Kaitsja
Kaitsja
About
- Username
- Kaitsja
- Joined
- Visits
- 5,184
- Last Active
Comments
-
@Wewantjason said:
frankly i routinely loop a killer for 1-2 gens as long as im not in a dead zone (i often run into dead zones, my weak spot as a player and thats MY fault not the killers.)
i know a guy who routinely loops the killer for 3-5 gens.
killers can tunnel all they want. they will eventually get in an mmr where someone breaks their ankles. you will eventually derank to find killers you can loop.
point blank tunneling isn't countered by perks like dead hard or ds. those are second chance perks.
tunneling is countered by looping better than the killer chases.
this is why evader is an emblem on survivor side.
Bold of you to assume MMR works. It doesn't matter that they'll eventually reach an MMR where they just get their ankles broken, because then they enter a vicious cycle of going up and down without learning anything of value.
-
I usually ignore the doom and gloom. The game isn't dying, but the changes in this latest patch have not done them any favors.
-
@Anara said:
You are right, this game is still very survivor sided, they just cant bully killers anymore so they are crying like babies.
That's a very disingeneous argument. You assume that the entire survivor player base are just crybabies who are upset about being unable to bully killers. The reality is that a vast majority of the player base is casual and just wants to have fun regardless of whether they win or lose. They aren't out to bully killers.
@EntitySpawn said:
Title.
Seriously if people stopped giving up or throwing the game, survivors still have the advantage.
I hate all these excuses people are making, trying to take it to the extreme when in reality people just arent use to having to try and can mess around and be inefficient and win.
It's a pvp game, you're meant to try to win.. if you dont TRY or play BETTER than your opponent you shouldn't win.
Too many people will see a red bar, or a certain killer and just give up straight away, even if the games not unbalanced they will just give up and use the patch as an excuse.
If you're struggling too much you likely got carried to an mmr beyond your actual skill through good teams carrying you or relied on DH. All this patch did is punish those players who was really inefficient and overly depended on the DH distance/mistake corrector.
The fact alone my wins are easier and my losses is always due to people giving up is stupid, I shouldn't be getting someone give up every other game because of their entitlement.
YOU HAVE TO TRY TO WIN, YOU HAVE TO ACTUALLY DO GENS.... expecting to win without trying or playing well is stupid.
(Yes I know tunneling is an issue, but that's not patch imbalances but just a tunneling issue that can be addressed. And people are quitting even before killers can tunnel so they cant use that as an excuse)
This patch gave killers a lot of basekit buffs. Shorter chases, faster Bloodlust 2 & 3, better gen regression and longer gen times. Meanwhile, survivors received some unnecessary nerfs to make it even easier for killers. The devs want to boost kill rates, but they want to do it in a way that makes it significantly easier for killers.
Tunneling and camping were basically buffed thanks to shorter chases and 2 stacks of STBFL basekit. To say that people are only struggling because their MMR is higher than their skill level is a disingeneous argument since nobody knows what their MMR is, and you can't just assume it's a skill issue for everyone when relatively little has changed in terms of their build and how they play.
You could argue that it's a skill issue for people who relied heavily on dead hard, but even that's a bit of a stretch.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3096128#Comment_3096128
Its exactly what should happen. If a team throws themselves to the killer to prevent them from sacrificing 1 guy, the team should lose.
Except of course they are smart about it and just take 1 hit, get right out of there, heal and continue what they were doing. That should win pretty much every time. But we both know that wasnt your team mates.
They did exactly what they should do. They all took a hit each. Due to sloppy butcher, they couldn't heal up in time, and it being Pyramid Head who was refusing to cage, I got mori'd. My team got slugged one after the other.
This is one of those instances where the killer played bad and was rewarded for it.
-
Is it dying? Hardly. Are people gradually getting fed up with changes that make no sense? Yes, absolutely. I play in a 2-man SWF, sometimes 3, but we don't play sweaty. I assure you games are not by any means better. I just have reliable teammates. Against a killer that doesn't tunnel, we can sometimes make it out. At the very least we have fun because we've all had turns interacting with the killer and the objective.
-
No, it's not possible.
-
@Adjatha said:
If you think Survivor is bad, your MMR was far above your actual skill level.
It's disingeneous to dismiss it as just a skill issue. It's not like killers were buffed, while survivors received some questionable nerfs. With all the buffs killers were given, it was unnecessary to nerf the speed boost survivors get. It was also unnecessary to nerf self-care and DS's stun duration.
Since the update, there have been more tunnelers, more hackers, and more campers.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3096193#Comment_3096193
Alright. So let me ask you, how do you define playing "normally"? See what I mean? The one playing killer has to apply pressure, has to keep you off of generators. It's how they prevent escape. I don't see how standing at a hook helps, but if they are in the vicinity of a hooked survivor in order to swoop in on a would be rescuer? That's an ambush. It makes sense.
So from a survivor's perspective, how would you make the game "fair" and not become a walk in the park for the 4 in the 4v1?
To answer your question about normal gameplay, I would consider each survivor being chased for a bit and hooked at least once to be normal gameplay. I would not consider a killer sacrificing 5 gens for a guaranteed 1k to be normal gameplay.
Tunneling and Camping are fine when employed as strategies to generate pressure. The problems arise when you have killers who tunnel and camp as if that's the only way to play the game.
The basekit buffs to killers were a step in the right direction, along with the nerf to Dead Hard and the removal of DS after the last gen is done. To make the game fair without making it a walk in the park for the 4 in the 4v1 is a different discussion, but I will say that I don't claim to know how to achieve that perfect balance, but I know that human behaviour needs to be accounted for in all balancing decisions.
-
@[Deleted User] said:
It's a horror game. Don't killers "tunnel" and "camp" in horror movies? Shouldn't a horror themed game possess similar elements?
There's no issue here. Just try different builds when you play survivor to get better results. You can't honestly demand that people play ineffectively so it's easier for you to win. That's unreasonable. And ultimately, other players can play the game however they please.
In movies it's fine because you're not the one on the receiving end. In videogames, however, nobody likes being unable to play the game normally. Camping and Tunneling prevent people from playing the game normally.
-
@Rudjohns said:
Does anyone know if For The People work with Renewal? I believe the answer will be no but its worth asking anyways.
It does not. I had the same idea pre-patch, used FtP to get someone to healthy asap to get my renewal ready and it just didn't work.
-
Just wanted to come by and say this is still bugged. Even the killer was mad about it.
-
Played against a Pyramid Head who tunneled, kept missing with his power against one survivor just constantly baiting him, then 3-man slugged to ensure there was no chance of escape. He had 1 gen left. The entire team rallied together to stop the killer from tunneling me out. It unfortunately did not work.
Killer was very smug and self-satisfied in their "win". Didn't feel like I got outplayed, but I guess this is what the devs want.
-
@Boobookittymeow said:
i think it is due to just about every killer running 3 slowdowns. the games all feel like forever freddy games
That is an issue, but it's not something I personally take issue with. It's annoying, but I'm used to it.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3095952#Comment_3095952
Yes to DS, yes to Self Care, no to the speed boost - that was needed to increase the viability of M1 killers in case.
The core issues are:
- Slugging, camping and tunneling are still too effective.
- Nurse and Blight (but...mostly Nurse) need some tweaks.
- Solo Queue needs help - but in a way that won't buff SWFs.
The viability of M1 Killers was already increased with the buffs. They increased gen speeds to help M1 Killers, gave basekit buffs to help M1 Killers, reduced the time it takes to reach Bloodlust 2 and 3. Taking it a step further by nerfing the speed boost survivors get was unnecessary.
All its done is made tunneling more effective.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095717#Comment_3095717
The DS nerf is fine. Even if you're facing Nurse or Blight, and they're "right back on you", it's not a guaranteed down. There is always something you can do. Neither the Blight nor Nurse knows where you're gonna run from where you are, and they have to line up where they're going to go preemptively to hit you, and if they guess wrong they miss you.
And the free sprint burst nerf is fine, because I'm playing with Overcome now, and am getting massive leads on these killers, even to the point of them usually wanting to leave me after hitting me. So how in the world did we think that the old sprint burst + Overcome was fine, or any exhaustion perk really? You literally hold forward and win from the time waste.
I'm just gonna leave this here
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/337572/survivor-lowkey-sucks-now
Nope.
I'm happy to tell you that the sky is not actually falling. Solo queue is certainly tough right now, but this game can't be balanced around solo.
DS nerf, yes - that was a bit silly. Self care too.
The chase changes are totally fine, and - mostly - help the lower tier killers be better without interfering with the high tier killers too much.
https://forum.deadbydaylight.com/en/discussion/comment/3095796#Comment_3095796
Nah. For a one-off, 3 seconds is too short. It either needs to activate twice per match or go back to 5 seconds.
No, the sky is not falling. As I said at the end of my post, the killer buffs are fine. It's just the DS Stun duration, nerf to self-care and the speed boost that are problematic.
-
@dugman said:
I agree that Decisive Strike probably should be 4 seconds, a compromise between the current length and the old one the devs felt was too long, and that Calm Spirit could have that action speed penalty removed and still not be overpowered.
The stun recovery buffs for killer after hits and such is fine though, they wanted to increase the kill rates which were a bit low and that’s obviously a pretty reasonable way to do it since it’s an easy to adjust single parameter in the data. Likewise for adjusting the gen speeds. From the stats I’ve seen I think the overall kill rate is going to land at about 7% or so higher than it was prepatch, which is a buff but certainly still winnable by survivors. The biggest problem last week seemed to be survivors who simply flipped out and ragequit on the first down or two or whatever, that sort of thing was ruining the game for a lot of people who otherwise were playing mostly normally after the patch. Fortunately it sounds like some of that reaction has died down a bit the last couple of days so hopefully we’re in the period now where the tactics and loadouts can stabilize a bit and people just play the game.
I have absolutely no problems with the buffs killers received. I play killer, albeit very rarely, and have long held they needed to be buffed. My only problems lie in the speed on hit nerf, self-care nerf and the stun duration nerf to DS. Everything else is fine, though.
-
@tippy2k2 said:
I've said it before and I'll say it again and I might even say it a third time!
If I am going after the unhooker and you specifically get in my way in that process, I am now coming after you. I had a different target in mind so I wouldn't punish you for your teammates greedy stupid unsafe unhooking and "tunnel" you but if you insist on being my target, who am I to tell you that you can't be?
Had a killer who was going for my unhooker choose to tunnel me instead because they thought I was trying to body block. Unfortunately, we were in a hallway and I couldn't avoid unintentional bodyblocking lmao. Makes me feel like they should just remove collision while you have endurance.
-
@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3090019#Comment_3090019
You are never going to close that gap.
A pre-made team will typically always out preform a PUG group. This is true of any MMO.
Anything you buff on solo queue is a tool that can be used by a pre-made. Hence maintaining the gap.
You either bring in a bunch of mechanics that limit the functionality of pre-made groups, which is just punishing people for playing with their friends, not great, or you unbalance things further by buffing up individual player which can then be further leveraged by SWF.
So what buffs do you want that would bring an individual group of players with varied goals, game expectations and potentially experience levels so that it is equal of a coordinated group with a pre-defined purpose?
MMOs and Asymmetrical Multiplayer are two very different beasts, and your logic doesn't really apply. The idea is to bridge the gap between solo and SWF by giving Solo the same level of information a SWF has. How they use that information is determined by their skill as a player.
If A, B and C all have free information via comms, but D doesn't, then it only makes sense that D gets the same information without having to be on comms to get that information. A, B and C don't benefit from this because they already have this information.
-
@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3090765#Comment_3090765
- devs add action icon
- All survivoes now instaneously see actions
- Swfs dont need to use comms for that anymore, because swfs still are survivors.
I'm not sayong it'd be bad to try to close the gap. But its asinine to pretend such buffs wouldnt benefit swfs too. Depending on which info is added for free, it might help swf even more.
Tldr:
Anything added to survivor can be used by "solo" and "swf"
I fail to see how it would benefit SWF in any way whatsoever given that it's information they already have via comms, and to just exclusively rely on the icons would defeat the purpose of being on comms in the first place.
@ashtonisfarout said:
https://forum.deadbydaylight.com/en/discussion/comment/3090029#Comment_3090029
Sadly I don't think there's anything they can do other than split them into separate modes. Let all the weak players go play with their friends while the rest of us can challenge ourselves. I'd take longer Q times if I never had to play with another swf team. SWF IS the problem.
Splitting the queues is a terrible idea and has been discussed to death about how it would kill the game. SWF would never get any games because why play against a team that can communicate when you can just have easy games against solos?
SWF would quit the game altogether, while Solos would suffer even more, and the only ones who are happy in the end are killers. SWF is not the problem.
-
@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3090605#Comment_3090605
Wrong.
The SWF now gets that info without the need to actually use "brainpower"/current awareness/remember to ask for it.
Do explain how you've come to that conclusion, because part of playing with friends is volunteering information. It would be a huge buff to solos, and wouldn't benefit SWF at all since they're already relaying that information to each other.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090605#Comment_3090605
https://forum.deadbydaylight.com/en/discussion/comment/3090619#Comment_3090619
You´re all making very good points. Thank you for the discussion. Devs will probably introduce some icons that show what every survivor is doint at all times. Which... knowing our community... will result in great endgame chats full of accusations. Because someone did one thing instead of another.
They could always just remove endgame chat. Console doesn't have it and we do just fine without the extra toxicity.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090500#Comment_3090500
On the hook. It leaves him on the hook.
It leaves them without information. Let's say Survivor A & B are on gens, Survivor C is in chase, and Survivor D is near Survivor C unsure of whether or not it's safe to work the nearby gen. If Survivor D had information to tell them what their teammates are doing, they'd know they can jump on the gen.
This information doesn't benefit the 3-man SWF because they already have this information via comms. A & B already know that C is in chase. A knows B is on a gen, and vice-versa. The information benefits Survivor D because they're solo-queue.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090071#Comment_3090071
Okay, current situation. Survivors get a little icon when they are affected by XXX. Helps the solo but also the SWF, since they can tell their teammates, that XXX is in play, even before the other teammates come into contact with that perk.
So no, it doesn´t provide zero benefit to SWF.
Action icons as in what each survivor is doing at any given moment. In a three-man SWF, three of the four players are on comms. They're already communicating if they're on gens, if they're healing, if they're in chase or if they're going for an unhook. Where does this leave the fourth?
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090054#Comment_3090054
Aaaand you also buff SWF with that information. Just like the little icons we currently have do right now.
Again, it's information SWF already has. A buff has to actually provide a benefit for it to be considered a buff. It provides zero benefit to a SWF. I should know, given that I only play survivor as part of a SWF.
-
@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/3089759#Comment_3089759
No, the devs arbitrarily buffed killer to try and combat the decline of dbd. In doing so they created the worst patch ever and made the experience for a survivor terrible.
These changes (some of them) will be reverted, this is 100% GUARANTEED. They are annoying their golden goose (80%) of the players in a match.
And survivors are having any of it, and they are finally rising up even in a killer-sided environment like this forum.
If never introduced MMR (worst idea ever) and created an environment where you have to sweat all the time this mess would have never happened.
They just needed to delete dead hard and COH, remove DS from endgame, tune down blight and rework nurse and DBD would have been a different game, but they decided to borrow a page out of the complaints from killers on the forum and here we are, we got dbd in the worst spot.
I understand the desire to try to gatekeep this patch because now killer feels unstoppable, but it ain't going to work. I have never seen survivors so upset EVERYWHERE.
I think the killer buffs were fine, necessary even, but I don't think all of the survivor nerfs were necessary. Dead Hard absolutely needed to be nerfed, DS absolutely needed to deactivate after the fifth gen. Self-care did not need to be nerfed, though, and neither did the speed boost survivors get after being injured.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090035#Comment_3090035
Kindred already gets ignored, when you equip it. Making it basekit wouldn´t change much in that regard.
Action icons is just the same as the icons survivors get, when they are affected by anything. Which already gives them more information, like that they are nearby a totem when Undying is active. Or that they are inside the killers terror radius before they can actually hear the hearbeat, when the killer has Unnerving or Overwhelming presence.
The point is to bring solos up to the level of SWF, what they choose to do with the information is another matter entirely. The difference between an equally skilled four-man SWF and Four Solos is information. By giving solos the same level of information SWFs has, you bring solos up to the same level as SWF.
@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3090029#Comment_3090029
Honestly at this point maybe they should. Do it how other games do - balance it around the whole team communicating with each other and make it clear that while you don't have to join in (I probably wouldn't) you're putting yourself at a disadvantage if you don't. Throw in ping systems and the like. It won't be the most atmospheric thing ever but there's no perfect solution really tbh
This community lacks the maturity for comms. I can't see it being anything but a bad thing.
-
@Tsulan said:
The issue is, how do you buff solo queue to SWF levels, without also buffing SWF? Every attempt to do so in the past. Has also buffed SWF.
Only way to bring both on the same level, is something the community is against: ingame voice chat.
By giving basekit perks like Kindred, and implementing action icons. It doesn't benefit SWF because they already have that information.
-
@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3071029#Comment_3071029
In what horror movie is there an equal play between the killer and a survivor , this should have stayed in Drafts.
Movies are different. Multiplayer video games require that everyone is having fun. What happens when survivors decide the game is no longer fun for them? They stop playing.
This patch buffed killers, which is fine since it was needed, while at the same time nerfing survivors in ways that were unnecessary and should've been tested for longer. Self-care did not need a nerf. DS only needed to deactivate after the final gen is done. Dead Hard absolutely needed to be nerfed.
Chases did not need to be made shorter by nerfing survivors speed boost after being hit. Likewise, DS did not need to be reduced to 3 seconds. Gens, the most boring aspect of the game, did not need to be 90 seconds.
-
To be clear, survivors would be fine with the killer buffs if they didn't drop alongside survivor nerfs that make it easier than ever for killers to tunnel. Tunneling is even more rewarding now and looping isn't as easy anymore.
-
Since the patch, I've played 50 games as survivor. I have lost all of them bar 4. Pre-patch, I never used DS, DH or Iron Will. Never used Sprint Burst or Adrenaline. My build has changed very little with the patch, having only swapped out Self-care and BT.
-
@Llokki said:
I don't care if they change Thana back to what it was for the same reason that survivors shouldn't care about the buff...it's 2% extra at 4 injuries. So on the new 90s gens, your reward for injuring all 4 survivors is a whopping 1.8 seconds extra repair time on each gen.
Big. Deal.
So what you're saying is you won't mind repairing gens for 30 - 40 minutes because that's what new Thana does on killers like Plague and Legion when combined with other slowdown perks. I used Call of Brine + Overcharge + Thana on Plague and mostly exclusively defended gens.
Game went on for a good 40 minutes against a 4-man SWF. They were by no means terrible at the game, they just couldn't counter the slowdown. Gen speeds were increased so that you don't have to run builds like this.
-
@Jangles said:
My hearing is terrible from a work accident. The new spine chill is too confusing for myself. You don't need all that information, perk lights up and you look behind you. But then to change the premise behind the accesibility just means I have to entirely relearn the how the perk works.
By terrible I mean to hear anything I need to turn up the volume enough to do more damage to my ears to hear. Hence why spine chill was a staple on every character I had. Games recently have had me staring at the perk trying to figure out what it means instead of using it as a que to look behind myself or move. I've recently had to just take it off and have ended up just leaving after one or two games. I really hope this could either be reworked again or reverted. Its current itteration is too confusing for the intention of the perk.
To put it simply, when the perk lights up it means the killer is within 36-meters of you. If they have a terror radius, the perk will fill as they get closer to you, and drain as they get further away. I think that part of the perk is currently bugged though and it's working in reverse.
-
Patch is bad. Survivor meta got shaken up massively, but Killer meta hasn't really deviated from stacking slowdown perks and tunneling.
-
To put this into perspective for people, pre-patch the intended change was going to be:
Spine Chill now only activates if the killer has a clear line of sight to the survivor. This will remove the awkward counterplay where the killer must look away to ensure a stealthy approach.
Next we'll be adding a short (0.5 seconds) lingering effect to Spine Chill. This will prevent the perk icon from flickering when the killer looks around and make the action speed boosts more consistent.
Finally, we'll be removing the vault speed bonus entirely, as it does not suit the perk's nature.
Versus what we got:
Spine Chill Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range. Spine Chill's icon indicates the strength of the Killer's Terror Radius.
Stealth killers got gutted. No sneaky gen grabs for stealth killers.
-
The grind has been reduced for players who have multiple characters they want to play as. Personally, I only play four killers and one survivor. I only want specific perks, so the grind hasn't exactly been reduced. I would like to see an option that lets me skip leveling altogether and just prestige for the perks since I can easily grind out the necessary BP.
-
Actual bully squads are few and far between. Survivors doing gens is considered genrushing, when in reality the killer just lacks pressure. If you sabo hooks, even if it's just one hook that they insist on using, you're being toxic and bullying the killer. If you blind the killer after a pallet stun, you're a toxic survivor. If you pallet stun the killer, you're a toxic survivor.
You see players like Tru3ta1ent constantly whinge about "toxic survivors" and "SWF", but you also see those same players tunneling and camping at 5 gens. Survivors just playing the game the way it's intended are not toxic, nor are they bullying the killer.
-
Not stronger, more reliable. Self-care could be used on demand without the need to set up a boon. It didn't need to be nerfed since it was already fairly weak. All the nerf has done is pushed survivors into alternatives like CoH.
-
You and 61 others.
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3066048#Comment_3066048
The Killer is TRYING TO KILL YOU. If you want a game where you are not in danger, but you really like running, I recommend Wi Fit, or maybe a Track & Field game.
"Survivors just want to have fun". is a subjective statement that depends on what is fun for you. The way half the Survivor Community talks it sounds like they want Killers to pretend to chase them so they can feel good about playing a game of Tag, but have no action lethality to it. I say again, he is trying to KILL YOU and he is under no obligation to follow your made up "fun rules".
The Killer is not your birthday clown and he is not here to entertain you.
Yes, yes, we are all aware the killer's role is to kill survivors, but camping and tunneling are boring and showcase exactly zero skill. I find it far more exciting when the killer actually mindgames and downs me because they were more skilled in that scenario versus when they just tunnel off hook because 3v1 is easier than 4v1.
-
The reason survivors are threatening to quit is because of the unnecessary changes. Dead Hard and Iron Will deserved their nerfs. Self-care did not. DS only needed to deactivate after the final gen is done.
The developers reduced chase times and increased gen times to inflate kill rates. Camping and tunneling are stronger than ever, too.
-
Dead Hard absolutely needed the nerf. You would see it almost every match across the average to high skill levels. Iron Will needed to be nerfed, 100% noise reduction was too much.
Spine Chill, on the other hand, actually got buffed. The developers understood that the counterplay of crab-walking was awkward, so they were going to change it to LoS only but then everyone started talking about how the hard of hearing use it as an accessibility option.
The perk filling up and draining based on TR Strength was a great addition to the perk and works for accessibility purposes. Removing vault speed bonus from Spine Chill was also a good move.
But here's where things get wonky. Instead of Spine Chill activating when the killer is within however many meters it was previously while looking in your direction, it now just activates when the killer is within 36-meters. No counterplay. Unaffected by Terror Radius.
DS and Self-care need to be reverted. Thana needs to be nerfed and gen speeds need to be brought back down to 80 seconds. You can't have shorter chases and longer gen times to artificially inflate kill rates.
-
The constant tunneling.
-
@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3074183#Comment_3074183
I know not many people know this, but Mettle of Man doesn't give you Deep Wounds and still ignores the hit with Endurance.
Also in the Legion's case, he cannot down people in Frenzy until the minimum amount of hits is met (so that would be 5), there would need to be a meassure for this not to add up to this counter if the Legion hits you more than once.
Or maybe we could just do it like Milo suggessted and make Self-Mend take like 3 seconds with No Mither equipped.
Mettle of Man is the exception to the rule. Milo's suggestion is the only way it could work.
-
See, what you're suggesting and what would happen are two different things. If No Mither ignored deep wounds, it would just mean you just get downed instead. Deep Wound is a result of either a killer's power (Feral Frenzy) or Endurance.
-
@BugReporterOnly said:
It's temporary until they add an accessibility feature for the hard of hearing/deaf community.
It's definitely not, otherwise it would light up based on terror radius and not when the killer is within 36-meters.
-
@BugReporterOnly said:
This is temporary until they add an accessibility feature.
Hard of hearing are not blind. There is zero justifiable reason why spine chill shouldn't be terror radius based.
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3073999#Comment_3073999
See I feel like if that were true, I'd be seeing other Aura reading perks and I don't aside from Lethal Pursuer but that was also already a part of the meta as well from the time it released.
Every now and then, I'll see something like Nurse's on a Pyramid head for some cheeky hall hack snipes but that's it. What other Aura reading perks would you say are better and why is no one using them?
BBQ is probably still being used out of habit/laziness.
Darkness Revealed is a much better informational perk, as is Floods of Rage and Bitter Murmur. As for why no-one is using them, your guess is as good as mine.
-
To clarify on BBQ, it wasn't only useful for BP; it's just that BP was the primary reason for running it when other aura perks are so much better.
-
@Laluzi said:
So, wait... they nerfed Spine Chill because it was too effective against stealth killers, people complained it had a different purpose, and they turned around and buffed it so that it could be used in lieu of sound again... in a way that makes it even more powerful against stealth killers than it was before, and in situations where there was no audio cue for players to listen to anyway?
This is just as confusing as Botany Knowledge. What's even the vision behind these perk changes?
It's like someone said "Hey we heard your feedback about crab-walking to generators and it being awkward, so we reworked spine chill so that it now notifies survivors if you're in a 36-meter radius. No more crab-walking."
I just don't understand the thought process behind these changes.
-
Servers are (apparently) down.
-
Same issue here.