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Laluzi

Laluzi

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Laluzi
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  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112459#Comment_3112459

    Imo survivor is much easier than killer. I think both sides need to be much harder to pip and def don't killswitch depipping

    For pipping? If you're in a SWF, sure. The thing with killer is that even though it can be harder to pip up at iri (particularly if you play certain killers, the emblem system does not play nice with instadowners, and it also does not reward killers for winning too decisively, which is stupid), your pips are a result of your performance. If you depip, it's because you got wrecked despite your best efforts and you never managed to get a foothold throughout the entire game. Solo queue puts your pips at the mercy of four other players and frequently creates situations where it's impossible to safety pip through no fault of your own gameplay. That's bad. Killer is only ever that inherently screwed, where there was never anything they could have done to win, against a tournament squad or cheaters. A big part of this is because the killer has no teammates that can sabotage or desert them, and because the killer can't be removed from the game before its completion.

    @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112459#Comment_3112459

    Calling for depipping to be done away with entirely is a quite an overreach to request. It would simply remove any and all challenge from gaining Grade. Some players enjoy a challenge. Sometimes it's frustrating. I know. I've lived that tish.

    A good compromise would be to lower the safety pip conditions of Iri from 9 Emblem points to 8, which is the same as Gold. It's a much more reasonable request.

    I wouldn't hate that solution, but I still don't see why depips should exist at this point. There's plenty of other challenges you can find in DBD and this is a weird area to insist on having one, because... the challenge is "can I have more solid games than games where my teammates threw instantly/the killer hard tunneled?" The meat of this 'challenge' is outside of my control. I'd think that makes it less of a challenge and more RNG.

    I'd rather maintain iri being hard to climb while removing the ability to backslide down the ladder. If it was a bad game, you just don't progress, instead of having it erase previous progress. Again, grades measure playtime, not skill. It's not some mighty accomplishment most players can't achieve. This is just a holdover of old game design that unnecessarily punishes solos.

  • I've stopped playing for the moment. Solo queue is too frustrating, killer queues are too long, and bloodpoints are too low.

  • @ByeByeQ said:

    Gaining grades in DbD is laughably easy, you cannot lose a grade by depipping and the rewards for getting high grade are really good. Depipping is a minor hindrance.

    Play more a git gud.

    It's not an issue as killer. Survivor, though? Solo queue is practically a pip roulette. The actions of your teammates and the killer can force depip you no matter how badly, adequately, or well you play. Have fun pipping up when your teammates ragequit, the killer finds you first and hard tunnels, your teammates are completely uninterested in the concept of unhooks, or the killer is AFK.

    Like, the fact you're saying you get to Iri 4 is a huge part of the problem. I'll have no issue getting to Iri 4 and then waffle my way up the last 4 ranks, sometimes making little to no progress for two weeks despite constant playtime, because I'm depipping for every pip at that threshold.

    There's no reason for depips to exist now that ranks measure playtime. It made sense when they measured skill, but right now they're a relic. I wouldn't care if they raised the threshold for pipping, but going back down the ladder because I got paired with a SWF that threw the game immediately, MMR threw me in with newbies, or I got a basement Bubba/tombstone Myers is just obnoxious. It's just one of those things that rubs salt in the wound and makes a bad night on DBD feel even more frustrating.

  • Me when the DBD outfit wasn't Wraith's Hawaiian beach getup: My disappointment is immeasurable and my day is ruined

    We've already got Mr. Puddles and Santa Clown. DBD's aesthetic won't implode from the addition of beefcake Trapper. You know you want to, devs.

  • Yeah. I'm happy they're fixing RPD, but not getting another part of Raccoon City feels like a missed opportunity. Oh well.

  • @Buffy101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112421#Comment_3112421

    I never even thought of the toolbox. Is that so they can keep sabotaging hooks?

    Sometimes you get a sabo squad out of the 4-box games and it's the Actual Worst, but more often it's 4 fat toolboxes with some combination of BNP/wire spool/socket swivels and they hammer out gens lightning fast.

  • I play meaner when they do that. It's douchey. But the full team toolbox switches scare me more than the flashlight switches - with the flashlights, you know they're just going to chase you around clicking all game and gens are going to be slow. When it's a last second toolbox squad, you know they're going in hard.

  • Yes and no. People who never cleanse against Plague are failing to adapt to a dynamic situation and are easy prey unless they're supremely confident loopers with resources to work with. But people who always cleanse against Plague are simultaneously wasting tons of time and hardcore screwing over their team. There's no hard rule with Plague - instead, you have to read the situation and react accordingly. Deadzones have formed in contested areas? She's defending a hook? Your teammates are cleansing en masse? Cleanse. She's occupied with someone else? You're probably going to touch an infected object or teammate within the next thirty seconds? She has no fountains and you do not imminently need to tank a hit? Don't cleanse.

    Cleanse when it's smart to cleanse, and either do it far away from active gens and the center of the map, or aim to reset her fountains if she's already got enough that there's no inconvenient places left to cleanse.

  • @JonathanByers said:

    https://forum.deadbydaylight.com/en/discussion/339006/hooked-on-you-is-out-btw

    I’m not getting it unless they add Amanda/Pig in the future.

    Probably not, since she's licensed... :(

    But on the bright side, I can hope (read: thirst) for Trickster and Adiris in peace. And they recently retweeted this one pic of Deathslinger in a floral t-shirt and shades that I will riot if it never gets adapted into the game, because whew, my good old Irish lad is packing.

  • This sounds like less of an alert and more of just you talking about your ban.

    It sucks, but tone is difficult on the internet - it's not very clear without knowing someone whether they're being silly, sarcastic, or just rude - and stream mods are famously low-tolerance due to the number of people that come in and shitpost. They don't have time to investigate with the number of posts they need to hammer.

    I hope you can appeal, but this probably isn't the way to do it.

  • I'd have no issues with making hatch spawn when all gens get done, and current hatch is nearly useless, but letting multiple survivors escape before the gens are powered was completely unfair and has no more place in this game than 1-hook moris did.

  • @not_Queef said:

    Whiners won. Hard to believe people still didn't learn the map after an entire year.

    Still, it will be cool to play those new outdoor parts.

    Just because I learned the map layout and where gens/pallets/totems spawned didn't make it suck any less. It was horrible for certain types of killers, had several stupidly abusable locations, was the absolute nastiest map for boons around, and was overall way too big for any non-teleporting killer to have a hope of patrolling the entire thing. Not to mention it was hella dicey to reach unhooks across the map or do Pig boxes/find Pinhead's box, and some killers' powers became way too powerful in those hallways due to how narrow they were. It was badly designed for DBD and its confusing layout was only part of that.

    My only disappointment is that we're not getting a different Raccoon City map with Wesker.

  • To this day, I cannot understand how they thought the redesign was a good idea. Like, I'm not saying Gideon was ever a balanced map, but I am saying that ~30 safe pallet loops with total visibility, 5+ god pallets, and 6 windows on the entire map is a terrible idea from a mile away.

  • @aarontendo said:

    Quit complaining and just adapt. If you were that dependent on one perk then your mmr is probably inflated. This just seems like entitlement.

    All that stuff killers said about DH.

    You're missing the point. It failed to stop the Thana strategies everyone hated to go against (ie, versing the killers that can perma-injure the team and stack mounds of slowdown on top of that) while killing build variety for the killers Thana was merely mediocre on. It's not a well-executed nerf. To use your Dead Hard example, this would have been like nerfing DH so that it only works for distance... so you couldn't use it to dodge a single hit into a wall anymore, but you could still greed loops with no counter. It killed the meh uses of Thana while largely failing to affect the problematic uses of it.

  • Better information on what my teammates are doing, MMR that looks at more than just escapes or deaths, and also queue penalties for people that frequently suicide or DC so that they either take much longer to drain from the account or they're put in their own queue ghettos with each other.

    I definitely want the action icons and being able to see my teammates' perks, but stuff like basekit DS and faster cleanses... as nice as they are, I'd prefer buffs that don't also aid SWF.

    Also, be nice to Artist :(

  • Eh, I dunno... she could use a haircut.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111106#Comment_3111106

    I mean, that's something you can suggest, I was just explaining what the function does, since there seems to be a misunderstanding and people think they won't get matched with those they block.

    Fair enough, but I think this would be a fairly ubiquitous misunderstanding because that's what a block feature usually does.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111097#Comment_3111097

    That's not what that does, they won't be able to add you.

    That's rather... bizarre. You would think a block function would at least allow you to ignore a player. I see no harm in allowing that, and you'd think it would be a desirable function to have if you're in a lobby with someone that's being offensive, abusive, or spamming so that nothing else can be read. Especially if you're trying to talk with someone else and closing chat isn't an option.

    That's just basic player protection.

  • @JawsIsTheNextKiller said:

    I sometimes select that challenge and completely ignore the pustula plant. Mainly to confuse people, but also because they sound so squidgy!

    I equip it all the time just to people-watch, but once it saved me from a hatchet. The glorious thing spawned in shack and saved my bacon while I was window vaulting. All hail to the pustula plant.

  • Yeah, this straight-up baffled me. I thought that was literally the point of the Pain Resonance nerf, that PR/DMS wouldn't work anymore. Why they thought it was a good idea to bring it back is beyond my feeble understanding.

  • @Anghroth said:

    I'm really deeply sorry, you all can't abuse your stacking endurance anymore and actually have to make educated decisions, WHEN to take a hit. Especially in this endurance/bodyblocking meta, we have been in for the past few years, changes like this are more than welcome to anyone who actually cares about fair play.

    But I do not expect any of the former perk/status effect abusers to fully understand that, of course :D

    ...There was only one time we had an Endurance meta, and it never made it to live servers.

    Also, if you're complaining about Mettle of Man of all things... good lord, dude. I have precisely once in my career encountered a problem with it, and that squad wasn't really doing gens anyway. Usually that perk was a killer benefit because people would throw themselves in your way without any benefit other than gaining a stack. They might get one free hit, but you got three.

  • @Nirgendwohin said:

    blocking dose also nothing.

    That part's intentional. They don't want people mass-blocking everyone that beats them.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110067#Comment_3110067

    What about reporting AFKing, refusing to play the game, and rage quits? Those are quite easily visible with the extremely low bloodpoints from the status screen.

    I'd like to believe they do something, but I'm fairly sure they don't. You'd have to ask one of the moderators.

  • @Mandy said:

    The intention behind the change to Mettle of Man is to make it more consistent with other Endurance perks - there was quite a bit of confusion around the Endurance effect specifically why some perks had the Conspicuous Actions side effect but Mettle didn't, so the change for consistency was made.

    It's definitely something we're keeping an eye on and watching the feedback and how it plays out closely, I do believe we also have a few bug reports in on it at the moment so it doesn't seem to be working as intended, which makes it difficult to get more accurate feedback.

    The thing is, in addition to that (which inherently weakens it), you guys also changed it so that it tells the killer it's active. Against any intelligent killer, the perk is close to worthless. You can't progress the game at all because you'll lose the perk you worked hard to get, but the killer can also see that you have active Mettle and knows two things: one, that you're a worse target than anyone else and should not be chased if there's any other option, and two, you're safe to ignore because you can't do gens. You know how sometimes you'll get a survivor following the killer around going clicky-click, and it's generally a good idea to ignore them because they aren't doing objectives anyway? Mettle is that assurance on steroids, and more than that, it straight-up tells you when the survivor has given up their Endurance and returned to progressing the game. You can even see their last known location if you were paying attention. The only thing you can do with Mettle now is bodyblock, and at that point, you're better off bringing a styptic.

    I would have been perfectly fine with Mettle retaining its special Endurance status because you had to do so much in order to get it. It was very difficult to activate, not always possible, and involved more or less throwing the game in order to obtain. There was a reason it was a meme perk. Now it's not even that.

  • Damn, that's a solid streak with all those restrictions. M2-only Billy with 2 perks, no camping or hard tunneling, and can only kick >75% gens? And you got to 17? My hat goes off to you, sir.

  • In-game reports are worthless unless you're reporting a chat offense. If you're reporting something in-match and you don't have a corroborating ticket on the support website with footage, your report is thrown away.

    Props is a placebo, I think. I still give them on the tiny chance they're actually saved.

  • @gldetonator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109282#Comment_3109282

    I used to think survivors were more boring when it came to crying than killers, but now I see it's on the same level. It's obvious why Thanatophobia was nerfed. I don't know about you, but the highest rate of use was in Plague and Legion, with me I even saw Nurses using it. The nerf was well deserved, as it is being impossible, especially for SoloQ players, to make generators and have some win rate. Just stop crying and learn to play the game with no progress delay perk.

    ...Can you even read? The issue is that they largely failed to nerf Thana for the killers it was best on, but nerfed it for the killers it was mediocre to subpar on. Ergo they did not fix the problem it presented, just slimmed down the roster so that only the problem killers can run it, which is the absolute opposite of what they purportedly intended with 6.1 of increasing perk variety. Yeah, I saw Thana on a lot of different killers post-patch, but it's not a great perk unless you can reliably keep everyone injured and it did not have too much impact on those non-Plague/Legion games unless it was stacked with stuff like Gift of Pain and Plaything. I had much more trouble with killers who were stacking the gen kick perks than I did with Thanatophobia, outside of the two juggernauts.

    Also, I play both sides fairly evenly and I've almost exclusively been complaining about solo queue issues this patch, so you've even failed to correctly typecast me. It's honestly impressive how far off the mark your post is.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110005#Comment_3110005

    That's an extremely specific and uncommon scenario.

    But that's... exactly what I was talking about from the start? It's not that far from what the OP was talking about, either. The point of a suicide option is to escape hostage situations where the killer bleeds you out for the full timer because they're either looking for one other player they have no clue to the whereabouts of and cannot find, or because they're being a dick. And just because it's uncommon doesn't mean that it should be allowed to happen or that survivors should have no recourse. I've certainly faced it enough times... and killers slugging for the 4k is not a rarity at all.

    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109942#Comment_3109942

    because you're acting like it happens far more often than it does. and if it does happen that often for you, it's much more likely to be a form of reprisal. maybe thats why it happens so rarely to me, who knows? Fact of the matter is youre complaining about the timer specifically because of bming (which i have not once defended) and not the actual mechanic of a bleed out timer itself (which is what i have been defending)

    https://forum.deadbydaylight.com/en/discussion/comment/3109967#Comment_3109967

    if you want to introduce this, let killers quit without needing to disconnect. They can be pretty helpless in matches too sometimes, and they even had to make it so killers could start the EGC themselves at endgame because survivors were able to delay the game further even with its introduction. And yet again, as per BHVR if the situation will resolve itself there is no hostage taking in the game. They actively changed many mechanics to prevent actual hostage taking. You could argue you're "being put in time out," but that will literally always exist in the game to some degree. My argument isn't even that you shouldn't have an option to forfeit a game, just that people only wanting when it specifically affects them is an extremely childish mindset for a pvp game. Its just as childish as the people who perpetrate it, so i dont have a whole lot of sympathy.

    https://forum.deadbydaylight.com/en/discussion/comment/3109962#Comment_3109962

    I hope you don't also think i call people palookas in real life too. That would be silly.

    The entitlement comments are because the perspective is so self centered it's unreal. Like how can you even survive playing this game and not be willing to come to terms with the fact you will have games that are completely unfair, or that you'll have situations where you have no potential? This is the absolute wrong game for that kind of mindset. And my choice is that both sides both have strategic purposes for the actions as well as BM ones, like i said before. Many slugs will cry that they were left to bleed out when they hid in a corner while running IW and the killer simply couldnt find them, just like some killers will afk before the egc started and then complain that the survivors didnt finish and leave before they were forced too. I just want people to consider the bigger picture before complaining about "the side they don't like" and I especially want people to stop trying to dress me up like a scarecrow.

    Like... sure, I'll take responsibility for not reading your sarcasm properly, but I don't see how it's entitled to dislike that other players are allowed to do things for the sake of being dicks and the game forces you to put up with it? I don't think I have an issue with myopia; I've complained about every instance of this on both sides that I can remember, so at the very least, you can't fault me for consistency. Certainly I don't see what the game would lose by slimming down people's avenues to be spiteful douchebags to each other, and subsequently lessening those helpless downtimes where the player can't do anything but seethe in frustration. Hell, you can even handle the slug-for-the-4k situation by keeping the hatch shut for the remainder of that player's bleedout timer if you really want to minimize the impact on gameplay.

    I believe there's a big difference between "this specific game was unfair and I probably never had a chance" and "I can't do anything, even die, even though I have utterly lost this game and there's no feasible comeback from this." One still has the potential to be a worthwhile gameplay experience and the other truly does not. Like I said earlier, just because something can happen in the game doesn't mean it's healthy or can't be improved.

  • If you're the last survivor, you're on the ground, and the killer is refusing to hook you... the jury's already out on sportsmanship, man.

  • "Was I a good perk?"

    "No... I'm told you were the best."


    Rest in peace BBQ & Chili, 2017-2022. A faithful companion that funded many a bloodweb.

  • @Rastabooze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109933#Comment_3109933

    its a whole another playstyle now. so you are trying to adapt to it, playing new dh, but ned dh is NOT working as intended. what is so hard about that? when you decide to change a meta perk and you are not able to make it work, then you shouldnt wonder ppl being frustrated...

    this is a whole new playstyle this game is favoring

    The thing is, new DH is totally working as intended. It's meant to be risky and needs perfect timing otherwise the killer hits you anyway. This is because a perfect 'you can't hit me' shield was deemed overpowered; if it always works, it's a third health state. Dead Hard was nerfed. That was always the point of the change. I've still had people use it correctly on me - even consistently - so it's not impossible to use now, just way less easy.

    It's not a new playstyle this game is favoring. What you're being encouraged to do now is actually spend some time doing the game's objectives instead of chasing the killer trying to get aggro or to pull off killer grasp saves for the entire game. I get that that's a lot more exciting than gens, but is it difficult to understand that if the survivor team regularly has the free space to ######### around while the killer has to 100% commit to their objective for a chance to win, the game is unbalanced? I'm not saying it's balanced in its current state, because solo queue is a nightmare at the moment, but the glory days you're talking about were objectively bad for the balance of the game. If that playstyle isn't tenable anymore, that's a good thing.

  • @Wowie said:

    The last thing BHVR should encourage with their community is quitting. The game already sucks hard enough without it becoming League-tier surrender at every corner.

    I mean, the ideal way to implement this is so the option only appears when you're the last one left, or every other remaining player is equally incapacitated, or you've been slugged for over half your timer, etc for any other liable conditions I missed. Giving players the option to suicide whenever they're downed would be a terrible idea, but something's already gone weird with the game if you've bled out for half the timer, and absolutely nothing is lost by letting the last survivor voluntarily give up.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109884#Comment_3109884

    Then grow up or stop playing pvp games. How is this even an argument? You're complaining about how poor survivors need to sit there and wait a whole 4 minutes (at absolute worst case, btw) but those greedy killers can suffer through humiliation to shorten their wait, those selfish palookas!

    take a step back and think for five seconds how entitled your argument sounds. Again, i honestly prefer just getting up and stretching or something instead of giving them the satisfaction. Play a game on your phone if you really can't wait that badly.

    You can't really use the "killers have to suffer through humiliation to shorten the endgame wait" while also pushing the "it's not a problem because you can go afk and do something else, and you're entitled for wanting anything else." Either the other side wasting your time to gloat is bad and shouldn't be in the game, or nothing is a problem as long as you can walk away from the screen, and you can't complain about it as a result. Pick one.

  • @Rastabooze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109914#Comment_3109914

    I use dh since 1 week constantly. I get exhausted on the ground in 4 outa 5 cases. maybe I have a bad connection, dunno man. But THIS is frustrating af. You try to adapt, but the only thing you got is depression.

    when you DS a killer its even worse. Nurse gets you within 4sec and tunnels you to death... unplayable...

    Did you play much in the last... 9? months? Server-side hit validation made Dead Hard much more reliable and its strengths got magnified as a result. People could time it so that they could use it after the killer started lunging and always dodge the hit. Plus using it to reach a pallet or vault was particularly uncounterable and that's primarily what all the racket was about.

    Again, the DS nerf was stupid, but I've found no issues swapping to Off the Record. The only time OTR is worse than DS is if you're camped and the killer hits you off the hook.

  • @Rastabooze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109885#Comment_3109885

    hey man. did you ever try new dh or new ds? be honest please!

    thx for the hopes

    New Dead Hard is hard to use, but that's the point - old Dead Hard was overpowered and should not have had the breadth of utility it had. Either get good at the new one or learn to utilize a different exhaustion perk, and if you can't do either, accept that you were reliant on a function that they decided to remove from the game. New DS was overnerfed for no reason but Off the Record is just as good if not better, so the anti-tunnel situation hasn't really changed that much.

    If the balance of the game has changed so that one survivor can't spend the whole match running around trying to bait a chase - as in, the team had a good shot of getting gens done when only 3/4 of them are trying - that's a good thing. "Defensive" gameplay, or actually doing gens and trying to evade the killer, is how the game is meant to be played. I think this patch is pretty messed up, but in your case, it sounds like it's working as intended.

    Like, if you want to complain about them nerfing MoM of all things, I'll be right with you, but Dead Hard deserved what it got.

  • Man, this is just another thing I Do Not Get about the perk updates. To me, killing DMS/PR was the only good thing about the Pain Resonance nerf, since that was an annoyingly strong strat that was noticeably more powerful against solos than comms and had some fairly busted applications on Artist - meanwhile I was annoyed the perk lost its information aspect. They just gave that back... but only if you're running PR's most problematic combo, which is also back in the meta. And now DMS is weaker on its own and I doubt it's worth running with anything but Pain Res, so... so much for variety or letting less-dominant combos flourish.

    Buff Pain Res, nerf Mettle of Man, I guess.

  • @Carth said:

    They do remove collision? Or are you asking for invulnerability after a zombie hits you?

    In today's version of the code if a zombie hits you, you should be able to zoom through him.

    I'm pretty sure you still get stuck on the zombie. I've had chases in indoor maps where there was a zombie ahead of me in a doorway, Nemesis was behind me, and it turned out backtracking into Nemesis was the only possible move because you can't get through the doorway even after the zombie hits you.

    If it's in a hallway (and it's not RPD, maybe), you can get around them even if you can't avoid the hit, but in a doorway or some weird nook with a gen/totem, you can't get past.

    That said, I kinda agree with the general sentiment that in most scenarios this can happen, it was your fault for not noticing the zombie was approaching.

  • That's part of the reason I barely played killer since the patch. Ages in queue, and half the games don't even count because survivors are quitting all over the place regardless of what killer or build you're running. Feels like you're spending more time in queue than actually having fun.

    TBH, I'm fairly sure part of the reasons survivors are ragequitting on hook is because they can immediately queue into another game and there's no time wasted as long as you have the requisite selfishness to not care about your team. Makes shopping for a match much easier. You saw a lot of the same behavior when DC penalties were turned off in the past.

  • Just because something exists in the game does not automatically make it healthy or desirable. Why do you think it enriches the game to enable the killer to hold a survivor hostage for 4 minutes? Because that's the complaint here. The killer isn't ending the game on their own and the survivor wants to move next.

    I don't have an issue with slugging for pressure or any in-game reason to slug, but I do have an issue with slugging to grief, and to a lesser degree, slugging for the 4k once it's clear the other survivor is hardcore hiding and will not take the bait.

    From the perspective of gameplay, it's as stupid as if the killer had no way to push survivors out of the exit gates and the EGC took twice as long. It's a waste of time and I feel some kind of exit function would be beneficial to the game's general enjoyment.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109598#Comment_3109598

    That's still quite situational.

    https://forum.deadbydaylight.com/en/discussion/comment/3109679#Comment_3109679

    Nope, I got consistent value out of it almost every game I ran it. I stopped running it because I realized how weak it actually was

    What killer were you running it on? Artist is not the only killer that synergized with it. It's really not a bad perk at all, but it's not going to do much for you if you don't pressure gens - if you don't do anything with it, it only gets the occasional person leaving a gen to make a save, and it only hits people once before they learn.

    As for DMS... I mean, they brought PR/DMS back. Why they thought this was a good idea, I don't know, but they certainly did it. Though DMS is assuredly worse on its own now.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109282#Comment_3109282

    I am really not sure if it's still going to be a problem on those two killers though. It got nerfed for them less than for all other killers, but it still won't be as strong on them either. Whether it's enough or not I do not know.

    But I feel like it's going to be good but not op anymore on those two killers and useless on every other killer. Which is definitely not the ideal way to nerf Thana. But I'd rather have it nerfed like this than not at all.

    It will be weaker on Legion (or rather, easier to meaningfully counter, though make no mistake it's still going to be miserable to go against) but Plague has absolutely no issue keeping everyone injured and she directly benefits with a power burst when anyone heals. Even the 'cleanse in a bad spot for Plague' strategy will only work twice-ish before there's no inconvenient fountains anymore... unless you're on Swamp or RPD, I suppose. Add in her infection time addons and/or Prayer Tablet Fragment and she can effectively lock down all the gens if she pleases, meaning there's no way to progress the game without getting injured. But even without those, once you have a few survivors infected, it's difficult for the others to stay clean between unhooks and gens others are working on. As with all things, comms is better at keeping someone healthy or timing cleanses so that the person isn't immediately forced to get infected again.

    So for Plague, this change is a slower start to the slowdown and a nerf from 22% to 20%. But the issue 6.1 brought is only partially the 2% increase, which isn't very noticeable on its own - it was the base gen time increasing and therefore making all slowdowns more impactful. And she can still stack Plaything/Penti or DL (Gift of Pain isn't great on her for the healing requirement, so at least there's that much.)

    Point is, I don't think thana Plague is going to be noticeably less awful to verse than she was before.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109402#Comment_3109402

    That is actually technically not half bad compared to some of the other maps in the game.

    You're not wrong at all - I'd take it over something that's wholly survivor sided or wholly killer sided - but that doesn't mean it can't be improved. The Haddonfield houses that have two windows on the same side of the house are just stupid.

  • They should make the middle of the map stronger and then weaken the houses. The double window houses and the loop in the main building are bogus, but the center of the map is derelict beyond a few scattered pallets and a couple of the lawns are complete deadzones. It's weirdly unbalanced in both directions; a survivor is either doomed or has a free E depending on where they are when the killer finds them.

  • @Peanits said:

    This is an interesting theory, but the MacMillan Estate realm has always been codenamed 'Industrial' internally. We try to catch things like that before they go out, but sometimes they slip by without us noticing. Everyone involved with writing patch notes has been around on the project for quite a while.

    I'll go ahead and fix that.

    On that note, one of Deathslinger's outfits has him named "the Gunslinger", which is his internal name. Think it's his fisherman headpiece.

  • Oh my god. I'm tempted to boot up DBD again just to try this lifehack.

  • Yeah. They previously said they weren't going to do one and that decision just flummoxes me. This is a time when a.) they just removed the inbuilt BP bonuses with no functional in-game compensation and b.) queue times are absolutely fubbernucked. It seems like a premier time to start encouraging some gameplay with bonuses.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109289#Comment_3109289

    i didnt think i would have to clarify that you cant use those six perks at the same time, and you can use differente combination of those six.

    Have you ever played a thana legion with sloppy? even if it does not affect directly to gen repair speed, it will affect you if you have 4 thana stacks and everyone has mangled effect. It is really not that difficult to see

    Frenzy doesn't apply Sloppy, though... the Legion addon that applies Mangled when people mend is way more powerful.

    @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109291#Comment_3109291

    It's not pointless if you can make it efficient. Legion doesn't magically fly to your location as soon as you're healed and immediately injure you. He's gotta frenzy then catch you and in the meantime he's not getting any value out of thana. Then if during chase with you a single ally heals he's back to square one with thana value.

    So it's just a matter of efficiency. Is it efficient to keep one survivor healed in order to deny an entire killer perk slot? Of course it is. Especially with how fast heals are with buffed botany and Circle.

    Eh, fair enough. I doubt it'll be viable in every situation, and you can't rely on specific survivor perks or items or items across the board, but survivors can generally keep someone healed versus a non-snowballing Legion. I maintain it is still slowdown, though, since decent survivors wouldn't be healing versus Legion otherwise and it doesn't usually benefit them to be healthy.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109272#Comment_3109272

    Only 1 person needs to heal, and that's only if Legion managed to have all 4 survivors affected at the same time. Against survivors that hard split, or are just on opposite sides of a large map, it's more trouble than it's worth to get all 4 affected at the same time. Even if Legion used never sleep, and decided to just run cross map, the amount of time spent Legion wastes by running cross map just to hit and run, is much longer than one person healing if all 4 do get affected at the same time.

    The problem is it's a 60% effective nerf, and Legion has to aggressively fight to attempt to make it less than a 60% nerf. That is a huge change, and if the survivors do manage to counterplay the 4 affected bonus, then we're right back to a 60% effective nerf.

    Also, does BHVR really want to encourage these tryhard builds? Instead of Legion just playing normally, they're encouraging Legion to aggressively try to hit and run way more than normal, just to get the big bonus. And even if it's less effective to play like this, it might be a lose lose situation where it's a worse game decision for Legion, and it's way less fun for the survivors since they're constantly being hit and run.

    True, you have a point. I suppose it's going to be map-dependent - on a big map like Red Forest, you're right, Legion can't effectively keep everyone injured. And I agree that the focus they're (inadvertently?) promoting is bizarre. That's part of why I wished they would have changed Thana the other way, so that it's more useful in incidental gameplay but less useful once you start focusing on 4-man injury.

    But I still do think it's better on Legion than it is on almost the entirety of the cast now, because Legion doesn't care nearly as much as any other killer when survivors heal and thus the survivor counterplay to Thana isn't as effective.

  • I see a cow, but it's not attached to a WGLF PFP???? My brain can't handle this

    (On topic, though, thank god. Though I do hope they're doing a bit more than straight-up cutting the map in half. And I was hoping we'd get an actual new Raccoon City map with Wesker...)

  • @EternalSinOfCain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109284#Comment_3109284

    Translation : They'll have to give us our bully squad capabilities back if they want stable Survivor player base.

    Might want to run that through Google Translate again, dude. "Solo queue is absolutely hell to play right now between stacked slowdowns and other survivors reacting to stacked slowdowns" does not equal "I want to bully killers in a 4-man SWF." When it comes to the ######### killer queue times - most survivor players are solos and coordinated bullying was never on the cards.

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