Jangles
Jangles
About
- Username
- Jangles
- Joined
- Visits
- 2,414
- Last Active
Comments
-
This is called adapting to the current meta. The second chance meta was nerfed. The endurance meta was nerfed, Welcome to gen jockey town. The tools were removed for survivors to hold chases, MMR is based on escape and killers action speeds were buffed. Couple this with the insane amount of slowdown in the game and you get games where people don't take as many risks; so punishing altruism is nerfed.
You must have at least 2 people on gens at all times or the killer just snowballs out of control after the first hook stage. So people compliment their build with perks to make riding gens faster.
-
Not saying it's not cheats, but blight is the easiest killer to use the new dead hard on. Same as nurse. You don't need to predict the swing timing at all you just oosa straight into them and tank the hit.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3202700#Comment_3202700
Never said it was going to destroy the game. I said it was going to give SWF carte blanche to go ham with never-hook strats, and that there's an element of fun human interactivity that's lost by relegating moris to an endgame cinematic and preventing survivors from taking part in them or letting killers choose amusing spots to mori in.
We're going to have to agree to disagree on the whole. While I can continue this argument, the purpose of this thread was not to debate Unbreakable but rather point out a specific problem with the mori offerings. Overall - I feel that providing feedback is a good thing, and it would be insane of me to expect positive changes in the game's trajectory if I'm not willing to ask for them or explain why I think they're the right move.
https://forum.deadbydaylight.com/en/discussion/comment/3202769#Comment_3202769
Why do they have to be useless? That's the easy way out, and frankly I think it's annoying that killers don't have any worthwhile offerings outside map offerings. If moris actually mori-ing people is illegal now, why can't they do something like... Ivory mori blocks exit gates for 5s when opened? Ebony mori prevents hatch from opening? They can do better than this.
Positive is subjective friend. Lets agree to disagree and see what happens in the patch. Good luck in your games :D
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3202653#Comment_3202653
You just told me to play survivor instead if I didn't like that BHVR's slated changes are going to wreck things for killers.
Last update primarily consisted of things I liked or was neutral about, with a few issues of varying importance that are still unresolved (and I have been talking about ever since they dropped.) This update is the first time I hate every single thing they've announced.
Mostly I think you are very wrong about the idea that we have to wait for PTB before we're allowed to say that water is wet.
I just think its pertinent to actually try the proposed changes rather than clutching your pearls saying its going to destroy the game. I also think you're wrong.
I don't believe that killers should have inherent pressure from getting one down and ambiguity of what the killer is actually doing. This doesn't effect SWF, the ambiguity only effects solo q.
In the same breath, 45s is the same time it would take to get someone 1 tap or use unbreakable as is. Stacking perks that reduce that time is obviously going to be ridiculous. Hence the testing. It's not going live anytime soon. It's going to the PTB to be tested. If its insane, it will be changed.
I'm personally excited for a shake up.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3202624#Comment_3202624
Is it weird that i don't think they were actually trying to megabuff survivors? The impression I'm getting is that when they asked themselves what they should do with moris, they got fixated on this idea that moris should be an ending cinematic and went nuts trying to create a DBD where that works, which also happened to involve gutting mori and self-pickup perks because they realized pretty early on that having everyone on the ground as a win condition is really exploitable. But they're not yet at the stage where they realize that infinite self-pickups are also really exploitable.
Looks to me like they just kept compounding onto this honestly pretty mediocre idea and it mutated into a complete monster.
https://forum.deadbydaylight.com/en/discussion/comment/3202632#Comment_3202632
I have always campaigned for them to fix that. However, I maintain that there are better ways to solve this than infinite unbreakable, holy nuggets that's crazy. That's like fixing tunneling by stunning the killer for 30s if they hit someone off hook. The solution's worse than the problem. The solution I always proposed was to have them end the game if there were no perks in play that could get anyone off the floor, or to let survivors choose to die if they've been bled out for half their timer/a certain amount of time when every other player is also incapacitated.
Also, while I've had a few bleedout griefer killers, they're really not very common and I rate it a pretty minor concern in DBD's smorgasbord of major issues compared to tunneling, disconnecting, basement Bubba, and solo queue being horrible.
I am asking for them to make changes before it goes live. That is why I am complaining. And why does everyone assume that just because someone is talking about [side] issues, they must not play [other side]?
I never mentioned anything about sides. People were losing their minds crying end of the world before the last update hit. Did the world end? No, people adapted to the changes. Same as they will adapt to this.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3202518#Comment_3202518
Buddy, long-winded is my modus operandi. I take that as a compliment.
PTB is well and good, but there are some things you don't need to test to know if they're good or bad. Half of my complaints are that they're making moris less fun to use by restricting them, which has nothing to do with balance and everything to do with interactability, and the other half is that it doesn't take PTB to realize infinite Unbreakable is incredibly abusable and that killers have no realistic way to counter this. If they announced next patch that survivors now only take two hooks to die instead of three, would you say we should wait to test it out before we complain? No, because you already know what's going to happen.
I don't slug often, and when I do, it's an act of generosity (I don't want to hook you again so soon, but I do want pressure, so I'll make a teammate come and pick you up.) However, there are numerous circumstances I've been forced to mass slug due to survivor tactics. Again, I do not need to go on the PTB to realize that every survivor being able to pick themselves up in 22 seconds would completely screw me over in nearly every scenario this has happened. It also doesn't take PTB to realize that when a strat has no counters, people will start to abuse it.
The complaints are good. They're letting BHVR know the community doesn't like the direction they're moving in and that they should think about what they're doing. If we didn't complain, why would they change anything?
https://forum.deadbydaylight.com/en/discussion/comment/3202507#Comment_3202507
Something like this sounds pretty reasonable, though I'd rather the reward be higher (because it's still pretty bad compared to pudding in addition to being rarer and harder to use.) The main thing it needs to lose is that finisher mori requirement. All related bad behavior is going to stem from hatch completely cockblocking the offering.
I think they need to keep ebony moris iridescent because there's an achievement that requires you to play an iri offering, and moris are the only ones left out of the original crop.
That's good and all, but when 3 people are lying on the ground for 4 minutes; That's not engaging gameplay. You're also assuming there wont be any changes before it goes live. Chill, let it go to the PTB. Break it, then im sure if its that outlandish it will be changed. If not, queue survivor.
Personally, I think the unbreakable mechanic (being able to get yourself up in 22s) will get changed to happen once per trial. How it is now.
-
My guy, You've made 10 long winded posts about this already. We get it, you're not happy. Let it go to the PTB first before you start freaking out.
-
Cleans them but they are still broken.
-
Honestly, if a nurse is good enough to down an entire team in 45s. I feel like they deserve that win. Pretty impressive tbh.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202301#Comment_3202301
I do think people are definitely over reacting but this IS the DBD forums
Thats pretty funny I also took about a 2 month break and came back because the patch because I had a similar experience.
I play a huge variety of killers and on the lower end of killers if I don't have slowdown its a good game if I get 3 hooks. Now playing strong killers you can play without slowdown or if you get a decent map but with gen spread and base regression still been crap pressuring gens with 0 defense its pointless and your better off just trying to build pressure with downs.
These sort of changes as well as bridging the gap between solo and swf gives them the opportunity to be able to buff low tier killers into viability. Its a good thing at the end of the day. I want variety and solid chases, not to sit on the floor for 4 minutes while someone slugs out the 4k.
Just as survivors adapted to the current meta, I wholeheartedly believe good killers will do the same thing.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202150#Comment_3202150
It was basically 2 stacks of STBFL or a 1/4 of the perks potential and tier1 BS. Survivors got 10 second bt a little over half the perk on all 4 Survivors and unlimited UB in situations that survivors can force. Now depending on how UB works it could be way broken if it let's you just recover 100% faster then it's whatever and probably a bad perk but if it let's you actually pick yourself up in 22.5 unlimited amount of times could be really problematic.
I agree, Which is why we're all going to test it and try break it on the PTB so its somewhat balanced. Whether its once per trial at 22 seconds or its changed to like 30s or something.
Either way, the change is going to be a breath of fresh air. Fair play, I took a break from the game for 2 months before the update because it was stale.
Escaping 80% of my games got tedious. 2 gens popping in the first chase was way too strong. I'm glad they buffed killer into making it more challenging, though now the pendulum has swung quite far into the other side. I rarely play killer, if I do its bubba or spooky myers. I play 0 slowdown and I'm not really that good at it and im still winning a majority of my games by attrition.
-
@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202054#Comment_3202054
Why not? 2 Metaperks Basekit for survivors, 0 for killers. Balanced, right?
Next will be 3sec DS Basekit, regular DS will grant extra seconds for the stun.
I totally believe the devs are that kind of "I dont know nothing about my own game Jon Snow"-Thing.
What? Didnt the last update give killers mini STBFL and mini unrelenting?
-
I'm looking forward to running out on the last injured survivor teabagging and clicking and watching them get mori'd for being a peanut.
-
You can, just dont down the last survivor lol
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201922#Comment_3201922
The downside is you are literally giving up a potential hook state.
Not if you pick them up and put them on the hook.
-
I always try to break mid first. Then create a line that separates the last remaining 2 generators so the killer has to cross the entire map to patrol.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201903#Comment_3201903
Not downsides that are literally about breaking every single aspect of strategy.
Don't get me wrong though. I think the unbreakable/boon:xp timing needs to be looked at. Which is the entire point of putting it on the PTB.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201904#Comment_3201904
I’m going to break some news to you. Any hook or down pulls two people off. One to go pick them up or unhook them, and the other now being chased. Yes, that is completely fair.
But they're talking about 3 people being pulled off objectives now. Not 2. One person downed, the other person in chase and another one to go pick them up. If you risk greeding a health state off another survivor, there needs to be a downside to it. Right now its just free pressure to put someone into the dying state and go after someone else.
-
@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/3201839#Comment_3201839
It is actually more broken on m2 killers like Demo or Nemesis more than Sadako or GF.
https://forum.deadbydaylight.com/en/discussion/comment/3201833#Comment_3201833
It is not that simple. What if the obsession was injured? what if the killer uses m2 on obsession? what if it was solo game?
https://forum.deadbydaylight.com/en/discussion/comment/3201845#Comment_3201845
Don't remove the perk, Just nerf it. 5 stack max instaed of 8 is reasonable change.
I mean im probably the most biased survivor main out there. My solo games, the obsession knows their job. If they're injured they go down. If its to block a rescue, they can only do it once before they need to build up stacks again.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201819#Comment_3201819
The only problem is that killer is a snowball role you have to build pressure by downing hooking and injuries making it so that another survivor has to come help and bring down the efficiency. In this situation the killer is losing all the pressure they build by down one survivor and then going into a chase. If they can't pick the survivor up for x reason there has to be a trade off which is normally the survivor in chase loses a health state or someone comes off a gen and they lose gen pressure but now the optimal play is probably to just eat the pallet stun and at least get rid of the pallet. So it's good job you downed someone and your reward is a destroyed pallet.
Hardly, You get a health state from an uninjured survivor. You smack the other one, as they run off you turn and pick up the downed survivor. Do you really think its fair you get to pull another 2 people off objectives because you got one down?
-
I feel like STBFL is fine as is. Get the obsession to take a hit. If you're the obsession, take a hit.
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3201643#Comment_3201643
Twins fundamentally HAVE to slug when they down a survivor with their power. The fact that people are writing this off as a non-issue because their pick rate is so low is a problem and it’s the same mindset the devs have toward them.
Did you just ignore the part about them getting a rework?
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201766#Comment_3201766
Yes but 9/10 time that person has to take a hit to pick them up or someone else has to come off a gen to pick them up.
I mean the one person already there is taking a health state. Survivors shouldn't be forced into a lose lose situation because one person got downed. Look, I may be a little bias here as I basically only play survivor but I feel like this is going to bring in more interactive gameplay and force the killer into chasing more. Which is the fun part of the game.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201755#Comment_3201755
But in that case someone has to come off a gen to get them up or the person your chasing has to take a hit to get them up. Now they just get up no one gets off gens and you don't get that hit.
Someone's already off a gen. You're chasing them.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201737#Comment_3201737
And if they go down at a pallet or someone's there with a flashlight or makes a sabo play? If you pick them up they get saved if you leave them to chase the second person they get up without help.
If you left them on the ground under a pallet for 45s with someone playing around it they were one tap off a heal and getting up with either someone throwing the pallet or unbreakable.
-
@SuzuKR said:
"45s"
"quite long"
Okay, so you chase a survivor. You do good in chase and so you down the first in ~30s chase. 2.7s attack cooldown. You know another is nearby, so you find them and begin chase again (several seconds). You do good in chase again and down them in ~30s. 2.7s attack cooldown. You head back towards wherever the first survivor is (several seconds). They have been back up and gone, with zero help from anyone else. Let alone there being a third in the area that would be smart to start chase with normally.
This is with having done good in both chases. Average chase and you go into 40-50s. At which point the first is back up. And this is repeatable again and again. Toss in an Unbreakable and it drops to a mere 22.5s per recover instead.
Just press space and put them on the hook lmao.
-
@DoritoHead said:
Downing a survivor with Victor= 5 seconds
Switching to Charlotte= 3 Seconds, so that’s 8 seconds after every down.
Time for survivor to pick themselves up off of the ground = 45 seconds, giving you 37 seconds to pick the survivor up, not factoring in teammates or medkits.
Now, let’s say the survivor has Unbreakable. That makes it take 22.5 seconds for them to pick themselves up, giving you a grand total of 14.5 seconds to pick up the survivor, not factoring in teammates or Medkits.
Thanks for coming, and remember: Twins are monsters at High MMR!
I love how everyone is absolutely losing their minds over this. Twins has a less than 1% pick rate. Twins is getting reworked. Slugging is not fun for the other 3 people on the ground. 3 people lying on the ground not having fun trumps your need to ego your way to a 4k.
If it wasn't a regular occurrence, it wouldn't be getting changed. Killers needed a buff and got a pretty good one to their basekit. 45s is a long time. If they had unbreakable before they were getting up after 45s on their own or they were 1 tap on a heal.
I have been slugged many times, its boring. I tab out and watch a video on youtube or something. That's not engaging play.
If you weren't slugging before, this won't effect you at all.
-
surveevor bad me angy fix now
-
@Carth said:
How are you looking at this and coming to the conclusion that is isn't sided in a particular direction? Survivors get base kit unbreakable and now a stronger variant off the perk(being able to get up multiple times in 22.5 seconds) whereas killers get, what, a 45 second window where they can insta end the game if all survivors are down? Are you regularly downing 3-4 survivors in a 45 second window in your games?
Lmao its not a challenge its a deterrent. Just put them on a hook and continue the game as normal.
-
Give victor the ability to drag the other survivor to charlotte while she's still doing her thing.
-
Now this is a breath of fresh air. Great update guys, can't wait to see it live :D
-
Groovy
-
Wesker just needs his terror radius to match everyone elses. The dude gets a free hit before anyones even on a gen due to it being so disorientating. He's also incredibly hard to see. Sounds like he's right on top of you, so you move away and end up running right into the dude with lethal pursuer. Free hit, Then hits you once with your power.
The solo games I play, if someone is on the hook before 1 gen pops is 90% of the time GG. Infection is a pretty nutty mechanic as well, kinda just overloaded in general. On top of pain res/dms/plaything The amount of passive slowdown is insane.
Pretty sure he's the only killer that just wins if you drag the game on long enough with infections.
Buff him in other areas to compensate. Faster power regen is a good start. Even making the first dash longer.
-
Man you win the award for the most fried take of the week. Congrats.
-
Not with Wesker, but I get chronic nausea against Clown.
-
I usually get the peanuts who fly around the map, today I got a really good one. A plauge moving at probably 120% move speed and infecting everyone in less than 1 spew. Like who you trying to fool homie xD
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3198710#Comment_3198710
The issue is we're trying to prove 2 different things. You're saying "skill issue" I'm saying between toolboxes, BNP, hyper focus. It's not JUST a skill issue. I misremembered the time. But it was still 5 minutes...Without a BNP and hyper focus.
If you want to say skill issue..I'll give you another one. That same group was testing the builds with me. I'm at 3500 hours now. Im top 20 in blight downs. They 4 outted me as well. I'm not over matched. There are just broken things in game ATM
I agree, It's not just a skill issue. BnP is busted.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3198681#Comment_3198681
Ok. I couldn't remember the exact time..Is 5 minutes enough time to keep up as killer ?
For a team of comp players against a brand new pyramid head? Using a gen rush build? Dude didn't stand a chance.
Capture.JPGOnce you heard that first gen pop, would you fall for the same thing and over commit the dwight or would you go pressure the map and push them off gens and create a bit of chaos?
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3198662#Comment_3198662
Yes. When I have the time to look through his YT to find it. It's somewhere there.
If you get impatient enough. Go look him up. It's under dallusional
I think I found the video. They're not using BNP/hyperfocus/stakeout though. Also took the killer nearly 2 minutes to get the first hit on the Dwight. They were also in the match 5 minutes 40 seconds, not 3 minutes.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3198656#Comment_3198656
Yea. He's a fairly popular streamer. He has it posted to his YT somewhere
Can you post the link?
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3198638#Comment_3198638
I have friends who did this as a 4 stack in I think 2:45. It's possible. Especially with hyper focus.
Do you have proof of this? I'd love to see it. Not a theory-craft but in an actual public match with a killer trying to win.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3198603#Comment_3198603
"With nothing but the perk itself" You realize. That even if one is in chase. 3 people can be on separate gens. That's 3 done alone at pretty damn fast speeds....Lord forbid you want the killer to play fair. Now the first person who was chased and hooked has their BNP and commodious to use. That's 4 gens. With the last gen being able to be worked on. Either together or by someone.
I don't know why you're defending it. Or pretending that commodious with a BNP and now hyper focus isn't too strong. But it entirely is. It's not just a "skill issue" on the killers part.
I never mentioned BnP, 25% of a gen is pretty crazy and probably shouldn't exist. The guy was saying because of hyperfocus/stake out/prove/bnp a game went for 3 minutes. That's just patently not true. You'd need 3 people on 1 gen to pop it in 45s after they had already each spent 1 minute in the killers TR, then time for 3 people to split and find other gens then another 90s on those gens. Thats at least a 4 minute chase. If the huntress can't down someone in 4 minutes without putting pressure somewhere else, yes thats a skill issue.
-
@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/3197993#Comment_3197993
im glad you think it didn't happen proves my point on how busted it is
Sorry bud, the math doesn't lie. No matter how badly you want it to. Plus they can only do one gen with it before they have to do another two with nothing but the perk itself. Sounds like a skill issue to me.
-
Truth, I'm not having fun anymore. I play primarily solo survivor, I thought the breath of fresh air is what we needed as things were incredibly stale before the update. Instead its just turned the game into a 3v1. I'd usually play like 10-15 games or so and be over it now I play 3 or so and need a break. Sweating out a 3v1 is not fun at all and its basically impossible.
Not blaming anyone for using the most effective tactic available, as I do it myself. When its actively ruining the game though its time for a change.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198033#Comment_3198033
If they're on PC with a responsive mouse button, then yes they can.
I'm sorry but you're wrong. Human reaction time is on average 250ms for visual stimuli and 170ms for audio stimuli. The skill check simply moves too fast for the brain to react in time. Anything in the 3 to 6 o'clock range is too fast to consistently react to. I play on pc with 20ms and 120 fps. It's not happening.
-
@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3198038#Comment_3198038
I can usually do 3 or 4 in a row, but even hitting just 2 and losing stacks and going again is a big help. There's no downside to the perk unless you're entirely missing checks.
Thats 2.2% progress for a great at 4 stacks instead of 1%. You're really overblowing how good the perk is.
-
@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3198014#Comment_3198014
Hitting skill check without stakeout isn't difficult, for sure. I can fairly consistently hit those skill checks.
One or two, yes. There's no way you're consistently hitting greats with hyperfocus at 6 stacks.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197993#Comment_3197993
Theoretically, they can hit great skill checks on their own.
Theoretically, yes. Practically? Not happening.
-
20220829202021_1.jpg
If see this, im out.