MrMori
MrMori
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After endurance changes and it being disabled lategame I'm perfectly okay with it. DS was more powerful anyway.
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- Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds)
- The following Killer actions have been sped up by 10%:
- Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
- Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
- Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
- Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
These are the changes that affect chase from 6.1.0.
Before a hit has occurred, chase is about the same, with the exception of faster pallet breaking speeds, and potentially getting Bloodlust 2/3 earlier, but that's uncommon.
Most survivors are used to running Dead Hard, so while they may loop for a bit, they don't mind getting hit from healthy to injured.
But once survivors are injured, many things are different. Like you mentioned, you are catching up faster. This is because of a shorter attack cooldown as well as shorter speed boost.
This weakens holding W to buy time so survivors have to loop. But looping while injured is also different. Before, the play was to greed pallet for as long as possible, then use Dead Hard to make it to pallet.
The problem is survivors are still doing this, so when they are injured they run far too greedily, and they don't mind becoming injured to begin with, even though there's no benefit to this anymore. And once they make a mistake, they can't use Dead Hard to extend the chase.
My apologies for earlier. Even I was wrong. Bloodlust 3 now comes out at 35 seconds, I thought it was 40. I just assumed you were overdramatizing to make killer seem completely and utterly overpowered. I figured you had read the patch notes and knew all the changes and were exaggerating.
The truth is survivors will adapt and begin to use resources more effectively to not get downed. Part of what makes killer feel powerful in chase now is that most survivors are still adapting to looping without Dead Hard, it's not purely the killer changes alone. It's the combination of all the changes.
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/3079205#Comment_3079205
I'm sure you're aware, but you were extremely rude in both of those answers...
That's true.
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@furret534 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079245#Comment_3079245
Yes, two days of an update lets you play lots of both killer and survivor if you want to play dbd! Survivor has felt harder and a little bit more tedius, though I haven't played much of survivor, so I'll get back to you once you stop being rude and actually want to contribute, and once I've had time to play more survivor.
Fair enough.
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@furret534 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079214#Comment_3079214
The timing hasn't been an issue for me. I use it to predict killer attacks instead of looking behind me and holding a neon sign that says I have dead hard. It's worked pretty well.
So you've had time to play both killer and survivor after the update? How does survivor feel compared to killer?
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@furret534 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079190#Comment_3079190
Are you for real? That just makes me more worried that I'm really not playing better but being rewarded for doing things I shoudn't.
How worrisome. Come back when you're facing survivors that do gens and predrop strong pallets. The only difference here is a whopping 10% reduction in pallet kicking time.
Again, face strong survivors on the regular before you worry yourself sick. You should get there in no time considering 4ks are handed to you on a plate.
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Bloodlust 1 is the exact same but nice try. Also if you don't play killer regularly your experiences aren't of much value in discussion since you are facing weak, new survivors.
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@Babadook83 said:
is there any point in prestiging your chacter further than lets say 6? you already unlocked the perks and you get the bloody cosmetics at 4 - 5 and 6. ??
7-9 give you their perks as charms. So you can put Blood Warden and scare survivors into leaving.
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Man they could have just given both roles 50%...
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3079009#Comment_3079009
I want gens to go back to 80. DS stun back to 5 seconds. STBFL gains to be reduced. To compensate for weapon wipe and speed boost...You're basically working with 11-12 stacks of STBFL right now. If you factor in the speed boost, and it's ######### disgusting.
It's basically 46% reduction, closer to 9 stacks than anything. And of course, the further you reduce the number, the stronger the effect gets. But couple that with a nerf to speedboost and many killers become inescapable monsters. I still think it's too early to revert anything yet. I'm extremely curious about what changes they'll make before and during the coming chapter.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3078973#Comment_3078973
Maybe...Clown, Slinger, Demo are certainly more viable at higher levels now. They need to change some stuff though. Killer is a bit strong atm
I agree with that. I'd start with info. Kindred basekit. I'm also for increasing time on hook to 80 as well to compensate for the slower gen times. That would mean camping = throwing the game. Should be fair now that gens take longer and chases take shorter.
Open Handed + Kindred is kinda gross though.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3078719#Comment_3078719
Clown is probably one of the strongest killers now. Which is hilarious....See how far you get against a 8 stack clown. After getting bombarded with bottles.
Hey, at least they managed to shake up the meta!
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3078726#Comment_3078726
The proximity feature that scales with how close the killer is, does only apply to an active terror radius, so it doesn't work on an undetectable killer. But that's kinda besides the point because the perk still lights up when they're within 36 meters regardless.
Wait really? That's idiotic. My lord.
I guess all we can do is pray that no one bothers using it since they removed the vault speed bonus.
Horrible. Literally all they had to do was make the perk not do anything against undetectable killers.
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@Whitkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3078121#Comment_3078121
so you say we shall wait till survivors reach their actual mmr without the seoncd chance perks BUT on the other hand you recommend to play killer with 4 slowdown perks??!! like WHAT?
couple of weeks to reach high mmr? you only need a couple of hours to reach high mmr with current state and play perkless. playing killer isnt a challenge or satisfying at all anymore *shrug*
Yeah, that's basically it. Since it's easy you'll very quickly reach max MMR.
But you know what? I think part of the issue is that matchmaking simply can't handle the huge role disparities. I think because of the huge skill differences, aslong as you simply play smart and tunnel out the weakest link you'll almost always win if you bring slowdown.
But if you have super high MMR, at least you have a better chance at a tough game. May as well try it. I thought survs didn't like killer cause it was hard, why would they complain if it's easy?
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What are you talking about? Maybe don't run up to the killer and take a hit if your only defense is OtR? Just heal up, get away from the killer and get on a gen. It works great as long as you dont get hit right off hook, and even then if you manage to lose the killer you now have aura reading protection and 100% IW till you perform a conspicuous action.
The perk is fine.
Except against Nurse Blight, Slinger with STBFL, Demo with STBFL, Spirit, Wraith can catch up without a problem, if you get hit off hook you're dead.
But other than that, it's great. Besides, that's only a problem if you get unhooked in the killers face.
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Guys chill out, the perk is bugged, it won't light up against undetectable killers once they fix the bug, only on direct line of sight.
Although I personally think it should just not work against undetectable killers at all, even with direct line of sight.
But at least now only GF and Myers are hurt. Pig, Wraith and Sadako will all do better.
Not to mention fewer people will run it since vault speed got removed.
It'll be fine.
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@Fonzar said:
It's certainly the end for me, they outright just trashed the game overnight. I play killer and survivor I have mained both but to me it feels like survivors are getting pummeled once killers winge about something they don't like. Thanks behaviour for ruining a really great game 👌
Playing 99% survivor 1% killer is technically "playing both sides". But if you were an actual experienced killer you'd realize how oppressive old DH was in chase and be happy with the buffs. They can nerf the slowdown perks to hell for all I care, I only use info and qol perks. But DH made the game painful.
10% pain res, 10% gift of pain, 20s deadlock, 16% thana, but leave the chase changes alone.
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Yeah a few people took notice of that and I thought the same thing. Maybe the new grind to get P3 won't be so bad after all. Really, really hope they don't change it.
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1 post. But a hell of an important one.
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@verysleepy said:
Haha many survivors switched to killer? The ######### outta here killer is just as horrible as it was before at decent MMR.
Those 'survivors' are in for a reality check when they get their turd pushed in by any capable swf who aren't brain-dead.
Hilarious ######### post.
Ruthless, cold hearted and cruel post. But not wrong.
As their MMR increases they'll realize good survivor teams, especially in a SWF are still more than capable of winning. What do they do then? They can't exactly complain about survivors being OP.
That will be interesting to see in a few weeks.
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@Seraphor said:
Tunnelling and Camping are killer choices and behaviours.
Tools for survivors to punish these choices are not the best way to deal with them. As is apparent with every other survivor tool against camping/tunnelling, killers determined to camp and tunnel will just eat through them. What's more, is it just convinces killers to camp and tunnel even more. Why deal with an anti-tunnel perk like DS when you can eliminate them with a single hook? Survivor has Off the Record? Well I'll hit them to trigger it, then they don't have it anymore, so I'll hit them again!
The best anti-camp and anti-tunnel tools have and will always be; effective killer perks that incentivise not camping/tunnelling.
BBQ & Chilli (RIP)
Devour Hope
Make Your Choice
Pain Resolution before this update... (the info was infinitely more valuable than the regression, they nerfed the wrong part)
Even Ruin, because in order to get value out of it you have to actually pressure gens.
Perks that hinder survivors after being rescued, like Gift of Pain. If this perk was strong enough, it might be able to compete with the likes of Thanatophobia, and then killers would be incentivised to allow unhooks to happen.
Another tool survivors have to punish camping and tunneling is info. Basekit kindred would be amazing in average to high MMR games. Low MMR players wouldnt know what to do with the info, but that's a skill issue, and the killers they face aren't good.
Plenty of killers can't completely prevent an unhook, but they can trade. Note that BT in this update gives a 15s Endurance + 7% haste.
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You're talking about being so fast no one can loop you, and that you're a survivor main. That screams "low MMR" to me. You should equip 4 slowdowns, find a killer you enjoy, and get 4k every match. It shouldn't take more than a couple weeks to reach high MMR, in fact you can probably reach it within 30-40 games if you 4k every match. Also, we need to wait for survivors to reach a more reasonable MMR if they relied too heavily on Dead Hard in chase, since many survs are now facing stronger killers than they are prepared for, not just due to the buffs.
We need to let this patch, and the MMR numbers mature a bit. It's too early to call the game dead.
I'm dead serious about reaching high MMR on killer by the way. It is extremely helpful in gaining a better understanding of the other side. If you're willing to drop the game immediately when your preferred side gets nerfed, you're only showing that you don't care at all about the average killers experience.
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Lethal is awesome, especially with Darkness Revealed. DH nerf means playing M1 killers is enjoyable again.
Many cool buffs to survivor perks, Hope for example can be very strong if the endgame lasts a while. Noed being revealed is very good.
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We'll be seeing Prove, Lightweight. Since OtR and DS don't work endgame I bet we'll see more Adrenaline. BT will still be run a lot since it's even stronger now, but the meta at high MMR for solos might become 4 OtR and simply leave stragglers to die endgame. Lucky Break will see usage, especially paired with OtR. And funnily enough, Distortion will see more play to try and counter the new Lethal Aura reading builds.
Lithe and SB are still strong. Overcome will see some play too.
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@Seraphor said:
That might be too strong for Shadowborn. Jumping in a locker is a counter to aura perks, so denying the counter would make survivors powerless. Much like how Iron Will 100% countered Stridor before this patch, making killers similarly powerless against it.
I'm thinking it could take some cues from Dredge's Nightfall. By altering the brightness and contrast of your vision, making it possible to pick out details you otherwise wouldn't, with the ability to pick out survivors from their surroundings.
Shadowborn: Increases your visual intensity in the dark by 50%, and highlights survivors within 8/10/12 meters.
Basically half strength of Dredge's night-vision, with a limited range of highlighting. Making it incredibly easy to locate survivors trying to hide.
That's also fair, making it easier to find survivors hiding in plain sight. I like it.
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I say 10 minutes. That's usually enough time for your connection to stabilize if you have internet issues, but would still be twice as long as the current timer.
Also add a "skip" button for the sacrifice animation, no point in being forced to watch it. Although I don't understand survs who DC during it, may as well help them out.
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Agreed. Or 4 seconds, but removes Nurses, Blights and Spirits charge on their power, begins recharging once stun is over. That would be very balanced I think. But it's not great design to make special rules for certain killers.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3077127#Comment_3077127
Yeah I still love what they did to plague. Makes sense McLean was working on it lmao.
But yeah CoH was the one busted thing about it
And Dead Hard validation, that's what pushed Dead Hard into OP territory.
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Absolutely. Only available when all survivors are downed or on hook. Requires all remaining survivors to vote yes. If everyone votes yes, the survivors are a sacrificed, counting as being hooked.
The only thing this would nerf is Moris, but you'd probably still get to Mori the last survivor you downed anyway.
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It just lasts for 5 seconds or 7. That's how Lethal works, it can only extend aura reading with x seconds duration to be x + 2 seconds duration. That's why it doesn't work with Mirror Myers, Undying or Nurses Calling.
Darkness Revealed activates right after the animation of opening a locker ends and you can move again. Then anyone who is currently near a locker is revealed for 5 or 7 seconds, even if they walk away from the locker.
I actually don't know what happens if someone is inside of a locker as you reveal. I think they still are affected and you can see them leave the locker, but obviously not if rhey just stay insidse the whole 5/7 seconds.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3077270#Comment_3077270
Always has been, but for as long as I remember I've always played survivor during the day and switched to killer from 19:00 until the end of my game session.
Yesterday, I noticed longer queues and I even went back to survivor at some point.
Yeah I didn't read it all.
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Yeah, I also think the BP incentives will help the queues quite a bit.
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@theboyitachi said:
https://forum.deadbydaylight.com/en/discussion/comment/3076936#Comment_3076936
yeah it baffles me that they buffed gens but didn’t look into how they buffed slowdowns an the process i had a legion with than, gift of pain , pentimento an dying light when i tell you that game last forever it got to the point i didn’t wanna even do gens anymore
Agree. I was hoping they would nerf almost all slowdown and make them less appealing, but then they buff thana and gift of pain on top of nerfing gen speeds. Incredibly strange choice. All without changing anything but adding 5 seconds of BT to unhook for camping scenarios.
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They don't. PR won't make survs let go of the gen and automatically apply DMS. but obviously, PR doesn't prevent DMS from working in any way. It's not like it disables the perk.
Not that it matters much since bad survivors will still let go out of fear, and good survivors would let go of the gen before someone is hooked.
Also DMS didn't get nerfed outside of that interaction.
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So what you meant to say is, out of 32 games we got a 4 man escape 7 of them?
You can't just disregard snowballing when your team is the one doing it. How many of these killers were AFK, how many were farming, and how many barely had perks?
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Ah yes, Circle of Healing + DH validation with phantom hits + Eyrie coming next patch + L + ratio.
Real talk the killer changes in that patch were actually prettu great. I really wish they'd be more willing to give more characters the Plague treatment and improve clunky parts of their powers by tweaking numbers.
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Least horny DBD player.
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@Steal2k8 said:
Why do y'all seem to be mad I'm speaking fact lol
No
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Finally some reasonable post. And remember that if you're not comfortable in chase yet, that's perfectly fine. Doing gens and stealthing is a completely valid strategy. Distortion now replenishes tokens, Lucky Break got a big buff so if you get caught, you might be able to shake the killer without going down, even multiple times in one game. Prove Thyself can help with genspeeds.
You have many viable ways to play! Try them out. If you die a lot, you'll only face wesker killers. Also weaker survs but still.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3076896#Comment_3076896
It was only 75% usage in high MMR (which the devs said only consist of a very small percentage of players). On the chart they released it showed 18% usage in low MMR and 45% usage in mid MMR. Still high usage, but a big difference from the claim that 75% of survivors were using it. Many survivors were not using it.
That's a fair point actually. But it still shows you how strong the perk was, and I'll obviously be biased against DH since I saw 3-4 on average every match. And everyone knew how to use it. It always bought time. How much depended mostly on the strength of the resource they made it to.
Simply put, it felt unfair and unfun when 75% of the time you were finally closing in on survivors running a loop to finally get a down, you KNEW the DH was coming, and there was nothing you could do about it. And if you lunged at an injured survivor, they'd just DH on reaction and gain even more distance. No other exhaustion perk works this way.
#########, some survivors got so cocky they'd spin into your face, knowing full and well that if you swing and they used DH, you'd lose distance, so you just didn't swing. That felt humiliating, but luckily almost no one did that.
Weaker survivors will have to learn how to safely run tiles, and when to predrop when necessary. That, and we need to give solos info. Maybe nerf some of the more obnoxious slowdown perks like DMS, Deadlock and Eruption. Revert Thana buffs, tone down Gift of Pain. But nothimg yet. We have no idea what the true meta will be yet.
But other than that I think we will be in a genuinely good spot once survs get used to running other exhaustion petks.
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I'd rather meet 4 sprint bursts every day for a year than to see Dead Hard again.
For Lithe, just follow them and down them at whatever loop they go to. They don't make that much distance.
Sprint Burst you simply disengage if they SB off a gen towards safety, and attack the survivor in the weakest position.
The overwhelming majoriry of the roster can handle these perks just fine. Wraith can stealth and follow them, Billy can close the distance with his chainsaw, even M1 killers can simply walk after a Lithe and catch up, and now the survivor has nothing but the loop they're working with.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/3076896#Comment_3076896
I've played enough matches as killer and as survivor to understand where the changes and fixes needed to be. This isnt it.
Dead hard has ALWAYS been counter able and its something most people PREACH in this forum. Bait it out. Literally. Just bait it out. It's ironic how ALL killers now understand they can bait out DH and call it a day compared to before hand where they REFUSED TO accept that fact.
Another long winded tactic is breaking chase, I've actually earned multiple 4ks by going for survivors who arent too good at looping compared to the one who are. Take advantage of that, force the bad loopers to waste good loops which then punish the good loopers for their teammates mistakes. It's easier to do than you think.
Even in good MMR'S, with or without DH this stuff still stands regardless of whether you choose to refute it or not. It simply comes down to the same thing killer mains are laughing and preaching to survivors now.
**SKILL.**
Also if you could name 3 perks on the killer side that got nerfed, that'd be great.
"Just bait it out". I refuse to believe you actually think a Dead Hard for distance to a resource when you otherwise would have been downed can in any way be baited out. Only the strongest killers have tools to bait DH. An M1 killer can do literally nothing against a DH for distance.
You clearly aren't playing even remotely close to high MMR, you're playing at the MMR where your opponents DH into walls. How can you comment on how strong the perk is when you've probably never seen as DH for distance as an M1 killer in your life?
As for nerfed killer perks, Corrupt, Ruin, Pop and NOED were all nerfed, all of which survivors disliked going against, and it was perfectly justified. They were oppressive and unfun, but now not so much. But maybe you didn't bother reading the killers nerfs of the patch notes since they don't apply to you, so you missed them.
I know to go for the weak link, but what you're basically saying and admitting to here is that tunneling out the weak link is the most effective way to play the game since strong survivors can run the killer for several gens. How is that fun for anyone?
What needs to happen now is that BHVR have to bridge the communication and info gap between solos and SWF asap. Basekit kindred has been asked for for years and it would purely benefit solos. Give us that. Give us the ability to see other survivors perks. An icon to tell if someone can recover themselves from the dying state, if someone has deliverance active, etc. Pings that could let you tell others where the killer is, etc. That's what the game needs. Promote 4v1 gameplay and teamwork.
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######### Dead Hard with its 75% usage rate, ######### dealing with lategame DS. The only thing overboard was the DS stun duration, but you have Off the Record now.
All the base game changes are welcome changes that mainly hekp the lower tier killers, M1 killers, and the killer meta perks were nerfed too, so don't act like all killers got were buffs.
There is nothing skill based about old Dead Hard. Used by even remotely decent players the perk was uncounterable for most of the roster except you guessed it, top tier killers.
Perhaps if you actually played killer more than once a week against brand new players for dailies your killer MMR would be high enough to know what it felt like to play against 4 DHs used by players that can actually utilize it.
You think Sprint Burst will take its place? Hell no, 99ing a Sprint Burst actually requiries some planning.
The only thing that needs to improve now is that solos need more info. Also in chase you have to actually drop pallets early now instead of greeding everything then dropping it after DH corrects your mistake.
As for complaining, survivors complain about Nurse all the time, and they're right. Her ranged addons are a sick joke, especially now that they make you blink faster too. Blight has the second strongest basekit, but also the second strongest addons. Some of the cast are so much more powerful than others that they're not even comparable.
Killers can stack slowdown anf if they manage to catch a weaker player in chase they can often tunnel them out before gens are done.
Camping out hook states is more common than ever. Yeah, it sucks, but blame BHVR for refusing to increase time on hook, or giving any info at all to solos, not killers for deciding to camp out a hook state when 3 gens pop before they've gotten 2 hooks.
I've gotten every achievement, every adept, Iri 1 on survivor a few times, all archives and consider myself a reasonably good survivor. And solo survivor can be intensely frustrating. Most of that though comes down to weak teammates in chase, or teammates that don't do gens or don't understand when they have to play altruistically. I've built up a far better understanding of how ######### solo Q can make you feel, that a lot of killers take ######### personal purely if you outplay them and will make it their mission to ruin your experience.
But it doesn't seem to me that you have even a fraction of empathy for killers who dealt with this oppressive DH meta since you have no idea what it's like to be on the receiving end.
This amount of hostility is ridiculous. I genuinely suggest you play killer for a few months, and as you reach higher MMR you'll see plenty of players that can loop very well without DH, who will still be hard to down in chase even after the update, just not INSANELY hard like before.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3075552#Comment_3075552
well when you lose 20 percent of the people compared to 80 percent it is a substantial difference. but i dont expect you to understand that. time will tell...but this game is on the bottom of the atlantic for the most part
Take away half of killer players, the matchmaking becomes awful. Take away half of survivor players, the matchmaking becomes awful. Not to mention not all players play exclusively one side, so many players would simply start playing more killer, and we could use more killers right now. But you sound like you haven't played killer at all, so I guess you didn't think of that.
Monetarily the game will survive regardless and there will still be plenty of people playing.
I don't appreciate the condescending tone by the way, it doesn't foster a good discussion.
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@GentlemanFridge said:
In case this is not a joke and you missed the dev blogs, you cannot not prestige anymore if you want to continue gathering items, add-ons, offerings and the perks you don’t have yet.
It's a joke lol.
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@Johnny_XMan said:
Or just stop visiting the forums because at the end of the day people will complain no matter what.
If people are having bad experiences, it is pretty much known knowledge that they will often come to the forums and complain about x/y/z.
If your standard waiting period is a week... then it's easy... Don't Read It and wait a week before you do.
This is the way.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3076230#Comment_3076230
If anything the new DH hurts Nurse more than the old one, since now Survivors get that speed boost and she still suffers the same cooldown
Play some Nurse, new DH gives zero distance so you can't guarantee avoid her second blink. If they DH as you blink right on them, you can wait and lunge after. If they don't you can instahit, and if they wait a full second you can still get the hit relatively easy by waiting till last second, then lunging.
I've played a good chunk of Nurse after update and trust me, even well timed DH is unreliable. Also it's not as prevalent. Feels real good to play Nurse now.
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@Laluzi said:
Still the old one, probably. Not having any idea what she was doing in phase was brutal, and old Stridor countered old Iron Will anyway.
Plus she could collide with survs while phasing. She was considered number 2 right next to Nurse I think.
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The DH nerf is by far the biggest Nurse buff. The rest helps, but that's the big one. Also the DS nerf, pretty huge nerf.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3075875#Comment_3075875
https://forum.deadbydaylight.com/en/discussion/comment/3075914#Comment_3075914
I critiqued your formatting because its evident you spent time and energy thinking about and writing your post.
If you don't want that time to be wasted, you should be mindful of your presentation.
This isn't a personal assault on your character--I'm trying to help you reach a wider audience.
I'm not the only one who is going to see your post and say "nope, i'm not reading that." Sure, some have and some will, but your presentation isolates a population of readers who would otherwise have meaningful contributions to offer this conversation.
The formatting isn't an issue, the length of the post is. There's too much fluff for my taste, and I put lots of fluff in most my posts too.