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HectorBrando

HectorBrando

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  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094615#Comment_3094615

    Well you have to remember, it's not like they are only developing the wiggling stuff. There's an upcoming chapter and the next mid-chapter (that these were originally planned for) so it's likely something on those is requiring more resources to finish on time and they had to push these things back since it's a lower priority.

    It happens in development.

    Yeah but the whole wiggling system is already done, the system already exists and its what most people have been using for months now, adjusting the great skillchecks is less than 1 week worth of work (would even go as far as saying its 1 day worth of work), worst case scenario they get rid of the speed increase and make them give extra BPs.

  • @egg_ said:

    It feels more like being stuck in a very crowded train for a very looooong trip. You know it will eventually be over, but man is it unpleasant (there's probably also that one person that unwraps one of those nasty sandwhiches that fills the place with a horrible stench to make everything worse)

    Thats... a very pungent and fitting description for the whole Legion blunder.

  • While I understand people suiciding/DCing against certain things (Twins, Legion, Nurse) or certain conditions (5 gens and 4 hooks already) I do believe you are right and if the game is not enjoyable anymore the better course of action is to not boot it, in the end you are wasting your gaming time by suiciding against everything.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093873#Comment_3093873

    I'm hoping it means they are adjusting the great skill checks which has been something people were complaining about when the beta dropped. Since not many people are really fond of making wiggle out faster.

    I also wonder if this might be tied in with boil over since boil over got nerfed for being too oppressive against controllers.

    But 7 to 9 months for something is already in the game?, what else can they adjust there that requires such amount of time?.

  • @prion11 said:

    Probably because your team has a total of 3 prove thyself, and he’s playing a weak killer.

    Like that matters, Prove Thyself doesnt stack on itself, having 3 people running it is actual detrimental because you need only 1 or 2 people at most.

    You could make the gens take 60 minutes and some people would still complain about them going too fast.

  • Thats something I really hate, if there was a DC or a suicide on first hook and someone wants to concede take your win and let em go, I believe they should implement a concede system for both sides in some way.

  • One massive red flag for bad Killer players is if they are using the Frosty Eyes cosmetic, they also universally paired with NOED.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091881#Comment_3091881

    That makes. Thank you. So it's mostly good for Wraith and Pig add ons that reveal your aura when they are in stealth and you are within 12m or whatever it is?

    To be fair is mostly good for nothing at all because it requires at least one person to croak to start giving value and by that time unless you have 1 gen left the Survivors are almost guaranteed to not power the Exit Gates.

    1 token blocks some strong aura revealing stuff like Im All Ears, Nemesis, Myers crystal addons etc, 2 tokens block almost everything, is rare to be more than 48 meters away from a Killer when they trigger an aura read except for BBQ and 3 tokens block everything unless fringe cases where you are at a corner and the Killer triggers an aura read at the oposite corner.

  • As far as I know every token gives you an aditive aura inmunity for 24 meters around you so with 1 token BBQ would see you at 41 meters, with 2 BBQ would see you at 49.

    What I mean is, your aura cant be read for 24 meters, not that it adds 24 meters to aura reading perks/addons/powers.

  • And next to pallets too, christ I hate that locker in the main on Groaning Storehouse, the one near the shelves.

  • Perks affecting powers are a pain in the back to tinker with, thats the reason Tinkerer got reworked. How would it work with Trapper? the traps become inactive? how about Ghostface?

  • @Remedicist said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091426#Comment_3091426

    1. Self-Care definitely isn't doing much now with its change in this patch

    2. Freddy's power revolved around information through auras and debuffing survivors in the dream world. When I played him back then, the best way to make use out of his power was to gather as many people in the dream world as possible to know where they are at all times. Combine this with a buff of dream transition survivors being incapacitated and keeping the gen teleport ability, and you have yourself a decent m1 killer that has constant information and map mobility.

    3. This status effect didn't exist back then, but if they made survivors in the dream transition state be affected by incapacitated, then that scenario wouldn't happen as it'd make the survivors unable to heal up the downed survivor.

    4. Definitely I think they should have reduced the slowdown he caused. Removing the current Freddy's slowdown add-ons, which were add-ons in old Freddy's kit as well, would have been a step in the right direction for Old Freddy too.

    Whether they can fix this current Freddy or not does not change the fact that they definitely could have fixed old Freddy as well through viable buffs and that many of us still enjoyed old Freddy's power and prefer it over the current one. I understand you prefer the current Freddy though and that is completely fine of an opinion to have as well.

    Self-Care destroyed him because it allowed Survivors to break from sleep easily, even mid chase after throwing a pallet, forcing Freddy to sleep them again, granted Self Care isnt used as much anymore but it would still be decimating against him.

    Incapacitation on asleep Survivors? thats beyond broken, the only way you had to break out of asleep by yourself was missing a skillcheck or being hooked, sure awake Survivors could break you out of it but if the 4 were asleep with incapacitation nobody would be able to progress the generators ever, even with the newer alarm clocks it would be beyond broken.

    Freddy only real strength was once the Exit Gates were powered if you put everyone to sleep there was no way to break out of it except getting hooked or missing a skillcheck while healing, since being asleep increased every action timer by 50% the Exit Gates took 30 seconds which allowed him to have an easier time at 5 gens, thats why all his perks revolved about the Exit Gates being powered, you could only do something with him once all 5 gens were done and by that time the Survivors would just 99% them while you downed someone and then prepare for the save (or wait for the hook, open and get away to bypass Bloodwarden).

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091544#Comment_3091544

    So are you telling me that, again playing doctor every time you use your static blast, In range of your totem, you are counting all of the score events all of the screams figuring out where all of those are happening around you and looking at the portraits to see exactly which people tiered up, and Then taking 5 seconds to walk to your totem to check on the hunch that there might be someone there then walking the 5 seconds plus to where people were actually screaming.

    If you ask me if you've got 2 people on a gem with proof thyself that extra 15 seconds coulf be the difference between a Gen Getting finished or not that's a heck of a waste of killer's time I would call that a buff

    Actually I do, yes, its just counting 4 prompts tops or checking 4 portraits, its not even hard to do it (rarely its 4 anyway, usually around 1 or 2 people get caught in a blast anyway) and if I use it with the Totem inside my TR its because I want to check on it without walking towards it.

    By the way you dont need to check the portraits AND count the prompts, either you count the prompts or check the portraits, 3 prompts/tier ups and 2 screams? the Calm Spirit user was affected, 3 prompts/tier ups and 3 screams? nobody was using it.

    If you ask me if you've got 2 people on a gem with proof thyself that extra 15 seconds coulf be the difference between a Gen Getting finished or not that's a heck of a waste of killer's time I would call that a buff

    Now this, so to make Calm Spirit worth it you need 2 people on a gen, with Prove Thyself, with a Hex in your TR, with the gen progressed enough to be finished in less than 10 seconds, with people who didnt got to Tier3 (which would interrupt the fixing) with a Calm Spirit user around but far away from the Hex? I believe I have bigger odds winning the lotery than seeing this more than once per year, while wasting 4 seconds per Totem is going to happen every single match.

    I also find funny how you argue 4 seconds extra cleansing is not that determinant but checking a Hex for 5 is game losing, especially since gens now take 10 extra seconds.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091474#Comment_3091474

    Yeah but its really weird when I make a personal piece on my thoughts on tunneling and then people tell me that my own feelings on tunneling are wrong. Some weird ass gaslighting. You're supposed to not 100% agree with me because you're not me. I'm not making a statement to be scrutinized to begin with.

    The moment you are a public figure (in the DBD comunity content creators are public figures, it is what it is) wathever statements you make will be scrutinized, if you dont want a personal opinion scrutinized by the comunity you cant make a video where you express it because we will comment on it, some will show support and agree, others will show disent and disagree.

    Its sad but is how being a public figure works, especially if you talk about contentious subjects.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091449#Comment_3091449

    I could maybe see that if there are no screams but especially if your playing big TR doctor there would be other screams that you'd go for over checking a totem with no screams when they could just as easily be on a gen, or positioning for a flashlight/pallet/ sabo save.

    If you are playing Doctor with a Hex and you blast with the Totem in the area of effect, see a Calm Spirit user tiering up you have to check it, he may not be close but he can be there and Devour Hope or Ruin is well worth the few seconds you are going to spend going there.

    In any case, even if you make the Doctor waste time the odds of this happening are around non existant, while the odds of wasting 4 seconds cleansing a Hex are going to happen always. Believing this perk got buffed or is better because of a very small fringe scenario where it actually benefits you while the most common one is being an active hindrance is ludicrous.

  • @ScottJund said:

    Oh God please don't discuss that here I know my opinion is the minority

    You put yourself under the lights you are bound to get scrutiny from the comunity, its like being a political comentator and not expecting people supporting/criticizing your positions.

  • @tinycrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091408#Comment_3091408

    It still interrupts the action, you just don't scream. The Doctor could then do what any other killer does and check on the totem, especially since they would likely know someone has Calm Spirit. The survivor's madness level would also increase, which is reflected on the HUD. Nearly everything has a counter in the game, Calm Spirit is no different.

    Not only that, if the Doctor is actually decent he will know someone is using Calm Spirit already because as you said, the madness increases but he didnt see a scream, odds are if he blasts with a Hex inside his radius, sees a madness tier up (either by seeing the Survivor portrait or a BP prompt) he will beeline towards it, in this case Calm Spirit acts as a tell for Doctor to check the Totem ASAP.

    "I blasted with the Totem inside, Calm Spirit user got tiered up, he may be very close to the Hex, I should check it", congratulations your "stealth cleansing perk" actually gave you away and if you got interrupted at second 14,01 onwards the 30% increased time actually prevented you from cleansing it! YAY!! BUFFS TO SHAKE THE META!!

  • Actually is around ~42k which is more or less the same amount for the entirity of July and a 5k drop from April (May had same numbers as July and June had the anniversary event).

    But as some people said, the data doesnt mean much in such short span of time.

  • This started to happen after the update.

  • @Negi said:

    Did anyone ever actually use this or are people just mad for the sake of it?

    Barely anyone used it but people are not mad because they nerfed it, people are mad because they nerfed it while they believed they were actually buffing it which shows lack of understanding about the game.

    The fact several unused perks which were going to be buffed/changed to make them more appealing and supposedly shake up the meta in reality got nerfed or barely changed at all (Calm Spirit, Pharmacy, Sole Survivor, Dark Sense, Deja Vu, Tenacity and some others) is what makes people angry, before these changes a lot of people wondered if the development team understood their game, now we have confirmation they dont.

  • @Bwsted said:

    The problem with his take is that he literally plays this for a living and he just memes around when playing survivor. Some of his self-imposed challenges made him that kind of survivor very few would like as a teammate, if you know what I mean.

    He goes in there with a mindset completely different from the casual gamer who's investing their free time for leisure. While definitely no one deserve to win without effort and knowledge, every player would at least like to have a shot at an enjoyable experience.

    It's also a completely different way from how he approaches the game when he plays killer, where he actually tries to win, even when he tried challenges.

    Secondly, his take about soloq is just shy of ignorant. Saying soloq was miserable pre-patch (true) to downplay the sentiment that now it's even MORE miserable, just completely misses the mark of why people are upset. Imagine you get beat up barefist by someone every day, but you push through it. Then, one day they show up with a baseball bat. Are you gonna say you should put up with the latter just because you did with the former and because both are miserable anyway? That's the essence of his argument.

    Thirdly, the problem is not tunneling by itself. The issue is more complex. The problem with survivor gameplay is that most of what you do post 6.1.0 feels inconsequential to the outcome of the match and the interaction with the killer is flimsy and predictable and the remainder is to hold down a button.

    There's camping first, where no one literally gets to do anything but hold m1, hang on hook, or 1-for-1/get grabbed. Then comes the actual tunneling, that most of the time doesn't translate to chase interaction as Scott tried to suggest, because of either overly oppressive antiloop or simply getting easily bloodlusted. In either case, the tunnel doesn't add gameplay. It's just a rehook simulator. And finally, there's the actual gen repairing that with the bloated repair time and with the plethora of regression just feel like an inane exercise, while someone else gets camptunned.

    Finally, unless I understand what he said wrong, or the perk is bugged again, but Overcome is the single worst exhaustion perk you can pick if you want to avoid getting tunneled. You literally have no exhaustion after getting unhooked and as soon as the killer realized that's what you're running in your first chase, that paints a giant bullseye on your back saying "please, eliminate me."

    You nailed it perfectly.

    I would like to add saying "but the fun part of this game is being chased by the Killer" is not a valid argument in the case of tunneling, either you bring OTR, the rescuer uses BT or the superfun chase against the Killer will end in exactly 5 seconds because when someone tunnels off hook you dont have any headstart at all, Killer is right there waiting for the unhook and is breathing down your neck right from the start until he counts to 5 or he notices you are starting to run at normal pace.

    Scott Jund does have a lot of game knowledge and usually is very good a pointing flaring problems at the game but I believe in this case he missed the point entirely.

  • Yes, since 2018 but a man cant get a rest, can he?

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090208#Comment_3090208

    It is impossible to get a streak like that in solo. Absolutely impossible.

    I don't know who you are talking about, but I can say for sure he is in a full SWF. Everyone can already accept that SWF is too strong, and OP.

    The same is true for Nurse.

    It really isn't very hard to grasp.

    I remember some time ago there was this smalltime dude making a "ton of escapes as Solo" which spanned days, it was doctored as hell, you could see the Devotion rank going up between streams like he would end the streak at 59 escapes, call it a day and continue next day, the leve would have gone from 50 to 53, meaning he was tanking his MMR like a champ while offline.

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088688#Comment_3088688

    In that case you went for logic, yeah I know the logic, but they don't play for money here and they bring slowdown perks as well, why doing that? where's the fun in that?

    I posted this on another thread, the guys at Magic the Gathering (the card game) noticed there were 3 main personalities among their players, one of those 3 was called "Spike", Spike is a kind of player who only cares about winning, its the only thing that brings them fun and they dont care in the slightest how to achieve said win, they are the kind of players who will play the strongests characters, easiest most effective strategies, the easiest most effective combos, the best weapons, anything that gives them an edge to win even if its not very engaging, they just want to win no matter what.

    One oddity Spike has the other 2 lack (Timmy and Johnny) is they can win 9 games in a row and then lose 1, that lose will ruin their day and make them miserable, doesnt matter if they had a 9 out of 10 streak (which is a very damn good streak imo) the burnt of that lost makes them very unhappy about the game session.

    The other 2 dont care as much about winning but about the way they win so they dont mind losing some games if they get to have some wins the way they like, these players are usually way WAY more content about their playing experiences.

    So, Spikes in this game will go for the easiest and strongests strats in order to secure the 4K, camping is one of those and even if its a boring gameplay choice for almost everyone involved they dont care, because the 4K will be enough for them.


    You can read a bit about the whole Timmy/Johnny/Spike archetypes if you search in google, is super interesting and really explains a lot about the way some people approach competition.

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088658#Comment_3088658

    okay, then enjoy more survivors leaving and have fun waiting 10 minutes for a game

    You can check my post history and you will notice Im very against most of the changes on this patch because they essentially killed Solo which in turn killed Killer queues by doubling or tripling them (what a surprise...).

    I was just answering your question, why would a bad player who relied on camping and tunneling to get kills stop doing it now when its even stronger? people are not going to self-police themselves, theyll always go for the easiest, less skill intensive option given the choice.

  • Why not? Its still a very strong tactic and one of the easiest to do.

  • @Patokiller said:

    I was a main killer, playing 99% of time with killer role.

    Looks like now that playing killer is not a miserable experience that many main survivors are now playin killer just because it´s easier.

    BHVR need to increase the amount of BPs for players that are playing the most needed role.

    Yeah sure, you go play Survivor first and ill follow suit.

  • Since they didnt say anything about it and it was only mentioned few times I believe the feature got canned or delayed inmensely, it was like this when they announced an early game base slowdown, they said it in a Q&A or developer update, then they went silent on the matter for around a year and a half until they admited the feature got canned.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084859#Comment_3084859

    then play around it, do the best you can, and be happy when it does work out. How can anyone play this game without acknowledging you will lose games you should win? Its like a daily affirmation to some people but posts like this act like there's no such thing as counterplay unless it works every single time. You're playing the wrong game for that mindset.

    I do play around it, I open the Exit Gates and get away which is the best option right now, it even has the benefit to force the other 2 to not risk themselves too.

  • My advice is dont use it, is a perk slot for a minor annoyance towards the Killer, there are much better stuff out there than Blast Mine, even if you want to be annoying Head On is the superior option for maximum tilt.

  • @Roaroftime said:

    Spirit is DC tier killer the nerf did nothing

    I disagree, IMO DC tier Killers are Killers where DCing and eating the penalty is faster than the match itself, Legion and Twins fill this tier, I mean you can DC against Legion, eat a 30 minute ban and most often than not the match is still going on for the poor fools who decided to stay there.

    I would put current Spirit in "first hook suicide" tier, she may get upped to "spam fast actions on locker and then suicide on first hook tier" in the following days tho.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085076#Comment_3085076

    I played WoW from Vanilla to end of Bfa, im aware of all the changes over the years, i was merely stating the reason why they needed to add an bribe to play was all, at the moment 1 week after a patch the bribe probably won't help people want to play survivor with the current state.

    But unlike wow you're not "permanently" locked into a "side" (Bar character transfer for dollars) So long term the bribe will help dbd.

    Much like another system in wow which offered a bribe, dungeon finder rewards which did help you find a tank.

    I know the reason they needed to add the bribe, I was stating the fact it didnt work at all, it was a complete disaster and once people see queing as Survivor means getting pulverized, tunneled and camped theyll stop doing it too, very few people like to suffer just for a little reward, go outside, wave a 50€ bill and scream "whoever lets me hit him with a baseball bat gets this money" and youll see nobody swarms to take the offer (maybe the cops do shown tho).

    You werent either that hard locked in WoW, you could level any character from 1 to raiding level in days and then use the catch up gear mechanics to get decent enough ilvl to start on the other faction without that much hassle, it balances out in this game in the sense you can go play Killer but you actually have to learn how to play the new role while in WoW an human Warrior was essentially the same as an Orc Warrior.

  • @Beatricks said:

    The thing about survivor deranking is that as far as SoloQ is concerned, it's a damned if you do damned if you don't. If you don't derank, you are going to face the sweaty and to some extent capable killers that will breeze through a match due to how they buffed tunneling and camping.

    If you do derank and get killers that aren't that good, you'll just have bush hiding Claudettes and locker diving Dwight's that won't do gens even when you take agro.

    I do wonder however, how the skill balance is going to change in the longterm. A lot of survivors are going to be pushed down to killers that are less experienced than they are. My current theory is that low level killer is going to be a pretty bad experience, because the average but not great survivors will be forced to play with you and use their skills to outplay you at every turn. Time will tell I guess.

    While you are very right about newer Killers facing stronger Survivors who know how to run the tiles and being a hassle the odds of them facing 4 strong Survivors at low MMR is not very high, odds are theyll face 1 good Survivor, 1 normal and 1 trash (and 1 random), as long as they can tunnel the trash or the normal out early its in the bag.

    This game has the problem a very good Survivor cant carry their team unless the Killer is bot levels of bad, once you tunnel one and face 3vs1 with 3 gens left is almost universally a Killer win.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082069#Comment_3082069

    Well blame swfs, not Killer mains. Swf's have ruined the "balance" since it's inception.

    https://forum.deadbydaylight.com/en/discussion/comment/3082650#Comment_3082650

    Arena ruined WoW, not world pvp. Actually Belf's and their racials did really, ergo arena. Making some talents pvp only did a little to fix it, but 10? Years of belf racials screwed the faction balance.

    What does anything you said about WoW have to do with the statement I made that incentivizing players to do something they dont like for ingame currency doesnt work? I was using the example of Blizzard when they, in Battle For Azeroth (2018) they introduced a 100% gold increase bonus for the depopulated side (Alliance in this case) if they turned their PvP on and nobody did because extra gold wasnt worth being swarmed by sheer numbers of Hordes.

    I was using an example of how a population imbalance problem they tried to fix with bribes Incentives™ backfired because nobody likes to get punched for money (unless we are talking about an insane amount of money). I dont care what killed PvP and I wasnt discussing it here.


    By the way I dont know if you played BFA but the open PvP system had nothing to do with vanilla, TBC or WOTLK, they cant compare even if they are technically the same game (which it isnt, current WoW has nothing to do with early WoW) for starters there werent PvP/PvE servers anymore, everyone was pooled in a few megaservers and then each player decided if they wanted to activate PvP or not with the /pvp command and the server instanced every territory to have a set amount of players of each faction max (usually was 50 but it got changed I believe), it wasnt like early WoW where everyone was in the same server and you could potentially have 500 Alliance in Hillsbrad and 3 Hordes, the new system would make 10 separated instances of Hillsbrad each with 50 Alliances and no Hordes except one which would have those 3 getting smashed by 50 enemy players.

  • One of the oldest tricks on the book the "wholesome honest and friendly Killer... with NOED, No Way Out, Rancor and Blood Warden" or "Le funny memeing AFK daddy Myers with Tombstone+Tuft", sometimes friendly Killers are just friendly Killers but I believe is better to just get rid of the totems, then fix the gens, open the gates and get away.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083884#Comment_3083884

    they were the brute force method that got removed, as mentioned. Finesse means actually distracting and body blocking properly instead of just swarming the hook and getting carried out the exit by a series of blade wipes and sprint bursts ending in a 45 second crawl out the gate while the killer tried to wait out DS. If you don't know how to get an endgame save with solos then just take your win and leave instead.

    Distracting requires the Killer to allow himself to be distracted he is not a NPC with an aggro table, right now with 2 free SBFL stacks the most you can achieve is a trade because you can swing again after the unhook animation has ended so at most you can get a trade which puts you in the same position you were, Exit Gates powered and someone on a hook, you can try to save again but against a good, patient Killer youll get another trade, eventually someone will have to die.

  • @JaviiMii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083754#Comment_3083754

    and how is that "finesse" reached in your opinion? Cause I might be missing sth here but I always thought the key was coordination. Which is non-existent in soloQ.

    Plus once the Exit Gates are powered both DS and OTR cant trigger.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083619#Comment_3083619

    First, they have to know they are solos.

    Second, in my normal solo games virtually nobody goes for the hook until it's (almost) too late. If I'm grouped with beginners however, it's several layers of awful.

    Camping is also pretty rare for me : once every 8 games maybe. I"ll see if it increases but for the moment, it's fine.

    They dont need to know they are Solos, around half the players on this game play(ed) Solo so odds of having at least 2 on a lobby are super high, its just risk assesement, if you play a roulette where there is a bet with a 75% win chance you play that bet over and over, sometimes you will lose but you will win more often than not. If they get Solos they win, if they get SWFs they may lose but since there are more Solos the odds are stacked in their favour and they can always come to the forums to complain about SWFs if they lose.

    Plus its actually very easy to determine Solo teams, first of all, globes, if there are only 2 globes almost universally the Survivors are Solo (maybe, and its a HUGE maybe, they are two SWFs of 2), second, the way they appear on the lobby they are arranged like globe, no globe, globe, no globe? they are Solos, how they join, 2 at the same time and are both no globe (or globe)? a SWF of 2 etc. SWFs made from different platforms are SUPER rare, they do exist but I dont think Ive encountered many of them.

    I believe the most common team composition is 4 Solos or 2 Solo and a SWF of 2, and SWF 2 are not that strong either.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083564#Comment_3083564

    It kind of does. Camping is usually done by new killers having no clue as how to play and killers without any other option left. (And a few that only do it because it's annoying, like many other things in the game.)

    A "normal" killer will camp if there are survivors around, or the gens are (almost) done, etc. Otherwise, it goes against his interests to do so.

    From my extensive experience as Solo before the patch, no, a lot of Killers of all skill levels and seniority camp from first hook because is one of the strongest strategies against Solos, lack of info and comms means usually 3 people go to the hook to see if they can save and it usually takes around 20 to 30 seconds (10/15 to reach and 10/15 to go back to your gen) which severely hampers the team odds of finishing remaining gens before the person croaks. Ive seen people with 100 hours and people with 4000 hours camp and every number in between, even big name streamers who are hailed as very good players camp a lot, the whole "I need incentives or buffs" was a blatant lie.

    This patch making it stronger means people who relied on camping are going to get more juice for the same money.

  • @IlliterateGenocide said:

    I don't know why they thought buffing camping and tunneling was a good idea.

    I believe they believed buffing chase, regression and gen timers people would stop camping because "camping is the only viable strat I wouldnt do it if you gave me all these buffs", so they gave all the buffs and then surprise surprise, people just couldnt help themselves and continued camping and tunneling because its the easy way to go.

    Self-policing is always a mistake, doesnt work in advertisement, doesnt work in banking, doesnt work in antidoping, its not going to work here either.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083341#Comment_3083341

    That's like, maybe 24K people.

    If 2 million people log in per day, that's insignificant.

    Its 24k people and in Steam around 40k people log every day or so, depends on the month, it can be checked on Steamcharts.

  • @Sumnox said:

    Wait until they "rework" the remaining perks. Adrenaline is gonna injure instead of heal you now!

    Seeing the "buff" Pharmacy and Calm Spirit received I bet Adrenaline will be buffed like this, it triggers at the start of the match but kills you on use.

  • @Pulsar said:

    That's not really all that significant honestly.

    Game has 610k reviews on Steam, a 4% drop is a decent amount of people giving it a bad one.

  • Is it even possible to hit 40k?

    As Survivor the Survival category essentially voids getting that many points, it was a super rare occurrence to get 32k because its almost impossible to get 8k on Survival, I suppose 40k is out of the question.

    As Killer can you get enough Sacrifice points? the category depends almost exclusively on hooks and sacrifices and there is a hard cap on how many times you can actually hook people, I dont remember it very well but I dont think I ever reached 10k in Sacrifice even with 12 hooks.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082425#Comment_3082425

    Nah. It says "self-care" because that's the name of the act of healing yourself without any items, but it's not actually giving you the perk Self-Care. It's still a 24s heal compared to Self-Care's 32 and now 45.

    The only reason to nerf it was to get people to stop using it. It was perfectly balanced as it was.

    Yeah, CoH "self care" prompt is probably leftovers from code, they probably reused a lot of Self-Care code for CoH, as you say CoH takes the same amount of time it took before the update.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082018#Comment_3082018

    I agree. I don't see the bp bribes incentives to have much impact after the initial phase.

    They're capped at 100% which means that they're gonna be lower than that and they're restricted by mmr brackets. So, they're too conditional to rely on them.

    And on top of that, getting double (best case) of 5-9k for a game where you either get camped to death, or hold m1 all game while someone else get camped and then you die too... well it's not gonna be worth the aggravation for most people.

    Bribes Incentives™ can make people suffer for so long, eventually theyll become frustrated and stop, WoW tried the same by giving double gold to Alliance players for having PvP on and Alliance players still didnt turn it on because they were just cannon fodder.

    Sidenote: gold in WoW can be used to buy game time and/or exchange it for paid cosmetics on the cash shop (I believe it can even be exchanged for real money on your Blizzard account to buy other games) gold in WoW is much MUCH more valuable than BPs in DBD because it has real life money value.

  • @RpTheHotrod said:

    Better solution is to give the last survivor a "give in to the entity" option if on the ground for more than 10 seconds total (adds up even if picked up and dropped again....a TOTAL of 10 seconds ground time).

    Nah, that opens up the window for "Im going to carry you around, make you believe you are getting hatch, close it on your face" tech or the "downed, picked, dropped, picked, dropped, picked, jump off the shoulder, downed again rinse and repeat" tech, it has been shown some people given the chance can be absolute scum and even if you curb the options they can get really creative about that if they have the slightlest window for it.

    Its better to just end it the moment the last person on the trial gets downed, no chances for toxicity or pointless shenanigans, you want the kill? you get it, you want to show mercy? just go AFK and let the guy get hatch or open the gates, simple as.

  • Its weird there are Killer queues because the patch hurt Solo queue the most and according to a lot of people only SWFs play Survivor, queues shouldnt have increased that much unless... unless Solo actually made the bulk of the Survivor pool and they got fed up...

    Nah cant be, its probably a bug on the queues or some pesky SWF trick to annoy Killers, it must be that, it HAS to be that...

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081844#Comment_3081844

    I don't think @Pulsar went out to ruin a Killers match. I really hate that survivors get blamed for every little evil thing that killers do.

    You should see Reddit then, people can post examples of the worst kind of toxicity there and a legion of people come to defend the whole thing with convoluted "what if..." scenarios where somehow the agressor is some kind of victim and exercising his divine right to karmic justice against some vile archdemon.

    Obviusly both sides do this but Reddit being Killer central is especially aggravating.

  • To stop people from bleeding for 4 minutes because the Killer feels it.

    You want to pardone someone? just go AFK after hatch spawns or hit them once or run to them into mele range and just follow them around so they get the message you are pardoning them.

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