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  • @Zarathos said:

    Too many people are underestimating these changes. I have seen a ridiclous number of posts about how useless basekit bt 5 seconds is on top of the haste. Then there the killer crowd screaming bloody murder over the perk regression changes.

    This patch is going to seriously change up dbd. Overall these changes are great. I believe theres a healthy number of changes some perk changes are worrying but id rather the team takes chances and trim back powerful perks as we use them.

    Ehh might is the right word to use there. There's still HORRIBLY balanced maps like badham, RPD, and gideons... BHVR doesn't realize maps can also carry and not just perks.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025695#Comment_3025695

    You do realize that We're Gonna Live Forever had no effect whatsoever for 3+ years other than extra Bloodpoints, correct?

    Yeah well that was during the time where ANY unhook got you stacks so people would purposefully farm their teammates for stacks. Also the fact that until 2019 where they removed most the ridiculous things that made survivors completely untouchable.

  • Yeah idk why bbq didn't get a secondary effect but WGLF did when both people used it purely for the BP.

  • Its the games horrible optimization. Even the top of the line PC's can barely run ultra at a consistent FPS.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024642#Comment_3024642

    Why would adrenaline get nerfed when they didn’t need the actual effect of NOED? BT was actually nerfed by 2 seconds but they added a baseline BT. This update was also to “prevent camping and tunneling” so why would they need something that prevents that? The only reason why somebody would want it nerfed is because you camp and tunnel. And why would they need unbreakable? It’s not an OP perk, it’s the only real perk to prevent slugging. Otherwise you sit there on the ground for 3 minutes. Plus it’s only used 1 time a match. That seems pretty balanced to me

    That's not a bt nerf though. They even said themselves "the bt affect is longer from the current version". Since it EXTENDS the basekit bt by 10 seconds for 15 seconds of bt AND 7% faster movement speed. Also 4 unbreakables doesn't seem balanced to me. It's literally denying your teams punishment for being snowballed in most cases as if a killer wins by slugging every down with no one around (unless its nurse or oni) then your teammates were just bad.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022465#Comment_3022465

    That is not correct. DH, SC, SC, IW - these perks got absolutely destroyed and will almost completely disappear. Only Self Care with Botany Knowledge will remain to be used - and is "better" than before if you used them together.

    DH is still gonna be decent. Just better against killers that have to commit to a swing(most m2'2) compared to m1's where their only hits are m1's.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024304#Comment_3024304

    Again, the point of ds is not to make to a tile, but to gain significant distance on killer to discourage tunneling. Not only 3sec in some situations would be too little to reach any tile, but even if you do it is also ultimately worthless against half of killer roster with antilooping abilities.

    It would take a killer at least 5 seconds just to catch back up to you so its more than enough distance to reach to a tile. Also I doubt that 2nd part is really what bhvr thought of when making the perk. Why would a killer go find someone else that's healthy rather than eat the ds and keep going for the person? It makes no logical sense to do so unless someone injured stays on a gold platter for an easy down. And I mean "stand right in front of the killer" kind of gold platter.

  • @TeabaggingGhostface said:

    Why not instead make them deny the realm from appearing?

    Then they would need to make it so only 1 survivor can bring an offering cause they could just offer, midwich, macmillan, autohaven, and any other map of their choosing. Cause if 4 survivors could do that it would effectively be the same as current map offerings as the rest of the realms are terrible for killer.

    But overall healthier for them to deny a single realm rather than guarantee a realm. This would also inadvertently tone down the DC's in queues because map offerings as its only 1 realm being cancelled.

  • Speaking of shadow buffs... I don't recall eruption every being in any patch notes. I know for a fact that when the RE chapter first released, t3 eruption was a 90 second cool down now it's 30 seconds.

  • I still see no reason for it to still be 5 seconds after enduring was nerfed to not work against it.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024172#Comment_3024172

    The whole point of ds is to discourage killers from tunneling by severely punishing them if they do decide to tunnel. New ds more than anything will encourage killer to tunnel more because 3 sec is nothing

    2 seconds of distance is more than enough time to make it to another loop. People can head on a killer in the middle of nowhere and still make it so some other tile. I'm talking head on'ing a killer in one tile then be able to run to another tile completely. Just because you cant make it past 3 tiles doesn't make it useless.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023364#Comment_3023364

    I do, but I don't think you realize that 3 sec ds stun as of right now is worthless and doesn't prevent tunneling, since you don't make any distance whatsoever.

    No perks truly prevent tunneling? The whole point of ds and bt is to buy time for your team if the killer does decide to tunnel you. If something truly prevented tunneling you would have a 2 meter force field around you for 60 seconds after being unhooked where the killer cant hit you through it even by ranged means.

    Also unless you run yourself into a dead zone... you 100% have enough distance and time to make it to another tile even with a 3 second ds.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023840#Comment_3023840

    I wouldnt say thats true, Plague vomit, Nemi sickness, being swarmed by crows (not swatting) all have clear animations but dont prevent actions. I get what you mean by actions you take, healing, pointing etc but this seems more like a stypic I would assume it would have a similar animation as mettle where they glow white for a second.

    I would all equate those as a sub-category of being injured as its more of a pre-injure compared to an actual animation. But yeah stuff like healing, injecting yourself with a vaccine, cleansing, and swatting are all animations where you're bascially preventing a health state from being taken/adding a health state. Which is why doing all those requires you to let go to use DH.

  • Depends on what you mean, like haste stacking to where you have 2 different haste effects both active? Or you activate one haste affect making you 107% so then the next scales off of that?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023829#Comment_3023829

    That's like saying killers were always strong, it's not exclusive to nurse and blight. Which is false.

    A nurse is to a SWF the same a trapper is to solo.

    That is no where near saying killers were always strong. Any person knowing the history of dbd knows that within the past year and a half is when it started becoming slightly tolerable. Killers are different in their powers, survivors are just clone of each other with varying skill levels. A good swf can still 2 out vs a very good nurse with 2-4 slowdown on a map that favors them. The whole issue with solo q is that you can't guarantee what you're teammates are doing which you can in an SWF.

  • Will given that EVERY other animation (other than the animation you do after being hit/crouching) blocks the drop pallet/vault prompt should mean you can't cancel the dh animation to vault or drop a pallet with endurance.

  • Survivors were always strong, its not exclusive to SWF.

  • Its a complete removal for the uncounterable dh for distance but makes the "dodging" aspect a little more reliable. Overall a nerf more than a buff.

  • @egg_ said:

    Exploit? They killer is grabbing a survivor, which has a small window that grants others survivors the possibility to save. This is not an exploit in any form whatsoever

    It's not an exploit and if you think other survivors are around, instead of grabbing the person in the locker, go for them

    Fun fact they patched out locker flashlight saves then reverted that changed because it was complained about. Which is why killers like blight and ghost face cant be locker flashlight saved because their heads are physically more inside the locker.

  • As long as you can 99 heals resilience will never get a buff. And no "using new sloppy" really isn't a counter and the % lost per second should have been base kit. Idk why you can 99 a heal, keep bleeding for 20 minutes but you put that last part of a stitch or bandage in and you're "healthy" again.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022034#Comment_3022034

    Sure, 3 sec was fine 4 years ago. For consistency, let's bring back ability to use it without being hooked, while simultaneously being able to work on gens and perform all other actions.

    You realize thats what made ds op right? Just being able to work on a gen in front of the killers face and they're able to do nothing about other than eat a 5 second stun or wait out the ds. Either way I don't consider it tunneling if you're doing your objective and I've hooked people before I came back to you.

  • Getting grabbed off hook is already rare as it is unless you seriously ######### up and certainly doesnt need to be removed.

  • No I don't think so as dh will have an animation and will most likely not be able to vault or drop a pallet during it.

  • What was gonna kill the game was obviously BS dead hard for distance where the killer couldn't do anything about it. Now that it doesn't give distance and an endurance WITH an animation that means someone can't pop it before a vault and just get through scott free and a speed boost.

    Overall stronger vs blight and nurse or any killer that really has to telegraph their swings/hits but worse against m1 killers.

  • Only reason that DS was buffed to a 5 second stun was because enduring worked on it with the 75% stun reduction. So by the time your feet touched the ground the killer could swing again and down you. Now that enduring hasn't affected the DS stun for what.. 3 years? It's safe to say that it being 3 seconds will be fine.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021224#Comment_3021224

    1.8 seconds for 2 seconds off. Literally nothing to gain. Especially because they will just get on that gen as soon as you leave. Is it better than what it is now? Absolutely. But it's not enough to butcher some gen perks that were fine as is cough ruin and pop cough

    https://forum.deadbydaylight.com/en/discussion/comment/3021232#Comment_3021232

    They don't need to tap it.

    https://forum.deadbydaylight.com/en/discussion/comment/3021236#Comment_3021236

    It's 10 seconds of regression in terms of killer regression time but that doesn't matter. It's 2 seconds off a survivor that they need to get that 2.5% back... but it takes nearly 2 seconds just to kick it and get that off. There's no gain.

    Still better than nothing and since call of brine overcharge is gonna become meta probably that will just add up on the regression.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018033#Comment_3018033

    Thats all going to be the same except they just have to choose clser loops 1 second of iframes you can still walk over a trap.

    Its no longer I frames, its endurance and endurance isnt I frames just a temporary health state.

  • @Tatt3dWon said:

    Dead hard sucked anyways sb for the win with 99 which is dh on crack.

    For its original intended purpose yeah, but when you could use it for distance... easily the best perk in the game.

  • Well 2.5% is still 10 seconds of regression instantly, Possibly 12 seconds because they're increasing the amount of time it takes to do a gen.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021182#Comment_3021182

    That makes absolute no sense. Neither does the megs with 15 hours I get in my lobbies when I have crossplay on.

    ? how does that not make no sense? Its literally a soft cap to mmr which bhvr uses to matchmake you. It matchmakes you with the soft mmr cap while there's no hard cap so your mmr keeps building and building if you keep sacrificing or escaping. All because they value queue times over fair matches.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021153#Comment_3021153

    Guess my high is below 0 because if I was smart I would be getting good team mates

    Well that's what happens when bhvr introduces a horrible mmr system WITH a soft cap. So you're mmr could be something like 4k points but bhvr soft capped it to somewhere in the mid 1000's and thats how they matchmake you.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021126#Comment_3021126

    Ok, but can we not talk about things that happen in SWF? The problem with the update is for solo q not swf

    Its not only swf though... everything swf can do solo q can do if the survivors are smart enough.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021113#Comment_3021113

    You mean things that happen mostly in SWF and if got nerfed would be even worse for solo.

    Sure its more rare in solo q but can most definitely happen. Just being able to get 3-4 14 second self heals because of a ranger medkit and charge addons is not really that balanced.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020949#Comment_3020949

    Strongest doesnt mean OP. Specially considering everything else.

    Well when healings done right it definitely can win games. Ive seen games won because the sheer amount of body blocking and healing that was done. All this because healing was so fast that they kept drawing out the game long enough for a solo person to do all the gens.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020897#Comment_3020897

    They didnt have to buff botany either. Or they could cap the healing speed of self care like they did with COH so it doesnt stack with botany etc.

    Healing perks were already nerfed medkits dont need to get nerfed too. Survivors got gen speeds nerfed, looping nerfed, steath nerfed, they dont need more healing nerfs too.

    Even though medkits are the best item in the game rn? It just makes spreading out still viable even with the longer gen.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020879#Comment_3020879

    So it's just a "either buff or nerf", how about just letting stuff stay as they are? No one had a gun pointed at their head saying they had to change certain perks.

    And yes I ignored the rest because I did mention it on my original post.

    Well given they were buffing botany to 50% with the medkit efficiency being moved over to it, it had to be a chain reaction of changes. With the whole perk changes they're really incentivizing grouping up as overcharge can kill a gen extremely quick. And if self care stayed at 50% with the 21 second self heal provided by botany self care... yeah.

    I just hope they do touch up on medkits as if they don't it's gonna be the same problem of survivors being able to split on gens with little to no downside.

  • I see you ignored the part of "mostly made up of strong/op perks" but either way they dug themselves a hole. It was either buff self care and see way less Coh or buff CoH back to busted numbers. Actually now that I think about it they couldn't even buff self care either or else that would just indirectly make CoH stronger too.

  • Its stronger vs killers that have to commit to a swinging animation like demon rush, chainsaw sprint, nurse lunge out of blink, etc. But weaker vs basic m1 killers as its basically impossible to use for distance unless you're already licking the pallet.

    Also DH will have a 1 second animation that was confirmed on their twitter so you wont be able to throw a pallet or vault a window mid DH.

  • I will still stick by this, iron will was ONLY good because sounds in dbd just don't work. If they had more grass around iron will wouldn't do anything as I would hear something rustling in the grass and if they left the loop there's just no footstep audio of them leaving the loop.

  • Well meta is usually mostly made up of strong/op perks so.... But yeah idk why stuff like pop and ruin needed to be butchered as its just better to use pain resonance over pop now. And ruin just isn't worth a hex slot now cause its really not that powerful with base regression.

  • Well to my knowledge ds was only buffed to 5 seconds because enduring used to work on it so if you had enduring you could hit a person as their feet hit the ground. But when they changed enduring to not work on any stuns other than pallet stuns.... they just didn't revert that change for some reason.

  • @BenZ0 said:

    seems like math isnt your strong suit buddy

    They got it right. New pop works like current boil over now which idk what drove them to make that decision but bhvr things.

  • @AhoyWolf said:

    There was this pretty dumb reason BHVR once (or mabye more times) said that they don't want people to instantly p3 newly released characters.

    Even though you still can by saving challenges in the tome kek ######### w.

  • They can suck as its a constantly changing killer in one way or another. And some people think constantly having to re-learn collision wasnt worth it. Luckily collision really hasn't changes since the midchapter of artist. Which is the 2nd longest it's been just before the time frame of blights release to his POV fix.

    Then the dreaded trickster collision where it was genuinely horrible then what I consider his best collision, the RE chapter collision they quickly changed after pinhead got released.

  • To be fair it was either buff self care straight up making it better than CoH even more or buff CoH back to busted numbers. They kinda dug the hole themselves in that aspect.

  • @ich_häng_mal_rum said:

    Yes and it’s now a days clearly a very strong meta perk, which will make it even stronger

    STBFL is far from meta. Maybe when the perk reworks come out but in the current state of dbd... definitely not meta.

  • Not an exploit if its literally a strategy endorsed by the devs themselves. If they were exploits then they would be reportable which they have said in the past... isnt reportable.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018658#Comment_3018658

    60% of 100 is 60

    60% of 90 is 54

    Yes, its still a buff. 1 stack buff.

    STBFL only goes up to 40% at 8 stacks.

  • @SN34KYSQU1D said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018666#Comment_3018666

    (In case you didn't see my original suggestion above, I would ask that you do for context.)

    Then add another rule: if the killer is in chase, the timer doesn't stop. Either the Survivor or the killer must stop moving for the timer to stop, which incentivizes the killer to chase instead of camp, and the survivor can't just be cheeky and try to buy time by running circles around a hook. And this means a Bubba with a proclivity for kissing hooked survivors only benefits when constantly moving after another survivor.

    Once again the survivor can stay near the hook but not be in chase as chase only triggers when you hit a survivor or you are within what like 12 meters of them and they're holding the sprint button? Overall chase mechanics are finnicky as you can be staring at a survivor at a T/L running past the corner and no chase trigger but you just randomly get a chase notif from a survivor sprinting on the edge of your screen.

  • Hook camping is not an exploit at all as even the original tutorial videos encouraged camping though. Also longer hook times after they announced some good perk changes would not be a good. Like kindred base kit can be good but in the grand scheme of things doesn't really do anything cause once someone realizes the killer is camping they can just go work on the gen or can get overly altruistic.

    @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018642#Comment_3018642

    Any game mechanic is exploitable to some extend. And camping is a good example, killers exploit the current hooking mechanic to get as many survivors out of the game as possible.

    Without making an overhaul, DEVs can simply make longer hook times. They can allow survivors to see if the killer is near the hook, like outline the hooked survivor in some color or add some icon near it, so that other survivors don't know the exact location of the killer, but they would still know that the killer is camping. It should only work as long as survivors are, say, 32 meters or further away from the hooked survivors. As soon as they approach the hook, that outline should disappear. It will add some element of uncertainty (at least to solo, SWF groups already know if their buddy is being camped), but will still allow them to work on gens instead.

    DEVs can penalize Killers more (BP etc) for staying close to the hook if there are still unfinished gens and for hitting/chasing the same survivor that was just unhooked. They can reward killer for leaving the hook, the same way BBQ works now. Just make it a game mechanic, not a perk.


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