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  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060842#Comment_3060842

    My friend, i also play this game since release and am on this forum 2 years as a lurker and made my account over 2 years ago.

    And yes i can remember the short time killer queues were incredible long. But survivor queues were even longer at some points, for exampe in the last months before the crossplay implementation on console. And the general notion for queue times for the last 2 years during prime time (aka when the most people are simultaneously playing, 8pm-1am) has been that killer is instant and survivor takes 3-10 minutes.

    Your post made it sound as if this 15 min killer queue would be the current state for you. Maybe make it clear the next time.

    I've never experiences queue times so insanely long as the killer queue times with survivor. Like I said, I played Killer exclusively and switched to solo survivor because of those horrible queue times. I never experienced anything like that as survivor. Sometimes they were longer but I had some killer queue times where I waited 30 minutes.

    And if you think about it logically, a influx to people playing survivor, affect survivor queue times a lot less than an influx to the killer queue. The killer queue is a lot smaller than the survivor queue. A small change to the killer queue affects it probably 4 times as much as it does to the survivor queue. (1/5 of players are killers, 4/5s are survivors, so my guess is 4 times as much).

    Killer queue is a sensitive beast, it doesn't take much to set it completely out of whack. This patch will probably do exactly that.

  • @Biscuits said:

    I expect que times to balance out more with the introduction of priority que.

    The priority queue won't do anything. Do you really expect Killer mains to start playing solo-survivor, when solo-survivor already has around a 38% escape rate. After this patch drops, the solo-queue escape rate is going to plummet even worse. No one wants to play an unfair game and solo-queue players are the least invested players in this game. Solo-queue players are either going to quit or change to killer if this patch releases as is.

    I play both sides and I'm definitely going straight Killer after this patch drops. No way am I doing survivor. And if you are reading the forums, this is actually a very common thread I'm seeing from other half-and-halfers.

  • @SuzuKR said:

    Fun fact: A perk does not have to become meta for the change to be valuable.

    Distortion was given a way to regenerate tokens, a long asked for feature that helps make the perk usable longer.

    Botany Knowledge heal speed is significant.

    Power Struggle buff makes an actual notable difference in how long it takes to reach the needed amount in its proper build.

    Saboteur gives a way to identify Scourge Hooks so they can be bodyblocked for or destroyed with a toolbox even if not the perk itself.

    WGLF became even better at slug recovery by giving them Endurance if you meet the simple condition beforehand.

    So on and so forth.

    If you re-read, you'll see I'm not asking for meta buffs. I'm asking for buffs that place survivor perks in a good positions.

    Also, if you re-read my post, you'll see that I said Botany Knowledge and Distortion were decent enough buffs to be okayish. I do think Distortion did not need the -1 token nerf. I think it would have been in a healthier state if it had 4 tokens and the terror radius buff (That I would consider a sweet spot).

    Power Struggle however was a buff that just didn't matter. The buff didn't increase survivors use of Power Struggle or the usability of Power Struggle. I think you would agree that nothing could have been done to the perk and it would still see the same level of play. In all honesty, the developers could have completely removed the struggle time and the perk would maybe see 1 use in a match (killers rarely walk through pallets and once a kill knew you had power struggle, they would not walk through a pallet again, the entire match).

    Saboteur is another buff that just really doesn't matter. Survivors aren't going to take Saboteur into a match because they can now see Scourge hooks. If you are already taking Saboteur in, it does add that, but really, it was just a waste of time messing with the perk for that insignificant of a buff. In fact, the developers should know better than to mess with Saboteur anyway, it's a problematic perk, just like Boil Over.

    WGLF is a whatever, they were nerfing it already, so adding another effect to it, whatever...

    ---

    I think what you missed about my post is the developers are wasting a lot of effort on things that don't even matter from a play perspective. 12 different changes were made to perks and there just wasn't a point to them at all. It wasted the developers time to make those changes.

    And again, not trying to be negative. I'm hoping the developers see this as constructive criticism and when they do make changes to survivor perks, they can learn from their past mistakes and make the buffs significant enough that the buffs actually do something and don't make changes to problematic perks like Saboteur or Boil Over.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059717#Comment_3059717

    Then you play at ungodly hours or in an unusual region.

    Playing between 8pm-1am in Eu, on PC, with crossplay on here (btw that's how you give comparable information for queue times arguments) and my killer queue times haven't been above 30 seconds in the last few years.

    Early mornings can be 5+ minutes but even on a workday in the afternoon they were 2-4 minutes tops.

    I play North America between 4:00pm - 9:30pm.

    You probably haven't played the game for as long as I have, because this happened a few years back. I don't even remember what caused it but Killer queue times became absurd for a while. In fact, that was the moment I switched from purely Killer to half-and-half, because I couldn't stand waiting in queue for extremely long times. Its been several years, but it was averaging around 15+ minutes for killer queues.

    It took months before they became normal again and I was playing solely survivor because the killer queue times were unbearable.

  • @Alphasoul05 said:

    People always say this. Killers get nerfed "Enjoy your 20 year queue times" Survivors get nerfed "Enjoy your 20 year queue times"

    That's happened many, many times throughout the years, and guess how many times it's been true? Zero

    It's actually been true a lot. I've experience some of those crazy long killer times and switched to playing survivor because I just got sick of the wait.

    The same has never been true of survivor wait times. I've never had a problem with long wait times as survivor.

    The worse I've seen with survivor has been less than 5 minutes. The worse with killer was over 15 minutes.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059482#Comment_3059482

    When survivors have to do that, it indicates there is a problem with the game.

    This is the thing I really wish the developers understood.

    There is going to be a certain number of disconnects. However, when those disconnects go up or certain killers are getting a greater than average disconnects, then there is a problem with the game. Not a problem with players.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059530#Comment_3059530

    Lethal Pursuer got something that helps OTHER perks. Does it have a use now? Maybe! Is this another case of "this is a killer perk that needs a second perk to work correctly"? SURE IS! Boy, there's so many of those things, it's getting exhausting.

    Thanataphobia went up by 0.5% per stack. That is NOTHING. How are so many survivor players losing their minds over a maximum of a 2% action speed penalty? The only killers who use Thanataphobia are the ones who can very quickly spread damage around (Plague, Legion). For everybody else, the survivors heal up way too quickly for those penalties to stay in place. This is N O T H I N G

    Overcharge gained a regression feature, but that got immediately nerfed. Currently, it is WORSE than not using it if you're not running Call of Brine with it. You flat-out get less regression. AND they didn't fix the core problem of "the skill check doesn't actually stop survivors from tapping gens like it was originally designed to." This had the most promise and got gutted. It's trash.

    But these are all weak perks that were buffed to try to get people to use them. Survivors got those too. I was just talking about meta perk changes. Of which, Killers got mega-shafted, while Survivors got a handful of hits, some gentle reworks, and a hilariously over-generous buff (for no reason).

    Survivors only got 1 perk buffed to meta status, OTR. And it worse than current DS and BT because it deactivates at EGC. Sure the time for the endurance effect is long (which I wouldn't be surprised if that gets nerfed), but that survivor can't work gens so it's a 0-sum game at that point. As long as that survivor isn't working gens, then you are golden as a killer.

    If you remove all the perks that you don't think will be meta perks, then you still have 2 meta perks. However, you are wrong on Overcharge, that will be one of the most used perks in the game after this patch.

    Lethal Purser will also be one of the most used perks after this patch. (I already see Lethal Purser almost every game now). Being able to reduce gen speeds by 1/4 by immediately getting into a chase is significant.

    And lets not forgot to mention the global buffs all killers got.

    1. Faster Bloodlust
    2. 2.5% gen regression on kick
    3. 10% faster attacking
    4. 10% faster pallet breaking
    5. 12.5% extra gen time

    That's a massive amount of buffs that all work together multiplicatively.

    Killers did not get shafted on this patch at all. I'll honestly be surprised if a lot of these killer buffs are reverted. I do know this, I'm not playing solo-survivor and I won't be playing SWF until after everything calms down. I plan to play solely killer instead of half/half because these juicy buffs aren't going to last.

  • @BlueRose said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059530#Comment_3059530

    Most I agree with you but overcharge. That perk was going to be a meta perk before they nerfed it to the ground before it even got to live. The fact it starts a 75% and takes 12s to get to normal regression speed kills that perk. Like I agree with others that it was overbuffed in the ptb but they nerfed it to much. What they should had done was lower the ceiling to 200% from 400% and left it starting at 100% or just made it not be able to stack with CoB. Now for you to get any value out of overcharge you going to have to run it with CoB. So yeah I wouldn't call overcharge a significant buff/meta perk after they have changed it from ptb.

    Again, I may be biased, because I love using Overcharge with Oppression. But even without that combo, you get 2.5% regression for kicking the gen, 5% more regression if the skill check is missed and on top of that, you get the 75% - 200% regression for free.

    With all the synergies that Overcharge has, I think people are seriously underestimating how strong a slowdown perk it will be. Also, think about all the global buffs that killers got that will interact with all the slowdown perks. 200% - 400% is broken for Overcharge and my guess is the developers saw that and nerfed it and that seems like a big nerf. However, my own person opinion, I think it still will be one of the best slowdown perks in this new meta.

    Now Hex:Ruin will probably always be the most perk efficient slowdown perk ever. So it does suck losing it. But, the global killer buffs with the "new" slowdown perks will probably be oppressive.

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059373#Comment_3059373

    cleansing a totem is 12s, inner heals you in 8, Self care needs 32s to heal you, and new self care needs even more. Getting rid of totems will be valuable for your entire team if you know all of their spawns, so no inner isn't worse than self care in any way.

    It's 14 seconds to cleanse a totem and 8 seconds to heal in a locker, which ends up being 22 seconds.

    However, everyone always conveniently forgets the time it takes to find a totem, and everyone conveniently forgets about the time it takes to walk to a locker. Both of those together will set you way behind Self-Care on average.

    Think about it, if you were extremely lucky and found a totem in 5 seconds (good luck on this), then took about 5 seconds to walk to a locker, then you are already at the exact same speed as Self Care. The second totem will take even longer to find on average.

    So either you are using a second perk slot for Small Game or an item slot for a map to find totems fast enough to be as efficient as Self Care.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059354#Comment_3059354

    Just to be clear:

    They nerfed four survivor meta perks: Iron Will, Spine Chill, Self-Care, Decisive Strike. These perks all objectively got weaker.

    They reworked two survivor meta perk: Dead Hard and WGLF. DH still does what it originally did, in the same window. It now has a trade-off: you don't get immediate distance for free, but if you can time it right, you get way MORE distance than before from the Endurance hit. This is not an objective nerf. WGLF lost the BP boost but now it applies Endurance to anyone you bring up from downed. This completely changes how the perk gets used and provides teams a reliable method of handing out Endurance when most needed. Again, a nerf, but not an objective nerf, since you're gaining something in the trade-off

    They buffed one survivor meta perk: Borrowed Time. It went from 10 seconds of endurance to 15 seconds + 7% speed boost. It's objectively better. It's also 3x as good as the default endurance they gave everyone, so it's still very much a meta perk. There was no nerf or rework or rebalance - it just got way, WAY better.

    Meanwhile, SEVEN killer meta perks got flat nerfed. BBQ, Ruin, Pop, Corrupt, Tinkerer, NOED, Pain Resonance. Each of these lost half of their abilities or numbers or applications or otherwise. They all objectively got worse. Some so much so that they're not 100% vestigial. Monstrous Shrine has more application than some of these.

    Actually, I'm going to take that up to Eight, because they 'buffed' Overcharge, then nerfed it right back down to uselessness in a couple of weeks. Getting something nice and having it taken away from you immediately is a pretty nasty maneuver.

    Dead Hard was nerfed significantly, so yes, it's 5 nerfed Meta Perks.

    ---

    Significant Buffs to Killer perks

    1. Overcharge - Added 75% - 200% regression speed. (200% is the exact same speed the most used Killer slowdown perk, Hex Ruin, has. Plus, you can't get rid of Overcharge by destroying a hex totem. This is a significant buff). This is definitely a meta perk.
    2. Lethal Pursuer - Already a great perk. 2 extra seconds is a significant buff. This is definitely a meta perk.
    3. Scourge Hook: Gift of Pain - Amazing Buff. This will probably end up being a meta perk.
    4. Thanatophobia - Amazing buff. This will be a meta perk. (But to be honest, this one will probably get nerfed).
    5. Eruption - I've always been a fan of Eruption so maybe I'm biased but this buff will probably put it in meta territory also. (Again, I'm biased and run Eruption alot already)

    Insignificant Buffs to Killer perks

    1. Knock-Out - Not sure why this was buffed, seems like a perk to annoy survivors with.
    2. Coulrophobia - Waste of time Buff
    3. Dark Devotion - It will be something I use once in a while. Really just niche.
    4. Jolt - This could be a nasty buff but I'm not sure (I definitely see potential and have used Jolt before). I'll put it into Insignificant.
    5. Monstrous Shrine - This is like the Saboteur change, seems mostly useless. However, this is a much better buff than the one to Saboteur, which is really a waste of time buff.


  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059299#Comment_3059299

    They're more like supposed to show the difference in distance you're able to do now, than actively trying to lose killer, cuz if you wanted to lose killer easily, there's a ton of other perks for that.

    https://forum.deadbydaylight.com/en/discussion/comment/3059311#Comment_3059311

    I'm a killer main, but I play survivor too, and when I do, I play only solo Q. And I still don't bring self care. And I'm still healed up a lot of the times. Medkit, rng from chests, Inner Strength, 9/10 games someone brought a boon. I don't depend on my teammates to heal me. And if by some miracle i'll run out of healing ways (which is basically never), i'm able to stay injured for the rest of the match. Not like matches are that long anyway

    I'm a killer main, but I play survivor too, and when I do, I play only solo Q. And I still don't bring self care. And I'm still healed up a lot of the times. Medkit, rng from chests, Inner Strength, 9/10 games someone brought a boon. I don't depend on my teammates to heal me. And if by some miracle i'll run out of healing ways (which is basically never), i'm able to stay injured for the rest of the match. Not like matches are that long anyway

    Survivors do not bring CoH 9 out of 10 games, I see it about 1 out of every 3 to 4 games. Also, Inner Strength is worse than Self Care for speed of healing, perk slot efficiency and reliability. I understand, it's hard to understand one side when you play mostly the other side, but what you are saying isn't the normal solo queue experience.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059320#Comment_3059320

    I think you're being a little too binary here.

    It's not "nerf the meta perks" OR "buff other perks to make them viable", you do both- which is what they've been doing, they just can't buff everything all at once for multiple reasons. The fact of the matter is, the current meta is both stale and unhealthy, so it has to be nerfed from any direction you care to look.

    THE meta will not always exist. A meta will always exist. When that one inevitably gets stale, switch it all up again. That's how it works elsewhere and how it should work here.

    I think the issue is that the developer did exactly what you are saying for Killers but didn't do the same for Survivors.

    For survivors, they nerfed 6 meta perks and only buffed 1 perk to meta levels. That's a 5 meta perk deficit on the survivor side.

    Then they did a bunch of useless buffs to a bunch of survivor perks, for example: Calm Spirit, Saboteur, Pharmacy, Sole Survivor, No One Left Behind, Dark Sense, Hope, Overzealous and Lightweight (I'm iffy on if this will change the usage of this perk because of Iron Will). That's 7 perks that survivors will continue using as they did before.

    They did some okayish buffs to survivor perks that might increase their usage slightly: We're Going to Live Forever (This might be a useless buff since you have to get tokens before you can use it's special ability), Tenacity, Deja Vu, Distortion, Lucky Break and Botany Knowledge

    Then you have the single meta perk buff: Off the Record.

  • @AcelynnBen said:

    and honestly im not sure what's the complaint, i didn't get downed once, range addons makes it harder for the nurse to recover from a juke, im seriously not sure why people are so angry about it

    the only time i got downed was with noed, i mean she got a 3K with bloodwarden timer, but i was already out since it was so obvious, im seriously so confused over people complaining, she is honestly fun to play against all high tier killers are fun to play against mainly the fact that's my skill level

    and no she wasn't bad not in the slightest, you literally just need to double back when she blinks a second time no dead hard or any fancy perk needed

    and if u meet a nurse every game doesn't that mean the MMR is in your skill level, or do you all just want free wins and making new killers uninstall and refund within an hour of gameplay ?

    like don't get me wrong MMR is messed by a lot but only for killers i noticed, since when i play piggy which is my main i get survivors that have no idea what they are doing and when i play let's say Pyramid head which im just decent with i get 4K SWF in my lobbies

    But for survivors its just fine

    like im sorry but if u meet a nurse every game u should have learnt to counter her by this point, but again it doesn't fall into nurse is broken, it falls into the fact that survivors have so many perks that makes the game easy that when they don't work they call the killer broken

    nurse blinked twice and my dead hard didn't work, BROKEN MUST NERF, how about learn to play without dead hard or BT or any perk that makes the game easier

    and honestly give killers a shot, killer mains tend to get out most when they play survivors mainly that we know every trick to every killer unless the killer is like 10K tournament blight

    and no she wasn't bad not in the slightest, you literally just need to double back when she blinks a second time no dead hard or any fancy perk needed

    LOL, yes she was really really bad, just from this sentence alone. A Nurse can adjust where she blinks by just looking at the ground where she wants to blink to. The Nurse you went against, obviously didn't know this.

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059223#Comment_3059223

    When talking about Self Care, ngl it makes me laugh every time.

    I WANT this perk dead, i want people to stop using it, and start being productive. Unless they'll find a completely different rework idea.

    Me and my friends talked about it and what if it healed you passively (building up your healing bar for like 30% of normal heal speed), like you can do stuff when it's healing you SUPER slow, It would still fit the self-care idea and still would heal

    When you have teammates run off and leave you injured after a unhook, or go to a gen while hurt and work the gen then watch your teammate run off without healing you, then your realize how important Self-Care is for solo queue. I don't know what it is about solo-queue but teammates just refuse to heal you.

    After playing a match or two where you go through the entire match injured because your teammates won't heal you and the medkit you had is out. You realize how important Self-Care is to solo queue.

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059190#Comment_3059190

    i don't mean any of those. I mean that some of them were approached wrong.

    I agree with you about that, especially on the survivor-side. The perk nerfs and buffs were not approached well at all.

    The Self-Care nerf adversely effects solo-queue almost exclusively.

    There's a lot of useless buffs that don't improve perks like Calm Spirit, Saboteur, Pharmacy, Sole Survivor, Dark Sense, Overzealous, Hope and No One Left Behind. (Remember that the purpose of this patch was to nerf meta perks and add new meta perks. It fails to do that on all of these buffs).

    6 meta survivor perks were nerfed with only 1 survivor perk buffed to meta levels. A lot of those perks were solely used for specific purposes which no other perk does. Take Iron Will, Decisive Strike, Dead Hard and Self Care. No other perk does what those perks do.

    With the killer updates, the developers seemed to do exactly what they said they were going to do. They nerfed some meta slowdown perks, however, they buffed other meta slowdown perks.

    The same didn't happen for survivors in this patch. A lot of specific use meta perks got nerfed with no perks bumped up to fill those spots.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059085#Comment_3059085

    solo queue player your chances of winning a game (getting out alive) is barely 10-20 % --- Whae?

    From where you got these numbers?

    I don't really see any changing in the future personally. The game is just gonna be more fair to killers.

    The escape rate for survivors currently is around 45%, from BHVR's data. They also said that solo-queue survivors escape at a -15% rate compared to SWFs, assuming that solo-queue make up about 1/2 of the survivor population, then you can assume that survival rates for solo-queue is closer to 38%.

    With all of these global killer buffs and global survivor nerfs in this patch, I could see solo-queue dropping to around 10% - 20%. (This patch will be devastating to solo-queue).

    However, I'm not to worried about it. If it ends up being as bad as I think it will be, BHVR will either revert the killer buffs quickly or lose a massive amount of players. Until then, I'll solely play Killer if I play DBD.

  • @Wampirita said:

    But after the update I feel like it's kinda too much towards survivors...?

    Idk, I might be wrong on this one, we can't really judge it until it hits live, but I can't get rid of this feeling that it's not quite right.

    I'm fine with mostly all buffs and nerfs in the 40 perk changes, but the recent rebalance doesn't sit right with me.

    I'm KINDA fine with DH change, cuz it would be nice if people tried out something new, instead to sticking to the perk and trying to make it work like a stubborn baby.

    Endurance needed to get bonked, it would be way too good if it stacked, but it should be revisited. It was not a good approach, since Legions are going to have a field day with turning off every endurance status.

    Also the change that doesn't sit with me THE MOST is the DS.

    The ONLY DS problem there was is the free escape during EGC. Why the stun duration nerf? It was perfectly fine, and IMO, could be longer. It's supposed to punish killer, but now it doesn't do crap.

    Idk, any other killer player feels like me?

    Do you mean it's too many nerfs towards survivors.

    Or

    Do you mean it gives to many buffs towards survivors.

  • @Anti051 said:

    The core aspect of gameplay in DbD is mind-gaming and you have to be required to participate. If you've relied on dead hard to deliver you out of every dangerous situation up to this point, then you were never very skilled to begin with.

    I don't use it, I use Sprint Burst almost exclusively, when I play survivor. And I've never had a problem with Dead Hard when I play Killer.

    However, I'm going to point out that your statement is incorrect, since Dead Hard's use actually goes up as MMR difficulty increases, so that indicates it's a high-skill perk used by high-skill players.

  • @JimbusCrimbus said:

    Survivors aren't going anywhere.

    You are sorely mistaken on this. Solo queue survivors are the least invested in the game. Once this patch releases, solo-queue survivors will leave in mass. They can easily find other competitive games that are fair.

    In fact, there's already a lot of players leaving this game and I guarantee the biggest percentage is solo-queue players. Probably followed by casual SWFs.

    Killer mains are the most invested players and least likely to leave.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058982#Comment_3058982

    Dude... They now have endurance. For quick killers like blight and nurse it's a hard counter if you know how these killers work.

    Every survivor now has automatic endurance on one-hit-downs in this patch? I didn't read that part.

  • It has invulnerability, did you not know that?

  • @DexyIV said:

    Sure. It's been the go-to "counter basically every killer" perk for the longest time. I'm glad to see it actually have limited usage

    So now that survivors have no counter for Nurse, Blight and one-hit-downs everything will be great.

    This patch has way to many killer buffs and way to many survivor nerfs to last, once it goes live.

  • @CookieBaws said:

    Why add a downside at all??? This perk was already niche.

    This perk is horrible because it relies completely on you getting Doctor or someone running Iron Maiden, Spies from the Shadows. Both are extremely rare.

  • @Leonardo1ita said:

    For real, this is the best balancement patch in DVD's history, and after the changes from the PTB it's very clear you're listening carefully to feedback ❤️!

    Very well done, if Dbd keeps going in this direction it will have a bright future for sure!

    For 1/5th of the player base, this is true.

    For 4/5ths of the player base, this sarcastic post is exactly how those players feel.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057166#Comment_3057166

    Currently they don't get a speed boost, to be fair, and that requires the survivor that unhooked them to have one specific perk. This new mechanic is on top of any perks that survivors may have, including the perk they're almost certainly going to have, Off the Record.

    I'm not against buffing this new mechanic but duration probably isn't the problem. Probably the % of Haste you get is where I'd look.

    For anti-tunneling, I think it would be better if the developers had the basekit 5 second BT but also give the survivor a 5 sec Sprint Burst off of hook. That would make it more appealing for the killer to chase the unhooker instead of the unhooked.

  • That's a bad argument because a tunneling killer isn't standing still either for 5 seconds. Currently, as Killer, I can follow a survivor for 15 seconds and easily redown them off hook. 5 seconds is nothing, with 15 at least you can possibly get to a loop unless the killer sets you in a dead zone.

  • @GoodBoyKaru said:

    No clue, we'll find out later if it will or won't.

    TY

  • @Ricardo170373 said:

    I dont know why, but this game is so painful, seriously. i try play killer and every match survivors are so much experts and all of them know what do against me, so, OK i try play survivor and in opposite away, i have begginers as teammates and the killer i go against is tryhard and expert high level killer. im tired, independent how i will play, evey match is so frustranting. i dont experienced this 2 or more years ago.

    I don't get it either. I play Killer and I'm going against experts. I play solo survivor and my teammates play worse than bots.

  • First: Make Bubba not be able to use his power within so much distance of a hooked survivor, just like Twins and Artist.

    Second: For 5 seconds after unhooking a survivor, Bubba still will not be able to use his power within so much distance of where the survivor was hooked at.

    ---

    It's a pretty harsh nerf, but it's about the only way to prevent a face-camping Bubba. And lets face it, Bubba is actually a pretty good killer without face-camping.

  • @LapisInfernalis said:

    I think 10s are enough with all the other changes and the new killer meta of kicking gens (if everything stays as it is). They might even be a bit too much, but then we have all the endurance stacking....

    I think all the global buffs to killers is going to be oppressive to survivors and will have to be reduced once the patch goes live.

    All these buffs work with one another and when you buff multiple things that work together, it's multiplicative not additive.

    You have a 12.5% increase in gen speeds (10 sec), 10% faster attacks, 10% faster pallet breaking, 2.5% gen regression on kick, faster bloodlust.

    I know when I run brutal strength, which breaks pallets 20% faster, that chases are much faster and that's one 1 perk. Add all the other global buffs together and it will probably be too much.

  • @CookieBaws said:

    Mmmmm?

    Remove Nurse's ability to blink through objects and she's fixed.

  • @SekiSeki said:

    Lol, a lot of 'game health' but no specifics.

    I think what they are doing is fine. Game health wise, map balance needs a tinkering.

    Camping within M1 Distance of a Survivor at gen 5. (6 years and counting)

    Tunneling a survivor to death from gen 5. (6 years and counting)

    *** Both of those are major game issues that haven't been successfully addressed for 6 years.

  • @Seraphor said:

    They're literally releasing a patch in 2 weeks that includes nothing but balance changes...

    This patch isn't to fix game health, this patch is just randomly changing the meta. There's still a lot of game health issues that have been around since the inception of the game that have went unaddressed.

  • @SimplyPixelated06 said:

    We keep getting more survivors and killers which just adds to the already large pool of bugs and changes necessary for the game, meanwhile there are bugs that have been in the game for years and changes that have been needed for years. Current survivors and killers then just take up more priority for fixes and all the older stuff just keeps getting shoved to the back.

    I think everyone wouldn't mind a couple less chapters so that time, money, resources and energy can be better spent on fixing up loose ends and make Dead By Daylight a more well rounded game, thus giving it more longevity.

    ^This!!!

    I saw a suggestion on the forums where BHVR creates a team just for game health and then another team that works on content releases. The game health team can update old content, fix lingering problems such as face-camping and tunneling at gen 5, and generally focus on making the game more fun for people.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055331#Comment_3055331

    Nerfing Nurse does NOT help other killers get their chance in the spotlight. Killers are not competing against Nurse, they are competing against survivors.

    Buffing other killers was and is the much needed solution.

    Additionally given that she still has the worst killrate, her time shining is questionable.

    Nerfing Nurse and buffing another killer to at least Blight level would rotate out top tier killers, so the meta doesn't get stale. League of Legends does this exact thing because they don't want people getting bored of the same character always being the top tier character.

    In fact, I'm pretty sure every competitive game where characters have different strengths does this. DOTA, Overwatch, Super Smash Bros, League of Legends all do this.

    I think players are tired of always seeing Nurse as the number 1 killer.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055298#Comment_3055298

    It takes a lot less skill to place traps, that's the point. Trapper should be less successful he's easier to pilot. That is what a skill cap is. Show me a Trapper rework that introduces more skill/knowledge into placing traps and I'll be the first one to say sign me up, I'd love it of every killer was nuanced enough to justify higher performance.

    Survivors have tools and strats to beat Nurse, regardless of whether they refuse to use/learn them.

    Either way, Nurse has been at the top to long. It's time to rotate her out of being a top tier killer and let some of the other killers shine.

  • Thank you @GoodBoyKaru

    However, I am not understanding this math. If that formula is correct, then it should work both ways, which it doesn't.

    16 Charges / (0.35 charges in * (1 + 0.5)) = 16 / (0.35 * (1.5)) = 16 / 0.525 = 30.47619047619047619047619047619 = 30.48 seconds

    16 Charges / (0.5 charges * (1 + 0.35)) = 16 / (0.5 * (1.35)) = 16 / 0.675 = 23.70 seconds

    Also

    16 Charges / (1 + 0.35) = 11.85 seconds for a Self Care.

  • @TeleportingTurkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3053997#Comment_3053997

    why should an average player be able to best a better player?

    I mean, you don't have a problem when a killer is bested by better survivors, do you? I think it's fair that a worse player loses to a better player, that's why MMR system exists to sort them out.

    That's the problem. Learning to blink shouldn't mean you can beat everyone you go against. An analogy would be if the Trapper won every game he played just from learning how to place traps.

    There are survivor players who are much better than Nurse players getting stomped by the Nurse player because she ignores all the stuff every other killer has to deal with. How is that fair for all the other killer players. Maybe all the other killers should be able to walk through walls, pallets and windows so they are on equal footing as the Nurse.

    She's been top killer for too long and needs to be put down on the bottom of the list for a while.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055249#Comment_3055249

    Basically BHVR maths and regular maths had a falling out

    If it's any consolation I have to look up how to do the calculations each time.

    So, how is it calculated?

  • @Stielhand said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055247#Comment_3055247

    Yeah I calculated with percentages too so now I'm confused on whats happening.

    I assume this is how you calculated it...

    • Self Care = 35%
    • Botany Knowledge = 50%

    So add those both together and you get 85% healing speed or a 15% decrease in healing, which is 2.4 extra seconds. Add 2.4 + 16 (Regular healing speed) and you get 18.4.

  • @ReverseVelocity said:

    Your numbers are WAY off. Self Care + Botany Knowledge will take around 30 seconds to heal, not 18.

    How are these numbers calculated. If the percentages are added together, it would be 18.4 seconds.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3040044#Comment_3040044

    You know she has Starstruck as soon as she picks a survivor up and you are in her TR. It can surprise you exactly once per trial. Maybe that will result in one down, if you can't outrun her. Otherwise, it's entirely a survivor error.

    The terror radius covers a lot of the map. I've been hit with Starstruck, far far away from a Nurse. Plus lets not mention Agitation/Starstruck combos, where a Nurse carries someone through half the map, then one-hit downs people.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039902#Comment_3039902

    How do you manage to be found 32m away from a Nurse who has grabbed someone and, presumably, dropped him immediately in order to chase you? Do you realize the time it takes to drop someone, charge the blink to full and jump in your general direction? What are you doing in the mean time?

    If a Nurse drops a survivor close to you, you don't have time to run out of her blink distance. I assume you are saying that you can.

  • @HexPleaseLetMeSpeak said:

    Love perks and basekit buffs. But seriously.

    They won't help if the killers themselves are garbage.

    Sadako? Depressing.

    Legion? Unfun to play as AND against. Hell, I HOPE I go against a legion because the fact it's a free win outweighs the fact I'll be mending most of the game.

    Trapper? ...

    Myers?

    Ghostface? His reveal mechanic is either a bug or horribly designed when I can reveal him through walls.

    We need to buff the actual killers and their powers please. No amount of basekit changes is about to make Sadako feel like a strong killer to play as which sucks because she is probably the most fun killer I've played so far.

    They globally buffed all killers in this patch. You can't globally buff all killers, then also give individual killers buffs on top of that. This global buff is massive, it has a bunch of pretty massive buffs and all those buffs work together. I don't think I've ever played a game where you see numbers like 12.5% and 10%, usually it's very minimal buffs.

  • @WeenieDog said:

    I feel like the gen rush complaints came more to the forefront as hold w became more staple. Lots more time doing nothing else but holding w. No loops or mind games.

    But understandably became so, because more and more Anti loop killers were coming out. Anti loops killer who also had bad map pressure.

    An anti-loop killer should have bad map pressure just to balance out things. I still think Freddy is underestimated and he has both. Blight has both and he's a nightmare to go against, he's an S-Tier Killer. Dredge has both and he's at least an A-Tier killer.

  • @Anoniemoose said:

    I've been wanting to discuss this for a while now ever since I came back from my hiatus that I had taken after the introduction of MMR and COH. It too seems like its now become a popular topic for people to come to over the past month or so. So I'll get right to my point and just ask...

    Do you think that how the Nurse is designed currently is healthy for gameplay?

    Do you think that how the Nurse is designed currently is adversely affecting perk balancing, map/loop design decisions and holding back weaker M1 killers or even killers in general from buffs/attention that would let them even come close to competing with the Nurse?

    And why should I be playing any other killer then Nurse due to the way she is so differently designed to other killers?

    1. No
    2. Yes
    3. Up to you
  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039383#Comment_3039383

    So a Trapper running Starstruck + Agitation is breaking the rules?

    A killer that can damage over pallets and windows is ignoring the game rules?

    Huntress, Hag, Plague, Deathslinger, PH, Twins, Trickster, Nemesis, Pinhead, Artist, and Dredge excluded right?

    They need to remove her ability to blink through walls and pallets. She's been the top tier killer for too long, nerf her to Trappers level and buff Trapper to Nurses level. The same killer should not stay at the top for years at a time. It's time for a different top tier killer.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039334#Comment_3039334

    No killer is on the level of nurse. You literally cannot compare a character that has to abide by the map environment to one that doesn't, and can also benefit from exposed effect for free.

    Blight is EASILY the hardest character to learn in the game by far lmao.

    Blight is one of the easiest killers in the game. It took me no time to learn him, I had much more difficulty at all 6 of the killers I main than him. I main Billy and still have trouble with him. In fact, I would say Billy is one of the hardest killers to learn.

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