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  • I am pretty shocked that Garden of Joy hasn't seen any changes, it probably has some pretty abysmal kill ratings compared to other maps. I think the new RPD maps are pretty fair, I have had pretty even matches going in both directions.

    But yeah, Eyrie of Crows and Garden of Joy are demoralizing to enter as killer.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167558#Comment_3167558

    Immature players ragequitting does not mean something needs to be changed. It means they need to grow up. The projection is amusing though. I play solo survivor pretty much as much as I play killer, and I rarely play SWF at all. There's plenty of survivor players who are mature enough to not throw a tantrum over a match being closed out via slug for the 4K.

    Whether immature or not, they aren't being played to play this video game. If it isn't fun they will just stop playing, is that a hard concept for you to understand?

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167542#Comment_3167542

    Um. It's literally the point that it's meant to be incredibly hard for either of you to get out of that situation alive. The killer did exceedingly well and is now closing out the final portion of the match. You are literally not meant to have a reliable way to save yourself of them, because the fact you got in that situation means the killer did better than the survivors as a whole up till that point. Giving an out or more chances to the survivors in that sort of situation is quite literally rewarding failure.

    Fun is a subjective standard and thus why it's pretty much irrelevant to balance. The killer is probably having fun going for the fourth kill. So which one matters more? How do you make a subjective thing true for an entire playerbase? You don't. By nature of a versus game, you will never ever have a result that makes all players always happy. And this isn't DBD-specific either.

    Again if people are literally quitting the game, rather than playing it out. Then it probably needs to be looked it. I know you guys on the forums think the only people that play this game are killer mains. But, you don't have a game without 4 survivors.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167536#Comment_3167536

    The killer is finishing out a match they dominated, and they want to ensure a 4K rather than a 3K and potential hatch. Wanting the maximum result isn't bizarre.

    Unfun game design is unfun regardless of how you feel about it. If the best option to save my friend is to DC then they should probably look at a way to change the situation.

  • Or make the game not a complete drag. I have never been in a 2v1 situation where the killer slugged and went OH BOY LETS DO THIS AGAIN!

  • Just make it so that in a 2v1 situation if you sit at max recover for longer than 30 seconds you can stand up.

  • It's weird because, sometimes you don't look straight on a window and it vaults you. Other times, you look straight on the window to hit someone and it doesn't connect.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167347#Comment_3167347

    If you weren't close by (which I assume you weren't from 20s travel time), that's more of an issue with the way killer gameplay incentivizes tunneling than an issue with Wesker himself, or an issue with killer instinct being too strong. That or it's an issue with that particular killer being tilted and really wanting you dead, which - if he was dumb enough to sunk cost fallacy that much time into you, he probably was.

    Seeing as the game was almost done and it sounds like your teammates didn't have many hook states between them, you had the option to go hide somewhere and risk not using the spray, which you know would alert the killer to your position - and presumably you were his best shot at getting a kill at this point, if it's 1 gen left after sinking all his time into one survivor. You already knew he was a tunnely boi - you could have waited at the gates or joined your teammates on the last gen. You also had the option of waiting to use the spray when you're out of his giant terror radius, immediately running away from that location, and hiding somewhere non-adjacent.

    We'll if he was tiled, he started the game that way, I was the first two hooks, he hooked one person right before chasing me for the last time.

    I was the only hooks, up until someone literally went down to body block for me. I used the spray because he knew which general direction I had run to. I could have hid, but he would have likely looked for me anyway. I felt like my only chance was to heal and spray so I could loop him for the remainder of the game.

    I am pretty sure he gets killer instinct no matter how far away you are from him.

  • @Laluzi said:

    I'd be fine with pausing the infection if the survivor gets into a chase within 10-15 seconds of being unhooked, and unpausing it once they take another virulent bound hit or are out of chase for the same amount of time. Having infection get halved when a player is hooked was a smart move on the anti-tunneling front, but it just delays the inevitable by 30 or so seconds rather than actually stopping Wesker from using an inevitable down on a relatively convenient timescale. There's no way to remove it mid-chase, since it doesn't save progress and the interaction takes so long.

    I'm fine with the killer instinct, though. If you have time to use a spray, you're not being tunneled.

    I just played a game where he chased me for 4.5 gens. I finally managed to lose him with off the record, I picked up a spray and waited for him to down someone. Instantly used the spray, he was back on me within 20 seconds.

  • @Crowman said:

    The time it takes to spray yourself isn't instant and long enough that you wouldn't be able to finish mid chase at a pallet or vault.

    Exactly, I need it done the physicals second I am unhooked.

  • His biggest issue is definitely that there is a limited amount of stalk, so you end up either brining addons to increase stalk or bring permanent tier 3. I think there should be some decay with stalking, whether it be anytime you aren't in chase it decays for a percentage. Or every time a survivor is hooked everyone loses a percentage of stalk.

    So yeah that's what I would do, make it so one person can't hide all game and prevent you from being able to get anymore Tier 3s. Remove increased stalk addons, have addons that change the decay numbers. Have add-ons that have interactions with obsession but with a draw back to everyone else.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167212#Comment_3167212

    They should just have the infection of survivors go back to zero when hooked, instead of only to half progress.

    So funny enough it's 25% reduced for getting downed, and then another 25% when you are hooked. I did a knockout build, even against a SWF they were unable to save the guy I started the game slugging. The following game I 4kd with ease. Two of them bled out and then the last two I hooked.

    I am not actually a degenerate, I just want it to be nerfed, because it is too strong. If you are downed it should get reduced to 50%, and then when you are hooked it should just straight up remove infection from you. Take out like half the sprays and boom, were good to go.

  • Yep, perks are unlocked after the first prestige now.

  • You are more likely to see people give up right now, than for the game to play out naturally. To put it mildly, things are not great in soloQ

  • I don't know about you, but Wesker might be better at tunneling than Pyramid head, they just haven't started doing it yet.

  • I get use out of it maybe once every 4 presses, I feel like only cheaters and very lucky people are getting value every time they press it.

  • A good tip spookyloops gave during one of his streams. Don't look behind you when she is cooking a hatchet, just believe.

  • @squbax said:

    How on earth is slinger that high, dodging his gun is easy af now.

    Try using save the best for last on him, it is disgusting. You can basically shoot people twice before they reach anything.

  • On the survivor side of things, there are much weaker loops for sure, but the amount of holes you can lose line of sight in, make it very easy to lose the killer. Don't stop at loops if you still have distance, keep running, the chances of him losing you are pretty high.

    On the killer side of things, mind games are dangerous around a lot of the loops, if the survivor decides to W key, you might just lose them. Less mind games, more scratch mark focus.

    The layouts are always the same for the respective sides, so memorizing it will make the map a lot easier to play on.

  • I don't know, him running infections addons and being able to just tunnel someone out with ease seems pretty problematic to me.

  • Really simple if you think about it. Killers are sitting in queue for a long time, the higher their MMR the less of a player pool they have. So they end up sitting in queue until it pulls in enough lower MMR survivors to create a match.

    In other words, you are being placed against better killers (most of the time) while being matched with a random assortment of survivors above and below your MMR.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166757#Comment_3166757

    No wonder nobody uses it. I tried to make a Plaything + Retribution build (to get multiple aura readings throughout the game) but it didn’t work out.

    I never use the perk. So, I just have to pray a survivor doesn’t cleanse Retribution?

    Yeah the problem with that build, is they will likely find the totem before you hook someone. A good build for Retribution is ones that use haunted grounds or Devour. One to make people kill themselves, and one to make someone think they are going to kill themselves. For example one setup would be Undying, Retribution, Haunted Ground, Pentimento. Another setup would be Undying, Retribution, Devour, Pentimento.

  • Correct if it gets cleansed first without undying protecting it, you will only get the effects once. The problem with retribution is that once you are notified that it is retribution, you just don't cleanse. Because the chances of the killer having haunted ground is almost 100%.

  • Just run hope, it is leagues better than adrenaline now anyway.

  • Wesker will play out like pyramid head, where if you let him infect you, he will tunnel you. The sprays cannot be done in chase, so if he just sits near the hook, you are screwed. The infection with certain addons will also lead to a down very very quickly after an unhook.

    I am starting to think they should take some sprays out of the match, but have infection reset on hooks. Because, yeah, tunneling will be a joke for him.

  • What are the chances that giving someone information about the killers perks actually does anything? You are already dead, chances are the game is already over. Good players also already guess which picks the killer has as it is. Letting new players quickly see what got them killed would be healthier for the game.

  • @sizzlingmario4 said:

    Mandy already confirmed it’s intentional that they don’t work together.

    I guess the burning question is then, what's worse blast mine or wiretap?

  • The word Phone got filtered for me yesterday.

  • You should safety pip if you are in soloQ and a survivor on your team quits, same for the killer. People quitting can actually cause you to lose pips as killer.

  • It's already a relatively weak perk that will get use once every 20 games. If anything it needs a buff so it works better for soloQ players.

  • It takes awhile to refill your items are you staying in the locker long enough?

  • The biggest issue with Legion right now is some of the addon combos you can do are pretty nasty. There is little counter play on smaller maps if a Legion decides to use good addons and perks.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164826#Comment_3164826

    Even in the middle of the day I've never waited longer than 5 minutes for killer match. After 8pm est? Less than a minute, edging into seconds as the night progresses. This is a ridiculous exaggeration. Why can't anyone on this forum make an argument without absurd hyperbole?

    I am glad you guys have shorter queues, I have had on average 10 minute queues since the killer buffs. My incentive has been hard stuck 100% surivvor.

  • @GamerEzra said:

    With prove thyself a gen can be done before the killer can even check on it. A lot of good slowdown perks like Pop, corrupt and even Thana got nerfed really bad so maybe that's why killers need to bring other slowdowns. The 90 seconds gens are nothing.

    Happy to remove prove thyself if it means killers can't kick to win.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164825#Comment_3164825

    If you can't break 3 against a trapper that's on you. You literally just spread pressure across all his gens and pre leave when he comes if chases you out of 3 gen it's over. The 10 seconds to gens was a fine swap for some of the stronger gen perks being nerfed.

    You can't though, I bring bag, I pre-trap any loops near my gens, I have 3-4 kick perks. They either walk into my traps and I hook them in a heavily trapped area. Or they run away and I put the gen back to 0. You cannot sit there and till me that that takes any skill to do. Something needs to be done about being able to just patrol a 3 gen from the start with 4 regression perks.

  • @Laluzi said:

    As patently obnoxious as it is... it's wrong to claim that this is why people are bailing now, because piles of regression perks have been a thing since long before I started playing. This isn't a new issue, it's just that the perks used have changed. Less Ruin-Undying-Tinkerer-Pop, more CoB-Eruption-Overcharge or Pain Res-Gift Of Pain-Plaything-Penti.

    When are you killer mains going to admit that things are bad right now? 15 minute queues? 20? 30? What is it going to take for you to realize that playing survivor isn't fun right now.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/344353/3-to-4-regression-perk-gaming

    Killers using slowdown to slowdown the objective 🤯 learn what a 3 gen is and save your team some trouble.

    I know what a 3 gen is, I can literally stand next to 4 gens as trapper from the start and never lose. The game has never been easier for killers, anyone telling you to "adapt" or "don't get 3 gend" is a killer main trying to avoid changes.

  • Aside from the last minute Wesker and Reassurance changes, it was a pretty decent patch. I think if they hadn't gone so far on the hitbox reductions and fixed the bugs with Wesker, it could have been a banger. I just can't be bothered to sit in queue for 15 minutes to play a very bugged killer.

  • The last 4 times I have pressed dead hard, it just hasn't gone off. You almost have to press it before they even swing.

  • The best way to get perks on survivors right now is to prestige a survivor at least once if you want their perks. And then once you have all the perks you want unlocked, dump all your points into your main survivor.

  • The path to the easiest victory right now as killer is as follows.

    Run Corrupt intervention. Run 3 regression perks that fit well into the killers playstyle.

    If you are running jolt or a kick build, patrol a 3-4 gen and never leave them the entire game.

    Win for free.

  • I would rather have it be a one time use for like 60 per hook stage, than what it currently is.

  • @darksouls3600 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163137#Comment_3163137

    So, with was a joke, uncounterable... Puf imagine something like that, BHVR will need to fix if something was uncounterable, beginning with nurse.

    I guess I'll just make a knockout build tomorrow to prove my point that his infection should reset to 50% after being downed.

  • @darksouls3600 said:

    https://forum.deadbydaylight.com/en/discussion/344110/wesker-slugging-for-4k-uncounterable

    That was a joke right?

    Every killer is "uncounterable" in a 2v1 situation, if he are looking to get 4K.

    Wesker with his needle hitbox now are one of the weakest killer I played, he is just a M1 killer with a extremely, EXTREMELY, hard power to use in any situation.

    I have escaped many 2v1s.

  • @Alen_Starkly said:

    Today I had a Wesker who kept downing me while I was fully infected, and letting me wiggle off. All of my teammates left me, and I couldn't reach the door because I was hindered due to infection, and he just kept doing this until the timer ran out.

    Yep, there is no reason downs shouldn't be resetting you to 50%, you can't get away if a Wesker chooses to slug you. I can't imagine what it would be like to play against a Wesker deer stalker build with knockout.

  • @Jeromy137 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162933#Comment_3162933

    That isn't even remotely close to the topic I am seeing other survivors who are using last survivor perks sandbagging their team just because they made a build for being last survivor on the map

    Do you think sandbagging and slugging are the same thing?

    There is a point in matches where everything feels doomed, and it's usually after a killer tunnels someone or a survivor gives up. Mid to low tier survivors will start to just hide at this point, because they don't want to be found. In their eyes, if they are hooked at this point, they will be left to die. But, what if for each person dead, generators take 25% less time to repair. Suddenly 3v1s and 2v1s don't feel "doomed" survivors stop sandbagging and hiding, because any game could still be an escape for them.

    I literally just played a game today, where it was a 2v1 and we had 1 gen left. Wesker found me on a gen and chased me for a very very long time. I noticed deep into the chase that the other survivor wasn't going to be doing the last gen. She had chosen to hide, and unfortunately for her, the killer had decided he wanted the 4k. So when he did eventually catch me, he slugged for the 4k. Leaving me on the ground for my full bleed out timer, until he could find the other survivor.

  • I think if we first dealt with how easy it is to slug for the 4k, you would have a lot less people trying to hide in a 2v1 situation.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/344110/wesker-slugging-for-4k-uncounterable

    Your usually not getting out of that situation against basically any killer anyway.

    I disagree, this Wesker struggled to catch me all game, the only reason he ended up getting me was because of the infection. I still had 0 hook states, he tunneled just about everyone else out. If it was a 1v1 situation I would have gotten hatch, him being able to use another person against me killed me. Him not having to worry about my chase anymore killed me.

  • I don't understand how it could work like this for killer when they said our killers each have different MMRs.

  • @typervader said:

    Even experinced players wont be able to hit great skill checks constaly. i think its fine

    In one game, I solod 3 gens in about 50 seconds or less using Built to last, hyper focus, stake out, and this isn't happening. The killer was downing someone just about every 30 seconds to a minute, but me smashing gens, he had no chance. I think stake out working with it, is too strong.

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