Bwsted
Bwsted
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- Bwsted
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Look into Peanits recent comments. There's one about the roadmap being all that we'll get this year and that solo Q improvements are on the back burner until after that.
So, there will be nothing for solos for at least a year.
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I don't think Michi is terrified🔦🔦🔨
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It should have no downsides or at most the normal regression you already get on a failed skillcheck.
It's a training wheel perk. The extra penalty is completely illogical.
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Only if it's the logical play. Also, if you get unhooked and I just find you, I don't consider that forcing a DS and in general I would just slug you.
Lastly, with the new DS being disabled when gens are done, expect everybody who runs it to use it offensive 100% as there's the only way to get any value out of it.
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It would just do basically the same thing as BT does.
But it is meant to be a self bt essentially with some stealth. It's strong on ptb because it stacks more than intended, but it won't be like that on live. Now, you just wait 5 sec and swing, or just hit then right away if you're high mobility. Then you tunnel through a bad DS which they might not even have.
@ThatOneDemoPlayer said:
The biggest problem with OTR is that you can get all 3 MoM Stacks in 1 chase
It requires too much set up and that you eat also some DH along the way and someone injured in protection hit range. It's a game throwing stunt.
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Well, I do it because I'm bad at looping so joke's on you.
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I'm officially complaining about Nurse in 3, 2, 1, engage complaint.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3041095#Comment_3041095
Stale? It's not even live yet. Tens of thousands of players don't even touch the PTB. This is hyperbole.
Secondly, you only think perks are viable/unviable because you are holding them to the standard of the old meta.
It's stale because it's already the same effect as we have on live, only with a make-up job.
Viability is measured as having an impact on gameplay. There's no reason to run 90% of the reworked perks, let alone those that haven't been touched.
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@WesCravenFan said:
No.
The previous meta was insanely stupid and it needed to die. It's not just about a new meta, the old meta was broken and it had to go. Especially Dead Hard and Iron Will, perks that fundamentally altered the base fabric of the game.
New meta is broken as well and already stale. They actually reduced the number of viable perks to choose from and the viable ones have the same goals of those they replaced, only different names and flavors.
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When they recoded Nurse a few months ago the add-ons got bugged.
Then they fixed the part about extra charge time not being accounted for, but missed the extra speed which was never part of the effects when she had gotten her add-on pass way back.
So, they either don't want to admit they forgot to patch it the first time around, or they don't know how to, like so many other bugs.
Or, they genuinely believe that range add-ons needed a buff even though they were even banned in comp when they weren't bugged. This wouldn't surprise me from BHVR. What would surprise me is that they didn't simultaneously nerf Pig while buffing the strongest killer in the game.
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@tippy2k2 said:
I don't have PTB since BHVR does not feel like console gamers deserve it but isn't that always the case?
It's the case when a new chapter drops and everybody wants to try the new killer in the ptb. Or for reworks, like Doctor's.
This ptb is a mixed bag. So, results may vary.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3037839#Comment_3037839
So we just pretending OTR isn't a buffed version of DS that can be used multiple times and is a free endgame escape? Okay then.
OTR stacking as in the ptb is confirmed unintended. It will just be a self-BT and the meta will be to swing immediately, to then down and tunnel through an inconsequential DS.
Overall, anti-tunnel is arguably weaker than current BT+DS on live. It just doesn't appear like so because PTB is bugged and endurance stacks.
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To make you use another perk so they can call it a meta shake up.
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Even if I'm taking a break from the game, when I saw that question it rubbed me the wrongest way.
Credibility goes down, kill ratio goes up (citation).
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Technically, you're not participating in gameplay.
If you do it once, they won't ban you. If you carry on over multiple trials and you get reported, they could take action.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3036516#Comment_3036516
Which will do nothing to solve the problem.
They need to add "recovering a full health state" to conspicious actions.
They also need to make it so endurance effects of DH and MoM cannot be used while in deep wound.
DH causes deepwound itself anyway so it already shouldn't be exempt.
MoM doesnt inflict deepwound because its seen as a niche perk with a high cost. This is not the case anymore, now that various endurance effects make it incredibly easy to score 3 protection hits in rapid succession.
I didn't say it was going to solve anything. I said what I think they're gonna do, given precedents.
And they already said they're not adding recovering a health state to conspicuous actions. Which lead me to believe I'm reading their intentions correctly.
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I'll go with the extremely strong.
Legion
Filthy blade and whatever you want.
Corrupt, thana, and pick two out of (it might depend on add-ons) gift of pain, overcharge, jolt, sloppy (sloppy does help when they start to heal because the gen debuffs are too much).
Plague
Whatever add-ons you want.
Perks: same as above minus sloppy and gift of pain. You can add call of brine or pain resonance.
P.S. unlikely to make many friends. But anyone who runs that is probably already used to that.
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Down to 60 sec, probably.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3033715#Comment_3033715
Five second base kit BT. Is that enough time to reasonably reach a tile from every hook? Don't think so. OTR will be a necessity for every survivor.
The timer starts running while still in the animation (same as live version). So, it's not actually 5 sec. I'll just throw that in here.
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@Pulsar said:
I do not see how this could be detrimental.
I do not particuraly wish to play against a Killer with over 150 ms of ping and I also do not want to DC.
Survivors should be able to see the Killer's ping in the pre-match lobby screen, just like how Killers can see their own ping.
Unironically, in a stream where they explained hit registration, they said that 150ms ping is pretty good.
Barring that facts that their own ping check system would give you a yellow bar for that lag, and that if you repeated that statement to any players of any reaction-based online pvp game you'd immediately be treated as laughing stock, I wouldn't hold my breath they'd go through with that change if I were you.
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@ACleverName4Me said:
https://forum.deadbydaylight.com/en/discussion/comment/3029203#Comment_3029203
Camping was the orginal way to get sacrifices. Before a playable tutorial there was a video of a trapper on old coldwind farm who caught a meg and camped her to death. Do with what you will with this information.
Well. It come and goes. It doesn't mean that what was originally intended couldn't be recanted later on. If we go down that road, there was even a loading screen tip, now removed, that suggested hooking in shack basement and then trapping all entrances. The devs didn't have a very clear view at the beginning of what was enjoyable in this game (getting camped is not, I don't think that's contentious). Indeed, later they moved in the opposite direction when they experimented with the hook timer pausing, which they abandoned.
As for why the devs are doing what they're doing in this update? I believe they genuinely don't understand all the ramifications of certain things they do and how the game plays. Otherwise, they would've never talked about camping in the update, only tunneling. And even about tunneling, they nuked DS for no reason, made OTR and... that's a story for another time.
Maybe they think that a system of incentives will discourage camping, in the form of longer gens and shorter chases. Which buffs non-campers but also campers, which is the crux of the matter and where the concept fails. We've already been there with Deathgarden. Discouraging a strategy does nothing if you can just win anyway with less effort by adopting said strategy.
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It's definitely something that could work. They probably see it as possibly making OC too powerful, which is a bit debatable.
Endurance is something you gain overwhelmingly more often when you're unhooked.
Any other situation, you're injured and without exhaustion available. Which, by itself, is an issue that would still hold the perk back.
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@cyniChris said:
That's what the devs are trying to do - buffing killers so it it feels like less of a necessity to camp (or tunnel), rather than punishing it. The vast majority of killers will do it significantly less (after a bit of adjusting) and only the ones who want to camp (or tunnel) right off the bat will do it.
As for banning, nah. If they start punishing killers, they'll have to punish stuff survivors do as well, and that's a whole other mess nobody wants.
That's unfortunately wishful thinking. There's no honor code that makes people play against the path of least resistance to a win. We've already been through this in Deathgarden. First with insta execution and the hardcore camptunneling. The devs (BHVR) literally refused to address the issue at first and literally said that they just advised against playing like that, because it would net fewer bp (incentive that failed). Turns out every hunter didn't give a darn because they could simply win. It's human nature. Eventually, the issue were addressed because it was unavoidable. Only a little to late.
As for the banning part requested by OP, that would be preposterous and unenforceable anyway.
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@Peanits said:
They're not gone or forgotten, they're just on the backburner at the moment. We revealed this very early on and it hasn't been slated for any particular update yet. The rest of the year is already booked with other changes- the ones mentioned during the anniversary stream & in the roadmap- but we'll come back to it once we have some time.
The QOL changes for the foreseeable future are here, in case you missed it:
You revealed something that you weren't planning on implementing for at least a year. That's cold-blooded.
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@Mandy said:
You can still hook trade, it's a bit more difficult to pull off successfully but it's doable.
We will be watching the feedback to all these changes very intently and things can be adjusted prior to the PTB going Live - so please test things and let us know.
I mean, you're basically admitting that you've buffed camping with that, then.
In a dev update where you supposedly were going to make it less advantageous.
Maybe buffing the attack cooldown AND nerfing the speed boost is overkill when done together.
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This is a suggestion I can get behind. But they're proud of their green rework and said they don't players to feel obliged to run perks for the extra bp.
So, if anything, they're more likely to remove bonuses from the other perks as well.
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If this is accurate, it would just make BT mandatory again. Great change of meta.
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I would have to see it, but if the description is accurate it's almost trash tier.
It would work only to tank ranged attacks and at range, with the notable exception of Deathslinger.
In melee range I'd just need to backpack the survivor and wait for the end of the animation. Vaults won't make any difference if you wait for the vaulting animation to lunge.
It might work a little bit better at pallets if the killer is lunge happy. But at that point, it's better to take your chances with pallet validation, which is more consistent than DH validation.
Again, I reserve conclusive judgment after I actually see it.
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Power wind-up animations are often scuffed and desync'd from the survivor perspective. Very noticeable on Huntress, who often looks like she has Babushka even when she doesn't. Same for Slinger. Nemesis has a bug where he literally whips invisibly. Silent Bubba chainsaw is still a thing. Sometimes for Billy as well.
It's been like this for quite a few months.
Could it have been a cheater? Sure. But this is DbD, where spaghetti code makes it impossible to tell features, bugs and cheats apart.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3028693#Comment_3028693
uh, I doubt 2% more reduction is the game changer.
I think it's basekit buffs.
That's on top of increased gens basekit. Plus whatever else slowdown you want to use. And mending simulator on top of that.
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Even if the were, which is debatable, new Thana is going to turn the tables. Then Legion will have the last laugh.
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@FatallyIconic said:
A good start would have been to remove hook grabs. It's honestly ridiculous. If a killer is camping they should only get a trade at most. Currently, hook grabs are very generous and you can be grabbed even when the unhooking bar is full.
Technically, remove hook grabs AND interrupts (i.e. stopping the animation during the channeling). That would actually give a chance against Bubba, Oak Haft Huntress, etc.
And it would still give the killer (any killer) the trade. So, they're not getting robbed.
Unhooking should just be queued up like a fast vault on window without any channellingwhatsoever. Once it's done, the animation plays out, but you will get any and all damage during the process.
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It is being addressed.
They increased gen times to reward camping more and lowered attack cooldown for easier trades/unhook denial.
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The wording of the achievement is misleading.
It doesn't count when a survivor steps in a trap. You have to grab a survivor while they're trapped. Walk up to them and press spacebar (or controller equivalent).
I suggest add-ons like wax brick, fastening tools and honing stone.
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@Fuzzycube said:
I agree these are kind of ruining the event for me, played 6 matches and not 1 gold chaser, last match I got 4K and every hook I ran as far away as possible but still not enough. :(
Kills are irrelevant for the chaser emblem.
Just play Legion if you won't to get rid of this challenge. You literally can't get worse than iri even if you tried.
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@malloymk said:
Just start all four survivors on hooks.
What if they kobe and rob the killer of a hard fought and well earned 4k?
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@Coordi said:
https://forum.deadbydaylight.com/en/discussion/comment/3027292#Comment_3027292
Trying things out is most of the fun of the PTB! 😍Won't know how it works if we don't try it, right?
That's exactly why I want to. The update notes says changes were made specifically to address those. So, I can't know how it works out if I don't test it.
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Facecamping and hardcore tunneling. No kappa.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3026881#Comment_3026881
Ah yes, one of those who think survivors should just stand still and give free hits
They usually don't like to implicitly admit that they were wrong by reversing changes.
They'll probably do a number tweak at some point and pretend everything is good. Maybe increase the hook timer, or maybe setting DS stun at 4 sec. And they will also nerf something else, most likely OTR, to throw a bone to everyone.
But with this patch, they're putting into DbD many of the issues that killed Deathgarden.
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@Aven_Fallen said:
I dont think that the escape rate is that different. From what I remember, they once said that the escape rates as SWF are higher, but not by that much. So 50% compared to 80% is too much.
However, they dont really care about SoloQ and their latest Dev-Update shows it. I am surprised that they did not nerf Kindred as well, because they claim they know why some Perks are used, but this does not really reflect in their decisions.
SoloQ will be more frustrating and I am at the point where I think that anything below a 4 man-SWF is not really worth to play as Survivor. I can just imagine how frustrating it will be that a Gen was kicked with Overcharged and you have no way to tell others to stop it regressing...
Iirc swf escape was about 15% higher.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026641#Comment_3026641
Sure u can. Doesn’t mean u should.
also, its no “misconception”, u gotta work together to reach a common goal. U cant do all 5 gens alone, be chased by the killer all by urself for the whole match.
If a player is removed early from the match, most likely everybody will die as well. The higher the mmr the truer this is.
This is not about you or I feel about how the game should be. This is about how the game is currently intended. And in that case, there's only one goal for survivors i.e. escaping. But it's not common unless they decide that for themselves. Survive with others, or not.
Survivors are not a team, you can argue that however you want. But as surprising, counterintuitive, or upsetting as that fact could be, it doesn't change due to how you, or I, or anyone else feels about it.
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@ShinobuSK said:
You really think devs dont know who is solo and who is swf?
They do. They just don't seem to care.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3026468#Comment_3026468
No? The killer can play however they want; they're the only person on their team, and if they get kills, it worked. Survivors that do nothing and wait for their teammates to die aren't performing their role and generally get their teammates killed through inaction. Nobody liked hatch campers and nobody will like Sole Survivors.
Survivors can play however they want as well (within the rules).
There's this misconception that they're a team. They're not. They're 4 individuals who can decide to cooperate or not and who can change their minds at any moment. As long as they're not actively sandbagging, they're allowed to be as selfish as they please.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3026621#Comment_3026621
I did notice the Insta axe can’t stack with the belts anymore. Not that I used that build very much.
She got an add-on pass. I don't know if it was during your break. However, her base power is the same, which I assume it was what you were referring to when saying she felt slow.
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@Advorsus said:
I actually just made a post about this.
Off the record, dead hard, DS, and mettle of man with a Sceptic brown med kit is gonna probably be pretty broken.
Get unhooked to get off the record, body block for MoM stack, if the killer catches up dead hard to gain endurance again and a speed boost. When they catch up again sceptic to eat a hit and gain a speed boost again. Then go down and DS them.
That means it'll take 4 hits in a single chase to get hooked again. 5 if you can fit in two more protection hits during that cause you'll have MoM. It's ridiculous
That won't work. Endurance doesn't work while in deep wound. Nor you can use a medkit, which would also deactivate DS anyway. You'll tank the first hit only and then go down.
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She's the same. Her animation can be a bit scuffed on the survivor side, but that affects other killers as well and it's the servers being what they are.
Other than that, it's just the long layoff affecting you, I would guess.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3015052#Comment_3015052
Yes, this exists. But it is a Perk and they changed a game mechanic (time to repair a generator), so they should add another game mechanic (increased Hook timer).
Off the Record does nothing against a face-camping Bubba for example. At worst, it is a trade for Bubba.
https://forum.deadbydaylight.com/en/discussion/comment/3015070#Comment_3015070
I dont know about 80 seconds. But if they increase the total time needed to repair 5 Gens by 50 seconds, they should increase the total Hook timers of all Survivors by roughly the same amount.
So 65-67 per Hook stage would be something. I mean, if you want to nerf facecamping really hard, you can increase the Hook Timers dramatically. But I am more aiminig to make it roughly the same as currently.
The fact is that chase potential has been buffed as well and DS took a huge hit, that OTR doesn't make up for. Chases are shorter and increasingly so as resources are consumed. It's gonna be safe to substantially increase the hook timer. If I put pressure on your teammates, they will have to rescue and the timer will be cut short anyway. And since I can down faster, I can achieve a net gain.
Substantial hook time is realistically the only incentive to leave the hook without having to rework game mechanics. And with increased gen times, it would be fair to killers as well.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3025594#Comment_3025594
I entirely disagree with many of the upcoming changes - longer gen repair times being one of them. But survivors shouldn’t be entitled to free escapes because of X number of stackable second chance perks in the end game. If multiple survivors reached that point, they can rescue their teammate through good teamwork and basekit altruism.
They messed up DS not by making it deactivate in end-game, but lowering the stun and not compensating elsewhere. That’s when second chance perks (in this case, a pure anti-tunneling perk) should shine.
Edit: not to mention survivors can still make rescuing plays with flashlights and toolboxes in the end game, and still have other perks to help prevent a hook.
As for entitlement, there's none. They need perks to counter tunneling. That's how the game is designed. Tunneling is basekit. Countering is band-aided with perks. And it's not a free escape, as the trade is very likely. But without perks, the outcome where all get out would never be possible, which would be terrible design.
If you really want to talk about entitlement, then by taking out anti tunneling tools in endgame, you are the one who's implying the killer should be entitled to a kill by virtue of standing at the hook after failing to stop the gens. Removing anti-tunneling in endgame allows for situations where a killer could literally go afk all game, down someone and guarantee the kill. It's the same flaw that obliterated Deathgarden, i.e. a game where you rely on your team but the team can't help you.
And come on, flashlights and toolboxes. This is the same reasoning of survivors telling killers to use lightborn or mad grit.
I mean, I don't want to drag this out. So, we can agree to disagree.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3024674#Comment_3024674
Fair, but BT and OTR need to be disabled in the end game just like DS. Killer options are far more limited in that time.
This reasoning leaves a lot to be desired when the new changes go live.
With increased gen times and chase potential it makes little sense to punish the survivors for completing gens now that it's harder to achieve. There’s still the unhooker in endgame. Why should we disable all anti-tunneling options in endgame, barring mini BT which is going to be very hit-or-miss? Perks are the only realistic defense they have against tunneling, as bodyblocking is countered by many powers. They have to commit their loadout for something that is basekit for killers at all times.
It seems to me like it would literally leave the unhooked with marginal options, while, as I said, the unhooker is still available. And they had to complete a longer objective to reach that stage of the trial.
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Well, that's what I'd define as it didn't come out right. No pun intended.
It sounds like this was on console messaging, correct?
If that's the case, you should be ok with bhvr (don't quote me on that), but your platform provider may take some action.
Good for you for apologizing for an inadvertent comment. Next time, take a moment before typing. It's easy to be misunderstood over the Internet. And if you didn't tunnel, well maybe just say that.