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Deathstroke

Deathstroke

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Deathstroke
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  • Because devs wanted to increase the grind and that you can't never complete it now.

  • @Piruluk said:

    She is a relic from the past when game was an extremely casual experience with lot of overpowered option, like instantly doing gen with toolbox add-on , or infinite loops, or Mori after one down, blendettes ruling the dark maps with supreme stealth.

    Today dbd is evolved and trying to be more of competitive game, and taking every fun option from survivor players, maps are brightened up, no longer possible to break LOS on most maps, or the options are severly limited, not to mention the extremely long list of aura reading perks. In short every countermeasure is disabled vs Nurse.

    She doesn't play the same game like any other killer, she has no limitations, it doesn't matter what survivors are doing, she is playing against herself. If Nurse player avoid making any mistake, she is guaranteed to win every time.

    Is it really good argument letting her to stay extremely overpowered just because she is hard to learn?

    She doesn't belong into the game anymore, especially since everything that was unfair to killers, taken from survivors.

    Its time for Nurse to be reworked, to be not a free win for a dedicated killer player.

    Statistically she always be underpowered, since on console she can't reach the level which possible on pc, so console data providing the justification to be untouchable right now

    I play her occasionally on console and 4K every game I don't really know why her kill rates are so bad. She is so different from other killers so I quess people can't adapt. I would say nurse is easier on console than oni or blight if you use their power for example.

  • @FarmingGhostface said:

    Update is great, it’s pushed me away from the perks I used all the time, DH, Iron Will, even though I’m a bit salty about that last one, so in a sense I guess it’s worked as intended. More tunneling but the same amount of camping, but what can you do, ya know? With super fast survivor queue times it’s easy to put the last game behind you and hope the next game is better.

    Killer queque is forever now I think reached the very top mmr so I have to wait long to get matched agains't good survivors which is not what I wanted thought...

  • @hex_uwu said:

    People saying 'welcome to how killers have felt' are completely missing the point. Solo queue was always at the bottom of the food chain with killers above and swf above that. This patch just made things even harder for solo queue, especially new players who don't have thousands of hours in the game and mmr high enough to expect somewhat competent teammates.

    It's now this

    soloQ<swf<killer<good swf

    Swf is nothing if you can't loop exceptionally well as swf streng is to bring 4 good survivors together.

  • @Jinxed said:

    I could be wrong, but I was always under the impression that survivor players on average play more casually than killer players.

    Where a lot of killer players take the game much more seriously and consider nothing less than a 3k a loss, survivors tend to play the game to chill out and have fun and dying half of the time is okay as long as you got to do a few fun things in the game and give it your best try, even better when you get your teammates out.

    The main problem with this patch in my eyes, is that survivor players now have to sweat profusely in order to get a win. Slamming gens, being an extremely efficient looper, being able to read every mind game. I just don't think that the majority of the survivor player base plays the game that way, and that's one of the main reasons that so many are threatening to leave or have already left.

    For the top 10% of survivor main SWF who already loved to bully killers and were really good in chase nothing has really changed, but for the average survivor the entire game feels unbalanced.

    Killers are still tunnelling, gens take forever to complete, and survivor perks aren't rewarding anymore. Not to mention the amount of rage quitting that happens in solo queue. There just isn't much fun to be had if you're a solo survivor anymore, and that is the main issue.

    I get lot of those top10% survivors so I can say killer buffs were not enough you can get 2K agains't them but that's it unless they fail. They always get map which favours them too I've been playing in the game map agains't them. Average and new survivors will get destroyed ofcourse when there is 5-3 gens left but they just have to improve now and actually do the gens. Killers had to try hard before to get kills so it's fine survivors have to try hard to get escapes. Now killers can have relaxing matches agains't casual survivors but have to still try hard agains't swf:s who know what they're doing.

  • @AnimatedAaron_ said:

    Call me an "entitled surv" main all you want but cmon. All these nerfs to surv and buffs to killer make the game feel WAYYYY too one sided now. It just doesnt even feel fun. I played a few killer games actually and its just wayy too easy to get kills now. Theres no punishent for camping, save the best for last feels like your hacking now. DS is useless. Iron will is garbage. Spine chill is not what it used to be. Thanat got buffed, gen speed is slowed down. Like what is going on?

    Well swf is still strong if you are good loopers you should be able to win still most games. But soloQ is miserable right now. Tunneling and camping were made to too powerful on this patch and entitled killer mains defend them as legitimate stragedies. Well devs should just admit they are not and do something about them if they want survivors to not quit the game. Killer queque times are now about 10 mins. Soon what 20 min? Then what 1 hour? But I just have to wait that as im not touching soloQ and my friends rarely play after the patch. They are not good loopers maybe above average so we lose most matches.

  • @GannTM said:

    https://us.v-cdn.net/6030815/uploads/C0YA8XTV55KN/30e47d77-15c9-4efb-9dc0-2fb754835bbd.jpeg

    Numbers on the left indicate how many matches I’ve played against each killer. Some of these I find pretty surprising, like Hag being seen twice.

    Im surpriced oni is first haven't seen one in a while.

  • @tendyhands said:

    As a killer main I say gens should take 30 seconds to do

    If they add secondary objectives for survivors I say why not.

  • @FrostyEyesSusie said:

    Back when the changes were still being discussed, I predicted that nuking NOED would have very bad negative consequences to the survivor experience, and now even I myself am shocked at how prophetic my statements turned out to be. Out of the 20 or so games I've played where there was somebody who was hooked when the exist gates were powered, or where somebody was hooked after the last gen was done, a whopping 14 (count 'em, 14) games ended up with the hooked person leaving.

    Being hooked during the end game is no longer a death sentence, and having 70% the times ending up with the hooked guy escaping completely kills any sense of tension and urgency of a end-game hook.It's just not enjoyable or rewarding to know that if I am hooked during the late state I am still far more likely to escape than to die. With NOED, being caught during the end game was a "OH NO!" moment, and now it's just "Meh"

    Everyone has been saying how the latest patch completely killed the fun of playing survivor, and it's clear to me NOED being nerfed to the ground has played a MAJOR role in it. I think I can speak for the majority of survivor mains when I say "Devs: bring NOED back already!"

    Either your lying or play with extremely good swf so by your experience noed should not buffed at all when you are under 1% of playerbase. Still you probably faced bad killers in these matches if they failed to get a kill. I have gotten 3-4K like 25 out of 30 games after the patch and I used noed only in few games and got value in one game.

    In my survivors game killers usually win with noed if we manage to get all gens down which is achiement itself now given how much harder it is. Camping and tunneling are extremely busted now and most killer use them to their advantage. And if you're losing as killer camping 3 gen with overcharge, pentimento, call of brine and deathman switch should win the game back for you. Killers don't need noed anymore and I think that perk should be nerfed to ground. It aura should show immediatelly when you down one survivor with it.

  • @himheart said:

    So killer was in the chase for 4 gens and still your team managed to 3gen themselves, cool

    Before 3 gens didn't really matter it made match just lot longer.

  • @Murgleïs said:

    The hard truth for you bestie : you were boosted by your perks. You did not belong in the MMR you were.

    Don’t worry, your MMR will adjust and you will face killers at your level of skill.

    Not true anymore I see bad killers winning agains't good survivors too much.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/337187/devs-dont-be-fooled

    If survivors are doing this, then this is a symptom of a problem, not the actual problem.

    When all the survivors finally have had enough and start quitting, what game will you start playing then? Killers don't exist without survivors.

    Survivors are probably bored at fixing gens but they went too fast before update and devs are nlt interested adding secondary objectives for survivors so for now gens has to be slow. In friday 13th you need 5s to fix car but before you can do that you have to find parts for it. If dbd add secondary objectives maybe gens could be slowed down to 60s if the second objetive last roughly 30s per gen.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093011#Comment_3093011

    There is no such thing as a perfect MMR system outside of maybe Chess. It's a huge improvement upon the RBMM system, with it's stupid monthly resets and endless creep, smurfing and deranking.

    MMR cannot account for people who occasionally play badly - at best, it can, over a large average of games, try to determine roughly what your skill level is - as someone more skilled will naturally escape more over time than someone less skilled. The occasional game where a lobby dodge, smurfs or a long queue makes SBMM poop itself are annoying, but don't really shift your MMR much in either direction.

    I'm all for it being more nuanced on the survivor end of things, but it's really difficult to do. The best we can hope for is for lobby dodges to no longer screw with the system and some sort of smurf detection (people who suicide/AFK games a lot need to get flagged somehow).

    Remember - MMR isn't a reward. There's no benefit to being higher MMR aside from more challenging opponents.

    Nice explanation I think marking those who sucidide or AFK lot is good idea so they have to stop doing that.

  • @EntitySpawn said:

    Seriously too many survivors arent even bothering with objectives, they just running round 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 gens and we shouldn't balance around those players.

    Gens go actually fast if survivors just do them but now just one survivor can't finish them all before it was possible but not anymore. I did in my last soloQ match 3 gens but we still lost 3 teammates did 1 gen. I have also close matches as killer which I would lost before the update and well survivors still could won even now those matches but they made too many mistakes.

  • @BringShaggytoDBD said:

    Your progress moves along, but trophies don't for DBD. On some games the trophies automatically pop when you go from PS4/PS5, Spider-Man, Ghost of Tsushima and THPS2 from the top of my head.

    I just used it as another excuse to get the platinum again. Now I have the DBD plat on PS4 and PS5.

    Trophies move between xbox one and xbox series.

  • @tamsmi said:

    before any of you say "oh you need to learn to loop without dead hard. thats all"... i have 3k hours in this game. i didnt use dead hard that often either. i LIKED looping without it. or any exhaustion because it felt that much satisfying to know i had a long chase WITHOUT any help. so now that we have that all cleared up:

    i miss facing good killers!! killers with good mind games, who knew how to pressure gens, and when you lost to them you could say "he played really well. ggs" all i get are a bunch of boosted baby killers who don't know how to mind game and now they don't have to learn because the game just hands them the win. You cant simultaneously make gen times longer as well as make chases shorter. survivors dont have enough time to get anything done before the killer comes to interrupt. every game feels too exhausting.

    i used to play killer and survivor equally, im red ranked in both, but since the patch i have been playing killer a lot more because its wayyyy easier and less stressful. yesterday, i got adept on 6 killers i had never even tried before... do you know how many games it took me? 6....... ITS TOO EASY. THERES NOT EVEN A CHALLENGE.

    BHVR, I think you went WAY overboard with these killer buffs. a lot of the perk changes were nice. good job. no complaints (except maybe thana. thats miserable).. but the amount of base kit changes in the killers favor is ruining the survivor experience.

    Killers buffs were fine if you have good teammates it's pretty easy to still win if the killer is not good. Gen times are only thing which needs to be looked at maybe making last 2 gens back to 80s so 3 gen situations would not be as bad in the end.

  • @awustzdn said:

    It's survivors being salty. Even the killer scoreboard counts a bleedout/EGC death.

    On xbox bleedout or mori does not count for kills. Only sacrificed for the entity counts.

  • @killer998 said:

    No one is saying the problem was solely dead hard and no not every survivor did use dead hard, but 80% of the survivor player base did. A whopping 80% used dead hard including me btw, and literally all my friends on dbd used dead hard. I've a friend who's an insane survivor and one of the biggest reasons he got away with so much BS in chase was, you guessed it, dead hard.

    Now he's still strong without dead hard, but when it was there he would take about 3-4 minutes every time to go down unless the killer either had him in a deadzone, or really messed him over. But he'd spend most chases laughing during the chase as to how the killer couldn't get him. This makes him sound like a terrible person, but he's not he just knew how to abuse dead hard to the max.

    Dead was not the sole issue, but Jesus was it a big one.

    Why you friend does not stream if he last always that long? I see even best stremers go down sometimes quickly .

  • @johangpx said:

    Since the new update i loose a lot. Am i the only one?

    Do people see what i mean 100 x level 50 up to reach goal 100 is work for years. In the old system you where done after 3 x level up?

    perks are bad

    gens are slow?

    At the end of the game dbd did you have fun? press the first dot if you agree even the game was good.

    Thanks for replying

    The new prestigate was 100x increase to the grind we were lied... For getting perks big increase for the grind if you didn't p1 your every character at least before the update too.

  • @Sadako_Best_Girl said:

    Yeah I have noticed the same. Solo is still pretty painful as per usual but people aren't disconnecting as much anymore and matches are no longer a curbstomp, I have finallly had some pretty challenging killer games as of late, probably due to the spike in MMR I got from the first days of the update where I was winning every single game.

    I had challenging games as killer too. I won most but even had few loses couple 2K matches.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081514#Comment_3081514

    It's not just about Thanatophobia and generators requiring more time to be repaired even without Thanatophobia; It's mostly about how much the survivors were carried by Dead Hard. This cuts off each chase by ~5 - 50 seconds, dependable on the map's RNG and the amount of commited mistakes.

    For example.. You got to use Dead Hard to avoid a bear trap, which was supposed to block the entrance to the most powerful looping tile in the map? That's easily twenty seconds with just one health state with your M1 killer, and I'm not even including the time it takes to break the pallets, vault the windows repeatedly until the Entity blocks them.

    Now, add those .. Twenty seconds to each chase, and see the result. That's over two minutes, yet barely enough to get three generators done in Solo Queue. Solo Queue will need another minute to get three generators outta the way, and that's under the assumption that they're all at average level (know how every single perk works, can constantly hit Great skill checks, but may not rememeber all the RNG possible spots of pallets and windows alike).

    I have no clue, if you're just pretending to be blind or you're not even aware of that, but you're so wrong and off that I do strongly doubt, it's worth to discuss those things with you, unless you do decide to accept the facts as they are. Now, this may be caused by the lack of free time that you don't play Solo Queue as a survivor or whatever, but that's not good enough to back you up here, I'd say.

    Survivors can now use other exhaustion perk which give time as well. When im doing gen with sb I can safely sit on it and when killer comes I just run to close pallet and killer have to waste lot of timesm to get the first hit. But before killer would get that hit before I reach the pallet.

  • @Evil_Goblin said:

    TLDR: Tunnel, Camp, Slug

    What I mean by 'win' is have at least 2 sacrifices + 1 death by the time the game ends, although I'm mostly talking about a 4k.

    I'm going to type this out as if it's a guide because it's easy for me to describe and I'm being some-what satirical, but really I'm trying to highlight the reasons why I think killers win all the time now if they're ACTUALLY TRYING and not doing challenges, testing ect.

    I have played DBD for a few months now, but only made this account today so I could post this and kind of vent my frustrations in a silly way and hopefully get some useful feedback.

    --------------------------------------

    Guide to winning 99% of the time as killer:

    Here is how you can win as ANY killer, without using ANY perks or even using the killer's specific powers. Literally all you need is to do basic attacks and be good at timing regular lunges. Killers with 4.6 base speed are better for this though. Later in this guide I will however list 4 basic non-killer-specific perks you can use to pretty much ensure your victory. I'll also list some other perks incredibly useful for this guide, but the point is that you likely won't need any perks.

    Using killer special abilities can just slow you down and opens up more opportunities for missing or giving chase distance to your victim. Not every killer's ability is like this of course, but I'm just saying as a general rule you are already baseline so fast and recover from any loss of control so quickly (such as missed attacks, being stunned by any means, breaking pallets ect.) and survivors have nothing to stop you for the most part. All that is stopping you is your own silly mistakes. Of course in most situations killer's special abilities are actually incredibly helpful, I'm just saying you literally don't need to use them. All you need is the basic attack every killer has.

    Step 1:

    When the match starts, try to find any survivor as quick as possible. Typically survivors will spawn near the gens farthest from where you spawn. Once you find any survivor, relentlessly tunnel them until they are down and on first hook. This could be the longest chase you encounter, because all the pallets are up on the map and everyone is healthy. Luckily, the beginning of the game is when you will see the most time-wasting behavior in the survivors; Looking for totems to bless, chests to unlock, doing challenges ect. Maybe they will all pile on 1 gen, but if they're going to waste time it's going to happen during the first 1-2 gens getting done, meaning your first and longest tunnel has a bit of time padding. While tunneling your first victim, don't be discouraged if 1 or 2 gens get completed (although it is highly unlikely that even 1 gen will get completed in this time). Just tunnel this first survivor until they are down (see below the guide for tips on tunneling).

    Once this first survivor is on hook, proxy camp until they are eliminated. If another survivor goes for an unhook, try and get 1 hit on that survivor if you know you'll recover before the survivor you're camping is actually off the hook, or if you can grab the altruistic survivor. Hitting the altruistic survivor doesn't really matter and isn't really necessary. It's minimally useful in that it could scare the altruistic survivor away or make them waste time hiding/healing ect. But the most important thing is to stay on your first victim until they are eliminated. So if you think swinging at the altruistic survivor will give the victim you're currently camping any sort of advantage just don't do it.

    If they get unhooked, stay on them and attack them as soon as possible to remove any helpful perks they may have gotten such as "Off the Record" or "Borrowed Time". The speed boost they get from endurance is basically meaningless and you will close the gap almost immediately so don't worry about any of that. Also don't worry about "Decisive strike", you will immediately close the gap so just continue to tunnel them, get them hooked, proxy camp until they are sacrificed. Once there are only 3 survivors left, the game is tilted far in your favor and could basically already be over depending on how many gens were done while you sacrificed your first victim.

    (If you successfully grab an altruistic survivor who's trying to unhook the victim you're camping, only bring them to a hook if there is one close enough that you will be able to make it back to the hook of the survivor you're currently camping. Otherwise, just drop them on the ground and don't worry about them - either they are laying on the ground not helping with gen progress, or even better another survivor is heading to try and pick them up meaning 2 or possibly all of the other survivors aren't on a gen.)

    Step 2:

    After you have successfully sacrificed your first victim, patrol all of the gens to see which ones are being worked on and have the most completion. You can tell by the sounds they're making, how fast the pistons and how many pistons are moving. 2 piston moving = 25% done, 4 pistons moving = 50% done ect. Don't go for any survivors until you've taken note of the most completed gens. If you can get some easy swings or even an easy down on a survivor during your gen patrol then go ahead, otherwise just take note of progressed gens. Typically the survivors will be hiding around the gen with the most progress. Don't spend time kicking any gens unless it has over 50% progress, it's not really necessary (unless you're using perks of course). Anyway, just quickly patrol the gens, and only stop if you see one with lots of progress as there are likely survivors hiding around it. Perhaps double back to gens with lots of progress to try and catch sneaky survivors off guard if they try returning to it from hiding nearby.

    Step 3:

    If No gens or only 1 gen is completed by the time you've eliminated the 1st survivor, repeat step 1. If at least 2 gens have been completed in the time it took you to eliminate the 1st survivor, then you will need to do things a bit differently. Find and tunnel another survivor, but this time don't camp them on hook. Instead, continue to patrol the gens, rinse and repeat until you've eliminated your 2nd survivor.

    Step 4:

    Finally, once there are only 2 survivors left you have basically won. Patrol gens, find and tunnel out the first survivor you can see, however don't pick them up. Slug them, and search for the last survivor. Start by proxy camping the dying survivor that you've slugged. If you see the final survivor while you have the other slugged, the game is over for them and you've won. Simply tunnel out the final standing survivor and hook them. Usually by the time you're tunneling the 3rd survivor, there are no pallets for them to drop ect. so the chase should be fairly quick. If this was somehow the first time you've hooked that survivor, camp them until they reach stage 2 hook. Then go back and pick up the survivor you left on the ground.

    If the 2nd to last survivor that you've slugged is able to pick themselves up, try and take note of the area you slugged them in. Listen carefully for any boons to snuff just to be safe (try and take note of or remember hearing boons activating earlier in the game. Boons sound like thunder striking when activated), but it was most likely just them using their 1 and only "Unbreakable" chance. If you noticed they got up before you've found the last survivor, simply continue to patrol gens. The more gens that were completed before you eliminated 2 survivors, the easier it is for you to patrol the remaining gens and find one of the last 2 survivors. Remember to slug one and hunt the other, this means gens are likely not getting progressed, even if the final survivor happens to be particularly elusive and even if the survivor you slug is slippery and gets up somehow - this means gens are not getting progress.

    Some tips with tunneling and camping:

    1. Only break 'god pallets' (pallets in locations where there is no way around other than to break it) or pallets that are in a really good loop. Generally, it is always faster to run around obstacles, especially if you have at least tier 1 bloodlust.
    2. never vault unless absolutely necessary or it is a location where the survivor has to drop down. Any time that a survivor drops down from a height greater than like 1-2 feet is an immediate free hit for you, unless they are using the "Balanced Landing" perk. The slow they receive from falling practically immobilizes them, and will close basically any gap they may have had on you. Again, only vault if necessary because your bloodlust likely brings you around the vault location faster than you could vault through, and also vaulting takes control away from your actions briefly. If a survivor is abusing an easy vault location like shack ect. They can only do it 3 times before the vault is blocked and you can hit them anyway, so it's better just to run around keeping your bloodlust until that happens.
    3. Once you've gotten at least 1 hit on your victim, only follow blood stains and try to ignore the scratch marks if you lose sight of them. This will render perks and boons such as 'lightweight' and 'dance with me' useless. There are some maps where following bloodstains is difficult, but try your best not to rely on scratch marks when you're tunneling a wounded victim.
    4. If you don't want to use the perk 'Lightborn" then always remember to face walls before picking up a dying survivor. It's a good idea to briefly look around the area and make sure there aren't any survivors with flashlights around anyway. If you see another survivor with a flashlight nearby, then scare them away. If they are persistent in sticking around then just go for the pick-up. Ultimately, if they are somehow successful in getting a flashlight save, just continue to tunnel your victim. If they are getting flashlight saved, it means at least 1 other survivor isn't doing a gen so it doesn't really matter - it is ultimately more of a waste of time for the survivors at that point than it is for you.
    5. If you come across a boon, don't immediately snuff it - especially if you're in a chase. Take note of where it is, if you lose survivors you can patrol the area you found the boon and possibly catch them off guard. Not snuffing a boon is very situational however. If you aren't doing well (but not in a chase), then snuff it immediately. This means a survivor might spend time re-blessing the boon, which means they're not on a gen which is more beneficial to you.
    6. Don't underestimate the usefulness of a lunge attack. You can lunge around corners and properly timed lunges can still land on survivors who hit you with pallets.
    7. Keep in mind that the ONLY true defense a survivor has against you is evading you. Try your best never to lose sight of who you're tunneling. The only way a survivor will escape is if they were able to hide from you somehow. Stunning you by any means, wiggling free, using "Decisive Strike", having endurance all mean nothing. These are very minor obstacles to you if you tunnel them. Looping is no longer possible to do more than 1-2 times. If multiple survivors are teaming up, using flashlights, dropping pallets ect. and are trying to prevent your tunneling then it means they're not on gens and you are still ultimately benefiting from the entire situation.

    -----------------

    Final notes:

    Useful basic perks for tunneling:

    1. Iron Grip: Ensures you'll make it to a hook
    2. Sloppy Butcher: Makes it much easier to follow blood trails
    3. Dearstalker: Prevents pesky slugged survivors from hiding
    4. Unrelenting: Removes all distance a survivor could possibly gain if you miss an attack + makes camping hooks easier

    Notable other perks (I suggest replacing 'Unrelenting' with one of these):

    1. Franklin's Demise: Tunneling a survivor is already incredibly demoralizing. This potentially adds to that pain and suffering and tilting. Furthermore, survivors might double-back for their items, wasting time that could be spent on gens or catching themselves out.
    2. Lightborn: Eliminates 1 of only 3 ways another survivor could mess with you while trying to hook. Blinding, (among dropping a pallet or sabotaging a hook) is arguably the least situational means that other survivors have to mess with you in this regard. As long as you're paying attention, your iron grip should make sabotaging useless. If you happen to down a survivor right under a pallet, a quick sweep of the area is all you need to prevent a pallet save.

    I'm sure many other perks are much more useful. I just wanted to mention these because they are free (other than franklin's demise) and very simplistic, just adding passively to your ability to tunnel, camp and slug. The biggest point however, is that you don't actually need any perks. Your baseline speed, recovery and abilities are all you need to tunnel, camp and slug.

    Lot of killers don't want to tunnel or camp. They do them when they feel they have to. Most just want to have fun or want to win "right way".

  • @VideoGameMage said:

    Oh please. I highly doubt that all my teammates who DC/suicide on hook for being tunneled are trying to inflate kill rates. (DCs aren't taken in account anyway) Some people just aren't having fun. What should happen is bhvr deciding to prioritize making things better for solo q by working on those HUD icons immediately, rather than putting it on the back burner trying to release a streamer mode. Why they didn't think to do the icons and the killer buffs in the same patch I'll never understand.

    They should just make kindred basekit that would help a lot. BBQ for killers then as basekit to encourage leaving the hook.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/337187/devs-dont-be-fooled

    There ARE changes that need to be made. Gens SHOULD go back to 80 seconds. The chase changes were strong enough. STBFL needs adjusted. DS stun needs to go back to 5 seconds. Or stay at 3 seconds and activate both hook states.

    Well maybe first 3 gens should be 90s but the last 2 should be 80s I think that would be fine.

  • @skylerbound said:

    Honestly, If see cakes, flans are party streamers I go for 8 hooks usually. Exceptions being a survivor showing their arse… then I’ll go for 9.

    I go for full try hard mode if I see flans survivlrs try to gen rush very hard usually so I don't go easy on them I still usually let last 2 escape if match goes well for me.

  • @Tactrix said:

    I've been playing a killer to see how much I can get without killing anyone. 0k I'm still getting my 8 hooks without the last one to kill anyone, I'm pulling in 32,500 BP, so from where I'm sitting by not killing anyone I'm not actually losing anything. Just making it fun for everyone else in the game, because if I kill them they walk away with 8, 9, 13,16k. This way they get around 25k and I get my 32k, and everyone has fun.

    Well I killed all survivors in my last match. But last 2 survivors still got 36K and 33K bp. That match was long though and I let them wiggle out multiple times my grasp so yeah it's still possible to get lot of bp as survivor even if you die.

  • @Sonzaishinai said:

    I don't think that making perks to hardcounter tunneling is the way to go. That just means you have to have those perks at all times.

    I would rather go for the reason tunneling is happening. Turning the game into a 3v1 assap is just way to benificial.

    Give survivors a desperation bonus to repair speed for every survivor killed will make killers think twice before killing a survivor without even hooking the others once.

    It will still be a option but atleast the remaining survivors will still have a fighting chance

    Current ds for basekit and gens increased to 100s while 4 is alive when first is killed they go down to 80s. I don't think they need changes after that as when there is 2 survivor left killer deserves win. Maybe grim embrace as basekit for killers too but only working if you hook 4 different survivors as your first 4 hooks.

  • @EvilJoshy said:

    Maybe a harsher penalty for DCing or suiciding on the first hook?

    How they could penalise suiciding on hook? That is game mechanic so they should then just remove the chances to unhook yourself maybe that you have one try but after that you have to wait. They should then also change it to 8% of chance to escape when it's now 4%.

  • @drakolyr said:

    Its not overreacting.

    Killer mains now posting that survivors are fine, when some things are clearly broken. Killers shouldnt 4k nearly every match. I mean the argument "survivor sided" came, with SWF's, which are just a tiny part of the survivor population.

    But i guess it will be complained about long killer queue.

    The game should be fun for both sides. And solo q was before not good, now its really not enjoyable.

    Survivors are fine only tunneling and camping for now need to be nerfed. But that means killers need still more buffs. I have played now agains't only high mmr survivors and it's hard to beat them still they pop now 2 gens instead 3 at beginning and they all can loop well it sucks.

  • @Dead_Harder said:

    The longest 4 man escape streak was 500+ and it only ended because the group got bored.

    Please .... just leave pros with insane skills out of the discussion about meta. 99.9999999999% of players are and will never be that level of skill. DBD isnt balanced from top down.

    And if we were to balance the game from top down survivors would have to be nerfed so hard it would kill the game in a single day.

    Also congrats SupaAlf for the amazing, impressive, thick, girthy and long win streak

    Supalfa destroyed some tournament teams so nurse is in right hands cabable beating anyone even that 500 win team.

  • @Alphasoul05 said:

    It's not, and SB is just as unhealthy as DH. You have absolutely zero fear of the killer, you can greedily sit on that gen as long as possible, then freely SB to your pre-determined safe spot. In fact, it turns a deadzone into a safer area since you often have an open sight to an approaching killer, too.

    It has the downside of having to walk, sure, but Lithe has the downside of requiring a vault, Head On has the downside of requiring time and proper timing, BL has the downside of requiring height. DH's requirement was that you were injured, and since everyone gets injured eventually, well, it didn't have a downside.

    At the end of the day dealing with SB isn't frustrating. You don't feel robbed, you don't feel annoyed, you don't feel they were really rewarded for outplaying you, or playing indirectly greedy. It doesn't severely impact a chase.

    Dead hard down side was you could not use it agains't instadown killers.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090392#Comment_3090392

    I would argue if you tried to blink right on top of me while I had sprint burst 99 you would get torched by the distance or the speed of being able to fake one way then the other for even more distance, you must be playing against some really bad survivors if they can't even use a 99 sprint burst to force a situation exactly like old dead hard, or to even force a nurse to waste a blink, the only way that's gonna work out in favor of the nurse is if the survivor is bad and never looks behind them and instead just runs without knowing which way the nurse is setting the blink.

    Sb usually makes nurse miss blink anyway even if you just run and don't look behind.

  • Dead hard was baited out lot of times or you get the survivor anyway when they didn't use it optimally but that's not the whole truth. Sprint burst definetely is more consistent you always get distance.

  • @C3Tooth said:

    Chase to a SB user:

    Survivors use SB, Killer either abandon them before the chase even start, no sec wasted. Or start a real chase with them, 30sec hit once, 30sec hit twice, down. Chase over.

    Chase to a DH user:

    Killer start chase with them, 30sec hit once, 30sec DH instead of hit twice, that this point, too much time wasted, Killers cant abandon chase because its will be a total waste, they have to commit

    Further more, DH allows Survivors to pallet greed

    The feeling of your download bugged at 5% (wep, I can go to another site to down load this), and the feeling of your download bugged at 99%

    Sb gives more time like 40s or 50s before you can get first hit if the chase would last 30s without it. Dh usually gave 5-10s extra time but in hand of good survivor it sometimes gave extra 30s maybe more.

  • @Mister_xD said:

    Its definitely not a conspiracy.

    This update was also very much intended to increase killrates, so them going up is an expected result.

    Not to mention that Survivors just lost one of the biggest crutches in DbD history, Dead Hard, which has caused a lot of players having to pretty much relearn chases almost from scratch. This too has a clear effect on the killrates.

    IMO looking at killrates now / in the near future won't really show much. We need to wait for people to adapt to the pretty major changes that happened here, it is going to take a while.

    It's only natural for the killrates to skyrocket all of a sudden right after the update dropped, it would be the exact same with escaperates if Survivors had received some major buffs. For the same reason the newest Killers killrate is also always inflated, because people haven't had the time to adapt to them yet - but after a while things will settle and we will see where the kill and escape rates are really at. And only then can we really look at them and say whether something is balanced or not.

    Survivors has started to figure out how to play nlw I think. In my 5 games as myer gens were done in three games. I still got 3-4K in two of them but managed only 1K in one where gens even bit seemed to fly. Could be that I just got good swf:s but I think people have started to adapt.

  • @Mekochi said:

    TL;DR at bottom

    Okay so I see a few killer mains saying survivors are purposely killing themselves on hook/disconnecting to inflate kill rates. So we're going to go over to see if this is truth or bunk.

    So first addressing the disconnects, developers have already confirmed, disconnecting does not apply to the kill rates as it's a disconnect, not a kill. It makes sense for it to work like this as they not only steal away bp a killer would get if it was an actual kill, but also can screw over the team.

    Now, killing themselves on hook. I haven't seen much of this myself when playing survivor except once every 15 or so matches, and when I do decide to play killer, it's also very rare. But I doubt it's to inflate kill rates, I don't know where the big conspiracy came from, but if someone can tell me, that'd be great. I mainly see survivors dying when they're in solo-queue, not doing gens against full slowdown build, or just plain giving up against certain killers. Now I don't condone this behavior, but I don't think they're just in a conspiracy to inflate kill rates.

    What I have noticed though when some people kill themselves on hook/disconnect is because of things out of their control.

    We'll start with disconnects, sometimes the game will randomly disconnect players and say "No Connection Found" despite everything else functioning perfectly fine and they don't get the indicator in the top left corner either.

    Now with the hook situation, sometimes the survivors do kill themselves on hook, but I don't think it's as often as people say, just like how before the update not every squad is a bully squad. Our brains tend to function in a way that remembers our negative experiences with something over the positive, it's just part of being human so I won't fault anyone for that. But on the survivor end of the spectrum, I've noticed an influx in killers tunneling/camping.

    So Tunneling & Camping are strategies I do realize this, but some survivors will tend to kill themselves on hook and just move to the next match when faced against this, this was how they'd retaliate even before the update. So this can cause kills into inflate. But if killers run full slowdown build, paired with this tunnel and camp strategy, and the survivor doesn't kill themselves on hook, it still would result in their death. Because now gen times being increased and the hook times not being changed to compensate makes it difficult.

    I've noticed this, and if a survivor disconnects/dies before 3 gens are done, and the other survivors also have hooks, they are less likely to escape. I also made a post with the experience of solo queue survivors and why solo queue survivors are also struggling there. This isn't to blame anyone, but I don't think this is the conspiracy it's being made out to be.

    TL;DR - I don't think there's a conspiracy going on here, there are many different factors that come into play which depends on the killers play style, how efficient the survivors played against said play style, ect.

    Most survivors dc while killer would hook them on death hook so that does not count as kill? I heard somewhere if one survivor dc:s that match is not counted in kill rates even if killer kills last 3? That can't be true thought.

  • @RatbasterdJr said:

    Here’s a solution… here me out… don’t give the killer a 3 gen… so many survivors just jump gen to closest gen. You create a 3 gen this way. Skip over gens, go to the over side of the map, etc. A 3 gen can be influenced by the killer, but ultimately decided by the survivors.

    Some killers camp 3 gen are right at the start and stop you from doing any gen from that are resulting at the end in that 3 gen situation. So not everything is on survivors control but most of the time survivors ofcourse create that situation on themself.

  • @Murgleïs said:

    Nah, I can win in soloQ against good killers. Looks like a skill issue tbh. Try to improve instead of asking for free buffs.

    Good killers will kill all your teammates very quickly so you alone fix 5 gens?

  • @BubbleBuster said:

    Absolutely never. Oni player here and simply no. just no. Oni does not need a buff. He actually needs a "nerf" in the form of a bugfix as he generates way too many blood orbs than he should.

    Definetely not needing nerf as long as he is below nurse and blight and no-one plays him. They should leave blood generating like that or give his at least something to make the first hit easier. So he can do better in tournament level.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087260#Comment_3087260

    your playing against really bad survivors if your winning at 5 gens. plague could win against solo survivors pre-patch, She lost to 4 man swf's.

    most of the killers did alright against solo-players because solo-play plays the game poorly. they lack critical information to do the most basic actions... like finding teammates to heal in time efficient manner, doing generators when teammate are in chase, looping away from teammates so that your not bringing the killer near worked generators, going for unhooks and so much more. I think awhile back they said they're working solo-q icons to bridge soloq and SWF. who knows when that is happening.

    Not every solos thought. Competent solos can do very well and better than most swf. I have had some crazy solo teams before patch where we just dominated killer the way I would not do with my friends. They are more casual but better than most thought.

  • @Coder said:

    I rarely post on these forums and I know it will sound like a survivor main bait, but it's not. I'm DESTROYING people at 4 gens with plague, wraith, myers, bubba... it's ridiculous. Plague get the best part since I'm running corrupt, pain resonance and thana (I know, disgusting). Sure, if I get some 4 man comp SWF they COULD win, but solos? there's virtually nothing they can do. And even if I'm losing I just go to "tunnel mode" and win anyway.

    Also, if only a 4 man comp SWF on Discord can win against a Plague, the balance of your game is broken.

    And as solo Q player, I just don't care anymore, I just try to farm as much bloodpoints as I can, finish my challenge and die/leave, but if the killer is half decent and has regression it's a long battle uphill.

    The game "as is" is not right, I'm not saying it should be reverted, but now killers have a decent chance against SWFs, but maybe buff solo Q?

    I think some killers should get nerfs probably but yeah like you said when killer is losing or the game is close he can easily tunnel one out. Played 2 matches so far with 3 man swf we beat legion who was playing very fair and all escaped but everyone was on death hook expect the solo. Other match we played pretty well get 4 gens done but the scream targeted one of my friend more and got him pretty quickly out and we could not complete the last gen.

    Just had good soloQ game agains't bubba unfortunately we could not save feng. Mybsolo mates had chance when bubba carried me but they were too afraid.

    20220724_140033.jpg


  • Would be fine iri add on. The one which makes survivors scream when you miss attack is totally useless. I only ever used it for memeing.

  • @PBsamichShoe said:

    I bought the chicken clown cosmetic solely for the joy it brings me to farm with survivors in it because it's a wonderful pun. I literally play chicken clown with no perks and just the party bottle addon and only go for direct hits on them with the yellow bottles. It makes me happy. I've odne it for years. I also play every PTB as said chicken clown to meme on twitch players. These things make me happy.

    I refuse to quit because the devs are only interested in listening to balancing advice from sweat lord killer mains who wake up every morning and look themselves in the mirror and say to themselves "you HAVE to tunnel and camp to win!"

    You dont have to tunnel and camp to win. If you do you just suck at the game. Also, you dont have to win every game. You dont have to play to win. You can play to have fun. Remember fun, Jimmy? You used to love having fun.

    I don't think tunneling is legitimate stragedy it's dirty one and wrong way to play. But sometimes it's neccesary evil to win. Facecamping is dirty and lazy play too. But in some situations camping and tunneling are not dirty for example if survivor is farmed off the hook in front of you is not dirty go after him but nice play would be go after the unhooker. Going back to hook if you don't find other survivors is fine too and if they don't save hooked enough soon it's smart to camp second hook state even it's bit dirty still.

  • @EternalSinOfCain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084486#Comment_3084486

    That's what happened yesterday with me. 2 Survivors Rage Quit (they were a 2 man SWF). After that I let the other two do 4 gens, break totems, stun me, hook saves, and leave. Sure, I'm not the friendliest when it comes to Survivor moaning about balance, but i'm not heartless. I play equal amounts as Survivor and Killer, and I know how much DC's ruin it for Survivors. Kind of ruins it for me as a Killer too. I want a good balanced match, not a PUBSTOMP.

    Usually when one dc at beginning I let others go but hook them 2 times but sometimes they suicide then thought. Sometimes I just kill two of them but fair way and let last get a hatch. Usually I do bit farming too if I have not maxed out bp yet.

  • @feruis said:

    It's minute longer than before. Killers did get deserved buff but they got their perks nerfed aswell, Ruin is destroyed, Pop is nerfed again, Corrupted is destroyed, Thana works on Legion and Plague not on all killers.

    It's so funny how people are making it out how it's impossible to survive, how they are camped every match without video proof, because i played 6 hours yesterday and I've been camped 3 times. Survived most of the times. But yeah, this community is full of sheep's, what did i even expect, ofc bunch of survivor mains will find themselves attacked and will insult me in the comments, like in the post game chat for the past five years.

    Those killer perk nerfs don't matter much when tanatobia, jolt, overcharge was buffed and gen time increased from 80s to 90s. So overall gen slow down is buffed. This is not only thing which was changed. Basekit brutal streng was added and hit cool down was decreased these will make huge difference in chase. Most importantly dh was nerfed to ground so now you only need 2 hits to down survivor instead of 3. Ds was also nerfed to make tunneling easier. This patch was huge buff for killers and the game is now killer sided clearly. Before it was slightly survivor sided because of one perk dh. Anyway if you were good killer you win most matches even before patch consistently. My kill rate was 2,5 kills per game before and now 3+ kills per game.

  • @sizzlingmario4 said:

    I’ve gotten 3k or better in every match since the update except for one as myers which was a 1k. I could’ve won that game too though, I made one really bad mistake near the end and it cost me the game pretty sure. But I’m sitting on an 88% killrate right now in games since the update, compared to 80% before the update.

    My survivor solo queue escape rate has dropped to 27% in games since the update; I was at 52% before.

    (Those numbers before the update consist of data from 464 Killer matches and 420 solo survivor matches.)

    I think before update I averaged around 2,5 kills per game before update I calculated it once. But now I could easily get more than 3 kill average if I want to but I have bad habit letting survivors escape lowering my kill rates. I lost too few matches because some mistakes but they were also very good teams one with legacy skins and I was using wraith and pig in those matches. I think I would won them with B tier killer thought.

    When I have played survivor now it's usually killer just stomping us but we have been able to win few matches but I think only because the killer was bad. I think it's very hard to now win agains't good killer only exceptional loopers maybe can do that more consistently. Before update my escape rate was around 50% too but now I think it's under 30% for sure.

  • I wish dbd added 2 killers vs 8 survivors mode too.

  • Yeah you still have to be good at looping which is much harder now. I only lost as killer to good swf:s and some of them had legacy skins and they were insane loopers and one girl used new dh perfectly or hacked im not sure.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084208#Comment_3084208

    Revert the generis buff except Gen time is first step.

    Keep the generis buff and bring back old gen times nobody wants to fix those gens that's the problem.

  • @Dwight_Fairfield said:

    I haven't lost a match yet. I mean I usually do well with Mikey, but man the games have been a lot more chill. When I get a 4k with only one gen done on Cowshed I know something ain't right lol.

    Btw @Deathstroke nice results with Mikey. You do him proud.

    Yeah I have done pretty well with him. He actually feels strong when I use him. With corrupt and deadlock it's not too hard to get infinite tombstone unless survivors are very good.

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