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Laluzi

Laluzi

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  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159820#Comment_3159820

    But why doesn't Chris have his outfit first? I don't really care about Feng's. Jill has it so it's fine but Felix is annoying because the actual character it's based on should've had it first.

    Because Chris is a legendary character and can't have alternate outfits by dint of how those work. It's a shame that it is that way, or that Chris isn't his own survivor, but any alternate outfits for Chris would need to be separate overpriced legendary skins.

    Also, I thought that WAS Chris's outfit placed on Felix.

  • The thing with Nurse (beyond the 'going through walls' issue) is that she can aim after a blink, making her incredibly difficult to avoid when played skillfully. Blight can also do this by choosing when to attack, and has far more mobility and ability to course-correct than Wesker.

    With his current hitbox, Wesker shoots right past me just as often as he actually hits me with his power. Perhaps more often. And then his power will end up wasted if it's in an open area. He's nowhere near Nurse's level.

  • @lauraa said:

    I woke up to a rant on my xbox DMd about how all the new skins suck, All the outfits are wrong, #########, terrible etc.

    One of my friends is a huge H.U.N.K. fan so I thought hed be happy to have him here but that just started a Legion Sucks rant.

    God, I swear the RE superfans are the worst because theyare draining all my excitement and happiness

    Feng got a Jill skin as Jill got a new skin LOL that's honestly hilarious to me. Insta buy just to spite my RE friends.

    I think the cosplay skins are hilarious. It'd be amazing to have a Jill/Chris in your lobby and swap to Feng/Leon to match them, and be their adoring fan for the round. It doesn't hurt anyone to have them, and it was a free outfit design to adapt - why the heck not?

    (I do get the disappointment about H.U.N.K., but I think that's because virtually nobody enjoys playing as or against Legion. But again, way cooler to have than not.)

  • I actually haven't seen much of it today - I think everyone wants to try playing against Wesker. But in general, I agree, it's nuts, and it makes the game miserable on both sides. Either you play with a SWF or you accept that your teammates and opponents will dip at the slightest inconvenience.

  • It's not worth bringing over a different meta perk anymore. Used to be a single player could effectively use the perk (which made it so promising in solo), now it requires coordination you only get in a SWF.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159649#Comment_3159649

    Don't know why you people act like asking to just simply have the rocket launcher and sprint in the power is asking too much. It's not. What I ask for is simple.

    The thing is, I don't even know what to tell you at this point. When I've engaged with you in the past in good faith, the things you suggested were done purely for RE accuracy/hype and with minimal to no concern for actual DBD game balance. Like, sure, Nemesis's zombies aren't the most accurate way to carry his identity, and seem to be more of a franchise callback than an integral part of the killer - but you constantly act like this state of being is the end of the world and something DBD must rectify or else the game is going to fail horribly due to its sins, and yet the world goes on. You've also never given any answer to or indication of understanding why the characters can't be perfectly accurate. Just using this Nemesis you want as an example, where the zombies are traded for sprint and rocket launcher - an antiloop killer who can hit over windows and pallets, break them faster than any other killer with no camera jank and some limited movement available, who can dash at high speeds, and has a ranged AOE instadown? That's INSANELY overpowered. What are survivors supposed to do against that? There's way too much good stuff in that kit - the only way to balance that is to make every individual aspect garbage (see: Sadako), which is a solution nobody would be happy with, and I sincerely doubt you'd enjoy that either. And thus people don't take your requests seriously.

    I generalize your demands because they've started to blur together over the years. You come off as an obsessed fan with unrealistically exacting standards who can't let disappointments go and makes routine threads about the same issues.

  • Another "DBD version RE sucks, it's horrible, they mangled it, can't do anything right, give Nemesis rocket launcher and sprint 2k22" thread from you? Must be Tuesday.

    The issue is, you're far too uncompromising for your feedback to be taken seriously when adaptations by nature require compromise.

  • @catfam05 said:

    I have played many games where the remaining survivors are on the ground and perks used would ensure they wiggle out so they leave us. Personally that to me is taking the game hostage. We have to watch the killer dance around when we know we could have had a chance, as small as it is, to get everyone up and keep it going. But because they know that we have to stick around and do nothing until we die, as mentioned we cannot DC or we get penalized, but isn't laying there forever enough punishment? Either way we just keep playing because we try to have fun, those games not fun, but we also know it only happens because they knew we had them if they tried. A win in our books. I gave up getting mad long ago some things won't change we just try to change or perks on the way that days games go to try even the odds of survival.

    Okay, that's not remotely comparable to the situation in the OP. You're complaining that the killer didn't play right into your hands and give you what you want by basically bashing their heads against an otherwise unwinnable situation and hoping something eventually sticks - and that's just complaining that your opponents aren't stupid.

    People are allowed to react to each others' perks and adjust their behavior based on what the other players are running and doing. Or do you have to keep shining a flashlight at the killer once you realize they have Lightborn? Do you continue to bodyblock when you see the killer has Starstruck or Mad Grit? Do you pile on gens once it's clear they have Discordance?

    If you don't like being left on the floor to rot, switch your build away from the flip-flop/boil over meme and run perks whose counter-strategies don't involve behavior you don't like. And keep in mind that if you want the killer to pick you up, you can always crawl up to a hook instead of staying in a corner/some second-story vantage and hoping they do something completely against their own interests.

  • It's not considered an offense and isn't worth reporting, though it is plainly griefing and it's unfortunate that BHVR doesn't seem to have any desire to reduce this kind of behavior.

  • While I find grinding as annoying as anyone else... they did actually reduce the grind this chapter, what with bloodwebs being cheaper. So I'm not too anguished at the prospect.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158824#Comment_3158824

    You're underselling how annoying it is. It's an old DS stun where you can't move or do anything and sometimes you lose your Pop Goes the Weasel because of it. You also can't see the mine itself. It's only avoidable if you just don't run any gen kicking perks or don't kick gens at all.

    And there's a plethora of popular slowdown/regression perks that don't involve physically kicking the gen, as well as gen kicking often being a pointless exercise unless you can confirm there are no survivors in the area waiting for you to leave. Also, Pop is nearly dead at this point, and you'd only lose it if you were down to the wire and were playing fast and loose with your perks anyway. What's your point?

    I've never found Blast Mine to be a quarter of the problem you're building it up to be. Occasionally I kick a gen and get memed on. I typically don't kick gens mid-chase, so it's only got an effect on my immediate pressure if there's another gen I needed to kick in rapid succession.

    As survivor, I mostly used it for stun/blind challenges, or as part of meme builds.

  • @Veinslay said:

    Maybe the devs decided to play killer for once and realized how annoying this perk is. It's so annoying getting DSed over and over in a trial just trying to get a whopping 2.5% regression and an overcharge proc

    DS involves losing a down. Blast Mine is just a stun, and a completely avoidable one at that. It is by no means a strong perk. It's slightly annoying at best.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158725#Comment_3158725

    I think that's a pretty dramatic reaction considering very few people have actually gotten to play with it yet.

    If it's too much, I'll criticise it as being too much. I just don't think this change is that stupid on its face- if this is how the perk functioned on release, I know I wouldn't have identified this aspect as clearly being a problem to be fixed, because it makes sense.

    If it is too much, though, I'd probably wanna see it buffed elsewhere. Make the requirement lower, that'd be a good buff.

    I have played it already. I played Jill during the PTB, with Blast Mine as a part of her build, and it was like this. I reported it as a bug because it was terrible. I might have gotten a pop with Blast Mine once. In almost all cases, the gen went un-kicked and it took another few minutes to get it back, to the same effect.

  • @jesterkind said:

    I feel like the community in general could do with remembering that nerfs don't always happen because a thing is "too strong", at least if we're defining nerfs as "anything that makes something even slightly weaker".

    I'd imagine this change is more to bring it in line with the way it's intended to be working, not a reaction to it potentially being too strong.

    Then they should explain why Blast Mine was meant to be near-on unusable and should only get value (value which barely does anything to the killer's momentum) once every few games.

    Regardless of the impetus, this change does not check out in terms of realistic gameplay and I think it's fair to ask that an answer is provided.

  • Seriously, this. I want to hear why this was justified. Blast Mine was already a meme perk. It's like fixing MoM back to slightly usable status required some form of karmic balance in the form of relentlessly destroying a different silly perk.

  • @_RupTurE_ said:

    I think the change itself was fine, but they really should have reduced the charge up time to at least 50% to be in line with Flashbang.

    50% is still way too high for how unreliable Blast Mine is and how short it lasts. With this change, 20% would be fairer.

    I use(d) Blast Mine a fair bit and I can't understate how unlikely it is to get value on any given placement.

  • @Spirit_IsTheBest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158610#Comment_3158610

    Their crazy for making this change. Blast Mine was fine how it was, now it will take ages to activate, and you will most likely get LESS VALUE now. I swear it's like their opinions matter the most and that they don't care about how we feel, they didn't even tell us it was getting nerfed during the PTB they just straight up surprised us with it. One of the devs probably got ruined by Blast Mine and got it changed this patch, I 100% guarantee.

    My conspiracy theory is that this is a bug from the PTB they couldn't fix, most likely due to shared code with Wiretap, and so they just made it a feature.

    Because it wasn't announced as a perk change within the PTB, but it was present, and there's no rationale behind this change at all.

  • Blast Mine is completely unusable in this state. You can't predict what the killer is going to do or if they're even prone to kicking gens, and 60 seconds on a gen is an insane requirement for a charge that's unlikely to do anything.

    Who thought Blast Mine was overpowered, and can I speak with them?

  • Is it confirmed it's a nerf? I thought it was a bug. The idea that it was intentional is horrifying.

    Bug or nerf, it's definitely a dead perk while it's in this state.

    Edit: Damn, it's in the patch notes. What on earth were they thinking? Who thought Blast Mine was overpowered? This just makes the perk unusable. It's far too unreliable and you can't predict the killer's behavior - not to mention, 66% of a gen for a single charge that's unlikely to do anything is an insane cost.

    Would seriously like to hear why they thought this was necessary.

  • Hell yes. I need me some Wesker. The only thing that's up in the air is whether I'll buy an outfit with it.

    Very sad about the Reassurance change, but there's always the possibility they'll buff it again once they see that nobody will care about it in its current edition.

  • Okay, but if we actually got rabbits added to certain maps, I'm stopping to pet them every time.

  • @Regulus47 said:

    Honestly, I think he just needs his addons nerfed and he's mostly fine! Remove the tombstones, nerf infinite tier 3 to 60 extra seconds instead of infinite, maybe look at jumpscare mirror a bit to make it more interactive to fight. But for basekit I think he's pretty well designed. Maybe bring back that sound effect that lets you know he's about to go to tier 3 but I don't think I'd change him any more than that.

    You seriously think nerfing Myers with no buffs is the right thing to do? He's unarguably bottom 5, and bottom 1 on many people's lists.

    Tombstone Piece needs to go, and Judith's is questionable (I personally think it's balanced, but it's not remotely fun or engaging), but the man himself needs help. And before you ask to nerf Scratched Mirror, you should realize that it's genuinely only viable on a handful of maps, and even then it's a meme countered by running in a straight line. If you verse a SM Myers on Swamp or Yamaoka, they'll be lucky to get two hooks. The addon itself does not need any kind of nerf.

    I'll agree that his basekit design is good in that it's simple yet effective for invoking the character, but in modern DBD it's very underpowered for the same reason Trapper having to collect his traps is so bad for him, and he's also the only killer who can completely run out of his power. His addons are a solid three-fourths of what Myers has going for him. You can't take those away and give survivors more information about his power status, and then give him nothing in return.

  • Yeah, this is 100% an issue with latency. The killer is reacting to what you were doing several frames ago, with that number of frames depending on their ping and you having no way to discern that. If they strike before the server acknowledges that you used Dead Hard, they get the hit. It seems to behave more like old exhausted-on-the-ground Dead Hard - perhaps not as egregiously, but I certainly haven't seen a down rolled back into an endurance hit on the killer end of things.

  • @ImNotBobDylan said:

    I think the penalty should be lighter for killers. Killers DCs happen way less frequently and don't ruin the game like survivor's DC do.

    I'd cap the killer penalty at 10 minutes. It makes no sense to have hours of penalty when the killer could literally go AFK anyway if he didn't want to play. Also gentle reminder to BHVR that AFK killers farming shards still exist in 2022 and do not get caught, so the only thing your penalty does is make it possible to hold legit killers hostage...

    Why would you want to give killers a free pass on DCs, though? That's just asking killers to shop for matches. Bad map? DC. Gens go too fast? DC. Survivors are good? DC. And then you get the trolls who'd enter matches specifically to waste survivor items and offerings. I've seen a few of these every time DC penalties have been off - they run aura perks and Franklins, smack you, and then quit.

    Just because survivors aren't stuck in a doomed match when the killer DCs doesn't mean killer DCs can't and don't ruin games. Especially when survivor queue times are longer.

  • If your game or internet is crashing, it means you need to either address the issue or stop playing multiplayer games until you can. (Game usually means verifying your files, internet could be your end or your ISP.) If you brute forced it enough to get that long of a ban... I mean, it's not directly your fault, but you still left a string of ruined games in your wake and want to continue to do so. The people in those games probably didn't care that you weren't intentionally leaving, just that you were gone.

    And the fact that you intentionally DCed in here isn't helping your case. Leaving is way too prominent an issue right now to even think about lightening up DC penalties.

  • I've got mixed feelings on Myers getting an update. On the one hand, he is severely underpowered, and also has one absolutely busted addon that does not belong anywhere near 2022 DBD. On the other hand, he has two really great things going for him that I'm terrified they'd lose. One, he's got perhaps the most dynamic, game-changing addon selection of any killer, and the result is that there are many different Myers out there and you don't know which one you're facing until the game is underway. I think that's really cool and it creates an uncertainty factor that really adds to the fear of versing him. Two is that his design, while outdated with modern game flow, is by far the most accurate-feeling licensed killer in the game.

    He needs help, but that help has to be applied very carefully. I'd weep if he got the Freddy treatment. Probably the first order of business is to make it so that stalk juice slowly recharges over time and he can't run out, and then find a way to improve T1 so that it's not a straight handicap but rather something Myers can use to his advantage.

  • I have no desire to defend this kind of behavior, but at the same time, do you really think people who camp and tunnel as a first resort, especially when it's clear they've already won the game, are concerned with things like dignity?

    Though I suspect that in the case of tunneling, they're often just trying to get the game over with ASAP so they can move on to a match with proper parameters, or they're so used to it that they don't know how to play any other way. And some of them just hate survivors and want people to have a miserable time, either as revenge for other players/previous matches or just endemically, and nothing anyone can do will change their behavior.

    I dunno. Whether you're asking this question in good faith or not, I can't imagine you'd get any responses to this topic that aren't either "I don't care, I do what I want" or seething screed about how survivors are entitled scum.

  • @buffcoyote said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013647#Comment_3013647

    I don't know about you, but I laugh whenever my teammates disconnect. Usually they disconnect because the killer is playing cheap or toxic, and I've most likely acquired enough BPs to die on hook if it comes to that. I accept the consequences of my actions.

    "Can't handle nurse" is a bit too extreme. Everyone here knows Nurse is the best killer in the game, and a great Nurse is nearly impossible to win against in soloQ if you are not a 4-SWF. Don't be willfully obtuse.

    My teammates usually disconnect because they got downed and that's illegal. With Nurse (and Legion), the criteria just gets upgraded to 'the killer exists.' And how am I responsible for anything my teammates are doing?

    I have no love for Nurse and she's a major problem, but let's not pretend that randoms disconnecting is a killer issue. It really isn't at this point, and it's sure as hell not justified. I play like a saint as killer and I get loads of survivor DCs before they even have the chance to discern whether or not I'm playing scummy.

    My post was complaining about someone who said "nah, ######### my teammates, I don't care about them, I won't play vs Nurse." If you think that's unfair of me, say so. I'm not defending Nurse.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148890#Comment_3148890

    The killers I've seen play quite viciously following DCs or early hook deaths (clear skill failures). And I do not believe this is anomalous behavior. I'm unsympathetic towards killers who lament long queue times for this reason.

    Anomalous? Again, most killers play normally for two reasons. One, a free win is not something anyone owes anyone and people have a right to want to get the match over and done with once it's been scuppered versus hanging around and farming for ten-fifteen minutes. It's not the killer's fault your teammate bailed and they don't have to take responsibility for it. Two, it's so goddamn common at this point that they'd barely be able to play the game if they stopped for every early quit. I know I'm having issues and my MMR feels very low as a result - I'm sparing way more than I'm killing, which isn't leading to the best matchups.

    It's frustrating to be subjected to, and it's not what I do when I'm in the power seat, but I can't decry them for it either. Treat the occasional farmer as a gift rather than something expected and owed when your teammates screw you over. When you hit the point that you're angry with other players for playing the game as they're supposed to, there's a problem with either the state of the game or your outlook.

  • @Aneurysm said:

    I had a huntress a couple days ago who was headed for a 0k but I was partly being nice and partly making sure I got my chase challenge done so ran back into the map during EGC and got her attention for some more chasing.

    Once she did catch me she threw me out the exit gate anyway which is what usually happens if I try to give killers a freebie. I do the same as killer yet I won't turn down a free hatch as survivor, idk why

    It's the same in my experience. If I had to guess, it's because a survivor gets way more points for escaping than a killer does for a single hook. Also, MMR dropping for survivors is a bad thing while for killers it's a good thing, but that's a newer consideration and the accept/reject dynamic's been like that for as long as I can remember.

    For me, just the gesture is enough - I don't need the kill, but it's the thought that counts and it's nice to know they noticed/cared. I once had a game in Azarov's where I got looped to hell and back in that middle section, and when I did get a down, someone got a fairly BS sideways flashlight save on me. I can count on one hand the number of games I've given up, but after that combination of events, I was done enough to go into a corner and wait. At the endgame I heard movement, and another survivor had gone up to me and offered her item, and led me to a hook. I didn't take it, but it cheered me right up and I was chill to give her a few pallet stuns.

  • I used to like giving a kill if I felt the killer played really fair/fun or if something unfair happened to them (bad map, nasty teammates), but my escape rate has gone so low that my MMR can't afford it anymore. It's a damn shame, because this game can feel very thankless at times and a bit of goodwill goes a long way towards healing that.

  • Man, I love when something bizarre happens and the roles of hunter and prey just dissolve into a bunch of bemused guys watching something weird go down. Had a teammate a few weeks ago get hit by the 'stuck in the screaming animation' bug and the game got put on hold for a good thirty seconds over it.

    Adam putting the 'struggle' in 'struggle phase' though

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148759#Comment_3148759

    And if they follow you around? Or throw pallets? I suppose forcing you to hit them by intentionally jumping in front of you works too. Unless you like deliberately go around them. But I don’t think any killer is gonna turn down an easy kill.

    I don't care if they follow me around or spam noise notifications. If I get a pet, that's cool. Blocking me in doorways or throwing a tantrum and wasting pallets is the main way they get me to down them. Of course, I can always pick them back up later if I want - but if they're just going to sandbag their teammates, ######### it, they're going on the floor.

    The point is that they're being awful and I want to make their behavior as unrewarding as I possibly can, in hopes they either stop doing it, take their DC penalty and get slowed down accordingly, or stop playing the game if they're just going to bypass intended mechanics and ruin the experience of everyone unlucky enough to get matched with them. More time stuck with me is fewer other matches they can wreck.

    On the solo side of things, I've had several killers recently that went out of their way to spite ragequitters (left them slugged for 4 minutes, usually.) Others didn't stop them from suiciding but farmed with everyone else. Most killers carry on as normal, and these ragequits are so common it'd be unreasonable to expect anything else, but most players aren't happy with the state of things. It's unfair to survivors and it's supremely boring for killers, especially to players who play controversial characters/addons/perks - you figure they're waiting several minutes for each match only to load into games where the other side won't play, or just rolls over and dies because it was a 3-man at 5 gens. The only people who like this current quitter situation are either the ones who want easy 4ks above actual gameplay, or the ones who ragequit themselves and want to feel like it's normal and justified.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148585#Comment_3148585

    I'm with you, when I see someone just obviously ragequitting as a killer I tend to either ignore them or slug them. If they change their mind and want to actually play that's fine, if not they can hang out or take a DC penalty, I'm not helping them flip the table.

    I've gotten to the point where if I see a survivor do this, and someone else manages to unhook them, I'll ignore them. I won't even slug them unless they start bodyblocking me, because I don't want to let them afk for 4 minutes - they're going to eat their DC penalty or they're going to play the game they queued up for. If they successfully suicide and it's early in the game, I immediately spare the rest of their team. I'm just so utterly sick of these people ruining games. The only time I've seen ragequitting more rampant than this is when the DC penalty has been disabled.

  • Because if they're going to be a dick, I'm going to get my points out of them. There's also the hope the killer will see what they're doing and slug them/ignore them instead of giving them what they want, which either wastes their time or encourages them to play the damn game.

    That said, I only do this towards the beginning. I despise first-down ragequitters and will sabotage them whenever possible, but if someone's trying to exit a slowdown Legion game after several minutes of high-key suffering, or a slugging Twins, or just want to dip on a game that's clearly been lost, I'm not going to stop them.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147811#Comment_3147811

    I do agree with that. It's still going to be a strong perk, but there was no reason to nerf it's effectiveness from the ptb.

    Though, I have to ask, did you ever use this perk against a camping bubba in the ptb? And if so, effectively? Because I feel like the very limited range will make it kind of hard to proc against a Leatherface, as he'll just insta down you with his chainsaw. Which is one of the reasons I wish they would have increased the range of Reassurance to 12 or 16 meters as a compensation buff.

    I did not, but that's because not a lot of people played anything other than Wesker on the PTB (much less wasted time trolling). You have a point, but at the same time - I don't know, they probably would have adapted to Reassurance, but most of them hug the hook and only rev if you moved to save. They usually play it super safe so nobody can sneak in from behind while they menaced you. It's also very easy to use Reassurance on the basement hooks, which is their favorite place to be. But I do agree that 6m is pretty punishing for the current power level. I'd rather see the perk buffed in a way that it's individually stronger, but I'd take that compensation in a pinch.

  • I'd say Suffo Pit and Azarov's specifically because randoms are terrible at doing gens strategically. If a long chase happens, all the gens on the other side of the map will get done because everyone just moves away from the terror radius instead of thinking "hey, it might be a problem to leave 3 gens in shack side, I should try to sneak back and get a gen done under the killer's nose."

    RPD can be bad if you get very weak teammates who aren't familiar with the game, because they won't do gens at all and can't figure out how to unhook you. But that might change with new RPD and all the holes in the walls.

  • Yeah, I've got to concur. I'm unhappy with Reassurance, but other than that, this patch is phenomenal. So much good news - better anti-tunnel, Wesker and RPD streamlining, Mettle fix, grind reduction. This really got me stoked to get back to playing. I'm already saving up some bloodpoints so I can race through some webs with the next chapter.

    I take back what I've said about them being afraid to reduce the grind, because this right here is the mecca we've all been begging for for years. Thanks, guys! I feel really listened to right now, and that's a wonderful thing.

  • @Dead_Harder said:

    You know 1 person being able to add 3 minutes to each hook state was kinda insane right?

    It only really mattered if you were hard camping. Otherwise it was locking a survivor out of the game - the survivor's effectively dead for the period of time they're on hook and unhooking them is almost always the better play.

    While there were situations this could hurt a killer who was playing honestly (mainly protecting a hook in a 3-gen/by a contested gen, or going back to force a hook stage after survivors left the hook to progress on its own), I'd have considered it a net win to game health to weed out facecampers and soft-nerf the strategy into oblivion. Particularly killers like Billy or Myers who could make hook saves impossible, or the Big Basement B himself. I don't have an issue with facecamping when it happens dynamically and it's the smartest thing to do, but I do have an issue with players who go into matches with the intent to facecamp everyone they catch to death and Reassurance almost managed to force them to play the game before BHVR walked it back just now.

    This was a really good patch and I'm happy with nearly every part of it - Better Than New was the only other miss - but the Reassurance change was not a good move.

  • It's not dead, but it's not nearly as effective as it used to be - one person with the perk was previously stronger than three people with it now. And because it doesn't get as much bang for its buck, fewer people are going to run it and habitual facecampers are not going to feel the fear of this perk and stop playing the way they do out of nonviability.

    I don't see it as an effective deterrent for basement Bubbas anymore, and that's a real step backwards. There were other ways to fix the issue of people using the perk maliciously than to nerf it this hard.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147942#Comment_3147942

    The counterplay is move out of the 20m for AA. Something you can literally do before the killer can even finish pickup animation. Even if you started literally right beside the killer. But please, do go on.

    That assumes that you can move in a straight line in whatever direction you please, so you're not in a building, a corner of the map, a jungle gym... also assumes the Nurse isn't running Agitation, because I see that on a lot of Starstruck Nurses anyway.

    Let's not delude ourselves into believing the devs weren't thinking of Nurse when they made this change.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147303#Comment_3147303

    You know that it's still powerful af, right? You can technically use it up to 6 times per match (2 times on each teammate). If anything it's better now, in case you happen to have several teammates hooked and on the verge of hitting next stage. The only difference is that now you can't abuse it with 4-man-squad, effectively infinitely keeping hostage guy on hook and game in general.

    The thing I'm upset about with Reassurance is that you previously could use it to stop a facecamping Bubba in his tracks. Now he's still going to get at least one kill out of it halfway through the game, and probably more considering that you need to keep running back to his lair between gens. Previously with Reassurance, he got the kill at the very end but couldn't accomplish anything else through the entire match as long as one person had the perk, which ideally would have made the strat much less attractive and discouraged people from playing like that.

    It's not useless, but it's not a hard counter like it was previously. It was not necessary to nerf Reassurance this hard in order to fix the problematic part of it.

  • The Mettle changes were fantastic and I'm glad for them, and I'm really happy with the changes they made to Wesker's power (collision was definitely janky, and the vaulting thing felt like an oversight anyway) as well as removing some of RPD's excess pallets. Low Profile could actually be an alright perk now, too, which is nice. Definitely happy we're not getting more hatch perks.

    Reassurance is no longer that great as an anti-camping measure, though. It's basically worthless for deterring hard facecampers unless the whole team has it. It's not the way they should have nerfed it and they hit it way too hard for what was ultimately meant to be an anti-griefing fix. Like, literally just adding back struggle skill checks at a static size would have fixed every issue on its own. Very unhappy with this.

    Also, Better Than New is pointless now that it doesn't affect gen speeds. I was very interested in the perk before, and wanted to add it to my healing build, but now it's a hard pass even though the numbers are better and last longer.

    Bloodweb cost reduction is possibly the single best decision they've made in years. [i]Thank you[/i].

  • The second is far more annoying. It takes longer, requires intervention to end it, and is being done with actual mocking intent. There's no contest.

    For the actual survivor equivalent, though, a killer bleeding you out for four minutes when they could easily hook you is even more annoying.

  • Eh, you're right and you're wrong. Low-MMR solo queue is going to suck with anything less than full comms because a lot of players don't know what they should be doing and just having information isn't enough to make them act properly. They won't know what to do with it unless you literally tell them, and even then, they're going to be shaky. You'll also have players that misuse information when it's provided to them - for instance, I run Empathic Connection on one of my main builds, and some players love to use it to dump the killer on my gen when that's just a stupid thing to do all around. It is true that one of the biggest benefits SWF has is the ability to pick their teammates.

    But at the same time, information does drastically improve survivor performance - when people can communicate, you don't get survivors assuming someone else is going for the save/handling the box and letting it time out, and you don't get all three survivors abandoning their gens to run across the map and go for it at the same time. It does markedly improve efficiency, even if it can't fix bad teammates and it doesn't go quite enough to the point of comms where you can share your plans verbatim. You can't delegate tasks, sure... but survivors with even average game knowledge will slot themselves into vacant tasks if they know what the others are and aren't doing.

    Letting people see each others' perks would also help solo queue immensely - most people would stop running from heals if they knew I could patch them up in 8 seconds, or stop trying to pick me up if I have Unbreakable or Power Struggle, or let me do the saving if I have BT/We'll Make It, or not run behind me to take a hit if they knew I had DS/OTR, or stop trying to heal me if I have Inner Strength, or let me do the chest if I have Ace In The Hole/Pharmacy/Plunderers, or maybe not get mad and sandbag me for being in a locker when I'm trying to Head On... et cetera. It's not strategizing on the same level as being able to communicate plans outright, but people can make far more informed decisions and infer what the other survivor intends to do based on their perks.

    Solo queue is never going to be SWF level, but it can be markedly better off than it is now.

  • @Iron_Cutlass said:

    Or, hear me out, they could add a search bar. And let you look up certain types of perks with it. This is basic quality of life that has been in games for YEARS yet DbD still doesnt have a search bar.

    Yeah, I'd rather have this solution so I can look up healing perks, chase perks, regression perks, etc. Better than having to rename most perks in the game, and can better accommodate perks that fit multiple categories (like Boon: Circle of Healing is both a boon perk and a healing perk, and Hex: No One Escapes Death is both a hex perk and an endgame perk.)

  • It's absolutely insane that they decided to tell the killer when a player has Mettle of Man active. Not only can you not progress the game once you achieve the effect, but the killer knows this and has zero reason to go after you, so you can't try to bait them into a chase either unless they don't know what perks are or are just screwing around. Virtually the only thing you can do with the perk anymore is bodyblocking, and at that point, Dead Hard or a styptic are a thousand times more reliable. They took a meme perk and nerfed it to smithereens.

  • My only fear is that they might mix up killing yourself as an in-game term versus a death threat/unacceptable statement, because it's a phrase that comes up a lot in innocent contexts. Like to cook up an example where it's ambiguous, a survivor might complain about being stuck in a thana/DL/Gift of Pain Legion game, and the killer says "just ######### then." That's not well phrased and very easily interpreted as a call to suicide, but it's just as easily possible that the killer was talking about exiting the game via hook.

    Otherwise, yeah, 100%. I might move it to a 2nd-time permaban with an unambiguous zero-tolerance warning and temp ban on the first offense - I have no love for these people either way, but I can see some jumped-up 14-year-old coming from another toxic gaming community and thinking this stuff is cool and normal to say, and it'd be a bit of a waste to give someone the axe when they could be set straight otherwise. That, or just chat bans for anything shy of slurs (in which case, give them the full yeet, that's never explicable.) But the real scumbags definitely need to be weeded out faster than they currently are.

  • Yes? Super high visibility, deadzones everywhere, very few pallets, lack of strong loops or even chained tiles. The only element in there that's bad for killers is that it's quite large. But the real distance of travel is often going to be higher on a map like Gas Heaven, Badham, or even Midwich because Shelter Woods completely lacks walls in your way.

    I'd rather load into Midwich in a survivor game than Shelter Woods. A killer like Hag might be kind of screwed because there's no choke points and the map is very large, but most of the roster is plenty comfortable there.

  • Even when a map is small enough that you actually get hit with stacks... all you have to do is do the intended counterplay to her power and plug in some tapes. Like, I'll agree she's stronger on indoor two-story maps, but it's still Onyro.

    Hell, playing as Onryo, I've had more fully condemned survivors pop a tape in my face than I've had condemned kills.

    I chalk this more up to survivors getting used to ignoring the condemned mechanic and then not reacting as they should when the map or the addons make it a threat.

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