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Deathstroke

Deathstroke

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Deathstroke
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  • @Laluzi said:

    Every useful survivor perk? Funny how the only thing that changed in my loadouts was Iron Will.

    Unbreakable. CoH. We'll Make It. Sprint Burst. Adrenaline. Lucky Break. Borrowed Time. Also, the new Off the Record is incredible and I've been using it on every build.

    Camping got slightly buffed, but tunneling didn't. I wanted survivors to have a better basekit mechanic to deal with those things than the bare minimum we got, but it's not the end of the world.

    Tunneling did got buffed no ds as threat anymore I tried one game to tunnel did it in less than 2 minutes and felt bad but I had to see how powerful it is now.

  • @zgameboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083834#Comment_3083834

    The problem with base kit bbq is it would just make a boring game meta where any time a survivor goes down everyone would automatically jump in a locker to avoid the aura which would not be great.

    Blood point incentives to encourage the killer to not camp could be good.

    Well maybe BBQ should show survivor aura then even if they're in locker.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081794#Comment_3081794

    https://us.v-cdn.net/6030815/uploads/F7B6LYWZ4VMR/image.png

    This is April 22 - May 22, from an aggregate data site.

    https://us.v-cdn.net/6030815/uploads/CABSRU3FOTN3/image.png

    This is June 21 - July 21, from an aggregate site.

    So it looks like kill rates have went up about 1.72% for the 3 out of 30 days the patch has been active. I'm curious to see what happens after a full month has passed.

    How 0K games are so usual? One happens to me maybe once every 20-30th game.

  • Unless killer knows how to count 5. But still if that is considered small buff for soloQ killers got even bigger one with faster pallet breaking, hit cool down and gen times got increased. And now you need 2 hits to down someone before survivors had 3 health state with dh.

  • @cacao1 said:

    Hey guys! I am Killer main! I played survivor a lot cause Qtimes suck for killer. Killers started to camp and tunnel for more since this update then before.

    The solution:

    Team Hook Stages

    https://us.v-cdn.net/6030815/uploads/I8EL6F1OJ39X/grafik.png

    As you can see in the graphic above the survivor team has 10 hooks as a resource.

    The first 6 hooks highlighted in GREEN are team hooks and are shared between all teammates. This change makes it so that a survivor is only killed after 6 hooks making any survivor untunnelbal and beeing able to sit on a camped hook for 6 hook stages if the killer wants to camp this survivor.

    The RED hooks are instant kill hooks, every survivor hooked here is sacrifised instantly and it doesnt matter if this survivor was hooked 4 times before or its his first hook of the game. A survivor team has to manage its resources.

    AS you can see the advantage of not losing a survivor after 3 hookstages (camping/tunneling) comes with the price that the survivor have now 2 hookstages less. Potentialy if you (the devs) want you can have 12 Hookstages but doing 6-7 gens instead, but I think everyone would rather have less hookstages then more gens to do.

    NEW MECHANICs:

    FAIR SLUG PROTECTION

    If a person is slugged on the ground everything is normal just as now BUT if the killer downs a second person the slugged survivor gets the opportunity to fill a new recovery meter that is half the size of the original recovery meter that gives him the ability to return from the dying state. This gives the slugged person the chance to recover if the killer slugs them for real (which is why it only activates if an other survivor is slugged) but you need to fill 1,5 bars of normal recovery bar for this which is also a protection for the killer who slugs only a little

    TEAM HOOK

    If all survivors are hooked at the same time the oldest survivor hooked gets a free unhook and with this a chance for the comeback, BUT only aslong the hookstages are NOT exceeded.

    TEAM EYE

    Every 25s all survivor auras are shown to all surivors for 5sec beginning with the match start. This gives solo survivor a grip of people around them a information that SWF have in abundance. Kindred effect on every hook (of course kindred perk needs a rework after this). I imagine this effect in a corner of the screen with a visible cooldown (25s till activation and 5s of effect and always on during hooks).

    TEAM INFORMATION

    All survivor perks and the current STATUS are shown to all other surivors at any time. Also something all SWFs have by default. Current STATUS means what is going on at the moment and includes: gen reparing, doing totem, blessing totem, being chased by killer, healing someone/self, searching a chest, interacting with killer property... (maybe more).

    Pros:

    1. Not losing a survivor to a tunneling killer after 3 hooks or a camping killer on first hook
    2. More fun chases for the killer! With the recent buff killers should love chases more.
    3. Less hookstages overall could make the game more spicy
    4. Weakminded survivors might get a hope to stay longer ingame and not DC instantly
    5. early DC is not a instant LOSS anymore BECAUSE the hookstages are team shared and even with 3 guys you still have 6 shared hooks (GREEN) until the killing hooks (RED).
    6. Slugging would be minimized to a healthy and competative amount but is still not free.
    7. soloQ buff without really buffing SWF by the New mechanic changes.
    8. Easy balancing! Because the amount of hooks could be "killswitched" to the amount needed.
    9. EDIT: even if you would die on your first hook at the end, its better then playing 3v1 at 4-5 gens left. just be logical!

    TO-DO:

    1. playing the game and seeing how it goes without DOOM POSTS!
    2. if killers need a buff after this one could lower the team hooks by one or even two.
    3. If survivors need a buff one could buff hookstages by one or even two.
    4. Better map balance
    5. removing map offerings - If you are proud in every map you made every map should have the same chance to be played. If you think that there are maps that are worse then other this is even a bigger reason to remove the ability to force them on someone.
    6. YOUR IDEAS

    DISCLAIMER: Dear BHVR. Everything said here is free to use for you, I DON'T need any kind of credit, reward or payment. please feel free to use everything you see, please forget your developer pride and accept help from people who play your game. please be better, so in return my favourite game can become better.

    This topic is open for discusion.

    Please post CONSTRUCTIVE ideas, before you post anything please ask yourself if you are objective in this topic and or if you are now mad because of bad expierences.

    OPEN FOR DEBATE - lets make it to visible for BHVR

    Well this would make my games easier as killer I mostly get 10-12 hooks in my games and most of the time I will not kill first until 6-8th hook.

  • @StarMoral said:

    I'm 50/50 Killer and Survivor, so I understand how to work both roles.

    Killer feels so frickin good right now, as it should.

    Survivor feels... Also really frickin good. And I dint know why people are crying about it.

    Yes I get it, Dead Hard and Decisive are nerfed. Guess what, there are 6 other wonderful exhaustion perks you can use and Off the Record is literally the new Decisive. I've been running Overcome, Lucky Break, Off The Record, and Empathic Connection. I legit lose killers mid chase with this build and they can't tunnel me. They chase after me of course, but it's all to buy time for your team. Not JUST escaping.

    Just because you get sacrificed doesn't mean you lost, ya know.

    I very much like this update as killer it feels so easy now and it's good that you now need only 2 hits to down when before you needed 3 hits. I like some changes as survivor too like otr with deliverance is my new favourite combo. But I think gens take too long I played today 2 games one ended at 5 gens and other at 3 gens and in both matches killer used thanatobia as well.

    I played these matches with friends I got just my one friend to play for first time dbd when survivors are at weakest... He thinks everything takes too long orcourse. I think gens should been kept at 80s maybe even lower like 70s but survivors should get secondary objectives. In friday 13th game it takes few secs to fix car but before that you need to find the parts so bhvr could learn something from that game.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081963#Comment_3081963

    I think this patch is actually great and puts the fear back into the killer role, BUT that so many killers decide to still camp and tunnel hurts me personally.

    Please BHVR, give us some reason to leave the hool, without shooting us in the foot in cases the game is going south. I offered numerous solutions to this problem, just give one of them a though or try something of your own accord, but DO something. Anything would be better then letting the hate fester.

    Well this patch unfortunately also ecouraged to tunnel and camp. Ds nerf makes tunneling much more viable and increased gen times make it worth to stay at hook. Before at least BBQ and pop encouraged to leave the hook.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083867#Comment_3083867

    I see people saying that but all I see is survivor mains complaining.

    And when they do complain as other user pointed out this is result. I still seen lot more killer complains before patch but now most are happy as they got what they wanted. Killers is now the stronger role.

    @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083851#Comment_3083851

    As others have pointed out, this forum is killer biased, and I guess some survivor players or mains are embarrassed to post their thoughts. Being a survivor main is a bad thing here, so this discourages posts since often honest feedback gets drowned out by killer players harassing or criticizing someone for their thoughts.


  • @Nicholas said:

    It's rarely worth the effort due to how much easier it is to camp with all the killer buffs and how they now know there's no DS or OTR to deal with, so that makes them highly motivated to go after the newly rescued person. The devs are terrified to address tunneling and camping and are more concerned with balancing the experience around The Killer's perspective. Every change has always been about this and rarely, if ever, from the Survivor experience. The motivation to deactivate DS and OTR was to make getting kills easier and pretty much guaranteed, the very outcome they declared they didn't want in reverse. DS didn't guarantee escapes, but the poor hopeless killers that ran into a Survivor with DS at the exit gate are oppressed victims with no remedy to the DS abusers. That Survivor got a free underserved escape all because of a perk. Meanwhile, that poor Survivor who was tunneled and hit after five seconds deserves to die and has no remedy because The Killer is entitled to that kill when the gates are powered.

    Well if survivors would complain as much as killers they could get some changes too to help if they're tunneled or camped.

  • @Neprašheart said:

    If they make it into the base kit, it'll save SWF premades quite some time, and that's what shouldn't happen - They're being the power role for years, even though the killer is supposed to be dominating..

    I'm not sayin' that it's a bad suggestion, I'm just sayin' that if they get to add Kindred into survivors' base kit, it should only work for survivors, who're not queueing together - For solo queue survivors, while SWF survivors wouldn't get to receive Kindred as a base kit. However, knowing BHVR's history of bugs and glitches, I do strongly doubt that they could manage to even get Kindred into base kit at all.

    How it would help swf when they already can communicate if killers is camping and who goes for save. It could hepl slightly but would not make real difference. Killers ofcourse should get basekit BBQ to balance this that soloQ can now know if they camp so that would encourage going for chase.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076317#Comment_3076317

    This right here is your answer.

    DS is enough of a window so that a team member can come to body block. Or they can get in range for a flashlight save. Or maybe they can sabotage the nearest hook.

    Survivors were used to 1v1 the killer as if they were taking their dog for a walk; those days are over.

    Ds should be 10s stun to make tunneling bad stragedy and that should be basekit.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083518#Comment_3083518

    Survivors never “deserve” a escape, just as killers don’t deserve kills

    NOED also got nerfed,and even then, Small Game exists

    and also MMR doesn’t exist, anyone who says otherwise is a controlled operative peddling deception and attempting to sell you snake oil

    It works not just perfectly killer I play lot I get good survivors but with killers I play rarely I get bad survivors.

  • @daggersnight said:

    Almost no game makes it to end game any more anyway.

    True I have played about 20 games since update and 2 games went to endgame both of them on wraith thought.

  • @ThiccBudhha said:

    To prevent a free escape. Why WOULDN'T it be disabled during end game? Developer incompetence was the excuse before, but they finally realized that design was ridiculous and fixed it. So now there is LITERALLY no excuse.

    At that point survivor deserves to escape but if not then noed should also be removed no more free kills either I've seen too many times bad killers winning only because of it. It's not either good for their mmr going up falsely thinking they are good.

  • @RakimSockem said:

    In my experience from playing both roles, I've seen 2 things since the update.

    1. Survivors clinging to the old meta and desperately trying to make it work and

    2. A random mess of perks that hold little to no weight

    Has anyone noticed any trends yet?

    Please don't say Off the Record because I rarely see anyone using that trash over hyped perk

    Off the record with deliverance is very strong.

  • @VcatoV86 said:

    Developers have been listening almost exclusively to killers. For years.

    Don't believe me?

    1.) "Maps are too dark. I can't find Blendette!" Maps were redesigned and brightened.

    2.) "Loops are too hard! They are godloops!" Almost* (all?) godloops were erased. Most decent loops were taken out as well.

    3.) "Gens pop too quickly! I can't do anything!" Gen time was increased.

    4.) "Hooks are too far apart! Survivors are abusing this!" Hooks were brought closer together.

    5.) "Deadhard is too much! They get 2 seconds extra time in a chase/miss my hit (even though they gained exhaustion)!" DH was nerfed.

    6.) "Decisive strike is not fair! If they are down, I deserve to get a hook!" DS was nerfed.

    7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled.

    8.) "Keys and hatches are not fair! I deserve to kill everyone!" Keys and hatch were nerfed.

    Now before you say: "Well, killers were a little underwhelming and SWF was too strong"--I agreed! But gain some perspective on just how much the devs always, for years, have catered to the killers.

    Complaining about forever Legion is the least of your concerns.

    How long devs can continue before survivors quit? But I would say on ds that is not fair I can't tunnel one quickly out. I disliked the hacth change they should at least let it spawn when are gens were completed.

  • @weirdkid5 said:

    As a solo Survivor main, cya. Game feels just fine to me.

    Also as someone who's been playing since 2016, I've personally seen Survivors crying wolf far more than Killers have on the forums, but this is anecdotal evidence and doesn't really mean anything. Most of the toxicity I've seen in this game has came strictly from Survivors.

    SoloQ is fine when you have decent teammates but when you have bad teammates who go down in chase in less than 15s you can't carry them anymore. But still this patch made tunneling and camping too viable which is problem.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080204#Comment_3080204

    What I meant was walking mid-chase after breaking line of sight in order to run down your exhaustion timer. If you're really good at looping and mind-gaming, you can get 2, maybe even 3 SB in a single chase. Of course this actually requires some skill, which old DH didn't.

    Good killer will never let you walk

  • @DemonDaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080004#Comment_3080004

    I don't find that the changes have made my survivor games more difficult but that there is just less room for a margin of errors.

    Also just like with new killers on ptb; we will all have to endure while some survivors adjust playstyles from what no longer works.

    But survivors always does those mistakes/erors. Dh used to be there to give second chance but not anymore. Also killers now can get hit that they would not gotten before because faster hit cool down and pallet breaking for me that had led me being too dominant in most games so I go easy on survivors and even just let last 2 escape sometimes.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080183#Comment_3080183

    Besides, you can already kinda do this if you're smart with how you 99 it in a chase.

    But that means you can't do gens just have to continue sprinting but if killer uses fearmonger that's actually good. But dh big problem was you could use it to reach pallet or window you would not reached otherwise but if sb would have same activation mechanism you could do that and gain even more distance.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080175#Comment_3080175

    As an avid user of Sprint Burst, being able to activate it whenever I want wouldn't be a good move in terms of balance.

    It would be even stronger than old dh in some situations.

  • @PaintedDeath said:

    More activatable perks. I bet they needed to depower Survivors to allow room for the stuff they are planning to add.

    My first prediction for the first activatable perk added...

    Dash

    Activatable Perk. Dash forward at 200% speed for 1 second. Applies Exhaustion.

    Maybe they buff lithe or sb that you can activate them when you want.

  • @Lyonic said:

    Dude - tunnelling someone out the game asap is the only way to create sustained pressure on the rest of the team.

    Sorry did reality upset the party :P

    You can create other ways pressure too but for baby killer it's probably only way.

  • Hag is very strong if you knlw hlw to use her A tier. Trapper has his traps. Myers yes is weaker but usually you don't have to hit in tier 1. Oni needs hit and survivors counter it by pre dropping pallets.

  • @Roaroftime said:

    I'm gutted should've waited until this round I'm having now just had a DC and another pain res loll that would've been a fine edition to the solo q collection post

    20220721_222418.jpg

    Yeah and teammates even dc:ing when we were doing ok.

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080019#Comment_3080019

    That's rubbish he is not the weakest killer in the game.

    Oni can down an entire team if he is powered up and they all get slammed by him.

    Start as weakest gets 2nd strongest while using his power.

  • @dugman said:

    Behaviour announced their potential sets of Winter Event cosmetics for 2022 in their survey below. Which cosmetic is your favorite? (A and B refer to the set they're included in in the survey.)

    https://woobox.com/i4a87m

    P.S. Unfortunately ran out of space but the last two are

    • Out of Bed Boxers Adam
    • Sunglasses At Night Meg

    P.P.S. Not sure what the costume names actually are, if you've got better ones feel free. 🤷‍♂️

    Dredge one it looks so good. Only reason I voted for A other outfit where bad overall B was better but because snowman dredge is so good I had no choice than vote for A.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080019#Comment_3080019

    Eh, I'd say Micky starts off weakest, at least Oni gets a lunge

    Well completely forgot that while writing but you don't have to hit with micky you can just stalk and usually it's very easy to get tier 2 and well I always run tombstone on him and use play with your food so when I get first hit it's first kill. But they should buff myers lunge and speed while using scratched mirror add on so he would be more scary to face.

  • @VcatoV86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070925#Comment_3070925

    You would never have a game if this were the case.

    "Hi, I am a killer. My job is to chase and kill you. You? Well, there are objectives. Sure you might escape. But no, you 4 exist merely to satiate my bloodlust and desire to kill."

    Back in the day, devs tried to balance 2 out, 2 dead. This plus many other things (god loops especially) meant that the game was survivor sided. So they tried to buff killers. Over the years, it has generally worked to create a truly more balanced situation.

    Lately, though, they have gone too far in the direction of killers. All that this patch does is buff the killers even more (wah, a few minor nerfs that do nothing to the overall strength of the killer) while actively encouraging them to do the very thing that the devs wanted to prevent. Why not camp and tunnel everyone now? Simple, easy, brainless. Force them out of the game and feel empowered in your 4k.

    How long will survivors keep playing if this is the case? Many I know were waiting for this update to fix things. I can already tell you that they will not be coming back.

    Play swf for now it's still nearly as strong as ever as long as your teammates are decent at the game.

  • @VcatoV86 said:

    I don't think that most survivors disagree with this. The issue isn't the strength of the killer. Instead, it is the abuse that the killer can exert vs. the abuse that survivors can. Unless you have a sweaty flashlight SWF at high MMR, survivors can rarely abuse the game for a killer (unless getting your feelings hurt by teabagging is a thing...). Killer can still get the thrill of chases, downing people, etc. Now that gens take even longer, they have more time to actually enjoy the gameplay.

    On the flipside, killers can easily (and have been increasingly) abuse survivors. Tunneling and camping are still rampant, with killers just eating the endurance and pursuing the kill because they know that they have roughly 50 seconds of extra time on gens. This means that killers can continue to force people out of games early. And they have been doing so.

    To recap, I don't mind killers being stronger than survivors. I agree. But slowdown killers who tunnel and camp every game make survivor boring.

    Yes and tunneling and camping was buffed in this patch so devs need to think way how to nerf them and then give killers more buffs accordingly. I think strong ds as basekit would stop tunneling and it would be 2 time use with 5s stun. For camping hook timer should pause or at least need to be increased overall. Both of those counters should ofcourse be disabled at endgame. Killers should get basekit corrupt and BBQ so those would encourage going for chases. SoloQ survivors need basekit kindred but without showing killer aura maybe. I think kill rates should be balanced on average around 2,5 kills per trial.

  • @RpTheHotrod said:

    He's even worse now, actually all stealth killers, now that spinechills nerf was reverted and given a super buff. Now any time a stealth killer is within 36 meters of a survivor, they are notified. Cant even crabwalk to sneak up on them. It disregards line of sight, disregards terror radius, and disregards any semblance of good game design. This perk alone completely invalidates stealth killers. Makes it literally impossible to sneak up on survivors making them just basic m1 killers with no powers.

    At least spine chill is not very used perk. But steath killers should be able to counter it bit more like it should warn if myers stalk you like 10s or if ghostface has stalked you halfway. So then it would not completely counter them.

  • Oni start as weakest killer on game he should get something. Nurse has better power but still start with it. So oni should start with his power unless nurse is reworked to earn her power. That would make oni much more popular and then it would not only be blight and nurse on high mmr but oni's too.

  • @DemonDaddy said:

    The killer actually has to be successful for the benefits of most perks. If survivors are playing well those benefits can be denied. The killer equivalent of a counter is usually "wait it out", which also provides survivors more time to act.

    It's now easy to be more succesful as killer only weak killers like sadako, pig and wraith has to work for their games. But whenever I play B tier or better killer it's blowout if I don't go easy on survivors.

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079193#Comment_3079193

    How worrisome. Come back when you're facing survivors that do gens and predrop strong pallets. The only difference here is a whopping 10% reduction in pallet kicking time.

    Again, face strong survivors on the regular before you worry yourself sick. You should get there in no time considering 4ks are handed to you on a plate.

    Those very stron survivors are still less than 5% of survivors most are average they can loop bit but now struggle without dh.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079123#Comment_3079123

    I don’t know, I played about five games with Wraith the last couple of days and won all of them with different loadouts. I had a pallet smasher vault build with no slowdown, a loadout with four gen kicking perks, and one with all four Scourge Hooks. Won all the matches pretty handily, but I think the survivors weren’t top tier so that was definitely a factor. He seems at least as good as he was though either way (I rate him an “ok” 2/5 stars personally.)

    Idk how I even got those survivors I rarely get them when I play any stronger killer or only one or two like them. I admit I gifted the first victory for survivors playin too fair. But in second game they were 7-10K hour players

  • @[Deleted User] said:

    Yeah, it's a bad direction for the game to go IMO. Killers were not weak before the patch. You could absolutely win consistently if you played well and had game sense. If you could not win consistently, it was on you.

    And now you can mindlessly go from chase to chase without suffering the consequences. Heck, you can even lose multiple chases and still probably walk away with a 2k at least.

    It completely devalues the skill cap on both sides. Killers without game sense/time management are now on equal footing with killer players who took the time to learn it, and survivors aren't rewarded for long chases in the correct places.

    Exactly I've been noticing when I loop killer long usually only 1 gen gets compeleted maybe 2 but before always 3 gens would get conpleted in that time. I see nowxlot of bad killers getting 4K:s even they chase you very long. Also as killer I stomp survivor if I use any B tier or better killer so usually I go easy on them. I had only hard time with wraith as he is worst killer on game and well I managed to face legacy survivors with him but still I would beat them with B tier killer probably. But they were top 1% swf which you face very rarely.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078917#Comment_3078917

    Those are 3 weaker killers. Who probably need some help still. But a majority got a big shot in the arm as far as lethality. For the record. Since the update. I've used a lot of clown, slinger, demo, dredge. With some nurse and blight sprinkled in.

    I've been playing pig, wraith and myers mostly. I can say wraith is almost as bad as before I played 2 games and lost both. I was facing legacy skins and some insane loopers in those matches thought. First match was not terrible with 8 hooks and 1 kill but the other was in red forest and one girl connected every loop so well and used new dh perfectly I could not bait it out as she always waited the hit. I definetely should chased someone else in that match but she cost me that game so I wanted to kill her and I almost succeeded but she had off the record and dh so she basically had 4 health states and teammates took protection hits at the endgame so everyone got out. I ended up having 5 hooks in that game.

  • @PaintedDeath said:

    Remember, this is a game and you don't have to play. If someone is being skeezy and playing like a garbage person, just give up. Give them hook, end the match and move on. Don't give them the satisfaction, they can choose to not play like that, you can choose to not play at all.

    So instead punishing that person those who don't want to get camped or tunneled are punished? Bit like how in my country when bully don't get punished but the bullied one has to change school. I say devs needs to make those tactics useless before endgame. For camping hook timer pauses and for tunneling 80-90s basekit ds with 10s stun which works automatically. For killers I would give basekit corrupt and BBQ to balance this. Also weak killers should get then some buffs accordingly and soloQ should get some information like basekit kindred.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/336076/anybody-tracking-escape-rates-of-survivor-main-streamers

    Nope. I just know that I have a 100 % kill rate since the patch. Some things are a bit too strong

    What killers you play? Play wraith, sadako or pig and if you still have 100% win rate good for you.

  • @Sumnox said:

    I just find it funny how, unless you're extremely killer biased, anybody can call this a proper meta shakeup. It's just objectively not.

    BT and Off the Record are better, but I'd say BT is the only one TRULY useful at this point. Off the Record has gotten a good buff, but it's still whatever if everyone does bring BT.

    What any other perk that got reworked got substantially buffed and is worth using over old meta?

    NONE lol

    I use off the record with deliverance works very well.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078316#Comment_3078316

    No, communication has always been an issue. It's been proven time and again that swf gives an enormous edge. The reason bhvr hasn't done anything about it is they know they can't stop people from using headsets.

    Looping has been the issue always. Facing 4 good loopers has always been horrible as killer no matter solo or swf. 4 newbies communicating are not going to cause any trouble.

  • I think I will play lot less soloQ fof now but I already usually play more killer but wait times are very long so I think I just play another game. Right now when Im writing this im waiting to find killer match but when I play survivor I find match instantly. I only want to play survivor now with swf.

  • @Toaster427 said:

    https://forum.deadbydaylight.com/en/discussion/335778/so-i-have-tried-to-play-in-different-ways-as-killer

    if you can't 4k after these buffs in any playstyle then you can't be helped man. the game as killer is mind numbingly easy now...

    That's not true you definetely should win most of your games now but winning all games is not possible. You haven't probably faced good swf and that's is still almost as bad as before with m1 killer. Wait before you reach higher mmr it's possible to win but usually hard.

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075826#Comment_3075826

    im not saying DH is bad now, i think they got it to a good spot. My point is, the results here are the same for me and i am not a slowdown heavy killer, either run none at all because im obsessed with like 5 different perks or run 1 slowdown perk.

    I am still getting these games and noticing alot of people doing much poorer jobs at doing chases, while far less DH is being used.

    I believe personally, these games are occurring at least in part because survivors' have had DH as their perk for years and dont know how to play the game without it and basically are noobs.

    Dh is garbage now I laugh when someone tries to use it. They went overboard with the nerf it makes you just slower.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075668#Comment_3075668

    That is exactly what I am doing. As mentioned, I have tried it. It was just an experiment if those changes may have helped with that but it seems it didnt. However I do find camping rather boring cuz chasing is what I enjoy the most in dbd.

    Adapt your playstyle as match goes if it looks like your not winning then camp/tunnel and if it's start to look like you win then chase again.

  • @NamesCris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075569#Comment_3075569

    Even then I dont get why people were so reliant on DS and Dead Hard. I played most of last season running a team healing build without dead hard or DS and I was genuinely having a lot of fun.

    However, I think a dash perk would be pretty okay if it didnt have invincibilty.

    Well when killers tunnels you ds helps but not anymore as killer catches you instantly. Dh was best survivor perk and was too strong but they went overboard with the nerf should let it have dash but no invisibility and maybe should changed only 2 time use.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075496#Comment_3075496

    Gens are a maximum of ten seconds now with no slowdown in play, that's not something you're realistically going to notice in the vast majority of situations.

    Not to mention that you can absolutely adapt to it by bringing generator speed builds, of course.

    As for that match in your example, that sounds like a pretty close game that was only lost because one of your teammates misplayed, not a crushing loss you couldn't have avoided.

    Well we all misplayed bit but that what happens in soloQ in swf we would got 3-4 man out of that game so yeah.

  • @jesterkind said:

    I agree.

    Survivors now have to go back to the drawing board and really evaluate what tools to bring, as a lot of the perks people got comfortable with are now much much less usable. Maybe it's a crutch they got used to like Dead Hard, but there are also plenty of other tools that got shaken up. Combined with more of an emphasis on looping efficiently instead of burning through resources, it definitely means a lot of survivor tactics and tools are up in the air.

    I fully believe that people will get used to this shakeup after a little while, once they've experimented with builds and adjusted to the chase changes. I'm not saying anyone is a bad survivor player, I'm saying they got used to being good at the previous state of the game, and their approach just needs to catch up a little.

    Gens are much slower now there is no adapting to that unless you like playing gen simulator. Just lost match where we gor last gen to 95% but blight managed to bring survivor close to it and then slugged rest of us quickly who tried to do gen one survivors was death at that point well before we would won that match or at least 2 would escaped and probably with old dh and ds we would gotten 4 man escape. Killers got huge buff now even bad killers win matches they would previously lost.

  • @JohnWick1654 said:

    I know there are a lot of Nurse haters,

    and as far as Nurse being ballanced there is one thing that stops her from doing so.

    Nurse doesn't need add-ons,

    yet she can equip them and become even stronger.

    Devs could just nerf the add-ons, so that bringing them only gives a slight advantage and not 4x longer blink or same blink range on 1/4 of a charge time..

    The Iredescent ones could be unchanged or have more interesting effect. Wait what does her iri add-on do? Does she even have one?

    Nurse is OP but it's unfair that she is only killer get to be that good other killers should be buffed to closer her then she would be balanced. Oni for example should get his power at the start of game so he would be 2nd strongest killer on the game tier below nurse but still viable. With nurse you can win 500 games a row so I think maybe then you could win 100 games a row with oni.

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