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Kirahie

Kirahie

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Kirahie
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  • @schmebulock said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211669#Comment_3211669

    What do you think would be a good incentive? I always default to BP because I'm trying to get all my survivors to a set prestige level lol

    The problem is that a 4v1 is very hard to manage and a 3v1 is very easy to manage. It's a core game issue. And the new mori system incentivises tunneling even more.

  • Sadako stronger then artist?


    Artist in b tier?


    What?

  • I mean, killers only started bringing the crazy slowdown as a direct counter to the survivors running pure gen rushing. Maybe remove the 45 second gens and you will see some variety.

  • @legacycolt said:

    I think killers don’t need more buffs with a 61% kill rate.

    You legit think that it Will be 61 percent If they push the most survivor sided patch in DBD history?

  • 30 minutes and all survivors are sacrificed. That's plenty of time to escape.

  • @Dennis1242 said:

    I've heard that a lot of cheaters were banned and I'm happy about that even tho i've only encountered like 2 cheaters so far. I saw that most cheaters fly around and escape randomly,finish gens in 1 second, heal instantly and things like that which are obviously something people will get banned for but what if they only make so they walk a bit faster (let's say by 3 or 4%), this thing gives them an advantage but if no one realises that the cheater is faster he is good to go. If the EAC or the devs decide to check their files they can just delete the hack and put it back on after or not. Is this how it works? I'll appreciate if someone explains it to me in more detail.

    The most common cheats are things like 3-4 percent gen speeds, wall hacks, auto dead hard, and slight survivor speed increases. At least in my experience. The flying hatchet ghost faces are a thing of the past mostly.

  • This is an attempt to silence the very valid concerns that anyone beyond a few hundred hours will have about this kind of massive killer nerf.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202717#Comment_3202717

    But that's at least 3 survivors not on gens. I doubt that will become a big problem if you are skilled enough as killer to deal with those survivors. It will surely be fine.

    You clearly haven't seen the 4 man bully squads that ensure you don't get a single hook.


    Before this, you could slug them as a counter to their tactics. Now it's a lose lose.

  • @Carth said:

    Massively, with a 22.5 second unbreakable timer cheeky sabo plays are win/win. The only caveat/missing piece is if the killer hangs around the slug trying to get them again when they unbreakable up. That's where you combo it with soul guard for a 100% guaranteed escape. I can also already see the cheeky plays/montages around the slug jump up and body blocking for the saboer while they loop with the endurance from soul guard and both zoom off.

    What's really amazing about this it's just a 50% perk investment to do the above. You can still bring hyperfocus + stakeout and slam out gens in 45 seconds AND you just need 1 or 2 people with sabo/toolboxes to do so. You can also feel free to drop soul guard for an exhaustion perk if you would rather have chase power over the endurance on getting up from slugged.

    So killers can literally not play the game if survivors just bring normal perks. Great.

  • @ad19970 said:

    I don't mind sabo being buffed a bit. It's a strategy that is very rarely ever useful. Not to mention that after dropping a survivor, it will still take them 45 seconds to pick themselves up.

    This change might force the devs to take a closer look at hook spawns on some maps though. And Unbreakeable, if it does keep that 100% increased recovery speed, will surely become a big problem.

    It will take them 22.5 seconds to get up after being dropped. They get free anti pressue and the killer gets nothing.

  • @Shroompy said:

    whats stopping you from chasing the survivor whos threatning the pallet save?

    Do you not realize how long 45 seconds really is?

    It's NEVER going to be 45 seconds. Unbreakable is already a META perk. It will be used in every build ever because you would be stupid not to bring it. 22 seconds.

  • @danielmaster87 said:

    This is why, because DH wasn't nerfed fundamentally, it wasn't a real nerf. We want to be able to lunge as killer and not get punished for it. It's sad to hear people argue "Oh, so you can get a FREE lunge? 🙃" trying to demand skillfulness in a function that shouldn't require any. Same with 360s. It's a melee attack, you're in range, you should get hit. I hate having to wait to hit a survivor who's right in front of me. Am I crazy or does someone else feel this way?

    I was excited for the change, but after everyone got used it it... it barely changed. It still is the same exact situation where killers are afraid to swing because of one perk.

  • @Aurelle said:

    45 seconds is a long time. If you don't want to lose a down, then pick up the survivor and hook them. It's really that simple.

    You are attempting to ignore the numerous issues associated with just picking up.


    Which to me means you

    1. Never play killer

    Or

    2. Are a member of the swf no hook bully squads that will weaponize this entire patch.

  • @Beatricks said:

    Sounds like a skill issue.

    Ah yes, downing a survivor is now a skill issue.


    Survivor only players make such odd statements.

  • @Ghostofsnow said:

    With the amount of DC's and early death snow balls this will make a lot of matches quicker for killers to win. Being slugged is just one of the options but hooked, dead and survivor escapes also count towards your match ender move.

    I feel this is a knee jerk reaction from a lot and is a fair trade giving faster game closing potential and back and fourth while removing the awful 'gameplay' for new and old players where they lay on the ground 4minutes helpless

    Tell us you only play survivor without saying so.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202080#Comment_3202080

    You can accuse people that don't agree with you of not using their brains all you want, won't change the fact that it really is just an overreaction.

    This basekit change is not like Unbreakeable. Unbreakeable let's you pick yourself up within like 25 seconds or so, this will take 45 seconds. That's quite the difference. It will really only nerf hard slugging multiple survivors at once, which in the long run, is also very healthy for the game. Maybe it will need some counterbalancing? But I seriously doubt it, actually.

    I guess the only thing that makes this change not amazing to me is the fact that camping and tunneling are bigger problems that need more addressing. But who knows, maybe we will see some more changes in the coming update regarding at least camping as well, I would at least hope so.

    This change would mandate tunneling for killers to have the tiniest chance of getting at least a 3k against non bot survivors.

    1 slug for pressure early game was a high risk strategy that applied enormous pressure across 3 survivors (1 to pick up, 1 to chase, 1 slugged).

  • @FrostySeal said:

    I feel like people are freaking out about this change way too early, no one has even got a chance to test it yet people are already on their way to writing 400 forum posts claiming that BHVR only cares about the Survivor side. The funny thing is there have been so many examples of this happening in the past. One of the earliest examples I can think of off the top of my head is way back during the Oni PTB where Killers were freaking out about Any Means Necessary, talking about how it was gonna "destroy the game" and low and behold after a week the perk was (and still is) dead in the water. After that in the Silent Hill PTB people freaked out about Soul Guard, and like the last example after a week it was (and once again still is) dead in the water. In more recent times people have freaked out about all the Killer buffs in the 6.1.0 acting as if it would render survivor completely unplayable, and once again, despite some issues here and there with the update, the update turned out to be great for the game. There are also many other examples like Reassurance, Power Struggle, Lucky Break, Smash Hit, Boon: Exponential, Built to Last, and For the People. All of these perks received a ton of backlash the moment they were shown off, yet not long afterward people would calm down and realize that they weren't even that good. I feel like people need to give the changes at least a chance before they go flying off the handle and screaming at BHVR.

    Yeah, so the survivor only players on this forum would totally not have a similar reaction if behavior just reduced the number of hooks to kill by 1?


    Because that's how significant a 22 second self pick up is.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202208#Comment_3202208

    It’s not really any weaker, in some cases it’s actually a buff since it may be faster to hook someone than mori and you can use perks that trigger on hooks.

    That said, I hate the change because it removes the fun aspect of the perk that made it unique and now it doesn’t feel any different than any other exposed perk. It’s just not special anymore.

    That's the problem. Devour was the only time I ever got to use moris.

  • @Dell5769 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202186#Comment_3202186

    Do you think that if they keep unbreakable only being able to be used once it will fix the problem, like only have it be 22 seconds the one time and then back to a normal 45

    Unbreakable perk needs to be either removed or full rework TBH. 22 seconds is absurd any amount.

  • Devour was the last good hex and now it's just dead. It was always high risk high reward but it's gone now.

  • @crogers271 said:

    Okay, instead of just posting in other people's threads, let me try my own. Maybe there is some issue that I'm missing about the idea of survivors being able to get back up after 45 seconds, but it sounds like a great change. Let's cover fun, theme, strategy, and testing.

    1: Fun - Laying on the ground is boring. Now not every element of game can be great all the time, if a bunch of the player base is saying 'this thing right here is awful' you should try and fix it.

    2: Theme - A piece of advice I received from a Killer main on how to deal with slugging is do something else that's not DBD. Since then whenever I'm playing DBD I have something else to alt-tab to in case I get slugged/face camped. The idea that a game built around tension and horror is better when a player has a back up activity in case of a tedious strategy indicates that something should be changed.

    3: Strategy - Right now a survivor needs to spend roughly 30 second on the ground and then get tapped by a teammate to be up. Under the proposed changes the survivor needs to spend 45 seconds with no tap. In either situation a teammate can come early to speed up the process + be there to heal.

    Is this an improvement for survivors, yes, but not quite to the extent people seem to be making it out to be. It does eliminate the strategy of patrolling a downed body in the hopes of catching the person making the rescue, but strategies that hold players hostage should be removed from the game.

    4: Testing - Maybe the proposed numbers will unbalance the game. We'll see, the numbers can always be changed. Concerns about how many seconds it should be should not override discussion about the overall concept.

    -

    Basically, this sounds like a great addition. Things that are not fun for the players and kill the theme are bad elements, bad elements should try and be fixed. Good of the devs for looking to improve the game.

    This isn't taking into account the fact it will never be 45 seconds - it will be 22 seconds every single time.


    And swfs will weaponize it.

  • @C3Tooth said:

    Unbreakable was strong because no one expect you to have, where you have a chance to use.

    Basekit Unbreakable makes killers straight up to pick them up instead.

    This change doesnt buff survivors, but it kills the interaction between dying survivors and their teammates. No one care about coming to pick you up anymore, just Gen rush

    Enabling free gen rushing is a massive buff.

  • Actually STBFL should be base kit as is.


    That's how powerful this survivor buff is.

  • @OrangeBear said:

    Since when did every killer player slug regularly?

    I don't see this change getting in my way at all. Unless survivor abuse it with unbreakable which i do think should be nerfed with it's announced change.

    Swfs will abuse this to high hell.


    22 second self pick up means all you have to do is be under a pallet when you are downed. If you do this, the killer will never get a hook because if they pick up, they get flashed or pallet stunned, if they don't pick up and chase the other person with the light, they also can't be picked up if they go down under a pallet.

  • @CaptainLoin said:

    I can actually live with the basekit BT if they do several sweeps to balance it for the purposes of avoiding BM slugging (making it work only when x are slugged, or when theres only x people left, or after x seconds). There is a time and place for it to work.

    But the entirety of the Mori rework is crap. It forces every game to end with a Cypress Mori, and to hell with everything else in the game. It reeks of pet project that wasn't thought out.

    Don't ruin niche perks for the sake of a cutscene

    Don't force the dev team to do a deep dive of every achievement, challenge, archive, and perk in the game to make sure that your cool mori cutscene at the end of the game actually works with the rest of the game.

    Dont reduce options for the killer and survivor. If the hatch hasnt been found yet and the last survivor goes down with an active Decisive Strike or Flip Flop, it shouldn't straight kill them. The players should have the opportunity to play the scenario out.

    Basically, dont go through with this Mori rework.

    Don't go through with ANY of this. As is.

  • @[Deleted User] said:

    And there were plenty of survivors who told killer's just to get good if they had issues. I really don't see the point of these posts besides just to stir the pot.

    Look at OPS post record. That's exactly what this is.

  • This is such an awful idea in general.

    I agree with the bleed out change instead. Or any other change.


    Or at least buff kills to compensate for the massive SWF buff this is.

  • Fix gen speeds before you complain about slugging for pressure. If I down a survivor in a 35 second chase, pick them up and hook them, two gens almost always pop (and 35 seconds is a good chase).


    Slugging enables snowballing and to apply pressure

  • There are certain things anyone who plays the game can tell you are an awful idea.


    This is a survivor buff in the same league as if reducing the hooks to kill by 1.

  • @My_Aespa said:

    Yep, I'm kind of excited for this new update. Nothing imo to quit over since you haven't even played it yet and it's not coming live to the game for a while. Like seriously? A new, epic "FINISH HIM" moment in DBD? Sounds awesome to me.

    It's super epic to watch someone dc right as you corner them agreed.


    Survivors rarely let you get the last kill.

  • @Ayodam said:

    Why do killers need slugging as a competitive edge? They recently received several buffs and can easily stack generator slowdown perks (as they have been) to control the flow of a match.

    I’m not understanding why, along with camping & tunneling & 2-4 slowdown builds (that seem to be working if we go by the 61% kill rate), killers also get these in built moris and the ability to slug for however long they’d like, up to 4 minutes. Something seems disproportionate here but I’m not sure what.

    Also.., You realize that the characters slugged are actually being controlled by real human players, no? People who, like you, have purchased this game and, quite oddly, believe they have some right to enjoy it. What fun is it for a human player to be incapacitated from the game for up to 4 minutes..?

    Slugging is almost required to compete at anything above average skill level. These changes are a staggeringly huge survivor Buff that essentially makes boil over and any 2 story map offering means the killer won't ever get a hook.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199486#Comment_3199486

    I get that and I should’ve explained a bit more, that when I entered the room, he didn’t close it, it was only when I got up to his face that he slammed it.

    I hovered in the room for a bit to see what he was gonna do, but he wasn’t doing anything until I got face to face, when he slammed it

    Ok, that's messed up. I always close if I see the last survivor because that's all the information I need.

  • @Nicholas said:

    Console only crossplay!

    More like just isolate epic games to their own servers. That would fix most issues.

  • 1. Wesker

    2. Blight

    3. Huntress

    4. Pyramid Head

    5. Wraith

  • Maybe a system that will fix the cheater epidemic?

  • Slugging for pressure is a legitimate tactic and isn't abuse.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195529#Comment_3195529

    Don't make stories. There hasn't been a time when nurse hasn't been the strongest killer (OP), and there hasn't been a time when nurse hasn't been complained about.

    Legion was factually stronger when she could down people with her power. Nurse blinks have counter play.

  • @th3syst3m said:

    ...has died down, it really needs to come back.

    She's fine. They nerfed the speed add-ons. Move on. Their are actual important issues right now in the game.

  • Freddy simply due to him getting nerfed into oblivion. I played him as a main for awhile then the nerfs just kept coming


    Legion shortly after him on the list for having a generally bad power (same as freddy).

  • @SmarulKusia said:

    I am, by no means one of the best survivor players, I'd like to say I am above average though.

    When the big update came, I was largely unaffected as the only 'META' perk I used was BT, cool. But with all the favourable changes to killer, the game has become so lopsided, that I lose my appetite to finish my games nowadays.

    I am getting killers that are only ever winning because they are playing in toxic and scummy ways. Not because I am getting outplayed. Not because the killer is good at playing their character. No. Yesterday, I had a game against a Wesker, I wasn't downed once - He was absolutely dog at chase, failed to hit his dash, and just didn't have good map awareness. My teammates were weaker in chase than me, and unfortunately ended up all being sacrificed, at the expense of him pretty much face-camping the hook. Upon the last hook, it turned into a game of RNG, who finds hatch first. Unfortunately, I don't get anything out of escaping through hatch but saving my item. The killer camped on-top of the hatch and when I ran into the room, he slammed it in my face. Why? Just slam it when you find it?

    Game after game, I am running into killers that are simply boosted. They can't chase, they can't pressure gens. They are aware of it, and resort to camping the hook of whoever the poor soul is that got caught. You 'stats' say that you weren't happy with the kill-rate, that it needs to be higher? Are you trying to make the killer role braindead? #########? I feel lied to, and betrayed by BHVR.

    The quality of the games are steadily going down, where after weeks of not touching the game, 2-3 games is enough for me to not want to touch the game again.

    You don't close hatch when you find it because a LOT of survivors in that situation are camping exit gates.


    You don't get a free escape because you are last man.

  • Legions entire power is canceled by survivors splitting up... which is already one of the strongest things survivors can do.

  • @SleepyWillo said:

    If exhaustion perks have "exhaustion" to prevent stacking them, shouldnt slow down perks have a similar limitation?

    My dude, it's not uncommon for a fast first chase to result in 2 gen pops. Gen slowdown is mandatory because survivor meta is 45 second gens.

  • Wesker, wraith and nemesis.

  • @OpalescentHare said:

    I keep getting in matches where the killer aims for a 3-gen... And that's it. They will hit people off gens, but will not commit to chases. They will down survivors, but not hook them. They just protect their 3-gen for over an hour. At that point people either actively refuse to be picked up so that they can bleed out and leave, DC, or meme around with each other. Because there is no way to progress the match due to how the killer is refusing to do anything that allows progress for either side.

    This is becoming a semi-regular occurrence. Having it every rare now and again is frustrating, but not at all ruining the game as a whole for me. But the past couple of weeks it has happened on the daily. No one should have to DC to get out of a match that the killer refuses to hook or chase survivors in, or hold down the running button to avoid recovery just to get out of a match. At that point, protecting a gen should be holding the game hostage since they are pressuring gens to no end beyond bleeding out survivors for 4 minutes each at best.

    It is always the survivors fault if a 3 gen occurs. Factually.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194319#Comment_3194319

    It's pretty obvious the game has enough killers. You know, the easy winning role?

    Ah yes, the "easy" role despite the fact that good SWFS are tracking on 300+ 4 man escapes.


    Sounds like a skill issue.

  • I'd buy select ones. Especially the nurse one.

  • Artist is the one I'm having trouble learning. I know she has insane potential and is strong but I'm having trouble adapting to her playstyle.

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