HectorBrando
HectorBrando
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I did, Solo is just a pointless waste of everyones time at the moment.
@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3081820#Comment_3081820
My avarage que time during a day (where they are more killers / less survivors in general) = 4-6 min avarage. During night / afternoon time (the opposite) = few seconds.
Now after the update = during the day the avarage is like 8-9 min and during afternoon / night is = 3-4 min. Big difference.
Not sure about Europe right now but yesterday during day was around 5-6 minutes to find a lobby, 1 minute because nobody ever readies up (to be fair I would need a minute too to compose myself knowing whats going to happen after the game loads if I were playing Survivor), 30 seconds offering screen around 30 to 90 seconds loading, on average I had to wait around 8 to 9 minutes since I pressed "ready" until I had control of my character.
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@BringShaggytoDBD said:
I don't want to become one of those on this forum that always seem to bash BHVR, but I have to admit in the 4+ years I've been playing, their decisions for the most part do seem more focused on their own personal agenda rather than what they think is best for the fans or the game.
Clearly they make a good amount of money from the DLCs and Cosmetics, so I can't see why they can't start putting fans first instead of always trying to milk as much cash from the game as possible.
I also feel like they treat fans like idiots by making rubbish excuses for certain changes and expecting us not to see through it. Removing BP from BBQ + WGLF for example. Instead of saying, 'players only used these perks for BP which is a waste of a perk slot' they should have said 'we know players on both sides love double BP, but it's more beneficial for us as a business to keep the grind for perks and items so completionist players will remain commited to our game and invest more, so now we want players to work a bit harder for BP'.
Related to that kind of changes with a hidden motive, the grind reduction for me its one of the worst, not the grind reduction itself which is ok but the change to the Shrine of Secrets, before getting a perk was 2000 shards, getting a full Survivor loadout was 6000, while unlocking the character costs 9000, this means you saved 3000 shards by using the Shrine instead of unlocking a Survivor (which are skins anyway, they function all the same), you could use those saved shards to unlock Killers which have different playstyles so its worth having them.
Now unlocking a perk costs 2000 shards but only rank1, rank 2 is 4000 and rank3 is 6000, adding to a total 12000 also you cant even unlock the rank3 on the same Shrine, you have to wait 3 cycles, not only is 6 times more expensive but it may take 2 years for it to appear 3 times, this puts people who dont want to grind bloodwebs into a dilemma, either you go back to dealing with bloodwebs or you cough up money to unlock the characters, especially the licenses, Im not interested on paying money for licensed Survivors because they are just skins but this change pushes me into grinding bloodwebs or paying because the rank3 shard unlock is not feasible.
I wonder if the developers tought of this change or was it the marketing/bussiness department...
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/3081516#Comment_3081516
Thats the problem.
They removed DS but gave nothing in return.
Meanwhile killer got few slowdown nerfed, but got other slowdowns in return, the meta same for them, use as much slowdown as possible
The slowdown meta is even stronger because by buffing base chase mechanics you dont need as many chase perks as before thus liberating space for extra stalling perks.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3080856#Comment_3080856
Really? I mean. Sprint burst for sure hasn't gone anywhere but you actually see people running OTR and BT still?
https://forum.deadbydaylight.com/en/discussion/comment/3080853#Comment_3080853
It only helps if you're being tunneled straight off hook and have time to get to loops to drag out that 80 seconds. If you get hit within the first few seconds of chase, the perk literally just does what BT does. If you aren't being chased off hook then you should be going back to help with an objective which then disabled the perk making it useless. Then it disables in endgame which is the only time that 80 seconds of running would mean anything
OTR also helps even if you are not being tunneled because even if the Endurance goes away after touching a gen the no grunts of pain and aura blocking still lasts the entire 80 seconds.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3081330#Comment_3081330
I'm a Killer main and that's not even close to what I said lol
How many "I camp because its the only way to win, if you buffs us, make gens take longer, get rid of DH, add base minipop etc I wouldnt need to camp to win" threads did we had?, those kind of pleas were super common. BHVR did all of that and surprise surprise, people still camp and tunnel like madmen, not really a surprise because between 2 options giving the same reward most people will take the easiest one.
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@CluelessWanderer said:
But this can't be happening. The Devs said 5 seconds of BT and buffing Killers in all aspects would eliminate the need to face camp and tunnel.
Thats what Killer mains parroted here, are you suggesting they lied to push for buffs and nerfs?
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@PBsamichShoe said:
By patch 7.0 all survivors will spawn into the match on hooks. The game will progress only if one or more of them manages to 4% kobe off hook. Otherwise killer wins with 50k bps and survivors get a dc penalty afterwards.
If they manage to kobe none of their perks activate until everyone is off hook.
Gens take 120 seconds base.
Its a good start but to make it perfectly balanced the Killer will have killer instinct on any injured Survivor and once they heal a timer will activate where they become injured again after 10 seconds because their stitches open for moving around too much, the game needs to be realistic or Killer players feel miserable and sad.
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@designator said:
https://forum.deadbydaylight.com/en/discussion/comment/3079760#Comment_3079760
Only one side is actively rewarded by the game for holding w with no thought for 15 seconds.
Let me guess, its the same side who gets rewarded by standing still 2 minutes near a hook?
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Honestly I believe is the wisest decission you could make, did it myself yesterday too, pity the queues on Killer are around 5-7 minutes now in Europe even at 23:30.
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Remember when everyone said if they slowed gens Killers would stop using slowdown perks?
Liar liar pants on fire... Only Killer mains said that and BHVR for some weird reason believed them, mains lying through their teeth is nothing new, has been happening since I started visiting this forums, probably even before, but BHVR believing blatant lies is something new.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/336195/thana-wont-be-staying-like-this-long-sadly
Well I mean, maybe the problem isn't thana, but the fact that you were using 3 (2.5) slowdowns? They slowed gens down for killers so you don't do that
Why would anyone not do that if slowdown is stronger than ever?.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3077703#Comment_3077703
"IF it was paired with a real nerf to slowdown or regression", what do you call ruin now? or pop? or DMS + PR? Additionally complaining about the 2.5% insta regression = .025 * 90 = 2.25 seconds. You shave off 2.25 seconds off the gen but wait you have to sacrifice 1.8 seconds to do the kicking animation, so the killer only gets 2.25 - 1.8 = .45 seconds back for their investment
Not a real nerf to slowdon because it got compensated by the 10 extra seconds per gen plus buffs to Jolt, Eruption, Gift of Pain, Overcharge and overall much MUCH faster chases thanks to 2 free SBFL and decreased sprint.
Having Ruin and PGTW nerfed doesnt mean regression is nerfed, if you buff other stalling perks to take up their place, you just change the perk but not the end result.
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@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3078358#Comment_3078358
More like 80%, didn't lost any match since update playing mostly wraith and clown, I don't even run slowdowns except deadlock...
how anyone can think this patch is good ? even if you're biased and never play survivor you still need people to play against, it's far from balanced atm
The guys at Magic The Gathering (the card game) noticed there are 3 main personality patterns for the people who played their game, one of those was called "Spike" (the others being Timmy and Johnny).
Spike players are people who love to win, plain and simple, they dont care about fair, they dont care about strategizing, they just want to win, always win, its the only thing that drives them, theyll use the most busted tools, characters and strategies they can to win, one determining factor these kind of players have the other 2 lack is they can win 9 games in a row and lose 1 and that lose is going to put them on a very bad mood and make them feel miserable even if 9 out of 10 is a great track, they dont care, its winwinwinwin for them (the other 2 are more concerned about winning the way they like, Timmys love to smash Johnnys love to use weird "underdog" stuff and they usually dont care about losing as long as they get to win a few matches under those conditions so they tend to be more content).
Now onto my post, if you are a Timmy or a Johnny, even as Killer this patch is actually bad, there are no underdog strategies unless you play perkless and there is no "ME SMASH ME STRONG!!" strategies because I mean, is super easy to win, stomping is only stomping when you can compare it to close call matches... now if you are a Spike who craves only wins no matter what you are DELIGHTED, this is the kind of stuff that fills your dreams, ez modo after ez modo win after win, even if they lack substance it doesnt matter, you won and thats it.
I recommend people interested giving it a read, its amazing how well the 3 archetypes fit a lot of people and you can actually identify a lot of them just by reading their posts on this forum (or any other forum and game for that matter).
Also there are powertripping kiddos who love to feel strong, this patch also suits them.
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One thing I would love to know also is "buffed" perk usage, especially on the Survivor side, lets see how much people went for Calm Spirit, Hope, Overzealous and other dogcrap "buffed" perks because except Distortion, Lightweight and OTR I dont think I have seen a single one of the other ones.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3077682#Comment_3077682
To be perfectly honest, as an M2 only Billy that doesnt use slowdown, it hasnt been too noticeable, I may had 1 game where the increase gen speed saved me, but that's it. To be fair, I have a niche playstyle where I dont tunnel or camp, mainly since I think it's boring for both sides, but Ive tried to make the game as enjoy for me and others.
I lost a lot of games and won a lot of games, but from my POV, the changes dont really do anything, but Im not mad about it, I just would have prefer different changes over the ones we got. I think killers struggled from the awful map design (too strong/safe of loops, too big of maps, etc), and the changes they made only promote horrible playstyles.
While I can say that as killer (with my niche playstyle), I have been enjoying the update, I did play some SoloQ survivor (I play both sides), and it's an awful experience, BHVR really needs to look at it.
Because most base buffs dont really apply to your gamestyle, the 2 free SBFL stacks, increased breaking speed and less sprint after hit dont apply to chainsaw hits. Only the 2,5% base regression after kick and 10 second gen speed really affect you.
I do notice the base changes, especially the SBFL and less sprint ones, the increased gen speeds is also noticeable, especially when there is 3 gens left onwards.
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Camping and tunneling are still widely used because they are even stronger, 10 seconds per gen make finishing all the gens before the Survivor croaks much harder, the hit CD reduction makes hook saves impossible without trading, before the update you could at least unhook after eating a hit and with luck or a nearby pallet/window around you could avoid getting downed, now its a guaranteed hook trade.
BHVR listening to the "I DO THIS BECAUSE I CANT DO ANYTHING ELSE!!" crowd was a mistake, hoping people would self police themselves is a mistake, some people will constraint themselves but a good chunk will always chose the path of less resistance, camping and tunneling were strong so they used it, now they are stronger, why would they stop doing it? why would anyone stop using a strong tactic made stronger? because altruism so everyone has fun? this forums are the perfect example mains dont give a damn about anyone fun but theirs.
The only way to make people stop camping is forcing them to stop or by implementing harsher counters for camping, self-policing rarely has any effect.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3077597#Comment_3077597
I’m not saying dead hard is better, I’m saying you blaming the game being worse for survivors just because of dead hard is not it. It’s about all the other basekit buffs killers got.
I agree with this statement, as I Survivor I always ran SB instead of DH because I like consistecy and while DH had potential for game winning games what if you faced a instadown Killer? what if when the Killer was about to catch up you were in the middle of nowhere? SB always worked the same and gave the same value, as Killer I play Myers, Deathslinger and Jigsaw, both Myers and Deathslinger didnt really care that much about DH (Myers could bypass it with EW3 or get a super fast first hit which shortens chases anyway and Deathslinger was the best DH baiter in the game) so the perk was never really a massive problem for me nor handheld me in the slightest.
With this in mind the most gamebreaking buff Killers got is the combination of 2 SBFL stacks and a sprint reduction after hit, you barely win any distance after any hit and this is not related to DH in any way, if you are caught on a deadzone ("wHy ArE yOU In a dEAdzOne? l0l" because sometimes gens spawn there or you have to traverse one to reach a zone with gens) you wont make it to a safe tile before the Killer is already on top of you.
The pallet breaking buff is ok, Im fine with it, the 2,5% insta regression is also ok IF it was paired with a real nerf to slowdown or regression and they didnt increase gen timers by 10, the wall breaking buff isnt enough, walls still take too much to break and they are a problem in certain maps that have too many, the 10 seconds per gen is not ok, mainly because pressing M1 is not something people really like to do, they should have gone another path for stalling buffs and the decreased CD on hit and sprint is too much.
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3075908#Comment_3075908
me and my friends usually play every eve but we are looking for a new game now
SWF is slightly tougher but still playable, one thing you have to take on account is you cant lose sight of your objective as SWF after the patch, no totems unless its lit, no chests, no memeing around, only gens and heals, you have to play SWF with Solo mindset now because the Killers snowball superfast.
As Solo yes its time to completely ditch.
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@HommeBizarre said:
yeah 10 seconds more on gens
And 10% increased speed on some killers action
+ nerfed boost distance when getting hit when the killers hit cooldown is also reduced (lets not talk about save the best for last plz)
Add to all of that plenty Killers still playing like scumbags, where is all the "I camp and tunnel because gens fly, I wouldnt do it if we get a base minipop and increase gen timers!".
@Biscuits said:
The game was already balanced around kill rates being between 2-2.5k per game. With this massive shift to killers being buffed it's no surprise survivors have started to complain. I wonder if killers will start to complain when their que times start to become 15 minutes and more.
Right now there are Killer queues on Europe at 23:00, something that was not only unheard of but it was actually Survivors the ones with 3 minutes or more queues at this time.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3074234#Comment_3074234
Why is most people still using 4 slowdowns then? even more now that BBQ is not needed for BP anymore.
I believe they buffed the chase mechanics and gen timers and nerfed Survivor chase perks in hopes of people focusing more on chasing since the main narrative was always "I need to camp and use gen regression because chases last too long and gens go too fast so its the only way" and BHVR bought it and complied.
Thing is, now that the Survivors dont really have any kind of tool to avoid the Killer and the Killers dont need any kind of tool to help them with chases there is no reason to not pack up slowdown to the max, why wouldnt I use Overcharge, Brine, Eruption and PGTW? I dont need chase perks because now they are a cakewalk and I dont need detection either for gens act as beacons for Survivors, may aswell put every slowdown I can since those always give value.
I suppose now the narrative will shift to "No no, I dont use any of that, I use [Insert averageish perks]" while in truth in 2 hours of Survivor today at morning I saw just one person who wasnt using any slowdown at all and very few with only 1.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3074011#Comment_3074011
See that is my problem with this mentality is the "i agree this is bad but bhvr".
Killers complained everyday about things and got them changed, so why is it not ok for solo q survivors to also complain about things that aren't ok? Instead, we get other people just telling us to "get good".
No you see, buffs for me but not for thee.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3073950#Comment_3073950
Sad part is that I don't think it's that, OP seems to be actually serious.
Thats the very definition or Poe's Law XD, when you cant discern if someone is making a parody of fringe, outrageous opinions or really expressing fringe, outrageous opinions on internet.
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@ThanksForDaily said:
This so ridiculous and honestly I don't know if its a joke or a real suggestion.
Its called the Poe's Law.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3073434#Comment_3073434
They said that’s not coming out anytime soon, basically it’s a back burner. So until then, what do solo q survivors do? Quit the game? Play killer? Those don’t seem like solutions to me tbh.
Lack of any info on this makes me think it got canned, they did the same with the early game slowdown, they said there were talks for something like that then they went silent on the subject until one year and a half they admited it was canned.
Now your questions, played Solo at morning for about 2 hours, only once the team managed to power the gates and escape, the rest were all 3k+hatch or 4k. The only thing I can recomend is either play Killer, look for a SWF or ditch the game unless you are into masoquism, Ill give a try at evening since morning Killers tend to be sweatier but paired with what I saw yesterday as Killer I believe the results are going to be the same, for me Ill play Killer until I get bored of mindlessly stomping then ditch until they do something.
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@BentTorpedoes said:
i played for 4 hours today i escaped maybe 3 times today, i hardly ever escaped before the patch and now it's gonna be even worse
Played for 3 hours as Killer (Myers, Deathslinger, Trickster, Ghostface and 1 game with Clown for a ritual), nobody finished the 5 gens and I dont even use Brine, this is absurd and is starting to get boring.
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Not a good idea, you cant stop to write while being chased and while on gens imagine writing something and then a Skillcheck.
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@VcatoV86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3071047#Comment_3071047
I know that some will argue that things will take time to get back into a groove now that the meta has shifted. This is partially true.
But here is what has not changed (in fact, it has gotten worse):
*Killers still tunnel out of the game.
*Killers still camp.
They can do both of these things even more easily now because it takes roughly 50 seconds longer to complete all of the gens.
Since the patch has come out, I have only seen one game where there was one gen left. Have never seen all gens completed. Every. single. game. has been a 4k.
How can adjusting to a new meta solve these underlying issues? You can't bandaid a broken bone.
The problem with meta for Survivors is... there isnt really any meta and I dont think it will ever be, people used the perks they used because they were strong AND the rest were literal garbage.
They nerfed the strong perks into oblivion and they didnt really buff any perk except Lightweight and OTR so there isnt much to select, Sprint Burst was good before and is still good but outside of those 3 there arent any really good perks anymore so people cant really adjust a new meta when there isnt anything to work with, maybe Prove Thyself becomes more common since its the only way to deal with the insane regression we have now.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3071028#Comment_3071028
They want extremely long games I'm going to disappoint and give them short ones instead
I agree, fight boring with boring, its the only way.
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You shouldnt need to prestige her, my characters who are over P3 all have the rank3 versions (or so I believe, didnt check everyone) I suppose theyll fix this because it looks like a bug.
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@dspaceman20 said:
I'm sorry but if it's against legion or plague and they are using thanataphobia I'm not stating in long
Big dog.
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I think the matchmaking broke.
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@RisingTron said:
Will happily be throwing every Legion game I have the misfortune of having. Definitely not playing against that killer again lol.
Its the only way, I remember when Forever Freddy was the same and we had a stroke of luck when some streamers were hacked and dcpenaltied for 72 hours so they had to turn off the DC penalty system for... maybe a month? people DCd so much against Freddy players had to eventually stop playing him because they literally couldnt play the game.
Every match against him was load in, see the sleep timer, first DC in 2 seconds, second DC in 5 and third DC in 10, the fourth player either DCd or attempted Hatch (and if he didnt get it DC too), it was insane and I believe the sheer amount of people refusing to play against him influenced the nerfs he got after some months.
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Sluzzy never left us, Sluzzy is the will of the Solos made manifest, battling against unsurmountable odds in the war against the hordes of Killer mains who in their folly refused to git gud and instead choose the path of tears making a deal with the archdevil of nerfs.
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Cant talk for the Survivor experience because I havent tried it yet but Ive played around 10 matches of Killer with Myers, Trickster and Deathslinger, as regression I used PGTW on Myers, PGTW+Overcharge on Trickster and PGTW+Overcharge+Dying Light on Deathslinger (I dont own Sadako so I dont have Brine, I would have used it instead of PGTW if I could), rest of the perks were non related to stalling or regression as addons I used nothing on Myers, +4 blades on Trickster and 2 yellow ones on Deathslinger (cant remember which ones), no camping, no intended tunneling (so no OTR or BT procs), overall I didnt sweat much and I aimed for 12 hooks (sometimes I just couldnt but all the games ended with at least 10).
Survivors never ever managed to fix all 5 gens, only 3 times they were able to fix 4, my Myers matches (my main) ended up all with only 2 gens fixed or less and around 11 hooks, I faced both Solos and SWFs, at least 1 steam 3people SWF and I believe at least 2 globes SWFs, the SWFs fared orders of magnitude better thant he Solos, like 2 gens more on average.
I cant be sure because I didnt talk with all of them but most of them didnt have much fun, me neither, games felt too easy, the only thing that gave me some trouble was Lightweight overall and Sprint Burst on Trickster.
I think they either overdid the base buffs, overdid the meta nerfs or underdid the meta buffs or/and a combination of the three.
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It looks like they are using Ace's mesh for her mouth/mandible, the silly smirk is very similar to his.
Felix looks like a cromagnon with that forehead and eyes...
How do this kind of bugs get into the game patch after patch? they didnt tinker with the models they shouldnt break...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3070479#Comment_3070479
That isn’t the point being made really. It’s more that a certain group of people lied for years about why they used a perk.
Im sure its the same people who wrote post after post about "camping is the only viable option so increase gen timers and make chasees easier, then Ill stop camping", I wonder if they followed through...
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3070575#Comment_3070575
almost never bruh ive personally done it 5 times in the past few weeks and i hardly ever play, and only do solo at that.
Yeah... not buying it, been playing Survivor these last weeks before the nuke and it was as rare as ever, dont see it in my Killer matches and not seeing it on streamers matches either.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3070461#Comment_3070461
The exit gate scenario is literally the only one people are concerned with it. if people keep staggering little heals vs a slug all that does is let you reset their progress by waiting and smacking them the second the heal finishes (and hoping theres no soul guard in play.) The reason people call it "heal tech" is because like anything with -tech thrown at the end, its something players do to exploit an advantage (read: not the same as exploiting the game) in a design oversight. FoV tech, for example, is when you get so close to the killer that their low FoV makes you considerably more difficult to see and keep track of. Many people (myself included) have both seen and used the exit gate strategy to deny late kills, usually after one or more survivors take a bodyblock or two to make sure the injured one reaches the gate in time to do it.
That said, your insistance on "If you really want the kill that bad put your back into it and down the guy before he reaches the point of no return." means you're ok with removing all second chance perks/items/etc from the game, right? Why is BT basekit now and the perk version buffed even more than it used to be when it both bails you out from a bad play by design, but also requires you to have been outplayed to get there in the first place? Could it be that there are other factors that are more important?
Its also the fringe case that happens almost never and "people are concerned"? nobody in the forum has complained about this except this thread which even claims "nobody talks about this" because very few people see this as a problem but hey, dont let that stop you from complaining about everything.
BT is not a second chance perk, is an anticamping perk designed to fight against a strategy, same as SBFL for the healing tech and if you are gonna go about perks turned into basekit buffs... didnt Killers get 2 free stacks of SBFL? This should help you against the 1 case per week you get heal teching at the Exit Gates, on a sidenote, Im up for getting rid of basekit 5 seconds BT if we also get rid of every single change we got this patch too.
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Fun thing is Thanatophobia still is a all or nothing perk, either is not very good because regular Killers cant spread damage or you have it always on because Legion and Plague power are literally spreading damage.
The buff is minuscule to regular Killers and is still a bad perk, even if they buffed it more the perk would still meh but then you have those 2 where the perk is completely broken even without the buff, there literally was no reason to buff it, on the 2 thats good it was already very good, on the rest is still a not so useful slowdown perk... also there is the 10 second increase per gen to wrap it up...
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3070295#Comment_3070295
"not being in that situation* is not a counter, and you're expecting an entire perk to be able to counter a jank interaction that bhvr refuses to address. Not only that, but STBFL only does anything if you have stacks, and you lose stacks for hitting the obsession, so its not even a reliable counter. I guess you need to also run fire up to give it some forced value in that situation, right? You've been factually wrong multiple times in trying to make your argument, and the rest relies on forcing perks or "just git gud idk" instead of actually considering the interaction might be flawed in its current state.
It isnt flawed in the slightest, it actually adds a lot of depth as it makes slugging riskier because you may not be able to lift the guy if the entire team goes for the heals, the result on the Exit Gates is a fringe case that almost never happens and getting rid of something because you lost one kill in detriment of getting rid entirely of a defense against slugging is absurd.
If you really want the kill that bad put your back into it and down the guy before he reaches the point of no return.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3070281#Comment_3070281
alright, you don't understand balance as a concept, got it. I'll stop trying to make sense of it.
I do understand balance as a concept, healing someone and you not being able to lift him has been in the game since forever and its most definetely not an exploit because as far as I know its been there since release and it has counters, first is not messing up and ending in that situation, second use SBFL.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3070251#Comment_3070251
having a swf to keep congo line healing and taking hits is not even remotely the same as misrouting a loop and I honestly don't know what logic you could use to compare the two. also your argument is based on "the killer making a mistake and paying the price" and their mistake was.... downing a survivor? having other survivors exist and be able to heal each other? you could at least try to use bodyblocking or other similar strategies as a comparison point.
The mistake was letting the 5 gens get completed and the Exit Gates being open, thats a huge mistake, almost a game losing mistake, almost a big of a mistake as being Survivor and the Killer having 10 hooks on the bag.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3070181#Comment_3070181
The issue is forcing the blade wipe and allowing the crawling person to gain distance, its a forced lose/lose that people use to let slugs crawl out the exit.
So? being left between the wall and the pallet as Survivor because you entered the tile from the wrong side and threw it wrong is a lose lose situation too since you are eating a hit unless the Killer is orders of magnitude bad, it shouldnt be changed just because there isnt anything you can do, you made a mistake you pay the price.
Having someone heal tech and then crawling to the Exit Gates is the same, the Killer messed up and lost that Survivor, its only normal he pays the price and if this is happening to anyone on a daily basis (I doubt it, real heal teching situations are super rare) then equip SBFL and be done with it.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3070014#Comment_3070014
Flash-light macros improve Suiciding-on-hook success rates.
But flashlight macros also increase the odds of you being left on the ground as an example which is detrimental to the "LET ME OUT OF HERE!!" goal our clients crave, with the spam fast action on lockers tech my company offers if they grab from a locker you get hooked almost 99% of the time.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3069240#Comment_3069240
you can't grab a survivor thats healing. thats the issue that is caused by this, you can only hit them and let the slug crawl while wiping your weapon. if you have multiple healthy survivors doing it, the downed one can make more distance than you might think if they all get a congo line going.
Also worth noting you can't grab people going for hatch anymore, and you can only grab people vaulting if they're injured.
Well you cant grab Survivors on every action they perform, you cant grab healthy Survivors vaulting or Survivors healing injured either. Being unable to grab during an action is not something exclusive to healing downed people.
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I think almost everyone expected the genereal perks would remain the same.
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Suiciding on first hook, its the strat Ive been using on Legion since the rework and it works wonders. You can pair it with the spam fast actions on locker tech for maximum efficiency.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/3069897#Comment_3069897
If the killer want you then they will do whatever they can to get you. Camping is here to stay and they did do something but survivors abuse the penalty apparently.
And where did I say in my post camping should never exist? Doing something about camping also means not adding 10 extra seconds per gen so camping is even more profitable, they could add 20 seconds per hook stage to compensate but they didnt, camping would work the same and Survivors only real counter would still be viable.
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@Laluzi said:
I mean... that's nothing new under the sun, though. It's not like running into a facecamper is a change from how DBD was yesterday.
As long as it's not a Bubba, your teammates can do something about it. And if it is a Bubba, well, still waiting on BHVR to address that.
For me the problem is not running into a facecamper, Ive been running into them since the second day I started playing, the problem is they smashed the meta and "look at why they are meta and tweaking the base gameplay", while they did something for gen timers they didnt do a single thing for camping, they even made it stronger.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/334990/honestly-i-am-not-surprised
At this time u always have killer queques long in my region so for me is bbq and chili or WGLF for free
You are right, I didnt launch the game yet but what makes the difference is how much they shifted or if they shifted at all, in Europe queues were around 1:30 minutes and 3:30 at evening and until 21:00 where they would start to decrease, at 21:30 or so Survivors would start to have queues.
Now if the queues remain the same then we can assume its the same but if now Killer jumps to 5/6/10 minutes we can assume Survivors have switched to Killer or quitted.
In any case its too soon to judge how the patch will affect queues.
