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JHondo

JHondo

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JHondo
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  • @Akumakaji said:

    Why is anyone behaving like DH is dead and burried? I have survivors use it to good effect quite often, but it isn't as oppressively strong anymore that it singelhandedly dominates every game, and if a survivor uses it correctly that shows some skill and gamesense and not some lazy "press E to be saved" stuff, like it so often did in the past.

    DH still has basically the best activation requirements of all exhaustion perks, ie being injured and use it on demand, and its now a mindgame itself: do you use it at the right time, to you wait a lil longer? It can be easily wasted, but it can literally save your butt if you are ever caught out in the open and out of position.

    DH went from a hated, overtly oppressive ultra-meta-perk to the thinking mans exhaustion perk and thats awesome! Who would have thought that BHVR could pull that off, ie nerf it without nerfing it to the ground. Brave BHVR :)

    The most hated part of DH is dead, the distance. Now I don't feel cheated when I get a hit, get a stack of STBFL, and that survivor has to mend or go down. Unlike the old times where I should have gotten a hit or a down but instead my attack would be rolled back or the chase would extend another 30+ seconds because they got to a pallet or very strong tile.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116174#Comment_3116174

    I am sorry bro, but you are coping. You weren't listening to what I wrote one post earlier, so I will spell it out again, but in simpler terms.

    1) What gave you the idea to prestige your characters? The pictures I showed you were valid up until the very hour of the patch, which was the 20th of July. Up until that point quite literally nothing had changed from all the years prior, ie if you prestiged any character, you would loose all your stuff and gain better loot finding percentages and bloody cosmetics.

    2) No, information shouldn't be hidden behind "hearsay" and "word of mouth", but it wasn't. It was as easily found only as doing ONE google search on the dbd website. So what gave you the confidence that it was ok to prestige your characters with irreplacable items from past events?

    Claiming that your account was 100% gutted and ripped in 1/3rd simply isn't true. You literally GAVE the order to do so, because you failed to research your stuff before acting on hearsay. I repeat that this is very tragic and you have my sympathy, but this change wasn't a thing of a couple of hours before you had to act, you hat several weeks of real time to decide on the best course of action. And for failing to do so, everything is, sadly, on you.

    I lost a whole bunch of items and offerings for survivors because I decided to bring all of them to P1 before the patch, however I'm not carrying on because at the end of the day I now just have to regrind the non teachables perks on the survivors i actually want to olay anf i now have all teachable perks T3 on them all so i can play with whoever i want and try out whatever builds I want. It's super nice, I also just purchased two of the three chapters I was on a break for and now Jonah and Yoichi both have almost every perk on them. The new system is fantastic for getting rid of grind on verteran players for upcoming chapters!

  • I am currently in love with Artist, her power can be very oppressive and I've found a lot of survivors will risk the M1 to avoid the crows at most loops.

    For me it would be Slinger, Meyers, or Twins

    Slinger is just so slow and clunky to me, it's impossible to get into a good flow with him.

    Meyers has the problem of being good at low to mid ranks but absolutely worthless at high ranks, the memes make him a little more on the fence to refund but Laurie definitely wasn't worth the code her or her perks are made of.

    Twins were fun at first (post fix from worst chapter launch ever) but now they've been gutted so much for such a low pick rate that it boggles the mind why BHVR hasn't refunded the chapter and just deleted them from the game.

  • @GoshJosh said:

    Rework Plague and Legion, then we can talk about changing Thana again.

    Agreed, you can even add Wraith to that list. With his cloaked speed his hit and run capabilities are also enough to slow the game to a grind without Thana, thankfully not a lot of people play wraith because of his huge reliance on green and purple add-ons and his weakness to flashlights.

  • @Marc_123 said:

    Isn´t Carl dead?

    Scream taught us that just because someone "dies" off screen doesn't mean they're actually dead

  • @CarbonaraCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112195#Comment_3112195

    Yeah, that sounds fair! The boost in time was just a thought to really make sure there was no tunneling, but 30 seconds as it is will still slow down the killer quite a bit!

    I might keep the 5 second stun on the basekit just because it better decentivizes tunneling, but I think 3 seconds could work as well, just anything to make it harder to focus down one survivor!

    Im just thinking of a way to make it not redundant to actually bring DS without over buffing it back to oppressive levels. Kinda like they can't make basekit BT too long without making the perk completely worthless/redundant.

  • I would bring it for my killer games but since I came back from a long break it's helped change my mindset from competitive play to a more relaxed mindset. Now if I see beamers in my lobbies I just chuck on Lightborn to avoid searing my retinas while kicking pallets and ignore the fact other items exist.

  • It's a bit overtuned imo.

    Make it base 30 seconds, no added time if downed. A slugged survivor is just as much pressure for a killer as a hooked one and people complain enough about being slugged.

    Make it 3 secs for basekit and buff the DS perk back up to 5

  • It is a vicious cycle. Survivors start to struggle and killers decide, instead of trying new combos or picking perks to compliment powers, to start four stacking slowdown and regression perks. Survivors in turn start bringing what they can to push gens faster. Next up we will be seeing more and more complaints of Nurse, Blight, Endgame builds, Franklin's and whatever else killers can pull out to counter the toolbox and PT play style.

  • With Minotaur Oni you could see the horns during the demon dash but I think that might have been a bug with clipping issues cause I don't really remember seeing them lately.

    @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110162#Comment_3110162

    Didn't Spirit also get a Fury outfit?

    And yeah, it is weird that she didn't get a harpy tbh

    @Mooks said:

    Anyone else finding it odd that Artist got a Fury inspired Greek mythology skin instead of a Harpy? Only me? Okay..

    i think there has been another killer skin where some part of the head cosmetic can be seen? But I don’t recall which one that was..

    There are three recognized furies from Dante's Inferno representing three types of fury: Alecto (endless anger), Megaera (jealousy), and Tisiphone (vengeance)

    And Spirit's is Nyx, the embodiment of night

  • Cleanse. Never understood and always hated the "don't cleanse against plague!" sentiment. If you don't cleanse you're essentially playing against a reduced lunge perma T3 Meyers. If you do cleanse, and be smart about it (hit fountains in corners and areas with finished gens first), you are playing against a Huntress with normal movement speed for a short time who can also be stunned out of her power.

  • They could add a function to speed up bleed out for this reason but at the same time being slugged for the entirety of your bleed out timer isn't exactly a common occurrence, at least not in my region.

    When I used to slug out DS and go chase or hunt for the 4th survivor I would commonly run into a problem of the slug crawling away to a corner or somewhere completely different so I couldn't find them when I came back or couldn't reasonably get them to a hook before they struggled off so it became a game of "okay, you can wait 4 minutes to leave since you won't let me end it sooner"

  • All good, definitely still doesn't make it overtuned though, just gives more utility

  • @fulltonon said:

    It's 30 seconds, from 45 seconds.

    They're referring to a video clip of a solid 30secs of Merciless Storm skill checks. No the amount of time gens are blocked from DMS.

  • @MrPeanutbutter said:

    No, it’s not overtuned. You get maybe one down from it if you have a highly mobile killer and you’re really lucky. Then you play the rest of the match with 3 perks.

    It now increases aura reading time for any aura reading perks or abilities as well. It's no longer just a 10sec start of match waste of a slot.

  • Only if we can tune down flashlight blinds. I don't even bring lightborn to prevent saves, just to save my eyeballs from causing massive headaches.

  • @TDtheDoc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108011#Comment_3108011

    I try not to camp at all unless it’s end game.but that’s good info to know too.thank you to everybody for info!

    Sometimes it would be as minor as hooking someone, kicking a gen near the hook, then running off to find another survivor and in the post game I'd have gold chaser with just enough points deducted for "proximity to hook" to bring it down from iri to gold. Granted in those games I usually had chases done in a very short time and just barely enough emblem points to make iri if I hadn't stopped to kick that gen after hooking someone.

  • Chaser can also decrease if you don't immediately leave the hook, even just kicking a gen by the hook a couple games has been enough to screw me out of some adept attempts.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104354#Comment_3104354

    I mainly play solo, though I haven't played for over a year. I'm downloading the game again to see if it's as bad as people claim. But from what I've experienced solo isn't that difficult.

    So we'll see.

    I came back from a 7 months break for this patch. Solo to me is relatively unchanged other than the DCs and giving up on first hook I'm seeing. Killer feels a heck of a lot better now though but some of the changes made are a little questionable to me but do make me wonder what kind of buffs or new perks are going to be introduced next patch that might negate or better balance some of the buffs from patch 6.1.0

  • Once in pre game lobby we had Jeff, David, Bill, and me playing Felix and I typed "look at all these sexy dudes" and it showed up as "Look at ### ##### #### #####" Like a bro can't even compliment the hot men in the lobby these days

  • @Aven_Fallen said:

    What would happen? Some Killers would not be able to camp, which is good in general. Others would be - Blight, Billy or Nurse as an example would still be able to camp. All strong Killers.

    I would say that prolonging the Hook Timer to 90 seconds each stage would be enough to make camping unattractive. And it also does not need any complicated solutions which prevent it from being exploited by Survivors or Killers, other than your idea.

    That's what I think should be done as an initial change, then adjust from there if needed. The only thing that could complicate it is the 2nd stage skill checks, which they could just increase the time between skill checks to compensate rather than add more or continue decreasing the size to hit even further.

  • @JaviiMii said:

    Without having read through all the "grow up" comments that imo miss the point (hence not addressing them) I agree with the OP: DC/suiciding is a symptom of an underlying issue. The issue is a mismatch between expectation vs reality, imo. To a certain degree change means that some things that worked before don't work anymore. This leads to a disconnect between (old) expectations vs (new) reality. To some degree time will do the trick; in time there are new expectations that match up with the new reality. So far I agree with the people who say to not make too much of a fuss and just wait and see for a while.

    However. If people have an idea of what they can expect going forward and don't find it worth playing a game they will, you guessed it, quit. For now this dissatisfaction is voiced through suiciding on hook and DCing; you could say some people either refuse to accept the new reality or have not yet given up hope and are still willing to try. In time a number of the players suiciding on hook/DCing may quit. An overall, constant and noticeable increase in suiciding on hook and DCing is indeed a pretty good indicator of something being absolutely not alright with the game atm and an early warnign sign that it's not at all unlikely that a pretty large amount of players will quit in the near future. Granted, the ratio of "Players who'll come around after matching their expectations with the new reality" and "players who will quit" is an unknown for the time being but I'd say it's usually wiser to err on the side of caution.

    Thank you for having a mature insight I to this. I've been playing almost exclusively solo survivor since the patch. Never relied on the meta so my expectations vs reality aren't changed at all on the survivor side, I've even managed to adept Jonah and Yoichi over the last few days.

    Do I think the patch over buffed some things? Yes. Has my solo experience changed much? No.

    The biggest difference I've experienced is the number of people immediately giving up on first hook. When they do I try to keep playing but if I see a second person doing it? I'm out. Sorry, 2v1 at 3-5 gens remaining when I'm the one that's powered two 90+ second gens by myself I will also give up on first hook.

    Imo it's a combination of players mentality and overtuned changes in the patch that the increase of DCs/Suicides is a symptom of. Had they left gens at 80 and simply buffed a couple perks and the hit cool down it could be an entirely different experience. Had they added 10 seconds, not buffed cooldowns and buffed some of the perks it could also be a whole other experience. There's no real way of knowing.

    We're at the point where BHVR has multiple balance avenues to take. They could finally work on the solo vs swf imbalance and get that part of the game closer to the balance it needs. They could take the easy route and revert a couple buffs or nerfs to attempt balance. They could also use this time to implement more chore mechanic changes that can achieve balance. Patch 6.1.0 is a transitional patch and if BHVR has proven one thing to me with DBD it's that nothing stays the same forever.

  • @GreyBigfoot said:

    I've seen lots of people go after Prove Thyself over the years. With the bloodpoints per match being changed, and the generator changes, I think a lot more people will use the perk go after the perk. I hope it doesn't get a nerf.

    I know it's probably wishful thinking but if "gen rush" perks become meta BHVR will hopefully realize they over buffed killers this patch and revert some of the awful changes implemented. Yeah killer feels a lot better but the extra gen time and the base reduced cool down and distance gained from a hit makes playing survivor feel godawful right now.

    Any killer that calls Prove Thyself a crutch or OP is either incredibly stupid or attempting to troll, or both.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079153#Comment_3079153

    And it's good that killer feels better now. I just think there's a midway point they can find here. Because the regression stacks killers are running are pushing gen times into the 120+ second range, and that's a tall order for four solo players in chase. Survivors at the comp level don't consistently hit 120 seconds without body blocks.

    Definitely, killer was over buffed. They need to find that happy medium between getting gens done in under 4 minutes and being able to to slow them down to 8+ minutes to complete.

  • @[Deleted User] said:

    Yeah, it's a bad direction for the game to go IMO. Killers were not weak before the patch. You could absolutely win consistently if you played well and had game sense. If you could not win consistently, it was on you.

    And now you can mindlessly go from chase to chase without suffering the consequences. Heck, you can even lose multiple chases and still probably walk away with a 2k at least.

    It completely devalues the skill cap on both sides. Killers without game sense/time management are now on equal footing with killer players who took the time to learn it, and survivors aren't rewarded for long chases in the correct places.

    While that is true I stopped playing all together in November because the killer experience was miserable. Now the killer experience is a lot better but I have lost all of my game sense and since I was high MMR in the past and it doesn't regress much, if at all, I've been struggling.

    I agree, they definitely overdid it with the buffs this patch, honestly just deactivating BT and DS during EGC and removing DH for distance would've made a world of difference for most killer players without the inclusion of cool down reduction, kick reduction, and extra gen times.

    I feel like BHVRs thought process was that, without all these chase and 2nd chance perks survivors will continue their healing builds and the rest will switch to repair builds so the extra time will make things a little more balanced but so far that's not the case.

    I never really ran the killer meta other than BBQ so I can't speak on whether those changes were good or bad. And as survivor I never ran the meta so playing without it is the same as it ever was but playing killer without every other person running it makes me sweat a hell of a lot less lol

  • I stopped playing just before Artist was released and since I came back 4 days ago I have only played on Eerie of Crows, Midwich, The Game, Thompson House, Blood Lodge, Rotten Fields, Torment Creek, and The Pale Rose.

    Haven't even seen the newest map yet and if I didn't know one was released with the last chapter I wouldn't even know there was one.

  • Solo survivor hasn't changed much at all for me, never ran the meta perks that got demolished and the basekit BT has me now running Kindred or trying out new 4th perks. The added gen time isn't really noticeable to me since in Solo I try to co-op as much as possible anyway. The only thing making it slightly more challenging is the shorter distance I gain after getting hit but I can usually draw the first health state out for a while before it comes to that anyway.

    In solo I escape or guarantee a teammates escape by hook trading around half the time at, what I assume is, medium MMR depending on how altruistic I feel like playing or if I just play selfish in endgame.

  • The DCs are the hardest part of playing solo for me, like I'm still escaping almost half the time by being selfish at endgame but when a match starts and someone DCs almost immediately or the first person downed immediately starts giving up on first hook it makes it really tough to do stick with it, especially when the killer wants to actually play the game too and it becomes a 3min match with one halfways decent chase.

  • Some FMA homunculus skins for killers, like Sloth for Oni, Lust for Spirit, Envy Legion, Greed Trapper or Trickster, Gluttony Blight, Bradley/Wrath for Slinger or Wraith, and Pride for Dredge.

    And for a full FMA release they could do Felix Edward, Jeff Alphonse, Meg or Kate Winry, Meg or Kate Hawkeye, Dwight Hughes, Jake Mustang, and more!

    Also to OP, Alucard would be better suited for Trickster than Doctor, shockwaves and Alucard feel like they don't mix but a gun and throwing knives seems a bit more apt of a comparison lol

  • With any luck they'll finally look at ways to buff solo. Personally I'm all on board with basekit Kindred but would take even basekit Bond or Empathy. Just something to provide solos with more info. I like the concept of the little healing, repairing, etc. icons that's been floating around but even a ping system or some bandaid perks being made base would make playing solo so much better.

    The biggest two problems with solo play, to me, are lack of information and trolls. Some "trolls" it's impossible to tell if they're just stupid, have a bad connection, or if they're actually trolling. I haven't played since last November and I hopped on over the weekend to P1 as many survivors as possible and I escaped ~70% of my survivor matches by playing very selfish in endgame and the matches I didn't win I never got to endgame because of DCs/giving up on first hook, players kiting killers to my gens, people missing skill checks on gens I'm on, or Sprint Burst users casually walking the entire length of RCPD just to get that one burst away from the killer and avoiding gens like the plague.

    There's no fixing the trolls, unfortunately. But they can fix the information, if my team gets a 1E because I'm playing selfish at EGC that's a loss for the team and a win for the killer, but if I can get a 2E by forcing a hook swap through actual coordination in solo, imo, it would make it more enjoyable and a tense experience all around and bring balance closer to where the devs say they want it. That ratio of K:E shouldn't come at the expense of those of us that don't have many friends that play or play at odd hours where people we could play with are working or sleeping.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073007#Comment_3073007

    Then the survivor queues would be actually faster then the killer queues.

    The side with a surplus of players is the one with the longer queue.

    Woops, yeah I got that backwards in my replies. Should probably get some sleep myself, but that is what I meant.

    in +100% BP Comment by JHondo
  • Hahaha, it's all good, I didn't fully explain what I meant in my first reply lol

    in +100% BP Comment by JHondo
  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072984#Comment_3072984

    I believe the issue is worldwide. It was the same thing in Europe.

    What I'm saying is, overall there's slightly less survivors. In Europe and here in the USA it's closer to the 4:1 where the ratio should be. It's possible someplace else it's a 2:1 survivor to killer ratio, so the bonus is being applied on the global scale instead of region by region.

    in +100% BP Comment by JHondo
  • I think the bonuses aren't being applied region by region like they should be. I'm Midwest USA and getting 2-3 minutes for both roles but the bonus is for playing as survivor. Was nice getting 140,000 bp for a 32k match with an escape cake, an anniversary cake, and the bonus BP on a survivor game in solo queue lol

    in +100% BP Comment by JHondo
  • I've been running my usual build but replaced BT with Q&Q. I run Inner Healing, Lithe, Stake Out, and now Quick and Quiet but I'm still trying to decide what to use for the fourth perk cause Q&Q is super situational.

  • I left back in November due to stress from MMR, creep on here some though to gauge improvements, started playing Back4Blood a lot. I'm going to com e back on a trial basis for the new patch because it should mitigate some of my biggest issues playing as killer and won't effect my survivor play at all since I barely run any meta perks outside of BT.

    It's given me a lot of time for Elden Ring, catching up on some Assassin's Creed games I never played and more.

    One thing's for sure though, if I come back to playing DBD regularly I'm not playing nearly as much as I used to lol

  • That sounds awful, I wish there were a way you could put in a "blacklist" request for certain maps. Like each player can submit one map per match with a reduced chance of encountering them (idk, like 10-15% reduced chance that stacks for each person that chooses it). The other option for you would be to always use a map offering for something else and risk someone bringing Midwich triggering map roulette.

  • My biggest problem with DS was the use of it as an invincibility card. Yes it worked great for tunneling but people would immediately hop on a gen or a totem get massive progress then when the TR would approach they'd run headlong into the killer. If I ate a DS before the change it was because the perk was being abused since I used to always prioritize the unhooker unless they were playing blendette and there was no way to find them post unhook. I say used to because I stopped playing for a bit due to mmr and boons but considering coming back since I found a new community that plays and the upcoming changes. Imo, the changes are good to deactivate it when you aren't actually being tunneled and deactivate it during EGC but they shouldn't be messing with the stun duration or anything like that

  • I've seen videos and I like it cause it's like Saw. "Live or die, make your choice." 50/50 pig seems true to character and source material.

  • For me it was a game as pre buff Trapper running Honing Stone and Purple bag add-ons on Torment Creek, placed 5 traps at pallets and got into a chase, as soon as I do need the one in chase the other three at almost the exact same times ran into traps and slugged themselves, got a 4 man slug in 3 minutes as trapper with only one chase.

  • @Sybarite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734805#Comment_2734805

    Wait, is that a thing? So even though I am an Aussie player I might end up vsing people playing from USA? (that would roughly be their pings)

    No, only if you're close to two servers. This will likely only effect people in North America and Europe where they're close enough to two servers that they can extend their search parameters without mucking things up. At least that's what I took away from their announcement on the situation.

  • @Carrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733443#Comment_2733443

    I understand the need to avoid divulging specifics and avoid giving ideas for new hacks, but can you verify or deny that vulnerabilities include the whole DDOS thing? Ii would be nice to know if I still have to spend 10 bucks a months to be able to play the game or not.

    I just decided to take a break until they announce a resolution to this problem because I'm not getting a VPN for a single game. Saw this note and came back on here hoping to see any news on it. Hopefully they announce something soon

  • She's in a good spot now, just a couple add-ons that need tuning imo. Granted, most killers have a couple add-ons that need some tuning. When I play survivor there's a few killers I can't stand playing against, Wraith, Bubba, Freddy, and Pig but that's because of how they're often played not how they're balanced.

  • I don't understand people stopping playing him. I bought the chapter on release was pissed by the NFTs but I've already paid for the character so I'm gonna play that character, he's heavy in my rotation of killers right behind Hag and Doc.

  • Hawkins, oh wait....

    My two most hated maps are Hawkins and Lampkin so now that one is leaving I'd like to see the other reworked or kill switched indefinitely.

  • I run Lithe instead already anyway because:

    1: it's saved my ass so many times already in endgame

    2: I can use it to prevent a chase or escape a chase instead of just extending it.

    3: despite being somewhat map dependant, like the crap map that is getting removed or Rotten Fields, it has the most use ability after sprint burst without the down side of having to walk everywhere.

  • I've noticed all BP offerings "pop" like that, even the killer ones will "pop" with the survivor BP offerings. The stacks is for things like BBQ and WGLF so you're gonna get the 25% per stack plus the 50-100% in the category.

    My guess is the "pop" during the load in is just denoting it's a BP offering.

  • @BabuDweet said:

    I got 600k and I'm gonna be honest, I shouldn't of got that much. Then again I never looked at how many offerings I had and I have played the game a lot more since that chapter related two years back.

    I think I was one of the lucky ones to get more than I should of gotten.

    I tried to avoid picking them every time so I definitely shouldn't have gotten the 600k, it was nice though cause I was able to get every perk on Doc after P3ing him during the Lunar New Year (spent the rest of the year getting 100% perks on Pinhead, Trickster, Leon, and Twins along with adding all the new perks on Hag, Feng, Nea, Trapper, Ghostie, and Felix)

  • @Huge_Bush said:

    After Felix, Jeff and Tapp gets a shirtless cosmetic and Dwight gets a crop top and daisy dukes.

    @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618257#Comment_2618257

    I second this motion.

    (since everyone already wants these things)

    And I Third it. Time for a petition to BHVR?

  • @ohheyitsbobcat said:

    I got 600k. That was nice little treat. :)

    I also got 600k

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