LeFennecFox
LeFennecFox
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723003#Comment_3723003
That's....exactly how it works. If 50 Blights had the same MMR prior to the nerfs, and half are now struggling because they only played Alc Ring, they weren't as good as the other Blights who have the same win rate as before.
Unless those blights magically can't get a 3k for like 30+ games in a row they're not tanking their mmr enough to get below soft cap.
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Apparently basekit aura reading is just too confusing for dbd players. Meanwhile there are 261 perks, 49 maps, and 36 killers behind paywalls/grinding yet seeing yellow teammates not shaped like a killer is too much for them to handle.
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Spend ~40-60 seconds downing someone for a player to speed to a hook insta sabo it then go back to their gen seems like a fair trade. You now don't get your pr/pop and can't deny the first gen pops.
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He's still blight and if they actually fix his bugs and make collision a little better I have no complaints. His basekit is abysmal though you need crow or speed in some way to actually play a lot of tiles.
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200% would be insanely oppressive to deal with for remotely strong killers. 150% would probably make it viable for the avg killer.
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PR got a pretty lenient nerf still the best gen regression perk and pop is in the gutter with 90% of gen kick perks. Windows is a good perk, but nowhere close in strength to pr.
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They do different things that's why. Bam is used to make very strong windows unplayable and the 15% isn't enough to make vaulting in general get you hits just forces them to leave. Superior anatomy is to catch out a survivor by following through a long window loop or mindgaming them towards a window you vault. Superior anatomy would be pretty strong if it had a 10-15s cooldown maybe 20-25s and a larger distance for activating the perk.
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They def need buffed considering their total regression if no one touches either was nerfed 41% (COB) & 61% (OC). Returning to the original values would probably be too much considering the state of the game even with 8 regression limit.
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I don't think it's unplayable, you have to know what windows open when others are closed. They should make those edge map fillers a little bit safer though and add a way to leave the houses next to the inside pallets so you're not insta zoned.
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She's a free strong killer who is very popular just how it goes
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I mean it's a good change since you won't be punished for using it for map mobility to setup for unhooks more often, but I can imagine some specific vigil builds where survs are just attempting to chain saves together on a small map.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715936#Comment_3715936
He needs a rework. Blight has too much going for him to be fine for the overall development of the game. He has the best map mobility on top of one of the strongest anti loop powers in the game.
This will always make him problematic when killer overall is balanced out. Same with nurse.
Styptic is fine imo, but if you say otherwise, I'm listening to your take. Syringe makes the healing action completely unnecessary and therefore the survivors a LOT more efficient at the simple press of a button. Loadout should not have this much of an impact.
I think you meant billy who has unlimited mobility besides a minor cooldown after stopping, instadown threat, and the potential to down you at almost every tile in the game without even using bam anymore.
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I think it's time for some actual serious basekit gen slowdown then pretty big nerfs for all gen perks
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715600#Comment_3715600
I think soul guard is actually 8 seconds which I was kind of shocked about lol
Yea even worse I think the change makes it still a strong option to save a specific person, but you need to combo it with something else like mft to save yourself instead of it being the only perk you need for every situation.
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They've been consistently making basekit buffs to struggling killers for a while so I'm not sure what you mean
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@JeanGreyarea said:
overall I think this update was very good. Only thing that bothers me is the buckle up change. Before anyone ask, yes it’s synergy with for the people needed to go as there was nothing you could do about it. But I just want to ask by itself, was the perk actually problem? I personally don’t think so. Again for the people buckle up needed to go, but by itself I don’t think the perk was a problem. It’s new affect doesn’t seem appealing either
The problem is it was just way better than the other options
MFT - 10s for yourself after completing heal action
WGLF - 100% speed on dying survs and 10s endurance on that survivor if you have safe unhooked, taken a hit for someone, or flashlight saved
Soul Guard - 10s endurance whenever picked up every 30s. Unlimited self pick up at basekit speeds vs hex perks.
Buckle Up - While picking someone up both players see the killers aura. When picked up both of you have 10s endurance with no actual cooldown
All the other perks either have a downside or requirement/cooldown and only protect one person. FTP was a problem, but the perk by itself did a little too much.
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Pain res & pop are still the top gen regression perks even after these nerfs everything else was heavily nerfed because of gen kick meta on top of the 8 regression events. Ruin is still an option I guess, but I don't think it's worth running on a majority of the killer roster.
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Buckle up outclassed every other surv pick up endurance perk and now has a more interesting and honestly fun effect of giving adrenaline speed boost so they live instead of both people being completely safe.
BGP was way too fast and let you stay safe while threatening a save from a good distance of most killers. Now you have to play closer and risk more going for saves. The 20s exhaustion is nice as well you can ping pong around more often in scenarios where the killer is getting hooks fast. I can imagine 4x vigil/bgp squads on dds being silly to watch 3 people constantly fly around with buffed sabo toolboxes (if the buffs are actually significant).
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Not sure about must run, but when you're down to the last few gens a death hook survivor can just chill in basement and proc the effect.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710683#Comment_3710683
Let me also speak for everyone who is currently busy laughing at the insinuation that there is currently something problematic going on with any of the perks mentioned in this thread. If it sounds dismissive, it's because it's such a non-issue and anyone who's actual experienced these perks at their worst knows it's a non-issue.
So other than being a minor inconvenience, where's the problem at? Are we just setting the bar at anything that makes us feel bad? Welcome to DBD, just like any other competitive multiplayer game where you're up against another person or team, some situations are not enjoyable. Interactive? I beg to differ. I'm not sorry to have to inform anyone who didn't know.
You're right and I'm completely wrong there is no issue with any of those insanely strong perks that kill all perk variety for survivor. Time to go queue surv with OTR DH DS UB and cause minor inconveniences for some killer players.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710676#Comment_3710676
I'm not putting words in your mouth, just reading what you say as I see it written. You say you feel that you are not in control when encountering these perks are at play. I cannot relate and I would refer you to my reply to Xerno with helpful tips to regain your control.
You're being dismissive and trying to insinuate that I can't "deal" with these perks. Being able to burn through these perks against mediocre players and win is very doable especially on the right killers that's for sure. It doesn't make the situations it puts you in enjoyable or interactive though. There is no need to downplay how problematic it is especially for players that aren't you and I.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710671#Comment_3710671
So you're saying your problem is Unbreakable itself is too strong and you do not know how to handle?
Maybe stop putting words in my mouth? There isn't anything to handle you are not the one in control when these perks are at play. They get value either way and you just have to deal with it.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710665#Comment_3710665
So… are you complaining about having to play the role you queued for or are you complaining that a surv is giving themselves to you and you getting free ticket to slug and gain pressure?
There isn't slug pressure if they have unbreakable????? You just wasted time and lost bloodlust and your potential second chase it's a net gain for them to do it.
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@Venusa said:
I don't see a problem with Distortion.
Chase perks like dead hard and mft got nerfed into ground and chases last much shorter now also thanks to how small most maps are after their reworks with goofy ass unsafe pallets.
So now survivors are like "okay then I'll hide instead" and this time killers are going "NO YOU CAN'T. I DON'T WANT YOUR PERKS TO CARRY YOU DURING CHASE BUT I DON'T WANT YOU TO HIDE EITHER!". At some point killers need to pick a struggle.
There are so many killer perks that give you aura reading for free and it's always a gamble when a survivor brings Distortion. They might just waste a perk slot.
I don't understand the obsession with nerfing anything that could be useful to survivors into the ground. Survivors don't have many strong perks left anyways and the leftover meta are perks that came out years ago.
Maybe we should let survivors who prefer to hide and stealth enjoy the game a bit because they're also needed for this game to function.
Dead hard nerfed into the ground meanwhile you still see 1-3 DH every game very bad perk do not use please. Saying killers get aura reading for "free" as well is so disingenuous you sacrifice a perk slot and have specific activation requirements.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710661#Comment_3710661
Slug them a 2nd time after they use Unbreakable.
True I should have to do all this for making the decision of chasing someone else instead of the person unhooked. Very weird how survs cry about tunneling and such then throw themselves at the killer every chance they get.
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@Marc_go_solo said:
I'm really confused here; I've been away from the game for a bit, but will be returning soon, but I don't think I've heard of many complaining about this.
Is this a case of a couple of people being upset they got outplayed and now, all of a sudden, apparently this is a big issue made out of just a couple of incidents? Of course, there's the equally frustrating "this is what killer's always do" commenters (bait posters and kids), but this just feels like a big thing being blown out of a couple pf whiners.
Regardless, it's a perk that can be used inventively if needed and also has a very, very obvious counter - slug 'em. This feels like a non-issue on a slow news day.
Unbreakable
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So you knew the match was over and decided to play hide & seek then blame the killer for it?
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I can't hear anything? I think all these flashlight bgp player users are starting to get to you.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710514#Comment_3710514
I guess I just disagree. As in the game right now, any killer can tunnel someone out, and that individual is forced without a say in it, unless they preemptively equip an anti-tunnel perk to try to prevent something that the killer doesn’t even need a perk for. If someone should never be forced to endure something (like tank an anti-tunnel perk) then I don’t see how someone should be forced to be tunneled. But that’s my point is that people don’t like how a DS could be given to someone that “didn’t deserve it”, but tunneling has never matter if the person “deserved it or not” because it’s accepted as a valid tactic/play style. It feels very one-sided and hard to justify.
I do think many M1s should get buffed, but I don’t think this means that every perk should always be weaker than an M1, as the game should be buffing those killers rather than nerfing perks. And I believe they’re headed in that direction with many killers getting buffs or QOL changes.
Are we going to pretend that tunneling is accepted as a valid tactic by the majority of the playerbase? I've received death threats and slurs for "tunneling" someone that was death hook for 2 mins before I found them again. A huge part of the playerbase does not like camping, slugging, or tunneling and will let you hear about it.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710613#Comment_3710613
I really don't know why they ever considered PR + Merciless Storm to be more obnoxious than PR + DMS. It baffles me.
They're thinking of the avg dbd player that might be on the first gen xbox one/ps4 hitting skillchecks. I don't think I've ever failed merciless storm skillchecks unless it's a full doctor build.
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@Xernoton said:
This is either the healthiest or second healthiest killer meta we've had so far. GE, Pop and Pain Res only work as a reward for the killer playing well. Meaning, your counterplay is to stop them. The longer you last in chase, the longer it takes the killer to activate their slowdown perks and the more likely your team is to finish gens that were close to getting done before they can be stopped.
The only problematic perk out of the bunch is Deadlock. It has no downsides, it works without any input from the killer and it has no counterplay.
When the devs nerf the current killer meta (which they will eventually), then they will introduce a new meta and considering how bad this went the last time, I'm not looking forward to that.
Deadlock does have counterplay it's just not viable in solo queue. You can pop 2-3 gens at the exact same time to completely ignore it or 99% a gen across the map from where the killer has their 3 gen.
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The devs make most of the meta gen perks locked behind spreading out hooks and people still aren't happy. PR/Pop is definitely too much on the stronger killers, but what is there to even use for killers regression wise? Grim could use some slight number nerfs + dms interaction removed. Corrupt is always going to be meta because without it your first chase can just be game over due to rng. Deadlock honestly isn't even being used that much anymore because it just means that gen can't be hit with pr/pop.
The 8 regression token system makes all the other options too unappealing. You can say they're overused or obnoxious yet they're the healthiest regression perks we've had in a while that encourage killers to take chase over just going afk in a 3 gen.
- Surge - only works on basic attacks for 8% and relies on you actually downing someone near gens being worked on
- Eruption - 12% to multiple gens, but burns 2 tokens for one use.
- COB - 130% over 60 seconds + info. The total regression it can do was nerfed by 41%
- Overcharge - 85%-130% in 30 seconds. The total regression it can do was nerfed by 61%
- DMS - Need to combine it with specific perks to get value or play hyper mobile killers/artist
- Ruin - just give up on this if you're not doing a full totem build or playing the very strong killers
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@Xernoton said:
Agreed. It's kind of sad that the visual aid to track survivors has become so bad it doesn't do its job anymore. Scratch marks are incredibly laggy (as in they lag behind the survivor) and so desaturized and thin you can barely see them with the perfect lighting and contrast.
Random grass/shrubs also just completely conceal them most of the time
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no
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@GentlemanFridge said:
The short of it is that introducing voice-chat creates way more issues than it solves.
Not having vc doesn't magically solve the issue of toxic players they just type instead of saying something in voice. I would gladly deal with problematic people in vc knowing I can just open a ticket and get them bye bye from the game asap.
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@Bagginses420 said:
The whole point of survivors is to survive. In a real life event, would this be possible? I mean, couldn't there possibly be a fault or weakness in the killer's plan? Not everything would or could play out to either one's favor. And wit a lot of the comments agreeing that this "abuse" is so rare, and I think bc many still aren't aware, that as killer, just learn to work around that. I SURVIVOR main and didn't know this, but that's probably bc I am usually solo. Not often do I swf and with comms. And I don't entirely understand it all, the struggle, bc I survivor main. But this doesn't seem like an issue worth fixing unless all the sudden people (survivors) decided to only play swf +comms.
You don't need comms or a swf to fly in with bgp and save someone with negative risk to the player attempting it
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If they're running boots it's the most boring chase in the game. Immediately drop pallet to not insta die at 75% of loops → billy gets overdrive → die anyway because the killer is rewarded for holding m2. The only counterplay to billy is awful map geometry and abusing crouch tech (if this wasn't a thing billy chase would be exponentially shorter).
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710491#Comment_3710491
I’ve sortve explained my thoughts on using a worst case scenario as a justification for buffing or nerfing something in a previous reply, so I won’t go into a ton of detail here, but essentially I agree that if used correctly and with other perks, it can be a very good time waster, but I don’t agree that it is busted or broken or that the value it gives is so great that a game can’t still be winnable. I think people don’t look at DS as just DS and they tend to lump it with other perks that synergies well together to make something stronger. And while it may be annoying to deal with, it is not uncommon for either side even before the new DS buff came into play. Stacking 4 slow downs is a pretty common meta right now, and while it can be frustrating to deal with, is still possible to win with the right counter play.
As far as being “punished for the kind play” I struggle to understand this when tunneling often isn’t because someone did something wrong, it’s simply to be as efficient as possible and get out that 1 survivor to make it a 3v1 because it’s easier to win. Who from their perspective is like being “punished for playing the game”. That’s what I don’t get as people are upset that this offensive DS could potentially “punish” a killer that didn’t “deserve” or “ask” for it, but tunneling isn’t seen as “punishing” and it doesn’t matter if the survivor “deserved” it or not because it is accepted as a valid playstyle. This is where it feels like a big double standard.
DS even by itself is huge to get off and sure not everyone that uses it will be running entire builds, but the majority of my matches it's never just naked DS. 3s DS was still a top 10 perk for anyone who had the brain power to not use it in a corner of the map. We are back to square one on DS where m1 killers get rolled by it with 0 ability to play around it and the S tiers can power through it. There should never be scenarios where you're forced to tank anti tunnel perks without a say in it.
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It creates lose lose situations where you can't go after the unhooker and are punished for the "kind play". It's also a guarantee they're stacking DS with other nasty stuff like OTR/DH/UB. If you're playing a m1 killer it's very devastating with little you can do.
Example:
You can't find anyone and someone unhooks very close to you. The unhooked player tanks with OTR and extends the chase by 30s for the other player just with a protection hit. You can now decide to risk eating a 5s stun or continue chasing the unhooker. If you eat the stun the chase is reset and now you're at risk of eating a DH that also extends the chase another year. They can also just straight up take a down to buy even more time then unbreakable without needing anyone elses attention.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/410054/bleeding-out-needs-to-be-adressed
Here we go again… i think this is the weekly topic by now.
Bleeding out a survivor is no worse than survivors dragging time for the killer when they have won the game, but camp the exit gate. This happens in about 80% of the games. They are forcing killers to go and push them out, they even split in 3 some times, so that the killer have to go to both exit gates and the hatch.
But as soon as the killer slugs them for 4 minutes, all hell breaks loose and they go to the forum and complain about it...
- If this is such a big problem, then there is perks to counter it, and if you dont want to "waste" a perk slot for that, then the problem isnt really that big that you make it sound.
Its rare that i get bled out.
Can 2 things not be problematic at the same time?
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I don't think removing every survivor option in chase via perks is a good idea. It would also just be broken on clown or any killer where the main counterplay is buying distance by dropping early/playing dropped pallets.
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@board24jason123 said:
a lot of people say survivors use decisive aggressively but what people don’t understand is that tunnel is tunnel you should know who you’ve already hooked and just because they hide in a locker you still choose to tunnel so I don’t see it as a big issue due to the fact the old ds the 3 sec stun was useless and now it’s buffer people already complaining?? Maybe stop tunneling and get good at the game?? Make it make sense
If you couldn't make 3s ds work maybe you should get good at the game? This is ignoring the fact people can run the same survivor & cosmetics to make it harder to know who is who.
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The camping fix? You mean the anti FACE camping feature that works just as intended? Slugging is not a problem in of itself, but there 100% needs something done so intentionally slugging 4 people to bleedout out of spite isn't a thing.
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Is it unreasonable to want old blighted crow basekit and then completely rework any addons that increase his speed? It would also give them room to make addons that reduce his speed without being so bad they're unusable.
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DBD is the type of game you watch other people play think about really wanting to play then going afk in the menu for 20 minutes before closing it. I enjoyed the time I played it consistently, but burnout is eventually going to happen. It's still a great game with issues and I don't regret spending all the time I did on it.
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Is the nurse one complaining about teleporting in general? She doesn't have much map mobility besides the ability to bypass large los blockers/verticality of certain maps.
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Depends on the killer mostly. DBD curse of bringing 4 slowdown and getting 10s chases or bringing 4 fun perks and getting the best survs in the game.
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It's a very good update to the store, but why didn't the gameplay receive even 10% of the love the shop got?
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There is a secret trick called spreading your gen progress out instead of putting it all into 1 gen that will get hit by gen regression
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@Junylar said:
Bully squads can "derank" easily by throwing a few games in a row. Since only escapes and deaths matter for survivor mmr, there are a number of ways how they can go to the rock bottom of mmr within a few hours.
It's not as simple as that it takes an insane amount of games to get below the mmr softcap once you reach it. Unless they want to throw 100's of games to bully killers for a few there is no point. This is pretending mmr even really matters in modern dbd.