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Gindaen

Gindaen

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Gindaen
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  • It was 3 seconds and the developers had to buff it to 5 seconds because tunneling got to bad without it. It's sad people have forgotten that fact.

  • @ACleverName4Me said:

    Okay so the players who face camp already from the beginning at 5 gens are going to do it no matter what. That's on the player not the devs.

    Thw changes to killer are meant to help get more killers back into the game, help weaker ones a better chance to get surviors.

    Surviors got built in borrowed time and even got more time with the orginal perk. You still can use DS, unbreakable and any exhaustion perk you have to get away from a face camper during that borrowed time.

    I'm not encouraging or saying it's okay to face camp or anything like that. I'm just saying face campers are always going to face camp you even if they're attacks are even faster and they get built in bbq bonus bp. Why? Because it's a human playing the game. There are always going to be players trying to make the other side not have fun. That goes for killers and surviors.

    The developers are the ones that left it in the game. If the developers removed it from the game, players wouldn't exploit it. There's always someone that will exploit an exploit.

  • @VonCrow said:

    If the "surivors" leave the game because of this patch it means they are accepting that the game was busted for them and they can't win properly.

    Camping is quite a weak strategy against good survivors. 10 seconds more on gens is not going to make gens impossible to complete. The problem with camping is survivors standing still in front of the killer instead of doing gens.

    Punish the killer and work on gens (the only problem is the hooked one killing himself, in that case its not killer's fault tbh).

    If survivors leave it means they view the game as not being fair and would be justified leaving. Survivor players, 4/5s of the player base, have asked for face-camping and tunneling at gen 5 to be fixed since the inception of the game. There's no justifying it being in the game and every reason for it not to be in the game.

  • @theboyitachi said:

    if the iron will nerf goes threw can character’s have a set range of volume because some characters are far louder than others an it’s a major disadvantage an it’s incredibly annoying claire is a major example of this without iron will she’s one of most annoying characters to play jane as well i think every character should have the same set of volume this also makes people not play or buy more characters because they are a disadvantage for playing plus ace literally has built in iron will ace mains eating good right now lol

    Or maybe just quieten survivors as a whole. I've never met anyone that breaths as loud as Jeff, you can almost hear his breathing across the map.

    If someone is in a room and crouched in the corner, I guarantee I would not be able to hear their breathing unless I crouched down right beside them. All the survivors breathing is too loud.

  • @Swampoffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027275#Comment_3027275

    Same for Nurses, you can´t nerf a killer just because 1% of the player base plays her like gods :)

    The difference between killers and survivors is there are multiple killers. So nerfing one killer doesn't affect the other killers. So, you can actually nerf Nurse without affecting all the players.

  • @Marik1987 said:

    With the changes, killers will become more weaker than they already are. All Slowdown-Perks are getting nerfed, while gens become more boring for the survivor-side. These 10secs mean nothing.

    So its time to use STBFL and CAMP every hook u get.

    This will be pure fun, long have we waited. Come to the hook, give me all my wonderful stacks and then its time to camp the hook + 1 on the ground.

    Well... at least this will become the new Meta, I guarantee you. Is this an enjoyable Gameplay? Maybe not, but leaving and running around is not the way (as M1).

    And finally: Corrupt and Ruin will PUNISH killers when they do their objective. Fun, right? You have to down and kill survs, but instead of gettint benefits for doing a good job, u get punishes. This is so hilarious, i cant even tell my frustration about this "reward system".

    Killers are buffed massively this patch. Survivors, especially solo queue was nerfed massively.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026762#Comment_3026762

    What...? You're just trolling, aren't you?

    That has been mentioned by me several times in this thread already.

    But once more I guess: SWF has things removed from them in competitive tournaments, as does Nurse. Both SWF and Nurse are in need of toning down. They are both OP. SWF because they destroy equally skilled low tier killers with ease. Nurse because she destroys equally skilled solo queue survivors with ease, and still generally has the slight advantage against equally skilled, sweaty tournament SWF players.

    The only scenario where a nurse that wants to win is not the favorite to win, is if there is a handicap put on the nurse, and no handicap on the competitive SWF team. If this is good balance to you, I don't know what to say.

    If the devs want to foster a 'domination sandbox' style of game where the killer always has the advantage, then nurse is perfectly balanced. If the devs care about both the fun and fairness of both sides, then nurse AND SWF are not fine. This is fact.

    Nurse destroys an equally skilled SWF. It takes a significantly more skilled SWF to beat a Nurse.

  • @Swampoffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025564#Comment_3025564

    Same happens to me when people say that SWF is fair and balanced, I don´t understand.

    I don't think anyone thinks a skilled SWF is fair. The problem is, there are a lot of unskilled and normal SWFs running around which makes up a massive amount of the DbD player base.

    You can't do something about the less than 1% of the playerbase without screwing over the other 99%.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025386#Comment_3025386

    You’re absolutely right, everything I said above magically disappears when a Nurse player with 1k or more hours plays her.

    /s

    I am.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025366#Comment_3025366

    Self-Care is not the only self-healing tool, nor is it the strongest or most reliable right now. Pick something else. That's the point.

    Basekit BT and Hope for five seconds may be worthless, but I somewhat doubt it. In a lot of situations, it's going to be the difference between reaching a loop and just being downed again. But hey, if you don't think that's enough, you now have an actually consistently effective personal anti-tunnel tool that isn't countered by slugging, so that's a benefit! On top of that, there are some really nice perk buffs, none of which rely on coordination to use; that's a benefit to solo.

    Camping yes, at least maybe, but tunnelling is unambiguously taking a hit this update. It's going to be harder to tunnel people, not easier.

    Self-Care is the most slot efficient and reliable self-healing tool for solo queue.

    Circle of Healing isn't good for solo queue because other players break totems and you have to bring either a map or a totem finding perk for it to be reliable.

    Pharmacy isn't a good replacement because other players open chests and you have to run around trying to find those chests while you are hurt.

    Inner Strength isn't good for solo queue because other players break totems and you have to bring either a map or a totem finding perk to be reliable also.

    This is a very bad nerf for solo queue, which is already the weakest players in the game. Why nerf an almost required perk for solo-queue which can absolutely be ignored by SWF.

    You are right about tunneling, it will be slightly better. But I don't think there was enough done for it. And when I mean tunneling, I mean tunneling someone out of the game at gen 5, regular tunneling is fine and required sometimes.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024603#Comment_3024603

    Well, fun was the last word I used in that comment. Balanced was first. Both are important factors in any video game though; don’t you agree?

    I will keep spelling it out for you and others:

    • Slowest base movement speed of all killers - the only to actually move slower than a running survivor
    • Gives clear audio and visual cues of all she is doing
    • Fatigue after every blink (longer for a missed attack)
    • Blink charge time
    • Blink recharge time
    • Heavily punished for miscalculating a blink
    • Fairly add-on dependent (particularly for inexperienced Nurse players)

    The Nurse needs a complete rework. Everything you listed doesn't exist for an experienced Nurse player. She has no downsides for an experienced Nurse player.

    Other killers do have downsides even for experienced players however.

  • @jesterkind said:

    I'm definitely happy with it. Killer basekit buffs and help for solo queue survivor, that's very good in my book- even if certain parts end up not affecting much, it's great to see such big swings being taken.

    The developers nerfed solo queue hard. Self-care, the goto for solo queue players being nerfed is devastating. Basekit BT at only 5 seconds is worthless, you still have to bring some type of anti-tunneling/anti-camping perk. Camping and Tunneling have been shadow buffed with the extended gen times.

    I won't be surprised when there's a lot of solo-queue survivors just quit the game and move to Evil Dead.

  • @tippy2k2 said:

    From at least what I've seen, people for the most part seem pretty happy with this overall. Some little nitpicks and whatnot but overall happy

    But "this all looks good, keep up the good work" threads don't last very long on the front page (if they even get posted).

    I'll still reserve judgment until it's all actually out and playable but overall from what I've seen, there's way more positives than negatives

    Killer-players are happy with this patch. Survivor-players are extremely upset and have the right to be, this is the 4th patch in a row where survivor players were nerfed.

  • @Marigoria said:

    Will only be good in SWF since you can tell your team mates to not open chests.

    Exactly. It should have had the rummage buff on it too. Chests are usually just randomly opened by solo queue players, so when you get hurt and are running Pharmacy, you'll be screwed.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022465#Comment_3022465

    That is not correct. DH, SC, SC, IW - these perks got absolutely destroyed and will almost completely disappear. Only Self Care with Botany Knowledge will remain to be used - and is "better" than before if you used them together.

    I believe that SC & BK together heal at the same speed as current SC. So BK & SC together also got nerfed. And don't forget the 12.5% extra gen speed repair time.

    Not to mention all the global buffs Killers got. 10% faster attacks, Faster Blood Lust, 2.5% Gen Damage on Kick, 10% faster destroying pallets.

    Survivors have been nerfed 4 patches in a row and still killer-players want them nerfed more.

  • He's not fun for solo queue players.

  • @jesterkind said:

    I'll have to test it in action on the PTB, but that change does feel questionable to me too.

    Maybe it's to further incentivise other anti-tunnel perks? Still, I think DS would be fine and its pickrate would still drop even with the five second stun.

    What anti-tunneling perk is there that you can equip and use for yourself? Don't all the other anti-tunneling perks require someone else to have it and rescue you from hook.

  • @Not_Music said:

    Keys were first introduced with Hatch as a way to leave the game early. Hatch used to spawn earlier in the match when more than one survivor still stood. Survivors could potentially all escape within seconds of the last generator finishing. Since then, the Hatch only spawns when there is one aspiring survivor against the blood-lust killer. You can still use the Key on the Black Lock, but the chances are low. Between surviving long enough to be the last survivor and actually finding the hatch when it's no longer making noise, all on a time limit, it becomes an uphill battle for survivors to even attempt. Hence, why keys have lost their incentive. Seeing as this upcoming mid-chapter seems to be centered around rattling the meta by adding more incentives towards other perks, perhaps we could add more drive towards keys.

    There are a few ways we could address this, but I think the best way we could, would be to create more unique Add-ons for the keys. We could even entirely replace Keys but I'll talk about that more later. Keys have Add-ons similar to perks like Bond, why not just add a few more perks to it? Obviously, I'm not saying "DEAD HARD KEYS" but rather something more niche like Distortion key. You'd have one token that would be consumed on use and the killer wouldn't see your aura for a few seconds. Nothing broken. You could still bring the Key for Hatch, but it wouldn't be the main use anymore.

    You could also entirely replace keys. Get rid of opening the Hatch entirely and focus completely on being able to run unique, niche perks for a limited time. I think this would open up the possibilities MUCH further and could bring on more exciting gameplay. Ridding the key to the hatch mechanic could also mean the hatch is more 50/50. Either you get there or you don't. Not you get there but the survivor might have a key and gets out anyways because you checked the gates.

    The point is, I don't see keys anymore. I get why I don't see keys anymore and it's because they need a change. In my opinion, they need a complete rework that doesn't focus on the key to the hatch mechanic and rather just the add-ons.

    I skip keys and key addons when I go through the bloodweb. Survivors gave feedback to the developers about keys being useless when the nerf happened but the developers didn't listen.

  • @Marigoria said:

    What else are survivors supposed to do? Looping got nerfed so did stealth... might as well just genrush

    You forgot that genrush is also getting nerfed by 12.5% in this next patch. I guess we'll see a massive increase in killer queue times when this patch goes live.

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