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BlightedDolphin

BlightedDolphin

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  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108274#Comment_3108274

    No thats situational as thats ONLY if they are being tunneled in shack, if you are chasing the killer like that you are wasting your time when that time spent could be used on generators

    It completely removed a part of the perk that made it fun and just turned it into a perk that will probably almost never work as you want due to recovery speed changes (and STBFL will just get you downed instead), its a tank perk, not a throw yourself at the killer perk

    And if BhVR is still trying to band-aid fix tunneling through making 2 survivors not work on gens instead of 1 then I don’t think they know the negatives to tunneling

    Why does it only apply in shack? Even just blocking the killer’s movement for one second can be enough for the tunnelled survivor to reach a loop.

    Also STBFL won’t be much of an issue against this as MoM makes you the obsession.

  • @ad19970 said:

    I think they nerfed Thana in the wrong way, but honestly, I am just happy they nerfed it. It's definitely also going to be weaker on Legion and Plague. I just hope it will be enough for those two killers.

    Meanwhile, it's completely useless on every other killer.

    The other two perk changes are just bad though. And perks like Pentimento and Eruption also still need to be nerfed.

    Why Pentimento? Just don’t do totems and it won’t activate.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102708#Comment_3102708

    so you openly admit to face camping and trying to grab directly off the hook. with Dredge who literally is the most OP killer next to artist.. but say nothing about what build you were running.. and what mistakes you made.. it sounds like you committed to chase too hard and completely ignored defending objectives with a killer who can literally map control better than any killer... And it's every survivors fault that you make mistakes? I mean if you can't even camp that really says alot about your skill level.. because I watched my 8 yr old nephew face camp a 4k last night lmao.

    You really think Dredge is the most OP killer?

    And why the heck are you letting an 8 year old play this game?

    Seriously though, if you are having trouble against Dredge and 8 year olds, I think you really need to try to improve.

  • I don’t like that they brought the PR/DMS combo back, but Pain Res by itself wasn’t buffed. Only the combo was. Interrupting the survivor will have no effect unless you have DMS. It’s still weaker than last patch now that it is only 30 seconds and you can still counter it by letting go before someone is hooked.

    But I do wish that instead they just paused Merciless Storm if it went below 90% because I really don’t want this combo back again.

    Or even just make it so Merciless Storm will automatically block the gen if it goes below 90%. Still better than PR/DMS coming back.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108080#Comment_3108080

    Yeah, but only after you know the killer has the combo. Another ding to solo queue that doesn’t effect SWF, being brought back.

    You don’t need to wait to see if they have it. Treat every killer like they have it for the first few hooks and see if your gen explodes. If it doesn’t, you can stop letting go of the gen. If it does, continue doing it.

  • You can still do this right now though?

    It’s actually going to be weaker next patch because the duration is lower.

    This buff benefits other killers more than Artist.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103693#Comment_3103693

    I think they mean if there are less survivors alive it's less efficient ?

    Oh yeah that makes sense. Sorry.

  • @TheGrimQueefer said:

    https://forum.deadbydaylight.com/en/discussion/338208/prove-thyself-counter

    Let me guess. It's the new DH or DS and needs nerfed?

    I sometimes run the perk in solo queue to attempt to offset the gen slow down perks killers are running & score some quick BP. However, it's almost useless later in the game & is also useless or time consuming trying to find a gen with another survivor on to make use of it. The main benefit is spawning near a gen with another survivor & hoping we can pop one gen before everything goes south (i.e. the game ends at 3 gens).

    Why do you find it useless in the late game? When you’ve got only 1 or 2 gens left is when survivors are typically working together as there’s less gens left to split up on.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103417#Comment_3103417

    And just because Top player ran this perk deserves to be nerfed to the ground? Dead hard i totally agree but iron will? I have seen top players use perks like Deception or Autodidact, would you nerf them too?

    https://forum.deadbydaylight.com/en/discussion/comment/3103422#Comment_3103422

    answer for each paragraph

    1 - I agree, but are you telling me those brief seconds of not seeing a survivor and not knowing if the survivor left the loop are enough to make iron will is 100% broken and nerf it to the ground?.

    2- Adrenaline only becomes active in endgame, not many people like having a dead perk for 90% of their game, prove thyself is being heavily used now.

    3- It is not broken. It is perk to counter an specific aspect of the game and only that. If you would tell me that iron will would also remove scratch mark and blood i would agree it would be broken, but only sound?

    In the same way as iron will, would you nerf calm spirit? because calm spirit is an specific counter to shouts and removes an aspect of the game.

    would you nerf Lightborn? that counters blinds

    4- Even if you took away the exhaustion change, i dont see the meaning of taking a perk that did something specific and reduce its value so i wont proper work anymore.

    1 - Iron Will was not nerfed into the ground, it is still a solid perk just not as powerful as before.

    2 - But Prove Thyself wasn't before. If Prove Thyself, a perk used almost every game now and is commonly listed as one of the best perks in the game, wasn't used anywhere near as much as Iron Will, doesn't that show just how strong Iron Will was?

    3 - It doesn't counter a specific aspect, it completely removes a core aspect with zero counter-play. It completely removed all sound with no way to hear it.

    No, I would not nerf Calm Spirit as screams are not an important aspect. The only killers affected by this is Doctor, and you still get the score event for shocking someone, so it doesn't completely remove the aspect of screams anyway. If you are not playing against Doctor or Infectious Fright you gain no benefit from it, giving it a downside Iron Will didn't have.

    No, I would not nerf Lightborn as blinding is not an important aspect and its effect are entirely on the opponent to activate. If the survivors don't attempt to blind you then you have wasted a perk slot, giving it a downside Iron Will didn't have.

    Both those perks show how strong Iron Will was as they had more downsides for a weaker effect.

    4 - It's still good though. Do you think Pain Res is terrible now that they removed the screaming part of it?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103179#Comment_3103179

    It is not that Sound is not used in chases, the thing is that dbd has a lot of ways of showing the killer where the survivors are.

    Survivors bleed, they leave scratch marks, they shout, their aura can be revealed with many perks and addons. Blocking sound is not as big of a deal when you consider all this.

    https://forum.deadbydaylight.com/en/discussion/comment/3103355#Comment_3103355

    again, those survivors dont bleed? dont leave scratch marks? you are much more inclined to follow the scratch marks than hearing the sounds.

    https://forum.deadbydaylight.com/en/discussion/comment/3103183#Comment_3103183

    Iron will is a good perk, i am not saying is weak. But the pick rate it had was mainly because it was one of the easier to get, as it belongs to one of the free survivors, not because it was broken by any means.

    What i am trying to say is that people believe that Iron will was the ultimate stealth mechanic, like it was some kind of invisibility when it was nothing like that. And because of a perk is designed to specific counter 1 out of 4/5 mechanics the killer has in order to track survivor does not make it broken.

    You can't see scratch marks and blood behind walls. Grunts of pain are useful in that scenario as it allowed you to know where the survivor was running and cut them off or know that the survivor has left the loop and you shouldn't bother trying to mind game. Iron Will was free chase value for doing nothing.

    If Iron Will was only run because it was a free perk, then why didn't Prove Thyself or Adrenaline, 2 strong and free perks, not have a pick rate as high as Iron Will?

    The ability to completely remove an aspect of the game with no downside or counter-play is broken. OTR and No Mither also affect sounds but have downsides to it.

    Also, Iron Will is still pretty good. 75% is not bad at all. The only real downside is the exhaustion change. And BHVR has already said they are going to equalise the sounds of survivors crying so you won't be punished for playing Jeff or Bill anymore.

  • Yes it took 1 week to nerf OTR. It also took 1 week to nerf Overcharge.

    It also took 3 months to nerf CoH and 6 years to nerf Dead Hard.

    There is no favouritism. Stop it.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100372#Comment_3100372

    The problem is that my wonderful solo queue teammates seem to think that 5 seconds is plenty when it absolutely is not, and BT doesn't apply to myself.

    Honestly Off The Record is the only thing that's saving my solo experience right now.

    When did solo queue teammates ever have BT though? Or at least the ones that actually unhooked you never did.

  • How you think it would go:

    Dwight: David can you not unhook me in front of the killer please :)

    David: Sorry man, I’m new to the game and don’t know what I’m doing. Thanks for the advice!

    How it would actually go:

    Dwight: JESUS ######### CHRIST DAVID WHY ARE YOU FARMING WHEN THE HUNTRESS IS STILL RIGHT HERE? DO YOU NOT KNOW HOW TO PLAY THIS GAME?

    David: SHUT THE ######### UP I CAN PLAY HOW I WANT! MAYBE DON’T DIE IN 5 SECONDS NEXT TIME! WHY DO I ALWAYS GET DUMB ASS TEAMMATES???


    Also the majority of people I get matched with don’t speak English so this doesn’t seem like it would have any value for some of us.

  • @Sparks741420 said:

    pre-patch I had iron-will calm spirit lucky break and i'm telling you I had my friend playing doctor find me from my footsteps and breathing... alone... so It wasn't that broken seriously....

    How could they track your breathing when Iron Will removed your breathing?

  • What about something a bit similar to Pyramid Head's cages?

    If the killer stays within 16 or so metres for a cumulative 20-30 seconds, the hooked survivor teleports to another hook, the aura is hidden to the killer, and the hook timer is paused for a short time. If another survivor is within 16 or so metres then the time does not add up for the killer. This also wouldn't activate when the generators are finished. Maybe make it so the first 5 or so seconds don't add to the timer so the killer has time to leave.

    @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095209#Comment_3095209

    Last survivor is bypass the Gen requirement though.

    Yes, I dont like the regression thing. It would buff Blood warden far alot

    What's wrong with a Blood Warden buff?

  • Because most people are bad at this game and refuse to admit it.

    Most of the survivors streamers play against are pretty bad and make mistakes frequently. The streamers play enough to know how to capitalise on those mistakes whereas other players don’t know how to because they aren’t as good. Look at the games where streamers turn a game around and win when they were losing most of it. The survivors usually make a big mistake and the killer knows how to use it. Most killer players don’t. A lot of killer players also don’t even mid game loops and will instead just run the most inefficient path.

    Same with survivors. Most killer players aren’t that good and a decent team could probably beat most of them, yet a lot of survivor players are cocky or don’t know how to actually play against a specific killer and so the killer ends up winning even though they didn’t actually play that well themselves. Seriously, so many survivors think they are gods at this game and follow the killer around trying to flashlight save, only to screw it up and cost everyone the game. If they were doing a gen instead they would have a better chance of winning. Also a large amount of survivors have terrible awareness and will run into the killer or run at the only survivor doing a generator.

    And the main reason I believe people are bad (beside believing they’re are good and refusing to improve) is that a lot of this community only plays one side. Streamers may have a preferred side to play, but most of them still play both sides regularly so they have a better understanding of the game. A lot of peoples complaints about this game could be helped by playing a few games with what you are having trouble playing against and then seeing how other people counter it or see that it might not be as strong as you once thought.

  • Demo and Oni

    Both have strong chase powers that don’t feel oppressive to play against.

    Both have good mobility but don’t feel like they are on constantly.

    Both have great sound design that makes them feeling menacing to play as and threatening to play against even if they aren’t nearby. (Although Demo’s footsteps could be quieter).

    Hitting a Shred or Demon Strike feels just as satisfying as dodging them.

  • Deathgarden had a Terminator skin so I don’t see why DBD can’t have Terminator.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098787#Comment_3098787

    I can run with those perks without having to waste my exhaustion perks. That's what makes Sprint Burst the most skillful, but it also makes it the most risky. You're either gonna be walking everywhere, or you're gonna use it and then not have it when the killer comes.

    If you use Vigil that isn’t an issue :)

  • @kisfenkin said:

    https://forum.deadbydaylight.com/en/discussion/337863/i-really-want-to-know

    That's the problem. It wasn't just one thing. This update had several major changes to the game that made things easier for killers to win, while also severly nerfing two major crutches that a majority of survivors were using. Most killer mains won't admit it, but the past two plus years have seen a constant rebalancing to appease the killer mains. From my memory it started with additions of hooks, trying to fix totem placement, a revamp of the endgame (adding the collapse) entirely to the benefit of killers, the total annihilation of almost every single item that survivors use (they severly nerfed Medkits, Toolboxes, and using a key on the hatch is a joke now), and then, finally, they got around to the major buffs of this update.

    So, what out of this patch specifically did they do that was overdone? They buffed how fast bloodlust is earned, how long it takes to finish generators, some aggressive slow down perks, and they took away the two things most survivors were using to escape the killer.

    Again, this has been snowballing for a long time. People are only now hearing the avalanche in the distance. I love the change to bloodlust, it is fun to be fast as killer in a chase, and I truly hope that if they revert only the change to generator timers that they might reach a more reasonable balance.

    I don’t know what you mean by added hooks. A lot of maps still have terrible hook placements, Midwich for example, and they even removed some really good hooks like the basement one on Badham.

    Totem placement is just as bad as it ever was. They made totem spawns great on Dead Dawg then decided “screw that” and then went back to placing them next to gens or out in the open next to a random tree. All of the new and reworked maps have terrible spawns.

    EGC was needed to stop people holding the game hostage. If this community weren’t so toxic it wouldn’t have been needed.

    Medkits are still the strongest item in the game and with new perks like CoH and Built to Last they’ve gotten stronger. Not to mention Emergency Medkit was actually BUFFED with the medkit rework and is now the strongest item in the game.

    Toolboxes are still really powerful, even BNP.

    Keys I’ll agree with, but Mori’s were also nerfed just as hard so it’s not really a “killer sided change”.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099119#Comment_3099119

    You cant keep make a chase around 1-2 titles for too long in exchange to keep yourself away from other teammate. How can I know Im running away from a teammate just to lead killer to another teammate?

    Yes you are going to sometimes run into someone by accident. But you can usually get a rough idea where people are most of the time.

    For example, if you are repairing a gen on one side of the map and you can’t see anyone nearby, maybe stay on that side. Alternatively if you all of you were repairing the same gen and Legion starts to chase you with Frenzy, run as far as you can. Or if he starts chasing someone else run in the opposite direction to them so he can’t get both of you.

    You can get tell most of the time the general area most of your teammates are in just by looking around or using the aura reading you get when downed. And on most maps you can see gens easily from a distance, whether it be the gen itself or the big lights on top, so avoid those unless you know no one is there or if you have no where else to run.

    If Legion’s Frenzy has ended than it’s not that bad to be near someone while you are being chased. Sure he might leave you to go Frenzy them, but you’re most likely already in Deep Wound that you can just 99 your mend and then take over your teammates gen while they distract Legion and then finish mending when Frenzy ends.

    Bond and Kindred are also really good perks to help you know where teammates are.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099016#Comment_3099016

    Except mostly Legions are the one who use it. Adding roughly 8sec on 2-3 survivors average (~20sec total of mending) once per minute.

    People doesnt complain Thana alone, they question why they buff Thana when they buff Gen after they buff Legion.

    If 2-3 survivors are being hit by Frenzy every minute, then the survivors are clearly doing something wrong.

    Split up and run away as soon as you hear his terror radius when he is Frenzy. 99 your mend and then finish it when their Frenzy ends. Camp pallets when they are in Frenzy and drop it AFTER they hit you so no one else gets Frenzied.

    Legion is boring as heck, but they are still a terrible killer as long as you play smart.

  • I guess I'm lucky as I haven't played against a single Plague this update. I always hated Plague and I'm so glad I haven't seen her much lately.

    Personally though, I actually have still been enjoying survivor lately. Yes solo queue is still a mess, but it doesn't really feel that different except I guess there is more people ragequitting now than before.

  • @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092805#Comment_3092805

    you are right am just talking about at least short term changes to make solo q matches more tolerable then we can wait and see if any further changes needed but i totally understand that they need time to fully understand the situation and I'll be waiting.

    You’re right too about the short term changes. Even just fixing the matchmaking incentive as fast as possible would be good.

  • This week seems too fast for them to get out an update. And since they kill switched Clown today, I don't expect them to release an update this week for balance and then another one later just to fix Clown.

    Next week is the earliest, but I don't expect much, if any, balance changes. It will probably just be a hotfix for matchmaking incentives and Clown. If there is any balance changes it will probably just be something small like reverting the Thana buff.

    So probably next chapter or next mid-chapter is my guess.

    @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091497#Comment_3091497

    NO, devs waiting months and years for stats to tell them what to do is what got dbd to the boring state it was in for years

    they absolutely do not need to wait this long for obvious needed changes to be made and you should not be encouraging them to.

    they buffed killer but didn't anticipate how solo q would be hurt by this? they talk about solo q buffs then put it on the back burner cuz appearntly a mori rework and other useless changes no one asked for are more important?

    I do agree that the devs take WAY too long to update stuff. However, a week is really not much time to determine what is wrong. They've also mentioned in the past they want to avoid nerfing things too fast, like they did with Freddy when he released (which I'm pretty sure was also 1 week after his release and then everyone agreed it was a mistake).

  • Glad you like it :D

    Although I recently took off BT for Kindred and I’ve found I’ve been having a lot more success. Kindred let’s me know if the killer is coming to my gen so I can sprint off early or stealth from them and it also lets me know which gens my teammates are on so I can go help them after I finish my gen.

  • Oh wow! Didn't know that existed. Thanks!

    Now if only I could find a way to give it to my teammates...

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087272#Comment_3087272

    I have yet to see a single person in my games hit them reliably.

    It's especially difficult when you aren't expecting them.

    Some one should really make an Overcharge skill check simulator to give to those people.

  • Thanks for that!

    So unless used together, they don't seem to knock off much time unless you let them regress for awhile.

    I guess that's good for me to know as a Rookie Spirit user :D

  • @[Deleted User] said:

    CoB + Overcharge is problematic because of the bug right now tbh

    I didn't know they were bugged. What's the bug?

  • Take off Gift of Pain and Oppression.

    Gift of Pain doesn't work with Legion as no one heals and Oppression is just terrible.

    I think "Forever Legion" is overhyped but if you want to slow the game down as much as possible as Legion use Thana, Overcharge, Eruption, Call of Brine.

    Pentimento/Plaything is another thing I see people use with Legion but it doesn't really work as Plaything negates your tracking, making it harder to get multiple hits.

  • @MikeyBoi said:

    I mean is there really any good survivor perks now?

    No where near as good as the old meta but there are some useful ones.

    OTR, BT, Unbreakable, Prove Thyself, Deliverance, CoH, Kindred, Bond, Rookie Spirit, Sprint Burst, Lithe, Overcome, Windows of Opportunity, Adrenaline, Lucky Break, WGLF, Repressed Alliance, Vigil, We'll Make It, For the People, Alert.

    Again, not as strong as the previous meta but still some solid choices.

  • @Llokki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081502#Comment_3081502

    Uh, what?? Where on earth are you getting your numbers from?

    Old Thana and old gens: 80s + 20% at four injured survivors = 16 extra seconds per gen.

    New Thana and new gens: 90s + 22% at four injured survivors = 19.8 extra seconds per gen.

    Difference is 3.8 seconds taking both into account. 3.8 seconds assuming worst case scenario. This is what people are up in arms about...

    That's not how Thana works. Thana slows the speed you repair generators, not increase the base time it takes to repair a generator.

    Normally, a survivor repairs a generator at 1 charge per second and a generator takes 90 charges to complete. Thana reduces this by 0.22 charges. So the calculation is 90/(1-0.22) = 115.3 seconds. So max stack Thana increases gen times by 25.3 seconds, assuming it was at 4 stacks for the entire duration.

    Old Thana was 100 seconds as 80/(1-0.2) = 100, which was a 20 second increase.

  • @Tsulan said:

    Correct. There was a streamer who took the time to compare all regression perks side by side. Long story short, survivors would have to leave the gens untouched for several minutes so those perks actually do something.

    Do you happen to have a link to this?

  • @LeFennecFox said:

    The changes aren't that insane on most killers it's just that solo queue teammates being generally inefficient isn't viable anymore without dh extending most chases a ton for free + hold w getting nerfed some. Two people going for a save while someone in chase means 0 people on gens and in the end they'll probably double heal the person off hook and only then travel to their gen to work on it after that. People following the killer with a flashlight too much? You will lose the game now there is less margin for error and having 0 information for solo queue can mean an instant loss unless you actually get 3 competent teammates who stick to gens whenever someone is being chased.

    Yep. Incompetent teammates are my biggest complaint. It feels like MMR is broken right now as some games I can get insanely good teammates, and then the next game I get people who act like they have never played before. Maybe it was Dead Hard carrying them and boosting their MMR. If so, it should balance out soon. Maybe... probably not...

  • He drops too much blood orbs, so you pretty much always have your power active.

    @ThiccBudhha said:

    I only care about fun, though. And honestly, it is far less fun. I do not really care about power, and neither does any survivor. If they did, they would zip it because survivor is STILL overtuned.

    I agree it can be unfun (especially Legion, but Legion has always been a snooze fest) and I do believe Thana has always been a terribly designed perk and should be reworked.

    I'm just trying to say that it isn't as oppressive as people believe but hopefully they do adjust this soon and we can see more variety in killer perks and less slowdown.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087053#Comment_3087053

    Spreading out hooks is generally the right way to play. It doesn't mean just because you spread out hooks you should win. You should win because you played well. Right now things are balanced in such a way where killers do not need to play well to win. You can write an essay about how it's not that bad, but it obviously is a problem. You're just trying to justify the current balance as it heavily favors you.

    Just so that we're clear here, I'm a killer main. You can pull up my statistics if you don't believe me.

    I believe you, you don't need to pull up any stats. A survivor main would not have a Blight profile pic :p

    I agree, spreading out hooks is the best way to play. However if the killer is spreading out hooks and you still only have 1 gen on when someone is dead, then yes, you did get outplayed. Unless you are playing against a Nurse or Blight that is, then I can understand this being an issue, but that is more of an issue with Nurse and Blight (mainly his add ons) being overtuned and not the gen times.

    And no, I'm not justifying this because it favours me. I don't use any of the perks I mentioned in the above post. For future reference my build is the same it has always been - Corrupt, Discordance, Jolt, STBFL on Ghostface and Corrupt, I'm All Ears, STBFL, BBQ on Demo. Also Pain Res, BBQ, Shadowborn, Enduring on Oni but I haven't played him since I found out he is bugged and feel bad playing him.

  • @konchok said:

    What you can achieve with slow-down perks is undeniably greater than the previous patch. And the greatest slowdown of all is removing a player from the match. So, your post where you're talking about purposefully leaving people alive to get bigger numbers is just wrong. You're not playing to get max stacks, you're playing to slow things down long enough to get a survivor killed. If you've managed to kill a survivor before 4 gens have been completed you should win. Especially if you've spread out hooks.

    But honestly you could just use dead lock and camp someone to death and win that way too.

    Tunnelling and camping definitely huge issues that should've been addressed years ago. I didn't really bring it up because it's always been an issue. But if the killer is hardcore tunnelling, then most of their slowdown perks won't actually activate. At most they'll get 1 or 2 Thana stacks, Dying Light will only have very little impact, assuming they aren't tunnelling the obsession, and GoP will only affect the tunnelled survivor who isn't even on gens. 1 stack of Thana will not make it impossible to repair more than 1 gen.

    In your scenario though of someone dead at 4 gens with spread out hooks. Well, yes, you should lose. The killer is most likely not tunnelling or camping if they have spread out hook states, so unless you got massively outplayed and going down in like 5 seconds or someone gave up, you should have gotten more than one gen on at that point. And that scenario was still possible last patch. You could easily get a hook early, activate Pain Res and DMS, slow the game down massively and kill someone at 4 gens with multiple hooks. And don't forget an early down didn't deactivate Corrupt before, so you had even more early game slowdown.

    I agree with you on Deadlock. But thankfully not many people are using it right now.

    The biggest issue I feel is people just giving up. So many games I've played against full slowdown could've been an easy 3-4 escape but people just DC or suicide on first hook.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085465#Comment_3085465

    My point for lucky break is that it initially launched with very safe values as most survivor perks do. This isn’t the case as often for killer perks (PR, Deadlock, Call of Brine, Starstruck and pentimento all launched with fairly high values)

    Not to say it doesn’t happen at all for killers. The likes of eruption, Gift of pain an oppression are all perks that launched pretty weak. I just feel like killer has been more opportunities to get strong perks at launch

    Ok that makes sense. I get your point.

    I think a lot of it comes down to just how powerful the old meta perks were. It took CoH, a perk that was absolutely busted on release, to make people consider swapping their builds. I think now that the meta perks are nerfed we might get some more useful survivor perks later (and hopefully no more slowdown perks for killers :p)

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085443#Comment_3085443

    Lucky break launched extremely safe and needed a mini rework to become good. Despite this it had its duration halted before launch

    Deliverance is okay but inconsistent as hell. Very balanced perk but not reliable especially in solo queue

    Soul guard is decent but honestly who even uses hexes atm? Most of them suck so this perks value isn’t always guaranteed

    Prove thyself is just as good as it has always been really. Definitely a solid option though

    A perk getting reworked to become good is still a good perk. I personally think Lucky Break is very underrated.

    The hex part of Soul Guard isn't its greatest strength, it's the endurance part. But back when it released hexes were very common so it was a solid pick.

    Original Prove Thyself wasn't that good as Leader outshined it. The current Prove Thyself is much better than old Prove Thyself and old Leader.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083936#Comment_3083936

    Which was the last super strong survivor perk though? It was dead hard released in July 2017

    Off the top of my head killers have got pain resonance, hex undying, no way out, Corrupt intervention and pop goes the weasel in that same time frame.

    Circle of Healing released last year and is also super strong.

    Other good perks released after 2017 are Deliverance, Lucky Break, Soul Guard, and the new OTR.

    Also the current version of Prove Thyself was added after 2017.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085351#Comment_3085351

    I logged in to simply test it, in North America (large population), the killer queues in 15+ mins. Survivor queues instant.

    People here are learning not to play an unwinnable, unplayable game mode.

    That's weird. I just timed my most recent queue - 48 seconds.

  • I'm still getting very quick killer queues at night (haven't tried during the day). Usually less than 30 seconds and no more than 2 minutes, which is about how fast they were for me last patch.

    Australian servers if that makes a difference.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078848#Comment_3078848

    What else you liking with it? I myself have always liked it but rarely run it

    My current build is Rookie Spirit, Sprint Burst, Vigil, and BT.

    Sprint Burst helps me in chase and lets me reach a regressing gen faster so it doesn't lose much progress, Vigil makes it so I can get Sprint Burst so fast I don't have to bother walking everywhere. BT is for tunnelling.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080842#Comment_3080842

    You started your post by diluting other peoples opinions with, ''So many posts on here saying that “survivor is dead”, “every game is 4K at 5 gens while the killer is blindfolded” and so on. Yet for me, I’m still escaping most of my games'' which is obviously trivial because the game is about escaping as a team yet an attempt to dilute other peoples opinions as to how the game is really doing right now... and we can tell is doing bad...

    I didn’t mean for it to come of that way, just that everyone is having a bad time and I’m still having fun and doing okay. You’re opinion is just as valid as mine and I’m sorry if my post came off as rude. That’s my bad.

    I’ll edit that part out of the post out because I can definitely see why people think that was a bit harsh.

    Personally though, I still count just me escaping as a win. While it is better when we all get out and I’ll still attempt to save in the endgame in most circumstances, but if I’m playing solo I’m still counting me escaping as a victory.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/336241/i-m-actually-enjoying-survivor-more-now

    People who use self care can be just as good at Survivor as those that don't. To say those who don't use it are better teammates is a little bias and mean to those who do. I can go without self care but it does come in handy to have especially when u can't find a med kit or someone to heal u.

    I should’ve been more clear, sorry. I was referring to the people who spend so much time running to the corner of the map just to self-care and prioritise it over everything else, even if there is another survivor nearby. Or spend so long Self-Caring even though the killer has Sloppy and Coulrophobia (rare, but you get my point)

    You know, the ones that gave Self-Care a bad rep even though it was still a good perk if used correctly. Now though, because none of those bad Self-Care users use it anymore the only ones that still do use it are now the ones who know when to use it or pair it with botany so they still save time.

    Sorry if it come off as mean, didn’t mean to make it seem like anyone who uses Self Care is bad, just that the bad Self Care users are much less common now.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080801#Comment_3080801

    So your post has nothing to add then, basically because you can lose 100% of your matches but you can always claim it was ''fun'' for you, so nothing of substance here smh...

    Uh… yeah. I’m just sharing my opinion. But I guess I can only do that if my opinion matches yours.

    And doesn’t this apply to most of the posts saying they aren’t happy? They could be lying, so I guess they need to upload a stream of them playing perfectly but still getting killed at 5 gens 6 games in a row.

    I’m not going to prove to you that I’m having fun. If you don’t believe me, that’s fine, you don’t have to.

    If you’re not having fun, ok then. Me having fun doesn’t make your experience any less true or valid.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080779#Comment_3080779

    This people exists sadly. Name shaming is against rules. So i won't give any name but whenever you check their old posts, you are seeing their hates against survivors.

    Well then those guys are insanely petty.

  • @Ink_Eyes said:

    All I see here is just words, show a stream of you playing survivor and winning most of your solo queue matches, many people here can escape a lot, I can do it at least 70% of my matches, escaping solo is not ''winning'' playing for you to solo escape is not playing as a team and this is a team game, for you to actually declare a win on a game we will require you to actually win by showing 3 survivors escaping every match, 2 killed is a draw and a solo escape is a lost game, I wanna see you on a win streak, show us you win at least 6 out of 10 games (counting Dc's and AFK.....yes because that is part of our daily lives too) and I don't want excuses, it's 2022 pretty sure you have a way to stream it.

    Even veteran youtube survivor mains with 8k hours+ have seen their win rates drop by a lot so much that some of them are just uploading games were they just lose but have nothing else to show (even after a 2 hour stream, they have nothing to show because they lose most of their matches) but I'm pretty sure you have twice as much experience so you can do it...

    Uh… how about no? I’m just sharing my experience. If you have disagree, then good for you. I’m not trying to prove anything to anyone, just sharing that I’m having fun still. I’m not saying that everyone else’s opinions aren’t valid.

    If you seriously think someone having fun needs to prove it to you then I think you need to take a break.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080662#Comment_3080662

    The problem with your post that: Solo-q ignored by devs for years, SWF was always biggest problem for killers. And this patch adressed killer issues, SWFs nerfed. But these nerfs also targeted solos too.

    And people, who loves to play solo could not handle it anymore after that. So they are complaining now, that's why you are seeing more survivor posts.

    And then some people started share posts like yours. The people who probably never played solo or survivor, trying to sabotage survivor topics. Because clearly they are enjoying with current DbD right now because killer gameplay is pretty easy and chill after update. They don't wanna lose this clearly. 

    Solo-q is not alright. It never was but it was not that bad either. I've had some good games after patch but they were so rare.

    If you are not like these people, i am sorry. But whenever you see someone says that "as solo surv, i have better games after update", it is not hard to assume they are killer main.

    I always played survivor before hand. Not as much as killer, but I still played it a lot, solo included.

    I’ve never once mentioned solo is alright or ever has been. It’s always been the weakest role and needs a lot of buffs. I do think they should’ve waited to implement most of these changes until the communication system was ready.

    Not everyone is going to share your experience. Just because someone is enjoying something doesn’t mean they are trying to sabotage you. And just because I’m enjoying it doesn’t mean your concerns are any less valid either.

    I seriously doubt anyone is trying to actually “sabotage” peoples concerns. And if someone is that petty, it’s not going to make any difference. Do you really BHVR is going to see this and say “well one random guy is enjoying it, so I guess the hundreds of other players opinions can be discarded.”

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