Doomzilla
Doomzilla
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Steam issue, mine doing it too
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@[Deleted User] said:
Are the DC bots in this update or is that at a later date?
I thought that was way down the line, be news to me
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Meh, she’s fine to me.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449196#Comment_3449196
It does say the new skin is releasing alongside a killer update, which does make it seem like they're separate things.
Ah, ok I misread it I guess
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@GentlemanFridge said:
they...did, though
https://us.v-cdn.net/6030815/uploads/TH2PTRYNZYJP/image.png
from the pinned AMA thread
granted "not significant" could mean anything, but "along with a killer update" is not nothing.
didnt they just say what the update was right there? About him getting a “naughty bear” skin?
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O don’t know if Im more excited for Twins or Freddy (prob Freddy since outside of a few recent games, I haven’t touched him since they reworked him… Really interesting killer from one time, I hope they go back to manually putting survivors to sleep and being invisible from a set distance again. Don’t even care about the slowdown)
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The only time I ever felt sick from a video game was when I first started getting into VR. If it felt anything like those first few days, I feel for you sufferers, very out of your stomach gross feeling.
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I mean, you really don’t have to nerf toolboxes if you reel back on some of the regression nerfs… TBH I’m kind of getting sick of the removal of things from this game just because some demographics hate it, like back when there was a lot more to cry about, at least there was more dynamics involved in the game. We should probably get to a point where we realize nerfing things isn’t going to make a game we played for over half a decade anymore fun…. It only removes said fun.
And frankly, I don’t see anything so egregiously OP as so many others seem to. Strong SWF’s can still be a pain, but there’s nothing much more they can do there, they have to exist. Meanwhile, killers like Blight and Nurse exist, but nurse is really not all that common, and blight has counterplay, even with his best add-ons you can still dodge a lethal dash and he’s not all powerful at every loop. I feel like if you’re complaining that hard about anything right now, you have an agenda, like you really just don’t like losing to the other side and can’t stand when games don’t go your way. That goes for both sides.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445662#Comment_3445662
There's a reason solo will never be boosted to the level of swfs. Solo makes up the bulk of the kill rates. A dev said that being in a swf can increase your chances of survival by "up to" 15%. So solo staying weaker than swf is by design, because if you strengthen solo then kill rates will drop. Even killers know this, it's why so many admit to lobby dodging perceived swfs. They'd rather play against solo teams because the lack of coordination makes them easier to kill - and they don't want counters to their effective strategies. I play solo and I just can't see any way they can throw us many more bones without p*ssing off lots of killer mains.
Is it about pissing off killer mains or actually being fair? It feels like people forget SWF is technically broken. This remains as true in year 7-8 as it did in year 1. The game was not designed so that survivors were ever meant to have the level of coordination or communication SWF provides.
I don’t know why killer players are always treated like second class citizens in this community, their opinions should be just as valid as survivors, no? So why is it about pissing of killers and not just ensuring the game is actually somewhat balanced? Nobody wants to only play against sweaty SWF teams anymore than people only want to play against Blight/Nurse.
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Meh, I always thought stacked slowdown was overrated, but you can absolutely still get strong slowdown 3-4 stacking on certain killers.
I used this Knight build I saw Otz using involving jolt, unnerving presence, surge, and eruption, with his red add-on that exposes every 4th knight. Now from the description alone you would maybe think that’s only effective on indoor maps, but I had a game on Borgo against a gen-rushing SWF and although the game came down to last gen, they all died before the gates opened, and again, this was a pretty strong team with a TTV player.
Results Will very per killer alot more now, but you CAN make some unconventional builds with slowdowns work. You definitely have to employ other slow down tactics, such as slugging, a lot more, and don’t get me wrong, they are nowhere near where they used to be, but they aren’t all outright dead.
Gen rushing absolutely does need nerfing though.
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In general most ultras are pretty awful, there are like 2-3 somewhat cool red add-ons in the entire game, and they usually come with a worse backside than any form of real benefit.
Otherwise most killers have at least one good add on(some are even damn near necessary).
Killers like Nemisis are a huge stand-out tho, I don’t know why he basically has no good add ons. Zombie speed can come in clutch - on smaller maps, especially in doors, but they are easily exploited and mostly a non-presence even with the ads ons. Every whip add on is atrociously stupid. I do get why Marvin’s blood needed a nerf, but frankly the nerf it got made it a redundant add on, you will already get your whip lvl 2 if you whip 2 fresh survivors, and getting to level 3 still is not worth the add on cost. other than that, he has a hinder add on that does nothing but give you text to read (I defy anyone at behavior to explain in what world is this add on useful), his 60 second oblivious one is kind of cool, except you won’t be using that much because you generally want to finish a chase with a whipped survivor, they will just vaccine up in literal seconds otherwise and the add-on becomes redundant(although at least it gives infection an actual effect outside of just more sound cues.
And of course, zombie whipping add-ons are pretty much all pointless trash because getting to level 2 requires hitting two survivors with a whip (not always the easiest thing to get done super early, but also rarely will be unable to ever get to two in a match) and that is way more productive than chasing zombies with your whip to get more infection, wasting time and eliminating a resource. Let alone the return for basically taking out your own team and 1/3rd of your power is a slightly larger blip on the infection meter. It’s actually stupid, this will not get you to level 2 any faster because you will STILL need to hit two fresh survivors to reach level 2, and again reaching level 3, while decently powerful, is not a high priority. The amount of time he losses with 3 health states for a power can’t be made up by slightly reducing the effectiveness of *some * tiles on a map, so lvl 3 is only ever a cherry on top (aka an “Win Harder” mechanic.)
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Thank you
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What you will eventually come to realize is there are two realities on this forum - the reality of those who think inclusivity and making the game “fun for everyone” is the main priority, then you have the reality of those who enjoy actually playing the game correctly. Correctly as in using the tactics anyone who plays at the highest level will use, but you aren’t supposed to because your in public que and that means you should think of everyone else…
What you will do well to learn - seeking approval for playing the game the way you feel is correct, is a fools errand. First of all, most players are either survivor favored or just straight mains. Mathematically this is true based on number of survivors it takes in a match vs. killer. Very rarely does anyone play mostly killer here. Secondly, unless you’re hacking, exploiting a glitch, etc. you shouldn’t even feel the need (although it’s true we all have been there, I’m just trying to save you some time). Third, there is no single game where if you try to win, people won’t complain about it. Playing to win is almost always looked down on. If you play one of the best characters in a fighting game, low-tier heroes will just hate on you. If you play patiently in COD instead of running into every engagement, you’re a camper and a terrible person. Just don’t bother, play how you feel is right. They will adapt or not.
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@Nos37 said:
Fine. Keep the addon.
Just remove map offering's ability to guarantee an indoor map.
Burning a map offering means you WON'T go to a specific realm instead.
So you would rather inadvertently buff killers like Blight and nurse (allowing them to pick maps that favor them) than just admit you’re not very good at survivor? How selfish, sir!
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Hmm, well done
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It’s funny how people who absolutely needed DH reveal themselves. They always come with the “Well, it wasn’t even that bad, SB and Lithe are like, so much worse”.
you can keep saying that til your blue in the face, the absolute fact is DH was by far the most used perk in the game, by a landslide. That doesn’t happen because the perk is so terrible but fun. DH was a pocketable health state that could be used well in so many situations, no other exhaustion had its versatility. Its use literally extended some chases by 15-30 seconds for free, and you had to go in with the assumption everyone had it otherwise it got free value at least once per match(per survivor if you just didn’t assume everyone brought it, which they often did anyway.
SB is literally just run away from a gen really fast. You can’t overly coordinate it, sometimes you will be at an open gen where it does nothing for you because there is no loops around and the killer can just zone you. It’s also easily countered by perks like fear monger, blood echo, etc. and also severely capsized by stealth killers and perks (since it’s best used when you can get maximum initial distance from the killer, which is dampened if they start chase 8 meters away from you)
And lithe? Even at its most annoying it was never a problem. This is easily countered by all kinds of on-hit exhaustion perks, just like DH, but also requires a decent window set up (some don’t allow for a great deal of distance gain, such as a window leading into a building) so you have to use it in the right space. It’s also a lot more obvious when someone has it, because they will typically force a vault situation when you are close, regardless of health state. You aren’t 100% in control on when and where you can use it, and some maps just don’t have great vaults outside of safe pallets. There’s a lot of ways to counter/deal with lithe, and it’s almost a guarantee not everyone will be running this, even in a SWF, because if they got a map that is sub-optimal for vaults, the whole team would be handicapped.
bottom line period, no one who generally prefers to play as a killer is sad that DH is nerfed. Typically that comes from “le killer mains”
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417845#Comment_3417845
Yeah because they're dumb, that doesn't mean it's normal. They made bubba, a killer that can facecamp super well, that doesn't mean facecamping is a normal or healthy or good way to play that should be encouraged
So how does legion use his power then? Just hit one survivor then cancel his power? You sound ridiculous
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I would just stop caring about the term in general. Tunnel who you want and go to church later, for Christ sake.
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389071#Comment_3389071
If you had a point, it missed me. No one drops a cash cow, until the milk dries up.
So Star Wars doesn’t ring a bell? How about the MCU. Don’t be dense.
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I don’t think anything outside of some choice killer add ons need nerfing at this time. They don’t have a great need for it right now.
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I might be the only person who feels this way, but no other exhaustion perk to me is more annoying than DH was before its change. Doesn’t matter if SB can has all this apparent potential in any situation and is considered the most versatile. Never agreed with that myself. Having a literal on command button that says “Haha, can’t hit me” when you have to commit to a specific chase, only to have it lead you through another loop?
That’s 1000 times worse than the chase just not starting as soon as you near a gen - guess what? That guys going to have to come back to that gen sometime, and him running off like that saved you the time of committing to a chase you might have to abandon if he pushes E at a really good spot…
now lithe is a close second to DH for me, but honestly DH was just a very obnoxious perk for a long time and I care little for the excuses people have made for it for however many years. Frankly, if they wanted to say, buff DS, I’d be gone with that just so people can stop complaining about how unchecked tunneling and camp are now that the killer isn’t always forced to take lose-lost chases.
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They should just change it so it activates all 5 totems and each totem = 30% auto regression for a total of 150%, so each totem broken reduces it, but it doesn’t immediately disappear at the beginning of the game or have to be run with undying. It can still disappear when someone dies too. I think that would be much more interesting.
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@FatallyIconic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405253#Comment_3405253
No one is claiming that medkits weren't overpowered, particularly in a coordinated team. However, solo queue games are rarely coordinated. Medkits and consistent self-healing made solo queue less unbearable since you didn't have to depend on your teammates. It's understandable why medkits were heavily nerfed. Unfortunately, solo survivors weren't given anything in return, such as a baseline empathy or empathic connection.
Solo queue players are impacted since they must now devote half of their build to an aura perk and a healing perk to counter these new healing changes. In contrast, SWF players receive all of this for free without having to sacrifice any of their meta perk slots (anti-tunneling perks, exhaustion perks, etc.).
I reckon BHVR should simply acknowledge that they are balancing the game around killers and SWF. They haven't explicitly stated so, but they haven't refuted it either.
Baseline empathy is a horrible idea for multiple reasons. You don’t give that type of aura information for free, because it’s basically wall hacks for the whole team when someone is injured, how would that in any way be fair to killer? You already know when a killer starts and drops chase with a survivor, and this buffs SWF tremendously believe it or not, especially ones that aren’t full 4 men.
Solo que is just going to be what it is, I don’t know why people think a team of 4 should all individually have an average of + 50% escapes across any random paring of players. Of course some days you will have a sub 30% escape and some you will probably have a 70%, it’s kind of not possible to ensure every solo player escapes 50% of their games every day.
If you hate the fact this game is balanced around SWF, blame everyone who were so adamant that it was necessary to this games success and survival, and that anyone who said anything against it got asked “Oh what, you don’t have any friends, killer main?”
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@Saiph said:
I'd say this is an universal experience. A while back I sampled random games from Twitch streamers (solo queue) and their average escape rate was ~30%.
Keep in mind these are 10k hour players, presumably high MMR survivors, so don't expect the situation to be better as a casual player... Some of my Steam friends are streamers so I sometimes watch their gameplay and they have even less than 30%, with regular loss streaks of 5-10 games. Out of 10 games they have 2-3 that feel like a normal game, the rest are straight up stomps, or survivor DCing at 5 gens, or the killer is farming.
Some people on this forum claim their solo queue games are fine, I have no idea how this is possible (probably they play 1 game per month). Literally try it yourself, go click on random survivor Twitch channels and you'll struggle to find one that has even a 50% winrate. Especially look at small channels of casual players with 100-1000 hours. It's almost comical how they keep losing over and over, and even after a 10 loss streak the game still gives them a sweaty Nurse.
This is a problem people made for themselves when they wanted to die on the hill of “SWF with comms” being fair. Reminder, from the beginning this was never intended. Survivors were never intended to have as much info on what others are doing in the trial because if you bring that level of coordination into the mix, you have to balance for it, otherwise killer is just unplayable.
There’s not really anything that can be done about it at this point, other than to make the game bad for killers for no reason.
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I was already getting back into him a bit before his change because It had been literal years since I touched him. Tried him last night and yea, the mechanic is (almost) negligible. That said, they need to fix some of his add ons now that the situations in which you overheat are different and less likely to occur in their original conceptions.
For instance, maybe pig house gloves should be looked at, tweaked slightly?
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I agree. Nothing egregious has happened for people to be en masse down voting the game, trolling as if we haven’t mostly been playing this game for 6 years. If you’re bored with the content after that long, no need to review bomb and tell everyone how horrible the game is, you got more than enough value out of it.
This community absolutely has an entitlement issue.. Honestly last patch was great, no matter what side you’re on. DH nerf was adequate, med-kits and COH got what they deserved (and behavior even walked back the healing stuff folks complained about, but they never listen apparently..), I didn’t love the regression perk nerfs, but having played the last few days it did make me realize the annoying way COB for instance led to drawn out 3 gen situations (I never used OC anyway), and I honestly feel like PR is arguably stronger than ever. It’s literally better than pop in every way, so obviously regression perks aren’t dead.
honestly this may be my most liked mid-chapter
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@supersonic853 said:
Yeah ive been running it, dms, and no way out to go for chases! Its actually a lot of fun! It and no way out can add 2 more gens worth of time basically so it allows for some more ballsy plays throughout the game.
That’s what I’ve been noticing. It is actually a strong gen defense tool as it is. So much so it definitely deserves its limits. I feel the time it buys me so much more now.
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Do you mean like… progress wise?
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Like deliverance doesn’t already essentially guarantee an out during endgame. Honestly if you need more than that when the gens are done, you are actively carried by perks, period.
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401551#Comment_3401551
What I'm saying is that essentially in my matches all I see are killer dc's. Not everyone's experience is gonna be the same
Well yea, if you mostly play survivor that’s what you’re typically gonna see. I’ve been playing this game for almost 7 years, played in a SWF group for about 3, and I can tell you from every angle, survivors historically dc way more than killer.
Now what’s going on rn may be an uptick in killer dc’s, I haven’t seen many and played against some really bad killers in the last few weeks, but what I can confidently say is at least once per play session there will be at least one survivor dlc when I find them early, or when they are on death hook (pointlessly as they are hooked or before, denying me perk usages or allowing for hatch plays), etc. It’s simply way more beneficial for a survivor to dc against a killer as part of strategy (and to make it worse, the DC penalty barely effects SWF’s who use it because they’re usually waiting for their buddies while spectating for the whole minute or two anyway).
So yea, there are a myriad of incentives and reasons for survivor to dc before the end of the game. With killer, it’s full punishment, especially dcing towards the end, which is the most likely time for a killer to dc. Have I had killers dev against me because I just looped them that hard? Absolutely, especially the 110 killers like huntress. But 9/10 I get a killer who will play to the end, try to get what little kill or two they can and accept it, and never do, or I get 3-4K’d because someone on my team DC’d after their second chase (or they might as well have because they were hiding in a corner or something).
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400257#Comment_3400257
That's only because there's 4 survivors and only 1 killer.
Way more likely to have the dc be a survivor than killer just because of numbers.
And I still see a LOT of killers DC'ing at the slightest inconvenience. Even when they've been playing like sewer pipes they still have the nerve to disconnect.
Some people will say anything. What does any of that have to do with the fact survivors on average dc way more than killers per game?
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just give her mint rag basekit already. It’s too good to be an add-on and simultaneously not overpowered enough to make any considerable changes to it.
She is a 110 killer, she needs some dynamics outside of being able to Triggered traps really fast. Giving Mint Rag mitigates her biggest flaws with chasing while not giving her an oppressive chase because she’s still slow personally and relies mostly on hit & run (an aspect of her kit that is naturally buffed by way of COH and medkit nerfs, at least).
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The likely hood you would be outright banned for this even IF there is verifiable proof you held someone hostage is actually low anyway.
Not an endorsement, I just say that to say don’t sweat it, as bans outside of hacking are exceedingly rare, so you won’t end up in a situation that is misinterpreted as holding hostage and then banned (which is why I assume you made the post).
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She’s not what she used to be, but she’s still better than Nemisis at least. I never maimed her because I used to think she was to easy to win with, but played her more over time and after several nerfs + rework of add ons. She’s surely dependent on add ons, and being 110 sucks
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To be fair, some killers got generally buffed this patch - including the nurse. I wouldn’t say this is the worst nerf for killers or that they are more nerfed, but I wish they would have kept self-healing a little higher than healing others, the medkit nerf probably won’t feel that different overall but without COH at least it always costs a resource now.. we’ll see if it’s worth basically losing regression perks.
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@sizzlingmario4 said:
Dredge is one of my favorite killers to both play and play against and it always feels terrible when you load in and see bad locker placements. You can either get a map that doesn’t have enough lockers and/or your generators are mostly not close to lockers which puts you at a disadvantage. I do hope they at least add more lockers to certain maps in the future.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397102#Comment_3397102
That was a bug, you were never supposed to be able to do that.
Imo one of the most balanced, fun, genuinely engaging killers to play against. Even weariness is fun and makes jump scares possible. If they had decent nap placements on most maps, I think he’s easily in the top 10 killers
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I love blood favor on plague and some other range killers, but it’s biggest problem is it can be pretty useless on m1 killers, depending on how the survivor plays. But I have enjoyed running it more lately
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388263#Comment_3388263
Agreed. It has to come to an end some time. Will this patch as is, end the game? Probably not. Will a lot of players stop playing the game or play significantly less? I think so. I know I already have. Many dedicated streamers have moved on or interspersed playing DBD with other games. And even when they play DBD they frequently complain they aren't having fun and note they are only playing it because it keeps their numbers up.
Devs are already trying to prepare for the future, and probably hope this new game will catch on before Dbd dies out. The event they keep tying into DBD is meant to drag its player base over to Meet Your Maker, as is the changes to the main page of the forums. Marketing wise, that makes sense.
In my opinion the only glue holding the game together is events and new releases/updates. It keeps the drama up and the curious coming back but that will only work for so long.
Lol no, companies don’t just drop cash cows. Reference: Disney
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@FatallyIconic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386959#Comment_3386959
Have you considered that not every survivor cares for chases and a lot want to play with non-meta perks and get value out of them? Many players who get tunneled use non-meta builds and perks like Autodidact and Flashbang for fun. But killers view them as weak links due to their lack of meta perks. These survivors end up feeling forced to use meta perks just to stay in the game, ruining their fun. They don't have the support of SWF and are left with no choice but to run stale meta builds.
Winning may be the main goal, but it's not the only goal. Players also want to have a fair and enjoyable experience. Being tunneled out of the game by the killer early on can ruin that experience for the survivor. While survivors may enjoy being chased by the killer, they also want a chance to escape and prolong the game. It's not about complaining or tilting the killer, it's about wanting a balanced and engaging gameplay experience for all players involved.
Well I guess we just see it differently. I can see why someone would get aggravated after multiple games of them getting tunneled or the killer getting someone out at 4 gens, I just feel like most survivors can get good enough they don’t even need to use meta perks to escape a tunnel if they play well, yes it’s not always possible to juke a killer but if you combine wasting as much time in a chase with having others body-block and breaking los, you have a pretty good chance on most maps to escape a tunnel situation, which is one of the reasons tunneling can bite a killer in the ass if they rely on it.
hell, the only meta perk I run is DH, and that’s a variable slot. My other perks are Bond, We’ll make it, and some other random solo que perk. I do fairly well.
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@FatallyIconic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386368#Comment_3386368
I disagree. There are multiple ways to play the game, and the ultimate goal isn't always just winning. Playing as a friendly killer or trying to help survivors can be just as enjoyable. Tunneling is unfair and ruins the game for survivors, regardless of skill level. It's not a valid strategy and shouldn't be encouraged. The game should be fun for all players, not just those who are highly skilled.
Insinuating that only the best survivors can complain about tunneling is just wrong tbh. It doesn't matter how skilled you are, tunneling is just not fair play. Playing as a killer should be about using all your abilities to win, not just going for the easy target. It's not okay to ruin someone else's experience just because you want to win in a damn video game. If you want to play a competitive game, you should be ready to face the challenge and not just rely on cheap tactics. The killer's perspective shouldn't justify poor sportsmanship. Let's make sure the game is fun for everyone, not just the ones who only care about winning.
Every game that has ever existed has had the goal be for someone to win, what are you talking about? If winning isn’t a big deal in the first place, being tunneled out shouldn’t even matter the , since the goal isn’t to escape but have a fun game, and there is no single action more fun on survivor side than getting chased/interacting with the killer - which again, is exactly why I said hood players WON’T complain that much about tunneling, not that they CAN’T complain.
As far as tunneling right off the hook at the beginning of the game, of course it’s annoying and not the most effective strategy in all scenarios, but it’s never a bad idea to attempt, and frankly it’s about as annoying as anything the survivors can do to progress the game that you have little control over. That doesn’t mean I expect survivors to stop trying to tilt me at every opportunity by throwing in some extra bags after the pallet drop because they know they chain directly to a safe structure and can’t do anything about it. I take it all in stride and at the same level.
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What do you get for grabbing the blue.. Thing? Just a charm as well?
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@FatallyIconic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386219#Comment_3386219
I completely disagree. Just because something has been a part of the game since its inception doesn't mean it's not problematic. Tunneling ruins the game for the survivor being targeted, and it's not a fair or fun experience. It's not just a "grievance" for survivors to deal with, it's a major flaw in the game's design. And to suggest that playing the game as it was intended means using such a tactic is ridiculous. There are plenty of ways to play the game without resorting to such cheap tactics, and it's sad that some people find it necessary to do so.
That’s actually not true, there is a single way the game is played. You eliminate survivors or they escape. You lose points based on how many survivors you don’t kill, and survivors lose if they die.
Now, I never said you have to play the game correctly. You can develop your own meta game where you are the friendliest killer and only go for fresh hooks, or you can straight try to force someone out at 5 gens, which might not seem nice to the person on the other end of the screen, but also that’s not really your goal.
I liken Tunneling to spam in fighting games. The people who just want to have fun, who don’t care about winning in the game are the ones most upset about spam. Top players? They don’t care, they realize it’s part of the game and it doesn’t necessarily work against other good players. They aren’t above introducing or using spam to condition opponents or eke out a clutch win, but they aren’t starting the game spamming either. But there’s one thing any good fighting game player will tell you, and that’s “If it works, keep doing it”. You don’t stop spamming the lowest frame d1 in neutral in an MK9 tourney just because the crowd finds it boring, and likewise if you want to win in this game, you will do what works.
No, that’s not always tunneling, in fact, again, if you’re complaining about it, you probably are not in high MMR, you probably aren’t the best solo survivor, so it makes sense that it upsets you SO much, and it’s ok you aren’t the best btw. Just realize that when you want on the survivor side, you never hold back, and learn to accept that sometimes the killer feels that way too.
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@Carth said:
The intent was to thana/ruin/CI/pop/Call of Brine/Overcharge/eruption it. Not give it a slap on the wrist/a sideways buff. Removing exhaustion would be a net buff. You can combo it with any exhaust perk in chase for the tradeoff of only getting 1-2 attempts usually?
That's an insanely strong buff and I imagine it would for sure remain a #1 perk pick if you could get two exhaustion perks in a chase with a limited activation condition
That’s a fair way to look at it, but the safe unhook action in my mind sort of makes up for it since that won’t effect killers if they hit the survivor off the hook anyway, right? It does say it has to be a “safe” unhook, I imagine
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@MikeyBoi said:
DH got nerfed way to much imo. That perk hard countered inexperienced killers and killers with high mechanical skill like Huntress and Blight. But that’s the thing, DH against a good blight for example is like hitting your decisive strike skill check, you hardly got any distance, even against a good oni or Huntress. You hardly never got to use DH against legion and killers that ran certain addons like original pain for Pinhead etc.. You couldn’t use DH with OTR, you couldn’t use DH after being hit after you got unhooked 2 -5 sec afterwards if the killer chooses to tunnel cause of the built in endurance, there’s far too many situations where DH is just straight up useless.. Deadhard against experienced m1 killers like wraith, Trapper, Clown, GF, Skull merchant etc was so effortlessly waited out by good players.. I’m more upset at the Hillbilly changes but yeah DH got nerfed too much..
The problem with this line of reasoning is for 1. Saying how useless the perk is then being upset that is nerfed don’t link up all that well (especially against the pick-rate) and
2. When you say it soft gates killers and only really good killers can deal with it.. Well that means a perk is basically blocking most Killers from playing beyond a certain level, which I’m inherently fine with, personally… But that’s the exact reason Ruin was nerfed several years ago, so that only validates why DH must be nerfed.
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I don’t think I’ve ever heard someone complain about DH not working from internet issues, so not sure how common that really is, but I will say for the change this perk got, I think the fact it is still an exhaustion perk is a bit much, and maybe that part of it can get safely removed now that it’s pretty much a on use per game perk (which I think is fair, ignoring a hit is strong and the idea a single survivor should be able to use it multiple times per match, let alone several, is actually quite strange).
Not saying I’m super excited to see a SB+DH combo, but again, is it fair considering you get a single use? I’d accept it.
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Tunneling has been a part of the game since it first started, I don’t care what anyone tells you. What bothers me is how many people support crying against tunneling like we haven’t been playing the same game for 6 years, like seriously?
It’s a grievance for the survivor side to deal with, just like the grievance killers face when playing against most survivors. It is what it is, and technically, whether or not you need to do it in every situation in every game, fact if the matter is it is simply the game, you try and eliminate the other side or escape, there is no other objective.
People can agree or disagree with how that result is achieved, but ultimately there is no more or less shame in playing a video game the way it was intended, whether or not it is well liked.
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I was literally just getting back into Billy, and he gets nerfed. I should just stop playing him because I’m obviously bad luck
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@Blueberry said:
How about we stay away from the second chance extra health state perks and look at buffing everything else.
I get that to an extent, it I do think it’s ok for these perks to exist when earned, almost like a power on the survivors side. Obviously we’re not talking anything crazy
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@sizzlingmario4 said:
Imo the perk should reset immediately as soon as you use your free hit (instead of needing to be downed to reset it) and remove the aura reading completely. It’s a leftover downside from the original MoM and it’s not necessary.
I like this idea, I would just like to see this perk used more often in general. Maybe it should require less protection hits as well?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382620#Comment_3382620
They have been moving further and further away from what makes this game fun for a while. All because of power creep. Each side has been getting more and more efficient tools with which to complete their objectives, which reduces the number of viable counters the other side has.
The main dichotomy is healing vs gen regression. These are two sides of the same coin, as they're both rolling back your opponents partial progress.
The more effective healing is, the less effective pressuring survivors are, the less effective chases are, the more relative effectiveness of camping and tunnelling. For example, Circle of Healing single-handedly deleted hit-and-run playstyles, and turned Inner Strength from an A-tier healing perk into an F-tier healing perk through relative power creep. This forces killers to bypass the opportunity to heal by tunnelling, or even camping, as this doesn't give survivors the chance to heal.
The more effective gen regression is, the less effective it is to not focus on the main objective entirely, and the more effective it becomes to gen rush. Killers have been getting more and more efficient gen regression tools, like trading Pop for Eruption or Call of Brine, which were much easier to use for greater effect. This forces survivors to rush gens, because if they leave a partially completed gen, all of their progress could be lost.
Both of these need to be nerfed, to bring the relative power levels of each side and their most effective meta tools down closer to the base level. Because if running CoH is so much more effective than not running CoH, it becomes necessary, and inversely, tunnelling becomes necessary, and if you don't bring CoH, you get obliterated when the killer tunnels. If running CoB is so much more effective than not running CoB, it becomes necessary, and inversely, gen rushing becomes necessary, and if you don't bring CoB, you get obliterated by gen rushing.
These changes ARE taking us back to a more balanced playing field, that's more similar to what the game was before everything got out of control. With less efficient healing, chasing and pressuring survivors directly becomes more worthwhile for killers, and with less efficient gen regression, the urgency with which to complete a gen before a killer can interrupt you is decreased. Killers won't need to tunnel because the injured survivor is still working in your favour, and survivors don't need to gen rush, because the partially completed gen isn't a lost cause.
All that said, I mostly agree with the OP. These changes are all good in principle, but the healing nerfs, particularly Altruistic, may be a bit too much, as these have a compound effect, particularly with perks like Sloppy, Coulrophobia, and Self Care. 20 second base heals would probably be more balanced, with slight nerfs to Sloppy and Coulrophobia. Jolt is my favourite regression perk, so no complaints there, but slight trepidation it could be next on the nerf block, which might not be terrible, but would affect me more than the current nerfs. And the Billy changes defy all logic.
I think they will walk back some of the altruistic healing. It doesn’t even benefit killers that much if they keep it bad, since survivors will just not heal or group at all and play in the most boring efficient way, spread out on gens, hold W when chased, etc. which is the opposite effect I think they want. At least COH is still useful in this potential meta