Ayodam
Ayodam
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The meta shakeup changed everything for survivors. Most of their good perks were nerfed, and the perks buffed in exchange remain subpar. Survivors don’t really have many ‘genrush’ perks; Hyper Focus is probably the only real contender. Prove Thyself removes the penalty for 2+ survivors working on a single gen and awards a blood point bonus in cooperative actions. But if I remember correctly, the time it saves is less than or equal to the time two or three survivors would have saved working on individual gens.
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@Pulsar said:
Probably Eruption for Killer and Self-Care for Survivor.
Why was Selfcare nerfed?
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@Cyber_Atlas said:
I think killers should be more feared and respected for the sake of the game. But I don't think killers should be much more powerful. It has to do with some graphics enhancements and with some quality of chase improvements. Possibly reducing how impactful are pallets. Introducing more elements survivors can use in* exchange. Medkits need a slight adjustment as well as the meta of taking hits makes 0 sense lore wise. I accept it for life threatening situations (tunneling/unhooking) but not for keeping the killer hostage in front of an hook.
Crouching in front of hooks doesn’t work to stop the killing from hooking a survivor anymore.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267102#Comment_3267102
More often than is reasonable. Swamp, Midwich, RPD, but even some of the normal ones like Macmillan or Coldwind. And God forbid you lose one hook sacrificing someone. The next one's miles away. We really need to undo that patch that took lots of hooks out of the maps.
There are several perks that help with reaching hooks (Agitation, Iron Grasp, Mad Grit if you’re being blocked). As you’ve previously encouraged survivors to do, if there is an element of gameplay you find inconvenient use your perks. :)
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3266834#Comment_3266834
NGL I would love to see snuffing being replaced with breaking. Either that or having hexes work like boons where you could ignite a different dull totem if you see it at snuffing speed. But I am unsure how balanced that would be. Devour stacks would have to drop off if you replaced the totem
Wouldn’t that like super buff Pentimento though?
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I commonly see killers avoid the unhooker to pursue the person who was just saved. They don’t care about that single endurance hit survivors receive off hook.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3267986#Comment_3267986
Honestly I just don't think they want to mend. Make deep wounds and gens more interactive and engaging and you've solved 2 problems in 1 go there
I feel like giving survivors more to do won’t incentivize them to stay in games against Legion.
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@GoodBoyKaru said:
"So what is up with survivors lately? Why are they so easy to give up and easily ruin the game for their teammates?"
When you've had one too many awful solo games (read: any solo games) it's incredibly easy to see a pattern forming. A Nurse who's already proven herself to have range addons and the PR/DMS fun combo vs solos just isn't winnable, so you'll have more fun going next. Same with the proven Alch Crow Blight who's definitely got OverBrine if how he's been playing is any indication.
Now people that suicide 1st hook vs Sadako I have no idea about, but I'm also well aware that it could have nothing to do with the killer at all. If Meg decides to blow up the gen, urban evade away, and then hide in a Bush for 3 minutes while I get chased on the opposite side of the map, I know that I'm going to be absolutely malding and, again, it just isn't winnable with an anteammate like that. Same if someone sandbags me, especially if they do so early into the match.
People DC early against Legion quite often too.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267883#Comment_3267883
For other Survivors? Yeah I agree, you might be one of em champ
For both of you. Now hug and make up…
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Accessibility. The effect brought illness to some players.
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@SiaOiz said:
Tbh most of the blocking at hook is caused by survivors kneeling in front of the hook trying to stop Killers from hooking.
Does that still work? I recently tried it and the killer managed to hook.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3258961#Comment_3258961
Aaa, i understand. I had some survs do that, but not very often.
What i despised and it happens frecuently ti me are survivors which are being chased by the killer deliberately go to where i am repairing a gen just to throw the killer at me.
Sandbagging is also intentionally bringing the killer to another survivor, often to take the heat of oneself & force aggro on the other survivor.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3264632#Comment_3264632
Being slugged isn't meant to be 'fun' just like being hooked isn't meant to be 'fun', it's meant to force other survivors to come to your rescue, or incentivise the use of perks that aid you in the dying state, like Unbreakable, Tenacity, Flip Flop, Soul Guard, Power Struggle, etc.
It's a core element of the game and one of the killers tools for applying pressure, and applying pressure is how killers play the game and gain ground against survivors who would otherwise smash out gens in no time. The less pressure a killer can apply, the more they have to rely on camping and tunnelling to secure kills.
Just because it can be abused in some niche circumstances, specifically two, slugging everyone at 5 gens, and slugging for the 4K at the end of the game, doesn't mean all other instances of slugging are 'bad' for the game. In those abusable circumstances would be rectified without invalidating slugging entirely, with the suggestion I included in my first post in this topic.
Didn’t a dev previously say that slugging isn’t an intended mechanic of the game? If it were analogous to being hooked then the timer would last 60 seconds, survivors, could expedite bleedout, or they could attempt to pick themselves up without a perk. That BHVR releases perks to “counter” common gameplay doesn’t make that gameplay intended. I think this is the only game I’ve ever seen in-game perk/ability counters to unintended gameplay mechanics.
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I’ve seen this before (a red bar) on survivors in the pre-game lobby.
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I generally don’t run streamers (even in my SWFs), but if I do, it’s there. I run Bound Envelopes whenever I have them, though. I don’t believe survivors should play offerings that reward killers because…
1.) Killers more often and more easily earn more bloodpoints than survivors.
2.) When killers see that all player reward offerings are played, they seem to become even more tryhardish.
But, I am a kind and benevolent man, so…
Just make all offerings secret. Reveal them at the end of the match. That way no one knows what anyone has brought until the end.
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@Shroompy said:
The reason why is because if you have everything taking into account then you simply have a worst case of what we already have, but closer to the old rank system.
The problem with the old system is if everyone played well, then theoretically the majority if not everyone in the lobby would pip, or at the very least safety pip. What this means is the game sees everyone winning meaning they would climb to a higher ranks and the game doesnt determine anyone a loser. So you had people who had no business being in the higher ranks but were there anyway because they did the bare minimum for the game to consider them a winner. This was very apparent towards the end of a season having people of all skill levels at red ranks.
If we do the same thing to MMR, what do you think will happen? The only difference it would make is BHVR would have to increase the soft cap more often because people would be at a level they have no business being in
This happens with killers, though. It’s quite easy to 3-4K at low and mid levels so killers gain MMR quickly, escalating to ranks they’re simply not ready for. There isn’t really a good way to deal with that, it seems, but there should be some sort of universal system that allows both sides to either climb ranks swiftly or in a more measured way.
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I don’t think I have any perks that fit this. I run a lot of meme stuff, so I’m pretty good at finding value in pretty much all of my builds.
Deliverance is so niche. It’s largely useless outside of solo queue and there it feels like a perk that exists to cover a design flaw (relying on random people to restore another person’s ability to play the game). But I suggest that anyone who really wants to capitalize on it play immersed until another player is hooked, then they save & play more boldly.
I don’t think Survivors have perks that change who the obsession is. With the exceptions of Pyramidhead and maybe Freddy, killers can’t even change the obsession. Interestingly enough the obsession mechanic was designed to discourage tunneling.
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@Seanzu said:
It's all but useless.
Get on gen, someone gets hooked, get off gen, spend 10 - 15 seconds going to the survivor (that's 15 seconds off a gen), activate perk, spend 10 - 15 seconds going back to gen (that's now 30 seconds off a gen) and you've done nothing but waste your time.
At least before the nerf one person could continue to punish a camping killer, but with it only being activated once per state it's too much time off a generator to even bother getting off one to activate it.
It’s almost always better to perform an unhook than maneuver within 6 meters of a survivor to increase their time on hook once. Two survivors off gens objectively helps killers win. And that’s probably why so few survivors even run this perk.
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@UnluckyDucky said:
https://forum.deadbydaylight.com/en/discussion/comment/3263132#Comment_3263132
Its not so much about the Bubba--the main topic is face camping. I just mentioned who the killer was because thats who was doing it to me and its the killer i most frequently experience doing it. Regardless of killer, face camping I can now see becoming a real problem now that gen times have been increased. Unless your entire team squads up and starts doing gens together, you can get at max 1.5 gens done before the person on hook dies. Then the killer can just find the next survivor and repeat the cycle. I think I'm most bothered about the de-pip from being camped on hook. Even if I ran the killer for a solid 2 minutes, I'd of still de-piped because I wasnt able to get anything else in the game done.
Facecamping has always been viable (against solo queue, anyway). That hasn’t changed. There are several changes BHVR can make to curb it but they don’t/won’t because facecamping isn’t enough of a bother to the player/consumer base for the devs to roll out a real solution. Your best bet in dealing with it is joining a SWF. That seems to be what the devs encourage.
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To be fair I don’t generally face Bubba’s who camp. It seems like every other killer I face does to some degree, though. I recently faced a Demogorgon that face camped and two Plagues doing it as well. But of the Bubba matches I’ve had, no facecamping.
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Demogorgon is rare for the obvious reason (no longer available for purchase). But it is a solid A-tier killer per Otzdarva. It’s pretty strong with its Iri add-ons. Very tough for solo queue survivors, which make up the majority of the survivor playerbase, to deal with. But not unbeatable.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3262863#Comment_3262863
Agree with all, except shelter woods. That map is an easy fix of just adding a few more pallets.
It needs more than pallets. It needs more T and L walls, good vaults, and pallets. It could probably use some sort of better main building structure as well.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3260359#Comment_3260359
Survivors seemed perfectly fine when BHVR suggested a basekit unbreakable mechanic, that would punish killers whenever killers were forced to slug. And if it’s ok to punish players instead of giving them a better solution, then it should apply to survivors as well.
Besides, I’m asking survivors to follow the rules of the game, and it’s against the rules for survivors to just hide indefinitely.
The only reason basekit UB is going to be a thing is because of the mori change. It has zero to do with slugging.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260242#Comment_3260242
Against a Bubba? Yeah, that's smart, you keep taking an useless protection hit while I'm going down anyways, lol
I sometimes think that like if survivors see me playing “nice” they wanna take advantage by doing foolish, reckless things; i.e. the off-hook protection hits.
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I only facecamp as Bubba if I’m doing a basement build, which is rare. I usually play roaming Bubba and won’t facecamp (though I may patrol near hook depending on the map). I try to avoid tunneling too but I find unhooked survivors for whatever reason try to protection hit their saviors. 🙃
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Well, yes. Survivors are disadvantaged in every way against killers, so if they make it to higher MMR, you should have a much tougher time facing them. Because while killers can breeze through MMR (low to mid especially), survivors generally have to earn that. But camping still works against higher MMR survivors. You just might need a build for it. Stacking slowdown perks works as well. Don’t allow chases to last more than 30 seconds; if you see them taking longer, break chase and fine another survivor. Police gens if they’re too strong in chase. They can’t really escape without doing them and it’s a good way to catch them slipping up.
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The pallet near the downed helicopter isn’t a god pallet; it almost boxes/traps the survivor there. The AC unit isn’t long/wide enough to really stop the killer from mindgaming, and going into that hallway right of the pallet isn’t good because it’s blocked off by debris now.
Main hall/lobby pallet—yes, that is one of the god pallets.
Safe room. It can be a good pallet yes; I’m not sure I’d call it a god pallet though. Before the wall was broken, it kind of was.
Library. Not a god pallet; can be mindgamed and leads to a dead zone. It’s strong if you stun the killer and use Balanced Landing after escaping through the home in the floor, though.
Flooded bathroom. What makes this a god pallet to you?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3258526#Comment_3258526
You probably need OTR and an Exhaustion perk.
You probably want Reassurance.
Probably want CoH.
Probably want aura-reading.
Not much build variety there.
I mean yes, survivors require a perk formula for the bare minimum. But that’s probably true for every PvP game. I feel you can get away without OTR. I don’t run it when I play solo queue, and I don’t ever see other players use it either. It’s kind of useless since endurance doesn’t stack anymore. Basekit BT does its job better since that includes a stackable haste effect, anyway. You don’t need Reassurance. I haven’t even seen that since shortly after that chapter released. It was nerfed during PTB so it seems few people run it now. A wasted slot, really, because to use it still requires 2 people not on gens and the extra seconds on hook don’t really punish a killer who is camping.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3258522#Comment_3258522
The map is also two stories which makes it bigger, the three gen has long site lines and is easy to break and I can think of several god pallets on that map
There are only two god pallets, Pulsar. And one of them is right beside the LOS 3-Gen—which is very easy to patrol. In fact, I’d offer that any killer just not bother with anything but maintaining that 3-Gen. You’ll win.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3258506#Comment_3258506
If you're running aura-reading perks, you're sacrificing other perks
A balanced solo queue load out should probably include at least one aura-reading perk, an exhaustion perk, a perk that helps with healing or unhooking, and a wildcard perk (preferably something that enhances efficiency). Items can take the place of the healing or wildcard perk.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3257976#Comment_3257976
Very safe pallets, extremely large map and a lot of Killer powers are nigh unusable on RPD.
Most of the pallets on RPD are unsafe; in fact I can think of only three safe pallets across both East and West Wings. Also because the devs opened up a lot of rooms & halls they pretty much broke up all of the god loops. And both variants are now smaller than Red Forest, Eyrie of Crows, and the Coldwind Maps. Also the map always has a 3-Gen every time it spawns.
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3258501#Comment_3258501
Sounds like their promise to fix soloq :) 'at some point' great!
That was initially supposed to happen this year IIRC, but then the devs told us (I believe just before and after the release of patch 6.1) that they were pushing whatever changes they wanted to make to soloqueue back. The new ETA is 2023-2024. You could probably find their timeline thing to confirm.
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People will tell you that if solo queue survivors just had more information, they’d perform similarly to a SWF. But like, that isn’t true. SoloQ players can run a plethora of aura-reading perks (Kindred, Bond, Empathy, Alert, Dark Sense, and more) and will still play subotimally. Because it’s not really about information; it’s matchmaking that creates dysfunctional survivor teams.
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3258493#Comment_3258493
I know they're loud as well, that wasn't the point of my post. Rather that everyone's audio level should be equal.
The devs have stated that they are in fact going to at some point modify all survivor passive sounds so they are equivalent. Soon everyone will be as loud as the survivors you named.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3258493#Comment_3258493
What about Jill tho? xD
Well, she’s normally tunneled if she faces a Wesker or Nemesis anyway, so that problem solves itself.
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Jeff, Bill, Jane, and David are also quite loud. Idk. It’s to help killers find them easier because killers have historically complained about struggling to find survivors.
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@Roaroftime said:
How about they fix the source of the problem and balance the game and make solo q playable?
If you want solo queue to feel playable, join a SWF.
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I mean why’d they change flashlights to begin with? It wasn’t really about accessibility because there are still features of the game that may provoke seizures.
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If it’s nerfed, that’s going to harm solo queue. I run with a SWF and guess what? We don’t run any aura perks. Yet somehow, we know where the killer is pretty much every second of the match. 🤷♀️
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3254229#Comment_3254229
The DCing system obviously isn't working good enough. I can play other PvP games for entire evenings without seeing a ragequit, but this game is out of control with ragequits. Can we tell survivors that tunneling is fine, because BHVR already has a system in place to punish excessive tunneling (basekit BT)?
You do say that. You’ve specifically commented that tunneling is a valid form of gameplay—which it is. But that doesn’t mean people have to like it.
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I’m lucky, I guess, because the only time I see survivors DC in solo queue is when they’re tunneled off hook. They don’t even DC if they’re being camped. I’ve seen it a couple of times with slugging but even then it’s very rare.
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@Tragopan said:
https://forum.deadbydaylight.com/en/discussion/comment/3256695#Comment_3256695
Hide, seek, chase. Camping and tunneling the hook forgoes the entire purpose of the game. Breaks the immersion of a survival horror. Arcadey bollocks.
Well when the game was more hide and seek based (what BHVR initially intended), killers complained that they struggled to find survivors so the devs moved to a cat and mouse chase format. But then it was problematic that survivors could loop so they started creating anti-loop killers and redesigning things so loops have become weakened over time. But then killers complained about “hold W to win” or whatever, basically running away from loops/killers, so BHVR has nerfed that as well. All of this culminates in survivors going down faster & easier and relinquishing on hooks more often than the old days.
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Peanits described the escape rate differences between SWF and solo queue as negligible. SWF isn’t overpowered or broken, at least by the developer’s accounts. I think the issue is that SWFs are more likely to succeed in escape, and when killers shoot through MMR by 4King against weaker players they’re convinced they’re better than they really are. When these killers then face competent (not even stellar) teams—4-man SWF but not always!—they decry SWF as OP. But the truth is that particular killer just isn’t as good as they thought, and were artificially inflated by an imbalanced ranking system.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/3256758#Comment_3256758
Not sure I would agree that alone makes it killer sided though.
RPD has two strong pallets on either variant. The rest are unsafe. West Wing is slightly better than East Wing for survivors but both variants still lean killer, with small patrol zones (including the inherent three-gen) and few strong pallets/loops.
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If you can show you are specifically being targeted/harassed by the same person yes you can report it. They’re supposed to receive a ban but that’s pretty much meaningless.
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Her perks are fine. QnQ doesn’t fully silence survivors so that it has counterplay. Killers complain when survivors are 100% quiet (see Iron Will, see Off the Record) so that won’t ever be a thing. In regard to Adrenaline, that is fine too. Killers need to back up off this notion that survivors shouldn’t have any perks for endgame.
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@MaTtRoSiTy said:
It is very survivor sided but not impossible to win on but I get why people dislike it when playing killer.
I didn't like it for survivor either but it grew on me the more I played on it but I guess it would since it is definitely survivor sided.
It’s not survivor sided anymore. It starts with a built in 3-Gen every time.
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@Coffeecrashing said:
Solo q buffs should be things like actually doing something about ragequitters so they don’t happen anywhere near as often
Solo q buffs should be things like actually doing something about the anti-team players that excessively hide and wait for everyone else to die, so they can use their anti-team perks to escape as the last survivor.
1.) BHVR already has a system in place to punish excessive DCing.
2.) The tagline for this game is “Survive together.. or not. Survivors can either cooperate with others or be selfish. Your chance of survival will vary whether you work together as a team or go it alone.” Peanits recently made a comment in these forums about how survivors can choose to play as a team or for themselves.
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@Seanzu said:
Hold W / Push Forward on your stick and push them out.
Survivors in the exit gate have effectively won except for some niche circumstances depending on the killer, why should they be punished? Killers are punished for camping because the game is currently on-going and it's anyones chance to make or break the trial, the comparison makes no sense.
Killers are punished for camping?
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3250243#Comment_3250243
They're not gone yet but they're being removed in the next patch.
Going forward, killers will receive blind immunity when pulling a survivor from a locker (and flashlight saves are being made a little easier in all other cases).
I think the flashlight adjustment buffer was added because they recently ner—I mean “accessibilitarized” flashlights & had fog whisperers complaining because it made saves more difficult, since survivors cannot adjust anymore.