Crowman
Crowman
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@sizzlingmario4 said:
Thana is dead imo except on plague. Legion now you just need 1 survivor to heal up and it mitigates most of the penalty. Not worth it.
I think Mettle of Man change is a nerf. Sure you need 1 less hit but you have to not progress the game in order to use it once it’s ready and the killer can see that you have it since they see you before you use it now, not after. Horrible rework imo.
I don’t really see why pain resonance + storm was a problem, but okay.
DMS is also pretty bad now on most killers. But I’m happy camping as artist w/ it won’t be as strong anymore so I don’t really mind too much.
It's still easy enough to counter on Plague due to the fountains, but at least Thana Plague can force survivors to feed her corrupt purge.
But overall, Thana is basically dead. MoM is basically dead. DMS is bad on it's own, but okay when paired with PR.
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The perk is basically useless outside of a situation where you have 1 stack, are healthy, and the killer is carrying a survivor to a hook. In which case you can take two hits for the survivor and likely get them to wiggle out. But you could also do that with no set up using Dead Hard or a Styptic Agent.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3106548#Comment_3106548
Mettle of Man is only useful in saboteur builds, I feel like it
Sabotaging is a Conspicuous Action so it would deactivate the perk and if you take 2 protection hits while a killer is carrying a survivor to a hook, that's usually enough for them to break free.
MoM is basically now only useful as a breakout build. Where you follow the killer while they carrying the survivor and take protection hits so the survivor can break free. Anything outside of that is nerfed because the conspicuous actions.
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@Chilli_man2400 said:
Also they buffed mettle of man and nerfed Dead man’s switch. Pain resonance was buffed
MoM is a nerf. Sure it takes only 2 protection hits now, but you can't work on a gen, rescue a survivor, heal a survivor, etc. It also can't combo with other endurance effects either. On top of that, the killer now sees your aura when you have MoM endurance meaning they know to ignore you since you can't do anything useful while your aura is being revealed.
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Killer instinct only exists on killer powers with the exception of Spirit having an addon that gives her power killer instinct. Personally I don't think Spirit should have that addon, but that's a different issue. Killer instinct is fine being uncounterable, because it's tied directly to a power.
Aura reading is not tied to any killer power and is granted by addons or perks. So it's fine if there are perks that counter auras.
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I wouldn't say the perk is bad. It's pretty good for what it does. It's just hard to use it in solo q, because it's a perk that's highly dependent on coordination to get value from it. Solo Q teammates don't know you have it so they can't really play around it.
I would just give it the kindred treatment. Allow the perk to pause both your second state and pause a teammate's second state.
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I ran into a P21 survivor who turned out to be a hacker. I would remain skeptical of anyone sporting above P20 right now. I've seen a few P17s who didn't do anything out of the ordinary and likely just hyper main that character.
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@dspaceman20 said:
I think the incapacitated status effect is too long.
Also does vigil effect the timer incapacitated status too or not.
The perk does not list incapacitated as an effect it reduces, so I would assume no.
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I don't think it's overpowered. You do have to kick gens to actually get the eruption to proc.
Though I will say the incapacitated duration being 25 seconds is just kind of a bad change. Eruption isn't easy to play around as a solo survivor (especially compared to old pr and dms) so getting locked out for almost half a minute of doing any action is just a bit too much.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3103133#Comment_3103133
I think saying "that's your fault" is a little unwarranted.
Remember, the Killer was tunneling me, so I was in and out of chase. I did the best I could, given the situation, and I was not even aware that Tier 3 would be the default.
Survivors currently have full control over the deep wound timer going down.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3103121#Comment_3103121
I wouldn't have had enough time. When I finally got a chance to try to fully mend, I only had a sliver of time left on the deep wound state and was still snapping out of it.
Snapping out of it is 12 seconds.
Deep Wound duration is 20 seconds.
You have roughly 6 seconds since you have to stop to snap out of it and can't immediately start mending upon finishing snapping out of it to mend. If you let the deep wound timer get too low before starting to snap out of it, that is your fault. In those situations you'll have to get a teammate to mend for you.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3103120#Comment_3103120
It's been around for at least as long as the Doctor Rework.
It was a thing before the rework, but there wasn't many ways to apply deep wound back then. It was just Borrow Time. So it was a lot harder to have someone in T3 and deep wounded than it is now.
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It's intended. When they made the deep wound duration shorter they intentionally made it long enough that you could still snap out of it and self mend.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3103091#Comment_3103091
But nerfing iron will because other similar perks were not used is nonsense. There are always one or two perks that are better than others in the same role. With that thinking you would be constantly nerfing the best perk of the bunch until they are all useless.
Is like saying kindred is broken because is better than other aura reading perks like dark sense or deja vu
Think that 60% of survivors perks are weak or very situational to use so there always be perks left out
The different between aura reading perks is there's not an aura reading perk that unconditionally shows you the aura of others with no limits. Iron Will was an unlimited unconditional silence effect. Strong effects like that need to be limited in some way, because a team of 4 survivors can all bring the perk. Iron Will is now on par to the strength it should have had with the only disagreement I personally have is the exhaustion part of it not being needed at all.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3102970#Comment_3102970
If dbd was a game where the killer purely relied on sound to locate a survivor, i would say "yes, it's strong". But killers have aura reading perks, addons that do the same, the advantage of seeing scratch marks and blood of the injured. People are reacting like Iron will was some sort of invisibility power.
Iron will was a good perk? Yes
Iron will was totally broken and needed an utterly destructive nerf? No
Iron Will was being used while other perks that something similiar were not. The devs nerfed it solely because it was being overused. Now the other silent perks can be used without Iron Will straight up being better them than.
This isn't some sort of "Iron Will is OP". Iron Will was doing too much for a perk with no conditions or limits and now it's not. You have other options for silent injured sounds, use them.
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@Sparks741420 said:
use iron will.... oh wait... they nerf'd that too... like it really really needed a nerf because apparently its "broken" smfh
Iron Will made perks like OTR and Self Preservation never see use, because having a perk that makes you silent unconditionally was better than perks that make you silent conditionally and for a limited duration.
Iron Will 100% deserved the nerf it got, because a perk shouldn't just unconditionally permanently remove sound survivors make. You have alternative options you can use if you want completely silent noise now that Iron Will no longer does that.
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Not to mention the faster opening of chests also only applies while injured too
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@dugman said:
Yes, if you record people who are obviously intentionally missing every skill check that is reportable as Unsportsmanlike Behavior. You would definitely have to have recorded the match though and it would have to be really blatant so there's no doubt it wasn't just them accidentally messing up.
Pretty sure it would be griefing
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Camping doesn't need to be punished. It's avalid strategy. The only thing is it might be too effective and against some killers there's not a lot of room to actually go for the save. So there's a warrant to nerf the strategy so it's less effective overall, but no need to punish it.
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The number of gens is irrelevant to what a killer decides to do. Not to mention the gen left number isn't accurate since a killer could hook a survivor and start camping while 3 gens are halfway done which is 3.5 gens left effectively.
There's really nothing wrong with camping or tunneling, but bhvr really needs to give more for survivors to play against it.
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@ExcelSword said:
I believe Iron Will deserved the nerf, but disagree with how it was done, exhaustion is a bit overkill.
I think it would be nice if Iron Will reduced the distance a killer could hear an injured survivor, similar to technician and working on gens. Or if it also reduced the audio of uninjured survivors.
That's effectively what reducing the sound of injured pains by 75% accomplishes.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3099833#Comment_3099833
what about the survivors(like my self) who didn't use deadhard or any of the meta perks but still having hard time after this patch?
Your three teammates were likely using dead hard. Even if you weren't the one using it, you are still likely affected by it's nerf to how prevalent the perk was.
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Rancor is not aura reading. It just reveals your location.
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@Zeidoktor said:
You could make Dissolution work by faking your Shock Therapy to force the pallet vault. Trick them into trying to get it before the shock sets in to stop them.
Survivors can slow vault to avoid the break which if you are trying to power fake makes it easier to do with cds. I ran dissolution on Doctor and honestly wasn't impressed. Most loops you can use your power to deny and the ones you can't you just need to break the pallet and continue on. Plus Doctor does nothing against survivors who just leave the tile which is the main counter to dissolution
Dissolution on Clown is something to consider since Clown can make it unsafe to leave the tile.
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You d/c once per a day and want to remove the penalty, shocker.
No the penalty exists for people like you who d/c frequently.
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Nah.
I've had a survivor d/c on their first down (and the first down that match) when there was 1 gen left.
Survivors aren't giving up because games are frustrating.
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The problem with reducing the bleed out timer is you'll incentive killers to just slug survivors and not hook them.
It takes 2 minutes for a survivor to die on hook if they never get rescued and survivors getting rescued means you have to chase them again to rehook them.
If you reduce the slug timer to 2 minutes, why would you bother with hooking?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3096836#Comment_3096836
Hmm ... maybe you are right, as I havn't tried it a lot, but in my experience survivors still jump on any exposed Hex totem they can find asap. Usually once you have accumulated 3 hooks and get your first down, Devour is gone about 15s later, max.
I'm not saying it will live to 3 stacks in every trial, but there's a lot less reason for survivors to just cleanse totems at the start of the match right now.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3096816#Comment_3096816
To be fair, there is also Devour Hope ... but good luck getting use out of any Devour build more then once every third game... Hex builds are so 2019.
Actually I would say Devour Hope is probably in the best place it has been since boon meta.
With ruin not being present in most games and many killers opting to throw on haunted grounds, cleansing hexes is the most risky it has ever been. Meaning survivors are more likely to wait to cleanse hexes until they know what you are running.
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@Sharpefern said:
This perk has definitely moved down in usage and I think will continue to do so. It wasnt that BBQ was supposed to turn into a bad perk just that people would stop squeezing it into every build but because people are used to running it they will continue to run it despite the lack of BP for a while. When it comes to the information perks I would think its the one with the most counters, being within 40 meters, hiding behind a gen, or going in a locker. I know personally for info perks I have swapped it out with Darkness Revealed on Huntress and Trickster and Floods of Rage on basically anyone else as they are just stronger perks most of the time.
I mean it was run 30-40% of the time prior to the patch and now I would think its probably closer to the 15-20% range based on my sample of survivor games.
Not to mention we got a decent side grade to BBQ called Darkness Revealed. It does have it's faults as some maps just don't have good locker placements, but it doesn't require a hook meaning it's harder for survivors to counter it and can help you catch survivors hiding around the hooked survivor waiting for you to leave.
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The nerf wasn't to make BBQ never used. It was to make BBQ less used. BBQ is still useful on killers who can reasonably get value from the aura reading. I doubt you are running into Hags or Trappers using BBQ anymore.
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I don't think there's anything in the game that prevents interacting with exit gates besides No Way Out.
Even Incapacitation which functions very similarly to Madness 3 still lets survivors open the exit gate.
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Unless you want iron will to be limited duration like lucky break or conditional like self preservation, it can't be 100%.
Removing all sound is a strong effect and it should never be something survivors can freely access. The 75% is a good spot as if you take advantage of ambient sounds on the map you can still lose the killer.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3095490#Comment_3095490
None of those were nerfed.
Calm Spirit got a sidegrade so that you do actions totally silent but they take a little longer because you're being more careful.
Pharmacy can now proc as many times as there are chests in on the map, that's a buff.
Botany Knowledge got a buff to 50% and its 20% item reduction is just to keep you from making it even more ridiculously overpowered with Medkit add ons. It's certainly not too much to ask that you have to equip a charge quantity add on to make up for the extra 50% healing speed Botany Knowledge is going to give you with a medkit.
Pharmacy was nerfed.
Pharmacy gave an unconditional 80% faster chest opening and reduced the sound of opening the chest by 8m. Now you only get that benefit while injured and since old iron will doesn't exist anymore that means killers will easily hear your injured sounds.
And while you can in theory loot multiple med-kits now, you have to hope your teammates haven't opened the other chests to benefit from this.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3094627#Comment_3094627
Yeah but the whole wiggling system is already done, the system already exists and its what most people have been using for months now, adjusting the great skillchecks is less than 1 week worth of work (would even go as far as saying its 1 day worth of work), worst case scenario they get rid of the speed increase and make them give extra BPs.
That's why I suspect they are adjusting wiggling as a whole since one of the reasons they nerfed boil over to 80% was as a temporary fix as to not be oppression for console killers.
But even if you believe this feature only takes a single day of development time, the fact is they aren't developing this is over other things they consider more important hence the push back.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3093882#Comment_3093882
But 7 to 9 months for something is already in the game?, what else can they adjust there that requires such amount of time?.
Well you have to remember, it's not like they are only developing the wiggling stuff. There's an upcoming chapter and the next mid-chapter (that these were originally planned for) so it's likely something on those is requiring more resources to finish on time and they had to push these things back since it's a lower priority.
It happens in development.
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@IlliterateGenocide said:
Because he is weak.
I will agree people exaggerate on how hard it is to get to t3 tombstone or permanent t3 tombstone.
And tombstone piece is already bs even if he is weak.
So hopefully when they buff him they can remove both those add-ons.
I don't see him being weak a real valid excuse for it not being removed. BHVR just takes forever to address problems in the game and often they don't touch addons unless they are touching the entire kit (or items for survivors). BHVR hasn't done anything significant with Myers in years. The last time he got any changes were some really minor addon buffs when they were buffing a bunch of low usage addons across the board.
We kind of just have to wait for whenever BHVR gets to looking at Myer's kit which iirc has been stated they plan to. But until then he's likely going to go unchanged until then.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3094081#Comment_3094081
The thing is when COH was at its peak, the games wouldnt last like +30 min to end like now so even if you had a bad time, the match was over soon so you were not forced to dc.
Even if the survivors would flashlight click or teabag on door, they wouldn`t leave you to bleed for 5 min on the floor.
Even if in the end you couldnt kill a single survivor, you could still chase them and try to hook them for the majority of the game, which is far more engaging than sitting on a gen for 3 min because the killer has thana, call of brine, jolt, pain resonance, dying light.
I'm not ok with DC/RQ but it is not the same as it was with COH
IF survivors were solely rage quitting against forever builds you would have a point. But they are not solely rage quitting about forever builds and I've had experience of many games against non-legion/non-plague games with 0 slowdown perks leading to survivors rage quit because they got caught out and downed really quickly.
People keep using forever builds as an excuse for these rage quit, but it's far from being accurate to what is actually happening.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3093623#Comment_3093623
i get the supply cases part, but why the rummaging?
also adrenaline still wakes you up so apperently it s not a problem the devs are concerned about
Adrenaline is a relic of a time when some perks did interact with killer powers such as Small Game working against Trapper and Hag traps.
The devs basically haven't touched the perk since moving away from that design and honestly it probably should be removed.
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@Nicholas said:
@Crowman I don't have access to the data, so I can't say one way or another. However, DCs have happened and will always occur. It wasn't all feedback; there were plenty of absurd threads about Boons. People will express their opinions how they see fit, I've accepted that reality, and some of it is legit even if not conveyed in the best possible way. And some of it is pure nonsense even when eloquently expressed.
@ThiccBudhha One argument you never see is how hits favor the Survivor; lol Killer players enjoy hits handled on their end and don't want to talk about 'Favor the Killer' in any way. The slight relief provided to Survivors with DH and Pallet Stun Validation made that apparent. Killer players are accustomed to hits being handled on their end, and it won't be easy to wean them off that system.
It was still feedback. Not all feedback is necessarily civil in nature. People get frustrated and rant. The devs have in the passed nerfed things over frustrations people had facing certain things. While ideally people should be civil and more thoughtful with their feedback about things they encountered in the game, that is never going to happen 100% of the time. So while killers were complaining about CoH, they were still leaving feedback even if you didn't personally like the feedback they were leaving. What killers weren't doing at the time was mass rage quitting games, because of CoH.
Now there will always be a minority of players that do rage quit games regardless of which side, but at no point should be people be approving of such behavior.
That's the problem with the survivor reaction to 6.1 patch. It's not that survivors are frustrated and leaving feedback. It's that they are also rage quitting as part of their response. Which you can easily see in some of the posts on this very forum about survivor players openingly admitting they are rage quitting games over certain things they didn't like about this patch. That was not something you saw with the killer response to CoH.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3094081#Comment_3094081
I remember all the posts, YT clips, and streamers declaring the end! I also remember killers' idling or disconnecting once a totem was blessed a second or third time. I also remember some tenacious killers' that started adapting, but it was all over the place. Killers' didn't silent deal with it; it was months of complaining even after a few nerfs to CoH and some complaints persist today.
There was feedback on it yes. But AFK killers or Killers d/cing was a minority issue compared survivors rage quitting over this patch.
CoH patch day 1 lead to games finishing with both sides playing it out much more than 6.1 day 1 has.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/3094049#Comment_3094049
It's a shame that pendulum is quite literally stuck on one side. I dont disagree with your statement because a constant push and pull between the community is nice, but this update didnt push it, it YANKED to one side and now it's over there constantly. It's just negative feedback, like when mikaela dropped.
The difference is that killers weren't mass rage quitting because survivors were using CoH. Killers were playing out games and noting their frustrations at trying to deal with the perk as well as many stopping playing killer altogether.
Besides the devs literally stated this entire patch was designed to improve kill rate. Getting upset that now killers are now able to kill survivors more reliably means you weren't paying attention to the point of the patch. Sure there are things that might be overtuned now and the devs will have to correct it. But if you want the devs to actually address the issue, giving them valid data (meaning don't just rage quit and actually attempt to play the game out) is the only way devs can truly know if there's a problem.
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Ghostface is normal speed (115%).
All he really has is the ability to instant down as he has nothing else to help him end chases faster and he has no mobility. Being a stealth killer is a nice bonus if you get a map that really complements that.
Your complaint just seems to be that you don't like his power, which is fine. I have killers who I don't like facing because of their power. But not liking a killer's power does not mean they are too strong and need a nerf.
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@Pulsar said:
I feel like making wiggle skill-checks permanent isn't THAT big of an ordeal? Right?
I'm hoping it means they are adjusting the great skill checks which has been something people were complaining about when the beta dropped. Since not many people are really fond of making wiggle out faster.
I also wonder if this might be tied in with boil over since boil over got nerfed for being too oppressive against controllers.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3093791#Comment_3093791
I'm talking about the amount it has increased. You always expect some DCing, suiciding on hook and AFKing but not at the massive rate it is now.
Solo-queue players have given up hope of winning the game, so they're screwing around. Eventually they're just going to quit. Solo-queue isn't invested in the game like the other groups. If they aren't having fun, they'll move on.
I don't understand how people aren't realizing this. Solo-queue players are a whole different animal that killer mains, hybrid mains and SWFs. (I'm a hybrid, so you know my perspective. I'm currently not really playing the game, to be honest. I think if looked at what is happening right now from an outside perspective, people would start realizing what's happening).
I largely play solo queue when I play survivor and while the first couple of days were awful with rage quits, it's largely died down for me.
Bringing up people are rage quitting games as some indicator of balance is flawed. People rage quit before this patch, people will rage quit after this patch, people will rage quit the following patch.
We should not be balancing the game around rage quitters. If things are truly as awful as they are either don't queue up as survivor and let the numbers speak for themselves or play out survivor games and let the devs get actual data on what is being overused or over performing.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3093388#Comment_3093388
Survivors weren't doing this before, you do see that? This is a brand new behavior and it's a symptom of a problem. How does anyone expect to keep playing this game if one side just stops caring. Which is what is happening.
You can't play killer if there's no survivors.
This is far from brand new behavior.
Survivors have been d/cing and suciding on hooks before this patch drop. The whole reason the dc penalties got added was because people were d/cing too much and it was ruining games.
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Supply Cases are unique to Nemesis and perks in general should not affect interactions with killer powers.
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@Gindaen said:
Instead of fixing the problem, you are advocating to fix the symptom.
If players aren't having fun and are not doing objectives, DCing and Suiciding, the indicates a game health problem, not a player problem. But maybe you'll be happy when all the survivor players quit and you can play killer without having to deal with survivors at all.
The game shouldn't be balanced around those not even attempting to win.
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They said the targeted fix was for 6.1.2 meaning at the very earliest, it won't be til next week.
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I don't think this is a bug.
Eruption was released with the fact it highlights the gen yellow and I remember the ptb many people pointing that out and it was never changed. Safe to say it's intended that Eruption and Surveillance don't synergize together.