Gorgonia
Gorgonia
About
- Username
- Gorgonia
- Joined
- Visits
- 1,881
- Last Active
Comments
-
well, even if you recorded it nothing will be done
-
@Marik1987 said:
If u cant vault windows with this Endurance, It has become more fair than it was before.
Now they need to fix window vaulting hits because you're already meter away from the window and you still get hurt hah
-
@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/3027872#Comment_3027872
After a few hours of the event going live. Several hours of a two week event is nothing.
Not that it mattered anyway, since changing the required challenges didn't negate any of the progress we had made up to that point, so nothing was lost on our part.
Had they kept the original amounts we would all be at the first tome still haha
-
@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/3027868#Comment_3027868
You could say the same for newer/frequently "losing" killers that they face if MMR is working. The survivors that escape or know how to ensure they end with a high score win or lose are also in the solo queue. These "solo queue" survivors make efficient use of their perks, do gens, save, and pay attention to the status hud.
I have long advocated that SWF is shown at the end game screen so the debate can be closed once and for all.
agreed
-
@Superyoshiegg said:
What is the point of setting deadlines if the community is going to arbitrarily demand extensions for no good reason?
This event wasn't even bugged to justify an extension this time.
They changed the required quantities if my memory doesn't fail me
-
Guys, you're talking about being decent survivors... that's not what 70% of solo Q is.
-
@[Deleted User] said:
I don't agree solo queue survivors are underpowered.
Survivor meta has very little counterplay for the conventional killers and it doesn't require SWF to be enabled.
When you play Legion for example against 4 survivors with Dead Hard, Resilience and Spine Chill chases just will last too long. There's nothing you can do about it.
Not every killer plays nurse with double range add-ons or blight with alchemist ring, they have to think about the other 26 killers in the game.
You can't outrun a Legion on Frenzy even if you got SC.
-
@Murgleïs said:
Solo will be stronger than ever with the new basekit BT + Off The Record.
Gen regression got a hard nerf, so the new meta will be even more genrush (it’s already OP).
The problem about solo Q in that case is not that the killer tunnels the unhooked survivor, it's that whenever someone's hooked, the other 3 run to the hook at the same time and die to the killer trying to save..
-
@Seraphor said:
The balance around 2 kills 2 escapes is an average. This game is prone to snowballing so 2k/2e is never going to happen consistently.
exactly... it takes nothing to go from a survivor-sided game to 4 skull icons... and that happens mostly with solo Q. People dying after the first person is hooked because they all run to unhook the person at the same time, etc
-
@tippy2k2 said:
Well as a killer, that's what I do not want
Because right now, there are two kinds of games; against a SWF and against Solo Que. The vast majority of my games are I curb stomp the group of survivors or I get my head curb stomped by the group of survivors.
While it is certainly not 100% the case (you can happen to be four solos who are just good at the game and/or in-sync and you can be a four man SWF that wouldn't know how to escape if instead of doing 5 gens, you had five buttons that said PRESS TO ESCAPE and they'd manage to screw it up), I would wager that most of those curb stompings are solos and most of those received curb stompings are SWFs
I had high hope when the devs announced that icon thing that told solos what each other was doing but that seems to not be a very high priority for them for some strange reason
In my own killer experience, you can tell who's SWF and who's solo when you see two people trying to save someone from the hook at the same time when you're not even close to it.. hah
-
@rha said:
https://forum.deadbydaylight.com/en/discussion/comment/3026912#Comment_3026912
Good for you, then you are lucky that you can continue playing.
I had a "get chased for 120 seconds" daily today. As I had finished this challenge after the match, I can say for sure I did (at least) the full 120 seconds in a single chase at the start of the game. At some point the killer gave up and left me.
What do you think how many gens were done in this time?
Zero.
And it didn't even take half a minute from there until the first survivor was on hook. From then on there was basically no time to do gens, just unhook teammates or they would have been left hanging there. I finally let the killer down me and suicided because I got bored since the game dragged on and there was zero progress on the survivor side and I just wanted to get out of it. Would have been fun to run the killer around a bit more, but I don't see a point if nobody's doing a gen.
Yes I do get good games as well but those are more the exception. When I get one of these I always expect a popup, "we're sorry you had good teammates, but matchmaking screwed up. Don't worry, everything will be back to normal next game."
So I hope this sums up what life in low MMR is if you only know high MMR. Or would you say I don't have to worry about the changes because once mid chapter drops, my teammates will suddenly be productive?
story of my life... or you're hooked and see their auras and you see how they're hiding in a corner of the map, doing nothing...
-
You have been crying about this for days... you will be much more effective in chases, you won't have any chase-counters nor will you lose survs anymore because they use IW... what else do you want?
-
The only killers I hate facing are the Plague, the Trickster and the doctor... they're just not fun.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022105#Comment_3022105
Well I would argue that it's BHVR's job to not allow for any builds that can still be very oppressive and sweaty. That's why I am also not happy with the overbuff to Overcharge and Eruption, especially the former, because that perk is harsher on newer players already. I also don't like Thana getting buffed either, it is already being buffed indirectly because of the gen time increase.
These substantial killers buff should allow the devs to make sure that they don't need and should not create perks for killers that are overly strong. Which they kind of doing with the meta perk nerfs, but then they go and overbuff perks like Overcharge, which I personally don't understand.
Thana on legion with 4 people constantly injured and mending... 4k win
-
@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3025022#Comment_3025022
unfortunately we cannot let people with disabilities hold the game back.
wow...
-
Agree with you... it seems like they're trying to make this into an eSport instead of a fun game.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3024479#Comment_3024479
Good job putting words in the OP's mouth.
Second paragraph, second sentence
No one wants longer gen times
you're right, I misread that... it's 2 am, my bad
-
to see how they call April's Fool in July and revert everything after a lot of people stop playing
-
people came to the forums to cry about DS every day... Survivors also cry about NOED yet NOED's change is nowhere near to the butchering DS got haha
-
@Exxodus21 said:
DS is overly relied on. It's not so much used as an anti-tunneling perk as it is an "I can bodyblock with DS/BT/Unbreakable and be invincible and there's nothing you can do about it" perk. Not to mention it's basically a guaranteed escape during endgame if the gates are either opened or 99%.
Things that reduce chase times are what the game needs. No one wants longer gen times and we've been repeatedly told there will not be a secondary objective. Even with NOED complained about so much, people still refuse to break totems because they just want to do gens and escape. So this is where we are.
The real problems are with Nurse and Blight. They are what needs to be looked at. If they need to lose their charges when DS'd then so be it, but this change is healthy for the game and the majority of the killer roster.
So.. you want slower gen repairing, shorter chases... want autohook as well?
-
@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/3024227#Comment_3024227
Agreed. It's also safe to assume that these changes should be happening from time to time. Say with every new chapter you'd also have a number of older perks touched on to keep the game's meta from becoming locked in.
Just not once every 2-5 years. The longer you let meta stay, the harder it becomes to shake up to the point of the player base never learning how to play the without meta. Once that happens then the devs will be too afraid to make changes in an ever growing cycle of staleness. Or they are simply afraid of the backlash of their own player base for "ruining their game".
exactly...after years of not doing anything really game-changing about perks.. why now? it's not like the game is going to be here for another 10 years and it's really passed its peak... let people play the way they want to play until this dies, no need to tell people "hey, here, we fcked you up, please keep playing our game, it's cool"
-
@Uotsumi said:
DS was changed from 3s to 5s because Enduring was seen as problematic in decreasing the stun time.
After that effect was removed from Enduring, DS remained at 5s.
It will finally return to 3s.
"finally" as if those 2s hurt you or made a difference for you hah
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3019765#Comment_3019765
"The unskilled part falls on the survivor who failed to take NoED into account"
That isn't unskilled, that's just lazy/greedy.
"The killer still has to chase the survivor and down them."
With a 4% haste which is quite significant.
"It takes skill to do that against any survivor who knows how to loop. It’s only free or unskilled when the killer is versing bad survivors who don’t know how to do anything other than hold M1 at gens or Shift+W when they see the killer coming at a distance."
With a haste buff no, it doesn't. Is the killer skilled getting a hit with Bloodlust active?
I'm not implying NOED is overpowered at all, it's not. I'm only saying it's unhealthy design that artificially inflates kill rates and rewards bad players.
It would be interesting to know how many kills are due to NOED.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3017356#Comment_3017356
I would argue this patch is a step in the right direction when looking at creating a good fundament for the game. The killer buffs are definitely great and will encourage killers to play properly and fair, now that that gameplay style is more viable. That's 100% a step in the right direction.
Having the meta shaken up a bit is also definitely good, it's something the game has needed in a long time. Some nerfs or buffs are too much, but hopefully BHVR will address the issue, if not immediately, then at least soon after.
The problem is that the devs just seem to have stopped after getting halfway to where they should get, and then decided not to give survivors adequate compensation by buffing them against camping and tunneling properly. Camping being buffed would be absolutely horrendous.
Some of the meta perk nerfs are also awful. The Self Care change is just so bad, all they should have done is remove the item efficiency and call it a day.
No killer is gonna play fair after the update. They will still camp and tunnel..
-
@Devilishly_Rowdy said:
People saying "who gives a crap what Otz says" are the same people that say "well if Otz can get 4ks and win streaks, so can all killers"
or simply people that don't really give a crap about what some streamer says...
-
@Aven_Fallen said:
You really think that 5 seconds Endurance are a problem? 5 seconds? Can you count to 5? Good. You countered it.
Really, blowing something out of proportion here.
I guess OP is talking about Off the Record... which is not either that helpful since endurance is lost after you're hit once
-
For those of us with hearing problems, SC was a perk that helped us gain awareness of what's going on around us.
-
People complaining about losing survivors here remind me of those baby killers that see all the blood pools next to the locker I'm hiding inside and still go past it and lose me... haha
-
you really want to be faster while spamming shock-stun?
Doctor is an okay killer but is really annoying to go against
-
@GannTM said:
Why does Otz’s input matter so much to people that that’s the universal opinion no matter what he might say? Can we all form our own opinions?
I always find it funny when people quote a streamer to make it look like it's a truth coming from some higher being... they are just another player with followers on Twitch, not any more special than any other person in this forum
-
"Shaking up the game" like this after 6 years seems pretty unnecessary, but well...
-
people still think we run Spine Chill to run away from killers as soon as the cat lights on? lol...
-
Like I said before, it's antitunneling until I decide to be part of the game again to help the rest of the team... because why would I wait up 80 seconds doing nothing just in case the killer sees me again? I could pretty much complete a gen in that time
-
@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3017763#Comment_3017763
You realize this perk still works for the whole rest of the game, right? You don't have to wait until endgame, it's pretty much a better DS.
Yes, but it's only during end game that you can fully use those 80 seconds unless you try to open the doors. During the game, I don't see myself standing still for 80 seconds doing nothing.
-
@Nazzzak said:
Re Spine Chill, someone made a good point on social media that deaf players will be at a disadvantage. I remember way back when, there was a deaf player on the FB community page who made it to red rank thanks to SC being their ears.
I use SC as an awareness perk because I'm not good with sounds, not deaf though, but I can't perceive where sounds are really coming from in my left ear. I usually move the camera around to capture the sound with my right ear so I can pinpoint the origin
-
Since they can't come up with anything interesting for the game, the slow it down another 5 minutes for survivors while also making them a lot easier to catch by the killer.
-
@Nazzzak said:
The thing is, the people who used this perk were already okay with the 50% reduced speed. Something tells me they won't stop using it because it's even slower. It just means they'll be hiding away in corners for even longer lol
Seeing everyone else die from behind a rock in the corner of the map... healing, always healing... themselves
-
Wait until the nerf CoH next
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3017913#Comment_3017913
Well Mori are only available through Pyramid head, Devour, Rancor (Ruin would already be worthless at the point), onryo. since moris are being taken out. so I don't think it would be that
probably sacrifice
that would make it less bad but still super useless
-
@ReverseVelocity said:
After looking through the dev update, I'm going to give my opinions based on the perk reworks.
Meta perks
Barbecue and Chilli - A shame that we're losing the bloodpoint bonus, but it's still going to be a strong aura reading perk on many killers.
Hex: Ruin - I don't think it will be worth running anymore, might be nice to have, but I don't think it will be super effective. Deactivating when the first survivor dies seems unnecessary, since it is a Hex perk.
Pop Goes the Weasel - This is still going to be a strong perk for interrupting nearly-done gens.
Corrupt Intervention - No issues with this one either.
Tinkerer - Exactly the change I wanted to see, thumbs up for this one.
Hex: No One Escapes Death - This change should aim to make the perk less frustrating, while still giving the killer a chance to snowball in the endgame. I don't know how effective it will end up being, though.
Scourge Hook: Pain Resonance - A slap on the wrist. This perk still provides a huge amount of regression, especially considering that generators take 90 charges now. I think this perk will still be largely unaffected.
Dead Hard - Honestly, I have no idea how to feel about this one on paper. It's one I'm going to have to play with to form a proper opinion on.
Decisive Strike - This change is DISASTROUS. A 3 second stun will make this perk too easy to brush off and encourage tunneling even more. Extremely unhealthy change.
Borrowed Time - Still as necessary as before, seeming as the basekit endurance seems mostly worthless. The basekit endurance needs to be raised significantly.
Iron Will - It might be useless or it might be ok, another one we're going to have to play with to see how effective it will end up being.
Self-Care - This perk will be DEAD if these changes go to live. 45 seconds for a self-heal? Completely worthless. Too harsh of a nerf.
Spine Chill - Yet another completely dead perk. This perk no longer provides information you can't get with your eyes, AND you removed the vault speed bonus. There is no reason to run this anymore. Too harsh of a nerf.
non-meta perks
Overcharge - Seems like it could be very overtuned. Having gens regress at the same speed survivors repair them seems crazy. Replacing one very strong slowdown perk with another is not a "shake up".
Eruption - Another one that could be overtuned. 25 seconds of twiddling your thumbs doing absolutely nothing isn't exactly very fun, either.
Knock Out - This perk was already quite problematic for solo play, and it's getting a flat buff. Not a good idea.
Coulrophobia - A nice gimmick with the skill check speed, I think that might be funny to play against. Probably won't be amazing, however.
Dark Devotion - Opening up a perk to be used on all killers is always nice. I think it could do with a small duration buff too, though.
Jolt - No cooldown. Cool.
Lethal Pursuer - A very nice addition to the perk, and something that's been requested in some form for a while. Having Lethal not be a dead slot after 9 seconds is cool. I like it.
Scourge Hook: Gift of Pain - Could be overtuned with the base gen nerf.
Thanatophobia - Why on earth are you buffing this perk at the same time as nerfing base gen speeds? 115 seconds on a gen solo is going to be very boring.
Scourge Hook: Monstrous Shrine - Oh boy, this one is going to be stupid on Hag, Blight and Huntress. Making hook speeds faster isn't really something that should be touched, they're already too short as-is.
Calm Spirit - Why does this have an action speed penalty? It's really unnecessary, and will discourage people from running it.
Saboteur - Solves none of the issues people actually had with the perk. It doesn't show you the auras of hooks when survivors are downed, and it still goes onto cooldown after a cancelled sabotage.
Botany Knowledge - A good buff, could end up being a little out of hand though, we'll have to see.
Off the Record - This is just going to be a replacement for Decisive Strike. A lack of actual basekit anti-tunnel measures alongside the completely unnecessary DS stun nerf will leave this perk just as meta as DS was. Swapping one perk for another is hardly a "shake up".
Lucky Break - I personally hate this perk with a passion, but having it not be a one-time use for the people that like running it is cool I guess?
Pharmacy - Removing the ability to get a medkit while healthy might end up creating the problem of teammates stealing your chests. Besides that, however, I love the change to this perk.
Sole Survivor - Still terrible, and doesn't address the main reason the perk was bad. Relying on your teammates dying is not a good prerequisite for a perk to activate. It actually might do something once in a blue moon now, though, so it's technically an improvement? It should get tokens for each hook on your teammates, which provide a third of what a current token does now.
Distortion - Finally, a way to get tokens back. I'm a fan of this change.
Lightweight - Halving the time at which scratch marks disappear will be handy in situations where you have to cross the map undetected. I think this might end up being pretty decent.
Déjà Vu - 5% is nothing. This perk is basically the same as it was before.
No One Left Behind - A very nice perk for endgame resets. Very glad that the activation condition got changed, and the 7% speed boost for survivors you unhook is sure to come in handy. Good change.
Dark Sense - I think this perk is actually worse than it is now. The effect should be stacked on top of what it does already instead of replacing it.
Tenacity - A nice buff, that lets you crawl away from the killer if they leave you alone for too long.
Hope - FINALLY, no timer. I've been waiting for this for years.
Overzealous - A 2% increase when gen speeds are being made 10% slower. Not really a good buff at all. The Hex totem mechanic is nice but the numbers are still too underwhelming.
We’re Gonna Live Forever - This secondary effect could end up being very strong in the right situations. A shame to lose the bloodpoints, but this perk will still be good, I think.
A lot of interesting survivor perk changes here, it's a shame that the complete lack of any worthwhile anti-tunneling and camping measures will stop people from running perks they want to, on top of buffing these strategies. I'd really revisit these basekit changes, otherwise all of these perk reworks will be for nothing. The solo survivor experience will become even more miserable than it is currently unless you make changes.
For Ruin, the text says killed but not sacrificed. Will it only deactivate through mori or also 3rd hook?
-
Diversity and Exclusion xD
-
I would go on a project to analyze my games. I died, from 10 games, around 7... and I'm a pretty decent survivor and I do everything, when I pip, it's mostly 2 pips, because I loop, I repair, I save people, everything... and still, I die a lot. With the changes, my wins will probably reduce even more.
-
but hey... you need to make it to end game... with the current changes, as a solo q survivor, I don't see myself making it to end game that often for OTR to be viable hah
-
I would take 3 seconds if paired with: no grunt sounds, no blood pools and no scratch marks for those 3 seconds.
-
For soloQ survivors without Self Care or any type of medkit, Iron Will determines your chance of living until you possibly run into another surv that's willing to heal you. Also, injured builds rely on you not being found (why would I use resilience and spine chill to boost my actions, for example, if I can be found all the time? - well, Spine Chill...ed xD)
-
@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/329979/iron-will-kinda-sucks
I swear if a survivor perk does anything these days people are calling for it to be nerfed.
Forum QQers that represent less than 1% of the game population are calling for it to be nerfed*
fixed
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3016314#Comment_3016314
Certain Survivors are off the table now, its a pity because I used Jeff, I guess its time to use the shards to unlock Ace...
Try playing Bill now haha
-
@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3017001#Comment_3017001
they only play this game "casually" as in extreme noob mode.. lol they are clueless as i stated many times. they only read the comments on forums and pretend to know what's really going on in higher skill matches
I play casually these days and the changes destroy my casual game style. Killers equip perks and add-ons as if going against a super sweaty SWF group yet not everyone is on a call on Discord having info on the killer every minute of the trial. But well, someone in the thread told me to get friends to play... anyone wants to be friends? :$
-
@BeccaDenson said:
https://forum.deadbydaylight.com/en/discussion/comment/3016979#Comment_3016979
Ok, I guess we should wait to find out how it works
the 80 seconds get cancelled if you breathe, pretty much... so meh
-
@Johnny_XMan said:
This update sealed the deal for me when it comes to the question lingering in my head:
"Are the devs disconnected from their own game?"
To be fair, I have always advocated towards their every move more than I have not. I've always been on "their" side so to speak. This is the first time where I actually feel like I am honestly disappointed in them. Doubt, no, disappointment, yes.
To your point OP, they must think that everyone who goes to save is just farming a save. Because the killer never just stands there waiting for somebody else to trade. 🙄
It's the first time my disappointment is leading me to consider quitting...