Mister_xD
Mister_xD
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Honestly the least thing they could have done with this nerf is have it count in dead people as well.
Seriously, the only way you ever get any use from it is by having all 4 Survivors alive and injured. As soon as one of them dies, disconnects or heals the entire Perk goes in the bin.
6% is laughably low, ESPECIALLY since it doesn't affect anything else than repairing, sabotaging and cleansing speed.
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FYI for the future, you can usually find links like those on the right hand side of the screen in the Tweets section where BHVR shamelessly plugged their own Twitter for everyone to see. They will usually make an announcement tweet that goes live together with the new patch notes and that will contain a link to a forum page where you get to read them in full.
That may only apply to the PC version of the Forum though, I have no idea how the mobile version works - so if you're on mobile you might need to check Twitter manually.
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The thing that interests me most is, whether it now applies Deep Wound or not. They said something about wanting it to work like other Endurance Perks and it now applying the Endurance status effect, so it wouldn't be far fetched to assume that Endurance's main downside of applying Deep Wound to avoid Endurance stacking is included.
It is going to be quite bad no matter the answer though - it might however manage to be slightly less bad if Deep Wound is not included.
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@Chilli_man2400 said:
Also they buffed mettle of man and nerfed Dead man’s switch. Pain resonance was buffed
Honestly, I wouldn't call the MoM changes a flat buff.
Yes the required amount of protection hits has gone down by one, but therefore you now get your aura revealed when further than 16m to the Killer, you lose your Endurance when doing any conspicuous action and I assume due to it applying the normal Endurance status effect now you will receive the Deep Wound status effect uppon the Perk activating, removing its synergies with Perks such as Borrowed Time and Dead Hard.
Pain resonance was also not really a buff, they just removed one Perk synergy and replaced it with a different one, while simultaneously nerfing that Perk as well.
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Dredge is a great and fun character that I love playing as.
Sadako I haven't even bothered purchasing.
I think that sais all that needs to be said xD
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It's a game of hide and seek that is being balanced around a game of tag.
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It was such an unnecessary nerf too.
It should honestly just get reverted, but knowing BHVR that will never happen so we're stuck with it now :/
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Even as a Dredge player I hate this map.
It is just so poorly designed...
Also, a good 40% of the map just doesn't have a single locker on it. Yeah it has a lot of lockers, but they are all grouped up in a few places and that doesn't really help at all - like that one hallway that has like 10 lockers in it, yet most of upstairs doesn't have a single one ;-;
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Sad Demodoggo noises
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You can not activate an Endurance effect while in Deep Wound to avoid Endurance stacking and Survivors being able to tank up to 5 hits by the Killer in a single chase.
So this is not a bug.
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I used to bestow this medal first uppon Hillbilly, then Deathslinger - we all know what happened to those two, so now I'm afraid to say it about anyone else because I fear I'm going to cause a huge, unwarranted nerf to befall this character and ruin them forever.
I mean, I used to say I love Doctor for his incredible depth in power - and shortly after they remove a big aspect of his powers depth!
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Old Hillbilly.
They did him so, SO dirty...
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I refused to play the Perk because i acknowledged just how big of a crutch it was.
I relalized that for as long as I run it, I would never actually improve at the game - because why would I, I can always just press a button and get back to safety immediately.
That's why I always picked Sprint Burst over it - and now that has paid off, because I play pretty much the same as I did prior to the changes whereas I see a lot of people who overrelied on DH crashing down hard.
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I had a guy try to Dead Hard for distance (he wasn't even in M1 range) which made me laugh out loud.
He learned about the Dead Hard changes the hard way xD
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No it's clearly Sharknado, duh!
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I genuinely hope for some soloQ improvements. Though I doubt it heavily...
Nerfing Killer is really just a huge step backwards - Killers desperately needed buffs, taking them away won't fix anything. All that'd achieve is having two near unplayable roles ingame like we used to.
As for Thana, it's probaply gonna get a nerf. Not that I think it necessarily needs one, but it was fine prior to the buff so reversing it wouldn't be a big loss either IMO.
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But... thats the point of Nightfall?
You are not supposed to see far ahead.
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One thing that I did notice and view as a relatively big problem after the changes is camping.
So far most of the Killers that achieved a 3k or 4k against me were Killers camping the hooks. The increased gen times have made camping a much stronger tactic and especially with Perks like NWO, NOED and Deadlock it is extremely hard to punish that playstyle.
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I would!
I always appreciate your summaries, as they allow me to get all the information easily without actually having to sit through the whole stream ^^
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In short:
- start out with all Traps in hand
- bring back the old grass model / greatly thicken the new grass
He will never be a meta Killer, but he would feel significantly better to play.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3094268#Comment_3094268
https://us.v-cdn.net/6030815/uploads/SEAJPJ2SCYA5/20220726164552-1.jpg
(but for the most part, I agree, DBD's art team is awesome)
I... I'm sure it has its fans... r-right?
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The art team is once again doing an absolutely phenomenal job!
These guys and girls just never disappont, do they?
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The average amount of kills has gone up, but I don't lose a whole lot more than before.
Though the games I do lose are usually against a Killer that is camping and tunneling, which does leave a sour taste in my mouth. Especially camping is just too good now, especially since it requires no skill to use.
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The way I understand it, it throws a coin and if it lands on heads your message gets censored.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3089433#Comment_3089433
https://forum.deadbydaylight.com/en/discussion/comment/3089413#Comment_3089413
Well I am already back home #########, got the surgery at 18 GMT + and woke up around 22. I appereantly spoke for an hour english to the nurses and doctors (I am from germany so it was very unusual for them). But ye everything seemed to work almost way too well, I can sit down and walk but standing up is an issue, which means more gaming time for me? But ye I am suprised it went that well, the doctors including me expected atleast a week stay but my wound healing is really good, the doctors where really suprised. I guess I just have an build in second wind in real life or something.
That's great to hear and I'm glad you're doing better already ^^
I wish you the best for your future recovery!
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Clown is going after Dredge, ready to annihilate it and rescue Maurice at any cost.
Their battle will be legendary.
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In a retrospective, I actually played significantly more Survivor.
That is mostly due to me playing with some friends, which is not possible as Killer. But I enjoy both.
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@realflashboss said:
https://forum.deadbydaylight.com/en/discussion/comment/3089407#Comment_3089407
DH users hardly have to relearn how to loop killers, they just have to do one less loop or be less greedy in most instances tbh. All the best DH users are good loopers.
They also need to lear to respect the Killer a lot more in general. You can't greed a gen with the Killer closeby while injured anymore, you can't get too close to them while trying to distract, etc.
I see a lot of people die because of small blunders they make that previously they could have easily corrected by pressing E, but now they die for them. They can't just get back into a good position by pressing E anymore, if they outposition themselves then they are in trouble.
DH had many more possible usages than just DH to greed one more loop, it was a tool that got you to safety from a bad situation. Take mindgames for example - I have had an insane amount of people get mindgamed succesfully, but then they just press E and entirely negate it. That too is no longer possible, which also results in a lof of people going down much quicker than before.
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Life is a lot better for Killers now. Though I can not say for sure how it will be once people got used to the changes and lerned to play with and around them, what I can say is that it feels a lot better to play Killer and not having to constantly respect the possible Dead Hard every time you are in range.
And I do think the changes did a good job at shaking up the meta for both sides, so that is pretty neat as well. Though it is only a matter of time until a new meta is found, but right now you can freely experiment with whatever you like.
One thing to note though is, that the Killer queue times right now are rather bad.
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I actually haven't encountered one yet...
Huntress, Oni, Blight, Nurse and Pig seem to be a lot more popular, at least in my games.
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I wish you the best for your surgery!
As for Dr. Edge, the only thing I'd like to see is it ignoring locks during nightfall. A cool way of doing that would be by automatically unlocking all lockers on the map once Nightfall starts, so Survivor would have to relock them once Nightfall is over.
I view Nightfall as this ability where it just zooms around the map very quickly and can emerge from anywhere at any time, so restricting its movement as much as locks do (especially with that whole "always entering the locked locker" thing)just feels bad to me.
But other than that I am very happy with Dredgeralds abilities.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3089398#Comment_3089398
I'd have agreed with team 2 if Plague wasn't there
You auto infect any locker you get into while sick, so unless OP cleanses/avoids infection it'll be tough to pull off
ooooor you just enter (and therefore infect) all closeby lockers as well, so the Plague doesn't know in which one you are!
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Its definitely not a conspiracy.
This update was also very much intended to increase killrates, so them going up is an expected result.
Not to mention that Survivors just lost one of the biggest crutches in DbD history, Dead Hard, which has caused a lot of players having to pretty much relearn chases almost from scratch. This too has a clear effect on the killrates.
IMO looking at killrates now / in the near future won't really show much. We need to wait for people to adapt to the pretty major changes that happened here, it is going to take a while.
It's only natural for the killrates to skyrocket all of a sudden right after the update dropped, it would be the exact same with escaperates if Survivors had received some major buffs. For the same reason the newest Killers killrate is also always inflated, because people haven't had the time to adapt to them yet - but after a while things will settle and we will see where the kill and escape rates are really at. And only then can we really look at them and say whether something is balanced or not.
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I'm putting my money on Team 2.
None of them have any special interaction with lockers or an easy way of locating you in one and at least 3 of these Killers are not very rare to encounter.
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Best visually designed Killer ingame.
And such a fun power, I love Dredgerald.
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They already said they were looking into reworking the mori mechanic alltogether.
If I remember correctly, this should drop on Halloween.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3089074#Comment_3089074
Eh...I barely see STBFL now, and I barely saw it before the patch outside of some Demo and Pig players.
The thing about STBFL is that there's some incredible counterplay possible - the obsession needs to be somewhat aggressive, and it gets shut down hard.
I'd wait for some more data first before nerfing a pretty healthy perk.
Penti is super easy to counter. Either boon the Plaything, or just leave it once you know Penti is in play. Oblivious is hardly that crippling, especially against Legion. Keep in mind that Penti is also a pretty big time commitment from the killer, as they have to go and set it up. I think I've seen a single penti after the patch. On a Plague. And she got 1k.
Thana...see STBFL. I think that this is partially psychological, as the buff wasn't all that extreme.
Yeah I can get behind waiting for some more stats on STBFL. I'm not too bothered by it myself, but I see a HUGE amount of complaints about it recently and it does have some very strong synergy with Demogorgon, allowing it to hit you and then shred you immediately after.
As for Pentimento, first of all not everyone is running a Boon and coordinating a takedown of Penti in soloQ is pure pain. And I don't really think the Killer has to commit much, if any, time to set it up - especially considering the amount of slowdown they get from it. They just hit a button once they move past a destroyed Totem and you immediately get a 30% speed penalty to all gens. Sure some Killers go way out of their way to set it up and drop all gen pressure as a result, but that hardly applies to all. It would also make sense to change it that way, given the Devs are planning on heavily nerfing the slowdown meta in the first place.
Call me crazy, but I think an effect as strong as a 30% repair speed penalty is something that should be harder to get than Pentimento makes it. Also, its just extremely boring to go up against. It's a similar issue that Dying Light and old Freddy had and honestly I just don't like it at all.
As for Thana, I agree its not a problem.
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I disagree with the third one, but otherwise I think those are all good points (I disagree with your solution, but I heavily agree that camping needs to be addressed).
I would add that STBFL might be a tad too good now, it should be changed in a way that makes it save the same time as it did before the update, maybe let it be slightly better.
I also think that Pentimento is not in a great spot, especially with the Thana buff. I would personally swap the 1 and 2 token debuffs around, so it is less oppressive. We all hate the Plaything, Pentimento, Thana Plagues and Legions, I feel this would be a good way to address those.
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I agree that Kindreds teammate reveal should be basekit, but the Killer reveal should not.
Having a reverse BBQ effect on the Killer is a huge deal, one that should be bought with a Perk slot.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3086375#Comment_3086375
talking to you is pointless, as you either didn't read my original message or you draw conclusions that aren't there. I said the huntress was at the top of the basement stairs when the hit occurred, meaning that the unhook happened with the huntress NOT being in the basement, but she was close enough to the killer shack to be able to get back there by the time the unhooked survivor made it to the top of the stairs. (surprise surprise, a tunneling killer!)
How you manage to have a rant about unhooking right in front of the killer from that is pretty impressive, and even more idiotic to clam that the previous 2 seconds of speed boost after a hit was enough to "run across the entire map".
It also amazes me that you start ranting about "shift + W holders" from this. What are people supposed to do after being hit? Stop running and just stand there? Shift + W tactic refers to just running away from the killer the moment you see them, often already when they are in a distance. How you manage to relate this to the nerfed speed boost not being long enough (against certain killer) to get away from having 2 health states taken away in quick succession is beyond me.
Conclusion: You do not use logic, you're just here to argue and post dumb assumptions. Have a good day ma'am.
Yeah if you think a Killer standing on top of the basement staircase when someone is rescued in basement is them NOT being close by, then I honestly don't know what to tell you.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3086184#Comment_3086184
You had an entire rant about unhooking right in front of the killer. I said no such thing. Either you're trying to respond to someone else or you just filled in 90% gaps that didn't exist.
You literally said "Even with the base-kit borrowed time, you now can't escape the basement from certain killers" (and then had two entire paragraphs about this that I won't quote here) - please enlighten me, in which scenario that doesn't involve the Killer being close by to the hook by the time the unhook happens does this apply then?
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/3086241#Comment_3086241
I bet you 60% minimum of killers will attack you for saying that.
Nope, a crutch is when survivors have something good. When killers have something good there is no problem because they are "the power role" and deserve their 4k.
The Nurse community will, 100%. After all I did just call their character a huge crutch and no one likes hearing that.
But no, I don't think a lot of Killer players are going to argue against that. There might be a vocal minority (there usually is), but as a Killermain myself I can guarantee you they don't speak for all of us.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3086206#Comment_3086206
That's weird because I only see killers use the word crutch only at survivors and not the other way around.
Why's that
Mate the term "crutch" describes something someone overrelies on that singlehandedly carries them to a level of play they should not yet be on.
It is an universal term that can be used for both sides respectively.
And the reason why you saw so many more people complain about Survivors here is because Dead Hard was probaply the biggest crutch in DbD history with the only thing being even comparable to it being Nurse (who is complained about very frequently), so it's obvious that you're gonna see more complaints about that.
Literally no one is going to fight you when saying that something like an Omegablink Nurse stacking 4 slowdown Perks is using crutches to win - because she is. (there are going to be some ofc, but we also had some call DH balanced so...)
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@dspaceman20 said:
A crutch is something only for survivors if a survivor use a perk too often its a crutch.
But if killers rely on things like perks or addons it's completely fine because they need it apparently. :)
Basically it's a double standard insult directed at survivor
@Marigoria said:
Something the killers dont like so they try to shame you into not using it.
Nice Us VS Them posts.
They are not accurate at all, but I'll go out on a limb here and say that was never the intention behind them anyway.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3086070#Comment_3086070
what are you rambling on about? Running across the entire map from the speed boost after getting hit?
And nice wall of text based 100% on assumptions. there's no point in responding when you've already made up scenarios in your head beforehand.
... but you're the one that came up with the scenario?
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Stealth has always been the most efficient way to play IMO.
Sure the Killer will find someone eventually, but the more time you can make him waste while attempting that, the better for you and your team. And if they give up and go looking for someone else, go back on the gen and punish them by completing the objective they failed to defend.
That doesn't mean you shouldn't be able to put up a good chase, but being stealthy and hard to catch makes the Killer waste significantly more time on you than just the later.
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I don't really see the appeal to the Perk anymore since they removed the bonus BP.
Sure some Killers can get some usage from it (Hillbilly, Nurse, Blight, Huntress, Dredge - anyone with a great map pressure ability), but it is nowhere near as universally useful as it used to be.
It got its nieche and I guess that's fine.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3084235#Comment_3084235
"if it wasn't DH, then what exactly changed?"
Literally everything. Go read the patch notes. For example:
- • Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
- • Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
The developers are mesesing with numbers that were perfectly fine before. Someone carefully balanced these numbers way back then, and now the game is suffering from developers messing with numbers to see what happens. My bet is that they didn't calculate how the numbers would affect the game.
Even with the base-kit borrowed time, you now can't escape the basement from certain killers. Huntress, for example, can now hit you with a hatchet from melee distance (so close that you're touching her), which triggers built-in borrowed time, and the survivor's speed boost from getting hit isn't enough to get away from a melee swing 2 seconds later.
This can be done by the Huntress if she stands at the very top of the basement stairs in killer shack. Even tho she hits you at the top of the stairs, she'll hit you a 2nd time before you reach the window vault.
Yes you got a nerf to shift + W-ing.
Killers also got a slight buff to their pallet breaking speed, which you forgot to mention.
Neither of those are nerfs I have necessarily been noticing in my Survivor games yet though - might just be because I focus more on looping Killers around windows, using pallets sparely and not being a shift + W holder.
Also, no I don't think it was "perfectly fine" that a Survivor could get hit and just run across the entire map before the Killer could catch up to them again. As for your camping scenario, sure camping is stronger now and I don't agree with it being that strong either. But I genuinely have to question why you would pull someone off the hook right in the Killers face in the first place, especially with someone like Trickster, Bubba or Huntress who are known to be able to harshly punish that.
I know this is a hard concept for many to understand, but have you ever stopped and thought about maybe not unhooking someone when the Killer is right next to the hook? Especially in the case of a basement play? That is a death sentence and it honestly should be, it's a HUGE misplay on your (the Survivor teams) part.
But then once again, this is 100% not new to soloQ. Teammates making horrible decisions that get the team killed are pretty common there and they have been since long before the update dropped.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3084235#Comment_3084235
Why do people keep contradicting themselves. If solo queue has always been bad then DH wasn't the issue.
Oh DH isn't the main issue at all. I never said that, nor was it the point I was making.
The point I was making is, that soloQ has been in a rough spot before the update as well and not a whole lot about that has changed - yet tons of people love overreacting and saying it was significantly worse than before, when it's still pretty much the same: a coinflip on whether you get good or bad teammates.
However, the DH nerf DOES provide an explanation to why it might be more common to see bad teammates now than before the update, that is the only point in which it actually comes in.
I don't see how those statements contradict each other tbh.
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@Grandpa_Crack_Pipe said:
As a TF2 gamer, free hat's a free hat.
Now all we need is to set the hat on fire and it's going to be more than worth the grind! :D
