CaulDrohn
CaulDrohn
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3152525#Comment_3152525
Because every time you run into a trap while in chase, you know you didn't do anything wrong, you didn't make a mistake, but still get caught because you were unlucky. It always happens suddenly and unfairly. Every time this happens, it makes you want to let go on hook as soon as possible.
Half of the time I'm running into a trap it's because of my own stupidy, often seeing the trap but not reacting in time. So you can absolutely do something wrong. It's not that the traps just magically appear, the trapper has to set them. If you run into one, it's not unlucky, but planed by the killer in advance.
So if anything, be mad at your own shortcomings. It has nothing to do with Trapper being an unfair killer, that claim is just too hilarious to take seriously. If the trapper uses all traps for protecting a basement hook, then I would agree thats a bit obnoxious. But normal trapping of loops surely isn't. Maybe try playing Trapper to see how weak he really is and how rare it is to actually catch someone in a trap.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3151765#Comment_3151765
Sure, it's really fun running from the killer and getting caught in a trap you could have no possible knowledge of. Maybe he is fun if you play in SWF, but in soloQ it's an invisible death simulator.
But why do you call this "obnoxious"?
I can understand caling Doctors, Legions, Hags, MDR Spirit, Slugging Nurses, Hug-teching Blights, Face camping Bubbas obnoxious, but just running into a trappers trap? Like I already asked, if you find trapper that bad, which killer remains then, honestly? Every killer can play in an unfavorable way. Calling every remotely unfun killer aspect obnoxious leaves no room for a real discussion.
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I would really like to see my killer MMRs, just to see which killer I'm best and worse with. Of course I know from experience who I like and who not, but I would bet there are some surprises. Killers I really like to play and have bad MMR with, and killers I hate to play but have a high MMR with.
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@Junylar said:
Some people like the game in general, but hate broken or boring experience "certain killers" provide.
Doctor is obnoxious. So is Legion. So is Trapper. So is Spirit. So is Onryo. So is Dredge. So is Freddy.
Nurses and Blights will drown you in their sweat, not pleasant.
Maybe try fixing the game and making it more fun for all players, not just killers, instead of complaining about survivors not wishing to entertain killers at their own expense?
Whats wrong with Mr. Trapper? He's the epitome of a basic killer. What part of his limited kit is obnoxious to you?
If you think so about poor Trapper, which killer remains to be NOT considered obnoxious, then?
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@Steel_Eyed said:
Shadowborn and Lightborn are bad perks. Shadowborn is nice to have. Not at all worth a perk slot. I’m with the ‘put it in options’ people here.
Lightborn is a training wheels perk for beginners. It’s fine. Serves a purpose, but you won’t need it later on.
You call it training wheels, I call it insurance against flashlight bullying. Even if I won't "need it", it allows me to have more chill rounds.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151023#Comment_3151023
I lowkey love using coup de grace on huntress people just dont see that lunge coming, and its easy to save because most times you would lunge you just hatchet.
Absolutely. There are many high loops were it's difficult to hit with a hatchet (at least for a casual Huntress player like me) when the chased survivors knows how to loop it. So having some coup stacks as backup for that situations is really neat.
I generally like coup on many killers, it's one of my go-to perks when doing off-meta / Meme-builds (another one would be fire up, I really like the idea of getting stronger in the course of the match). Its so satisfying to down a survivor with a mega-lunge that they don't expect, esp. when they are exposed as well ^^.
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@Brokenbones said:
Would anyone be opposed to Oppression getting a buff that makes gens hit by it regress faster? Kinda like a mini overcharge/call of brine effect
It's current effect is nowhere near close to being worth an 80 second cooldown
We already have Overcharge and CoB for faster regression, I wouldn't add another perk for that. The nice thing about oppression is the time saved by not having to walk around to kick gens.
Imo, the cooldown should be decreased massively, 45 or even 30 seconds would be perfectly fine. Furthermore I would like if the affected gens would keep their difficult skill check until a survs works on the gen again, like with overcharge. So overcharge for the skill check on the kicked gen, and oppression for the skillchecks on the other gens (either imidiate or when next hopping on the gen). That would be nice.
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Just yesterday someone tried to shaming me for using Lightborn and Coup on my Huntress. I was just running random perks, and both of them showed up. Told him so, but wouldn't believe me. Guess he continued rambling about what a bad killer i have to be (3k btw, the one trashtalking me sacrificed), but I just left the lobby, since I didn't care.
But it's really surprising how much trahtalking / gloating you can get just for running Lightborn. I totally feel OP here. Sure it may be useless when no one tries to blind. But it allows me to have a game without having to mind being blinded at all. That alone is a great benefit for me, esp when also considering from what impossible angles you still can be blinded. I had a game some weeks where a hacker could blind me from behind, I wonder if Lightborn would have helped there as well.
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It sounds reasonable to blame the AA nerf on Nurse, but I would like to argue that the lingering aura effect stacked together with Starstruck and Lethal would have been problematic with any killer. Starstruck alone already has a great snowball potential, so allowing the killer to see said exposed survivors for some time after the hook would be insane.
The synergy of exposed + lingering aura is just too great for it being activated so easily, by just carrying a survivor. I can't think of another aura+exposed combination as powerful as this:
Hounted + Retribution may show you the aura of exposed survivors as well, but the activation is not under your control, so you are not guaranteed to have any survivor nearby. It may fail completely (retribution cleansed first) and can be used at most two times (with unduying).
MYC, Furtive Chase & Nemesis allows you to see the exposed unhooker (when the obession was unhooked). But you have to be far away from the hook to trigger MYC, and even with the aura the rescuer migth just hide away. You cannot faciliate it instantly.
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The second clip is exactly the reason why reassurance got changed after the PTB. So if anyone complains why the perk was nerfed, just show them this clip.
If you ever wondered, why can't we have nice perks / solutions to the game? Its because of people abusing the crap out of them.
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@ShinobuSK said:
Anyone can do the math? How much BP we save on one prestige level
Hard to calculate, since the node rarities are now also increasing with each prestige level.
In the past I assumed roughly 1.5 million BP for leveling from 1 to 50. So with node prices being reduced by roughly a third, it may be around 1mio BP then.
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Hell no!
Just think about the object hanging on the hook while being on comms with the other survivors. They would see both the killers and the team mates auras, good luck finding someone when the know you are coming even before they hear a TR.
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@Murgleïs said:
https://m.youtube.com/watch?v=vm2rzuOUKaA
Yep, the game is still survivor sided. All you need is actually trying to win.
You video fails miserable in proving your point. All the matches it shows were recorded BEFORE the perk overhaul, as can be seen by the use of old dead hard in the trapper game, and at least two scenes with event pedestals in the last match. So if anything, the video proves that the game was survivor sided before the perk overhaul, but it is totally irrelevant for the current state of the game.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3124233#Comment_3124233
I agree, i dont think the devs realised when nerfing DH to 0.5 how latency really can screw the perk.
I could never understand why they would bring back the PR + DMS combo back, instead of just fixing the bug with merciless storm. It's not so much of a "meta shake up" if they just revert previous killers combo. or maybe they would need to clarify it was only the survs that needed to be shaken up.
Even if you have to play a chess game to figure out how to combo new perks into something remotely useful, there are some new perks i still have no idea how they dont realise they will be instant E-tier/F-tier on release.
Take Jonah's Corrective action, you could fuse Corrective Action with Technician to prevent you and your teammates from failing skill checks and it would still be a horrible perk.
Take Yoichi's Dark theory, the amount of setup and luck you need to be able to use A 2% HASTE BUFF efficiently is shocking
I can chery picks underwhelming perks of recent killers as well:
Hysteria (Nemesis), Grim Embrace (Artist), Dissolation & Septic Touch (both Dredge)
These are also hard to activate or to get any use out of them. With Septic Touch for example, it's hard to even measure if it's doing anything.
So it's not just a survivors thing to get bad perks. But thats totally fine, not every new perk has to be meta. Thats not even possible or diserable.
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Maybe it's better/easier to base the survivor detection on the killer actions:
When the killer did not get any scoring events for 2 minutes per alive survivor, the remaining survivors are revealed by killer instinct, until a survivor is found / injured / downed. Does not work with one survivor left (just close the hatch then).
So with two survs you can stealth for 4 minutes, for three its 6 minutes, and for all four its 8 minutes. Since it gets easier to find someone when more survivors are alive, I think it's justified to have to search longer for the reveal effect. And the 8 minutes are long enough to do all gens and escape, in case a killer is afk and wants to force the reveal for whatever reason.
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@SuzuKR said:
When all survivors alive are hiding and refusing to even attempt to repair at all while hatch is not open (thus cannot start EGC), that is against the rules for (1) refusing to participate in normal gameplay and (2) holding the game hostage, which is potentially bannable depending on case-by-case circumstances (eg, new players not knowing better). This is not up for debate.
https://us.v-cdn.net/6030815/uploads/CH6X4J9S1JBD/8df77e76-092e-4cc7-bdcb-d896a9dca224.jpeg
Anyways, there needs to be better countermeasures in game for this. Even though it is reportable, it doesn’t help the killer player stuck in this game while held hostage by the survivors.
There’s a few different routes BHVR could go or any combination of with this, and probably more I haven’t thought of, and any other suggestions would be appreciated as well:
- Killer Instinct reveals survivors non-stop when a condition is met (eg, more than X seconds pass without Y seconds of Conspicuous Actions or being in chase or whatever) UNTIL the condition is met or a chase starts or whatever. For example with placeholder numbers: If more than [60]s passes out of chase where at least [20]s of that is not Conspicuous Actions, until they do a continuous [20]s of Conspicuous Actions or a chase starts, they are permanently revealed by Killer Instinct. The reason it is Killer Instinct is so it bypasses everything on purpose. They refuse to play, so they should not be able to hide by any means whatsoever.
- All lockers become blocked off to survivors at some point (eg, past 15m or past X minutes after there being a generator finished or whatever). Would prevent hiding and locker swapping, but has some problematic side-effects possibly.
- Game auto-ends and kills all remaining living survivors after X minutes if no generator has been finished since the last by then. Timer starts after each generator pops. Has some overlap situations with slowdown, but let’s be honest. If X is some big value such as 10 minutes, if 10 minutes has gone by without a single generator popping, either the survivors are refusing to play or the killer is locking down generators/survivors so well (whether with perks or not) that it’s taking an eternity and a half to accomplish anything. Might as well end and move next at that point. Something like 10m should be more than enough for a SINGLE generator.
I had another idea changing the idle crows a few months ago.
Currently you get idle crows when standing still, but we all now you can be doing nothing by running in circles etc. So the crows spawn rules could be changed, that they will spawn when a survivor did neither do a channeling action (everything with a progress bar, so repairing, healing, cleansing, saboing ...) nor was chased for some time. So like two minutes without being found or touching anything would give you one crow, another minute a second and so on. And if you accumulated a number of crows, you need to get into a chase or do a channeling action for some time / finish it (for totems / hooks) to get rid of it, so no tapping a totem or gen. Like with one crow, you need to do a gen for 20s, or heal someone, or break a totem / hook.
But maybe thats all to complicated, and we should aim for a more practical solution, like you solution 3:
If the game did not proceed for a set amount of time, EGC starts (with closed hatch and built-in NWO with remaining survivor count as stacks).
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3120356#Comment_3120356
have you tried darkness revealed? Do you think is a trash perk?
Too map dependant for my taste. You can get maps where it's super effective, and maps where it does not help you at all.
So I might run it for Huntress and Trickster, which have to interact with a locker, and maybe Dredge bc he can use the info instantly. But not really for other killers. It's not trash, it can be really strong, but you need the right killer for it, imo.
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It may be a slight disadvantage compared to regular skins, but calling that "pay-to-lose" is a little overdramatic.
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@ThatOneDemoPlayer said:
2 slowdown Perks? Are we complaining about 2 now?
Esp. when you think about that a sizeable chunk of the "usable" killer perks (usable perks -> the ones not being total trash / meme) could all be described as slowdown perks (not necessarily direct gen slowdown -> Sloppy). It can be hard to find perks worth running when actively avoiding gen defense, I know it is, I tried.
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@Carnivorone said:
https://forum.deadbydaylight.com/en/discussion/comment/3118286#Comment_3118286
If Jake has lost 10 games in a row because the update was too killer sided, then plays a game, gets downed within 30 seconds and DC's, says 'to hell with this' and DC's, then it is also the developers fault for making the game too difficult for survivors.
What is so hard to understand about that
Of this 10 games the Jake lost, how many were lost bc someother DC'ed or gave up on the hook? Bc when Jake does that now, he's dooming the other three survivors as well! When you say it is cool for Jake to DC, you also say it is cool for the remaining ones to have a miserable game after that.
Games being harder bc killers got buffed is just one side of the equation. Esp. for solo Q, half of the games you lose you do so bc your mates DC, give up or mess up badly. That's got NOTHING to do with killer getting buffed with the patch!
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3115730#Comment_3115730
Prove, SB and OTR are the meta. No contest. Good swf will only run 2 Proves and a 4th perk to fill a specific role.
Like I said, in my lobbies playing killer, there (currently) is still a wide variaty of perks used. SB sure is used more, but that to be expected when DH was nerfed hard. But I wouldn't say it's more prove than before. And OTR is used sure, but not universally by all survs as well.
You could say I'm probl. not high enough in MMR to see it, but I'm comparing against my experience before the update. Before the update, I got lobbys with (nearly) full meta builds from the survivors in like every second game. Now I cannot recall a single game where all survivors ran OTR for example. It's far more diverse than before, and also more diverse than Prove, SB, OTR all the time.
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With killers, ruin is pretty much non-existant now, which is a big plus in my book. To often the killers I faced had got tier ruin totem nowhere to be found, when I usually had it cleansed right at the start of the match. Tinkerer as well, I had one bubba so far with it, but thats about it. Pop also pretty rare, so when a killer just comes by a gen to check, maybe kicks it to apply Overcharge + Call of Brine, and you can hide from them, not much is lost. Much more Eruption, much more Gift of Pain now. So while gen defence perks are still pretty dormant, the individual perks changed alot. So if you define "the meta" as a set of specific perks, then the meta sure changed. If by "meta" you mean classes of perks, then gen defense builds are still the meta yeah. But there still more chase and / or info perk builds used than before, imo.
For survivors, DS is rare, DH is rare (the ones still using it know to use it well), less BT or UB. More SB and Lithe then before, for obvious reasons. But all in all very diverse, at least in my lobbies. I would say for the survivors, there's currently no real meta. Things still have to settle down for a new survivor meta to emerge.
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Generally speaking you are right.
But with jolt, you have to be in the TR to proc it. So there's a good chance the killer might check nearby gens and shy you away, which will trigger merciless storm blocking the gen. If you stayed at the gen to begin with. So I would say, it's far more unlikely to get into the situation where you have to do all 40 MS skillchecks with jolt compared to PR.
But nevertheless, maybe the devs might change that as well by giving Jolt the interruption effect PR has. Would be a slight buff and add some synergy with DMS as well. Might not be too bad.
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@MTH said:
Has this always been a thing?! Was at a window waiting to vault it but when the cloaked wraith was next to me at the window, it took away my option to vault.
For me, whenever I try that as wraith the survivors still somehow glitch through *shrug*
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3114742#Comment_3114742
They could add another objective like Gas to Gen...the traveling time would be greater than 50sec.
Plus split up 80sec on Gen to may be 20 Gas / 60 Gen. The Gen perks in general would be nerfed itself without fixing anything
Sure, but what has that to do with the thana nerf?
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@AarcvanDemen said:
Oh this is fun. Let's now complain about every killer perk that got buffed! They're about to post it all and they have started already. Thanatophobia was first, next will be Lethal Pursuer. The nerfs are going to be worse than the buffs are given to these perks. This just happened to Thanatophobia who nobody batted an eye when it was at 20% but when it got to 22% and everyone loses their mind. Now it's the most garbage perk in the game.
Guess what? Even if they had left Thana as it was without changing anything, it would have proven problematic with all the other changes from patch 6.1:
- Gens now taking 90s is a buff to thana and ANY slowdown combos.
- Stacking with other buffed perks (Gift of pain) without any max threshold.
- Chases being faster gives you less time to work on a gen.
Plague and Legion, which can utilize Thana well, amplify that issues. The thana nerfs were bound to happen, regardless of the previous buffs.
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@DBD78 said:
Yeah yeah I know it was OP, and this is not a "bring back old DH" thread at all. But you could do some crazy DH plays, and it felt fun to do. Now all other exhaustion perks are pretty boring gameplay. Press a button you run fast, vault and run fast, get hit and run fast longer, land on your feet and be fast..fun? Not really.
So my point here is we need more perks that is fun to use as survivor, that stands out like DH did and creates some variation in gameplay, without being OP. I hope devs can be a little creative and give us somthing fun that could stay as it is.
With "crazy plays", you mean DH for distance? Running towards the killer? DH on the spot? Bc. why should the killer hit you when you are immobile standing before him, thats just ridiculous! /s
But you know the most crazy thing? You can STILL do that with new DH (apart form DH for distance, of course), just time it well!
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What is winning for you? A 4k, getting much BP, feeling powerful, having fun?
I played Pinhead yesterday, using the addon to see my box, so i wasted much time just getting it to activate it's effect. Consequently I only got 5 hooks and all survivors escaped. Although having fun with it, I was a little down that I performed so badly, but then I saw that all players got at least 28k BPs. So honestly, is was a pretty good and fun match for all. Totally without camping / tunneling or sweating.
Sure not all games will be enjoyable when memeing around. But you also don't need to camp/tunnel all the time to have good matches. It all comes down to your expectations, what you want to achieve, what a "win" means to you. If you don't obligate yourself to a 4k every game, you will have more chill matches, at least in my experience.
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I second both caps.
A slowdown of 30% is already pretty punshing, not need to have more.
And (solo) heals in min. 8 seconds sounds reasonable as well.
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@MadEyePopo said:
@CaulDrohn you have brought forward an excellent idea and very well though out as well.
This would be an amazing improvement to the game.
Thx ^^
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3112799#Comment_3112799
They're refund coupons without fixed amounts, essentially. You already spent 3k? you can get anywhere from 0-4k (iirc?, havent done the math in a while esp with the cap change) in exchange for taking a chance on having a good game and wasting the offering spot. Its lootbox/gatcha fodder that gives you a chance of paying itself off at all, let alone granting an actual bonus. Just extremely poor design in every way.
But at least I get SOME return with them. Other (common) offerings are even more useless (luck, basement, fog). Sure it would be better to not have to buy them at all. But if I have to buy some of the lesser offerings, I pick BP ^^.
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@MrPeanutbutter said:
Tons of people have suggested removing useless items/offerings that nobody wants from the blood webs. These suggestions have been made on the forums for years. BHVR said they “heard us loud and clear” and implemented a grind reduction solution so that they could say they were addressing the community concerns, but ignored most of the community-suggested solutions and implemented their own solution instead.
You can debate whether their solution is better, but for many players (including myself) it really wasn’t, especially after bonus BP for BBQ and WGLF were taken away.
Sure, but know after the prestige rework devs have acknowledged it's an issue. So maybe they would go a step further, who knows.
I don't want the offerings removed, just bc I'm certain BHVR won't do that. Thats why I thought of another way to get them (aka a shop). If that was already suggested somewhere, I didn't know, sorry. For me it felt genuine enough to warant a thread about it :-/
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@HugTheHag said:
I alost never use offerings, especially luck-related offerings and map offerings.
I'd gladly see them gone from my blodwebs.
I'd even let go of maps and keys as well ! Make some space.
Don't forget about that basement offerings xD.
I can see the reason for hatch offerings, but never use them myself. Equipping them together with a key (moste senseful thing to do, since the killer will close it before you like 95% of the time) might just get you camped. I used both for getting a challenge done some months ago, and the killer really camped the closed hatch (one of the gates was there as well). I was to near to get to the other gate, that was so sad ^^.
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@Ryuhi said:
Most offerings are legit clutter, even the BP gain ones. Anything less than cake/pudding/streamers generally requires average gains in their said categories to break even at best, especially for bad categories like survival. They often end up earning less than you were even forced to spend on them, something that absolutely should have been addressed with "grind reduction."
I like to take BP offerings with me, even the brown ones. But thats more out of habit and bc I have them to spent. Would gladly live without them ^^.
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@HarlockTaliesin said:
If they get rid of map offerings, I'd be all for the shop idea. I'd love to buy BP offerings all day.
If map offerings were left in, people would buy stacks of the maps they play the best on, and we'd get flooded with repeat maps. Moreso than we already do with the "random" map picker. Loads of survivors running The Game and RPD, killers dividing up between Grave of Glendale and Midwich.
Yeah, map offerings could be problematic. Thats why I mentioned them together with a cooldown / purchase limit. Or, we could just have variable offering prices based on demand. The more an offering is bought, the more expensive it gets. So it will limit itself.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3111002#Comment_3111002
Yeah, I haven’t seen as many disconnects this week as last week but I did get a game last night where three people rage quit against my Backpack Spirit for no particular reason other than that I downed them. Literally I downed some of them, got some hooks, someone rescued one of the survivors, I walked back over and the rescuer was already disconnected at the hook by the time I got there and the rescued survivor also disconnected. No idea why other than being mad I hooked them? 🤷♂️
P.S. By Backpack I mean Agitation, Mad Grit, Starstruck and Forced Penance. You know, that old meta build. 😄
Maybe they thought you were hacking. SInce mad grit is used so rarely, when first seeing it in action one could assume so if they don't know about the perk. You wouldn't be the first one being reported for using Mad Grit and swinging like a maniac while carrying someone xD.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3110695#Comment_3110695
I’m too lazy to do the math so sure you’re right
No need to calculate anything. Just comparing the values shows thats its less slowdown in all possible situations ^^. So if you want to know if its worse know than before, its a plain simple "yes".
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3107603#Comment_3107603
It will mean that she's basically always going to have at least one fountain if the survivors want to deny her that perk. So it's gone from being decent on two killers to just being a plague perk.
Stridor is more or less a Spirit perk, so *shrug*
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Why not just reduce the cooldown? For me thats the most hindering aspect of the perk.
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@kaskader said:
This update can be quote in a single comment:
Devs: "We don't do kneejerk reactions"
.
.
.
This patch:
Forum members complaining day-in, day-out that BHVR does not care and never hears to player feedback.
BHVR actually responding to such a feedback in a timely fashion for once -> "Devs are doing kneejerk reactions"
~ DBD Forums in a nutshel
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@ElSegador said:
https://forum.deadbydaylight.com/en/discussion/comment/3110839#Comment_3110839
In that it may be, but Pop is hardly used anymore, it is a perk that right now has many better options, such as the Whipping Hook itself, a Pop from a distance, better, and with even a higher percentage in most cases, Pop yes which was meta and it was good to use, but after the changes, it's not as compensatory as might be expected.
Not saying that the new synergy totally compensates for the loss of the 15 seconds. Just that it's an alternative to consider now.
And I really don't understand why pop is so rarely used now, esp when other gen kick perks are used as well. When the gens are nearly finished, the time when you need it most, pop is as powerful as is was before. It's only in the situation were you don't really need it, that it's significantly les powerful than before.
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@RodDeWitt said:
One of the few (very few things) why as a surv I liked this patch was that the annoying PR+DMS combo finally disappeared. The devs mentioned that the purpose of this patch was to change the meta, and now they return this combo?
Yes, yes, I already know "just let go", of course! let me just say that to the random survs while i playing solo.
"But it's not that strong anymore, because now DMS only lasts 30 seconds" Yes! but now each gen takes 10 seconds longer so that combo is still just as strong.
"But now it's not so strong because survs don't scream anymore" Indeed, but the aura of the blocked gens changes, so the killer can know exactly where to go.
The purpose of gens now lasting longer in this patch is so that killers will use different builds and not gen slowdown builds, with the gens situation right now this combination cannot exist!
I know it's a pain in soloQ, but its really only JUST-LET-GO to break that combo!
It's funnny how everyone seems to know to NOT-CLEANSE, although it may be detrimental, but a genuine advice with no real downside like this is not known / ignored.
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Having DMS on 30 seconds actually gives you some window to apply pop on the affected gens. That wasn't possible before, since both had a timer of 45 and trigger at the same time. So you could say this nerf added synergy with pop as compensation.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3109361#Comment_3109361
2% is “far down” to you? 🤣
For 1 survivor: NOW 2% / BEFORE 5.5% -> Only 36% effective as before!
For 2 survivors: NOW 4% / BEFORE 11% -> Again only 36% effective as before!
For 3 survivors: NOW 6% / BEFORE 16.5% -> Guess what, AGAIN only 36% effective as before!
For 4 survivors: NOW 20% / BEFORE 22% -> Only 90% effective as before!
So for one to three survivors, Thana now only applies roughly a third of the previous slowdown!
For all survivors being injured, it's 90% of the previous slowdown
If you compare it against thana pre 6.1, it is only 40% effective with 1-3 survivors injured, and the same if all survivors are injured
So YES, it is FAR DOWN. Or what percentage do you find acceptable to call it that way?
Regardless of your answer to that, if the slowdown is less in ALL POSSIBLE situations, calling the perk BUFFED is some advanced kind of alternative facts, right.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108680#Comment_3108680
You make fair points, but for your two negatives for doctor, I have counter arguments
1) "But only in his Terror Radius". True, but doctor has the potential for the undisputed biggest terror radius in the game with add ons and perks. And if your not using those add ons and/or perks while also using DMS, then he shouldn't be using DMS
2) "Blast has a lengthy cool down" True but so does DMS. and while the two cooldowns aren't equal enough that its more then possible to get multiple DMS activations on the same gen.
I understand your opinion that DMS is better on Artist. I just disagree
1.) Fair enough. Still even with both addons and Distressing, you still cannot cover all of the biggest maps like red forrest. But you should easily be covering 4-5 gens, thats for sure.
2.) DMS is now down to 30s, I'm not sure but I think Blast is more like a minute. If you hold on to it until you hook someone, you can proc DMS instantly, sure, but I'm usually not that patient, but will blast whenever I'm relatively sure to hit more than one person. So there's a good chance (at least for me), that my blast is not ready after a hook ^^.
I have played neither Artist nor Doc with DMS recently, I guess I'll have to check it out again (not sure if I EVER played Doc with it, now I think of it). Let's just conclude, that both can utilize it pretty well. And who's better at it than the other is really not that important :).
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3109415#Comment_3109415
well do share your build im always looking to improve
Like I wrote, just all scourge hook perks, simply because there are now four of them, with the last change to monstrous shrine ^^. So its:
SH: Monstrous Shrine (free)
SH: Floods of Rage (from Sadako)
SH: Pain Resonance (from Artist)
SH: Gift of Pain (from Pinhead)
But beware, that one is way more "sweaty" than yours ^^.
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@Moodyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3109367#Comment_3109367
also if you tap m1 too much and stop doing the gens this happens
What the hell??
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@AcelynnBen said:
i know SoloQ has been rough just from my killer games MMR has been weird, but my survivors games strangely enough have been more random
But i always tend to escape, against most killers, and i gotta say something
PLAY FOR YOURSELF
seriously, i know survivor is suppose to be team based but ain't nobody playing for teambased, now of course if you see someone playing for the team play with them but if you see a dwight self caring in the corner of the map for 20 mins while u are getting chased or hooked, don't bother with em, if he gets hooked leave em and u aren't forced to run BT every game you know, run perks that help YOU and only you escape
now when i say that i don't mean don't do anything, do gens do stuff just don't take any protection hits or try to get the killer's attention because 70% the time u are gonna hit stage 2 before that self caring meg finishes healing
(i talk a lot about self care because even as a killer i just get annoyed when i find the same survivor healing in a corner for the 5th time, seriously just heal with your teammates its 100% faster)
its soloq u might get an amazing team that will help you and make sure everyone escape or get this
(and before anyone tells me that a sweaty build, im on sadako either i play with that build or i become worst than trapper, so please keep that in mind )
https://us.v-cdn.net/6030815/uploads/13UL5HYWC5F2/untitled.png
this game is the perfect example of what in oblivion is even MMR
2 people who know what they are doing, a very "FUNNY" Steve that teabagged at 5 gens at first chase yet fell for the simplest mind games but he managed to head on me once (glad the report button exists, oh wait ), and a dwight that has no idea what game he is even playing who also went toxic because meg tried to save him from basement
honestly if i was meg, i was just would just leave him and get hatch, im not forced to save him, hell he was just gen rushing himself by keeping the gens that i can easily patrol around unfinished (the meg did have a pig mask which i appreciate )
TL:DR play like you are playing killer, solo and alone, if u get help that's nice if not then carry yourself, if people get mad.....press the continue button, if u are gonna rely on your items and the killer has franklin's which is very rare, pray to the entity and hide
Edit : since people are saying wow the steve doesn't deserve a report FOR LITTERALY TROLLING AND RUNNING INTO ME not playing badly not teabagging because its funny but literally doing it on purpose while others are trying to play the ######### game , so hackers and subtle cheaters don't deserve one either? and i don't frankly care how anyone plays but since i play both sides i know how the survivors are feeling when its a 3 v 2 with one survivor contently going down INTENTIONALLY
"(and before anyone tells me that a sweaty build, im on sadako either i play with that build or i become worst than trapper, so please keep that in mind )"
Where is that build sweaty? Franklins is more of a meme, Corrupt is gone ater two minutes tops (do you need this at all? sadako needs no setup .. .maybe missing something here), TT is more of an information perk than gen defense, and Merciless storm is mostly stalling and a little bit regression. Perfectly fine for me. But who am I to judge, I usually run all the scourge hook perks on her ^^.
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@RbLen said:
https://forum.deadbydaylight.com/en/discussion/comment/3108385#Comment_3108385
Alright lad, legion perhaps wont be so bad. However you are missing the fact the perk is still bad on every other killer and giving plague machinegun vomit in solo que is a great idea if you want to kill your team faster. You are welcome honey buns <3
What is it with this irrational fear of corrupt purge? Yes it can be devastating in open fields or low loops, but that's not much different when facing huntress or trickster. And like the two, plague has a hard time puking on you in high loops or indoor maps. Heck, you can end her puke prematurely by pallet stun. Sure she will excpect that and respect pallets, but that you can use against her as well.
I'm under the impression many survivors players just don't want to learn how to deal with her corrupt purge, and thats why they repeat that stupid mantra of NEVER-CLEANSE, even when it kills them. The number of games I had against survivors that threw the game away because they refused to cleanse, even in the most dire situations, is really astonishing.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3108354#Comment_3108354
Except it didn’t change anything lol. It’s just trash for everybody else out Legion and Plauge, the biggest offenders are now buffed. They did the exact opposite of what the survivors wanted lol.
BUFFED? Did you even check the numbers?
<6.1: 5%, 10%, 15%, 20%
6.1: 5.5%, 11%, 16.5%, 22%
6.1.2: 2%, 4%, 6%, 20%
The rate is far down for 1-3 survivor, and just the same as before the balancing patch for 4 survs.