Gindaen
Gindaen
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3069826#Comment_3069826
Tomies over Homies
In all honesty, I really wonder if DBD isn't tool for the FBI to figure out who are psychopaths and serial killers.
When you have someone face-camping with Bubba game after game, you are probably put on the FBI watch list.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3069826#Comment_3069826
Tomies over Homies
LOL. That's true too.
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@Szakally said:
,,Survivors don't leave after update" - enjoy your q times ;)
Although I agree with you, I don't think this is necessarily fair either, since the patch just released.
But, yeah. >:-)
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3069726#Comment_3069726
It's almost jarring, what lengths a perspective can go to in order to create negativity. Try:
- I just want to get this Bubba archive done and I hate chasing survivors through several windows and I don't have bamboozle on him yet so I know my best show to get this done in one is a hook trade chainsaw down or two.
Edit: If the message wasn't received, it speaks volumes about your character, the way you assume the worst of a player based on their strategy alone.
Just because you value completing a meaningless archive challenge over completely ruining another human beings game play experience and making that human being completely miserable, speaks volumes about your empathy, don't you think.
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@PNgamer said:
https://us.v-cdn.net/6030815/uploads/4I7LD8MSSX6W/unbenannt.jpg
It´s just terrible. You can loop forever.....
You know MS-Paint allows you to make boxes.
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@dugman said:
Most things that happen in game aren’t toxic. “Gen rushing” and using a lot of pallets, etc, is just a normal part of the game. Technically doing the equivalent of touchdown dances in the game when a survivor beats a killer in a chase or you’re about to escape is mildly toxic but most people (including me) probably don’t care about that.
More serious toxic behavior would be ragequitting, intentionally throwing a game, sandbagging other survivors and things like that. Some of those can even get you temporarily banned. And obviously insulting people in aftergame chat and generally being a really sore loser or gloating winner is pretty obnoxious.
The only things that is toxic/bullying is...
- face-camping at gen 5
- slugging all 4 players and letting them bleed out
- tunneling someone till dead at gen 5
- intentionally throwing the game
* I'm adding intentionally throwing the game (which includes sandbagging) to the list because these are the only truly despicable things that prevent players from playing the game.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3067988#Comment_3067988
Hi just want to throw something in here - I am a killer only player for many years and run a facecamping bubba stream on twitch. People always think leatherface facecamping is nasty but if people learned how to get around bubba's mechanics, it would not be as such. It's just a knowledge gap in the community.
Facecamping Bubba is the most toxic thing you can do in the game. You go into it knowing this, which speaks volumes about your character.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/334944/stop
The best solution to campers and tunneling is give up yourself. Run toward that killer and let him kill you. You don’t need to play with him. Go to the next match. If he wants easy game give it to him
If a killer is tunneling you to death at gen 5, then that's the most toxic thing any player can do. Do like you would with any other game, don't play with that person. That person doesn't want to play the game at that point, they just want to bully and be toxic.
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@Slan said:
I have moreless clear how do toxic survs and bullys act. However, there are some things that I may not understand at all ( all the game language seems to be reduced to teabags and pointing, which is confusing for me) , and when I play as surv I don't want to come across as one of those creatures. And to avoid that, I would like to know what do they exactly do. So, how do those monsters act?
The only thing that is toxic/bullying is face-camping at gen 5, slugging all 4 players and letting them bleed out or tunneling someone till dead at gen 5.
Nothing in the game is toxic until those 3 things no longer exist.
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@Slan said:
As a killer main, I have wondered when should I consider giving the hatch to a survivor. I know that the Survivor's Imaginary Rulebook has something to say, but I would like to hear something from fellow players than thenrules made by a toxic bunch of ppl.
It's up to you. But my rulebook says that if someone DCs or suicides on first hook, I'm going to either let everyone go or give one of the survivors the hatch.
Killers who try-hard after a beginning-game DC or beginning-game first-hook suicide are just crappy people in my book.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3069671#Comment_3069671
In around 3 minutes.
So the content is dropping on 7/26, at 3 minutes after 10:57!
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3068580#Comment_3068580
It's not that solos had a specific change that hurt them. Any survivor nerf hits solos harder than swf. That's how solo was nerfed hard.
Let's not forget Self-Care. Self-Care is the most perk efficient and reliable healing perk in the game, which is why solo-queue uses it. Nerfing that perk is going to drastically effect solo-queue and hardly effect SWF at all. In solo-queue, I always run Self-Care because solo-queue teammates will leave you hurt and not heal you half the time. SWF, I can run a brown med-kit and be fine because my teammates will always heal me.
Self-Care shouldn't have been nerfed because it's almost required for solo-queue.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3068027#Comment_3068027
I'm pretty sure for most survivors it will be business as usual, at least at mid+ mmr.
Killers will feel emboldened by the base break and hit cooldown buffs, but there are numerous videos from the ptb and/or theory crafting that show it is negligible in most real game scenarios.
Iron Will nerf is huge for killers, especially those that already have trouble hearing sounds for whatever reason (either hearing issues/no headphones/etc). Personally never used it.
DS nerf is also pretty big, particularly the end game portion, although it can largely be replaced by OTR, which provides a similar effect without the boring counterplay of slugging/stale gameplay of unwinnable scenarios. Personally never used it.
I run SC/BK and will lose 7s iirc per heal, but I'm OK with that.
Built in BT is OK, 5s is a bit short, but you can generally make it to some sort of structure with the 7% haste in that time and the distance 'gained' if being chased is far more significant than people realize. Perk BT is now insane. May run it.
The nerf to CI is a huge one (it's actually my favorite change in the patch, tbh...I like the game picking up steam faster).
Ruin being nerfed is also a huge buff for my solo queue play, imo, same with the new/nerfed PGTW. Same with the nerf to PR/DMS - DMS provides fair value now. All of these perks no longer cripple me if a teammate goes down due to a dumb play/early.
Extra 10s on gens does not bother me, but I realize it can buff camping, particularly on Leatherface/One Tap Myers/etc - I'd imagine this will be addressed if necessary, but camping has never really been prevalent in my games. There will still be times/scenarios post patch where camping is necessary, though.
The regression perks that were buffed....ie Nemesis', Overcharge (debatable with current changes), etc all promote moving around and kicking multiple gens, which is fine and combos ok with the weak kick buff and decently with the regression buff from kicking.
It will also be fun to run a Bamboozle/STBFL/Fire Up/Brutal Strength build.
For Solo I'll probably use SC/BK/Overcome(or Lithe)/BT (or Kindred or Babysitter).
I don't think I'm particularly good in either role, but I'm definitely doing better/having more fun than some of the posters I see here (both roles), particularly the negative ones (although they just seem to be self-fulfilling prophecies at this point).
I may have missed something, but these are the random thoughts I punched out on mobile while on break. Sorry if there are any typos, etc.
I'd also like to know what you think and hope you have fun, either way :D
Me personally, I think there are too many interconnected global killer buffs. Just judging from other games, these little buffs are multiplicative when they are interconnected.
A 10% breaking pallet buff interacts with a 10% faster attack speed and faster bloodlust. So even though they seem like small numbers, when they interact, you get major effects.
A 12.5% increase in gens interacts with 10% faster kicking gens and 2.5% extra regression.
There's just too many interactions for me to feel comfortable with them. I would have preferred the developers slowly add global buffs, one by one, instead a bunch of them all at once.
I also wish the developers had address face-camping at gen 5 and tunneling at gen 5 more harshly in this patch, since there's so many global Killer buffs. This would have been the perfect time to make those strategies
Now, I don't play Dead Hard, but I also feel as if it is one of the few survivor perks where survivors get an opportunity to out-play killers. Reducing survivor/killer interactions like that seems like a bad idea from a game design perspective. Survivor definitely can get monotonous, and nerfing the most interactive chase perk that survivors have is going to make the survivor experience slightly less fun. (I am saying this from the perspective of a survivor player that uses Sprint Burst and a Killer player that really never had an issue with it).
Also, the Dead Hard is the only perk that allows survivors a chance to come out ahead against a face camper and Dead Hard is the best perk against the Nurse and Blight.
As much as killers hate Dead Hard, I really think this is a bad decision.
The Self Care nerf adversely affects solo-queue, so I disagree with changing it. Also, I think Kindred should have been basekit for solo queue and duo queue only. 3 and 4 man SWFs wouldn't get it at all. Or add the icons showing if someone is in a chase, doing a gen, etc. Solo queue has been hurting the worse for a while, it really needs something.
I could totally be wrong about what I'm thinking and it seems like all the streamers think this patch is the best patch ever. So I seem to be in the minority. But I really can't help but think there's going to be a bunch of killer global buff rollbacks shortly after this patch goes live.
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@Thusly_Boned said:
Unless you're someone that is obsessed with winning all the time, survivor is way more chill than killer, even at higher level. Yeah, killers get sweatier as you go up, but so do the surv teams, and proportionally.
I play killer/surv at around a 50/50, and which one I play often varies on my mood. If I am already stressed, I will avoid killer, and play surv.
That's not to say surv is way easier than killer (well, it is a bit easier), but def way less stressful, as there is actually downtime as a surv.
https://forum.deadbydaylight.com/en/discussion/comment/3067996#Comment_3067996
The only way you're going to maintain a 80-90% win rate in the current meta (if you use the common definition of a 4k or 3K + hatch) is if you use a sweaty build and employ a playstyle that is...not popular with survs (basically tunnel someone out as soon as you can).
And in the MMR age those 50+ win streaks don't really happen much anymore, at least not with any frequency.
I had an 80% kill rate in the current meta but I was pretty much face camping for 50 games straight. I did it to prove to a friend that 1-step camping is rewarding, even though he said it wasn't.
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@Raccoon said:
Note the replies and how the patch/power balance actually plays out....the results may surprise you @_@
So, what are you thoughts on how the patch/power balance will play out, compared to the replies?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3067929#Comment_3067929
Do you disagree that accurate data will come to light this week?
Ah, I took your message the wrong way.
I thought when you were saying "You'll certainly have your real world data this week.", that you were being snarky and meant I had made up the mod saying that. Sorry about that.
Yes, the developers will definitely have balance information after this patch. I doubt we'll see it and we'll probably have to look on one of these DBD stat sites to see what's happening.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3067904#Comment_3067904
Did they?
I was unaware, but said it as it's a neutral statement based in reality.
Like to where it was said? I'm definitely curious if I'm unintentionally quoting someone.
BHVR, Let the Community Help — Dead By Daylight
Here's the thread. Lets see if it keeps this.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3067904#Comment_3067904
Did they?
I was unaware, but said it as it's a neutral statement based in reality.
Like to where it was said? I'm definitely curious if I'm unintentionally quoting someone.
Don't forget that there's also no matchmaking in the PTB so accurate information with regards to balance is impossible to get from that respect.
Direct quote from a mod. For whatever reason, I put the mods name and a link to it on this comment thread and it got blocked. I really don't understand these forums sometimes.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3067892#Comment_3067892
You'll certainly have your real world data this week.
Here you go...
BHVR, Let the Community Help — Dead By Daylight
This is from MandyTalk
Don't forget that there's also no matchmaking in the PTB so accurate information with regards to balance is impossible to get from that respect.
Any other snarky comments Racoon?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3067892#Comment_3067892
You'll certainly have your real world data this week.
One of the mods said that on these forums.
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@RisingTron said:
As a strictly solo queue player I've already gotten to the point (after 3k hours) where I'm not even expecting to escape. I've just started giving myself "little victories" in order to feel like I'm not totally wasting my time lol. I got 4 stacks of WGLF? I consider that a dub. I manage to get Power Struggle value? Biiiiiig W. I loop the killer for a gen or 2? I'll take it. I distract the killer with Pebble? Major win. I never really took the game seriously, but I've found myself trying to just goof off because that's the only way to have fun in the game without being on comms with friends.
For the other solo queue gamers out there. What do you guys do to try and make the game "fun"? I know a lot of people are into flashlight/flashbang saves. But what are some suggestions? After the mid-chapter, solo queue may very well be dead, but I wanna try and salvage my sanity and make some fun out of a bummer situation.
I think solo-queue is made for masochists. Basically game-players that want to torture themselves, kind of like the priests that use to self-flagellate themselves in medieval times.
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@Raccoon said:
Dooooooooom!
*waves finger at crowd*
Dooooooooom!
My Solo games weren't too hard on the PTB (used mostly meme perks + SC/BK)
Corrupt Intervention being nerfed/action starting sooner/weaker Ruin is enough to keep me playing Solo.
The patch doesn't really impact the strength of either role but....
DOOOOOOOM!
PTB is for finding major bugs. PTB is absolutely worthless to determine any type of balance because there's no MMR.
So saying games are easy on PTB is worthless also.
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@nam said:
I can't believe how it's relaxing, easy and kind of boring.
If you know where to find the building, the windows, and the pallets. Most of the killers are free-win for surv, including clown, doctor, Freddy, etc. There are plenty of pallets and windows on each map, at least 15 for each map, just being chased and dropping every pallet you see, then you will easily 4 escape. I even didn't take DH. And my surv rank is even already higher than the killer rank. Now I understand why those people do teabag or bully, cause surv game is such easy.
Now I feel the killer game experience is just a piece of xxxx, I won't back anymore.
So innocent.
You haven't experienced toxicity yet until you experience it from killers.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3065609#Comment_3065609
Disagree. I die in most of my games. Now I'll die in more of my games. And truthfully, that's kind of discouraging. But what's really lame, is that camping has been made easier and more rewarding. I can live with dying in a video game, but just sitting on a hook getting camped. It's already prevalent right now. It's going to be worse at the patch.
That's the funny thing. Killers on average win more often than lose, just by DBD developers design alone which wants kill rates above 50%, yet it's always the "skill-less survivors" who are complaining. When in fact, it requires more skill to win as survivor than it does as killer, just by DBD developer design.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3067492#Comment_3067492
skill on survivors...that's a very good joke
If you believe survivors don't have any skill then you are implying that you also don't have any skills playing killer.
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@Hilidaris said:
Many talk about people who will leave after this update, but what about those who will come back ?
People are already not coming back. This is a hail-mary patch, to try and save the game. I think what we're witnessing is an spectacular implosion of the entire game when this patch hits Tuesday.
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@steamed_hamzzz said:
You can nerf Dead Hard all you want, it’s still not gonna make playing Pig any better on maps like Mothers Dwelling or Pallet City (the Game), and not just Pig, Myers, Trapper or any other M1 killer
I feel like around 80% of the issues facing the game could be fixed by reworking a lot of maps. Addressing not just the size, but also things like tiles, gen spread, totem spawns, survivor spawn locations ect
I’ve lost count of how many times I’ll load in on Red Forest and with Lethal Pursuer watched, utterly helpless as survivors 500 miles away, spawn on my totem cleansing it before I even have a chance to stop them, all while the rest of the team complete a gen in the time it takes me to traverse the map
After playing last night with friends and having a killer and another survivor hold one of my friends hostage in a game for 30 minutes but continually healing, then downing them...
I have realized what the real problem is with DBD. It's a game that encourages toxic behavior.
Conspiracy Time...
I am beginning to believe the developers are actively encouraging toxic behavior for killers. Don't get me wrong, survivors are also have toxic things, but the serious toxic stuff, like holding the game hostage was effectively removed from survivors with EGC and killers having the ability to open the gates. Flashlight clicking and teabagging is honestly nothing compared to the killer-players ability to completely prevent players from playing the game.
Killers on the other hand have all these amazing effective tools to send players packing to other games. Killers can face-camp at gen 5, tunnel at gen 5, slug for 4 minutes, body-block a survivor in a corner until they DC; all of these things completely prevent a player from playing the game.
I almost feel as if this game is using the exact plot from the movie "The Producers". The entire plot to the movie is that they can make more money from a flop than a good movie.
And I say this after playing other competitive games. I've never seen a game that allows that level of toxicity, ever.
When this game first came out, the game was great. It was rare where you saw this level of toxicity. But now, it's just become ridiculous. It's like the game is imploding in upon itself with the weight of all the toxicity, like a giant black hole.
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@RisingTron said:
BHVR thinks we're going to stop using self-care just because it takes 30 minutes to heal. Nay. I will throw every game. Leave my team on every hook. Just so that I can self-care (WITHOUT BOTANY!!!)
I did not use self-care religiously before, but now I will only use it. My team wants to heal me? Nay. I will heal myself. My team has Circle of Healing? NAY!! I will heal myself in the corner where I know I am safe. Even if the killer has sloppy butcher I will not stop healing. I will self care all day, every day.
You know, I was actually thinking about solo-queue and self-care. In all honesty, if I play solo-queue, I'm still going to have to run self-care, like everyone else that plays solo-queue.
I guess when the developers see that solo-queue has a 0% escape rate, they'll buff self-care again. (If solo-queue is even left after this update).
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3061607#Comment_3061607
Lol. I first thought that this was trolling/satire, but I read a few of your other comments. Dude, if you are really diving in as a killer main now, I welcome you. As you will start out with low MMR, yeah, you will 3-4k a lot of matches, but make no mistake, once you raise high enough your devious plan of "easy 3K via camping and tunneling" won't work as perfect as you might imagine. But the 10% killer buff will definitely make the experience much more fun for you then it would have been in the past, so knock yourself out with the killer role.
Playing killer can be a lot of fun, and the game is finally taking steps in the right direction and making killer playable again. It wasn`t unplayable before, but it often felt like chewing on nails or something, so I am looking forward to next Tuesday very much. If you need any help just knock us up, we killer mains are quite the helpful bunch, and we don`t even get points for being altruistic :)
I played killer solely for about 1000 hours before I switched to survivor. I only switched to survivor because killer queues got so bad.
BTW, I've already played 50+ games straight as a one-step camping killer and was 95% of the time winning with 3 to 4 kills, 5% of the time I had 2 kills and at no point was I at a loss, which is 1 or 0 killers. People who say that camping doesn't pay is bad or are lying. I positive I was in the top MMR bracket after that many wins in a row.
I'm trying to figure out how to change my camping build to fill in the hole left my Hex: Ruin. Luckily NOED and DMS weren't touched significantly and even though Hex: Ruin was gutted, I'm thinking the 10 second extra gen times will more than make up for it. I just have to figure out what will work in the other 2 slots.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3061583#Comment_3061583
Killer main, aren’t you?
Killer mains understand Survivor perks better than Survivors as shown by his complex understanding of how overpowered Power Struggle and Buckle Up are.
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@Aneurysm said:
also just adding that whether distortion is a strong perk depends entirely on the killer's build.
If killers start bringing lethal pursuer and going all in on aura reading in general it'll be extremely strong, as will object
If they kick out BBQ for a 4th slowdown then a survivor with distortion has essentially 3 perks
Only if all the survivors run distortion, meaning they also only have 3 perks.
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@gatsby said:
Generally, I don’t use Dead Hard. But if its a rough night of Nurses and Blights, I end up putting it on.
Dead Hard was too strong and it really did lack counterplay. It was easy to use with very few drawbacks and even the strongest Killers would get in scenarios where baiting it out was impossible.
We’ve all seen the end of match perk screens and behaviors stats. 3 out of 4 Survivors use it on average. Change is gonna be hard all the exhaustion perks modify people’s playstyles, so there will be a lot of Survivors dying because they underestimated distances.
Even though Dead Hard feels great to use, we all know its been the majority of the playerbase’s crutch for years. I don’t know if this rework is the right move for BHVR because it will upset so many people, but I applaud them for taking such a risk to get some exhaustion perk variety in matches.
It's a crutch, but...
Generally, I don’t use Dead Hard. But if its a rough night of Nurses and Blights, I end up putting it on.
I use it against those top tier killers that have no counter play except with Dead Hard.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3062769#Comment_3062769
It's fine. The absolute amput of aura reading perks and addons makes it near impossible to stealth is ridiculous with the survivors having limited options of dealing with them.
Agreed. There needs to be more solid counters to aura reading. Honestly, the Distortion buff isn't enough, especially considering there's a boon that stops aura reading permanently for all survivors.
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@Anasazi said:
All these buffs are extremely significant. If you can’t see that it is a loss on your part. Power Struggle is a good second chance perk. Buckle up is good for solo queuing so that buff is great. Boil over got too big of a buff now it is in a balanced state to where it is fair for the killer but can still be powerful. Distortion the 4 tokens without a way to regenerate tokens was weak but now with the regenerative token ability three is a balanced but strong amount of tokens so that change is welcomed. Off The Record was perfect the way it was before and the added endurance status affect is an overkill buff to it. I don’t understand why people don’t get that they can’t make the perks for survivors to oppressive. Because at the end of the day it is a 4v1 and the killers are getting hardly any great changes to perks. The numbers on most of the killer perks are so minuscule that it is really bad.
Power Struggle is a good second chance perk. Buckle up is good for solo queuing so that buff is great.
LOL!
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@TheycallmeLix said:
The meta change is really unnecessary, why did they do it like 6 years later and not something in the beginning of the years of DBD? Many of my friends are gonna uninstall/stop playing after the update, and it really makes me feel sad about them leaving the game when we used to play a lot! They completely nerfed all perks to garbage and they want us to get used to new perks.. like after using the same perks for 1-2 years, they are forcing us to new perks which we all don’t like. Many camping and tunneling after the update which is gonna be really annoying.
What are your thoughts about it?
I'm going to completely stop playing survivor and switch to killer if this patch is bad as it looks for survivor.
I plan on completely abusing the camping and tunneling buff though. That buff is just to juicy to not abuse. I think I'll be able to get around a 3.5 to 4 kill rate just abusing the camping and tunneling buff.
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@Vetrathene said:
Thought I could get back into the game before the patch, but I was wrong. Still don't have a lot of hope for it but at least the devs are listening out of desperation, so thats something. Patch is coming out quicker then I expected honestly, but its still rough while waiting for it. Just needed to vent for a sec.
That makes no sense.
However, if you are a killer main, then this patch will be everything you hoped for. Except for maybe killer queue times. There's a lot of people going to switch to killer only after this patch.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3061480#Comment_3061480
Not looping definitely makes the game more boring, but the "dumbing down" is marginal. Even at top level, looping isn't the game of 4D galaxy brain chess some make it out to be. More like a series of coin flips.
If DbD ever gets an overhaul or new iteration, I'd like to see a new mechanic that isn't "dance around a loop" or "flee in a straight line until the killer runs you down". What that might look like I don't know, but I do feel like DbD feels pretty binary most days.
And sure you can tunnel or face camp, but most actually don't, really.
When you remove options, like looping and mind-gaming, then it's dumbing down pretty bad. Especially when this game use to be all about mind-gaming.
You may be coming from this from a killer perspective and from a killer perspective the game is very immersive. There's a lot of stuff you can do as killer. However, if you played survivor significantly, you would notice that survivor options to do stuff have been removed. Mind-gaming has been removed, being immersive has been removed, perk variety has been reduced. It's almost become a game of hold-w for survivors.
As for camping and tunneling from gen 5. I see it about 1 in every 4 games or 1 in every 3. Not sure if you consider that rare or not.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061480#Comment_3061480
How does giving killers equal agency in loops dumb down the game? there are many positions that not only cannot be mindgamed, but are also a guaranteed bloodlust reset as well as distance gain (forced pallet breaks) if killers specifically don't have a way to get around them. The problem is the same as it has always been, with map design itself.
Dumbing down the game is making every new Killer completely anti-loop so the only option you have as survivor is to hold-w. Being able to run a survivor down and face camp them out of the game and win when you really didn't do anything is dumbing down the game.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3060739#Comment_3060739
" not fun for the person not getting to actually play the game" This is the common misconception. While hanging on hook you are still playing the game.
Non-participation is one of the threats you face as survivor its expected when you play DBD you can end up in a non-participation scenario. The onus is on your teammates to save you from it regardless of what the killer is doing.
This whole scenario in of itself is independent of camping, but killers may try and exploit this scenario by defending a hook.
This hook defense often pays of better than trying to chase survivors for the whole game. Trying to punish hook defending AKA camping is only one half of the coin. So incentivize chasing but then how do you stop killers from using that power to just tunnel someone out early?
Ok buff defenses to tunneling and chasing but then you get scenario once again making hook defense pay of better than chasing...
and round and round we go with the oscillating perk power creep.
There is already a punishment for camping it leaves the rest of the team free to finish their objective unmolested by the killer. The player on hook is still in play, albeit not the most interactive game.
" not fun for the person not getting to actually play the game" This is the common misconception. While hanging on hook you are still playing the game.
That's some mental gymnastics. I guess if I'm using the bathroom while logged into a game, then I'm playing the game.
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@Tiufal said:
The feedback given on PTB-Issues was massive. And yet the only things BHVR came up with were basically another round of nerfs? Lets look into some issues given feedback an a high amount of threads, posts and comments on all platforms:
The prestige cost was deemed unnecessary by everyone in this community and just contradicted the "grind reduction". BHVR: Reduced it. -> Demand/arguments ignored.
Transitioning was deemed "not thought through til the end" as the amount of items and offerings were an indicator on how much people invested in each character too. BHVR: They even cut down any p3 full perk character into a p3 lvl 1 character, levelwise. Removing the bonus. -> Some issues/arguments ignored and made worse.
Prestige reward was deemed not like a bragging right and ugly. BHVR: Redesigned it. -> Most demanded issue/arguments ignored.
BT-Basekit: Was deemed not good enough as BT as perk is still necessary. BHVR: silence. -> Issue ignored completely.
Tunneling: Revert of DS-Stuntime was demanded. BHVR: silence. -> Issue/arguments ignored.
Camping: With increase of gen times and more slowdowns viable, was it deemed to be buffed. BHVR: Just changed the obvious OP perk Overcharge. -> Issue/arguments ignored.
Perk-Trashing: Several perks esp. on survivor side were unnecessarily trashed just for the sake of getting them out of the meta. BHVR: Nerfed several perks even more. -> Issues/arguments ignored.
As well as some other demands like Thana being reverted as it gives rise to new "forever" killers, which was ignored. HOW is it possible to come up with such poor changes after this massive amount of feedback given by the community? And dont tell me "we had not enough time". Most things shouldnt have even been done in the first place and could have been easily reverted or changed by some tweaks. WHY should anyone ever give you feedback again if you come to such unreasonable changes and ignore the (easy-to-fix) demands?
This is an amazingly valid point that deserves an answer from a mod.
Why did killer-players and survivor-players who spent their time playing PTB to give feedback get completely ignored? Also, why was the PTB feedback forum, and all the players who spent time giving feedback, completely ignored?
It seems kind of like a slap in the face to all the players who spent time giving BHVR feedback and taking their time to play PTB.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3061127#Comment_3061127
Games with a DC (or more) are not considered when collecting data.
Is there any reason for players to not know the current average kill rate for killers and what percentage the developers want it at?
Just judging from the last stats that were release, it looks like kill rates are around 55% and with this patch, I'm assuming the developers are wanting it closer to 65% to 70%.
*** Also, the "Unstoppable force" comment.
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@GoodBoyKaru said:
People got too used to every killer having anti-loop at basekit so they don't have to anymore, and so survivors adapted to begin holding W and chaining tiles much more than looping a single one meaning they became less effective. It's seemingly a relic only players from before year 4 know how to do and when to do it.
Pretty much this. Looping has pretty much become a relic because of all the anti-loop killers that have been introduced. It's unfortunately because it just dumbs down the game.
Also, why worry about how long a chase takes, because you can just face-camp or tunnel a survivor out at gen 5. If survivors don't have 3 gens done by the time you tunnel someone out, then you've won the game.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3061032#Comment_3061032
Undying is basically the only perk that can counter distortion rapidly and you will know that it's in play fairly quickly if you lose 2 tokens back to back while working on a gen or near a totem. You are correct that it can chew through tokens quickly though
I was thinking more of a build with BBQ(won't be useable until hook #4) or I'm all ears or darkness revealed. If a killer is just running one of those info perks distortion basically deletes them until mid/late game possibly depending on token regeneration.
I would also argue that with ruin getting dumpstered you will see significantly less undyings in your games. The only other totem worth running it on is devour and devour games are pretty rare.
The boon is bad because it is limited to a very specific area of the map. The effect is strong but the use case of knowing a killer is about to have an aura read moment and then somehow getting into the boon radius is unlikely to ever happen.
In my opinion OTR is significantly stronger tool offensively than a flashlight. Tons of people mess up saves, standing in shack door after your teammate runs through it is something anyone can do and basically not mess up. There's no timing to worry about or specific animation or anything like that. Plus if done correctly you should have ~40-50 seconds left on OTR which the killer cannot wait for to just expire.
OTR might end up being a problem and the only time you would be able to tell is once the patch hits live.
Personally, I just can't think of a common situation where someone with OTR sitting around not doing gens in the hope of maybe getting a save will ever be a good thing on average. Maybe once in a while someone somewhere will do something aggravating with it, but it won't be common.
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@C3Tooth said:
Boil over should never be strong. You need another survivor with body block, Sabo, Breakout to help one out of a hook. You cant slap a single perk on yourself and ensure escape. I would prefer Boil over increase stun by 1sec if you escape from grasp, thats it.
Selfcare & Botany were fine individually, suddenly they nerf Selfcare and buff Botany to force using Botany with Selfcare, then nerf Botany because its too strong. What?
I prefer to instantly get a Green medkit early game with chest build and give to other, now I have to be injured.
Calm spirit mute is something no one ask to have a debuff on chest/totem speed
You need another survivor with body block, Sabo, Breakout to help one out of a hook. You cant slap a single perk on yourself and ensure escape. I would prefer Boil over increase stun by 1sec if you escape from grasp, thats it.
I really wish the developers would increase the time a Sabo'ed hook stays broken to 3 minutes so you can use it preemptively instead of it only being a help-a-survivor-escape-only perk.
It's just too niche right now but has potential to have other uses. Also, there's so many hooks everywhere that sabo'ing one hook is pretty useless.
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@Yankus said:
https://forum.deadbydaylight.com/en/discussion/comment/3061005#Comment_3061005
Just curious how long you've been playing the game? I think solo will be fine, not sure about all the doom and gloom that newer players are spewing
Solo queue is around a 38%ish escape rate, base on the 45% survivor escape rate and -15% worse escape rate for solo queue players.
Camping is being buffed, something solo-queue players absolutely hate and self-care is being nerfed, a perk solo queues rely on. Also, you have a bunch of global killer buffs that will adversely affect solo-queue more than SWFs.
My guess is the escape rate for solo-queue is going to drop into the 20% range and no-one wants to lose that often.
The crux of the matter is, there is a lot of survivor nerfs that adversely affect solo-queue more than SWF, which will sour the experience of solo-queue players who are already being unfairly handicapped because of SWF.
A one thing competitive gamers want is a fair game. When a competitive game becomes unfair, you loss your player base. Really, that should be a golden rule that developers always follow for competitive games, keep the game fair.
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@Carth said:
Distortion with 4 tokens and the ability to regain them via TR is kinda bonkers. You might as well just ask for the perk to be the iron will of aura disabling. It would basically eliminate any killer info gathering perk from the entire trial unless the killer is running some meme info build and bringing like 4 aura reveals or they're scratched mirror Myers.
Also hard disagree with you that OTRs long duration doesn't matter. You can be unhooked, healed, and go body block and annoy the killer with 3 health states twice a game if you want to be annoying with it. Its also the best anti tunnel perk in the game at the moment. I don't think it will replace BT as BT is now the only perk that will allow EGC camp counter (killer camping on hook -> survivor runs up and plays grab game/killer messes up and hits survivor -> survivor unhooks -> survivor just unhooked body blocks for the unhooker
Distortion with 4 tokens and the ability to regain them via TR is kinda bonkers. You might as well just ask for the perk to be the iron will of aura disabling. It would basically eliminate any killer info gathering perk from the entire trial unless the killer is running some meme info build and bringing like 4 aura reveals or they're scratched mirror Myers.
If you played survivor and used distortion, you would realize that isn't bonkers at all with all the aura reading perks. You can lose all 4 Distortion tokens by doing a gen close to a totem or even just hiding close to a totem within the first minute of the game because of Undying.
Plus, there is a Boon totem that stops aura reading permanently that hardly any survivor uses. So that alone will tell you that 4 tokens and gaining them back in the TR is not bonkers.
Also hard disagree with you that OTRs long duration doesn't matter. You can be unhooked, healed, and go body block and annoy the killer with 3 health states twice a game if you want to be annoying with it. Its also the best anti tunnel perk in the game at the moment. I don't think it will replace BT as BT is now the only perk that will allow EGC camp counter (killer camping on hook -> survivor runs up and plays grab game/killer messes up and hits survivor -> survivor unhooks -> survivor just unhooked body blocks for the unhooker
Annoying the Killer means you're not doing gens or anything to advance the game. I wish annoying the killer would win you games, but it doesn't. It's the same reason that flashlight teams almost always fail. They annoy killer and don't do objectives. (Also the reason flashlights are the second worse survivor item behind keys).
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3060946#Comment_3060946
There's no reason to use Overcharge when Call of Brine is right there giving you 200% regression immediately. Sure you can still bring both but there are too many other fun killer Perks to bring now that I just don't see the point in bringing Overcharge at all.
Call of Brine will also be a meta perk. I think there it will depend on whether you only want to be able to use a perk once every 60 seconds or be able to get multiple generators without worrying about a 60 second timer.
Both are meta perks, it just depends on how you want to play. Kick a lot of gens and roam while using a hit-and-run style like Wraith, or strategically kick a gen then go into a chase.
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@RakimSockem said:
As a person who uses Saboteur on almost every build I have, I wholeheartedly disagree that the Sabo buff is meaningless.
The rest, yeah they're meh at best. I'd even argue that Off the Record is meh because it only matters if you're getting tunneled.
I agree. Off The Record is just a replacement to Borrowed Time. Because Borrowed Time is meta, Off the Record will be meta. Plus, it has a big advantage in the fact that you know you will have OTR, while as you can only hope someone has BT.
The long time on OTR really doesn't matter though. If someone is going to tunnel you, they'll hit you off the hook, then just down you. If a survivor tries to abuse OTR, it just means they aren't doing gens. So I do agree that the 80 second time frame it has, although it looks long, it really doesn't do anything other than prevent someone from tunneling you and people are freaking out about it for no good reason other than to screw survivors even more this patch by taking away the 1 meta perk survivors are gaining from the 6 that were nerfed.
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@moonwinx said:
https://forum.deadbydaylight.com/en/discussion/comment/3060924#Comment_3060924
I would take what people say they are going to do on the forums/reddit/twitter with a grain of salt. The amount of people who say they are going to uninstall but then keep posting match screenshots is pretty high.
I wouldn't be surprised if there was a significant drop in solo queue players though. It's been rough for a while, and longer gen times are probably going to have a larger negative impact that the 5 seconds of basekit BT having a positive one. That on top of some of the perk changes look like they will much more negatively effect solo while not really bothering SWF (Eruption and Knock Out for example). I'm guessing what I will be doing after the update is, if I am solo, just playing killer and using the incentive bp to gauge whether or not I should just play a different game.
Of course you should take what people say on the forums with a grain of salt.
But think about how you feel and what you just said. You feel that solo queue will be effected negatively by this patch and you think solo queue players will quit after this patch drops. You seem to play both sides and you are thinking about switching to straight killer after this patch instead of doing solo queue.
I think this is a very common sentiment.
It's not crazy extreme forum post, like the people who say that they are going to uninstall, throw their computer out the window then jump to their deaths.
These are well thought out and articulated posts saying how they plan to react to this patch. These posts are the ones that the developers should be paying attention to.
When you say you are going to uninstall the game, you are mad. When you say you will probably switch to killer and if the queue times are to long, you'll play another game, you are preparing a plan on how you will adjust to a patch that you feel may have issues. Ones out of emotion, ones out of careful thought.
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@SAégis said:
https://forum.deadbydaylight.com/en/discussion/comment/3059530#Comment_3059530
overcharge wasnt and isnt a meta perks.
gift of pain will be probably meta in some way for sure
eruption is ok thanatophobia buff is stupid we all wanted a nerf
all the other one are close to insignificant
Overcharge wasn't a meta perk. My guess, is after this buff, which turns it into a mini-hex: ruin that you can't destroy, will turn it into a meta perk very quickly.
If you can't see how strong Overcharge is in this patch, then you aren't paying attention.
- Hex: Ruin was nerfed, so something has to fill it's place.
- Overcharge's regression after 12 seconds, is the exact same as Hex: Ruin.
- Every time you kick a gen, you get an extra 2.5% regression
- If a player misses the skill check, there's another 5.0% regression
- You kick gens 10% faster
- Overcharge has synergies with a whole bunch of other slow down perks
Overcharge has been seriously underestimated in it's power by a bunch of players already and it's getting significant buffs (From a killer player that uses this perk currently). This will be one of the go to killer perks for slowdown this patch.
