Gamedozer7
Gamedozer7
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3116538#Comment_3116538
What even are these strawmans? Survivors trying to hide from the monster that is trying to kill them is not "ruining" the game for someone, catching someone and committing to absolutely no gameplay and trying your best to make sure someone dies with 4K points is. I think you know these aren't the same you just won't admit it because then you'd be wrong.
It's hilarious how you're trying to compare you going to a generator, and not finding a survivor as face camping someone.
No said anything about ruining anyone's game but the playstyles are boring and aren't interactive but they are effective like I said.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3116470#Comment_3116470
one invites more gameplay, the other is standing there doing nothing after your 5+ minute queue, lol.
I know which one I choose
The incentives aren't the same, one is engaging fun gameplay and beating the survivor at a chase, the other is... absolutely nothing, just standing there and waiting.
I would rather take a chase in a losing match so I can get better at chasing than stand in front of the hook and go "oh woe is me, look at the gens flying by, there's nothing I could have done".
You can say the same about stealthy survivors or the ones that don't stick to gens and leave to avoid chase but they are smart playstyles so survivors do them. There not exactly the fun playstyle but they are effective.
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I agree it's why I'm so disappointed but alot of my games are starting to get back into that 4-5 minute territory with just a few chases and I don't really feel like having to go back to full sweat just to have a decent game.
I was having fun running minimal slowdown and still having good games didn't win all the time but they were fun had plenty of good chases. Now most my games withing the first few chases I got 1-2 gens left again.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3116414#Comment_3116414
Survivors are incentivized by their objectives (saving people to make escaping a possibility), killers should be incentivized by their objective (killing everyone) yet they'll settle for a one chase game and back themselves up with NoED like it's the only thing they've got left.
So the incentives are the same between leaving and not leaving the hook but one guarantees you fine a survivor because survivors will come to try and unhook. If you just leave a hook for the sake of leaving you have a chance to not find anyone and with no incentives kicking gens is still pointless. Btw saving someone is quite the incentive to leave a gen. Why not just leave the gen and go do a dull totem.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3116390#Comment_3116390
why do killers constantly need to be incentivized to leave the hook and play a decent game?
BBQ incentivized leaving the hook
POP incentivized leaving the hook
Thana incentivized injuring more people
etc etc, it's so funny to me that killers needs little treats and rewards to play a normal, fun match, and when they aren't getting those they just think standing still in front of the first person they find and tunneling them relentlessly is all they have left, I'm so bored of "I'm not incentivized to do this" as an excuse.
For the same reason survivors have to be incentivized to leave gens. Why leave your objective unless it benefits you. If leaving the hook has no benefits your asking the killer to purposely play bad.
Thats like me saying survivors are doing gens to fast can you just get off them and go do bones even know I have no hexes or noed.
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@TheGrimQueefer said:
https://forum.deadbydaylight.com/en/discussion/339460/guess-its-tike-to-go-back-to-full-slowdown
You can ask for the devs to roll back Dead Hard & Decisive Strike so survivors use those instead
Thats just replacing one problem for another and solves nothing. Though I would be ok with 5 seconds on ds.
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@OnryosTapeRentals said:
This isn't the fault of survivors; a portion of your killer colleagues are to blame.
Killers who are continuing to stack 4 slowdown perks, on top of relentless tunneling and camping are basically forcing solos to adopt a build to slam gens out as quickly as possible, otherwise they just stand no chance.
4 slowdown perks are absolutely not necessary, ESPECIALLY on killers like Nurse, Blight, and Spirit. As long as I keep running into that, I'll keep brining Prove Thyself and toolboxes 🤷
I'm not blaming the survivors it was bound to happen because some of the things you mentioned.
Ive played more survivor then killer this patch because of q times and been doing some nasty stuff with gen speeds I was just hoping it wouldn't get back to this point.
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@Steel_Eyed said:
The ten seconds doesn't make THAT much of a difference. You still have to play well. Constant pressure.
I'm aware bur the thing is I was only running 2 slowdowns and thing were good. I didn't win all the time but all the games felt good. So I can go back into full sweat and run 2 perks or run 4 slowdowns and be able to chill a bit
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3113359#Comment_3113359
By patrolling I'm assuming you mean "patrolling" a hook. And if so then you should probably search for survivors on gens instead of mindlessly sitting by the hook knowing the survivors are focusing on generators.
No. After a hook sometimes you canr fined a survivor right away when you dint have aura perks like bbq so the best place to look is gens. Sometimes your first or second guess is incorrect or the survivors leave before you get there so you start patrolling gens to fine survivors.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3112923#Comment_3112923
I'll take ormand over the others anyday lol, at least that does have some unsafe loops and better for most killers
But the gen spread is so bad most of the time. You can easily lose 2 gens when patrolling.
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@EntitySpawn said:
It's weird to think when this game first released I was a killer main and then as time went on I played both roles 50/50.
But since SBMM iv became a survivor main, every time I try play killer even the weakest tier of killers I just get hackers or sweaty friends using strong items burning survivor sided map offerings.
I tried 5 games today, each one contained a map offering... farm, RPD, farm, Giddeon, RPD.
What is the point.. you do not need to burn maps constantly with purple medkits and BNP toolboxes against freddy...
I got the farm and Ormond all the time before the patch.
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@Friendly_Blendette said:
Like now that people have adjusted to the new meta Im seeing constant prove thyselves like literall the past 7 matches I have seen 2 or more prove thyself in 3 of them and only 1 match had no prove thyselves. I never really ran slowdown but now people are bringing provethyself and stacked toolboxes to counter other killers slowdown Im feeling pressured into it. Most of my games recently have been going 1st survivor holds W and predrops 5 or 6 pallets and in the meantime like 2 gens pop on the other side of the map. Like I have been trying to get devour to work but it feels downs come too slow in comparason to gens and it ends up just being the endgame where i realistically wouldve been better off running like NOED Bloodwarden or something along those lines. I feel like people are being so prepared for the slowdown meta that it feels playing anything else other than slowdown isn't all that viable.
I'm starting to feel this way as a killer. At first I was bringing 2 slowdowns max and games were fine I won some I lost some but I had good games either way. Now I've seen even more prove thyself and maxed toolboxes to the point where my 2 slowdowns aren't enough and I'm starting to feel like I need more.
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I'm actually excited when I hear what his power might be. He sounds super fun to play. I'm not sure if I'll buy the chapter or use the cells I have yet.
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There's some perks that make you unhook faster that seems to help. I think they might need to maybe make unhooking a bit quicker since the killer cooldown is lower making unhooking while someone is getting camped alot harder.
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@dictep said:
And the solution to old dh was hit again
The pallet or window that it was used to get to?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106314#Comment_3106314
Some people will rage quit. This happened before the patch. It's not to mess with kill rates and hoping they revert the changes.
Yes it dud happen before the patch but it has increased. Again I don't there's some crazy conspiracy more of a monkey see monkey do situation.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106049#Comment_3106049
This is just silly. Maybe, just maybe survivors are leaving games because survivor is terrible at the moment? It's not to change the kill rates. People are just tired of dealing with all the nonsense in the game since the patch released.
I've seen survivors dc or kill themselves on hook first down after something they did wrong or even with 2 gens left and it was there first down and the killer wasn't camping or anything I've also seen it as the killer.
There's no reason for a survivor to DC or kil themselves there first down or the first down.
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@Pulsar said:
There is zero way people are that coordinated.
It's a joke that ANYONE believes that the entire Survivor population is somehow DC'ing en masse to blackmail BHVR into reverting the patch.
Actual clownery.
I don't think there some mass coordinated blackmail but so survivors started killing themselves to inflate the kill rates and some more people heard and started and so on tell you have a decent group doing it.
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@GoodBoyKaru said:
Thinking that while gen defence, camping, and tunneling are the best options people won't use them if they don't have to is the exact type of positive naivety that's been missing on the Forums these past few months.
While tunneling and camping with stacked slowdown is the best strategy to employ, that will be what people will use. We've seen time and time and time again that the fun strategy and loudout isn't always the strongest, and a vast majority of players would rather take the strongest one in.
Ita true I do stupidity beloved in humanity lol.
Before your average killer match was sweat sweat and more sweat. Killers have had it pretty rough for awhile and might be a bit overzealous to let survivors know what it felt like but eventually that will wear off and more killers will mix up builds and things.
We can't really take everything on these forums as facts because my solo survivor experience has been fun but if you were to look at the forums you would think absolutely no survivor is having fun. I'm not trying to invalidate there experiences just say they're not the whole community.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3100875#Comment_3100875
It is a new problem in that the one thing that you could half-way do was to stick to gens when someone was being camped. Because you knew you had time to finish them all. With the new patch, the gens times have an additional 50 seconds total. That is just at base, not counting for the perks like Thana which did not need to be changed. It's already an issue in SWF so I imagine it's an even worse issue in SoloQ.
The devs do need to do adjustments but they aren't just going to wait a week and start changing thing left and right. It's going to take some time.
How will the devs make adjustments if you don't hear from people providing the feedback? I get that maybe some people aren't the best with words and maybe just got camped and tunneled back to back so they aren't going to be in the right mindset to post something, however that doesn't mean that they should try to adjust to something that was already a problem to begin with. This isn't a new issue.
I is only 50 seconds if one survivor works on one gen at a time. If 3 survivors are working on 3 different gens that's 10 seconds not 30. They do need to increase hook times or something to make camping less efficient or make deadlock not proc if killer is in x distance of a hook without a survivor with in x distance.
I'm sure they are listening but they still need to filter out the legitimate complaints and not the overreacting and extreme complaints. I would like to see a BT nerf and then the basekit buff and revert the 3 seconds on ds 2 5. They aren't huge buy I think it would make thing a bit better.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3100878#Comment_3100878
I never said that, that is exactly my point. Streamers win streaks are not a great way to measure game balance.
Nevermind wrong person.
But I do agree streamer shouldn't be the standard.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3100661#Comment_3100661
There are literally streamers with 500 escape streaks out there. Your example does not prove anything at all.
So why's your example of a streamer doing 50 wins in a row but my example of streamers doing the same on the opposite side is invalid?
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@Johnny_XMan said:
Sure, let me go into my 'zen position' and let me adjust to the Camping and Tunneling strategies that were only magnified as a result of the patch, and you know the very thing killers were already capable of doing BEFORE the patch.
So if it was already a problem before how it's it a new problem now? The patch didn't cause killers to camp and tunnel because there was plenty of post pre-patch talking about it.
The devs do need to do adjustments but they aren't just going to wait a week and start changing thing left and right. It's going to take some time.
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@danielmaster87 said:
We've been conditioned to run gen defence, tunnel, and camp for so long that we're physically uncomfortable when we deviate from that playstyle. We do in fact lose games that we should have won when we do that.
Punish killers for tunneling, while also making it possible for killers to win without tunneling, and you'll change the mindset. But because every anti-tunneling tool that's been introduced has been used offensively, I don't know how we're gonna do that.
Its ok it will get better I promise.
They have to becareful with tunneling because there will always be a situation we're tunneling is necessary even if in 90% of the time the killer can win without tunneling when that 10% shows up it needs to still be possible.
Also it shouldn't be a priority for the killer more of a last ditch effort in certain situations.
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@neb said:
adapt to what, these buffs? yeah, I adapted fairly easily by barely running any slowdown, and switching it up with chase/aura reading perks.
I think the people running triple/quadruple slowdown know what they're doing.
Exactly killers are adjusting and as time goes on more and more will to.
It took me forever to get over been DSd because I played when ds on first down was a thing.
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@Zexbunny said:
Lol let's not act like some killers aren't absolutely the type to want to make survivors miserable. Just look at some streamers who play (I won't name them obviously. That's naming and shaming)
The ones that aren't are already adjusted. Had a decent match against a bubba who had one slowdown perk. He facecamped me for a bit, but I had run him quite a bit, and he eventually gave up on it. I died in the end. He got a 3k. But the match wasn't miserable like the match I had against a Demogorgon who had eruption, call of brine and overcharge and put portals on each of his gens. He got a 4k, but mostly because my teammates gave up after about 10 minutes.
Of course there will be killers that are like that but the same can be said about survivors but in both cases those are the minority.
I said that there are things that need to be adjusted but this isn't the end all be all patch there will be more updates coming. Personally I think they need to prioritize solo rn since they didn't roll out any solo buffs with this patch.
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@tester said:
"once killers figure it out most will cut back on full slow builds" - lol, that's not how it works. Just search youtube for "dbd 50 win streak" to understand that people will continue stomping if they are allowed to stomp. Next up: a barrage of videos "dbd 100 win streak"
Edit: or even better, tell me how it's a balanced game with fair matchmaking that allows 136 wins streak?
Those dint happen any more since mmr plus the majority of your killer arnt otz and will never be. But by that logic what about all the huge escape streaks that have been posted pre-mmr
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100649#Comment_3100649
Huh? it only works in conjunction with removing hatches.
My question still stands why would you give the losing side a free escape?
I personally have no problem with the hatch at least they have to find it and the killer has a chance to shut it.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100623#Comment_3100623
Yeah and removing EGC and replacing it with insta escape can achieve same thing.
Why would you award bad play with a insta escape? If your the last survivor and all the gens aren't done you're team has played bad or the killer has done really well why would you reward the losing side with a free escape?
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3100486#Comment_3100486
Remove egc. When 5 gens are done everyone escapes
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100540#Comment_3100540
Oh yeah lul
And I don't agree with that at all, for me hatch escapes aren't any different than dying, yeah I could hide till others die or whatever but it's extremely boring and stupid mechanics that encourage people to actively fight teammates, if matchmaking is the problem, fix it.
https://forum.deadbydaylight.com/en/discussion/comment/3100547#Comment_3100547
Not even EGC, just outright kill it.
https://forum.deadbydaylight.com/en/discussion/comment/3100560#Comment_3100560
Actually yes, I hate it when survivors wait in gates for 110 seconds for literally no reason, it'd be much better for game flow if we remove it.
EGC is there because survivors would open the gates and just wait tell the killer chased them out even if it ment waiting 5 minutes after the gate were open.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3100110#Comment_3100110
Map tiles are still incredibly unfair for killer- you should be able to force them to give up the chase or to lose most gens, in most cases. The BT boost is also enough to reach a tile
Played 3 games on badhamen and honestly it didn't feel any different. Survivor sided maps are still way Survivor sided but it seems that killer sided maps are way more killer sided.
P.s. I was killing in those three matches
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3099750#Comment_3099750
No, because BHVR doesn't make decisions based purely on the forums.... Let me point out something that was changed because of forum outcry.
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Jan 25, 2002 - Boil Over was buffed to have a flat 25% wiggle increase from falling and 100% strafe intensity
Feb 9, 2002 (Just 15 days) - Boil Over was nerfed because of the outcry from killers on these forums
So we aren't going to mention the fact that survivors could bring certain offerings and just run to a specific spot on the map and be completely unhookable but no they changed it because killers just didn't like it not because it was busted on a handful of maps.
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@Marius1234456918 said:
https://forum.deadbydaylight.com/en/discussion/337880/its-time-to-limit-slowdown
I mean there are swf groups who still gen rush good nurses even if the nurse play 4 slowdown perks in 3min. What do you think this game looks like in high mmr. Bhvr rly need to stop listening to that low mmr survivors and there problems you ruin the game because you dont know how the game works if everyone play as good as possible.
That doesn't even make sense because nurse couldn't run 4 because she would be limited to 1or2. In all reality if all 4 survivors are playing efficiently in most cases they should win I'm not say it should be 100% but that's how the group wins over the power role in these games. The fact is right now balancing slowdown has so many different variables because they have to assume that 4 slowdowns will be ran at a time or the slowdown will be oppressive which leads to a bunch of meh slowdown perks that have to be stacked to be effective or one or two good/great slowdown perks stacked with ok ones making extremely oppressive builds.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3099400#Comment_3099400
Compare how most of the buffed killer perks are slowdown meta now while only OTR is the only one that is worth to play
Take thanatofobia, the .5% extra slow was not needed when you are giving all gens +10sec.
Jolt has no cooldown, so less gen progression.
Eruption buffed giving less gen progression, plus 25 sec of incapacitation
Gift of pain, 16% repair speed
Even Coulriphobia which was terrible can be a pain in the ass if you paired it with a killer with high terror ratio
Other then jolt they were minor buffs that was 2%, Eruption is a bad design imo,gift of pain only works the first time your hooked I do believe, the buffs to perks were just as minimal as survivors.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3099335#Comment_3099335
I'm bad at wording things and explaining things at times, and at that time I was tired and kind of rushed that comment, so allow me to simply/explain it a bit more clearly: I was simply just listing some examples of killer buffs and survivor nerfs and didn't really mention the point I was trying to originally make. As I said, the survivor perk buffs were a complete joke. None of them are useful and killers got way bigger buffs in comparison. The issue is that survivors were overly nerfed and killers were overly buffed in the same patch, making the game completely unbalanced and miserable as survivor. Solo took a huge hit as well as they are not with the same level as SWF. Both sides should be equally balanced with each other, not one side more powerful than the other. That being said, both sides should be held to equal standards. That's the point I was trying to make, but I kind of went off track a bit.
Also, I'm allowed to have my own opinion, so please don't throw petty insults at me just for having a different opinion and view. That doesn't solve anything or contribute to the discussion.
Ok thats fine but it's not the end of the world BHVR can make adjustments but people are acting as if this is the final version of the game and it's clearly not.
You are absolutely aloud to have your own opinions but how you are stating them is the same way my roommates kids do when one of there siblings gets something and they dont.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3099335#Comment_3099335
But the buffs hope and we are gonna live forever had were laughable if you compare with the killer perk buffs.
I mean, no time limit on hope is nice, but good luck trying to reach endgame in slowdown meta to actually use this perk.
WGLF is very situational. Unless you are someone that will put all your effort ingame in getting people up from the floor, your chance of using it in a game are very small.
It is nice to have these buff but they are a joke compared to the killer buff perk.
What killer perk buffs are so crazy?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3099338#Comment_3099338
Same, even pre-patch I was only running 2 slowdown Perks
Pre-patch I found gens went just to fast for me to have a good game. Now a couple and some aura or chase perks depending on the killer and it feels good.
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@fulltonon said:
Honestly that would be overall buff for killers, slowdowns and other perks have bigger synergies.
But the would be easier to keep in check because instead of having to balance these 4 perks they only have to balance 2 in the combo.
It would make it much easier to balance slowdown where the killer doesn't have to run pretty much full slowdown to have effective slowdown but it also doesn't get oppressive because of a couple good slowdown perk mixed in with a couple decent ones.
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@Header said:
just make slowdown perks stack multiplicatively instead of additively
They would still have to balance around the idea that you could run 4 slowdown so they have to be balanced as if there is going to be 4 of them or they will be oppressive.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3099320#Comment_3099320
Who even runs 4 slowdown Perks? At most I've seen 3, 1 of those being Corrupt Intervention
Honestly after this patch I normally just run 2 and I have good games I don't win all of then but most of them are fun and I feel like I'm always in it.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3097305#Comment_3097305
Nope, survivors didn't get nothing. The perk "buffs" aren't even buffs to begin with. Calm Spirit and Pharmacy "buffs" made the perks worse. The only perk buff that was good was the OTR buff, but even then it's still very situational. Self Care, Iron Will, and DS were unnecessarily nerfed into uselessness. And basekit BT is an absolute joke, 5 seconds is literally nothing. The DH "nerf" actually made the perk better, imo. Also all survivor second chance perks deactivate in Endgame while killer's do not. How is that even remotely fair? Basic survivor mechanics and gens were also nerfed.
Killers got everything. A buff to camping and tunneling, buffs to every basic killer mechanic, buffs to gen regress/slowdown perks. And their meta barely changed while survivors were forced to change theirs. So which side really got benefited here?
Of course killers got more than survivors it was supposed to be a killer sided patch. If the would of gave both side equal buffs it wouldn't of changed anything.
Survivors still got many perk buffs they took the BP from bbq and left the perk but took the BP from WGLF and buffed it. They made hope last all endgame buffed some gen speed perks. Survivors got stuff they just didn't get as much as or more the killers for the first time in along time.
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@CakeDuty said:
I'm fine with stacking regression perks, that's kind of whatever now that most of them have been toned down, but being able to stack Thana, Dying Light, Gift of Pain and Pentimento atm is making gens take forever and makes it extremely boring to play survivor.
Buff them so they're strong on their own, but unable to be stacked together. Strongest perk takes effect.
But what if they could only have one or two but they would be buffed versions since your limited.
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@ThatOneDemoPlayer said:
Not when Maps are still this atrocious
Its not about making slowdown useless but actually controlled. Slowdown perks can be strong by themselves or in a combo but not completely oppressive because if you can only run 2 slowdown then the perks can be balanced around only having 2 instead of balancing around the chance that 4 might be ran.
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I've got over 1500 hrs and 2/3 of that is probably killer and I've been getting matched with survivors with 200-300hrs(like full teams)MMR is way off lately.
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@I_am_Negan said:
They could of did a double blood point place holder until the match making incentives came back.
Why not just revert the bbq/wglf changes for now.
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@adirgeforthedead said:
https://forum.deadbydaylight.com/en/discussion/comment/3086993#Comment_3086993
After fancing three Legions and a Plague back to back all with Thanatophobia, Dying Light and Jolt... my God I've never been closer to uninstall this game.
Dying light 100% needs a change it adds 27 seconds alone for the gens pretty much for free with no way to mitigate it.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3086861#Comment_3086861
When we are talking about light?
Yes. Yes, we are.
Fair enough I was just been a smart a anyway lol.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3082341#Comment_3082341
Thats just wrong. For example Left 4 Dead 1 and 2 you can carry your team, same with Back 4 Blood, Aliens vs Predators, Friday the 13th if you get lucky with the item RNG, Secret Neighbor, Tick Tock a tale of 2, and Natural selection2. All symmetrical multi-player games where you can carry your team if you’re good enough. The only thing stopping is bad RNG or in DBD’s case if the killer goes for the weakest link first.
Good players should not be punished for BHVR’s HORRENDOUS MMR system that arguably does not even work as intended which various of YT videos have pointed out.
You do realize all the games you mention expect for left 4 dead died.
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@WesCravenFan said:
In this thread:
People who missed the point.
Power is working as intended. Have you never been outside at 2AM with no light sources nearby on a moonless night? 10 feet is GENEROUS.
Are we really comparing real life to a game where you can repeatedly get by a huge machete or impaled with a rusty hook and to fix these you have someone wave there hands above you and boom all better.
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@TheDappaScrappa said:
https://forum.deadbydaylight.com/en/discussion/comment/3086325#Comment_3086325
They nerfed self care because it has always been part of the meta in Asian servers. I know it's not popular in other countires but it is hella popular there, I haven't seen any Asian players not run self care
Self care was strong I'd used in the right hands. Plus I think some people never moved on from when self care was considered the strongest perk in game in the OG gen rush meta.