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Brokenbones

Brokenbones

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Brokenbones
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  • Old DH you could use the i-frames to ignore a shock therapy blast/static blast (It's as stupid as it sounds)

    New DH has no i-frames so this is impossible to do now

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098938#Comment_3098938

    Okay, this is the math I want:

    Tell me how long a gen would take to do right now if someone had OLD Thana.

    Then tell me how long a gen would take it do right now if someone has NEW Thana.

    How many seconds of difference is that?

    I already posted that math: (This is at maximum strength of course)

    80s gens. Old thana = 80/0.80 = 100 seconds.

    90s gens New thana = 90/0.78 = 115.5 seconds

    So a net total of 15.5 seconds.

    If you're curious how the math works, the 0.78 is the survivor repair speed (1 charge a second with the debuff penalty)

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098918#Comment_3098918

    By this very post, isn't the change to Thana a change of 2.5 seconds?

    You can't talk about the thana buff without taking into consideration the fact that increased gen times indirectly buffs the perk.

    Old thana with 80s gens was 100 seconds

    Old thana with 90 gens would've been 112.5 seconds

    For some reason they also decided to buff thana by that extra 2%, making it 115.5 seconds.

    No matter how you slice it, Thana at 4 stacks adds 15 seconds to a gen. That's not insignificant in the slightest.

  • Pros: It would mean BHVR is working with Netflix again, which probably 100% guarantees a return for Stranger Things

    Cons: literally everything else

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098903#Comment_3098903

    Survivors move at the same speed as before. The Sprint Burst on hit was reduced by 10%, it was literally one-fifth of a second.

    If you look at Thana before and after, the total buff increase is tiny.

    Technically thana was buffed twice

    80s gens. Old thana = 80/0.80 = 100 seconds.

    90s gens. Old thana = 90/0.80 = 112.5 seconds

    90s gens New thana = 90/0.78 = 115.5 seconds

    So the buff to thana added 3 seconds

    But the increased gen times also added an extra 12 seconds because of math for a total of 15 extra seconds total. Not a tiny buff if you ask me.

  • You can escape with the item to get a free 25k bp reward (or smth along those lines, you get a lot of BP for it)

    But you don't have to escape with it for the challenge progress, simply commune with the gylph in the basement

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096177#Comment_3096177

    Yeah, that hit through the pallet was definitely questionable too, I guess some could argue he should have just dropped it a smidge earlier since it was established ping was bad. I was watch JRM POV during the stream and that pallet hit was one of those "feels bad man" moments.

    I had a game last night with a huntress who i thought was cheating because their internet was so bad. They were lagging out so bad that it caused me to appear as if I was hooked 30 meters in the air on Ormond and I could move around floating at the speed of crawling. Literally had no idea where I actually was hooked.

    A bad ping nurse is genuinely one of the most infuriating things you can go against

    They'll blink and swing at the air that you were occupying a few seconds ago and the game registers it as a hit.

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096158#Comment_3096158

    I understand your argument that they could have just played it safe and taken it into account and be "accountable" for making mistakes by greeding stuff, but that hit that the myers got on Ayrun at the window was complete BS.

    It was a swing and hit after he had already vaulted the window and was moving, it wasn't even the end of the animation, but his feet had hit the ground and started running. I'm glad they decided to not count that game because that hit alone was kind of the big downfall they had. It was right next to the hill and should not have connected at all.

    I get people getting hit at the very end of the vault animation, that I can say is just part of the game, but a VPN killer isn't part of the game. The good thing is though, it has only happened once so far and since they set this as a precedent, hopefully it deters people from trying to VPN to ruin the challenge later on.

    Someone on the forums made a thread talking about how bad ping favours the killer and that clip is 100% a prime example of why

    I think JRM also had a moment where he dropped a pallet, the killer swung at the dropped pallet and got a hit. Like what?

  • I can't stop laughing at his build

    He brought Thrill and Undying purely to spite boon users

    There's something about it that makes me just laugh

  • They shadow changed some score events btw

    The only one I know so far is surviving used to give 5k, it now gives 7k

    There might be others I haven't checked yet

  • There's a few ways you can tackle the STBFL issue

    Here's some of my random ideas:

    • Increase the punishment for hitting the obsession AND make it so you cannot preserve stacks. Make it anytime you deal obsession health state damage instead of basic attacking them. This would provide more counterplay to the perk, the obsession being able to significantly lessen it's impact and undo the build up.
    • Limit stacks to 6 instead of 8, lessening it's overall impact but still making it a powerhouse
    • Give it some kind of condition with regards to hooks, I don't know what this could be but the perk is extremely powerful for camping - especially right now.

    idk many if not all of these ideas are likely unpopular but they are ways to solve it's core issues i think

  • @Laluzi said:

    I've seen a grand total of two Spirits since the update dropped. One of them was decent and the other was an obvious baby. And I'm already rank 50 in the rift, from about 85% survivor games, so it's not like I haven't been around the block. MDR's still busted, sure, but directional phasing dealt her a blow the vast majority of her one-time players are not willing to bother with.

    And of course Blights are everywhere. On top of being meta, he's the current tome killer. You have to play him whether you want to or not.

    (The Legions are driving me nuts, though. Such a slog.)

    Not to mention Spirit has more perks that counter than she did before

    Lucky Break, Off the Record, Bite the Bullet (kinda), Circle of Healing, etc

    Off the record by itself is enough to help vs a spirit because it has old iron will built in.

  • Is it possible this stuff has been delayed not because it won't be finished but because the results of this patch have prompted BHVR to plan something else?

    I was just thinking about why they would announce they're pushing back two changes that while I'm sure on the dev side have a lot of work put into them, aren't really super impactful on the game unlike the patch we just had.

    We're a week into the new midchapter, so far it's hard for me to get a read on how the game feels overall.

  • @Cybil said:

    What even is a gameflow improvement?

    I think it was just letting you browse the store/archives while qued up in a SWF lobby

    That's basically it

  • i don't get why the wiggle system change is taking so long, like

    Most people are already using it right?

  • If they want to balance it out, then they should just add a small cooldown to it instead

    Instead of resetting, maybe once you're unhooked the perk is disabled for a bit then comes back

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093476#Comment_3093476

    Survivors have been nerfed extremely hard consistently since the game came out. And in the meantime, there's been nerfs to only Billy and Nurse and everything one else has been buffed. Maps are so sparse now that I can run almost half way across the map before finding a pallet. Killers were already overpowered and now that killers have save the best for last as base-kit, killers have guaranteed downs now with no counterplay options or to extend the chase at least long enough so others can do gens. This is why every match is a massacre.

    Comms won't help solo Q IMO. SWF is only strong when 4 perfect survivors know each other, work well together, and have a coordinated plan. There's no reason why the game couldn't be more balanced so average survivors have a chance to win. An alternate way to escape like the old hatch would at least give some needed hope. Gens taking longer was bad and when you have oppressive killers getting several hooks before a gen is done, there is no come-back for survivors. Jumping ship to drown shouldn't be the only option.

    I don't know what the devs are thinking. Longer gens and more gen regression, buffed killers across the board, while completely gutting "essential" survivor perks like Iron Will, Dead Hard, Decisive Strike, Spine Chill. You forgot survivors didn't get replacements for any of these perks - killers did alongside MASSIVE buffs all across the board. Corrupt still as strong as it was, BBQ still gives the same aura reading. The only perk slightly nerfed was Ruin but killers got one is even better. Survivors didn't get a better Iron Will, or a better Dead Hard.

    For every SWF that says GGEZ, there is another killer slugging poor solos all on the floor and nodding their head, with 5 gens remaining.

    Everything survivors had fun to use is gone. I've given devs suggestions constantly and it falls on deaf ears.

    Solo is dead after complaining about it for over a year. This patch was horrendous.

    "And in the meantime, there's been nerfs to only Billy and Nurse and everything one else has been buffed."

    Except the nerfs to Spirit

    And the nerfs to Deathslinger

    And the several nerfs to Freddy and his addons

    And the nerf to Wraith

    And the nerfs to Pyramid Head

    And the nerfs to Twins and their addons

    And the nerfs to Cenobites addons

    So


    You're factually incorrect Sluzzy.

  • I was hoping it'd be fixed today but I guess it'll be next week

    It should probably be killswitched until then considering it's quite game breaking. It's also quite an insidious bug because it's not immediately obvious what's happening

  • @JackOfTrades said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092307#Comment_3092307

    There'd probably be 5 bugs in that. lol. (joking around)

    @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092303#Comment_3092303

    Yeah, it definitely needs some kind of buff. If they did add exposed, it would kind of make it a reverse Make Your Choice. I actually think that’s interesting! But if you don’t like that, it could at least effect both survivors instead of the one who healed only.

    Or @Brokenbones ‘ idea above! Just do something with this perk!

    I'd take basically anything, it's effect is both too conditional and underwhelming

    If I wanna make survivors oblivious, I'll run Plaything.

    If I want to know far away survivor locations, I have like a billion tracking perks that don't rely on me being a certain distance away.

  • @JackOfTrades said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092295#Comment_3092295

    Do you think they should change Deathbound or keep it? If perks aren't EVER used outside of something like an Adept, maybe a change should be done to make it more punishing to leave the area of 8m (just not exposed, please.)

    A random Idea I had was Deathbound making it so survivors affected by it can only heal each other and nobody else (Meaning no self heals either)

    So like let's say you have dwight and meg, dwight heals meg, screams from deathbound now dwight and meg can only heal each other and nobody else for the duration of the perk.

    idk something more thematic with the whole 'survivors have to suffer together' theme.

  • Don't know my MMR, but

    I have not seen this perk in actual months

    I physically cannot remember the last time I saw it, although I think Hawkins might've still been in the game at that point

  • EGC is there so the match ends

    That's basically the main reason it exists. That's why killers can open the doors once all gens are done

  • From my experience using it, it's only when the gen is highlighted

  • @AngryHobo2 said:

    I have spent a fair amount of time making progress towards calculating how med-kits and their add-ons work to try and prevent ''med-kit gamers" as I call them from leaving DBD. It just occurred to me though that Botany only gives you a 20% healing efficiency penalty and Streetwise gives you a 25% efficiency bonus. Would Streetwise cancel out the Botany penalty, or is there more at play here?

    Here's a screenshot of my table I am still working on:

    https://us.v-cdn.net/6030815/uploads/R31VLJNPJ3KA/medkit-gaming-chart.png

    @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089096#Comment_3089096

    Yes; what it does is it increases the efficiency by 25%, so with streetwise alone you’d only consume 12.8 charges for a full heal (16 / 1.25). Botany’s penalty reduces this by 20%, so you’d take 80% of 1.25 which would get you back to 1, thus they cancel, leaving the increased healing speed as a benefit.

    With botany alone, a full heal takes 20 charges since the efficiency then would be 0.8. A purple medkit with bandages would be 2 heals under that penalty, as opposed to 2.5 normally.

    Source ^

    Apologies for the double post

  • Someone on the forums did the math I think and they said it basically cancels it out completely

  • I'd rather face a Legion than a Plague when it comes to stuff like 'forever' builds

    I don't even dislike Plague, she's one of my favs but at least you can heal vs Legion if you have perks for it.


    I get why people think he's boring though, mending is more boring than doing gens because you're not progressing the game state, it's just stall. The time you spend mending can add up to a lot

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090463#Comment_3090463

    In what world does sprinting to a pallet when the killer comes towards skilful? I literally just press shift

    I guess you still have to loop the pallet, with no DH or other exhaustion perk you have to rely on fundemental survivor looping

    Which is much fairer and interactive for the killer


    It's not just a Sprint Burst thing, survivors pre-running to safety as soon as the killer is about to get close has the same effect in a way

  • It's a matter of context and agency imo

    You see a survivor Sprint Burst, now you know about it and can decide to commit or not

    With DH you'd chase a survivor and at any point during the chase, if they were injured they COULD dh. Due to the nature of the perk unless you saw them do something exhaustion related already you had to always assume it was there which led to the whole 'wait for DH' thing.

    Sprint Burst isn't the only perk that you can use to avoid an early hit in a chase, but DH felt like it robbed you of a hit in the middle of chase if you see what I mean

    Unless the survivor is really good at managing their exhaustion (Which is tricky to do and easy to mess up) then SB is usually reserved purely for the start of chase, not the middle


    I don't think Sprint Burst will be changed.

  • It shouldn't go away when you get hooked

    If it didn't, I'd run it all the time

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089402#Comment_3089402

    ooooor you just enter (and therefore infect) all closeby lockers as well, so the Plague doesn't know in which one you are!

    https://us.v-cdn.net/6030815/uploads/M5IU1U3SEKAX/image.png

    Now you're thinking with...

    Lockers.

  • @Mister_xD said:

    I'm putting my money on Team 2.

    None of them have any special interaction with lockers or an easy way of locating you in one and at least 3 of these Killers are not very rare to encounter.

    I'd have agreed with team 2 if Plague wasn't there

    You auto infect any locker you get into while sick, so unless OP cleanses/avoids infection it'll be tough to pull off

  • I can confirm they have not

    I played a match of Artist recently, there was a Zarina who had DH

    I m1'd her, it played the Zarina 'downed scream' audio but she got deep wounded.


    DH validation is still a thing, it's the only explanation for it

  • My money's on Team 1

    They are all basic killers, don't have any special interactions with lockers that might screw you over (Like plague, dredge, etc)

    These 4 killers are also played by newer players a lot from my experience

  • Discordance stocks are soaring

    With prove thyself dominating a lot of builds right now, you will get insane info from it

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086682#Comment_3086682

    In reality they have a slowdown perk or two and then No Way Out and NOED or Blood Warden. I was giving an example that nerfing DH because it gave a slight advantage while killer solidify their wins with perks seems silly to me.

    Circle of Healing was swiftly nerfed for killer mains a total of 3 times. BHVR didn't say that was "knee jerk reactions".

    But to demonstrate how they make a difference, they have been radio silent on their game being "unplayable" for survivors trying to enjoy the game.

    Again Sluzzy it hasn't been a week since the patch dropped, we might still see changes in a hotfix in the coming week. At the very least some communication.

    Also you're making progress, you finally admit having DH was an advantage. Good stuff


    Funny thing about Circle, they've nerfed it like twice (they actually nerfed boon radius in general at one point not just COH) but it's STILL the best healing perk in the game. No contest

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086631#Comment_3086631

    Mediocre killers didn't even have to learn how to use a perk. Slowdown perks automatically tilt the game greatly in killer's favor. This is why survivor is in a broken mess - there are double standards to balancing. Killers got more slowdown perks.

    Survivors didn't get another dead hard. DS was nerfed, perks don't even work endgame. But its OK for killer to stack No Way Out, NOED, Blood Warden. Those are no less uncounterable than dead hard.

    No developer wants bad reviews.

    Sluzzy you listed 3 endgame perks but you claim Killer is so easy they win before 5 gens are done

    Curious.


    No of course no dev wants bad reviews but they obviously understand what a knee-jerk reaction is. It hasn't even been a week yet.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086408#Comment_3086408

    DH never guaranteed anything. It was an entirely situational perk. At best in the open it bought you a couple seconds unless you used it at distance then you gained a few seconds. In the best situations for survivors it had to be used at the right moments to offer a considerable reward. You're comparing the plays of high MMR players which is not the norm to that of casual player's use of the perk which is the norm. Any expectation for the majority of survivors to improve up to the skill level of the 1% is unreasonable and will only be met with criticism and negative reviews. I looked at the steam reviews for DBD yesterday and today and was shocked at how many negative reviews this game has gotten since the patch when live. Clearly people are not happy with this and at the end of the day the only thing that matters for this game is satisfied customers.

    "entirely situational perk"

    aka being injured in chase

    That is the only "situational" aspect of the perk. DH was a huge safety net, a guarantee that even when injured you have the ability to prolong a chase. Before it was fixed I'd agree that there was no guarantee, because sometimes it straight up didn't work.

    But they fixed that.


    Also, again - """high mmr""" has nothing to do with it. Mediocre survivors could use DH to extend their chases by way longer than a few seconds. If you were using it in the open, you weren't using it correctly. That's on you, not the perk. I don't consider myself particularly high mmr but I know how to use DH properly and my teammates certainly did so, It can't be that hard.

    As for the reviews, I take it with a grain of salt.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086351#Comment_3086351

    It was used a lot, but did it guarantee anything? No. A killer could have 5 good games in a row but if they have 1 match where a team of DH users doesn't give them the same result as the previous 5 matches then they'll likely remember that 1 match more than the other good ones they had. Negative experiences seem to resonate more than positive ones in certain things. Its kind of a pattern in PvP games in my opinion.

    It did guarantee a lot, actually.

    It guaranteed you could greed loops

    Make it to windows by using it for distance (Which most killers had to just sit and take with no agency)

    I-frames that hard countered oppressive chase powers (Nemesis, Huntress, Victor and so on.)


    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086325#Comment_3086325

    The difference is there is still good killer regression perks worth using including the ones that got nerfed the same cannot be said for the other side not to mention they also buffed some regression perks and made gens longer across the board.

    There is only a "new meta" or lack thereof for one side, the survivor side.

    The meta is the same for killers as its always been and you even admit it in your response lol. You admit the killer experience is "tunnel and camp" and justify it by saying "its just the killer experience whether we like it or not" I'm sure you felt the same way about dead hard "Its just the survivor experience whether we like it or not" except no not really. Just add regression and we're at where we've always been for killer meta like you've already admitted.

    Stale tunneling, camping with regression on top of regression, but now its even easier to catch survivors because you have so much hand holding and get rewarded for playing poorly as killer.

    The meta has only changed for one side and I would not even say it has changed, they just made the only good survivor perks worth running bad enough to warrant not using them at all, leaving a hole where there used to be a meta, the meta now for survivor are the perks they did not nerf that were strong pre patch. Today it was DH that was OP tomorrow its sprint burst and so on.

    Even the perks they "buffed" are not worth running. There is still plenty of useless perks like Buckle Up that haven't even been touched lol.

    If you think this update is okay I suggest you catch one survivor as bubba while running MS, Deadlock, PR and Dead mans switch or NOED.

    This build alone allows me to fully face camp two survivors to death before they can even pop the last gen and then go out for a third one (assuming survivors are playing optimally, spoiler most of the time they do not).

    EZ 3ks just by catching 3 survivors a single time, but sure this patch is gr8 nothing to see here BHVR.

    I didn't say camping/tunnelling was the meta, just that they are part of the killer experience. The devs haven't (and likely won't) make it impossible to do either because they are tactics that should be discouraged/deincentivised but not outright banned. I think Peanits said as much that the dev team prefers to encourage killers to swap targets with stuff like endurance and the like. If it's not enough, I'm sure we'll see more changes.

    Also funny you mention me not saying the same about DH when DH is a perk, not a strat. You want me to justify something's existance on the survivor side? Looping. Looping is part of the surv experience, whether killers like it or not. There you go.

    As far as killers tactics go, are they effective? Of course they are.

    The problem with your build is Bubba, not the perks. If you have a killer who you cannot save against, then they are the problem.


    Besides I never said the patch was perfect or anything like that, I just disagree with the notion that BHVR 'doesn't care' when they could've just left the game as it was pre this patch and it would've been fine for a while. They didn't tho

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086357#Comment_3086357

    Noticed after posting T_T

    NOW I LOOK LIKE A NOOB IN GAME AND OUT OF GAME

    Easy mistake to make 🤔

  • Nah the reward gets increased for each tome level

    In level 4, the master challenges give 50/60k each

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085876#Comment_3085876

    This right here! A lot of survivor mains are essentially having to relearn how to play the game again after the last patch. Metas form as a counter to the opponent but it doesn't mean those metas break the game or make it impossible for killers to win. I'll never believe DH was as problematic as killer mains made it out to be. It never worked out for me half the time and I even stopped using it because I found better value in other perks.

    If DH wasn't 'that good' why was it used in 70% of games? Why was it the most used perk in the whole game?

    What I'm about to say isn't a dismissal of your opinion, it's just something I want to point out

    If you've never played killer (Esp m1 based killers) for an extensive amount of time, you might not fully understand why the perk was as complained about as it was. As someone who's lost entire matches because of this perk, let me assure you the frustration and cheapness of the perk was there and well earned.

  • There's a reason this perk has remained basically unchanged since it was created, bar the implenetation of exhaustion as a mechanic

    It takes skill and game sense to use it well and you certainly can't use it on command without heavy management of your exhaustion.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085658#Comment_3085658

    But what do they want the kill rates to be? I can tell you from my experience I have seen way more survivors die than escape. If the new survivor experience is to be them dying more than they used to in a match then survivor mains probably aren't going to be too happy about that.

    They say they aim for 2k 2 escape as a good baseline, but recent kill rate charts suggest most killers on average got 2k if a 50%+ killrate equates to that

    Perhaps the overall killrate of all killers combined across all 'mmr brackets' or whatever is less than that, no idea

    Maybe it's only slightly under where they want it to be, hence the basekit buffs

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085642#Comment_3085642

    You made a huge mistake with the DH, because it wasn't broken for years, it was broken for a very short time once they made it so that you had endurance when it was used. Previous to that it wasn't broke at all, you could get a little bit of a boost away from the killer but if he managed to hit you, you would still go down. So BHVR themselves broke it, then they refused to admit it was broke, and then they "fixed it" this patch but instead they broke it again making it worthless. Because who the hell wants a perk that can take a hit but at the cost of being so slow that you're gonna get downed right afterward?

    Pre-nerf DH was completely busted, it completely outclassed 80% of all perks in the game and was so versatile it was ran in 70% of survivor games.

    Current DH I don't really know how to feel about it. Not planning on using it


    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085642#Comment_3085642

    "stale meta" has not even been addressed, nerfing the only good survivor perks and making regression, face camping, and tunneling even stronger; that is not changing the meta.

    BHVR essentially removed any meta there was for survivor and gave killers an even stronger slowdown/tunnel/camp meta which is what they were already doing before, this patch only made the already stale killer meta even stronger and staler.

    Not to mention the only reason survivor's meta was second chance perks was because it was a reflection of killers play styles. Killers camp and tunnel so survivors run anti camp anti tunnel perks.

    What happens when you nerf those perks into the ground without doing anything to address the killer's meta?

    Killers will continue to camp and tunnel, but now do not worry about second chance perks because they're so bad. Now the average killer can throw on a few slowdown perks, over commit to whatever survivor they want while not having to worry about gen pressure because of their passive slowdown (which is essentially one big ass second chance on all the time they WOULD'VE lost while over committing.)

    Killers can commit and get rewarded with bloodlust proccing every ten seconds during chase (punishing survivors for playing well during the chase and rewarding killers for doing bad) on top of all other passive buffs they received. This patch was garbage.

    They nerfed all the killer mainstay perks

    Pop, Corrupt, Ruin, Pain Res, NOED, Tinkerer

    The meta IS different now. Maybe not in the way you like, but it's certainly different and still developing.


    As for survivor perks, the only three big nerfs were DH, DS and IW.

    Self care was already bad, they made it worse for some reason

    Spine chill's vault speed increase made no sense

    Yeah granted DS's stun time being reduced to 3s is bad, that's a change I disagree with but disabled during endgame is completely fair


    Both sides run perks to counter each other's tactics, this is not news to anybody - BHVR wanted to shake up the meta to make the game less stale overall. Yes people will camp and tunnel but they always have done. It's part of the killer experience whether we like it or not

  • I always thought a crutch was something that helps newer/inexperienced players but halts or doesn't help them get better.

    Like, in a metaphorical sense when you have an injured leg - you use a crutch to help with your mobility and to make it less painful but when your leg is healthy, you don't keep using the crutch

    Actual crutch perks in DBD are stuff like Unrelenting or Technician - they have effects that only help you when you're making mistakes that a good player typically wouldn't. Running these perks as a good player makes them useless

    I think DH and IW were perks that made medicore survivors do better but it wasn't because they were a crutch, it's because they were so strong they were substitutes for playing well. Same thing with NOED.

    That's how i see it, at least

  • @JibbyNeutron said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085650#Comment_3085650

    testing? This is going to stay. you dont know bhvr long enough eh. The only time they actually did a test and reverted it was the Bloodlust removal weekend.

    https://forum.deadbydaylight.com/en/discussion/comment/3085658#Comment_3085658

    DH was strong in the strong hands of survivors. It was usend 80% of the matches, but how often did we see a really powerful, succesful and impactful DH play? I saw it once a week if I dont count myself. Yes, chasing a survivor like myself who is already super annoying to deal with and also had the DH in the pocket was in some circumstanced game losing for the Killer. BUT:

    1) Why are Killers overcommiting on a survivor like myself who clearly is playing since 2016, preserves pallets, chains loops etc? Long before even DH was needed he should have left me alone

    2) Im top 1%, most survivors are garbo with DH and make no use of it. They would have been running the Killer with sprint burst longer because even a moron can use Sprint Burst

    I would frequently see 4 DH IWs in my killer games and would see at least 2/3 in my solo Q games since I never ran it

    DH for distance is super easy to do and was what I saw it used for the most. There was no counterplay to it


    It doesn't matter if ur top 0.1%, it takes less than 1k hours to know how to use DH properly. I've seen mediocre survivors extend chases they should've lost purely because of DH.

  • @JibbyNeutron said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085642#Comment_3085642

    Lets not blow it out of porpotion. The complaints came from a minor baby killer main echo chaimber

    It's not blowing it out of proportion

    Dead Hard broke the game for most of the cast, especially m1 killers

    It was so strong it was one of few perks that could help against Nurse and Blight


    It doesn't take a killer main echo chamber to recognise a perk is busted, it's 70%+ use rate is proof people knew how insane it was. No other perk was used that often

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085674#Comment_3085674

    Where does it say that the low killrates were in conjunction with DH usage?

    Oh that wasn't my point

    Sluzzy would always say that killer was OP etc when old DH was a thing

    But the devs said killrates were too low before this patch, when old DH was a thing.

    I wasn't saying low killrates were because of DH, but I do think DH plays a decent role in that given it's usage but it's not the full cause.

  • Circle + Botany makes your self heal 16s which is the same as another survivor

    Also run We'll make it if you want to counter the thana meta


    My healing build at the moment is Circle + Botany + Empathetic connection + We'll make it

    You can swap Empathic for desperate measures or renewal. Renewal if you want your build to reward you for healing, desperate measures if you want to counter the thana meta even harder

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