Aven_Fallen
Aven_Fallen
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When the guy with roughly 140% escape rate in Solo-Q (or something like that) says it, it has to be true.
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You cannot really measure this. The thing is, the DH-Nerf should have come without any other changes, because then we could see an actual comparison.
But since Killers got a massive Buff and ON TOP the Nerf of one of the strongest Survivor-Perks, we cannot really see, how much of the current situation is due to the Buff and how much is due to the DH-Nerf.
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What would happen? Some Killers would not be able to camp, which is good in general. Others would be - Blight, Billy or Nurse as an example would still be able to "camp". All strong Killers. (They would all be able to be out of range, but still be at the Hook in very short time)
I would say that prolonging the Hook Timer to 90 seconds each stage would be enough to make camping unattractive. And it also does not need any complicated solutions which prevent it from being exploited by Survivors or Killers, other than your idea.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3097166#Comment_3097166
Yea, I forgot: stats only matter when they show that the game is killer sided
Everyone who is not completely biased should know that the Stats dont matter for Nurse.
Like, Killers always claimed that the Killrates are inaccurate when they were above 60%, but whenever Nurse comes up, her low Killrate is suddenly the most valid stat in existence.
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@drsoontm said:
Apparently the plethora of other threads wasn't enough.
Neither were the detailed explanations.
So this time I'll make it simple. This is from the stream in January 2022.
https://us.v-cdn.net/6030815/uploads/0BM3O8ZUXBHW/image.png
This was before the devs said killer rates were lower than they wanted.
TL/RD: "gitgut"
There is a lot of documentation available to achieve this, both texts and videos.
Come on, you cant be serious to post a Kill Rate-Chart when it comes to Nurse.
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Ok, enough internet for today.
For you AND me.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3094341#Comment_3094341
It's perfectly doable, just harder. It's in one of the later tomes for a reason.
Yeah, but you also have to consider that Tome-Challenges for Survivors are basically almost always "Do something else than Gens", while Killer Challenges are for the most part "Play the game".
Considering that we know still have a Slowdown-Meta and Killer got a massive Buff, Challenges which force you to use a weak Perk only should not be the case anymore.
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@Sonzaishinai said:
It does make me wonder how far these tombs are made in advance
They are probably not made by the same people who also balance the game.
@Topic:
The DH-Challenges obviously need changes now. Surviving while only using Dead Hard would be another one which is not really appropiate.
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@Aurelle said:
It's a balancing issue, not a blood point issue. Getting the BP incentives fixed isn't going to help killer queue times. If killer's weren't overly buffed and survivors overly nerfed, we wouldn't be having this issue.
Pretty much this. It does not really matter if someone gets 100% Bonus-BPs when they only get like 3000 due to being camped on the Hook.
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@Jago said:
Wait until you face forever Freddy.
Honestly, even at its strongest, Forever Freddy was better to deal with than Legion and Plague with stacked Slowdown after the Update.
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With the situation mentioned in the OP, this is quite clearly holding the game hostage. I know that some Killer Main will jump out of their Basement now because the Killer is "only defending Gens", but when there is 0 action taken to actually go into a Chase which is more than "scaring the Survivor away from Gens", this is not really doing the Objective, which is killing Survivors.
If the Survivors try to complete the Gens and the Killer has no intention of killing them and just want to protect their 3-Gen, this is reportable.
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@Jasonisanicefella said:
Nurse and blight need a complete rework, as they stand they are just too strong
Nurse yes.
Blight needs some Add Ons nerfed. But his Basekit is fine. Blight is at least playing DBD, while Nurse basically plays a totally different game.
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@EntitySpawn said:
I'm gonna have to disagree, if actually found it easier now the killer doesnt have the ability to regress insane amounts of my gen quickly.
Sure gens can take longer but their actual regression is far worse so it's not much different imo if anything it's easier.
But as usual the games I lose is because of a DC, players giving up or being so badly mismatched they get like 5k points and have no idea how to play
So your escape rate is bigger than the 90% you had before? I mean, according to your own information...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3087720#Comment_3087720
True, true but I don't think something shouldn't be added just because some players still won't pay attention to it - all the better for the killer then. There are still plenty that will.
They totally should try to bridge the gap between Solos and SWF.
But it just wont happen. The advantage of SWF is not communication, it is filtering out Potatoes.
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No, they wont.
I had situations like another Survivor who had Kindred running to the Unhook, despite me being much closer to it.
Or: I am on the Hook. Survivor A (the Obsession) is being chased and just got injured. Survivor B and C are on a Gen together. And I still reach second stage. They got all the information needed and still...
Information will also not prevent the Claudette from Self-Caring in a Corner. Or the Feng going for Dull Totems. Or the Mikaela booning another Totem instead of doing the last Gen.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3087365#Comment_3087365
A good headset to hear a CROUCHED Iron Will user? Hell no, won't ever work unless your headphones can output 170 dB at which point you are damaging your hearing.
The DS nerf was far worse, now tunneling is far easier even with the basekit BT. OTR needs to become a 30 second basekit perk with a 12% haste.
I can hear them just fine with my Headset. And it is not even a very expensive one.
Maybe dont buy 5 Dollar-Junk and you will be able to hear them too.
But I agree that the DS-Nerf was worse.
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@solidhex said:
They killed the perk with the exhaustion effect. Making survivors breath like when they're healthy would have been enough already. Or putting that exhaustion condition on it but making it 100% again. I'm a spirit main so i'm kinda happy about not seeing it anymore, but they butchered this perk way too hard.
IMO they killed the Perk with the reduction to 75%. This is enough to hear a Survivor if you are using a somewhat decent Headset. Which most Killers will use. I think only a very small percentage of Killers are using their Speakers and this probably only applies to console, because they dont bother using a Headset when playing Console games.
The effect of Iron Will being disabled when Exhausted would have been enough. It would be a trade off - either you can be stealthy OR you can run a strong Exhaustion Perk. But not both. While not a fan of this in general (of Perks which cancel other Perks when used by the same side), it would have been a more reasonable Nerf.
If they would have just reduced the Noise Reduction Iron Will would have been killed as well, even when not disabled while exhausted. But with 100% and disabled while exhausted, it would at least have some purpose - with the cost of a trade off.
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Like a box of chocolate - you never know what you gonna get.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3084831#Comment_3084831
I have not faced a single Killer since the update running four slowdown perks. Not a single one.
Unless you have some GROSSLY huge definition of a slowdown perk, I don't think Tinkerer, Insidious, STFBL, BBQ, Lethal Pursuer, or the like to be "slowdown". The last game I just got out of was Bubba running Deerstalker.
I could be like others on the Forum and say "sEeMs lIkE YoU ArE NoT HiGh mMr".
But I will just say that you are lucky. Not saying that I face Killers with 4 Slowdown-Perks in every game, but way too often it happens. And the game is still complete snoozefest when this happens, probably even a bigger one than before.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3081373#Comment_3081373
Ruin? Nerfed
Pop? Nerfed
Corrupt? Nerfed
Pain Resonance? Nerfed
Yeah if only that slowdown meta had been nerfed. That Thana buff really messing you up bad, huh?
The Meta for Killers is still 4 Slowdown-Perks. Just different ones.
So not really an improvement.
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@JasonS said:
https://forum.deadbydaylight.com/en/discussion/comment/3082714#Comment_3082714
To be fair, there's really nothing else to do during the end game than camp a hook. Guarding exit gates is pointless, they're too fast unless you have No Way Out.
Yes, I know this. But having nothing else to do does not mean that the Killer deserves a Killer, just because it is Endgame.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3082894#Comment_3082894
If you can't use it properly, doesn't mean everyone can't.
But I will respect the opinion so...
Look, I know that some people like to pretend that DH is still a good Perk. I dont know why they are doing it, but I have also seen Killers claiming that they got outplayed by the nerfed DH.
It is completely fine to say the fact that DH is a bad Perk. It is probably still better than Smash Hit and maybe even better than Head On, but thats it.
And this is coming from someone who did not even use the Perk before the Nerf.
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@OogieBoogie said:
https://forum.deadbydaylight.com/en/discussion/comment/3082714#Comment_3082714
The endgame is still part of the game. They haven't "failed" until the results screen pops up. Once gens are done they have literally nothing else to do but secure what kills they can. Most of the time that means camping/tunneling. Really weird to see someone who's played this game for years still have this mentality.
Also endgame DS was more of a problem if you DIDN'T camp. If you were camping, you could force a trade in most situations and DS wouldn't come into play. DS was more punishing to killers who decided to not camp, but were then forced to go after the unhooked because everyone else was healthy or sitting at the exit.
"Endgame is still part of the game", and this is why we disable Perks....
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Dead Hard is not worth a Perk Slot anymore.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3082714#Comment_3082714
Or they played according to the survivor rule book, two-hooking everyone, but did not have enough to hook everyone for a third time.
Also, camping vie endgame is perfectly fine. What else should the killer do, giev you the unhook for free?
I mean, obviously Killers cannot do much anymore at this point. I am also camping and waiting in Engame.
But it basically changed from a free escape to a free Kill. (Even if they manage to save the hooked Survivor, it will most likely be a trade so another person is on the Hook and will die)
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@Akumakaji said:
It would be awesome if we could revisit an events menu graphics amd music as a lil extra perk for finishing the corresponding periods tome.
This is something many players would want to have. Probably one of the most asked features I see popping up from time to time.
@TheLastHook said:
Lol, I do actually. And I did not watch the anime.
Give it a watch, it is really good.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3082714#Comment_3082714
Hatch would like to know your location. Like i play equal time on both but i cannot blame the killer for wanting A kill when theres no gens to defend. I don't personally camp but obviously without perks like NWO theres no real other way to get a end game kill. Not to say stuff like NOED is fair though ofc either.
The Hatch only exists so that the last Survivor just does not hide forever.
Since the changes Hatch-Escapes (or Gate-Escapes after a closed Hatch) have become very rare anyway.
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Because for some reason Killers who failed all game and camp during Endgame think they deserve the pity Kill.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3081065#Comment_3081065
Yes, I remember how my lightborn, mad grit, distressing, and dying light were ALL slowdowns
Yeah, ik, weird, but we exist
Honestly, I appreciate every Killer who is not just running 4 Slowdowns. And if it is a Build with 4 strong Perks with strong Add Ons on top, I dont mind it, everything is better than seeing Call of Brine, Pain Resonance, Thanatophobia and Deadlock on each Killer.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3081068#Comment_3081068
Except you could just keep grinding for either side before to stock up. Now that becomes MUCH harder for both sides (until the devs fix that problem). If it applies to Killer "now," then it applies to Survivors much harder than before this update.
I think this is alright. Again, this is a reason to use White Wards or Black Wards.
And it applies to Survivor anyway, even before, since they have so much ######### in their Bloodweb that it is hard to get the things you actually want. For Killers this means that there is not one guaranteed Alchemists Ring (at least) in each Bloodweb.
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Yes, it is better. They changed the yellow Add On, before you had to reel them in and hit them with an M1 to inflicht Mangled.
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And the Pinhead probably won the game with that move. 3v1 with 3 Gens to go is a win for the Killer, as long as the remaining Survivors are not way better than the Killer.
Outstanding move, such skill.
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"best Meta we ever had", only if the Slowdown-Meta would have been nuked as well.
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The Devs said at one point (when Survivors lose their Add Ons when they escape) that it is intended that you run out of Add Ons at some point.
Same applies to Killer now. At least there is a reason to use Black Wards now.
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All this time has passed and Killers are still blaming their own mistakes on SWFs.
That "Killers wouldn't probably feel the need to play in certain (unfunny) way" is as wrong as it can be. If anything, this Patch shows that it will continue.
Killers got a MASSIVE Buff and they are still stacking 4 Slowdown-Perks and are still camping and tunneling. This Patch shows that the respective things need to change and that improving the time of Killer does not mean that they will stop using those "strategies".
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@POLBOY said:
nah, used to be worse, wait a couple of days
Honestly, the only time where I saw it worse was when in 2018 they decided to make separate Vials for Killer and Survivor to collect Serum for the Halloween Event. The Killer Queues were horrible, because so many players needed to play Killer to fill their Vial.
But the current Queuetimes for Killer are the worst I have seen so far outside from Halloween 2018.
And if you have a long Killer Queue and load into a game with a Survivor at Prestige 100 (so 99,9% chance that this guy is a Cheater) and you have to go into the Queue again...Eh. Not pleasant.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3079319#Comment_3079319
Asking one side to handicap themselves to create balance is not balance. Regardless, BHVR wanted to buff killer without acknowledging there was already an easy code to crack when it comes to the role. That code doesn't exist for solo survivor any yet the role has been put on the back burner for at least a year. It's evident right before one's eyes. By their fruits.
Yeah, but come on.
He is complaining that Killer gets boring and uses the easiest Build he can use. If Killer is boring when using the strongest stuff, he can turn it down a bit to make it more of a challenge.
(Not saying that he has to do it, but it would be the first thing I would do if I get bored to make it more interesting again)
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Some Survivor used it against me. Worked exactly once, but the success was quite limited, it was a free stack for STBFL for me. But since I already had 6 Stacks (after the DH), the distance gained due to the Speedboost was not so huge...
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What a surprise - a Killer Main who probably ran the easiest Build possible before (4 Slowdowns) continues to run the easiest Build possible and thinks that the game is boring now after this big Killer Buff.
He could start to run other Perks. But yeah, changing the Meta was only for the Survivor Side, Killers get to keep their Slowdown-Meta.
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I dont really use them most of the time (just Floods of Rage on Nurse for example), but I really like the concept of Scourge Hooks.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3076333#Comment_3076333
Huh I mean still seems weird to me considering how Kill Switching has been used in the past.
I mean, I have seen this:
@dugman said:
Just FYI it looks like the queue bonus for playing the side that needs more players is pretty huge because that bonus is also increased by things like bloodpoint offerings and events and such. The match I just watched on stream for instance the killer had a net baseline score of about 19000 and in large part because of the queue bonus got 70k bloodpoints total. So if you’re someone who is wondering how to make for not having BBQ and Chili or WGLF bonuses and you’re willing to play the side the matchmaking bonus is incentivizing you can probably get good boosts from it.
So from 19k Base BPs the Killer got 70k BPs. From my understanding with 100% Bonus, it should be 38k BPs.
I have also seen Screenshots where people got way more.
https://twitter.com/PaulieEsther1/status/1549771108689272833Because as I said it seems like it added after Modifiers like Offerings.
And I guess BHVR does not want players to breeze through Bloodwebs due to a Bug.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3078760#Comment_3078760
I take it you don't play nurse at high MMR then. -shrug-
Why is "high MMR" even an argument, when we all know that the MMR in DBD is complete nonsense?
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@MilManson said:
She does need addons. If you play nurse watch how you get trashed on certain maps.
RPD, Lerys, Graveyard of Crows, Meat Plant, Mothers Dwelling, Freddie’s map.
With the extended blink range you still have longer recharge rate in exchange for being able to blink further with no addons Nurse can only blink just under half of the main building on Freddie’s map.
Patrolling gens would be impossible.
Hahahahaha.
No, she doesnt.
@Topic:
Nurse needs a Rework. Her basekit has to change. There is 0 point in nerfing her Add Ons, yes, it would be a step in the right direction, but it would be better if BHVR would not half-ass her Nerf again and focus on the fact that her Basekit is broken.
And honestly, a broken Killer with a bunch of Meme-Add Ons does not really sound good either.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3077754#Comment_3077754
Would be great if it was actually mentioned in the Perk's description aswell to clear any confusion with it all together.
I mean, IMO it is quite obvious. Because Lethal Pursuer is 9 second, and it is a Perk which shows the Aura of a Survivor, so its logical that it affects itself.
What is kinda dumb tho - it eats two Tokens of Distortion.
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@Brhoom said:
What I don't get is that the update caused killers to stack gen regression perks when the update already increased gen repair time.
The idea for the update was to make killers try other perks, tunnel, and camp less. since chases now last way less, and gens take longer to repair but somehow, killers are doing the exact opposite.
Why? What is the excuse now?
Devs said they wanted to make these ''strats'' less viable rather than try to punish them for doing them, but so far it seems that no matter how long gens take and no matter how short the chases are, killers will always resort to these tactics.
Punishing tunneling and camping is the only way to go forward, and hopefully devs will come to the realization as well.
There is not really an excuse. It is just that stacking Slowdown-Perks is the easiest way to play Killer. So they still do it.
@Topic:
Looks around the same for me, but I am trying different Killers. So far I only lost with Clown and Doctor. And with both I messed up a lot during those games.
Every other game was at least a 3K without Slowdown.
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@ThanksForDaily said:
"3 seconds stun" In papers.
In reality is 2 seconds. 1 second goes away due to DS stun animation. Wow guys what an anti tunneling perk let me tell you. You're dead 5 secs after the DS.
The great thing about is that still has the small skill check.
In reality it is only 1,7 seconds. So the distance gained wiht current DS is around 6 meters.
The Anti-Tunnel aspect should have been buffed, not nerfed. Before DS was pretty much useless against the strongest Killers, right now, it does nothing against any Killer. They can all catch up pretty easily.
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Those who are happy now will complain when BHVR nerfs Killers or some Perks. And then claim that they nerf Killers all the time, when the ratio between Survivor Nerfs and Killer Nerfs is completely different.
Heck, I expect some Nerfs to Nurse and Blight and I think that they are part of the Tome to provide more Data after the Patch. And if this happens, those who are now rejoicing will simply forget this Patch and pretend it never happened.
But personally, the lack of complaints on the Killers Side in this Forum shows that the Devs probably went a bit too far with increasing Killrates. Sometimes it was pretty clear that the respective OPs were really struggling with playing Killer, but if even those people now have good results, it will most likely be a bit too easy as Killer.
(And IMO, it is too easy currently... Maybe it will be different in a week, but so far there was not much sweat involved for me to get 4Ks... Even with Killers like Trapper or Myers)
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@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/3076580#Comment_3076580
True but imo 3 seconds and a chance to miss the skill check + can be countered with slugging makes it worst than OTR , I changed my perma DS slot to OTR yesterday. It's better than nothing I guess.
I was talking about 5 second DS. With 3 seconds, sure, OTR is better, without a doubt.
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@Fantasy said:
The exit gate nerf was enough and because the killer animation of dropping the survivor it's more like a 2 second stun, old DS was 4.
1,7 seconds to be precise. Before it was 3,7 seconds, the animation is around 1,3 seconds.
But yeah, disabling in Endgame was enough (and IMO it could have been buffed in the Anti-Tunneling aspect).
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@BadZilla said:
It works through both hook states so it's better than DS now but it won't give you much distance compared to DS sadly so you're going down anyway.
IMO it is worse than DS. Because with DS, you had the chance of getting Endurance due to BT and then have DS, if you go down. OTR has its advantages, like working two times or not being countered by slugging. However, the overall distance is far less.
I had OTR today against an Oni. He had no problem to overcome it. (Got camped on my second Hook, so no chance for a second OTR)