BlueRose
BlueRose
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Personally no, I use perks I find fun or I think will help me win. I used to run off meta or weaker perks and played nice in matches but after a while I realized all I got for being nice as a killer was tea bags at the exit gates and "gg ez baby killer" After all that I decided if survivors aren't going to play nice then I'm not either. So I run what ever I believe will help me win and try my best in every match to get as many kills as possible. This community doesn't care if opposite side is having fun so why should I?
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292818#Comment_3292818
Right now you see thread after thread after thread about how awful Eruption is. Also inside those threads you see a lot more people agreeing than disagreeing that Eruption is a poorly designed and not fun perk.
If Eruption gets changed, you won't see the same backlash with Pain Res. You might see the odd thread complaining about it, but nothing near what Eruption is getting now. There'd be more people going in saying Pain Res is fine, and I'd be right along there with them.
And just because changing/nerfing one thing causes people to go after the next strongest thing is not a valid argument. Same goes with what-about-ism for other perks on either side.
Believe what you want my man but I tell you now this community will never be happy about anything. Dbd loves complaining about strong perks on both sides and complaining about the current meta. Before this meta, ppl complained about how unfun the whole Ruin Undeying meta was and they will complain about the next meta. Nothing will change about that. Also again I never said I disagree with those who find it a unfun perk to play against. I don't know why you keep bringing that up like I'm defending it. I have said time after time that it needs reworking and needs to be changed.
Also, I'm not doing what-about-ism, I'm just not being biased like you and others are. I see problems on both sides that need fixing and pointing that out. Eruption needs to be changed yes but the stacking of strong items(e.g. CoH + Medkits, Hyperforce + BNP toolboxes) also needs changing. You can't fix one broken thing on one side without also fixing the other broken thing on the other side. That is not how game balancing works. If you nerf strong killer perks then kill rates will go down again and you start bleeding killers again so it's a two-way street, my man. Look at VHS, the monster is a pain to play in that game last time I heard and hardly anyone wants to play monster. Given I dont know if that still the case tho so forgive me if they made changes to fix that.
I don't like calling dbd killer-sided or survivor sided. Its sided based on which person wants to win the hardest and what items/perks they bring. The other day I was playing demo with little to no slowdown and I was murdered by a group who decided to be the best toolboxes with BNPs and running hyper force builds. Also that same night, I had map offering after map offering that sent me to weak killer maps(e.g Crows, Garden, and Cowshed) when I was running low-tier killers like doc and demo.
Anyway, I spoke my peace about this topic. Yes, I believe Eruption needs changing(that keeps it strong but fair) but I also believe there are things on the other side that needs to be changed also. At the end of the day though no one will be happy and just move on to the next strong perk to complain about. Have a blessed day.
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292776#Comment_3292776
You can't make an arbitrary statement about it SoloQs and SWFs being completely unbalanceable because BHVR has never tried to balance them. It's easy to think something is impossible if no effort is made.
I will concede that SoloQs and SWFs (people tryharding on comms, not just drunks goofing off) will never be equal in terms of balance. But no one ever expects them to be. What people expect is there to be less of a gap.
18% is not a lot? Did you fail at math? 18% is huge compared to the 4% average. Just because Dead Hard was at whatever number you want to use to try to push your point doesn't change anything.
No one is expecting perfect balance from an aPvP game here, but what is expected is at least an attempt at balancing the game. That's why the game has been shrinking since the 39 perk changes on July 19. They didn't balance the game, they just changed the meta and changed it for the worse.
I never said camping and tunneling was made easier. I said made more prominent. Which is true thanks to the BBQ & Chili nerf. A great incentive to not camp and tunnel (or at least not do it so hard) was removed and now we see more camping and tunneling.
I don't want to see DbD die, but I feel like I'm watching it die before my very eyes every time I look at Steam Charts. This is a unique and addictive game. After 6 years we should be watching it grow and thrive. It's sad that DbD is in the state that it's in.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292784#Comment_3292784
I find Pain Res fun to go against, even though it's strong.
Why? Because it offers a counterplay, even though it's weak counterplay. I can dodge the scream. I can attempt to bodyblock or sabotage scourge hooks. There are valuable choices that can be made.
That's what can make perks fun. Forcing players to make choices. Choices that make a difference.
And that's why Eruption is bad. It only gives SoloQs really bad choices. They can either give the killer lots of Eruption value or gargantuan amounts of Eruption value. Almost never does the choice sit well, never does the choice feel like they made the right decision. It always feels like you're punished harshly no matter what you choose to do when Eruption is involved. It is an almost textbook oppressive perk vs SoloQs.
You may find pain res fun but my point is ppl still complain about pain res. They not complaining about it now bc of the eruption but when an eruption is nerfed and I know it will be, I just hope it's still useful, ppl will go back to complaining about pain res. Survivors don't like slowdown perks of any kind. They complain about ruin, they complain about pain res, they complain about thana, and they complain about the eruption. You may find pain res fun but most of the survivors on here and in the game don't find any slowdown perk fun and they want every strong killer perk nerfed to the ground.
You don't have to tell me why the eruption isn't fun to most. I know and I do agree with most complaints about it but the difference is I don't want it to be nerfed to the ground and made useless like Thana. Unlike most of yall who are complaining about the perk I offer different ways to change the perk to the devs instead of just crying nerf. Offer ways to fix a perk and make it fairer to both sides. I don't see you or others doing this. All yall doing is asking for it to be nerfed with no compensation. As I said before I think you could change it one of two ways to make it more "fair" One: Low the incap timer back to where it was before the buff but buff the dam it does to the gen when it goes off. Or two: Take the incap effect off completely and replace it with something else like a gift of pain effect where you repair gens slower.
Also on the note of fun, there are a lot of things on the survivor side that isn't fun for a killer to go against. Medkits, BNP toolboxes, Hyperforce builds, CoH, DH, and map offerings. All of these I don't find very fun when Im playing a low-tier killer and if I don't run more than one slowdown perk I get my ass handed to me 9 out 10 times. So yeah there are things on both sides that are very unfun but you only seeing eruption being talked about.
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292664#Comment_3292664
No one in this thread has called for Eruption to be nerfed, we're all just agreeing that it's a problem.
The biggest problem with Eruption is that it isn't fun. It's not fun for killers, it's just a tool to help them win. It's the opposite of fun for survivors because it forces them to do nothing for too long.
DbD is bleeding players right now. If the game was in a fun and healthy place this wouldn't be happening. DbD is in a stale and boring place with the current meta.
I mean no perk is really fun go against and never really saw a survivor saying "This killer perk is so fun to go against. I love playing against x perk". Do ppl find starstruck fun? Devout hope fun? DH fun? Hyberforce fun? No "meta" perk is really that fun to go against. I know ppl say DH is fine now but as a killer main I still hate DH bc it's not fun to go against. It's not fun to have to wait for someone to hit E to hit them safely. It's not fun being in a loop with a pallet to have the lose-lose situation of either eating a DH or eating a pallet. Every "meta" perk in this game is a tool to use to win and is not fun to go against. Also, ppl are asking for it to be nerfed. I have seen many asking just for it to be nerfed without buffing another part of it. I very rarely see survivors asking it to be just reworked so it stays somewhat strong for killers but fair for survivors. They want it nerfed to the ground while keeping their broken stuff like BNP toolboxes with hyper-force builds or green medkits with CoH. I'm not talking just about this thread either I'm talking about all the threads about eruption. As I said before Im not defending the current eruption. I understand it is too strong against soloQ but instead of just asking to be nerfed I offer a way to change the perk so it stays decent while also making it fairer towards soloQ. I rarely see ppl do the same.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292695#Comment_3292695
Sure, I get that people will complain about anything and everything and that will no doubt continue.
But this is completely valid and personally I do not think a status like Incapacitated should exist other than perhaps when Victor is on a survivor or they are at tier 3 madness.
Either way it will get nerfed but sadly I doubt that will happen until next year after the xmas season. So the perk will be winning killers matches they otherwise would probably lose.
And I don't want it to be nerfed into a useless perk like many have become bc ppl complain about it. Yes make it fairer for solos but don't make it completely useless just because a bunch of ppl is crying about it. I don't like nerfs that just remove value from a perk to the point where the perk isn't even worth running anymore. Thana is like that now since it's nerfed. Even before its nerf, it was useless on most killers other than legion and plages but now I say it's useless on all killers since they nerfed it to the ground. I understand eruption needs a change and I support that claim but it doesn't need to go to the perk graveyard either.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292664#Comment_3292664
Nobody rational has a problem with Pain Res, it is easy to counter and still gives regression to a killer.
The problem with Eruption, as stated many times, is that it is punishing solo queue and has no counter play.
Yes and I understand that. My thing is there isn't a time survivors don't complain about slowdown perks. Before Eruption's buff ppl complain about pain res, and ruin, and after eruption nerfed they will go back to complaining about pain res or some other slowdown perk. I do think Eruption needs a rework but not a nerf. If yall keep crying for a nerf all the dev will do is nerf it like thana and make it completely useless. Instead how about yall ask for a rework and make it still useful and not useless?
Imo I would do one of two things to Eruption. One: nerf the incap timer back down to 15sec but buff the dam it does to the gen when it goes off. Two: Remove the incap altogether and replace it with a gift of pain-like effect where the survivors who were working on the gen is affected with a repair debuff so they can continue to work on gens but at a much slower rate.
As I said tho no matter what the devs decide to do to the perk it's not going to make ppl happy. They just move on to the next slowdown perk they want to be nerfed till there isn't any good perks left in the game for killers to use.
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Trust me after the devs end up nerfing eruption to the ground as they did with thana the baby survivors will go after pain res next. The reality of things is survivors hate any type of gen slowdown no matter what the perk is. All they want is to pick the pick map, bring their broken items with broken add-ons, gen rush, and t-bag the killer at the gates and say gg ez in the chat afterward. The problem is if they got their way it would just create more nurse and blight mains since nurse is like the only killer in the game that doesn't have to run any type of gen slowdown or regression perks. She can easily get around and down ppl fast enough to keep up with BNP toolboxes and hyperforce builds.
I truly believe dbd community doesn't really want game balance, They want to be the side that wins all the time. That goes for killers and survivor mains.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/357400/should-eruption-even-be-nerfed
Yes it should, the perk takes minimal effort to use, (just kick a gen) and the reward is tremendous.
As of last update it prevents survivors from doing literally anything for 28 seconds and continously regresses the gen due to a shadow buff it received last patch.
It also has zero counter play for solo queue and the cooldown is short enough to erupt the same gens over and over after you hook; the cooldown is over by the time you get to back to the gen give or take you may have to wait five extra seconds for it to cooldown, but I rarely have to.
It is not a knee jerk reaction because the perk has been over-tuned for a while now, it will completely carry killers into 4ks when they are doing mediocre. It needs nerfed ASAP.
Let me start off by saying I do agree it's overturned but I don't want it nerfed. I want it reworked like lowing the incap timer and rising the dam it does to the gen or putting a new effect on it to replace incap like making the survivor repair slower for a set time. As for how easy its to use, it does not just kick gen. You do need to down someone before side gen is done and age of stackout+hyperforce+prove+toolboxes gens can be done really fast now. Lower-tier killers may not even down someone fast enough before the gen is done(I know bc it happened to me a lot anymore). The other day I had shelter woods as a demo by the time I got to the middle of the map my tinker went off and by the time I got to the gen it went off for it was finished in my face. There were only two ppl in that gen and they both had BNP toolboxes and were using hyperfocus builds. One even had built to last so they could get their toolbox back after that and they did.
All I'm saying is yes the perk needs to be looked at but not nerfed to the ground like ruin was.
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For me, I just don't find the event all that interesting. The snowman doesn't really add much to the game and I don't really find it funny. I like events that add fun objectives for both killers and survivors.
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@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/comment/3290689#Comment_3290689
What would you have done in that scenario had you had 4 Gen regression perks? You yourself said you weren’t downing survivors fast enough, and what were the games like before that one? Did you DC every match prior to that one? Did you constantly face bnp prove thyself hyper focus combo plates? Maybe that survivor group decided they were sick of getting Gen locked. Point is that you can’t win them all.
No most of my matches last night were filled with toolboxes, medkits, and/or map offerings. I was sent to crow map 3 times in a row last night as doc and ring girl. I usually don't dc even if Im going to lose but when I was getting ######### matches, after the ######### match I was fed up and decided to not play anymore. Out of the whole night, I had one good match that was pretty fun and even on both sides. The rest of them was the BNP toolbox, CoH medkits, and crow or garden of joy map offerings. Btw on my builds on these low-tier killers(demo, ring girl, and doc) I was running a very lil gen slowdown. I was running either deadlock, jolt, or DMS. My point is if you want to play a low-tier killer that is mostly m1 killer then you better bring more than one slowdown perk or you are in for a bad time. A night like last night made me wish I played nurse or blight but that's not how I play killer. I use a random picker to pick the killer I play since I like playing all the killers in the game and don't want to main just one of them.
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@BillsHere101 said:
https://forum.deadbydaylight.com/en/discussion/comment/3290646#Comment_3290646
Right because commodious toolbox + wire spool + whatever, brown toolbox + BNP and prove thyself and other gen rushing perks doesn't screw the game. If it wasn't for these anti-gen perks then they wouldn't even gotten a hook or two.
Last night my last match was on demo and I was running tinker and the only slowdown I had was deadlock. At the start of the match when I made it to the center of Shelter woods when tinker went off by the time I got the gen it was finished by two ppl with BNP toolboxes and Prove + Hyperforces. After that gens continue to pop very fast even with deadlock and I end up dcing just because I couldn't down ppl fast enough and was getting so mad. So yeah the reason killers stack gen perks is bc survivors have so many ways to compete for gens super fast. Every time I dont run two or more slowdown perks on low-tier killers I feel the game lasts a few mins and I left with maybe 2 or 3 hooks. These types of matches make me want to play nurse tbh...
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@Akito said:
Wait, what?
They just increased each gen by 10 seconds, buffing all the perks that debuffs a certain percentage you repair 1 charge per second. Pain Resonance, DMS, Dying Light, Dry Kicks too btw, Jolt, Corrupt Intervention is still super effective, Call of Brime+ Overcharge + Eruption and stuff like that.
Perks like No Way Out which just doesn't let the game ending even tho survivors did all 5 gens.
Sry Idk what you are talking about. Since all those changes games are even harder and no one asks for Eruption getting nerfed. people asked for it getting changed so the core game mechanics are working WITH it and not against. Aka solo q having no counterplay to perks like Eruption.
Also NOED needed a change. How is a solo q supposed to find it? A solo q would just see: Oh yea, Noed, I'll leave the game bc what can I do. Now there is at least a chance people take the chance to watch out for it. Sadge, if the hex is just near the hook that's getting camped tho.
The times I'm getting gen rushed (as oni) is when I miss my demon attacks all the time. Or if I just play like abot. Not zoning, playing tiles I shouldn't, playing in areas I shouldn't, playing against survivors I shouldn't. Making bad decisions. Camp where I shouldn't have camped and instead defend my gens and so on. But that's what should happen if you as a killer do not pressure the map. Survivors do gens. That's how the game works. If you don't know how to play this match it is on you.
(And you're not supposed to entirely 4k every match with X gens left)
And yea, it takes a long while until you're getting good. Because there are so many random generated maps and perks and playstyles. So much things you have to keep in mind. So much things where you have to know what's the right decision to make and this takes a long while.
I'm not sure why ppl keep bringing up dying light in here XD It's nowhere a good perk imo. It's not very effective and its buffs a survivor! Yeah, let me run a perk that buffs one person more than it debuffs the other 3 survivors. I don't think anyone runs dying light XD
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@RaSavage42 said:
So... nerfing Gen regression perks is buffing Gen rush???
And what about Corrupt, DMS, Thrilling Tremors and Deadlock???
Dying Light and Thanatophobia???
It's more like Survivors realizing that they are more efficient on Gens rather then completing a Gen then taking a lap around the map... so on and so forth
So no matter what happens with regression perks... it's more like 4V1 being the game
I give you corrupt, DMS, and deadlock since they are still good slowdown perks tho DMS works better with pain res imo. But TT, DL, and Than? First of all, I don't see TT as a slowdown perk, it's more of an info perk since it doesn't block gens that are being worked on, even then it only blocks non-worked gens for a few secs. DL is like one of the worst perks since it buffs one survivor way to much. Than was nerfed to the ground and even before the nerf it was only good on two killers since they could keep 3 or 4 survivors hurt for a long time.
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@Sally_S_gay_son said:
https://forum.deadbydaylight.com/en/discussion/comment/3288936#Comment_3288936
oh here is the regular I will counter your arguments with my arguments about the other side
adrenaline - the survivors have to finish the gens to do even get value from this 1 time use perk and it still does not guarantee it will achieve anything unless you can coordinate some cool adrenaline play - which you cannot in solo q
unbreakable - are you serious? It's the killer's mistake he slugged someone, the killer made a risky choice, and if there's unbreakable in play
it's on them
dead hard - nerfed
old ds - nerfed
off the record - nerfed, does not work end game
bnps and syringe are powerful yes but not in the same extent eruption is, unless you once again have 4 man team with 4 bnps which you won't have in your average solo q match
yes because I am able to control if 3 gen happens or no in solo :) and if the killer has gen-kicking perks there are high chances that at the point of the match where we are at 1 gen or 2 gens left all gens have been kicked :)
I personally have nothing against old killer meta with ruin undying as they are easily countered, even pr/dms has a counter when you are on your own, but Eurption is overtuned far more than those older killer meta perks
Just wanted to say something to this comment. As I do somewhat agree with some of points you make about those survivor perks, I will say you completely wrong about the items/add-ons. Those do carry teams alot. Today I had a match as demo. I spawn in and started towards the center of the map. When I got there my tinker went off so I went towards that gen and by the time I reached that gen it pop. There was only two survivors there with toolboxes. Then another gen pop shortly after that one and another. I end up dcing because this was my experience pretty much all night. In the match result screen I saw the toolboxes had BNP and those survivors was pretty much running DH, steak out, prove and hyperfocus. There was also a CoH and two green medkits in that match also. This had been pretty much my experience all tonight and made it wrost since I wasn't running a lot of slowdown and playing low tier killers like ring girl, doc and demo. Perk wise I was using one of these in each build with chase and info perks: jolt, deadlock, and MS. Even with these gens went pretty fast and chases lasted way to long since most of the maps I went to was survivor sided maps.
Yes Eruption needs a change I agree but there alot of stuff on survivor sided that needs changing also. If you only nerf eruption with no compensation we just going go back to the days of gen rushing and killers having low kill rates again. Right now if you play a low tier killer you have to run 2 or more powerful slow down perks to even compete with bad maps and op items.
Also just wanted to add you can counter 3 gens and it's called deja vu. If someone runs deja vu it prevents a 3 gen even happening to begin with. If more ppl ran that instead of hyperfocus or whatever then you would see less 3 gens.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3289912#Comment_3289912
I mean i don't use 4 slowdown perks nor eruption, but your answer screams survivor main. With the new Knight perk even i am thinking of going back to kicking gens since its a damn good perk. Many survivors hide around gens.
Anyways there is 4 survivors and 1 killer. You chase someone. Survivors might have really good map like garden of pain or badham. Unless you are a nurse you won't down them in 2 seconds. You can't be pressuring the other 3 survivors at this point. Gens might go fast.
In my games i see multiple prove thyselfs and brand new parts. Even hyperfocus is a thing. People recharge their toolboxes and use them again. its not that uncommon to gens actually go so fast that killer has no chance in the game + bad map yeah might as well afk in a corner. It doesnt make the killer bad it makes the game unbalanced. Ask yourself why is it that killers use 4 gen defense perks nowdays. Why is eruption so popular. It has nothing to do with anyone being bad.
Also take away gen pressure and tunneling and camping will become even more popular. With the knight i feel like its already bad, but do we want to make it worse. Tunneling one person out of the game fast is smart business. Not the fun way of playing but very smart business for the killer.
I'd love to use aura reading + chase build only but unless i get complete new players i can't. I need gen pressure. Survivors have too many tools to make gens fly nowdays.
Exactly! I completely agree with you. Today I played three low tier killers(ring girl(I can't spell her name), doc and demo). I ran very little slowdown perks on them and non of of them was gen kicking. The perks I used was jolt, MS, and deadlock. One of each on each build while I use chase and info perks on the 3 other slots. Every much I had was miserable mostly bc survivors used map offerings, BNP toolboxes with steak out, hyperfocus and prove. If it wasn't that they was running CoH and really good medkits.
If you a low tier killer you have to run two or more strong gen slowdown perks and hope you don't get sent to one of many survivor sided maps that is in this game. Like after tonight I feel like maiming nurse or blight.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3290022#Comment_3290022
"Because ____ is stupid to deal with, it's fine if ____ is in the game" is not a good way to immediately start a comment.
Multiple things can be problematic, so solve all the problems, dont just allow problematic things to be in the game because the other side just so happens to have something problematic as well, it's not good game design.
Im also not here to be a game designer. Im just voicing my frustration and opinion on the other side. Its up to the devs to read(if they even read) my comment. Sorry, I didn't have an amazing comment, I'm mad, tired, and frustrated with the games I had tonight. So sue me for not being a game dev.
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@Sally_S_gay_son said:
Its not eurption but it's these 2 facts:
survivors are overnerfed and not fun to play unless you find hyperfocus fun and matchmaking refuses to put you up with people of your own skill
killer meta is either boring or non-interactive - it's either camp tunnel or hold 3 gens by spamming kick button with these new meta perks that drag the game
The problem with the killer meta is if you don't run it on a low-tier killer you're screwed. Tonight I played mostly low-tier killers(Ringu girl(I cant spell her name sorry), Doc, and Demo) with no gen-kicking perks at all. Every match was miserable for me since I just went against lobbies with good items and addons, CoH, DH, map offerings, and Hyperforce + stake out + BNP toolkits. The only slowdown perks I ran tonight were Jolt, Deadlock, and MS(not all in one build those are just a few of the perks I used on each of the 3 killers I played). Every match was an uphill battle where gens pop left and right and downing ppl was a chore. Even if I hurt someone they were healed in a few secs thanks to CoH and a medkit. In most of the matches, I got like 3 hooks and no kills. I DC from the last match bc I was too frustrated to deal with the game and log out for tonight.
Yes, I think eruption needs changes(lowing the incap timer and rising the regression) but I also think survivor's items and a few of their perks need changing also. Right now the side that chooses to bring the best stuff is the side that going to win. If you don't run meta or play a high-tier killer then you screwed against a team that chooses the map and brings the best items.
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I agree also. I love ppl talking about how it needs to be nerfed (yeah I think the incap part is too much) but let's talk about survivors' items and addons for those items for a moment. Sorry I know its a different topic but let me tell you the sec I don't run gen-kicking perks I get a lobby with BNP Toolboxes with hyper force or Green medkits and a CoH. Just now I dc from a match as demo when I got to the middle of the map tinkerer went off then the sec I got the gen opposite I started it pop. Two ppl were on it with toolboxes and they both were running hyper force and had BNPs. I try to carry out the rest of the match but one after one the gens pop and I just said screw it, DCed and log off for tonight bc every match I had tonight was survivors sending me bad maps, dealing with 3 to 4 medkits and a boon or BNP toolboxes. Yeah, Eruption sucks for soloQ but if survivors choose to run the best items and add-ons against a B or lower-tier killer on the map of their choice and had the best medkits, boons, and BNP toolboxes then that killer is in for a bad time. Esp if they not running the current meta(which I wasn't the only slowdown perk I was using was deadlock).
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@entertainment720 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273745#Comment_3273745
Thank you for the feedback! Kill switching is used in serious cases, and the map is actively being monitored. We empathize with the frustration players are having, which is why we went with reduced weight at this time. If you run into any other issues with the map, please report the bugs so we can keep an eye on it. Thank you again for letting us know! Please keep an eye on official channels for further updates regarding hotfixes or killswitches. Thank you!
I mean reducing the weight of the map doesn't stop the offering from being used but whatever. I just hope yall fix it soon since the map is miserable to play on as a killer and even feels worse when you get sent to the map by someone.
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@entertainment720 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273716#Comment_3273716
I appreciate your reply and your frustrations are valid! We take note of feedback here and share it accordingly. As mentioned in the other thread, the weight of the map has now been reduced to that of the other maps while this bug exists. I encourage everyone to continue posting their feedback, bugs, and any other relevant information (in the correct forums of course) for data collection. We take bugs that affect gameplay very seriously, and will continue to monitor the situation. Thank you!
I think the least you guys can do is killswitch the map offering so survivors cant take advantage of a bugged map for easy matches against killers. I was taken to the new map last night like 10 to 15 times and each match was miserable to play.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3273716#Comment_3273716
My first game on that map was literally a 4K bloodbath. It is not unplayable for killer, despite a few balance issues. (no map is)
Jesus this playerbase is so melodramatic.
Your first match must be against some potato survivors then or you were playing nurse bc I have had the opposite results on the new map due to the pallet spawns. If a map is bugged where it makes it completely unfun for one side and the other side can take advantage of the said bugged map by sending themsevles to that map then yes that map and its offering should be killswitch no matter what. I was sent to the new map 10 or 15 matches last night and all 10 matches were miserable to play.
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@Lost_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/3271841#Comment_3271841
All these people saying it's fine, it's a you problem, you got outplayed etc etc are obviously playing against potato survivors.
Everyone knows deadhard is easy to bait out in the open. When you put deadhard into a skilled players hands and they use it to extend loops or extend chases is where the problem lies. It's exactly why it was nerfed in the first place and now it's just as bad as before in a skilled survivors hands, especially if a SWF is running multiple DH.
There is literally no difference between old DH on getting that extra loop & new dead hard getting that extra loop. They just work differently.
What I love is these ppl won't give a real answer to my question bc there isn't one. All they can say is "just bait it out." That tells me there isn't any counter play to DH in a loop and they just want to attack my skill as a killer instead of giving me useful info so I could get better. If you think it's a skillful perk and has counterplay then tell me, teach me what you do to deal with it. But no all these ppl can say is "bait it out forehead"
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I put this question out to all who say "just bait out DH." How do you bait it out at a pallet? I asked this question to someone on this thread and all I got was a smart-ass remark "if you get hit with DH you were outplayed" even though I legit asked a legit question. I know in the open the way you deal with DH is to not swing when the survivor tries to bait you to swing by running into you but if they are at a pallet or about to get to the pallet how do avoid that situation? The reason I ask is this is how most of the survivors I have seen use DH. They use it at pallets where they know a killer has really no choice. Swing eat the DH, or don't swing pallet drops on the killer or in the killer's face. The outcome is the same in both choices. That is why I ask, How do yall "bait" DH there and befit you as a killer and not the survivor?
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3271535#Comment_3271535
Bro, if you got hit with Dead Hard, you got outplayed!
Man nice advice, man... I ask you a question and you reply like that. You are really really helpful. Thank man...
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3271518#Comment_3271518
You just bait it bro, it's fine now!
lol ok, I bite how you do bait it at a pallet?
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I still like those who say DH requires skill and its fine now. Like yeah the nerf made it slightly harder to use but that doesn't change the fact it can be easily used in a way that has no real counter from the killer and put a killer in a lose/lose(especially an m1 killer). I hate when I'm chasing someone with dh and they heading towards or camping a pallet and make me have to choose to swing or not swing. No matter what I do I lose because I either eat the DH and they use the speed boost to get to another loop(prolonging the chase) or I don't swing and they just drop the pallet in my face or I get stunned (prolonging the chase). There really is no mind game to that. What do you suppose to do in that situation? No matter what you do the chase gets prolonged and more gens pop in the background. The only time I say DH is a skillful perk is when it is used to bait a hit in the open. I applaud a survivor who uses it like that bc I know if I swing it's my fault and a deserve to be punished in that situation. To this day I still rather go against 4 sprint bursts on any killer than 4 DHs. DH will always be a get-out-of-jail-free card and be an annoying ass perk to go against.
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@dspaceman20 said:
Not this again.
Both perks are mostly. Dead Hard is fine as it rewards skill and have a decent counter.
Circle of healing is mostly fine possibly could use a rework. Possibly a change to boons as a whole
Oh yeah, that skillful play of camping a pallet and pressing E if the killer swings or pressing space to drop the pallet and stun the killer. Truly a skillful perk. Also, that counter of losing in that situation since the killer is scewed either way since all choices you have leads to prolonging a chase even longer. DH is and always will be a get-out-of-jail-free card for survivors. To this day I still hate the perk bc it's damn annoying. I rather go against 4 sprint bursts than 4 "nerfed" DHs anyday.
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As someone who loves eruption, I do believe it needs some changes. I personally think nerfing the incap timer and removing the CD or buffing the regression is the best way to balance it. I don't really want what some ppl saying and having it blocked the gen. I don't really like perks that regress and block gens since the regression doesn't continue happing till after the gen is unblocked. One reason I don't run DMS and Pain Res all that often.
As for DH and CoH, I still hate DH and still think it's one of the most annoying perks to go against. Some ppl say it requires skill now to use and I disagree. There are times when DH is used when there no skill require. Those are the times when the person just camps or gets to a pallet and the killer is now in a lose/lose situation. You as the killer either have to swing and eat the DH or dont swing and eat a stun from the drop pallet(sometimes you eat a DH and get stunned by the pallet). The only time I say DH is a skillful perk is when it is used in the open to bait a swing and use the speed boost to get to another loop. That is the only time I say it's a skillful perk since you do have to time it well and bait the killer. But I rarely see ppl use the perk like this, most of the time it is used at pallets and windows.
As for CoH I still hate it for the most part but mostly because it stacks with Medkits. I think medkits and CoH shouldn't work together to get super fast heals. It's annoying to the killer who depends on hit-and-runs. The only saving grace about CoH is that it can sometimes cost a team a match if they have 2 or more ppl with it and they decide to spend most the time in the match booning instead of doing gen. Even then tho its a super strong perk in the hands of an SWF who knows how to use it and stomp the killer's face in.
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I can understand both sides on this topic but for me, if they did nerf it I rather they nerf the incap timer and buff the regression. I just don't want to see another overcharged situation where the devs see the perk way too powerful and nerf it to the point it's useless. They over-nerfed a overcharged bc CoB and Overcharged combo was way too strong in that one ptb. Now overcharge isn't even good to run imo since they nerfed it. I don't like seeing perks nerf to the point they are useless and not even worth running. So yeah if you nerf eruption, I say nerf one part of the perk and buff another part.
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@Little_Kitten said:
Well, back to a more serious discussion !
I have read quite a few topics on this forum about the nurse.
I have read carefully every intervention, whether it comes from pro-nurse or anti-nurse.
I am a main nurse, but contrary to what some would have you believe, I don't try to defend the nurse in any way, just by being logical.
That's why I'm going to bring up something that surprised me, in the criticisms that players make of the nurse.
I'm not going to focus on the empty "She's too strong" criticisms, which contain no argument, and are not followed by any evidence/videos/whatever.
On the other hand, I would like to address the following argument: "Her basic attack should be turned into a special attack."
If you analyze the discussions a bit, you realize that at the base of this suggestion is :
"Nurse should be nerfed because nurses who use Agitation and Starstruck are too strong."
And that's where the whole problem comes in.
The suggestion is stated incorrectly.
Here's a way to phrase it that I think is correct:
"Agitation and Starstruck are problematic because they make the nurse too strong."
The problem is not with the nurse.
The problem is with these perks.
(I should clarify that I'm not saying I agree or disagree with this, I'm staying neutral, and expressing myself for the sole purpose of semantic analysis)
Why is saying that the problem comes from these 2 skills important?
First of all, it is totally illusory to think about transforming the basic attack of the nurse into a special attack.
Indeed, this would deprive her of the use of all skills based on hitting survivors.
Second point (and not the least): the power of the nurse is biased by the build she uses.
We can reasonably see that we can have builds :
- S-type: Agitation, Starstruck, Flood of Rage and Pain Raisonance
- A-type: example: Pain Raisonance / Dead Man / Chili / Jolt, etc.
- B-type : in fact all builds that mix several types of perks, and that are not monstrosities, while remaining rather effective
- C-type: the rest, the fun builds (walking nurse), and those that use rather weak perks (Deerstalker, Shattered Hope, Spies from the Shadows, etc.)
Why talk about this?
Because it speaks directly to the fact that nerfing the nurse based on the most powerful build she can use (the S(upaalf) type) would be a terrible mistake.
Because by doing this, the S-build would be only moderately dangerous, but all the other builds, less powerful, would be unplayable.
If the problem is the S-build, it is not the nurse itself that needs to be reworked, but the skills that make up this S-build, namely Agitation but especially Starstruck.
This would allow both the S-build to be less powerful, while leaving in their place the nurses who use less powerful builds.
Again, I am surprised that I have not seen more instances of this reflection, which seems to me to be the closest to the real concern that this would raise.
The reason you don't see more instances of that reflection is that Agitation and Starstruck are not super op on the other killers. They are only super strong on Nurses and that is it. For example, I use Agitation and Starstruck on deathslinger and by far it is not op on him because I still need to shoot the survivors meaning I need good aim and a clear shot. Survivors have a lot of counterplay against a deathslinger since his harpoon can't go through walls and if I hit them at a pallet that was dropped all they have to do is break my chain. For nurses, they just have to blink and BAM they go down easy.
Also, most people like myself don't like perks being nerfed just because they are overall strong on one killer. The most recent example of this happening was Awakened Awareness. In the PTB AA was a fine decent perk since it kinda acted like a close-range bbq but in the live release, BHVR came out and said they had to nerf it because it was too strong on "certain killers" (aka nurse). Now the perk isn't even worth running on a lot of killers. Killing a perk potential just because it op on one killer isn't good game balancing. If its only op on one killer then maybe just maybe it's the killer that's the problem, not the perk.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3201150#Comment_3201150
And thats why the basekit UB is gonna be great! All those Nurses with Lethal and Infectious now can't just down 3-4 ppl within the first 2 minutes of the game anymore but will actually have to play the game (some) shocking!!!
Yeah, let's nerf all the killers just because Nurse is broken! That makes a lot of sense! I'm just saying this bc your reasoning is flawed and one of the reasons the dev keep nerfing decent killer perks into the ground. Also, base kit UB isnt even going to hurt the nurse with the new mori system. The nurse is like the only killer who can down all 4 players in like 45secs lol. Either way, I dont mind this changes tbh but I hate your reasoning.
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I'm fine with this change and think it's pretty healthy since I hate being in a match with a killer who just slugs for the 4k and I never really slug when I play killer anyway. That said I do think killers should get something added to their base kit other than the moris, to make hooking slightly easier and encouraged. Maybe a base kit speed increase to their carrying speed or a slight increase in hooking animation. Right now these base kit changes will hunt some killers(mostly twins) and without any help, I see it becoming a slight problem.
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I do think it should be near the top of priorities alongside solo buffs. The thing is the longer they wait or sit on this topic the worse it'll get. It may seem only to be affecting streamers but what happens when the top streamers get fend up with the cheaters in their lobbies and do what otz is saying and start playing other games more? Those cheaters aren't going to stop they just keep cheating with no real target and non-streamers will have to deal with them also. That is why I do think it should be their top priority.
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I just don't understand the use for AA now tbh. Why run a perk to see aura of survivors while you carry someone? At least the 2secs allow you to see which direction a survivor was running and give chase or see if someone is hiding for a quick unhook after you leave. Now it just seems useless to me. Like I don't need to see someone aura if they doing a sabotage play since 9/10 times I can see them plan as day touching a hook. Just doesn't make sense to me. Just make nurse's blink attacks special attacks instead of base. Devs stop holding some perks back just because you have some love for current nurse. Pretty much most the community including streamers say she needs a rework/nerf...
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Don't know I get what ppl are saying, it's a bad idea it probably would make things worse. But I wish they would do something to help cut down DCing. I will be honest I would rather have a long queue time as a legion than having more than 50% of my match end up with someone DCing bc they find legion boring. Like waiting in queues isn't fun but having someone dc at the beginning of a match isn't fun either. Just giving me a free win or I feel bad and just sit there farming with the other 3 survivors which is as boring and unfun also. I get it I know some nights when I play survivor there are killers I just don't feel like going up against. Either way I don't think they do anything like this since like others said it would just lead to bad queue times.
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I say face camping is wrost. Sometimes a killer has to tunnel to win. For example I did two matches back to back today as legion where I evenly spend out the hooks and guess what happened... All 5 gen done and all 4 survivor left who was dead on hook. One match I was chasing a Jill for my one kill and her whole team came to protect her. Now if I tunnel one of those ppl off I most likely had a better chance getting a 3k or 4k. Shoot the match after those two I decided to force on two survivors and I left that match with a 3k and it was on cowshed. So yeah sometimes a killer has to tunnel to win if not they most likely won't even get a kill.
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@Huge_Bush said:
Thanks for the responses.
It sounds absolutely terrible. I want whatever the devs were on when they thought this would be a good idea!
Aren't aura reading perks already over saturated? Hasn’t stealth already been butchered enough?
I think the perk is fine tbh. Its just going to be a problem on nurse but that's not a perk issue that's a nurse issue. Perks shouldn't be held back/nerfed just because an op killer can use them to be even more op. The op killer is the one that needs to be looked at and nerfed. The perk itself is fine and I don't think it is going to be overpowered on any of the other killers.
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I have seen so many threads whining about the game now and I find it a little funny. Just to show you most Survivor mains cant adapt very well and now just want to cry about everything since they cant bully and gen rush most of the killers anymore. They need to just to admit they never wanted a meta change and they just want the game to always be them running IW, UB, BT, DH, and CoH so they can have easier matches against 90% of killers in the game. Sorry yall having a hard time adusting to the changes but give it some time for pete's sake. It's been only less than a week into the changes and I'm pretty sure the mmr is kinda broken right now anyway. Give it some time lol XD. Also, we all know soloQ sucks, it always had sucked, and that's nothing new. They need to buff soloQ and I think all of us can agree on that but stop making it sound like it's a killer issue. Killers don't need to be nerfed, SoloQ just needs a buff.
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Agreed with you. If you don't want to play the game stop playing survivor or stop playing the game all together. Giving up at 4/5 gens isn't helping anyone. It isn't helping your teammates, and it sure isn't helping the game. You think it sending a message of "The game is unfun and I refuse to play it" but that isn't the message you sending the devs. All it says is you a spoiled lil brat who going to throw a temper tantrum because you not getting your way. Play the game and allow the devs to gather accurate data on the current state of the game or if you can't do that then just go play something else. Either way those two options show the devs alot more than you just dcing or killing yourself on hook.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3066562#Comment_3066562
Dead Hard is no longer relevant. This is a multiplayer game. 20s of wall hacks and stacked slowdown is anti-competitive.
Lol, you just sound like someone who just doesn't know how to play against a legion and just wants to loop them and play against them like a trapper. You probably also want all killers to be the same and be able to loop them all the same instead of learning how to play around with their weaknesses. Also, news flash DbD isn't really supposed to be a super competitive game... Stop trying to turn this game in some e-sport game :P
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3065699#Comment_3065699
I disagree, every perk should be viable on all killers, and for that to be true you need to take into account that killer. I would like to see perks be molded to fit killers better, I don't think there is anything wrong with making perks stronger or weaker depending on what killer is using it.
I don't understand what you saying since I basically want the same thing but adding m1 restrictions doesn't accomplish that at all. If you made thana only work on m1 you either see two things happen. A) No one will run the perk at all and then the perk is useless and might as well not be in the game or B) you see killers who have powers to injure choose not to use it since they cant get value from perks like Jolt and Sloppy. Either way, it's clear we not going to change each other minds so I'm just going to say I agree to disagree and move on with my life. Just know this if you start adding m1 restrictions to perks like Thana you see more perks like that and it will make the game even more boring so if that is what you want, boring m1 killers every match, then more power to you then. Have a blessed day.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3065382#Comment_3065382
Like I said, they already restrict perks for many killers, even legion. And we both agree the perk combo with these killers is problematic now and even more so after the patch. If you change thana to be like people are suggesting in this thread, you are making it even more problematic for legion and plague. The issue is not the perk, it is the interaction with these powers. Most killers can't reliably take health states and keep people injured like these two killers. It is ridiculously easy to have all 4 people injured in a game as these two killers, and I think it is an oversight to continue to allow their powers to trigger thana.
It's crazy to me that just about everyone in this thread acknowledges that it is a problematic interaction, and everything you have proposed so far, would make it worse.
No, I just don't want more restrictions on perks on how they proc or work. Sloppy and Jolt are perks like that and it limits them greatly where a lot of killers cant use them all that great. If the devs follow your line of thought more and more perks be like sloppy and jolt and we just see every killer turn into m1 killers which are some of the most boring killers in the game imo. If they did do what you say and made thana only proc with m1s then that perk might as well be dead and be deleted in the game since no one would want to use it. How many sloppy do you see outside new player lobbies? I know a lot of ppl want Jolt to change so it procs with both m1s and powers since it would make it ten times more useful and be used more. Shoot in the recent past we have seen the devs remove the m1 restrictions from perks like Blood Favor and the recent buff to Dark Devotion. Adding restrictions doesn't fix things, it's just a band-aid fix and makes things wrost. That's why I say rework thana and not just add an m1 restriction on it.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3065221#Comment_3065221
I don't think common sense is a logical fallacy, I guess we can just disagree there. I think it is also fair to assume the developers designed thana to not be turned on for 100% of the match at 4 stacks. That's the only point I was applying common sense to.
I didn't say to take away the perk from them, I don't think it should trigger off of their powers. I don't know where you saw me wanting their base power to be nerfed. Before the patch it was normal to 4k escape against just about every legion, the opposite is now the case (my experiences). I guess you will have to take my word for it, or wait until they release kill rates.
The main point I am trying to make is that I don't think the problem is the perk itself, but the interaction between the killer's powers and the perk. There are plenty of people that agree many perks shouldn't work with nurses blink hits, it isn't that much of a leap to say the same for legion. Let's not forget that sloppy butcher doesn't even apply to legions m2 hits. Restricting perks already happens, if it's unintuitive, you should take that up with the developers.
As with the others, I disagree with your solution for thana. Your solution to the perk will either outright just kill the already limited use of it or encourage ppl using m1s over their power which leads to boring play. Already the base kit buffs to the killer are going to encourage that type of playstyles meaning you see less and less of some killers(like demo) even using their powers to attack ppl. Either way I rather they rework thana make it more useful to other killers outside the two that can use it well. As someone said I think they should make it where you to get more value of it if one or two players are injured than having most of its value locked behind having all 4 survivors injured. The only reason you see legion and plague use it is that they are the only ones who can get any type of value from the perk. You never see a babba, artist, freddy, etc use the perk because they cant keep all 4 ppl injured.
Also, you bring up nurse and people being ok for perks not working with her blink. Well, Nurse isn't a normal killer... Her power is kinda broke alot of loops in the game and you cant loop her like other killers and has really overpowered addons that make her super hard to play against. She is an S rank killer and one of the most suppressive killers in the game so nerfing her that way would help make her fairer to go against. Legion and Plague are by no means in the same situation as nurse so it's not that fair of a comparison.
At the end of the day, I do agree the new thana will most likely cause problems for players who see legions and plagues and most likely will need to be revisited by the devs down the line but the way you want to nerf it isn't the way imo. It is better to rework the perk so it can be as useful on other killers but not over-suppressive on just two killers that aren't even near the top of the tier lists in power.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3059980#Comment_3059980
Because they still need to exist...?
Besides, X isn't being made useless so Y can replace it. X is being made dramatically less useful so that you can pick between Y, Z, B, H, or U without feeling like you're giving up on the strongest available tools.
(There are a handful of one to one replacements, like OTR for DS, but for the most part there's variety in your available options.)
You said in your last post that if they were still viable ppl would still use them. So if they are nerfed to be not viable then they are useless. At least that is how I see it. Either way, I honestly don't care that much I just don't agree with this way of balancing. To me, all perks no matter what they are should be viable and offer some usefulness. The nerf to meta perks kinda goes against this since they are making them more or less not viable so why then why should they exist?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3059947#Comment_3059947
If, after the nerfs, they were still viable and good... why would anyone stop using them?
When I see someone say this I can't help to think "Why not just delete them from the game then?" If you want ppl to stop using these perks I would rather see them either completely reworked or just deleted. I personally don't like the idea of perks being made completely useless to make ppl stop using them. I agree the meta needed a change but I just don't like the idea behind the changes they made. X is useless now and Y going to replace X. Then in few years Y is going to be made useless for Z to replace Y. I rather see all perks being somewhat useful and have a lot of options when it comes to build/loadout making.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3059550#Comment_3059550
Again, I may be biased, because I love using Overcharge with Oppression. But even without that combo, you get 2.5% regression for kicking the gen, 5% more regression if the skill check is missed and on top of that, you get the 75% - 200% regression for free.
With all the synergies that Overcharge has, I think people are seriously underestimating how strong a slowdown perk it will be. Also, think about all the global buffs that killers got that will interact with all the slowdown perks. 200% - 400% is broken for Overcharge and my guess is the developers saw that and nerfed it and that seems like a big nerf. However, my own person opinion, I think it still will be one of the best slowdown perks in this new meta.
Now Hex:Ruin will probably always be the most perk efficient slowdown perk ever. So it does suck losing it. But, the global killer buffs with the "new" slowdown perks will probably be oppressive.
I do say you're biased for overcharge is clouding your view on how strong it going to be after the patch and how much it's going to be used. Yes, overcharge will be pretty strong against solo newer players but when you get into higher mmr brackets you going to see less and less value from it. Good players with a decent amount of hours will hit that skill check more often or not and you see more SWF who won't leave gen unattended for more than a few seconds after being kicked. The only killer who will mostly get the most value is doctor since his base kit power can make skill checks harder to hit but other killers won't be about to use the perk all that well. Also, a lot of players don't like kicking gens all that often and I don't see that mindset changing even with the base kit buffs they doing to the killer. I feel you just see more passive slowdown perks being used like Deadlock, Pain Res, Thana, No way out, Gift of Pain, etc over gen kicking perks like overchange, pop, and Eruption. I just don't see overcharge being a highly used perk without combining it with CoB or something.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3059401#Comment_3059401
Dead Hard was nerfed significantly, so yes, it's 5 nerfed Meta Perks.
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Significant Buffs to Killer perks
- Overcharge - Added 75% - 200% regression speed. (200% is the exact same speed the most used Killer slowdown perk, Hex Ruin, has. Plus, you can't get rid of Overcharge by destroying a hex totem. This is a significant buff). This is definitely a meta perk.
- Lethal Pursuer - Already a great perk. 2 extra seconds is a significant buff. This is definitely a meta perk.
- Scourge Hook: Gift of Pain - Amazing Buff. This will probably end up being a meta perk.
- Thanatophobia - Amazing buff. This will be a meta perk. (But to be honest, this one will probably get nerfed).
- Eruption - I've always been a fan of Eruption so maybe I'm biased but this buff will probably put it in meta territory also. (Again, I'm biased and run Eruption alot already)
Insignificant Buffs to Killer perks
- Knock-Out - Not sure why this was buffed, seems like a perk to annoy survivors with.
- Coulrophobia - Waste of time Buff
- Dark Devotion - It will be something I use once in a while. Really just niche.
- Jolt - This could be a nasty buff but I'm not sure (I definitely see potential and have used Jolt before). I'll put it into Insignificant.
- Monstrous Shrine - This is like the Saboteur change, seems mostly useless. However, this is a much better buff than the one to Saboteur, which is really a waste of time buff.
Most I agree with you but overcharge. That perk was going to be a meta perk before they nerfed it to the ground before it even got to live. The fact it starts a 75% and takes 12s to get to normal regression speed kills that perk. Like I agree with others that it was overbuffed in the ptb but they nerfed it to much. What they should had done was lower the ceiling to 200% from 400% and left it starting at 100% or just made it not be able to stack with CoB. Now for you to get any value out of overcharge you going to have to run it with CoB. So yeah I wouldn't call overcharge a significant buff/meta perk after they have changed it from ptb.
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@Peanits said:
I hate to sneak in again and ruin all your hard work (huge kudos for going through the effort of putting together the spreadsheet!), but there's another big oversight here: Prestiging resets you to level 1, meaning you get the super tiny levels again. The overall bloodpoints required ends up being ~75% lower, not the number of levels. You spend way more BP per level on the old system by repeating the huge level 50 bloodwebs.
Though it may be true that the new system has reduced the grind for perks(for mostly those who have been playing for a while and not for newer players) but you have made the grind for add-ons, items, and offerings significantly worse. The way I see it is you didn't reduce the grind but only shifted it towards things other than perks. I don't know if you know this but most of the lower rarety addons on most killers are kinda garbage and are not worth running. A lot of your killer's better add-ons are higher rarety add-ons which the new system has made it harder to get since you have to go back to smaller bloodwebs after prestiging. Shoot some killers(aka PH and Freddy) 90% of their add-ons are really bad and they only have one or two good add-ons(those are much higher rarety add-ons). I refer you to otz's addon tier list and you can see a lot of your brown addons on killers are not very good. So yeah you may have reduced the perk grind but after perks, ppl go for add-ons, items, and offerings which you have made that grind much much wrost. None of this wouldn't be that much of an issue tho if you made bbq and wglf bp bonus base kit and rewarded players for doing small side objectives like hooking all everyone at least once in a match or going out of your way to pick up or rescue a dying teammate.
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@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3035550#Comment_3035550
A killer main streamer i might add.
Funny you say that since otz usually comes from a mindset of balance. In today's stream, he also said Than and overcharge are too much also and will hurt new players a lot. He may be a killer main but he wants the game to be balanced for both sides.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3020038#Comment_3020038
we always said approximately 40...CoH was previously adjusted and not scheduled for this update at all.
I just find it strange yall decided to nerf self-care over CoH. CoH has always been a much stronger version of self-care since it's a team-wide perk with better numbers but self-care is the perk that is being nerfed to the ground. Don't tell me it's because CoH takes time to set up either, we all know setting a boon isn't that big of a deal for survivors and if a killer takes it out you can just re-boon the totem. The other day I had a killer match where I had to snuff a CoH boon 6 to 7 times during the whole match and it bearly affected gen speeds. They were still able to compete for every gens and heal several times. The buff to Botany Knowledge is just going to make green med-kits and CoH even worst for killers since ppl will be able to heal even faster and more times in a match. I just think your priorities on survivor healing are wrong. You should have nerfed CoH and green med-kit instead or alongside self-care.
