Dsnooz
Dsnooz
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- Dsnooz
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How am I supposed to counter a plague using these two perks while in solo queue?
I'm just grateful most killers aren't abusing Plague right now.
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Take my upvote. It kind of works with a rarity rework that may happen..?
(The prestige changes have made rare add-ons/items even more rare, so there might be a re-balance).
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Honestly, I think hit validation is a bit bugged right now. Getting hit a lot with palette stuns. Getting hit by a stunned killer...
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@Iron_Cutlass said:
https://us.v-cdn.net/6030815/uploads/7BMJYUSTDM2E/sample-formatting-for-100-matches-png.png
Im working on playing survivor a lot (I plan to do 100 matches spread across several days, but I dont know if I have the patience, but I will literally exhaust all my effort into doing this) to test how SoloQ is. I will only be recording matches that are ran purely by myself with 3 other random teammates, no SWF data will be recorded at all.
I wanted to keep the information simple and easy to understand, excluding a lot of information which is lacks importance (the "notes" section includes events within a match I thought would be worth sharing regardless of this).
Which is why I have come to ask if the formatting is good? (Formatting posted above, of course, also yes, that is data from the matches I played so far.)
All the empty cells are going to make it take longer than it should. A complete data table is faster date entry and inferring trends.
Here's how I record my match data. Source (was I killer/survivor), Match #, Character Name, Killer/Item (to filter for killer data or item data), perks1-4, Outcome column (Win/Loss for killer, Escape/Kill for survivors).
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I think you're onto something DemoPlayer xD
I've already started running Prove Thyself a lot.
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Sill doing better than March, April, and May. And, current data from this week shows active players have been static.
Were you concerned at all of the drop from September 2021 to April 2022?
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I still want to see non-obsession survivors get mini-tentacles around their portrait like the obsession, so solo-queue survivors know who is in chase just like SWFs do. Before and balance changes are made again.
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Dying? the name of the game is 'Dead' by Daylight.
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Also all the killer queue times are falling to backfill right now. So it's MMR roulette right now.
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Well now that I have full loadouts on all survivors:
David, Quentin, Kate, Zarina, Cheryl, Felix, Chris, and Mikaela
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Are people really going to chalk things up to "meddling survivors"? Is this DbD or Scooby-Doo.
It's not killer buffs, it's those meddling survivors!
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@Brokenbones said:
There's a few ways you can tackle the STBFL issue
Here's some of my random ideas:
- Increase the punishment for hitting the obsession AND make it so you cannot preserve stacks. Make it anytime you deal obsession health state damage instead of basic attacking them. This would provide more counterplay to the perk, the obsession being able to significantly lessen it's impact and undo the build up.
- Limit stacks to 6 instead of 8, lessening it's overall impact but still making it a powerhouse
- Give it some kind of condition with regards to hooks, I don't know what this could be but the perk is extremely powerful for camping - especially right now.
idk many if not all of these ideas are likely unpopular but they are ways to solve it's core issues i think
You're on the right track, but I think the issue is more STBFL used to start making a major impact at 6 stacks and now it comes online at 4 stacks. It's very easy to get 4 stacks before the survivors realize it is STBFL.
Like reducing the bonus to 3.5% reduced cooldown. would make 6 stacks equivalent to the prior patch. 21% from stacks + 10% basekit ~= 30% before the 10% cooldown buff.
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I think Trapper is fine as is. Sure, there is RNG around his trap spawns. But a player can be savvy and get value out of them. Not every killer needs to be Nurse or Blight.
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@[Deleted User] said:
infinite overcharge regression, infinite devour, infinite clown haste...
the hell did they do
When they said they wanted to improve gameplay for Killer, I didn't think this is what they had in mind XD
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@Jasonisanicefella said:
Does anyone know when we are getting the balance fix to the dreadful patch 6.10?
Hopefully this will happen tomorrow, isn't Tuesday the day for hotfixes?
Well BHVR normally does 8 patches a year (4 chapters and 4 mid-chapters). But they did say if anything was problematic with 6.1.0 we'd see a remedy sooner than later. So, in 6 weeks or less.
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I miss the old art style. it really set the mood.
Now we have orange corn you can't see anything through.
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Wild to see.
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@LDominating said:
https://forum.deadbydaylight.com/en/discussion/comment/3090939#Comment_3090939
It's hard to believe you play survivor and ENJOY it.
I know you don't...
And right,the graph you posted,thank you for proving me right..what's that supposed to mean for you though?
It means I've been talking with someone who wants to claim they're right regardless of the situation and without reading comments to completion.
You're free to have your opinion, that survivor "sucks ass" for you.
@LDominating said:
https://forum.deadbydaylight.com/en/discussion/comment/3087219#Comment_3087219
Anniversary update plus big patch promised which should corelate now if it's that good or bad.
-15% which might increase as survivors leave and coming back killers will quit because queques are bad?
Your opinion that the drop might increase, has yet to be backed by data (It might next week, just not today). And this doesn't change my initial assertion that DbD is still doing better than February, March, and April. This all started with your response to that.
That's what this means for me. And, this will be my last post on the subject of whether DbD is still doing better than February, March, and April.
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@LDominating said:
https://forum.deadbydaylight.com/en/discussion/comment/3089517#Comment_3089517
My man I just can't take you seriously,I just need you to know you suck at charts!
Firstly you've shown me the graphs for 12 days.
You can go look at the stats from 4 days ago and see a huge explosion when the patch dropped with players returning then players leaving steadily.
It's no coincidence over the month players left,because PTB happened and people could experience the real thing before the update drops.
The population from 01 July to today was bipolar with a steady decrease which exploded in a 16% over the course of the month overall,AFTER the anniversary which is pretty worrisome.
And yes people will switch roles or quit the game overall,you keep saying "they don't quit" they do,or try to atleast...
I can assure you it will continue to drop in the coming months and will be replaced by new players which will inevitably switch to killer before dropping because of the long queque,it's been like this since 2019.
The killer queques have NEVER improved after 2019,it's getting worse and worse!
I cannot physically play killer because I'll just end up on YT or staying outside until a game is found afterwards miss the game or AFK in it...
My queque are abysmall and playing SURVIVOR SUCKS ASS!
Everyone's running slow down,every killer is an antilooper,there aren't enough pallets or you can't run to a good one,YOU DONT ESCAPE a chase anymore,you extend it,it's been the quota for 3 years now and IT SUCKS!
You GO PLAY survivor and tell me you enjoy it,actually I'll private message you my discord so you can stream to me,I need to see someone enjoying survivor,otherwise I'm losing my mind,DBD is a frustration simulator..
"The population from 01 July to today was bipolar with a steady decrease which exploded in a 16% over the course of the month overall,AFTER the anniversary which is pretty worrisome."
You can see the anniversary flan wave come to an end on June 30th.
"You GO PLAY survivor and tell me you enjoy it,actually I'll private message you my discord so you can stream to me,I need to see someone enjoying survivor,otherwise I'm losing my mind,DBD is a frustration simulator.."
lol sorry, I'm going to pass on talking with you in Discord. BTW I play survivor quite a lot. I know it might be hard for you to believe but I play solo survivor, swf, and killer equally. I play survivor twice as much as I play killer.
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@DbDPlaya said:
https://forum.deadbydaylight.com/en/discussion/comment/3089517#Comment_3089517
The fact that players have switched roles is still bad. The interest or excitement to player survivor is decreasing because of this patch. I haven't played the game in a while and I don't miss it at all when I think about how I will mess up in a chase or whenever I want to dodge Trapper traps or get out basement/reach to the exit, and there's no actual useful Dead Hard to use anymore. I've been playing other games like Forza Horizon 5 or Dying Light 2 with friends and even though they don't replace Dead by Daylight I still don't look back. However though, if in the future developers decide to revert back these changes I will be playing frequently.
Yeah, playing survivor is stale right now. I know some folks say it's fine, but it's not. Like I can escape, but it wasn't fun doing it. It's too easy to just think up a build with any killer and 4K at 4 gens. The game state shouldn't be perks = victory for killer.
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It's all the reasons I run Bond. Bond is the core reason I've gotten solo queue escapes this patch.
I wish there was some way to avoid Aftercare's reset. Two-way aura reading is super handy.
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@LDominating said:
https://forum.deadbydaylight.com/en/discussion/comment/3089114#Comment_3089114
I'm not here to argue with you,clearly it's your way or the high way.
You go with these numbers..congratulations but why did you bring them in here,I think I mentioned survivor playerrs leaving.
And there were events and still AoT event is on,not event but skins,that could bring the outside players.
Now to me freaking ending this conversation.
On EU servers across all hours(for some reason ppl really brought timeline in here as an excuse)i'll be in a game as a survivor is maximum 30 seconds.
As a killer?
Atleast 20 minutes just to find a lobby.
Checkmate killer main.
You're a killer main because you want easier time with a skilless role,has been since 2019,nothing to prove as,the only challenge was SWF,don't argue.
I'm a survivor main because I want to play the game instead of waiting simulator.
We're not even comparing here.
LOL
"If any assumptions are to be made, it's that killer is somewhat overpowered right now. We can theorize that because gamers are willing to wait 15+ minutes for a killer match and don't feel an incentive to switch sides. (Where survivor queue times have been 10 seconds or less)." - me several posts ago.
There's just no evidence of a player drop from the patch. Players switched roles, lmao.
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@LDominating said:
https://forum.deadbydaylight.com/en/discussion/comment/3088510#Comment_3088510
Mate scroll a bit and see the 15% less players.
It's on this month which has less than 6 days now left.
It's 3rd time,I think,when the highest drop in players happened.
Overall the nerfs to killers should come sooner for SoloQ.
Killers and Developers have taken to nerf the survivor side for SWF balancing.
It is in our mutual fairness we should also balance all killers around Nurse performance,which at it's lower level of veteran players it's a meager 5 generators 4 deaths.
Therefore we can see how powerful the killer side is.
Idc how many players play her,you didn't care that more than 50% of players are solo and still went through and encouraged these changes.
Killers are too OP,even lower ones,NERF them next patch!
The 14.5% drop has nothing to do with the current patch. DbD is still doing better than before the 6th anniversary event. There was always going to be a spike at the anniversary followed by a dip. 42K average players is great for DbD historically.
An ongoing analysis of Steam's player numbers, seeing what's been played the most.You can scroll down and see that most of DbD's history is under 30K. Recent changes have brought players back to the game and patch 6.1.0 hasn't had a significant number of players leaving the game. Most likely, just a switch from survivor to killer. Time will tell though, if players truly get burned out they will start to leave. but the days before and after the patch are equivalent.
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@LDominating said:
https://forum.deadbydaylight.com/en/discussion/comment/3087219#Comment_3087219
Anniversary update plus big patch promised which should corelate now if it's that good or bad.
-15% which might increase as survivors leave and coming back killers will quit because queques are bad?
Here is the trend for July 12th - July 24th where we see no real change except for the hours around the patch.
Everything is mostly static except that from July 12th through July 18th the peaks never exceeded 50K. While, After the patch we've had peaks exceed 50K. (The spike down is when the patch was being installed).
So, we're not seeing an exodus of players because of patch changes. If anything, survivor players switched to play killer after the patch dropped. Killer queue times increased, and gamers still feel it's more worth their time to play killer.
If any assumptions are to be made, it's that killer is somewhat overpowered right now. We can theorize that because gamers are willing to wait 15+ minutes for a killer match and don't feel an incentive to switch sides. (Where survivor queue times have been 10 seconds or less).
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DbD is still doing better than February, March, and April.
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The new tiles are nice overall.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3086492#Comment_3086492
His box is not "kind of" annoying in SoloQ, it's easily the best slowdown in the game by FAR when not playing with a team you can communicate with, and makes Pig's traps look like ass by sheer contrast.
Maybe this is why Pig has become a rarity since Pinhead came out.
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@Neprašheart said:
https://forum.deadbydaylight.com/en/discussion/comment/3084932#Comment_3084932
Bloodlust removal, however, would be requiring a proper map balancement.. Something, that'd force devs to hire one of the best players or to play the game on themselves, which ain't gonna happen anytime soon. You can't balance the game around newbies, afterall..
In BHVR's own words bloodlust barely has an impact on the game and when it does, it was to the killer's detriment. They won't need to rebalance maps on account of bloodlust.
"Finally, we’ve tweaked Bloodlust to increase in power quicker than before. In most chases Bloodlust does not activate, though there are rare cases where it can be necessary. The long build up often leaves the Killer in a bad spot even if they eventually get a hit." - BHVR
During our 6th Anniversary Broadcast, we announced a new progression system and a meta-shifting perk overhaul. We’re thrilled to say that both initiatives will headline the upcoming Mid-Chapter. From the onset, it was important for us to release these changes as a package. Our objective is to shake up the current meta,…Bloodlust is just a band-aid fix that doesn't work, and has gated changes to the game because it exists. If bloodlust were removed, killers would end up in a bad spot less frequently.
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@DBDVulture said:
There's so much here but I'm just going to mention breakable walls.
Look at a map like Badham preschool main building and it's clear you have a map where you never want to break the walls on the main building. That is really stupid. Huntress is forced to break the wall near the pallet by the car.
If breakable walls were really for the killer then a section of the fence by the main building would be a breakable wall.
Honestly I would like to see Breakable walls redone in a way where the killer can use the passage after breaking them and the survivor can't.
Also any time there is a breakable wall : it should be something the killer ALWAYS gets a benefit from breaking such as with Dead dog. The wall on the upper level that "closes" the window loop and the wall on the floor that closes the loop facing the main street are walls the killer needs to break.
Every other wall in that building is a "trap" and helps the survivor. There should be zero walls that can be broken that help survivors.
Agreed, breakable walls shouldn't be a trap-choice for killers either.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3085902#Comment_3085902
Garden of Joy - Depends. If I'm 110, I'm screwed and avoid the main building like the plague. If I'm 115, it depends on how well they run the building. If poorly, then no. Decently? Yes, I often have to. If very well? It's an infinite that is impossible.
Haddonfield - 110? No. 115? If the buildings are ran well, then yes (thankfully, most don't know how).
Badham - I'm thinking of House of Pain specifically.
Grim Pantry - I've had people run those windows well enough to get T3 BL. It's annoying as it is infuriating.
Yes, the best move is often to drop chase and go. But sometimes, that's not an option; you need to commit to something eventually.
This is where the discussion becomes fun.
Garden of Joy main building is definitely survivor-sided, but the rest of the map isn't. And, I'm going to compare this to a very similar main building that used to be just as problematic. That is Disturbed Ward, before breakable walls were added. Currently Disturbed Ward is a boring main building because it becomes "break the walls to kill the vaults." it's too strong of a breakable wall to pass on. In contrast Garden of Joy main building has no breakable walls. Both main buildings need changes. Overall bloodlust or not, survivors can waste a lot of time for the killer at Garden of Joy main building. It's a trap-choice to stay on a survivor in main, unless they're out of position.
However, both main buildings would be better if they had breakable walls located at points with meaningful decisions to make, not completely killing the loops, but also not having them be massive time sinks for the killer.
New Haddonfield, it's a decently 50/50 map now even if survivors know how to loop all the buildings you can push for a strong 3-gen. And as palettes disappear there are generous dead zones in the killer's favor. It's still a big map, so it's definitely hard to stop the survivors from getting the first two gens done. But bloodlust doesn't really impact any of this. If a killer does bloodlust a skilled survivor on this map for a hook, they are giving the survivors what they want. The survivors will get plenty of time to break up a 3 gen and have a stretched patrol route for the killer.
Badham (Springwood) - The whole Springwood realm is terribly designed. It's not just House of Pain. It's the issue that strong buildings frequently chain into each other, there are lots of palette tiles that can spawn with large rocks. If Springwood (the whole realm) was removed from DbD I would be happier as killer and survivor. Overall, I still feel bloodlust will mislead a killer from protecting a 3-gen on this map. Against great survivors, killers should protect a 3-gen on this realm and set up dead zones for end game. (Sometimes matches start off better than expected though, so always play it as it comes).
Grim Pantry main building I actually think is in a healthy spot. There is room for outplay on both sides, but the first level usually is complete RNG for killer/survivor-sided. So, it's a consistent upper level and a very chaotic lower level. While the rest of the map is easy for the killer to patrol.
All this being said, a lot of killers have powers that don't benefit from bloodlust at all:
[Trapper, Billy, Nurse, Hag, Doctor, Huntress, Bubba, Clown, Spirit, Legion, Plague, Demogorgon, Oni (powered up), Deathslinger, Executioner, Blight, Twins, Cenobite, Artist, Dredge]
Some benefit rarely (less than 5% of the time):
[Myers, Wraith, Pig, Oni (powerless), Nemesis, Onryo] 5.5 / 28 ~= 19% of killers
It's a mechanic that 5 killers might need on a minority of maps. But frequently it leaves them in a bad position strategically. (a total trap-choice).
Personally, I feel Bloodlust is a mechanic that has delayed adding in changes to the game that would actually benefit killers. (For example, a lot of the improvements we saw in the recent patch). If BHVR just dumps bloodlust it'll move game design over to more fun, engaging choices for both sides. Killers will learn better strategies faster and there'll be less incentive to tunnel in the game.
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@GrimReaperJr1232 said:
"Remove bloodlust"
4 maps: Garden of Joy, Haddonfield, Badham, and Grim Pantry (main building)
Fix those, then we can talk about removing Bloodlust.
Do you really benefit from bloodlust on Garden of Joy, Haddonfield, Badham, and Grim Pantry? Is this a tool you use on those maps?
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#1 Demogorgon
Followed by Billy, Doctor, Huntress, and Trapper.
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@DbDPlaya said:
As of (7/19/2022) with the 6.1.0 patch, developers took away how some of us used to play. If you take away something, you should give something back in return. This patch gives nothing but insignificant tweaks here and there. I'm just glad I had the time of my life when the game was fairly new and it was just getting popular. The developers don't even know how to properly execute things.
Dead Hard did not need a nerf, everyone pretty much knew how to play around it. And if it were to change, it should have never applied Deep Wound status effect. It should have worked like Mettle of Man where it negates the killer hit, gives you speed boost without giving you Deep Wound status effect. Dead Hard was meant to assist the survivor, not turn the screen darker and waste one's time by having to mend. It's not even worth taking up perk slot anymore.
Spine Chill was completely changed into a useless perk. Its purpose was to give survivor an early warning to getaway (that's at least how I used it). Now it lights up based on terror radius and if the killer has direct line of sight on you. (??? What the hell is the point of that?) On the other hand, Whispers, aka the killer version of Spine Chill remains untouched and works the same way the old Spine Chill did. See the hypocrisy there?
Iron Will, one of my all time favorite perk has been nerfed because of people insisting not to learn how to play against it but demand an easy solution by modifying the perk.
Self-Care, a perk that was barely alright-ish if you were playing solo survivor is now completely useless. I can't remember know how many times Self-Care saved my life regardless of when I was playing either solo or in swf. I pulled off so many plays taking a hit, healing myself away from the killer and jumping back in action either to tank another hit for a team mate or to rush for an unhook while being healthy to take a hit after unhooking my team mate. (wasn't much fan of Borrowed Time). Not to mention Self-Care countered Franklin's Demise really good not having to worry about losing a medkit and being unable to heal yourself in case you thought about bringing a medkit.
These 4 perks were my unchanged perks for many years. Now BHVR wants me to play differently and I am not going to play differently. If it ain't broke, don't try to fix it. These perks were never broken and they functioned the way they did for years until recently.
I hope queue times to find a lobby as killer will take a huge impact and increase over time. I'm expecting player count drop and interest to play survivor is going to decrease over time.
After 3130+ hours (Devotion 13) since 2018, I've come to a conclusion that I am uninstalling this game because of developers not nerfing but killing perks. I never thought there would be a day that I would consider giving up playing DbD. This patch marks the day.
Good luck catering to new comers BHVR. Nothing stays forever. Time for me to move on to something else.
Note: I'll leave my DbD stats link for those who think I only played survivor because I know there will be claims. (https://dbd-stats.net/profile/76561198090221481)
"...developers took away how some of us used to play. If you take away something, you should give something back in return."
While I don't agree with everything you said, survivors definitely need something.
In the current game-state survivors are genuinely lacking. I have been maintaining an 80% kill rate since the patch dropped and I have not had more than 1 survivor escape since the patch dropped. (I usually let the last survivor go if they played well, but if a survivor throws their team under the bus I'll go for the 4K). I also have yet to see survivors finish all 5 generators (as killer).
However, I believe survivors should be buffed in other ways than restoring perks such as Dead Hard back to their former glory.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/336497/patch-6-1-0-midchapter-feedback
For survivors I think the two pieces of into that you need in SoloQ are: First is a soft Kindred effect that shows the aura of the killer if they're within a short distance of the hook, within direct LOS, and aren't Undetectable. Second is an indicator for what the survivors are doing, a little status indicator by their portrait showing if they're in chase, on a generator, crouching, healing, or cleansing as well as an icon for which item they're carrying.
Removing bloodlust would be bad as it's only something weaker killers ever benefit from, and to remove bloodlust would require them to retool every loop in the game and every future loop they ever make would need to be that much more playtested. Currently there's infinites or near infinites still in the game based off random generation or even some fixed structures.
I will say I think the "mini-pop" effect on generators should be a 5%, so it takes a survivor more time to repair it than it takes for the killer to kick it. Currently it's about even, which doesn't help that much.
The game does not currently have infinites. The Entity will block a window/vault to prevent infinites.
I don't believe for a second that 'weaker' killers benefit from bloodlust. Bloodlust is a trap choice, the killer could have always done something differently. BHVR also will not need to retool every loop. In their own words, bloodlust almost never activated and, when it does, often leaves the killer in a bad spot. If it doesn't activate 90+% of the time, why would maze tiles need a rework? Maze tiles are designed for a game-state where bloodlust has no positive impact for the killer.
"Finally, we’ve tweaked Bloodlust to increase in power quicker than before. In most chases Bloodlust does not activate, though there are rare cases where it can be necessary. The long build up often leaves the Killer in a bad spot even if they eventually get a hit." - BHVR
During our 6th Anniversary Broadcast, we announced a new progression system and a meta-shifting perk overhaul. We’re thrilled to say that both initiatives will headline the upcoming Mid-Chapter. From the onset, it was important for us to release these changes as a package. Our objective is to shake up the current meta,…Bloodlust creates an incentive for newer players to make poor choices. When that player doesn't even realize that as soon as a palette is broken bloodlust is gone. To keep bloodlust the player has to refuse to break palettes, which can frequently be a bad idea.
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Oh, I forgot to add. Nothing in this patch addresses camping. Killers can just run gen regression, proxy/camp the hook, target the survivor who goes for the hook save.
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We did have a few patches where hit validation worked. Who knows when it will work again.
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@Roaroftime said:
They could’ve removed pallets and put us in a 16m^2 field and killers would still blame our justified complaints on the DH nerf LMAO
It's true, lmao.
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Like is endurance more fun to go against with Clown? How does endurance affect Wraith differently than Clown?
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Goblin Slayer, Oni gets a Goblin Slayer armor set and when he powers up gets the glowing red eye.
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It's wild how impactful "will they or won't they Dead Hard" turned out to be. Chases are so short now.
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@GlowBugQuad said:
I believe gen regression was gutted. The best REGRESSION perk is Call of Brine. Pain Resonance is overrated. It has no synergy. Since we don't know what generator to pressure, the 15% regression is undone in seconds. CoB is the most consistent. Even then, CoB isn't anything too cray and you need either Eruption or Overcharge to make it. Basically, 2 perk slots to make it viable. That's yikes.
I think what is very strong is PASSIVE slowdown. Perks like Deadlock, Gift of Pain, and Thana are very powerful.
We're basically in a stalling meta for killer where we just make gens take forever, with almost no real means of regressing them.
Don't forget Dying Light. Nerfed Dead Hard + 10 seconds to finish any gen makes is so much easier to get stacks of Dying Light.
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I'm surprised bloodlust is still in the game. It's pretty clear that it's not needed with all the other changes.
TBH even after removing bloodlust survivors can still get a bit of power back. Killer will still stomp and be assured a 3K.
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I thought it was supposed to not light up when the killer is undetectable. Stealth killers are gutted in the meantime.
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Poor Ghostface, Pig, and Meyers RIP.
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Off the Record not activating when the exit gates are powered has it in the right spot. It hasn't been overbearing at all.
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It's too early to tell a lot of survivors are unaware of the patch changes and still running dead hard + spine chill etc.
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Distortion is going to be strong in a SWF, Lightweight for solo queue.
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I've tried to flirt with Huntress several times in the fog to have my advances go unnoticed. Hooked on You will be my chance to change that <3
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The data is fine, it's a whole population of data with known errors omitted not a random sample.
What really needs to be considered is a big change that happened that we should have all deduced would lower kill rates. Specifically patch 4.4.1, memento mori was nerfed. Mori kills went from requiring 1 hook to requiring 2 hooks. Which would cause kill rates to drop.
75% to 50%? There are probably more miscellaneous factors such as map reworks, but by and large I assume the mori nerf to be the biggest cause. Killers used to run mori offerings somewhat-frequently and now they're a rarity.
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Slugging actually has counter play. This is really a non-issue. Whether it's perks or smart survivors it can be countered.



