Annso_x
Annso_x
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I keep seeing killer mains "threatening" to leave the game and argue that there's a shortage of killers bc the game is unfair, but whenever I play the role BP incentive is almost always +100% for survivors, the only exceptions being the week-end with the incentives still being for survivors but not as much, and pretty late at night.
Genuinely curious to know if the "killer shortage" is a server thing or if people are just being overly dramatic, because I always have to play at the weirdest hours to be able to play killer without having to wait over 5min in the queue.
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@jesterkind said:
I've said for a while that Better Than New should feature a separate modifier for vault speed. As that perk is right now, it offers speed boosts to anything except generator repair- and except chase. If someone gets chased after being healed with BTN, it'd be nice if they got something for it, and increased vault speed until they're injured seems like it'd be a good fit.
As a bonus, it couldn't stack with Resilience, so you don't have to worry about it stacking to crazy speeds. All around a win, even if it requires a little teamwork.
Yes you're right that'd be great! I feel like BHVR keeps missing opportunities to add this effect back, even though no one complained about it being op when it was still a thing.
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Honestly if everyone played fun or casual builds i'd be like "good idea! leaves room for more creative builds!" but we live in a world where we would just go against 5 stacked gen slowdown perks and well coordinated survivors would pretty much be unstoppable
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@TOFFU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396266#Comment_3396266
Totally opposite . You play fair games untill you reach higher mmr filled with swf
Oh well if that's your case and you don't enjoy your games, the best advice I can give is to stop sweating to win. You'll lose until you reach a MMR where you can win by playing fairly (or however you want to play). For example if you don't like having to camp to win, just stop doing it and play how you like knowing you're probably going to lose until you drop out of MMR where camping is needed. It's personnaly how I play killer and I've never reached super sweaty ranks so I still enjoy my games :)
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@TOFFU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395789#Comment_3395789
Surv think if they do 30 sec gens and unhook in front of killer face it's normal and killer must ignore unhooked man who just spitted in his face and must chase other man just because survs who disrespect killer want it to be that way
Genuinely don't understand what entitled survivors have to do with any of this?
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395811#Comment_3395811
Losing a chase as killer is not bullying, but your statement about tunneling raising your MMR is totally off base. I often have <20 second chases with Nurse and, if the survivors are efficient, the gens still fly. You cannot win consistently as killer unless you camp/tunnel. Short chases often don't matter very much.
I mean for accuracy sake I said the killer camped their way to higher MMR, not tunneled. Although I totally agree it's not possible to get to high MMR without tunneling / camping (or generally just sweating) at least a certain amount, I do think it's not that uncommon for killers who adopt camping as their go-to strategy early after starting playing to quickly get to average MMR (or even the higher end of average if they stack full regression) where their chase skills can't keep up because they didn't need to learn it to win in lower MMR.
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@Underwear_Model said:
Firstly, no perks help you if you die on hook (not even Reassurance), so this is to dissuade camping. As to the chasing in the area this is never a good idea, but once killers know of this affect they would be aware that this tactic is a possibility.
For the second statement, the killer can't be forced to chase someone (chase could be initiated by a survivor, but the killer doesn't have to pursue them) and they would see the effect on their HUD. They would want to chase someone else. For the survivor to implement the effect, they cannot be doing any useful objectives for their team. Plus, they are wasting their protection time.
I see what you mean though. There is some wiggle room for abuse. Thank you!
Your point about the anti-tunneling perk isn't bad ! however i still think a perk to dissuade camping that can be countered by camping harder is probably not the way to go. It's really difficult to think of anti-camping measures that would actually work without giving an unfair advantage to survivors haha
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@Underwear_Model said:
The Anti Camp Perk is as follows:
Rousing Revenge: "Your pain drives you to survive against your foe." Whenever a killer remains within 24 meters of the hook you are hooked on press the ability button to activate Rousing Revenge. The longer they stay the more health you receive towards your health once unhooked. 20% of your health is regained every 10 seconds. This allows for full health if the Killer remains for nearly an entire hook state. Your regained health is protected for 10 seconds after unhook. This way if you are hit immediately after unhook this health remains. Rousing Revenge works for 50 seconds of hook time and deactivates once all generators are completed.
The Anti Tunnel Perk is as follows:
Shining Savior: "A selfless defender of those in need." Whenever you unhook a survivor, Shining Savior activates. If the killer pursues the unhooked survivor, for the next 60 seconds of recorded chase time the killers aura is revealed for 3 seconds every 20 seconds and their speed is reduced by 8/10/12% if 5-4 generators are unfinished and 4/6/8% if 3-1 generators are uncompleted. This will occur until the 60 seconds of chase elapses or until another survivor is hooked. The speed decrease is deactivated once all generators completed.
Please let me know what you think. Creative criticism is desired! I think Shining Savior should appear on the killer's HUD, but Rousing Revenge should not since the killer could see it and then cause you to waste the perk.
Anti-camping & tunneling ideas are always nice but always tricky, here's some flaws to yours:
Rousing Revenge: In order for the camped survivor to benefit from it, they need to be unhooked, so this anti-camping perk doesn't have any effect if the killer camps you until you die. Also, survivors would be chased around the hook on purpose and leave the survivor hooked as long as possible (and have now perks to help) to get an advantage.
Shining Savior: I'm not sure I understood it all but it sounds to me like the unhooked survivor could run around the killer and force them into a chase to benefit from the perk.
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@Stroggz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395789#Comment_3395789
its your words, if you lose a chase -- its skill issue. I just put a survivor instead of killer in a similar context.
Tunneling isn't losing a chase, it's the killer trying to get you out of the game as quickly as possible by constantly and only chasing you. You can be tunneled the entire game and still escape. Sure, some tunneled survivors are bad, but it doesn't have anything to do with them being tunneled, because they don't choose to be chased by the killer right after being unhooked.
Being chased after being unhooked is not a skill issue. Losing chases to the point where you associate basic game mechanics with being bullied on the other hand definitely shows they can't keep up with the MMR they are at.
A similar context would have been "survivors who say killers bully them by using their powers are just bad", which would have been absolutely true.
(And for the record i never said OP was bad, just that the survivors they go against are better because they camped their way to a MMR too high for their chase skills)
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395784#Comment_3395784
I agree with you, and yeah obviously killing a survivor ASAP is the best strategy, but that would ideally be done with something more dynamic than camping or tunneling.
If someone is doing it to make others miserable that's fine, and they can do that if they wish, but right now camping/tunneling seems to be an efficient way to do that AND win the game. The second part is the problem.
I do think there would be a way to make other strategies that would be as effective as killing a survivor as early as possible, without the strategy being absolutely OP. Things would just maybe take some thought.
I think it would be easier to boost strats that aren't camping or tunneling while also making camping and tunneling inefficient in certain scenarios where it isn't needed than trying to eliminate camping and tunneling all together.
Yeah, I don't think it'd be possible to forbid camping & tunneling altogether anyway, even if the devs wanted to (which I agree wouldn't be a good idea, camping, tunneling and slugging all have their place in the game and aren't always bad or unwaranted).
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@Stroggz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395777#Comment_3395777
so, tunneling isn't a problem, because if you lose a chase its just you are bad, not killers fault.
A killer thinking being stunned by a pallet or bodyblocked = being bullied is most definitely just bad the game. Also OP is talking about camping, not tunneling, but i'd love to hear how you think a survivor being chased by the killer off the hook is a skill issue while a killer who gets bodyblocked by survivors who are slower than them are simply being bullied and surely can't do anything about it.
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The problem is that the game aims to be a balanced 4v1, so it'll always be much easier for a killer to win the quicker they turn the game into a 3v1. I agree ideally other strategies should be rewarded, but I can hardly imagine a strategy that would be as effective as killing a survivor as early as possible, without the strategy being absolutely OP.
I do like your anti-camping idea, but really I think people who camp are doing it either to tunnel (so they won't stop doing it unless tunneling is punished or something else is better) or because they enjoy making people miserable more than they like winning the game.
(On the other hand making playstyles "more fun" than camping can't really be that hard :P)
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"Only thing killer gets from chase is bully from pallets and bodyblocks" says all there is to know lmao
You think ppl who win chases are "bullying you" when they're just better than you, so you facecamp to win, go up in MMR and have even less chance of winning a chase, so you feel even more "bullied" bc you still don't know how to chase. But sure, everything is the survivors' fault :)
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To everyone who says Tapp: I see them pretty often and I promise you're not missing out on anything lmao.
The ones I see the least are probably Jonah, Yoichi & Jeff.
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If the issue here is that you're playing to win so you want to BM & facecamp when you don't, take a break. It's a game, and even if it was perfectly balanced you shouldn't feel like you're winning half the time, so if you can't enjoy playing when you're losing literally just stop playing. There's no point in making yourself miserable.
However if you just want to enjoy the game and have no idea how you ended up here, the best tip I can give you is to stop trying hard. If you pull out the big guns and try hard to win every single game it's going to stress you out. You feel like you need full gen regression to have a chance at winning? Don't equip them. Just use perks that makes your experience confortable and don't use strategies that stress you out or make you feel like an assh*le. Yes, you're going to lose, but then you'll drop down in MMR until you're winning against survivors you feel comfortable facing without having to try hard and voilà all is better.
I think people forget that if you constantly try hard, bring meta perks or use an "easy win" strategy you're going to reach a MMR where you simply can't win without doing those things anymore and you'll burn yourself out (or start complaining about how everything is easier for the other side because you can't keep up without sweating).
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@WinchesterxNL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393914#Comment_3393914
No, as it currently stands in the Devlog. It doesn't allow for Self Healing at the moment. Sadly
The description of future CoH doesn't mention self-healing at all, so I seriously can't imagine people with self-care or whatever won't be allowed to self-heal near a boon. And even if you're right about this, considering Exponential allows the "self-recovery" action, which isn't the same as self-healing, so it should be okay I think.
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Using "there's 4 survivors but only 1 killer" as an argument to say things aren't balanced is um interesting considering DBD is in fact, an asymmetrical game. Anyway this made me chuckle but pretty much all the previous replies are pretty clear, I just wanted to add that the fact you're only familiar with CoH should tell you that it's the only good Boon, and it's getting nerfed next patch. All the other boons are either good but too niche to be reliable or just meh.
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I want to enjoy playing the game and that usually goes hand in hand with making the game fun to other people. I can't imagine having fun fully knowing I'm making my opponents (or even teammates)'s experience miserable, and even less having fun because I'm ruining the game for other people.
That implies no cheating / exploiting, facecamping or unwaranted slugging (people who have fun staring at someone dying for over 5 minutes have issues fr); which I'd hate doing as I much as I hate going against it.
I also despise tunneling and feel bad when I accidentally do it. I understand it's a very effective way of winning but I don't want to basically forbid 1 in 4 survivors to play the game because I want a 4K. I don't mind going against tunnelers that bad (and by that I mean i'm used to it), but I still get severly annoyed by killers who seem to make it personal by BMing on hook and ignoring other survivors or literally dropping chase with an injured survivor just because they spotted a survivor they failed to tunnel off hook.
Finally I don't like slowing the game down as much as possible (hardcore 3gens & stealthing), it's the kind of things I avoid doing simply because I find it absolutely boring (to do and to go against). Same thing goes for farming, even if your intentions are nice i'd rather you end my suffering when I'm pointing repeatedly at the hook instead of forcing me and my remaining teammate to do 4 gens bc you felt bad the others DCed.
However I have nothing against people who click their flashlights, t-bag or nod & emote. If anything "swf bully squad" are always the most fun to go against in my experience because it's all chase and snowballing and no patrolling gens or looking in bushes for overly stealthy survivors.
Long story short I'm not actively trying to make the game fun for everybody, nor do I expect people to do it for me, but I'm avoiding making the game miserable and I think that's enough.
(Also for the many proud "I don't owe you to make the game fun and I will do what I want" people: no one is stopping you but please stop complaining about people not having fun against you ? Claiming you don't care if others have fun and then throwing a fit bc they said they didn't like going against you is, at the very least, silly.)
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Honestly I only play during Rifts & events because I'm a cosmetic hoarder even tho i always use the same ones lmao
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@WinchesterxNL said:
I just read the latest Dev Update on Steam, and it looks to be a decent one.
Honestly, I can get on board with a lot of these changes. But the COH no longer allowing to Self Heal is a bit of an extreme nerf. Especially in a SoloQ, or when running together with Boon Exponential.
Meaning you're able to get up while in the circle, but then you have to wait for someone to come and heal you? Might as well leave Exponential behind and let someone heal me completely.
With that nerf, you essentially throw away the use of another perk altogether, which is a bit of a shame.
While I get wanting to change those.
I'd say have the 24 second rule for Self Healing be part of COH as well then. If you want to nerf it that badly. In addition to the speed up perks for people healing you.
I definitely hope that this change will be taken into consideration for the final update.
I'm not going to comment on anything else but I'm fairly certain CoH doesn't forbid anyone from self-healing inside its area if they have the means to do so (self-care, med-kit), it just doesn't buff the speed of it, so it most likely means CoH will still be compatible with Exponential (which seems to differentiate between "self-recovery" and "self-healing" anyway).
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Calm spirit : Delete the reduction of interactions' speed, keep the rest
Autodidact: Add an effect that makes skill checks more likely to appear (&maybe reduce the healing speed a little in exchange?).
Saboteur: Stop the perk from going into cooldown when the sabo wasn't completed, or significantly reduce the cooldown.
Mettle Of Man: Bring it back to before it was nerfed bc it was "op" with DH.
Iron Will: Make it work while you're exhausted
For killer I always use the same 4-6 perks so I don't know tbh
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@Rizzo said:
https://forums.bhvr.com/dead-by-daylight/discussion/369684/ptb-questions
Joining the PTB requires downloading the PTB build and then a second download to go back to the Live version, however I believe it's not a full download of the game from scratch, I think some files persist between the two versions.
Regarding the bots, you will be able to use Survivor bots in Custom Matches to test out the Killer changes, just like you can do on Live.
Thank you!
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I wouldn't mind a longer game if it just meant a long game, but usually it's associated with the killer not chasing anyone and just patrolling their gens. I never DC or killer myself on hook, but in these cases I will absolutely try to sacrifice myself for the team, aka either try to get the killer's attention or commit to a gen even if it gets me killed.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384498#Comment_3384498
Really? Because I tried exactly that and 3 times the killer swung at me and didn’t hit and I did never get any progress when killer was carrying someone. Same for my partner..
i got one count for dodging at the exit gates for leaving while the killer tried to hit me though.
Same thing, I usually get those challenges done while the killer is carrying a survivor, but for the latest tome it didn't work and I figured the change was intended. I had to do the old fashioned "eratically spinning around and hope for the best" but if that doesn't work out for you, you can also use sprint burst to do the challenge.
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Hawkins was far from perfect but neither are other maps. It had the usual issues indoor maps have, the exit gates were too close, a couple gens were too safe... however maybe it's the nostaliga speaking, or the fact I was probably in low ranks at the time and never had a terrible experience on it, but I only remember loving playing on it. Kinda hoping we'll get it back someday, even if it's reworked I loved the mood of it. Also I'm positive I liked it way more than Lery's at least.
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@m4x1m_000 said:
My only concerns are people claiming it will encourage tunneling & camping to prevent ppl from activating DH, but I seriously doubt this is something people will actually do
Well, with new DH killers do not need to do anything to prevent DH, they already know that the guy they chased first doesn’t have this perk and it sounds nice for tunneling. And I understand how good and fair new DH for M1s, but there’s also Nurse, Blight and Spirit in the game and DH nerf is huge buff for already very powerful killers.
I mean true, but you don't fix the OP killers problem by giving an OP perk to survivors when you should fix the killers instead.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382483#Comment_3382483
Injuring survivors will still feel useless if any of the healing speed nerfs are reverted. 20 second altruistic healing would make injuries still feel meaningless, especially if the survivors have healing speed perks.
And this is the big problem. The meta shift requires the healing nerfs to be impactful enough that survivors won’t like the nerfs, so of course we’re going to get a lot of survivor complaints about the healing nerfs.
There isn’t room for compromising here. There isn’t a solution that will make both sides happy. We either implement the full healing nerfs so that killers can feel like an impactful change was made…… or we can cater to survivors, and tell killers that injuries won’t matter and they should continue to be encouraged to defend areas instead of chasing survivors.
Of course, if survivors & killers aren't complaining about their respective nerfs it probably means the update is useless lmao. However, the 8 seconds nerf is absolutely huge, healing used to be 12 seconds and adding 4 seconds changed the entire game (for the better), adding a whole 8 seconds because medkits & CoH are OP is a terrible idea, mostly when the update also nerfs medkits & CoH. If on top of the killer nerfs gen speed was significantly reduced, you can imagine it would be wayy overkill, it's the same thing here. Touching healing's base speed implies everything that slows healing is buffed, it'll just make medkits more necessary to run.
Nerfing the base healing speed instead of nerfing medkits properly is silly, mostly when it's by that much, also I think there's quite a wiggle room between "overkill" and "useless", but ultimately we'll have to see what they end up implementing (I don't want all healing nerfs reverted, only the base kit one, CoH & medkits nerfs are good) and how it impacts the game before we can tell if it's closer to overkill or useless.
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@ehe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382483#Comment_3382483
Okay, so you really think pain res will still be usable...
No Way Out: Hook every survivor once, blocks exit gates for 60 seconds. Effectively extends gate opening time by 60 seconds, very powerful in endgame.
New Pain Res: Hook every survivor once and you get 60% regression, except its spread out across 4 procs and becomes a dead perk after the 4 uses. It punishes tunneling, but also punishes not tunneling because it does nothing after 4 hooks if you anti tunnel all game. Not to mention these hooks need to be on scourge hooks.
So effectively, the devs are really trying to say new pain res is better than no way out.
Also, name any good regression perks now? CoB, Overcharge, Pain Res, and Eruption are all dead perks. Whats left, surge for m1 killers? (pentimento is bad on its own, only good when used in hex builds which are typically mediocre)
The new meta is gonna suck. Every killer will bring sloppy, making 1 heal take 30 seconds, deadlock, no way out, and corrupt. So survivors have to deal with a bunch of annoying passive slowdown. 2 heals w/ sloppy will take 60 seconds. one gen with 2 people takes 53, so it will actually be more effective to slam gens w/ resilience than it is to heal.
good changes all round guys
Oh i absolutely agree the new meta is probably gonna suck, but the current meta also sucks, so I'm not mad at the devs trying to change it if there's a fair chance it's going to suck less, so we'll see. If it is actually worse a lot of it will probably (hopefully) be reverted or toned down anyways.
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Honestly I think a lot of it has to do with the number of players, there needs to be 4 survivors for 1 killer so we end up with level disparity between survivors because matchmaking would be too long otherwise. SWF don't suffer from MMR as bad because there's less people to be matched with, but also it's not because people play badly that they're not usually the same level as you, there's plenty of survivors who just do their challenges or just feel like not doing anything ig.
My survivor experience is much better when the role incentives are in favor of killers, so I assume it simply has to do with the number of survivors currently playing (but yes it sucks and I don't want to wait over 5 minutes for a chance at a decent game)
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@tristenbennett381 said:
I think it should have a toggleable option in settings at least
It will be optional, also it'll be desactivated by default
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382590#Comment_3382590
So, real story happening. I checked my headphone sound settings, turned up the bass setting, and I hear the heartbeat noises over the generator noises now lol. Sorry, please disregard my previous complaint.
lmao no worries, it happens. Happy to hear it was from your settings and not your ears though!
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Demogorgon would make a cute pet
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382463#Comment_3382463
Are you honestly telling me that when there is far away super faint terror radius music, and you're repairing a generator that is making loud noises, that you can hear the faint terror radius music over the generator noises?
I'm not talking about a killer that's close, and the terror radius music has picked up in volume. I'm taking about the faint far away terror radius noises that are very low in volume.
I'm sorry to let you know that yes, in fact, we can. Maybe the problem doesn't come from your hearing but your sound system though? In any case, you should be able to hear it so having a visual clue isn't a buff, it's just giving you the same information other players have.
And to answer your other concern, I'm pretty sure it was said on twitter or somewhere that the hearbeat won't appear because of a killer's lullaby. (unless I'm wrong of course)
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Always love a post with the sole purpose of whining about people whining and getting mad over something that hasn't happened
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@ehe said:
Ok, so i guess pain res only being able to proc 4 times is a great change to you? And having nearly all the good regression perks destroyed?
From your phrasing, you only care that the meta dies. not if theres any compensation.
Yes, Pain Res will still be a good perk, and will also reward killers who don't tunnel. That's good changes. I also don't have a problem with survivors having to cleanse totems or unhook survivors safely to activate perks such as future DH, it makes really good perks still as good but only limits them in their uses, which I would take any day over nerfing good perks to the ground.
"All the good regression perks": There's still a bunch of them that are good, mostly if you're the type of people who stack them. The ones that will get nerfed here won't even become bad, they'll just stop being good enough they guarantee a win for any killer who 3 gens. If you're happy with the current 3 gens meta then sure your game got ruined, if you're one the many people who don't enjoy it, you should be relieved it's probably coming to an end.
Also the compensation is the healing, DH & CoH nerfs, as injuring survivors without downing them will hopefully not be useless (or even punishing) now, and will also be easier bc they won't get DH for free. All in all, we'll need to see how the changes perform live, but the 3 gens meta dying is definitely not bad thing.
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@HugTheHag said:
Pretty sure the Clown's addon was not made more viable, if I remember correctly it was bottles reduced by 3 instead of reduced by 2, which gives you one less bottle.
A bit sad he didn't get more QoL to his yellow bottles though , Clown is a killer I tried purely by chance because of a daily a few months ago and that I feel I could really come to enjoy more if half of his power was more straightforward. I should really play more Clown. His kit is very cool.
It's very possible I understood it wrong because I honestly don't care much about Clown haha. I agree he needs more QoL, he's more fun than he used to but he's still too boring for me to play as (and going against killers who obstruct your vision is a pain for me bc of my eyes, so I don't enjoy playing against him either)
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@VoidOfMe said:
You know what I don't get? No one plays Billy and people are shocked and baffled about these addon's nerfs.
Why?
Do YOU play Billy? Or do you know someone who does and the person got mad and you're complaining on their behalf?
I really don't get the commotion. We'll still be facing the same killers, the 4 billy mains are still gonna play him and it's not like Billy is the most fun killer to face, right?
BTW: About the nerf healing thing, we'll have to wait and see how it works on gameplay, I'm sure if it doesn't work they'll revert it back, so I'm not stressed about it.
Even if you don't play Billy (which I occasionnally do even if I'm terrible at it) people can still notice the fact that everytime they go against a Billy or watch someone play him they bring the 2 add-ons that are being nerfed 95% of the time. Unfortunately instead of the devs realising it means they should play with the mechanics of these add-ons to make the base kit better, they figured "if everyone uses them they must be op" and are nerfing them, which will make him way less fun to play (and everyone has fun against Billys, so everyone's sad bc we already don't see a lot of them)
Also I hope you're right about the healing nerf, it'll just make things more boring without fixing the actual issues
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368986#Comment_3368986
You need new characters that were released past july 2022 to be prestiged. When they reworked the progression system they made it so any teachables that you unlocked would be unlocked at tier 1 for every character to ensure that the update wouldn't cause players to lose anything.
Ooh okay, that makes sense, I thought prestige made things easier but didn't force you to prestige characters. Guess I spent my BPs on the wrong character then haha, thank you for the explanation.
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@Nos37 said:
Question. Did you get Knight and/or Skull Merchant to Prestige 1 (after completing 50 Bloodwebs)? Only then do the Tier 1 versions of the perks become immediately available, and the Tier 2 & 3 version appearing in other kiler's Bloodwebs.
Knight and Skull Merchant aren't prestiged, but neither are Deathslinger & Ghostface, so I'm confused because the perks of the first two are nowhere to be seen but I got Gearhead, I'm all ears & Thrilling tremors. Are the perks not supposed to appear at all on the bloodwebs before P1?
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@[Deleted User] said:
I just suggested this a few days ago on here but didn't get any response so figured no one else was interested. Nice to see I was wrong.
Your mockup store looks great BTW!
@BarnesFlam said:
Awesome suggestion, great mockups too!
Oh my, i know I reply late but that post was old anyway so why not lol. Just wanted to say I spent way too long on those mockups (that I had forgotten about) but I remember being disappointed about not getting any replies at the time, so thank you for the compliments :).
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@yes_hello said:
https://forum.deadbydaylight.com/en/discussion/comment/3090778#Comment_3090778
You are certainly not alone. I am also not one to immediately jump to conclusions and cry foul when something changes out of my favor, as I recognize the time needed to find that sweet spot and readjust. But how can we readjust if almost EVERY single match I have encountered doesn't even let you because of the way the new changes are functioning realtime? At first I was digging the changes; I changed my personal meta build and for a minute or two, it was succeeding. But as the days pass, killers have definitely seemed to learn how to win efficiently... at the horribly frustrating expense of survivors. Sometimes it's not even the killer's fault, as many survivors realize how un-fun and hopeless COUNTLESS new scenarios make this game and give up the instant there's a whiff of cheese. :(
Yeah, if the games were unfun because of how some killers play (tunnel, facecamp, slug etc) I wouldn't stop playing, sweaty games happen, but the games where everyone is playing fair and not sweating at all are just as boring, if not more because they last longer, so there's really not point for me to play until things change unfortunately.
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@yes_hello said:
Thank you for taking the time to share your feedback. I find myself becoming increasingly frustrated with each coming hour. I haven't had the opportunity to escape in over ten matches today alone. Between survivors giving up/DC'ing and the horrific new gen speed meta, my enjoyment of this game has decreased sharply, which is really unfortunate because this is quite literally the only game that I have played the last several years, and I've put a lot into it. The neglect as a solo player this time around is blatantly clear, and I have never encountered such horrible matches and un-fun gameplay.
I know I only speak for myself, and for awhile I was quite frustrated by players insisting 6.1 was going to be very problematic. However, after the last few days of my own personal experience as a solo survivor, I cannot envision a healthy future for this game at this rate. Not one match resulted in more than 3 generators being completed. I hope this is still just a... "trial" period, because holy crap I have never seen this game sink so low so quickly! :( And I am doing everything I can to enhance my level of enjoyment, sadly to very little success, as I am only one random solo player.
Yeah that's basically how I feel, I honestly don't care about my personal escape rates, but when your entire team is doing a good job it's still frustrating to see all of you die anyway, and I'm kinda sad to hear the invisible barrier between the 3rd and 4th gen isn't just a personal experience. I have no doubt (or maybe i'm delusional) that the next patch will ease things a little bit for survivors, but I'm scared it won't be enough for solo q to be enjoyable. DBD is also basically the only game i've been playing, but I bought some Resident Evil games during sales so i guess it's time to install those haha.
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I mean if there's survivors out there willing to waste their time killing themselves on hook to inflate kill rates, the amount of survivors being let go by killers (or even AFK killers) probably makes up for it. If it was significant enough to impact kill rates people would talk about it and the devs would know anyways.
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The solo / swf gap should have been reduced before looking at overall survivor/killer balance in my opinion, because as of right now the better killers are against SWF the more miserable solo q is, and if solo q was alright it'd meant killers would be getting stomped by any average SWF that's not memeing around.
I believe buffing or nerfing killers is irrelevant to the discussion of solo q / SWF gap considering you could bring them together by buffing solo q or nerfing SWF, which would impact the killer/survivor balance differently.
Also, I think people underestimate how many people play solo q. Last time we got statistics about it solo q made up for a little over half the survivor playerbase, and the least popular set up was 4 ppl SWF, meaning you'd get at least 1 solo survivor in the vast majority of games. I have no doubt the solo q numbers have since gone down, but the only scenarios where there isn't any solo player involved stay the least popular one (4SWF) and the 2x2SWF.
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i don't why i keep clicking on these posts it's always "The people playing this role aren't allowed to give feedback because they're evil and I hate them all"
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@Brokenbones said:
Circle + Botany makes your self heal 16s which is the same as another survivor
Also run We'll make it if you want to counter the thana meta
My healing build at the moment is Circle + Botany + Empathetic connection + We'll make it
You can swap Empathic for desperate measures or renewal. Renewal if you want your build to reward you for healing, desperate measures if you want to counter the thana meta even harder
Yeah I'll definitely use CoH, i'll try switching bite the bullet with We'll make it as well to be more efficient! Thanks
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I already main survivor solely because killer queues are too long at the time I play... but i don't think it'll be a significant increase tbh, if anything some solo q will switch to swf, but I don't think the number of people switching from survivor to killer (or quitting the game) will be noticeable. The queue will be longer on the first few days of the patch's release, but that's usually the case everytime anyway
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3058818#Comment_3058818
For reference the developer update says it takes 12 seconds for Overcharge regression to ramp up from 75% to 100%. So if the gen is stabilized within 12 seconds you would have been better off having no perk (assuming the survivor can consistently hit the Overcharge skill check.)
oo yeah that's not good :/ I thought it'd be much faster
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@YOURFRIEND said:
Iron will was incredibly busted. It's not gutted, merely good now. Off the record is still very good, it deactivating at end game doesn't somehow make it terrible. New dead hard needed adjustment, one second is forever and it effectively played the same way as the old one. About to get hit? Push E for a free sun win. Now you'll have to time it. Oh no.
I see you think survivor perks should have been buffed, for some reason. The devs said they were over performing and nerfed them accordingly. I'm pretty sure basekit BT and speed boost is way bigger than people will admit. But if it was anything short of twenty seconds of invulnerability folks would still complain.
Oh yeah, I see you never actually run distortion. I do. I've had many games where it doesn't even proc cuz the killer doesn't have any aura perks. It's a good niche perk and any token generation is welcome on it
Iron will was op, but the sound being reduced + the exhaustion turning it off is too much. One or the either would have been fine, I'll only run it on loud survivors until their grunting sounds are fixed tbh.
OTR will definitely not be strong anymore bc of the endurance changes, not the end-game stuff that was to be expected. It won't be a bad perk, but it'll literally just be a replacement for DS, it won't be stronger than current DS for eg.
I never used dead heard but the new one seemed fine to me, it fixed basically a lot of old DH's issues (besides the awkward waiting DH out little dance), so I don't think nerfing it further was necessary. As i said, we'll see how it performs live. What i'm worried about isn't the duration of it but moreso the 0.5s window being too short for dedicated servers to not mess up tbh.
No I don't think all survivors perks should have been buffed, mostly not these ones, but also nerfing a perk shouldn't make it useless (spine chill, DS, ruin). I also don't think any of the survivor buffs we're getting are meaningful. We're literally just getting a replacement for DS, and a 5s basekit BT which is not going to be a problem considering killers haven't had any problems waiting out a much longer BT for years now. The only other good useful buff was Botany but it's also getting nerfed. So no, I'm not too excited about calm spirit giving survivors a debuff being the balance the devs are aiming at.
Also, I used to run disortion and stopped because i didn't have any tokens left before mid-game. Yes there's instances where it's useful, but as you said it's niche, and most of the time you get little value out of it. The token generation on distortion is more than welcome but I still think the base number of tokens should have been buffed as well, because 30s hiding in the killer's TR is a long time, we'll probably end up with max 5 tokens per game (which is obviously a nice buff, but not enough to make it worth running over an exhaustion perk or BT, CoH or DS (to be OTR) ).
@dugman said:
- Overcharge - Lowering the ceiling from 400% is fine, it should start at a minimum of 100% though. 75% means you’re actually worse off kicking a gen with Overcharge initially compared to kicking it with no perk at all which is silly. Start at the normal 100% regression and ramp up from there to 200% or whatever.
Oh yeah i hadn't though about that, that feels a bit silly, but also this doesn't account for the 2.5% deduction from the basekit kick buff and I assume it'll go up quickly to 100%, so even if it goes live like this it should still be a viable perk (and stronger than it was before, and probably still meta if paired with other perks). But yeah they'll probably change it again tbh.
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@Belzher said:
What about Spine Chill tho, how is this "visual indicator" is going to work?
no idea, it'll show how strong the terror radius is (maybe a heartbeat effect on the perk or something i have no idea) but it's basically just a visual aid for people who are deaf / hard of hearing, if your hearing is fine it won't impact you at all, it doesn't change the balance of the perk (aka it's still nerfed to the ground)