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HectorBrando

HectorBrando

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  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022387#Comment_3022387

    2 perks instead of one for mostly solo q players, as well having to run kindred too.... so solo q players with hearing issues are able to have only 1 perk slot?

    Yes but that perk is getting gutted in the next balance patch after this one anyway, they may aswell bring nothing else and start preparing for its demise on advance.

  • My main concern is stealth is dead and juking is almost dead too, because there is no way to lose the Killer unless he is extremely bad, IW was one of the few perks which enabled you to attempt jukes while injured, now once you are hit you are guaranteed to go down eventually.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019410#Comment_3019410

    https://forum.deadbydaylight.com/en/discussion/comment/3019066#Comment_3019066

    https://forum.deadbydaylight.com/en/discussion/comment/3019756#Comment_3019756

    One word for all of you: Counterforce. Pop one totem, and you can chain all of them within two minutes. Best part is you nearly max out boldness without even encountering the Killer

    2 minutes is one gen worth of progress, in SWF is not that bad because they dont have the sheer loss of eficiency during unhooks but in Solo is still not worth it for a perk that may or may not appear and even if it appears you can dodge it by playing extremely defensive when there is one generator left, then Exit Gates and then goodbye, whoever gets caught will have to take one hit for the team, thats the way of Solo Queue around NOED.

    The only advantage Solo has over SWF with NOED is if it activates and you are not the one who gets downed you can summarize your actions in 3 seconds

    https://youtu.be/pJTGAtLH7Hw


  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022073#Comment_3022073

    then 90 seconds or 100 seconds, it's really quick as running around maps doesn't take much time anyway.

    But then you have to apply what I already said on the first post you quoted, "if 3 gens pop almost always in your matches before your first down then there is something you are doing wrong" because thats something very rare and Im playing one of the Killers with the slowest early game of all and that rarely happens to me.

  • Sure, because all Survivors spawn each right next to a different generator so they can start pressing m1 even before you can start moving, suuuuuure, except no, 3 gens in 80 seconds NEVER happens unless someone is hacking.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019377#Comment_3019377

    Again, thats a scenario where killers get a chase really fast and camp in a way it's impossible to rescue from the very first hook. Most killers aren't impossible to rescue from and first hook camping and 4-5 gens is not as common as people love to say it is, specially considering the first 3 gens are the easiest to do and at least 2 of them should pop quite fast if survivors are at least trying.

    I play Myers, one of the slowest Killers to get their first down (unless you get a yoink) the Survivors rarely get 2 gens done before I get my first hook and almost never 3 unless Im extremely unlucky and on Mother's Dwelling or Rotten Fields, if 3 gens pop before you get your first down in a per match basis you are doing something very wrong.

    And most campers are people using the strong campers like Leatherface, Trickster, Huntress etc, even the normal Killers have an easy time facecamping if they slap SBFL, with 2 stacks you can almost guarantee a trade hook and even down the rescued.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020777#Comment_3020777

    Yeah - someone being completely silent in a corner/crevice off the killer's patrol is unbearable, I agree - it's not a skillful/fun evasion/interaction as you're effectively non existent without LoS.

    I'm wondering why these sound issues still persist - it would be nice to see how the perk should be working prior to changing it.

    They are probably ingrained so badly into the code they cant rid of them without rewriting it, because downed with no sounds still happens and its been 6 years, sure its way less common but its still there and I experience it from time to time.

  • template-steve-buscemi-879-0c6db91aec9c.jpeg

    Howdy fellow Survivor mains, Im a Survivor main myself and I believe if we all spawmed already on hooks it would finally bring the game to the sweet balancing spot that its in so dire need, Im sure we can all make compromises here.

  • They actually addressed it, they made it more appealing.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020262#Comment_3020262

    Lucky Break on its own is one of the most powerful Perks in DBD. To be able to stack a buffed Botany Knowledge with a Medkit + add ons and heal yourself extremely fast and stop your timer from ticking away and have a means to add a few seconds back over the match is really good.

    Distortion tells you what Perks the killer is using. So you can save stacks by hiding in a locker when you know the next aura read is coming, being able to get stacks back just by being near the killer in the terror radius is really good.

    You are underestimating a 50% Botany Knowledge when combined with other effects.

    Pharmacy can mean multiple medkits, especially if you bring a coin.

    Dark Sense will show you undetectable killers and also just let you wall hack loop mindgames. 10 seconds is a significant amount of time when it starts at 24m. It will tell you if the killer actually knows where you are or if they are just passing by and will show you the direction you can go to avoid them if they haven't seen you, and you don't need to finish a generator for it to happen. Like Detective's Hunch it's just going to proc when one is finished.

    Lucky Break is not one of the most powerful perks in DBD, Ive been using it thanks to prestiges and plenty of times it doesnt give you anything because you are not in a high wall zone or a main building and the Killer has direct line of sight, the replenishing is a good idea but its too harsh for it to make any difference.

    You can only save stacks against BBQ because you can anticipate the action of hooking, you cant save stacks against anything else because there is no way to predict when the Killer is going to open a locker, when an undying dull totem is behind a wall, when you are healing behind a wall and the Killer activates Thanato, thats the problem with Distortion having few charges and a 30 second recharge time wont be of much use, the perks and addons that eat charges eat them very fast and out of your control.

    Im not underestimating Botany with other effects, the increase is a flat 1,4 shave on a 12 second healing with current Botany, from 12, to 10,6, its a buff? yes, its a powerful buff? no and with the nerf to Self-Care the best interaction it could have (speeding up self-caring) is effectively rendered the same, for healing others We'll Make It is almost universally better.

    Sure, you can have several medkits with pharmacy, then you have to search for chests, hope nobody searched them already, search them and then go back there for that extra medkit when you need it, not bad but all that time could be put into fixing gens, its not the opening of the chests that consumes time, its having to search for them, I tremble when I see a coin in the offering screen because I know one person is not going to be fixing gens until he opens an absurd amount of chests.

    Dark Sense wont show you undetectable Killers because those Killers auras cant be read, same as you cant read them with OoO or Alert or Kindred, there is nowhere on the update where it says it bypasses Undetectable so there is no reason to believe it will.

    As I said, those perks got buffed? yes they did, are they gonna make a significant impact on Solo Queue? nope, Solo has two problems, first is lack of info which translates into lack efficiency, 3 people going after the same unhook instead of 1 going, 2 fixing, two people saw the same hex and attempt to cleanse instead of 1 cleansing, other fixing or distracting etc and second problem which is also related to lack of efficiency is camping and tunneling are extremely strong against Solos because they cant know if they have to go for the save or keep pushing gens because there is a camp and its very hard for Solos to support each other during a tunnel, SWFs can rotate people eating protection hits and then healing on a Boon or use a gathering point, heal and eat another protection hit, also during camps finding gens is harder for Solos, SWFs can comunicate where they saw gens so when you finish one you go straight to it, Solos have to search for them and that time can be critical.

    Now the big question, do any of those perks help with any or both of those big problems Solos have? no, they just help in areas where Solo may have a bit of trouble but you dont lose games in Solo Queue because a heal took 16 seconds instead of 10,6 (if that were the case We'll Make It would be mandatory), or because you didnt have that extra charge to block one aura reading from BBQ (you can always use lockers or hide behind gens), Solos get smashed because they waste too much time compared to SWF.


    P.D. on a sidenote and this is pure especulative from my part and a bit offtopic, I believe there is someone at the developer team with significant power who loves to run Pharmacy and they keep buffing it in ways because said person wants it to work but they keep ignoring the problem with the perk itself which is, people searching chests are people not fixing gens, unhooking teammates or distracting the Killer, they are not doing anything, the people selfcaring at the corner get a lot of flak for being useless but is no different from the people searching chests when the match is not in the bag yet, something like this happened on SC2 development, a unit which was the baby of someone with power and the team just couldnt make it work so they keep changing/buffing it.

  • @Viskod said:

    The buffs to Lucky Break, Distortion, Botany Knowledge, Pharmacy, Dark Sense, and Off the Record and people think that doesn't help solo queuing?

    Except Off The Record the rest are negligible.

    • Lucky break requires healing other people and it increases by time healed not charges put into, so it collides with any increased healing or cooperating heal, you get Bothany and instead of gaining 16 seconds youll get 10,6, and if you heal as 2 youll get only 8.
    • Distortion the change seems ok but the perk has a problem where most Killer reading auras eat the stacks very fast, a lot of times without you being able to avoid it, Ive been using it lately because I was leveling the new Survivor and didnt have much else, stuff like Undying, Darkness Revealed and others can deplete your charges even before the Killer has a second hook, except BBQ the rest eat through it. We still dont have the full data but if the 30 seconds are also out of chase its just too much for a perk that gets depleted super fast or has no use at all.
    • Botany is a buff but its only a 17% increase, it shaves 1,4 seconds of a heal from its current iteration (from 12 to 10,5), its not bad but I dont think its much better anyway, We'll Make It still outperforms it by orders of magnitude, after all most heals are done after an unhook, either under it or after escaping towards a safe spot, people injured being able to succesfuly juke the Killer is not the norm and its going to become even rarer after IW nerf, I dont think we are going to see more people escaping the Killer injured, actually I think we are going to see less.
    • Pharmacy is still bad and still depends on YOU opening the chests and not other people, on a sidenote the reason they gave for the change also baffles the mind, who gets into a match with pharmacy and lets someone else take the medkit? I mean, you use it without items not when you carry something into the match, plus searching chests is usually detrimental for the team, better to put that time into fixing gens unless you happen to find one by chance.
    • Dark Sense requires finishing a gen and the Killer entering 24 meters within you, by that time you probably can see him already or at least hear the TR and know where he is coming from, its a change Im not gonna judge yet, it may be better than current perk or worse but its not a very good perk anyway.

    Dont get me wrong, those perks are buffed to an extent but they are not gonna make any difference for Solos and I dont believe any of them will become meta or see any high usage after the first month, maybe Bothany may see use after said month.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015088#Comment_3015088

    Always funny to read the "pay attention to your surroundings" meme answer, when there's plenty of walls and other Line-of-Sight blockers that make exactly that impossible.

    Its even funnier to read dumb generalization answers like "Spine users dont look around" I use Spine Chill, I look around because good Killers know how to bypass Spine Chill or at least reduce its strength, I look around because Spine Chill only works at 32 meters of less you may spot the Killer before that or spot a Survivor running around which means there may be something of interest there, good players look around, Spine or no Spine.

  • It was to please the "NOOOOO YOU HAVE TO LET ME TUNNEL!!" crowd.

  • @oxygen said:

    The gen speed part is just kinda weird, but I mean IF you end up in the situation where there's several gens left and the killer camps hatch it's undeniably useful if you aim to 99/do gens in an attempt to either make the killer give up and close it or turn on the gates the usual way.

    The gate opening speed is genuinely strong in a 1v1 scenario. Do the usual "Do the gate until the first light is about to turn on, hide, wait until the killer comes to check + leave, commit to the gate" thing and being able to open the gate faster will make even trickier gate spawns doable this way. Still doubt a lot of people will spend a perk slot on it though.

    EDIT: And I guess I should specify, I believe in that particular scenario it's strong but still 100% fine. I'm in no way saying it's problematic or anything, gate 1v1s are like 90% gate spawn rng, what killer you're against, and if they have whispers in which case rip.

    Not even that, the very moment you fix a gen the hatch is getting closed and EGC started, there is no way you get from genA to genB in time to fix them both before someone presses space.

    The gate situation is its only use, but then Wake Up does pretty much the same and doors either can get opened without any of those perks or are close enough you cant open them no matter what because they are seconds away and you will be spotted anyway.

    The perk has been buffed? sure, it was completely useless before, has been buffed to a level where its anything more than garbage? nah, its still a very bad perk.

  • Off The Record, being the only real antitunnel now and with tunneling and camping made stronger its going to have first iteration DS levels of ussage.

    Sprint Burst, its good now and it will be good after the nerfs.

    Prove Thyself, its not a superduper great perk but gens got increased and with tunneling and camping being stronger and a lot of gen regression perks being buffed fixing them fast will be mandatory if you want a chance at escaping.

    And then filler, maybe Lightweight sees some usage since it will be great paired with SB.

  • Probably, I play Jeff at the moment but without IW its impossible, you can be heard from a mile away, in any case Ill be testing the changes first but I believe ill switch entirely to Killer unless I find a SWF to play with.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019478#Comment_3019478

    Nasty killers can camp the hatch, especially if many gens are left, staying on top of it and scanning the area to spot where is the last survivor searching it is. Now you can repair gens instead, if you have like 1 gen left and you know for a fact the killer is far, it’s not a bad idea to complete one near a door and open it fast with the opening speed buff.

    If they go for that you have three options.

    1. Suicide, you go there, let yourself get downed and hop into the next match.
    2. Wait and wait and wait and wait until he gets bored, closes it and start EGC, both teams can play the patience game.
    3. Fix one gen, force the Killer to close the hatch at the cost of revealing your position.

    Sole Survivor doesnt help at any of these options because if you are one gen away from powering the gates and the Killer found the hatch odds are he is closing it instead of camping it so he doesnt have to deal with 3 escape routes available at the same time. If there are many gens left the Killer is most definitely closing the hatch after you finish the first one, sure you fixed it in 50 seconds instead of 90 but by that point it doesnt really matter how fast you fixed the gen that forces the Killer to close the Hatch, he was "AFK" you had all the time in the world, while the perk does something, it doesnt do something really useful and the only use it has is overshadowed by Left Behind or Wake Up (both perks are crappy too).

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018125#Comment_3018125

    I'm gonna need receipts for that. My experience has mostly been them making minor adjustments, only when feedback is particularly intense, and then cramming down things no one asked for anyways.

    See Billy nerf, animation rework, HUD rework, etc.

    And even when they have to go back it still takes them a lot to admit the mistake and fix it, the HUD and animation things were blunders on the PTB yet they still shiped them hoping people would forget after a week, people didnt forgot and kept complaining until they decided to fix it, it took them two weeks from release to fix, take on acount people were already complaining on the PTB, saying it gave them eye strain (myself included, it was AWFUL had to stop playing untilt hey changed it), they didnt care, they were right, our eyes were wrong and thats it.

    P.D. I still dont know why they had to waste resources on the HUD, at first I tought it was because they were going to implement something to give info on what every Survivor was doing so Solo could get a buff which didnt impact SWF but after more than one year and nothing being added I still dont understand the change.

  • Useless buff, if you are the last one repairing gens is pointless and opening gates faster while nice is worse than having Hatch aura reading, you are better picking Left Behind than Sole Survivor.

    And as @Grandpa_Crack_Pipe said, any perk depending on your teammates dying is a bad perk.

  • I would give it a try, maybe Solo isnt as bad we think its going to be, altough I doubt it, camping was made stronger so people will camp even more and stuff like Nurse, Blight and Spirit who decimated Solos are going to be even harder to deal with because of the base changes, in any case the changes show a clear disconect from whoever makes the decissions and how the game is played but hey, its not my game so what do i know?.

    @playhard said:

    because nobody playing killer anymore thats why they nerfing all survivor perk. try to learn killer while this quantity of player of both sides become equal

    Thats why Europe has Killer queues from morning until ~21:30 almost for 2 months straight, sometimes even 7 minutes queues, sure its because there are no Killers around...

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019050#Comment_3019050

    How often does that happen, really? Possible, but I can't remember actually seeing it. Certainly not enough to account for it in design.

    I am not a NOED user, but I think this fix is pretty nice, especially for solo queue. Solo survs will be much less likely to bail, and the odds of NOED staying up for more than 30-45 seconds are pretty slim, unless there are only 1-2 survs left.

    It actually happens a lot IF the Killer is actually good, thing is most NOED users are usually bad players because they depend on it for pity kills and throw it into their build because they throw it (their usual builds make you go "the heck is NOED doing there?, makes no sense" in those cases they down the player wherever and hook them in wathever place they see fit.

    But the rare times where you actually find a good player with NOED with a dedicated endgame build where NOED makes a lot of sense they almost universally herd whoever they are chasing close enough to the totem so they can control both the hook and the totem, especially if they have luck and the totem spawns close to one of the doors.

  • With the 10 second gen increase and the increased base regression cleansing totems is out of the question now, as Solo you barely have time to cleanse all 5 now, after the gutting you will most definitely wont have so its fix the gens, open gates, get out and call it a day, whoever gets NOEDd will have to croak for the good of the team.


    @Bwsted said:

    If you increase gen times, there's even less incentive to pre-cleanse, because you'd be literally throwing the match. It's already impossible to do now with a facecamping killer.

    Someone who does play the game would know that the two things can't go together. And yet both changes were made. With aura to boot, so even less of a reason to touch totems early.

    I've already said this, most of this update is backward compared to its declared goals. The noed change is but one example.

    While not all, most of the changes look like they were made by people who dont play the game at all or play at a very basic level, stuff like the Calm Spirit "buff" being in reality a nerf, increasing gen times believing it will make campers leave hook while it will actually encourage them and making Monstrous Shrine the perfect proxy camping perk show whoever tought of them has a very poor grasp of this game at the mid or above skill levels.

  • @GoodBoyKaru said:

    Bite the Bullet might start being used in my builds with Botany Knowledge tbh

    Also, Spirit after reading these patch notes:

    https://media.tenor.com/images/3a289f581ae3c0877f73d519675243e8/tenor.gif

    Yeah, Spirit is going to have a field day after this crap goes live, its nice to have the good ol' "I hit you, use my power, locate you by your grunts and down you without you being able to do anything about it" matches.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016119#Comment_3016119

    That number will only be a reality if the killer facecamps the very first hook before even the first gen is done. It doesn't happen that often at all. You also have a buff for unhooked survivors, which will help you to save them even without BT if the killer decides to tunel. Fixing all gens while one is being camped is not the only solution for it.

    That number I put its the extreme case, as I already say in my post, you need around 2 gens worth of progress to be able to make a 3E if you only push gens and nobody goes for the save and even a 3E is not guaranteed in that case, if you have less than that even if nobody goes for a save and just pushes gens odds are the Killer is at least getting a 2K, with a 10 second increase per gen you are going to need even more progress and im not even taking on account stuff like Deadlock which adds 30 seconds per gen fixed or the new Monstrous Shrine which allows you to speed up the hook while you happily proxy camp at a cozy 24 meters.

    The buff for unhooked Survivors is meaningless, 5 seconds of base BT is nothing, people can count to 5 and the speed increase while it looks great someone already did the math, it gives you 1,7 meters of distance which is barely worth anything as Killers move at 4,4/4,6 m/s.

  • @Sybarite said:

    it will be more niche and less all round good. It will still be great vs stealth killers.

    Nah, I play stealth Killers and the way to make them work is to approach gens (or wathever you want to approach) from behind LoS blockers like high walls or rocks, Spine Chill wont activate in those scenarios.

    If you approach from a point where you can see the Survivor and he can see you back (when Spine Chill will activate) odds are he is going to see you and run away, Spine or no Spine, the only use you have for open areas while approaching Survivors is to test how bad they are, if you manage to get super close without them leaving the gen it means they are awful.

  • @Tatt3dWon said:

    Hell at this point i regret buying the game and spending money on all the killers survivors and cosmetics.

    As long as you had fun until now its money well spent altough Ive never spent a single dime on cosmetics and only got Saw, Halloween and Ghostface DLCs so maybe Im not the best to talk about this subject.

  • @Mazoobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017440#Comment_3017440

    I actually do play SWF a lot, but I'm not going to ignore the fact there is a huge gap between solo and SWF. It should be addressed to help the game overall.

    BHVR has shown the way and its to sacrifice the poor sods who still play Solo, it is what it is we have to admit it.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016590#Comment_3016590

    Wow that is really tribal. Killers aren't the problem survivorrs are. That attitude is everything wrong with this community.

    Killers camp all the time. Regardless of gen speeds. It has nothing to do with being forced. They do it

    A because it is highly effective.

    B it is unfun to go go against and they are toxic players.

    This change is a buff for both. Every time the devs listen to the toxic and entitled players, part of the game dies. And they are doing it again.

    They killed toolboxes

    They killed flashlights

    They killed looping

    They killed saboing

    They killed stealth

    All of this came from killers. And you seriously called killers wholesome. They are no different from survivors.

    They are both people.

    You know the worst thing? BHVR swallowed the whole "I CAMP BECAUSE GEN SPEEDS ARE TOO FAST SO ITS THE ONLY WAY TO PLAY!!!" crap, I dont camp or tunnel and I still get 3K and 4K as MYERS AND DEATHSLINGER on a daily basis, those people camp because they suck a lot and its the only thing they know to do and thats what they will keep doing because they made it even stronger.

    "I WOULD LEAVE HOOK IF GENS DIDNT FLY I DONT HAVE TIME" its crap, now they wont leave the hook because now they know there is no time to fix 4 gens in time to power the gates and get a 3E, especially if you throw Deadlock into the mix.


    I wouldnt mind all these nerfs if they actually got rid of camping outside of EGC but no, they made it stronger and they made it stronger against Solo, as always we are getting the short end of the stick to please noobs.

  • I honestly advice against it, either look for a group for SWF or switch entirely to Killer.

  • @[Deleted User] said:

    LGBT representation that is not built of an existing character is so much better taken

    No it's not. If that kind of character gets added people will refer to them as "the gay character". People will accuse them of tokenism.

    For me doing it to prexisting characters is like big corporations when they put the rainbow flag on their twitter when pride day is close, it feels extremely low effort.

    That being said, I prefered when the characters were blank slates with minimal personal info so if you imagined they LGBT they could be it or not or wathever, except some very concise cases like Nurse and Julie&Frank the rest could have wathever sexual orientation you wanted to give them.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017368#Comment_3017368

    Stealth kinda and holding W yes but looping? If you mean dead hard it's not mandatory at all.

    Its more about the speed burst after getting hit and M1 cooldown being reduced and the breaking pallets being faster.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017217#Comment_3017217

    There is also the thing where they said they wanted to get rid of it eventually after they balanced the maps

    are you sure they said that? Or was that maybe just community speculation or just a consideration by the devs which was never directly confirmed?

    They said that but it was long ago, obviusly opinions can change and what they wanted to get rid off now they want to keep it.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017187#Comment_3017187

    Oh so we all know bloodlust is basically not a factor but we're gatekeeping baby killers. Got it.

    There is also the thing where they said they wanted to get rid of it eventually after they balanced the maps and get rid of infinites which is what weirded a lot of people, myself included, its weird to waste time and resources on something you want to get rid off.

    And most people probably think similar to me seeing as most threads in the forum are complains about most of the other changes, the BL buffs barely have any threads at all so people dont see them as important.

  • Clown Queue is doomed, either look for a SWF, switch to Killer or quit the game.

  • @Sludge said:

    You guys are really getting destroyed by killers in T3 bloodlust huh

    Not really, because almost nobody gets to BL3 in normal gameplay, who gets to BL2 or BL3 in normal gameplay on a normal basis? awful Killers, do awful Killers need to be spoonfed even more or should they try to break the damn godpallet instead of waiting for BL3?

    Dont get me wrong, this buff is pointless for me because, and Im being 100% honest here, as Survivor I cant remember the last time I saw a Killer at BL3 and as Killer I dont think I ever got to BL3 myself during normal gameplay, even BL2 is rare, I think I can count it with the fingers of my hand the times I get BL2 in a month but I dont think the people who depends a lot on BL2 and BL3 should be encouraged to keep depending on it, nobody but very players need to reach it out of extremely rare or fringe cases and they shouldnt be encouraged to keep playing poorly.

  • Almost anything they touched on the Survivors except Lightweight and Off The Record.

    Killers:

    Tinkerer: only 1 use per gen is not that great, you may even not get anything out of it because you can be far away or already chasing someone else.

    Ruin: its still not bad but its not that strong anyway and collides with Overcharge and Call of Brine.

    PGTW: useless for gens under ~60%, someone did the math on another thread, only worth using it on gens almost done, while it can be used with Overcharge and/or Call of Brine its better to just use one of those and pick something else.

    Coulrophobia it wasnt even alive but the change does nothing: nobody in their sane mind heals on the Killer TR and if they do is because the heal is almost finished so you wont get anything out of it, much better to bring Sloppy Butcher with current Hemorrhage.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017062#Comment_3017062

    I see it the otherway, ive always felt its underated as a perk. And yeah the speed debuff sucks but i wouldn't be suprised if you had the choice to either do it silently vs normally or that they tweak the debuff speed after the ptb

    If that happens then we can argue if its a nice buff or not, but as right now, the change is awful, it hinders your team by making hexes slower to cleanse after gen speeds get increased, the scream thing only works against Doctor and Infectious and the Crow effect, which is decent, is not worth the perk slot.

  • @Beeanoo said:

    Why do so many people dc on legion? I've been trying to prestige them so I've played a bunch and for some reason atleast 1 person dc's EVERY TIME. I just don't get why mainly legion, I've never seen any killer get this many dc's in any time while playing. I have been using mori's since I'll lose it anyway after I prestige but even when using a mori with other killers I've never seen so many DC's. So why?

    Why do people dont want to spend 20 minutes alternating between mending and fixing a gen at decreased speed with Thanatophobia? The question answers itself.

    Obviusly Survivors are not entitled to a fun and engaging match from the Killer but it goes the other way around too.

  • @Sludge said:

    Because they saw the data and dying killer population, and realised they need new killers too, not just new survivors?

    Perhaps the bloodlust test showed the game was not ready to remove bloodlust

    Thats why in Europe during morning and evening Killers have queues since at least a month and they last until 21:00 or so when Survivors start to get queues and peak around 23:00.

  • Calm Spirit a nice buff? It gives you 3 uncleansable stacks of Thrill of the Hunt to get rid of noises of an action you almost universally do when the Killer is somewhere else and cant hear you anyway.

    Calm Spirit, an already bad perk, got demolished.

  • @Marigoria said:

    Reminds me when Red Dead Online got a really bad update and everyone dressed up as clowns.

    I wish survivors had clown cosmetics I'd get them in a heartbeat.

    Not a bad idea, but you cant use them in SWF.

  • They also said they wanted to curb hook camping and look what the hook fairy left us under the pillow...

  • @Annso_x said:

    Yup honestly, didn't read a single killer nerf that i thought was way too strong, while not reading any survivor buff that i thought would be useful (did calm spirit really need a nerf...like really?). Not to sound dramatic but I'm actually contemplating leaving the game now, obviously i'm going to wait until the update comes out but if it feels as bad as it sounds i'm not going to have the patience to wait an other three years for a solo q buff tbh. maybe ill just become a killer main, but i hate bloodlusting and it got buffed sooo yea, disappointing stuff.

    You know the worst? They believe Calm Spirit GOT BUFFED! I mean, they think cleansing a Hex, the most important and game deciding perk Killers have, more slowly is worth not making any sound, so its like giving yourself an uncleansable 3 stack Thrill of the Hunt for something you almost, universally only do when the Killer is somewhere else.

    If you play Survivor enough you know most Hexes get cleansed when the Killer isnt around because they, you know, they can like see you cleansing it and interrupt you, either they dont play many Survivor or play against Killers that... I dont know how to say it, Id like to face those Killers instead of the sweatlords I have to face.

    Killer mains are always crying "DEVS DONT PLAY KILLER!!" now, I dont know if they play Killer or not but seeing the perks Im damn sure they dont play Survivor at all, especially not Solo Queue.

  • @Advorsus said:

    It's not even

    https://forum.deadbydaylight.com/en/discussion/comment/3016809#Comment_3016809

    It's not even a 4% buff. It's going from 20% with all survivors injured to 22% at tier 3. And with healing being untouched this patch outside of self care it'll still only be useful on plague, legion, and maybe nurse. Who already use it anyways.

    You, conveniently, left out the part where gen timers got increased by 10 seconds by default so yes, its a 2% increase but its a 2% increase on a 90 second gen not a 80 second gen, right now with 4 stacks (something really easy to get with Legion) a gen takes 96 seconds, with both changes it takes 110 seconds, a 14 second increase on every gen over current timers, if you get 4 stacks at the beggining you get 100 extra seconds worth of gens out of it, this without taking on account regression, Dying Light, new Overcharge etc.

    So yes, its a big deal, Legion is already disgusting and drags games eternally, if this goes through I expect the comunity starts mass suiciding against them because it will faster to just hop into the next game.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016798#Comment_3016798

    I agree that Corrupt is still a good perk. I’m also sure it will see less use now though because there are definitely people who will perceive it being turned off on the first down as too damaging. Plus with the slower gen speeds and some of the other perk buffs killer players may feel freer to use other perks instead now.

    Yeah, its probably going to see a decrease in numbers, at least on the gotta-go-fast Killers which it was a bit overkill and are the ones who are going to get hit by it deactivating after your first down, after all, how many times do you get a down with Trapper in the first 40 seconds of a match?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/329953/wheres-the-meta-changes

    You forgot the big nerf to Corrupt Intervention, it’s currently one of the most used perks but the new version will definitely be less popular since it goes away on the first down. (It will still see use but not as much.) Also Tinker is a highly popular meta perk but the nerf that it only works once per generator will probably make it see less use too.

    Corrupt isnt really THAT nerfed, its a nerf, that I agree but its not that harsh as Tinkerer or PGTW (which are mostly useless now) because either you get your first down ASAP which then it may lose a lot of power or you get it around 60/80 seconds into the game, by that time any Survivor who wasnt the person you were chasing is working on one of the 4 unblocked gens, they are not going to stop working on them and go back to one of the now unblocked ones in the middle of nowhere, actually that would be even a benefit for you because now you can regress wathever they fixed and CI has a tendency to not block the central gens, which are the ones Survivors want fixed first, if they were to abandon them you would maintain those (obviusly they wont unless they suck).

    In the first case if you get a first down that fast you probably have half the game in the bag anyway, if you get it at 60/80 its not going to change where the Survivors are working.

  • Suicide on hook and hop into the next match I suppose...

  • @StarLost said:

    Just noticed this one, but was too slow to snap a screenshot.

    It's a reference to 'mines' and has a...very familiar killer in mining gear, wielding a pickaxe.

    For those who don't know, this is a reference to a very iconic Canadian horror/slasher/splatter film, that wound up gaining notoriety for it's amazingly explicit kills which are...quite something uncensored, even today.

    https://us.v-cdn.net/6030815/uploads/T50MBRUJ9H7M/image.png

    Yup, it's...that guy, from My Bloody Valentine. It got a terrible 3D remake that should have been called 'My Booby Valentine'.

    https://us.v-cdn.net/6030815/uploads/7ZBY0OEAU3Q8/image.png

    Or am I barking at shadows here?

    You are wrong, its a reference to FNAFF, FNAFF CONFIRMED NEXT PATCH!!

  • @Kierphe said:

    Would it be possible to normalize the sound levels across survivors before nerfing Iron Will?

    Certain characters - like Leon, Jeff, Jane, etc., are much louder than others, and very difficult to use without Iron Will.

    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...

    @WeenieDog said:

    It might still have some use in chase, maybe low enough that the chase music drowns it out completely but minimal out of chase.

    It doesnt, because it doesnt work while exhausted and usually when you get hit in a chase you are already exhausted by then, except DH users or non exhaustion perk users so either you pick an exhaustion perk or Iron Will because they exclude each other.

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