate saves and objectives so you just have to trust that the random players are doing smart plays.

    And if you have so little faith that you teammates are making good decisions and actually helping you, well, there's always killer.

  • @BlazePyron2 said:

    I just had a legion game where an extremely obvious bully swf just simply gave up partway into the match because they simply didn't want to play with the gen speeds I had forced them to. I was running thana, thrilling tremors, surveillance, and oppression. They finished one gen but it was obviously going to require too much of a time investment for them to continue the game, and they weren't going to get the satisfaction of stomping on a killer, so they just simply locker-hopped to annoy me until I finally hooked them all.

    These are the kind of survivors that are going to be very vocal about how the balance in this patch is too killer-sided. So enjoy your slowdown builds while they last, I can't imagine bhvr not listening to the bully swf people who want to be able to feel invincible again.

    This post has to be bait. If this isn't bait, I urge you to seek help.

    The entire reason BHVR added 50 seconds to the main objective was so that killers could use fewer slowdown perks and mix things up.

    The "bully SWF people" aren't going to ruin your slowdown perks, killers will ruin the perks by overusing them.

    Legion has 2 built-in slowdown components to his power, mending and healing. Healing a survivor without a medkit takes 16 seconds without a medkit. However, before survivors heal, if you have tagged them during Feral Frenzy an additional 8 second mend action must be completed first. So without any perks or add-on, you can add 24 seconds of healing action to any survivor you tag. You can also tag multiple survivors with Feral Frenzy potentially stacking up to 96 seconds of recovery actions for the survivors if you tag all 4 survivors (and let them "reset"). That's 1 minutes, 36 seconds!

    Now technically survivors in the past have had the option of simply skipping the healing actions and rushing generators. However, with the additional 50 seconds it is far too risky to attempt repairs while injured as you now have enough time to ideally win 1 or 2 chases without effort and then hook survivors to slow down the game.

    All of this is to say, if you're telling me that the objective being extended 50 seconds, in addition to having a power to add potentially an extra minute and a half to the game at will doesn't give you enough time to catch survivors, and that you require the objectives to take an additional minute and half (with max thana value) to complete simply is the amount of time you need to get all of your kills I urge you to seek help.

    Watch Otz, watch Farmer John, watch somebody and learn more about Legion and general looping/chase mind games. You shouldn't need 180 extra seconds every match to catch everyone.

  • @Chocolate_Cosmos said:

    I am Giga Chad Shadowborn Enjoyer so when I picked this challenge and saw what it does... Haha, don't careeee eziii.

    On a serious note now, you have to skip the Challenge or try shadowborn. I don't think they will change this at least not anytime soon.

    Shadowborn gamers rise up! I did the Challenge on Huntress with Shadowborn and they never stood a chance!

  • @AetherBytes said:

    in my opinion the update went a little too far, its pretty much impossible to win a game with a competent killer. Thana alone is now enough to just halt most gens. And I'm saying this as someone who plays both sides.

    I feel like the changes aren't too oppressive to gen speeds with Thana, however I am usually running either a build with 2 perks dedicated healing or 2 perks dedicated to repair speed. (Usually a CoC + BK, or OZ + DV) I hadn't considered survivor without any healing or gen speed perks in my experience with the update.

    Still, if a survivor lacks even a single healing perk or gen perk, what on earth are they running instead?

  • @Mooks said:

    Counterargument: that SoloQ Ace I got matched with yesterday running both Kindred and Bond. Guess what he did? Always ran the killers to the others regardless what they were doing (on gens/on hook/on way to unhook).

    i think the concept they talked about kn January (action icons) would be a great step in the right direction already..

    SoloQ Prop Var 1.png

    I made a mockup of what a potential "Action Icon" SoloQ system would look like the other day when I was struck with a revelation. The main issue with SoloQ is that survivors cannot quickly and efficiently coordinate unhooks like people in a voice chat can. Making sure folks stay on generators as well is important, however the action of "I'm going for the unhook guys!" is going to be the hardest to convey I feel.

    To show that you're on a generator, the icon could be the objective score category icon, or the generator icon, heck, make it the Lightbringer icon! For heals you can do the Altruism score icon, or the Altruism Emblem Icon. For chases they could add a red stain to the actual HUD. So if Leon is chased in this example, and he wasn't the obsession, we would observe a red glow highlighting his portrait to show that the killer favorite's him, and the color of the glow could be customizable for color-blind support. For totems we would need 3 icons, one for cleansing, one for blessing, and then one to showcase if the totem is a lit totem or a dull one. My main concern is that doing an unhook is not an instant action, you have to run to the hook to perform the save. So if I see 2 survivors on generators via icons and then I start to run to the hook, it's easy, I'm going for the save so since I am not doing any other action, I have no other action icon. However, this doesn't always work. If 1 person is doing a repair and 1 person is just idle walking around "immersed" I could see the other idle person lacking an icon, assume they're going for the save while someone else is chased, then repair a gen, only to have the hooked survivor progress a stage. Until a good solution to the unhook issue is solved, I will have my doubts about the update for SoloQ.

  • @Adaez said:

    Its because survivors have lost their edge and are no longer the power role, which was the case since the beginning of the game until the latest update.

    They cant bully the killers anymore like they used to with perks like dead hard,ds,iron will,and removing all the scare factor from stealth killers by just using spinechill.

    Survivors are not used to be punished so heavily for their mistakes like killers are.

    Who would have thought that survivors that just wanna bully killers dont actually want the game to be balanced for both sides.

    Now playing survivor feels like you actually have a reason to be scared of the killer and if you wanna survive,you and your team has to play just as good as the killer and outplay them.

    The game wasn't supposed to feel easy for 1 side and hard for the other and now survivors know how playing killer felt for so long,actually having to play better than your opponent if you wanna win.

    The main reason folks are upset is just an MMR issue, tbh. Solo survivors and their SoloQ teammates used Dead Hard to extend chases 10 - 20 seconds when the objective was only 400 seconds. During this rough patch, killers got good, so if you had high MMR the killers would know what they're doing in all aspects of gameplay. Contrast this with survivor where the main goal was to just waste time and use perks well. Now with Dead Hard being much harder to use and Decisive Strike having two fewer seconds on its stun the skill floor for both of these perks has risen considerably. This has caught a lot of high MMR survivors off-guard resulting in a lot more deaths than before.

    It likely didn't help that a fair chunk of these survivors likely thought: "They nerfed Dead Hard and Decisive Strike? Game's crap now." And loaded into matches against killers with the same skill they had before, just now with a lot of small buffs AND now the survivors lack the perks they relied on to get to said MMR in the first place. The ensuing death spiral will continue until survivors finally find their appropriate MMR, but I'm not certain all of them are willing to die enough times to find this level.

  • @WesCravenFan said:

    When was the last time you seriously used a mist offering?

    Mist offerings have a genuine purpose that most people overlook actually. Since they thicken the dark mist they actually increase the odds of auras appearing in the open.

    You only see auras if there is a LOS blocker between yourself and the target and normally this is limited to walls. However, if the dark mist is thick enough then it too can become a LOS that causes auras to appear. In the wake of the buff to Lethal Pursuer mist offerings might actually start showing up again.

  • @CyberRoninX said:

    Killers that keep letting survivors win are doing nothing but messing with the numbers. When killers do this they just pad the metric that the devs are looking at to decide how to buff or nerf things. I personally will waste a killers time instead of them allowing me to escape.

    I understand your concerns about killer mercy invalidating BHVR's data, but let me assure you, killer mercy is an outlier from my own personal experience. When I am the killer I personally sometimes spare survivors. This could be because they did something during the game that made me laugh, they could be wearing an AOT outfit and so I spare time because they bought an expensive skin to support the game, you get the idea.

    From my post-patch games as survivor, I have have only been spared a single time. In that one specific instance, the killer was having ping/lag issues and gave up after the other three survivors escaped through the gate. Every match after the patch excluding that outlier I have had to fight tooth and nail doing generators and frantically helping my allies recover. A fair number of times I died, other games I lived, but only because someone else sacrificed themselves to save me off the hook. BHVR will likely assume that there's a 5% or so oversaturation with escape rates from a small number of killers when looking at the data after a while. Your data is safe.

  • The main problem with the update is that a lot of people have inflated MMR, like you said. I fear that a lot of people are going to leave now, retain the high MMR, then, when the next update comes out return and find the same challenging games because they didn't lose enough now for their MMR to reset.

  • The main issue with the solo survivor queue is just a lack of coordination around the objectives. If you're a solo Queue survivor, my advice is to bring Kindred and then just rush gens. If you see someone get hooked and don't see teammates going to help with Kindred, then go for the save yourself, then heal, and get back to gens.

  • @Jay_Whyask said:

    • PS4
    • You can permanently invigorate yourself as The Clown
    • As The Clown repeatedly direct hit a Survivor with your antidotes, not sure how many times is necessary, I usually use 12 to 16 bottles of antidote. Both you and the survivor need to be invigorated by the bottles you've thrown, Invigorating yourself repeatedly won't work.
    • I did this twice in public matches and it worked both times.

    I didn't take any screenshots because of how easy this is to reproduce. Sorry.

    I recently replicated this issue on PC and have some video recordings on my Youtube. I made my own ticket here: https://forum.deadbydaylight.com/en/discussion/336770/pc-clown-haste-effect-permanent-if-haste-is-gained-during-stun#latest

  • @Mercês said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083022#Comment_3083022

    I don't see the problem of recying but I can see why most of the community doesn't feel needing it. But can you see my pain? These are my offering pages. I think there's too much trash. Don't we all?

    https://us.v-cdn.net/6030815/uploads/527RP6P5LVB5/s1.png

    Personally I disagree. I would LOVE to have so many offerings in my inventory. Each and every offering has a distinct use, so I'm happy you have such a majestic bounty of offerings! I assume you are burning one every single game, right?

    EDIT: The developers stated wanting to remove moris at somepoint, so perhaps you'll get some BP compensation when that time comes.

  • @Mercês said:

    I think what they wanted to say was: for new players, it's better.

    The players who had it all completed and sat at bloodweb Lv. 50 farming good add-ons? FU, your time is over.

    When we will have a add-on "recycle" interface?

    I don't think BHVR will ever add a recycling interface. Asking for a shared item/add-on/offering storage might actually get us somewhere though. At least for survivors anyway.

  • @JibbyNeutron said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082193#Comment_3082193

    I mean its one thing to do for new Killers, because eventually you actually will play them. But Survivors? Bro I dont want to dunk in prestige 3 amount of Bloodpoints into a garbo survivor I will never play just to unlock teachables. Thats an insane waste of BP for every chapter released. Most people main 1 or 2 survivor characters, the others are never touched unless to unlock teachables or do one of these dumb tome challenges

    That's part of the reason why the developers probably made the prestige change tbh. If you only play Quentin & Bill then you'll probably never buy cosmetics for Mikaela or Feng, for example. By making the perk unlock process require prestiging you're forced to spend time on a survivor you otherwise might not have on the old system.

    I'd love for the main motivation for the change to be purely wholesome and act as a means of persuading people with survivor mains to play other survivors to mix up the survivors we see in matches. Realistically though, most people say that they prefer to buy survivor skins because you see them all game. And what better way to sell survivor skins then to force people to invest time in all of the survivors?

  • @LordRegal said:

    I hold that they reduced the grind on perks overall, especially for those who invested in their characters already - the next time a killer comes out, I will only need to pump points into them to get their perks on everyone and then everyone on that side has all perks. My survivors are more of a WIP but eventually that'll be the case on that side too.

    New players I don't see much benefit for them perk wise overall, until they've put a lot of time in, then it gets better, see above. So I don't think the new player experience will change much.

    Add on, offering, and item wise this was absolutely a downgrade from the previous system across the board.

    Do you think that chest builds will potentially serve as a solution to the item problem?

  • Gens take an additional 10 seconds to complete. So given that the only gen speed perks survivors have require:

    - You to be injured for a 9% bonus

    or

    - You to break a totem and not get found for a 8-16% bonus

    or

    - You need to find another survivor for a 15% bonus

    Is it any wonder survivors are choosing the perk with the greatest reward for the least risk perk? That's just common sense.

  • I love to see more positivity about the patch! I know that while I preferred to play killer I find myself playing mostly survivor nowadays out of fear that too many are leaving. If everyone plays killers, nobody does, lol.

    Personally I feel like the patch's initial reception from survivors was blown way out of proportion. A lot of niche perks got some love in one way or another. Heck, Open Handed practically got a buff with NOES showing the Hex Totem aura now.

    To my Botany Knowledge gamers out there, if you want more medkit efficiency you'll want to get "Built to Last" from Felix Richter.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081941#Comment_3081941

    What I don't understand is in NA, EST, I never had problem with survivor queues and rarely had problems with killer queues either. Killer queues did get bad for a while about 2 or 3 years back, where I switched over from Killer to Survivor.

    NA EST gang rise up!

  • @Remedicist said:

    I'm using Lethal Pursuer way more in my tracking builds because that extended aura duration is very nice.

    I weirdly like the Botany Knowledge change too since it makes my healing build more effective.

    Circle of Healing and Botany Knowledge is a frightening combo.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077570#Comment_3077570

    I feel like MMR is the biggest problem in this and how the devs collect data. Obviously collecting data from the lower mmr is necessary cause you can't ignore them, but if someone is trying to balance a game, doesn't it make sense to balance around high mmr?

    Amen to this! My games feel relatively normal as both killer & survivor. Most of the killers I face don't bring any crazy slowdown builds. Overall the perk builds I've been seeing are greatly varied and everyone I play with seems fairly confident for the most part. Don't get me wrong, Solo Queue certainly has its moments. However, the sheer level of complaining I have seen in the face of the changes does not reflect my gameplay at all. Sometimes I get four kills, sometimes everyone gets out. Sometimes all four survivors leave, sometimes we all die. All in all, I haven't seen anything really crazy. Killers are stronger yeah, but they're not as absurdly oppressive as the community is making it out to be. Sure I haven't faced a Deadlock, Deadman's Switch, HEX: Ruin, HEX: Undying Nurse yet or some Thanatophobia Legion yet, but if they're strong I'd argue it's a result of pre-existing strategies.

  • Good survivors, bad survivors, good killers, bad killers. There's honestly not a lot that's changed for me. I wager the online hysteria is mostly about players that gained high MMR with Dead Hard giving them extra space in chase. So now that they and their boosted random allies lack the perk they're dropping too quick to sustain their MMR. Give it time and it'll all work itself out.

  • @Grandpa_Crack_Pipe said:

    I just want to say.. thank you, BHVR. You finally released the perfect patch. You nuked all the crutch Survivor perks and now they have to rely on SKILL instead of broken, billionth chance perks.

    I've been playing solo queue ever since the patch released and i'm glad to finally have some kind of a challenge! Before this it was just way too brainless and easy, I was just finishing my 419th No Mither only Solo Queue escape in a row when the patch finally dropped. All of a sudden, the atrophied, decayed husk that was the Trapper sitting in the corner suddenly came to life, swinging and downing and all of a sudden, I taste my first defeat in hundreds of games. It was REFRESHING.

    And all these survivors complaining about how bad solo queue is now, all these STUPID BABY survivors, have you ever tried.. I dunno, getting good? Maybe stop relying on your crutch zillionth chance perks like Self Care and Spine Chill?

    Just adapt, bro. If you can't win a perkless 1v1 with No Mither, then why are you even playing? You've had it so easy, and now you have to step up.. and you're just complaining about "too hard" or "horrible teammates" or "literally numerically impossible to win". Maybe try killer for a change?

    50/50 survivor killer btw

    You forgot to add: "play something else for just a week, try Civilization, I dunno."

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075357#Comment_3075357

    So how do I, as a Solo Q player who cannot communicate with my team mates, who will who have their own ideas, "create a buddy system" that is understood and followed thru with?

    I just stalk another survivor tbh. I run Blood Bond and once I proc it I let the obsession take the reigns. I stick to them like glue for the haste and help them out like a blood brother. Occasionally I have to split off to go for a hook save, but sticking to them isn't too hard.

  • I could very well be an outlier, but I play both sides and think that survivors got off easy this update.

    The two "meta perks" that got nerfed were Dead Hard and Decisive Strike. Unbreakable was untouched, Lithe and Sprint Burst are still fine. No crazy new objective was added and Corrupt and Ruin both are less effective than before. Heck, survivors now all have a basekit endurance effect at the hook & a haste effect!

    I understand that a lot of folks are having trouble adapting and I have some friendly advice. If you're struggling to get generators done, bring Prove Thyself. If you can hit 3-4 Great Skillchecks per generator you negate the extra ten seconds that was added to each generator.

    In the face of the Dead Hard nerf I encourage survivors to pair up around the map. Have a buddy system so that heals are easier to get and in a pinch they can bodyblock for you. In SoloQ this is harder, but not impossible. You can bring perks like Bond or Aftercare to track teammates. Heck, Empathic Connection or Blood Bond work as well. Or if you don't have a slot to spare you can watch the skies for crows flying straight up. If you see a crow fly up and don't hear some ominous music get loader in that direction then you've essentially seen a teammate.

    The only exception to buddying up is about certain killers. Obviously don't try and bodyblock Bubba's Chainsaw or a Tier III Myers.

    I encourage everyone to take some time and just give the changes a try. They're not nearly as catastrophic as some of us are making them out to be.

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