Kaitsja
Kaitsja
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@spilledthemayo said:
https://forum.deadbydaylight.com/en/discussion/comment/3122259#Comment_3122259
Sweet sweet victory
You gonna elaborate or just gloat? Pretty sure you have a case of mistaken identity here.
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@Bubble0seven said:
https://forum.deadbydaylight.com/en/discussion/comment/3122333#Comment_3122333
The entitlement where did i say that you can't complain i was being sarcastic lol but how many threads are you lot going to make about the same subject??? Love the melodramatic reply you should be a drama actor you got it down to a fine art
https://forum.deadbydaylight.com/en/discussion/comment/3122340#Comment_3122340
Yet another one that doesn't seem to read the post let me repeat it AGAIN how many threads and discussions of the same issue do you need??? Are we going to make a new thread everytime one of you survivors have a bad game and just want to rant about the same thing that has been discussed in multiple other threads just go find one and bump that one instead of filling a forum with the same complain. Same goes to killers doing exactly the same thing when thana was nerfed.....
There is a difference between a discussion and you all just starting thread after thread just to cry that you lost a game
Complaining about people complaining doesn't make you any better. They're not breaking any rules, and you aren't a moderator, so I'll say it again:
If everybody just stays quiet and never says anything, then nothing will ever get changed. People are entitled to voice their issues with the game, just as others are entitled to participate in the discussion and agree or disagree.
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@Bubble0seven said:
The complaining and threads about this is out of control we get it you all do not like tunneling and camping how many threads and posts are you all going to make regarding this and the countless other pleas for DS to be reverted.....Maybe PVP Style games are just not for you.....
If everybody just stays quiet and never says anything, then nothing will ever get changed. People are entitled to voice their issues with the game, just as others are entitled to participate in the discussion and agree or disagree.
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@spilledthemayo said:
I just came to this post cause I remembered op talking smack like 2 months ago and now I see them crying on the forum, sweet sweet victory
Sure about that bud? I generally don't "talk smack". I talk a lot about things that are unfun, like tunneling and camping. You must have me confused with someone else.
Unless of course by talking smack you mean addressing tunneling and camping as being unfun, and how it typically results in a 1k.
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@Naz said:
https://forum.deadbydaylight.com/en/discussion/comment/3121277#Comment_3121277
Taking hook grabs away gives survivors a free unhook attempt. I have had survivors run up and try to unhook someone I JUST hooked. They should pay for that stupidity, not be given a shield. Also not every loss is a tunnel, a lot of people (not saying you) cry tunnel or camp when there was none.
In that particular case, you punish the stupidity by downing the unhooked survivor. Basekit BT is 5 seconds. Pre-patch, killers would wait out the entire duration of BT just to punish unsafe rescues.
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@Naz said:
You can't remove hook grabs. That would be the dumbest thing they could possibly do.
If they did get rid of hook grabs they better take flashlights with it.
Flashlights don't impact your ability to play the game. Camping impacts one person's ability to play the game. The person being camped cannot play the game in any meaningful way. They wait, on a hook, hitting skill checks to avoid dying. Outside of that, they cannot interact with the game
A flashlight blinds you and hinders your chances of winning, but otherwise does nothing to impact your ability to play the game.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3121248#Comment_3121248
They camp because the bad map design actively punishes going on chases and BHVR has nerfed the perks that encouraged them to move away from hook (ruin, bbq, pop, etc). Removing more power from the killer is only going to compound to the issue, not fix it.
They camp because they can. It's as simple as that. Killers don't need a reason to camp and tunnel, as evidenced by the patch. Removing hook grabs would be removing power from the killer.
Making hook grabs only possible on injured survivors would encourage killers to go for trades, which removes the silly hook standoffs where a survivor wants the rescue, but the killer refuses to allow them to and it's a standoff to see which side makes the commitment. It's a change that would ultimately benefit both killers and survivors.
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@sonata93 said:
Tbf, the new patch is still relatively 'new' considering it only launched a few weeks ago. I'd imagine they're giving it more time for the initial drama to subside before making any official statement or changing anything.
The overwhelming feedback is that DS stun duration needs reverting, and killers stacking multiple gen slow-down/regression perks have made games taxing and, at times, very drawn out and boring. They'll never revert DH/NOED/Ruin nerfs though - they were the three most problematic perks in the game and, by all accounts, these nerfs were very much needed.
It shouldn't take until the next chapter or possibly later to start seeing them address some of the very valid and well constructed feedback the community has been giving the devs in regards to the midchapter update.
A knee-jerk reaction would be reverting killer buffs because survivors think killers are too strong now. It's not a knee-jerk reaction to listen to the community's feedback and make small revisions with some compromises.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3120142#Comment_3120142
Grabs are more powerful but less reliable. You'll only opt for a Grab if you failed to see the Rescuer aproaching or you are very confident in your ability to get the grab but even then you're at a 50/50.
Killers don't camp because of hook grabs; they camp because it's an effective strategy. Hook grabs make camping easier, which is why it would be better to make it so only an injured survivor can be grabbed. This would make it consistent with vault grabs, while also making camping a little bit weaker since the killer will have to opt for a trade instead of having hook standoffs.
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Killer buffs, imo, are fine and should not be reverted. Killers needed buffs, I don't think any experienced players here are going to deny that. That being said, some of the survivor nerfs should be reverted. That would largely balance things out.
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@AliceNull said:
You are not supposed to go for solo unhooks when the killer is right there, period. This change means that any healthy survivor with deadhard can solo bomb a hook at any time against a killer without a very fast down/instadown, and get the rescue without the killer being able to recover any pressure.
Camaraderie needs a UI change to notify other survivors when someone is running it, and (assuming leaks are accurate) the new perk from the upcoming Project W chapter should neuter facecamping from full to a pretty significant degree.
One could argue that killers aren't supposed to just sit at the hook and camp. If a survivor gets the rescue and gets away with Dead Hard, they earned that rescue. Killers who camp hooks have a tendency to want the grab instead of taking a trade.
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Mending is boring, hit and run killers are not.
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@Sluzzy said:
Considering killers got a very popular meta back with DMS+Scourge Hook, dead hard and self-care should be returned to make survivor gameplay a little more bearable and add some hope and fun back.
This is only one very small baby step to helping ease the misery and lack of motivation of survivors.
Survivor morale is the lowest in the history of DBD.
Self-care nerf should be reverted, and DS stun duration reverted back to 5 seconds.
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@WesCravenFan said:
If Dead Hard ever comes back, I quit. I'm not joking. The ONLY reason I didn't was because the devs promised it was being looked at. That perk ruined this game, full stop. It has done far more damage than any other perk or perk combo in the game with the exception of old pre-nerf Ruin being paired with old pre-nerf Undying.
I agree. Dead Hard should stay, well, dead.
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This is what happens when devs ignore the feedback from their community. Increasing gen times was unanimously agreed upon as being boring, and that survivors would use perks and items to offset it.
It's the same deal with stacking slowdowns. Survivors are constantly told to adapt, and when they do, killer mains act surprised and blame them for adapting.
Tunneling? Adapt by getting better at running the killer so your team can smash out gens. Camping? Adapt by not getting found in the first place. BBQ? Adapt by hiding in lockers or pretending to walk one way, but doubling back and going a different way. etc. etc.
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While it is an outdated mechanic, removing it would mean changing Wraith. While cloaked, Wraith has faster movement speed and is able to body block survivors. I'd happily trade lightburning Wraith for removing his collision while cloaked, but I don't foresee anyone agreeing with that because "Wraith is F Tier".
Poor Wraith needs a rework, and a good one at that.
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This game is just so broken right now, not as 2017-18 but still very survivor-sided. It's too hard for survivors to play against killers on low-MMR matches and absolutely disgusting, boring and ridiculously hard for killers to play against survivors on high-MMR matches and you know that.
I bet, that survivor-mains are going to disagree with me and say "after 6.1.0 this game is killers-sided bluh-bluh-bluh" and I'm so done with survivors that just press LMB, E and Space keys are telling killer that he must apply more pressure, walk around the map like housemaid with his 4.4 or 4.6 speed, patrol generators, while survivors are getting hit, looping infinite loops, healing themself in just a few seconds with their botania knowledge and super-fast buffed medkits.
Killers are making too much effort in this game, while survivors are doing nothing. I'm done with 4 solos that are running with Unbreakable, Sprint/Lithe/Balanced Landing, Prove Thyself and doing 3 gens in first minutes of the game.
BHVR keeps nerfing Killer perks like Ruin, Thanatophobia and etc. The only perks that can prevent genrush, but keeping Prove Thyself, Overzealous, Resilience untouched.
They are buffing anti-tunnel, so killers won't have a chance to get 1k or healing, so survivors can heal in a few second and came back to get hit by killer. Survivors have too much 2nd chance perks, genrushing perks and healing perks.
BHVR are loving survivos, while killers are getting beaten to death. Even Totems, Survivors can destroy killer's hex once and forever, while killer can only extinguish survivor's boons, that they can bless again in 10 second (?).
Why Killers have to be discriminated? Why BHVR keeps killing killers and pity little survivor mains? I'm literally spending so much time to master Blight, I put so much effort to get good at him, to be teabagged at gates with 3-4 hooks?
I'm pretty good Blight, Tier S / Tier 1 killers in the game as nurse, but getting absolutely destroyed against solo players that are predropping every pallet on the map, running +W non-stop and doing literally nothing esle, but generators...
BHVR, I pretty much know that you're gonna ignore me and put into black list, because you hate killer mains and killers itself. But can you PLEASE play your own game to understand what's happening on HIGH-MMRs?
I have so much things to complain about, but I'm so tired of this. Do whatever you want.
@ACERESS FTFY bud. Walls of text are difficult to read.
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3115399#Comment_3115399
I understand where you're coming from but some new killers cant learn when the game is almost over in 3 minutes. (Depending on the level of surv or sheer map spread)
That, unfortunately, is a problem with the matchmaking and basekit buffs are not going to solve it. When bots are eventually added to custom games, they'll be able to learn in a controlled environment.
I understand the sentiment, and I do empathize with new players, but they aren't going to learn anything unless they stick with it. I've had games as killer where I've been hopelessly outmatched, but stuck with it to learn how to play better.
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@Adjatha said:
The single best way to balance the game is simple:
Make Skill checks EASIER for low MMR survivors and HARDER for high MMR survivors.
If you're a survivor who is not very good at the game, you get slower, easier checks, which let you get great results more often, which speeds up the gens, which gives you a better chance at finishing them all.
If you're a survivor who is too good at the game, you get faster, smaller, more chaotic checks which makes failed checks more common, which slows down gens, which gives the killer a better chance at making some headway against your team.
And, best of all: because the checks are exclusive to the specific player, even if your team has 2 pros and 2 newbies, each individual is getting a challenge tailored to their proficiency level.
That's not going to balance the game. I've been playing for around 1300 hours and very rarely miss skill checks. Merciless Storm? No problem. Overcharge? No problem. Oppression? No problem. You get the idea. The more hours a player has, the better they are at skill checks.
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Dragon's Grip should be buffed to have a cooldown of 40 seconds. Cooldown doesn't activate until a survivor is affected by the perk.
The tradeoff, however, would be that if the gen completely regresses then it deactivates, and you have to apply it to another gen.
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@MrMori said:
They should have just made it 4/8/12/16. Then it would be 107 seconds at max stacks. I don't personally mind the loss since I don't bother running slowdown but it'd be cool if it was at least niche to some builds where you can keep some survivors injured, rather than completely useless on most the cast since you have to keep all 4 injured to even get any value.
Honestly, this was the solution right here. It's a fair compromise. Thana didn't need to be buffed to begin with since killers got basekit buffs and gen times were increased to 90 seconds.
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@Adjatha said:
OP's right.
Thanat was a nothing perk because CoH made lasting damage impossible for all but two killers. Nobody used it so they buffed it by 10%. Survivors complained so they removed the buff AND nerfed it by 60%.
Overcharge was a nothing perk and they buffed it to be a regression perk. Then, when they found that it stacked with another perk, instead of making them exclusive effects, they nerfed it to actually make your kicks WORSE than if you didn't bring it at all, moving the perk from "basically pointless" to "actively makes you worse."
Clearly survivor complaints are working. So survivors will continue to make complaints and all the 'buffs' will get twisted into massive nerfs instead.
Meta perk shift gave 4 survivor perks nerfs. There are now NINE killer perk nerfs. And that's just going to keep getting worse.
Nine killer perk nerfs ontop of basekit killer buffs.
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Tunnel and camp if you want, but don't be surprised when you end the game with only one kill because you failed to spread pressure.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3115440#Comment_3115440
WHAT? You’re telling me that people with 10x more experience in the game are better? Get tf outta here with that BS. You’re telling me that relatively speaking the more you play the game, the better you are? No, absolutely not. No way, absolutely impossible. A quantum computer wouldn’t even be able to process that even if it were running for YEARS, DECADES.
Settle down there bud. Gonna have a stroke with all that sarcasm. I'm saying that SWFs are not this big bad the community makes them out to be. Oh no, it's a SWF, they must be a bully squad. They must be out to ruin the killer's game. It can't just be that they want to have fun playing a game together.
Solo Queue sucks, and half of the reason is bad teammates. The other half is a lack of information. If solo queue had access to the same level of information a SWF does, they'd be able to make informed decisions but they wouldn't magically be any better at the game. It's the same deal with a relatively new SWF. Communication isn't going to make up for their lack of experience.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3114060#Comment_3114060
Yep not like you get free kinderd, know the exact location of killer 24/7, can coordinate saves to maximize gen time, know where each other are at all times so they don’t have to waste time trying to figure out where they are to coordinate heals, and completely counter any stealth killer power except ig Wraith unless they have flashlight. All things SoloQ can do easily and are totally equal to that of a SWF.
Information is the only thing that makes SWF better than Solo Q. That being said, a 100 hour SWF isn't stronger than 1000+ hour Solo Q. Knowing how to utilize the information and assess the situation are important skills that you don't just automatically gain by playing in a SWF.
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I'd rather just skip the BS and have it auto-buy up to prestige. I only play one survivor, so I don't much care about items/offerings/add-ons for characters I am never ever going to play as.
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Killers just got buffed. The last thing they need is yet another buff. That aside, basekit Corrupt is less than ideal. Some killers need it, like Trapper, but other killers like Blight, Billy, Spirit and Nurse don't need corrupt and a basekit version would inadvertently buff them.
While I understand the sentiment of wanting to help new players not have a miserable experience, that's kind of part and parcel of online multiplayer games. New players should focus on learning the ropes rather than trying to win.
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@NightmareKT said:
https://forum.deadbydaylight.com/en/discussion/comment/3114958#Comment_3114958
if people complained about it pre patch, I pretty sure the devs would not have buffed it. But then again you can never tell with bhvr.
As evidenced by the massive buff Spine Chill got, I'd say BHVR doesn't really listen.
The Feedback: Legion/Plague with Thana isn't fun to play against because they can consistently keep you injured. BHVR: We hear you, and we've decided to buff Thana in response to your feedback :)
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@AarcvanDemen said:
Oh this is fun. Let's now complain about every killer perk that got buffed! They're about to post it all and they have started already. Thanatophobia was first, next will be Lethal Pursuer. The nerfs are going to be worse than the buffs are given to these perks. This just happened to Thanatophobia who nobody batted an eye when it was at 20% but when it got to 22% and everyone loses their mind. Now it's the most garbage perk in the game.
Nobody liked it on Legion and Plague even when it was 20%. Your argument is disingeneous since you refuse to take into account the fact that generators take 90 seconds, and the 22% was applied ontop of that.
Nobody thinks the Thana nerf is okay, either.
@NightmareKT said:
https://forum.deadbydaylight.com/en/discussion/comment/3114671#Comment_3114671
he is not wrong, Before thana was 20 percent and nobody whined about legion or plague, and just cause they added 0.5 % per survivor, 4X0.5 is 2. Everyone freaked tf out. you say that like it isnt true but it is.
Pre-patch, everybody complained about Thana Legion/Plague. The slowdown is applied ontop of 90 second generators, plus other slowdown perks.
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I agree with most of the proposed changes here. Changes I'm opposed to are self-care at 40%, Iron Will at 100% and Spine Chill vault speed. Everything else sounds about right though.
For Iron Will, 90% sounds like a good compromise. At 90% you're effectively silent but it still allows perks like Stridor to counter it.
Self-Care should be reverted to 50%. Shouldn't have to run Botany Knowledge with Self-Care just to heal myself.
Spine Chill doesn't need the vault speed bonus. It's enough that you get notified and get action speed boosts. Any more and you make the perk too strong.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3114767#Comment_3114767
Yeah not being able to grab survivors means 100% safe unhooks if 2 survivors attempt it, without even a hook trade. Pretty damn abusable.
Looping around the hooked guy becomes the meta weirdly enough, this is especially strong against killers that get their power deactivated near hook.
Camping is not an abuse, its just boring.
I understand if we dont care about the balance of the game we can just end camping pretty easily but thats just ending camping for the sake of ending camping.
If two survivors go for the unhook, then they deserve it. That's two survivors not on gens plus one on hook. Literally free pressure. To make camping less powerful, the killer should only be able to grab an injured survivor off the rescue.
I do have to concede that looping around the hooked survivor would become meta if the hook timer got paused or even slowed dramatically, so either Slippery Meat or Camaraderie should become basekit.
@DBD78 said:
What if there is a built in Ruin effect for killers with whatever is fair regression numbers, that ends the very moment the first survivor dies. This would make it worth hooking more rather then getting a fast kill.
Or make the regression less for every survivor death, while rework all killer gen regression perks to something else so there is no gen regression perks at all, just the basekit regression.
This here is a big fat no. This patch proved that killers can't just be asked nicely not to tunnel. Killers got basekit buffs to gen regression, gen kicking, pallet breaking, basic attack cooldown, faster bloodlust and longer gen times.
Meanwhile survivors got a 5 second basekit BT, no protection in the endgame, shorter DS stun duration, endurance effects deactivate upon performing a conspicious action, nerfed self-care, now an even more niche MoM, and less distance gained on being hit.
The last thing killers need right now is more buffs. There needs to be proper anti-tunnel and anti-camping measures that actively discourage the killer from camping.
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@ElSegador said:
https://forum.deadbydaylight.com/en/discussion/338952/can-we-just-remove-hatch
You are very wrong actually, killing 3 Survivors is already winning for most, the hatch is there, to generate a means of escape for the Survivor quickly, and more safely when the murderer literally already won the game, since if I kill your partner, going alone, a Killer against a Survivor, should do it extremely fast, in any case, I would eliminate the hatch of the game, but let the end game begin, as soon as the last Survivor bleeds completely.
I made a sweeping generalisation about killers, I did not actually specify whether it was the majority.
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@MadEyePopo said:
https://forum.deadbydaylight.com/en/discussion/comment/3110968#Comment_3110968
I love it any time the game throws in a plot twister mechanic such as hatch. It helps keep the game more interesting. I never feel like I lost or had less fun just because a survivor hatch escaped against me.
Need more people like you honestly.
@Raptorrotas said:
I think killers want to go for the 4k because its their objective thats gets rewarded with a bonus for achieving? the same as is escaping as a survivor? I want to point out that theres not even modifiers for the amount of escapes or kills, you get bonus points for escaping yourself or killing ALL survivors.
The community is weird anyways, Killers are somehow obliged to play nice and maybe let someone go, be content with 3 kills, but survivors barely offer themselves up to the killer at the end. Yes, yes, they do at the start because they heard a shriek and decide to screw over the 3 other survivors, but I'm sure people will agree that theres a difference, hopefully. Rant over, back to the topic lol.
The hatch sadly is still necessary because survivors will just stop trying once they decide its "not worth it" anymore. Slugging for the 4k is a strategy to delay an unfavorable situation (Hatch opens), just as 99'ing a door (EGC starts) (which is strangely accepted unlike slugging). We cant delete the hatch because survivors will not do gens in a hopeless situation, but survivors willl also go for the hatch because it's easier/safer than doing the remaining gens... uh,... what a nice chicken or egg conundrum.
Slugging for pressure is perfectly fine. Slugging for the 4k is boring and happens more often than it should. It could be mitigated with other solutions like being able to bleed out faster, or basekit Unbreakable, or BP incentives.
I'm tired of these "strategies" that just end up being frustrating experiences. Hatch creates a situation where the killer has to choose between potentially getting a 4k or getting a 3k, which is why I don't much like the Hatch mechanic. There are chill killers who decide to do the whole "see who gets hatch first" but in my experience, they have been few and far between, whereas there's no shortage of the ones who slug to guarantee the 4k.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/339104/meta-shakeup-hardly
Tunneling usually gets me more than one kill. That's why I do it.
It's gotten much weaker since the patch, though. 5 seconds basekit BT prevents me from smacking you the split-second you're off the hook, which I used to make a habit of doing.
With the gen and bloodlust changes, I don't really feel it necessary to tunnel someone into the ground immediately unless it's clear I'm already losing the match.
Survivors are still stronger than killers if played correctly. Just had a 4E game against Pyramidhead. We brought toolboxes, did gens, didn't dick around playing clicky-clicky with the flashlight or rummaging around in chests all game, and we won pretty easily, with each of us getting hooked once (so much for all killers tunneling).
I made a sweeping generalization about killers, but never said all killers tunnel. I have to disagree on survivors being stronger than killers when played correctly given that the situation you described is exactly what one could consider a genrush.
If tunneling usually gets you more than one kill, then the survivors you're playing against are more than likely below your skill level.
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@ad19970 said:
No gens are fine at 90 seconds. It was a much needed change for balance.
If anything, there are just certain slowdown perks that need to be toned down a bit.
Also, now more than ever, BHVR should instead nerf camping and tunneling, instead of nerfing killers back in general. Now that their basekit is buffed, BHVR could definitely nerf camping and tunneling in a proper way. I really hope that's what they'll do.
I disagree. The problem is BHVR wants to increase kill rates, but increasing gen times - which, mind you, everybody was against because gens were boring even at 80 seconds - while simultaneously giving buffs to killers to decrease chase times, while also nerfing survivors to make it easier for killers to down survivors is simply not the answer.
Kill Rates would've increased with the DH and DS nerfs, not that DS needed the stun duration nerf.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3112236#Comment_3112236
This is exactly what i said....
UNless the killer is running....
Oh, I must've glossed over it.
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@Zolfo16 said:
I think honestly basekit BT should be 8 seconds with +7 with actual BT. This has nothing to do with basement wwhich is fine the way it is.
If the killer isn't running agitation or iron grasp it is always your misplay to get hooked into it.
Maybe you decided to work on a gen wounded near the basement?
Because if you were healthy you could have moved away from it.
Maybe you didn't take payed enought attention against a ghostface that is a D tier killer and got one-shotted?
If you are attentive you can avoid being hooked into it easily.
Iron Grasp + Agitation usually puts you in the basement unless the killer is feeling generous.
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@SOULWARRIOR71K said:
At some point I hope the community finally accepts the fact that match making isn't the problem. The problem is that most survivors are not that good without having swf and second chance perks to carry them. There's never going to be a scenario where they devs just put all of the new/bad players together and only have "good" players matched together because there is currently no real way to tell them apart. Solo queue results and swf results are held equal as far as we know. Until they have a way to differentiate individual contributions, the system will not be able to properly match mixed lobbies. Plus the other consideration is that most killers will not enjoy playing against 4 equally skilled survivors every match. Having weak links is a major part of what makes playing killer remotely tolerable in the first place. 0k-2k every game would not be fun for most killer mains.
See, your argument might hold some merit if bad killers weren't being spoonfed their kills by BHVR right now. There are plenty of good survivors who are able to consistently run killers for multiple gens even without exhaustion perks and second chance perks.
Matchmaking is terrible and something needs to be done about it. I'm tired of being paired with survivors who act like absolute lemmings and go down after 15 seconds, constantly try to flashlight save even in situations where the killer is clearly baiting it, try to unsuccessfully pick up a slugged survivor who isn't fully recovered mid-chase, etc. etc.
Then there's the poor killers. Here I am with 1300 hours absolutely destroying this poor Oni who's just hit 300 hours and is still figuring out which killer they should main. Then there's the "300 hours but tunnels" type killers. Very rarely, I get matched against a killer with similar hours but they run multiple slowdown perks and also tunnel at 5 gens.
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@YOURFRIEND said:
If you wanna make a thread complaining about killers playing killer, make a thread about that. What's hatch got to do with it?
Just tired of being slugged for the 4k because the killer doesn't want any chance of the last survivor getting hatch. Do you have any idea how long it takes for a survivor to bleed out? Four minutes. More often than not, you get bled out before the killer finds the other survivor.
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@dugman said:
The hatch does serve a purpose of not having an endgame where one survivor is left and is just hiding in remote corners while the killer tries to find them. Without it being a way for the killer to force endgame collapse the game could drag on indefinitely with no particular time limit. So hypothetically if you did get rid of it then you would probably also want to just immediately start endgame collapse the moment only one survivor was alive.
Personally I’d be for making the bleedout timer go twice as fast once only two survivors are left alive. That way the killer would still have up to two minutes to find the other survivor when one is dying but it would be a shorter possible wait for the dying person if nothing else happens.
Bleedout timer going twice as fast when there's only two survivors left is definitely something I'd be down for. I'd also be okay with EGC triggering as soon as only one survivor is left.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109732#Comment_3109732
So I can hook the same survivor three times in row without laying a finger on anyone else as long as I let them touch a gen first? Good to know.
Unfortunately, most of the survivors I play against don't seem to see it the same way. I've tried just hooking them with the intention of not downing them again until I get everyone else on deathhook. I'd say it worked out fine maybe a third of the time. The rest of the time either they suicide or DC because they think they are being tunneled out, or the other survivors leave them to die as they also think they are being tunneled out and probably camped, and/or I get leveled after the game with accusations of tunneling.
When I slug that survivor instead, almost everytime they get picked up and I'm able to hook someone else, continuing my rotation of hooks. I get "gg wp" and "<3" in the endgame chat and everyone overall seems to have a better time. Even if their teammates are potatoes and leave them slugged, I still have the option of going back and picking them up to let them wiggle off if the are on the ground too long.
Slugging is healthy for the game, when it's not used to be an ass.
Slugging someone instead of tunneling them out of the game is generally well-received because that person still has a chance to play the game, unlike poor Steve who was tunneled out of the game at 5 gens.
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I love playing against Dredge. If I had to pick any singular killer to define as being fun to play against, Dredge would fit that criteria perfectly. There's just so much in Dredge's kit that requires skill (using skill as a catch-all), it creates a really fun and engaging match for the players.
I think the game would be more fun if killers were more like Dredge.
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@Bwsted said:
Yes, it's a bug with servers. It sends you to the wrong area.
I have a recording somewhere. I was playing Billy and the survivors and I all had pings in the 290s. And we were all EU. We were probably sent to the Australian server. They thought I was VPN'ing until I told them to check their ping in the tab.
Good to know it's a bug with the servers. Hopefully they get that fixed soonish.
@Phantom_ said:
Was it still like that after a couple of seconds?
Stayed like that the entire round. I usually sit at around 54ms, and have other players hovering around the same.
@Biscuits said:
Pretty sure this has more to do with people using VPNs to play on another server than a bug with the game. You can also see ping in lobbies, I check every time and don't play over 70 ping.
I suspected VPN, although I'm not sure why any killer would want to play against Australian survivors.
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I never DC. Since the patch, I've witnessed 3 dcs which were all due to being tunneled off-hook.
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I would've been fine with a revert to Thana tbh, but this is just overkill.
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@Dead_Harder said:
The problem is, can you heal yourself now? Cause i dont think you can and it really limits its usability outside of meme squads imo.
Nope, because that's a conspicious action.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3107605#Comment_3107605
https://forum.deadbydaylight.com/en/discussion/comment/3107615#Comment_3107615
https://forum.deadbydaylight.com/en/discussion/comment/3107633#Comment_3107633
https://forum.deadbydaylight.com/en/discussion/comment/3108273#Comment_3108273
Here’s my line of thinking: a very altruistic survivor can now constantly bodyblock for other teammates. If a killer is dead set on going for one survivor (i.e. tunneling), a MoM user can stand right in a killer’s path and force the killer to hit them instead. The killer by then may have lost the trail of their intended target (say, maybe a teammate dead on hook) and go for the MoM user.
It will also function as an anti-camping perk, like reverse BT. As taking hits at a hooked survivor count as protection hits, don’t they?
Also, made a thread where I point out that it can now function as old OoO in a coordinated SWF.
I understand that line of thinking, and it makes the perk situationally better, but it also means there'll be one less player on gens. The perk isn't without merit with the changes, but it's going to become more situational and even more niche.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3107329#Comment_3107329
Nerf? Depending on who you ask, I guess. It’s getting endurance tacked onto it, but also being lowered to only two protection hits. Sounds like the perk will be way more seen and useful now.
The whole conspicious actions thing being tacked onto it means you can't bank it for later.
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I feel like they've gone overboard by nerfing MoM. It was an extremely niche perk and not one that could be considered oppressive.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3100141#Comment_3100141
Or the other possibility is that a lot of the complaints are coming from people who can't adapt and, instead of adapting, simply wish to throw shade on forums.
A lot of the complaints I'm seeing are valid. Lots of killers who aren't very skilled are now being rewarded by the double-whammy of basekit buffs ontop of survivor nerfs. It's generally a bad idea to do too many things at once, which is what the devs have done.
I get that the devs want to increase kill rates, but they should've nerfed dead hard and made DS deactivate once the gates are powered to start with and seen how much kill rates improved from there. The devs clearly identified a problem, skipped the cause of said problem and jumped straight to the solution.