Bwsted
Bwsted
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- Bwsted
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Comp Survivors vs Comp Nurse... Nurse stomped like 9/10 times.
If you watched comp, that literally doesn't happen. That's kind of a weird thing you had to make totally up.
In the tournament without loadout limitations, the average kills were 2.
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Bruh...this one is on you. There's truth to the critique about refusing to adapt. Your major mistake was pressing that button. Yeah, that one that says "Play as Survivor".
Next time, adapt and be mechanically competent by not letting the mouse pointer slip outside the active area of "Play as Killer".
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SURVIVORS GOT NERFED BECAUSE OF BAD KILLERS... AGAIN
Seriously too many killers arent even bothering with objectives, they just running round the hook do basically nothing waiting for saves...
BHVR need to start tracking the actual objective progress in matches and see that alot of the player base just dont do chases and we shouldn't balance around those players.
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There's no gun to stick to. They never said anything about stbfl. They can do as they please.
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Don't quote me on this, but iirc if you unlocked the teachable back then ST was still in the game, then you get to keep the old flavor text. I might be completely wrong, though.
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You seem like the type of person who would like the social side of playing with friends as well as solo.
Playing solo takes care of itself.
If your friends left, your option is to find another game you can enjoy together.
For horror asymmetrical, there's so.e options: VHS, HSH, Prop Nights, Evil Dead and some others that are escaping me right now (no pun intended). Evil Dead is probably the best of the bunch.
Or, you can just say screw it and go all-in on an all-time classic. And by that I mean
VHS PornCiv V. -
It's a flawed argument however you slice it.
There's no United States of Survivors that could inititate some sort of mass covert operation to overturn the Free Republic of Killers. If you're observing defeatism, that's a pattern of the individual. And its impact in the stats is a drop in the ocean.
To convince yourself, just look at the numbers of community tome challenges. Then ask yourself what would be the impact of any given single survivor. Nothing. Now, if numbers of that magnitude were actually moving, that would be a symptom that a large chunk of the survivor population was affected. Which leads me to the next point.
Asking to ignore factual feedback is nonsense. It's a game that needs 5 players. The devs task is to make (reasonably) 5 players happy. If 4 are (factually) telling you they aren't by means of not even bothering trying in a match, then that must be looked into. Because it means that their voiced feedback was ignored before they actually resorted to other ways to espress it. It's never a good business move to take a ######### onto 80% of your customers. Because the next step in the feedback chain is to leave the game altogether.
Look at that Deathgarden. That's exactly how it played out after players' complains constantly fell upon deaf ears.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3092623#Comment_3092623
You need to get 5 tokens before Devour cleansed. Once you get 5 tokens, you are keeping them even totems cleansed.
Definitely game breaking. You need to make a bug report about this. It's more likely to get noticed.
But just in case @MandyTalk
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The problem with his take is that he literally plays this for a living and he just memes around when playing survivor. Some of his self-imposed challenges made him that kind of survivor very few would like as a teammate, if you know what I mean.
He goes in there with a mindset completely different from the casual gamer who's investing their free time for leisure. While definitely no one deserve to win without effort and knowledge, every player would at least like to have a shot at an enjoyable experience.
It's also a completely different way from how he approaches the game when he plays killer, where he actually tries to win, even when he tried challenges.
Secondly, his take about soloq is just shy of ignorant. Saying soloq was miserable pre-patch (true) to downplay the sentiment that now it's even MORE miserable, just completely misses the mark of why people are upset. Imagine you get beat up barefist by someone every day, but you push through it. Then, one day they show up with a baseball bat. Are you gonna say you should put up with the latter just because you did with the former and because both are miserable anyway? That's the essence of his argument.
Thirdly, the problem is not tunneling by itself. The issue is more complex. The problem with survivor gameplay is that most of what you do post 6.1.0 feels inconsequential to the outcome of the match and the interaction with the killer is flimsy and predictable and the remainder is to hold down a button.
There's camping first, where no one literally gets to do anything but hold m1, hang on hook, or 1-for-1/get grabbed. Then comes the actual tunneling, that most of the time doesn't translate to chase interaction as Scott tried to suggest, because of either overly oppressive antiloop or simply getting easily bloodlusted. In either case, the tunnel doesn't add gameplay. It's just a rehook simulator. And finally, there's the actual gen repairing that with the bloated repair time and with the plethora of regression just feel like an inane exercise, while someone else gets camptunned.
Finally, unless I understand what he said wrong, or the perk is bugged again, but Overcome is the single worst exhaustion perk you can pick if you want to avoid getting tunneled. You literally have no exhaustion after getting unhooked and as soon as the killer realized that's what you're running in your first chase, that paints a giant bullseye on your back saying "please, eliminate me."
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@C3Tooth said:
We never thought this day would ever happen.
That's not just a truth bomb. That's a goddamn nuclear warhead.
Also, Carmina is a cutie. Caw!
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It's too conditional. It's A tier ONCE it gets activated and that's the issue, alongside keeping it active.
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BHVR need to increase the amount of BPs for players that are playing the most needed role.
Don't worry, they will turn incentives back on.
But keep in mind, 100% more of a nickel it's a dime. Would you bother being used a punching bag in order to earn a dime, when you still won't be able to buy anything with it?
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Why many perks switches off at the EGC?
They're actually disabled at gates powered. So, even before egc.
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It might be a factor. But in general killer are stronger because this patch made them stronger and survivors weaker.
Even if you still run BBQ, you'd be a lot more lethal than pre-patch.
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This is more of an add-on specific strategy, not an Onryo playstyle.
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It's something you don't want your opponent to use. So, you try to shame them into not doing it.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3085244#Comment_3085244
The thing is Twitch has probably a 30+ sec delay between your game and their stream so you can't technically stream snipe. I found that out when I was playing survivor and wanted to watch another survivors Twitch stream after I got sacrificed and noticed there was a delay going on.
30+? Not at default. You can set the delay, but you can play without or even just few seconds.
Stream sniping and even more lobby sniping are possible in many instances.
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@BrokenSouI said:
The changes were healthy and good. I'd rather them get 2 out. Then go through the motions of exchanging, etc. It was never right to be able to have a free escape with DS and OTR
Free escape = bad. Free kill = good.
OK.
It's not a free escape. The trade is always possible. Especially, when someone has already been sacrificed, the chance goes up by a lot. It's a situation that could be contested by both parties, as long as survivors had the band-aid fixes for game design flaws.
It's not like camping and tunneling are disabled in endgame. Just the survivor tools to deal with them.
BUT the killer has nothing else to do... AND? Nobody is saying they shouldn't camp and tunnel in endgame. Just that the situation should be BALANCED and not a free meal.
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@Mekochi said:
Thing is, I don't think the BP incentive is going to bring people back, survivors were mainly leaving due to each game just being the same. The killer will either camp/tunnel or run a full slowdown build. Survivors got majority of their meta perks taken away right out from under them, and the only somewhat decent perk survivors have that got buffed was OTR.
In my personal experience, I just had back to back games of killers camping/tunneling. It's so stupid, I didn't even use DH other than challenges, and I never had to run DS, but now it feels like a requirement to run DS if you even want a slight chance of escaping even with the nerf.
I agree. I don't see the bp
bribesincentives to have much impact after the initial phase.They're capped at 100% which means that they're gonna be lower than that and they're restricted by mmr brackets. So, they're too conditional to rely on them.
And on top of that, getting double (best case) of 5-9k for a game where you either get camped to death, or hold m1 all game while someone else get camped and then you die too... well it's not gonna be worth the aggravation for most people.
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@Tsulan said:
Have been using Prove Thyself and Overzealous since the patch dropped. No one called me out on it.
Just saying.
You're crutching on those perks for your lack of finger endurance in holding m1 down. There, I called you out.
@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3080721#Comment_3080721
If it was always "Meta". Why wasn't it changed or touched during the "Meta Shake Up Patch". lol I've NEVER heard PT being called meta
It was often complained about on this forum. Not to the level of DH, but I'd say it was up there with Spine Chill, or just a notch below, in terms of grievances.
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@MrPenguin said:
How is this different from before? Killers always camped. The killers who camped before will camp now.
Until we reward killers for not camping/tunneling in a way that makes it stronger than camping/tunneling, this will continue to happen.
Survivors also play into camping a lot, so that needs to change too.
Instead they took away BBQ bonus and nerfed the gen kick perks, so there's even less of a reason to leave the hook than before.
Killers need a base incentive to leave that helps them down/find other survivors.
I'm honestly not sure you're serious or even baiting. Especially, in your last sentence.
This patch has literally buffed the killer chase across the board, from base interactions up to bloodlust. What base incentive do you want more to help a down, that you sneeze and the survivors fall to the floor?
You can implement how many incentives you want. The illusion that players will self-police themselves because 'incentives' is just that, i.e. an illusion.
The viable alternative to camping has been implemented. If players don't take it, then the task is not to overload that alternative, but to make camping not as viable.
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@GannTM said:
I wouldn't say Off The Record is trash but it might be overhyped a bit.
A supposedly anti-tunnel perk that doesn't do much when you're tunneled, but that can be forced when you're not tunneled, is trash. In design and execution. Especially when there's little reason to not tunnel, currently.
And overhyped. Mainly because players cling to the impression they got of the perk they got on PTB, which is not even close to the live version.
Your teammate having full BT is orders of magnitude better than you having OTR.
@Davenport916 said:
Endurance hits. Not sure how killer is supposed to counter 2 endurance hits in one chase potentially
That doesn't happen unless they can fully mend mid-chase and have a back-up endurance source that wasn't active during the first hit. The first condition can be skipped if the first instance was tanked with MoM. But the second condition still stands.
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Barring the fact that endurance is currently working as intended, so there's no abusing as is, could you explain what they were doing that it made you fell like they were 'abusing' it?
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The purpose was exactly what you said i.e. to make it unusable. So, you would stop using it and try something else.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079789#Comment_3079789
Thanks for explaining it i guess?
You're welcome.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079729#Comment_3079729
But the topic isnt about hook trading?
The post to which I replied was.
And one of the possible goals of insta unhooking is hook trading.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3079650#Comment_3079650
Insta unhooking is still a dumb idea to do with killers that hard camp. You want to waste a good portion of the hook timer on gens and then go in to hook trade.
If you can hook trade. If you go there and a stage transition is successfully forced, or worse a grab happens, it's a game ender.
It's still a pick-your-poison scenario. But seizing the moment for the unhook gives you a fighting chance to take aggro without trading.
As of now, sticking to gens won't work.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3079702#Comment_3079702
It's weird how such a big company with so much money doesn't have a dedicated QA team that actually works.
If profits keep flowing in regardless, there's no incentive to improve the product in a timely fashion.
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@ElleGreen said:
How have the devs not addressed this yet it is so unfun to play rn
They won't touch it for now. They usually let changes roll for a few months before doing anything. That's the trend. Can't admit they didn't test balance properly before pushing to live.
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Insta unhooking was the 2nd best strategy if the killer is going to camp.
1st-best was to stick to gens, but that no longer works. So, fast unhooks went up one spot in the list.
Considering that camping is meta, it looks like survivors are just adapting.
They're still gonna die, though, because the fast unhook is not really an efficient play in a vacuum. Just the lesser evil type of thing.
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079404#Comment_3079404
Well sry but I am not gonna let them unhook or get away for no reason lol
Good for you for not sticking to their rulebook. Now, what is the point of making a thread about survivors not sticking to your rulebook? I kinda hear sounds of pot and kettle.
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@Marigoria said:
@Grandpa_Crack_Pipe @Bwsted @GeneralV @deKlaw_04 @Phasmamain @Pulsar and @Tsulan was quite enjoyable to play with even though his takes are pretty bad.
Edit since I forgot some names.
The feeling is mutual. Too bad I'm just a forum warrior these days and I don't touch the actual game.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3079220#Comment_3079220
I do know how it works but as I said suffocation pit.
If you know how it works then you know that it can't be a go-to, as one can't simply choose to go there.
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Its main effect is still the stealth. The endurance has been crippled too much, as optimal strategy is to put survivors in deep wound immediately, or after 5 sec at the latest.
BT is still the better option, which works in endgame too. But it's an altruistic perk that requires relying on others to have it as well. That's where OTR fills the niche and baits solos into a Prisoner's Dilemma.
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That's not how it works. They can only select McMillan, not Suffo specifically. Which means they might get stuff like Shelter Woods or Coal Tower too.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3078950#Comment_3078950
I've been playing pig, wraith and myers mostly. I can say wraith is almost as bad as before I played 2 games and lost both. I was facing legacy skins and some insane loopers in those matches thought. First match was not terrible with 8 hooks and 1 kill but the other was in red forest and one girl connected every loop so well and used new dh perfectly I could not bait it out as she always waited the hit. I definetely should chased someone else in that match but she cost me that game so I wanted to kill her and I almost succeeded but she had off the record and dh so she basically had 4 health states and teammates took protection hits at the endgame so everyone got out. I ended up having 5 hooks in that game.
Legacy skin and perfect dh sound a bit iffy. Like hacker iffy.
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Yes. This is a well-coded bug-free game with a working MMR and fine-tuned balance, after all.
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Incentivizing in and of itself doesn't work.
Ask Deathgarden. When faced between the choices of two paths to a victory, players will just resort to the Occam's Razor option and to hell with any and all incentives.
There's no reason to forgo an efficient strategy, that has been made even more efficient in the update, for something else that is merely 'incentivized' and requires more effort. Camping and tunneling do work and are less of an inconvenience than any other approach.
If you want incentives to actually push in some direction, you also have to put effective obstacles to hinder other pathways. Otherwise, it's just wishful thinking (like the devs have for this update).
Because in the end, despite very few be willing to admit it, almost everyone values winning above anything else. Which includes being willing to win in the most trivial way, even if that comes at the cost of sacrificing every game interaction.
Give players the option to secure a win by simply pushing a button and they'll eventually all take that option when faced with actual risk of losing. The only difference will be in the timing.
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No. At least, not directly. It might backfire indirectly if you manage an early elimination and then you end up 1-hooking some of the remaining survivors.
Proximity to hooked survivors does hurt your chaser emblem directly.
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They don't NEED to camp or tunnel any more - but they still do.
6.1.0 is a lesson that giving people a positive reason not to play this way does not have an effect.
We didn't need 6.1.0 to tell us so.
Bhvr literally had a gigantic reminder of that. It's called Deathgarden. And they still went ahead and chose to ignore it.
Players will always default to the path of least resistance to victory, regardless of incentives to deviate. If you want them to deviate, you have to put resistance in that path, not make it more viable and hope that magically they decide to accomodate some imaginary empathic system of kindness.
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@dugman said:
They’re very unlikely to change anything right away unless it’s clearly game breaking. They’ll want the new metas to stabilize and everybody to get used to the new system before measuring where it’s ended up. I can’t imagine they’ll tweak much until after it’s been in place a few months.
Given the trend of the last 2-3 years, they will take about 4-6 months before addressing balance issues, as long as there are no major bugs or unintended features.
Unless, the devs see a clear dip in their bottomline aka $$$$. In that case, they'll get on top of things faster than a ########.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3073469#Comment_3073469
But that's not my point.
The BP bonus might be bugged but that doesn't change the queue time aspect.
Unless it's the matchmaking that's really bugged and despite being lower in numbers it still takes survivor longer to find games.
A supposedly bugged bonus would, by all means, skew queue times. Quite simply, because more people would be encouraged to queue up for the incentivized role. While also assuming that it's the role with shorter queues, as that is how the bonus was advertised.
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Brace yourself, your OP is gonna rustle some jimmies. Reality often has that effect.
I literally called this one out multiple times before the update. Said this was the obvious meta that would be enabled. It was very easy to see it coming too, I'm not some kind of prescient.
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The options are to hit the rescuer twice, or the unhooked twice.
It's a very straightforward nobrainer choice.
An early deep wound will take care of DH and any other endurance effects like OTR, MoM or a Styptic.
And you will get an additional stage on a survivor, getting ready for elimination.
And DS in it's current state is all but an afterthought.
And that's assuming the unhook is allowed in the first place, or stalled enough to force a second stage.
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Not the same. Camping is stronger now.
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There's a bug like that. Very rare one. Usually, from the survivor perspective, beside lacking the chase sound, there would just be the heartbeat without the tense proximity music.
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@M4dBoOmr said:
could "we" please stop with this daily nurse thread ? it's getting old
Well daily DH threads worked out, however old they were getting. I
It's a discussion forum and people discuss whatever DbD subject they like. It doesn't mean you have to like it too.
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The notion that bloodlust resets when a killer 'uses' their power is actually a little bit of a lie.
All killers work like Dredge. Bloodlust doesn't reset if they cancel the action (Billy, Huntress, Doc, Clown, Demo, Nemesis, etc.). Very noticeable on zoning powers. I haven't tested it om Dredge, but the only thing that shouldn't happen is for him to build BL while holding his power. That's it.
I suppose, initiating your m2 isn't enough of a 'conspicous' use of your power if you're the killer in order for it to reset your bloodlust. Even if the m2 used in that fashion does indeed affect the chase. Meanwhile, DS does deactivate if you even just tap an interaction that resets completely, like totems. Or, even if you sneeze. But not if you get healed completely. Because.
Don't worry. From next patch, BHVR decided to buff bloodlust. Because it's clearly a good mechanic and design. And nerf DS.
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It should just work like Lucky Break. If that's balanced, then it'll work for IW too.
Timer, recharge and 100% silenced grunts (but makes breathing sound). Remove the exhaustion condition.
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That's no exploit. That's just how interactions work. If a survivor is interacting with something, the killer won't be able to and vice versa.
They actually had to make an exception for resetting pallets with Any Means Necessary.
The hitbox thing is just high-quality coding /s. You just need to aim at their butt instead of torso. That will hit them even if they let go of the heal.
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The guy is a performer, not really a cursed character.
Also, I don't think I could take it seriously as I'd have flashbacks of when I saw CoF live and he was awkwardly moving on the stage, not really sure of where to go or what do.
It didn't help that they played after Moonspell who obliterated the place. One of the tightest and most brutal performances I've ever witnessed.