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ElSegador

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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189929#Comment_3189929

    We have access to all sorts of highly detailed dashboards that allow us to see things like that, don't worry! The issue is trying to display all that info at once. Our internal dashboards are interactive, so we're able to filter for just the things we need (e.g. How is X Killer doing after this recent buff?), but that's not possible in a JPG. There'd be so many lines overlapping that it would become practically unreadable.

    With all my respect.

     Wouldn't it be better, to use all those statistics that they have at hand, and although it was in a difficult way, could it be said, analyzed, and correct the problem in a direct way? 

    It is good to focus on other things as developers, and that they have a lot of work in other areas, but we have been trying to find the balance for a long time, and although we are getting closer every time, we never reach a perfect state. Even though all regions always have some small variation in what is strong and not in the game, Killers like Nurse or Blight always stay on top, in most regions in high Mmr, or medium Mmr games. high, premade mid-high Mmr, Survivors with Prove Thyself, Circle of Healing, Off the record, it holds one of the strongest perks, and Prove Thyself, a lot of people use it, and it hasn't been tweaked, nerfed, or changed, so that it does not give such a wide benefit. 

    Why not solve the problem, and focus on nerfs and changes to medium high Mmr? Difficult or not, there is always a pattern, and something must always be repeated. I hope you answer my question, thank you very much for reading.


    And one more question I have, and that is, why are there constantly 100% BloodPoits in the game? I don't think the level of Survivors is extremely lower than that of Killers, can they put additional Killer BloodPoints as well?

  • @RonMan32 said:

    Ngl, that nerf being done to less the effect of a combo I don't use really hurts. Would be nice if they'd back pedal a bit to make it 25/30/35. I've ran DMS since I started playing killer seriously and honestly most of the gens get grabbed in those last 15 seconds or just before the last 15 (making it such that the entity would only hold onto the gen for like 3 seconds if that) with the original 45 at max. I might have to find a completely new build after this nerf. Poor old Deathslinger gets all these nerfs and nothing back.

    Does anyone else disagree? Would DMS still be worth using after a 15 second nerf?

    I just found your post about DMS, I made another similar one too, currently it seems to me that they left it, extremely weak to the perk, it was the perk that I used in most of my Killers, and it gave me very good results, it didn't lower the Gens, but without a doubt, he bought me time in chase, he gave me constant information, where a Survivor was moving, and now with those 15 seconds less, an engine that took 15 seconds to reach him to stop him, became only 15 seconds lock.

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114552#Comment_3114552

    So Deathslinger shouldn't be fair and survivors can't cooperate as a team to counter him? All you're asking is removing dynamics to make him a really linear and braindead killer.

    And no, the assassin is still a 4.4 movement speed assassin, who has no Tps, the chain continues to be cut by structures, he can crouch to avoid the Harpoon, he can crouch in a structure, he can even move the Survivor to dodge the shot, the only thing is that perhaps it will be less predictable, that is, you will not see exactly where it is pointing, like the previous Harpooner, the Harpooner is extremely slow, in chase, in the field, in everything, it has to be a beast in chase, and that's why it has low mobility, we compare it with the Huntress for example, wow, a shot, a blow, I think it's more than justified.

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114552#Comment_3114552

    So Deathslinger shouldn't be fair and survivors can't cooperate as a team to counter him? All you're asking is removing dynamics to make him a really linear and braindead killer.

    And no, the assassin is still a 4.4 movement speed assassin, who has no Tps, the chain continues to be cut by structures, he can crouch to avoid the Harpoon, he can crouch in a structure, he can even move the Survivor to dodge the shot, the only thing is that perhaps it will be less predictable, that is, you will not see exactly where it is pointing, like the previous Harpooner, the Harpooner is extremely slow, in chase, in the field, in everything, it has to be a beast in chase, and that's why it has low mobility, we compare it with the Huntress for example, wow, a shot, a blow, I think it's more than justified.

  • @NightmareKT said:

    sadly all survivors have to do is complain and they get their way :(

    Unfortunately, much of the community is like that, despite the fact that all the ideas I proposed, I don't see it as something so crazy to do it, and improve this Killer, which is in a deplorable state, but hey, it's the only thing that can be done, Give ideas, and if there is an impact, let them be heard by the developers, if you liked something I said mostly, or you agree, give it a vote above, if there is more impact, and thanks for commenting.

  • @Astrian said:

    The MidChapter 6.1 patch has sat with everybody for a while now and I think I can safely say that the patch was a very overtuned course correction to address the weakness of Killer in the past. While I think Killer is in a very good spot right now, I have thoroughly enjoyed most Killer games I have played, Survivor on the other hand, Solo Survivor especially, is miserable.

    I feel as if the balance team saw a lot of the proposed changes that they've been receiving over the years and instead of slow feeding them over time like should've happen, they just shoved everything into the game as once and now we have this mess of a patch to deal with. I've had these ideas on my mind for a while and I'm one of those guys that needs to get it out there so I can stop thinking about it so forgive me if this is too long for you.

    I'm personally not a believer of the "Wait and See" mentality that plagues a lot of "competitive" games as with a game as big as Dead by Daylight, this mentality makes no sense. We have such a big fanbase that we don't need to wait and see for a few months, we have so many people experiencing the same thing, trying out new things that any reasonable person can see that this patch is awful for Survivors.

    We don't need to wait several months to realize that some things about this patch need to change everything I'm going to propose can happen next patch and won't drastically change the meta.

    Here's my Proposed Patch 6.2. Nothing here is a rework, we're merely adjusting some of the values of the 6.1 patch that didn't hit the mark for one reason or another.

    Base Kit Survivor Changes

    There are two things in particular that I don't think hit the mark this update.

    Base Kit Borrowed Time Sucks. Turns out Killers are capable of the unthinkable. They can count to 5. 5 seconds is not enough for anything and everybody just waits it out.

    I propose changing it to 7 seconds as I believe this will do a better job at protecting the unhooked.

    Reduction in distance after getting hit is too much. So basekit Killer got buffed hard and I agree that it should've. Gens take longer, they recover faster kick pallets faster. All of these are warranted changes. I don't believe the reduction in distance was though. It was done to defeat the "Hold Down W" meta, but I think all of the changes I listed above and the Dead Hard change addressed this fine. All the nerf does is make killers like Nurse and Blight stronger as now you can't even break line of sight anymore.

    I propose we just revert this back to what it was before the Midchapter patch, with the effective removal of Dead Hard from the meta along with the basekit Killer changes, the hold down W meta is not as viable a strategy as it once was. Giving some power back to the survivors will not ruin the game.

    Meta Survivor Perk Changes

    In my opinion, a good path would've toned down the oppressive, stale survivor meta while also bringing new perks in as alternative options. I believe 6.1.0 failed in this regard.

    Instead of toning down old perks, the patch destroyed them, some rightfully so, but most of them were extremely unwarranted.

    Instead of buffing up perks to create a new meta, we have a few decent perks and a lot of extremely niche ones. A lot of downright garbage perks were just left out of the bundle.

    Iron Will does not need the 75% nerf. The problem with old Iron Will is that it could be used by everybody with 0 consequence. It went on every build. I believe that with the Exhaustion clause that this patch introduced, this solved the issue.

    My Proposed Change:

    Iron Will Reduces the volume of Grunts of Pain while in the Injured State by 50/75/100% Iron Will cannot be used when suffering from Exhaustion, but does not cause the Exhausted Status Effect.

    This retains the old strength of Iron Will while adding a manageable clause to it's power. This is exclusively a stealth perk now, you can't abuse this perk like before with perks like Sprint Burst, Dead Hard, or Lithe. With this change, if you run into someone with Iron Will you can make a reasonable assumption about their build, Locker Build, stealth build with self aware or something like that. That's not something you could do with the old Iron Will and that's why I believe the exhaustion clause is important.

    Spine Chill did not need to be reworked. I have never seen anybody this patch run Spine Chill, please revert this change it is unironically so bad. The problem with old Spine Chill is that it completely shut Stealth Killers down without having any consequence for doing so. It was an all around good perk that just ruined the play experience of other people for doing nothing... So just remove it.

    My Proposed Change:

    Get notified when the Killer is looking directly in your direction and standing within a range of 36 metres.

    While Spine Chill is active, Skill Check trigger odds are increased by 10 % with success zones reduced by 10 %.

    While Spine Chill is active, your Repair, Healing, Sabotage, Unhooking, Vaulting, Cleansing, Exit Gate Opening, and Chest Searching speeds are increased by 2/4/6 %.

    Spine Chill does not activate when the killer is Undetectable

    That wasn't so hard now was it? Having strong perks is not a bad thing. It becomes a bad thing when they ruin other people's play experience which old Spine Chill did. My proposed Spine Chill no longer does this while still remaining a good perk.

    If you noticed, I also added back the Vault Speed to the perk. Removing this made no sense. Even leading up to the patch, it was said that this aspect of the perk was removed because it "Didn't fit the perk". This is dumb, I'm sorry. Don't remove this, it is okay to have strong perks.

    This also satisfies the people who used it as a hearing aid. They weren't going to hear undetectable killers anyway, so nobody loses with this change.

    Decisive Strike got nerfed too hard. Decisive Strike at 3 seconds does absolutely nothing. I don't know what else I need to say, it's just really bad this patch for no reason. People are tunnelling more and more this patch and one of the few anti-tunnelling perks got nerfed to uselessness.

    My Proposed Change:

    After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:

    When being grabbed or picked up by the Killer, succeed a skill check to automatically escape their grasp, stunning them for 4 seconds.

    That's it, one more second should be a nice Goldilocks between the two perks.

    Rapid Fire, fixing more trash perks.

    Calm Spirit no longer has a penalty for interacting with chests or totems

    No Mither no longer makes you broken at the start of the game

    Self Care at 40% now

    They're all still bad, but hopefully a little less now.

    As a whole though, I completely despise this mentality of needing to rework perks in order to nerf them. Spine Chill is an excellent example of how a rework completely ruined the perk but a simple change makes it balanced. Please Please Please think about simple number changes before developing reworks, this would save you so much time

    These are my proposed changes to Survivor for the upcoming patch. As I said before, I believe Killer is in a good place right now and outside of specific killers, the role itself should be fine for the forseeable future. Whatever decision you guys at BHVR make, I sincerely hope y'all take a look at the changes you made in the MidChapter patch as you guys made some wacky nerfs that seriously didn't need to happen.

    You guys are stressing yourselves over dumb stuff like fixing how your reworked Spine Chill works when a simple line of text fixes the problem we had in the first place.

    Boy, it's not bad, but the Killer advantages that were there were also absurdly attenuated, and just as Killers need to stop generators, and perks for it, there are 2 perks in particular, which have not even been touched by Survivor, which is Prove your worth, and Boom Totem: Circle of Healing, these 2 current perks, they are extremely strong, at least one is used at least, in each game, Ds, maybe I agree that if they killed that perk, 3 seconds It's nothing, but for the most part, they are trades that are balanced for Killer and Survivor. Normally before the patch, you would put on Dwad Hard, Borrowed Time, and the rest one with Boom Totem, and the rest what you wanted, and throw it there, now Dead Hard, is replaced by Agility or Sprint, which is the new exhaustion perk , that it was obvious that they would be weaker, since Dwad Hard was very oppressive, and as for Borrowed Time, the base borrowed time, you are not interested, whether it is 5 seconds or 7, the Killer will be expected the same, if you want not to be tunneled, there is a perk made for that, and it is Zarina Offtherecords, literally, a borrowed time that lasts almost infinitely, 80 seconds long, which in turn is a Hiron Will while it lasts, if not better than Borrowed Time , it's a lie, it's very simple, you change Borrowed Time for that perk, and that's it, people don't get used to changing builds and perks, but changing is where the strength is, that perk is literally very good, and any Survivor has to wear it, not Borrow Timel, you have to change.

  • @Vampwire said:

    It's no secret that Deathslinger is UTTERLY USELESS now after the nerf. So I think we should give him his snapshot back. People say it had no counterplay, but it did. As long as I messed up the shot and sucked at Deathslinger in general it was balanced and counterable. Survivor mains are just so entitled these days...

    I also think he should get a horse. It moves at 8.7 meters per second, and Caleb goes "YEEEEEHAAAAAAWWWW" while the horse stands on its back legs and neighs. Any survivor hit by the horse suffers the "trampled" status affect and is affected with hindered for the rest of the match.

    SPECIAL ABILITY: SLIDE

    After breaking into a sprint, The Deathslinger can do a slide to gain more momentum. If The Deathslinger gains enough speed he unlocks his secondary ability, WALL RUN. In WALL RUN The Deathslinger will be able to free aim his gun while running on the wall. He can also wall-run with the horse equipped.

    Also I think its RIDICULOUS that we don't have any other options but iron sights! I think after 4 headshots you should be able to unlock a laser sight that increases accuracy. As well as unlock better guns, such as, a sniper rifle, a shotgun, and a full automatic light machine gun.

    As main Deathslinger, the changes that are not very crazy that I would do are these. Currently Deathslinger, raises and lowers the weapon slowly, because the Survivors complained that it was "not fun to play against" Deathslinger does not have to be fun, he is a murderer, he has to kill and disturb the work of the Survivor in some way . So my first change I would say is to make the weapon go up fast like the previous Deathslinger, but keep the weapon down slowly, after that, have the Deathslinger reduce its terror radius from 32 meters to 24, like the previous one, he is the only Killer that walks at 4.4, and has a huge terror radius, it would lower his range to 24 meters again, then when he is hanging a Survivor and carry him on his shoulders, he would give him a speed of 4.6 , he is extremely weak at hanging Survivors, and as a last change, that this should have been implemented as a base for him, long ago, that if the Deathslinger is pulling a Survivor with the chain, without any obstacles in between, that he cannot No allied Survivor should come to stand in front of the chain, to break it faster, so as not to collide with other Survivors.

  • @Kaitsja said:

    With how much killers love tunneling and slugging for the 4k, I'm feeling like hatch should just be removed. It's almost like there's this unspoken rule where if the killer doesn't 4k, then it's a loss and they should just commit seppuku, having brought shame and dishonor to themselves and their family.

    I don't think survivors are entitled to hatch or anything like that, I just feel like it's pointless now.

    You are very wrong actually, killing 3 Survivors is already winning for most, the hatch is there, to generate a means of escape for the Survivor quickly, and more safely when the murderer literally already won the game, since if I kill your partner, going alone, a Killer against a Survivor, should do it extremely fast, in any case, I would eliminate the hatch of the game, but let the end game begin, as soon as the last Survivor bleeds completely.

  • @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)

    The truth is, I would like to continue reading your opinion, if it weren't for the fact that you said that Dead Hard didn't need a nerf, unfortunately the people I usually find saying that don't change their point of view, so what a shame.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110895#Comment_3110895

    Not really true. My build for months, and even now. Has been DMS, dead lock, PR. On most of my killers. Not just the stronger ones. It was too oppressive. To the point I would wait 10 seconds to even pick up to reactivate DMS..Just to block the gen immediately again. 30 seconds is plenty to do what you need to do. I promise.

    If the chase with each Killer lasted 30 seconds, from when you hang the Survivor, until you hang another, the game would be balanced for a long time on the Killer side, and we both know that this is not the case, currently the strongest side, to Despite Killer's buffs, he's still a Survivor, perhaps for a slight difference, but there is a difference, even before the revision, he didn't even give you time, now he does, but if the chases lasted as you say, he wouldn't be Nurse, Blight and Spirit in the highest tier, everyone would be in the highest tier. The ability buys you time, without returning the motor, what I am saying is to take out the combo with Swipe Hook, and return to 45 seconds, which is 45 seconds from when you hang up, not from when you drop the motor, with a super easy counter , release the motor for 2 seconds, that you just have to be attentive and do it, the perk does not return the motor, as soon as the time ends and if someone lasts more than 30 seconds in the chase, which is normal, a chase does not last less than 30 seconds, not even remotely, and for them to release the engine many times you have to go and hit the Survivors, always rushing to Genrush the engine in the face of the Killer, I think the perk was not unbalanced, it may be a little stronger with the Artist's Whipping Hook, but it has a very simple counter, that only requires a little attention, and that novice Survivors don't know how to counter, or don't drop the generator to repair in a very crazy way.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110846#Comment_3110846

    The killers where it takes 15-20 seconds to get to the gen. Are not the killers you should be using DMS on anyways. It's just a wasted slot at that point. DMS is still every bit as good on killers that can use it properly, and more fair.

    Assassins who can use DMS, and use it best, are the strongest assassins in the tier, those assassins are actually good with or without DMS, the perk has to work well with most, not few or the most meta, that other killers take less time to apply it, and they get much more probecho as the perk says? it can be, but it has to be viable with the majority (viable is not a meta, nor is it strong) for that there is Brine, or Overload, which are the current meta perks.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110850#Comment_3110850

    Not saying that the new synergy totally compensates for the loss of the 15 seconds. Just that it's an alternative to consider now.

    And I really don't understand why pop is so rarely used now, esp when other gen kick perks are used as well. When the gens are nearly finished, the time when you need it most, pop is as powerful as is was before. It's only in the situation were you don't really need it, that it's significantly les powerful than before.

    Sure, but the thing about Pop is this, before it was 25% of the total generator, now it's 20% of the current generator, let's say it has 50% of the progress, when you hit the generator, you're lowering it by 10% of their total, these numbers, or very similar ones, make them Jolt 8%, very little difference, the Whipping Hook, Eruption, these perks now do the job that Pop did, and although they have a condition, many times it is not necessary to have to do it, and postpone a chase that is given to you with a Survivor, and in the case of the Resonance Hook, the motor would have to exceed 75% to get to lower than 15% of the motor, which is very tight.

    Pop is not used, because the advantages now of kicking gene, are more priority to regression, and in case of Eruption, it is a time buyer like DMS, or a better Pop, which works in several generators, and only for throwing , Pop is once per hang, and it takes a while to be done, many cons it has.

  • @CaulDrohn said:

    Having DMS on 30 seconds actually gives you some window to apply pop on the affected gens. That wasn't possible before, since both had a timer of 45 and trigger at the same time. So you could say this nerf added synergy with pop as compensation.

    In that it may be, but Pop is hardly used anymore, it is a perk that right now has many better options, such as the Whipping Hook itself, a Pop from a distance, better, and with even a higher percentage in most cases, Pop yes which was meta and it was good to use, but after the changes, it's not as compensatory as might be expected.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/338948/i-think-dead-mans-switch-was-nerfed-a-lot-of-its-time

    30 seconds is good, and a deserved nerf. I would of been ok with 35 seconds, but 30 is ok. It makes the perk good and fair on the killers who can use it. 45 seconds was far too long.

    If you see the explanation well, you see that the time that the Dead Man's Switch buys is never 45 seconds, 45 seconds is what the perk blocks if they release a motor, when it hangs, since it is hung the counter starts, no since the survivor releases the engine, if it is not taken with Flagellant Hook: Pain Resonance, the Survivor will not release the engine by themselves, and as a murderer it would take, as I said, around 15-20 seconds, to reach the engine that you want to affect, which with the 45 Switch, would end up being nothing more than 30-25 seconds of block time, not 45 as we would be thinking, with this nerf it goes from 45 to 30, do the calculation of the time of 15-20 seconds, to get to the generator, it leaves an estimated time of 15-10 seconds, an extremely poor time for the perk. And if it is used with the Flagellant Hook, as I said, an easy counter, be attentive, and release the motor for 2 seconds.