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Nos37

Nos37

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Nos37
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  • Good players will squad up, and since it's impossible to fit 5 survivors into a lobby...

    You're left to match with only the casuals, the noobs, the hatch players looking out for their #1

    ----

    You're not going to see the squads while queueing as survivor; only as the killer.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166996#Comment_3166996

    so not balanced got it, yea ill be honest I don't think survivors need a free win perk if the killer is "camping" since it does indeed affect outside of that on top of require nothing but 1 survivor to use it out of their teams 16 perks

    Meanwhile, it costs zero perk slots for the killer to camp.

    Survivors would need to waste at least two slots. 1 person having it is not enough if they're the one on the hook.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166996#Comment_3166996

    so not balanced got it, yea ill be honest I don't think survivors need a free win perk if the killer is "camping" since it does indeed affect outside of that on top of require nothing but 1 survivor to use it out of their teams 16 perks

    Yes, I'm sure you would love for things to stay the way they are so that killers like you can keep getting free wins by camping against solo q

  • The killer shouldn't be camping when there are gens still left to defend.

    If the killer camps at endgame, there are no gens to boost. Balanced.

  • @ThatOneDemoPlayer said:

    I've had people loop around the Hook and activate Reassurance through floors. The Perk is fine

    Then why have I only seen THREE people use this perk since the update came out?

    Why have I gotten very little value out of it for the 40+ matches I played?

  • Double the range, hide the white aura and sacrifice meter from the killer, and boost gen repair speed while the perk is active.

  • Update:

    With the new 6.0.2 update, this has only happened once in my ~50 matches so far.

    It's a lot better.

    ----

    That said, I have only played 3 killer matches, and that may be the biggest reason why.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161113#Comment_3161113

    No, I would like to play the game. Every other game has harsher dc penalty's than this game. They are already too forgiving. In league you get suspended for 2 weeks if you leave 3 games in a week. This game it's just like "oh it's been a day? Your good to dc again."

    Only 1 stack is removed every 24 hours, making it hard for their most dedicated playerbase to lose stacks

  • Survivors can hold the Sprint button to interrupt/deny the Recover and Heal actions performed by other survivors.

    If the Survivor holds the Sprint button while hooked, it should stop the Struggle meter from pausing while being unhooked-spammed

  • Frequent giving-up-on-hook is a side effect of instant survivor queue times

  • The point of Ouroboros Infection is not to have survivors permanently hindered the entire match; it's supposed to make survivors weigh the risk of being hindered vs the time it takes to find a crate/spray and cure it. It's essentially a game slowdown.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158544#Comment_3158544

    It's literally feedback regarding a change.

    I will never understand this idea that things moved to feedback are somehow hidden, the section is open to everyone.

    What's not to understand? Look through the Recent Discussions. You'll see much higher view/reply counts for threads in General than in Feedback.

    Feedback and Suggestions are where threads go to die.

  • I need Distortion stacks to make it to the hatch. Pentimento has nothing to do with hatch.

    Don't like it? Then get the devs to fix solo so that "teammates" feel like teammates and not competition

  • If Fog Whisperers get dc penalty immunity because the devs can't fix hacking, then solo q should also get immunity since the devs won't fix solo survivor experience. Plain and simple

  • Right now, the most "challenging" part of playing killer is waiting out the incredibly longer queue

  • No, the devs can stop camping and tunneling; they just choose not to

  • I wouldn't mind seeing other's perks in the lobby, but if someone's only running No Mither for a challenge then they will likely get dodged.

    Maybe it's a good thing. The devs will stop making such bad challenges.

    At the very least, if a survivor has a perk like Open Handed equipped, then show all players who have it equipped a red exclamation mark on their loadout to show them the redundancy.

  • Right, and rummaging with Appraisal doesn't work around that either.

  • @Roaroftime said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084998#Comment_3084998

    Yeah well kill rates are being inflated now by the constant solo queue DC’s and people killing themselves instead to make up for it

    I'm aware. That's what I was referring to when I said "Now, we just have to wait for the survivors to stop throwing, to tackle the "Boring. Next match..." kill rate inflation."

  • Yeah, I tried it, but it doesn't work if the survivors know you have it equipped in the lobby before the macth starts.

    Not a boon used for 4 matches in a row. I unequip it, and I hear 3 boons go up back-to-back in the very next match.

  • I think it's a good thing.

    Kill rates would no longer be inflated by overaltruism. They would better reflect the killer's skill and less of the team's failed coordination efforts after the killer has already "lost."

    ----

    Now, we just have to wait for the survivors to stop throwing, to tackle the "Boring. Next match..." kill rate inflation.

  • @GoodBoyKaru said:

    And funnily enough responding to people on the forums while doing a gen still doesn't fix the issue that gens are ######### boring

    Dead Hard extending chases for another 10 to 20 seconds was fine? But extending gens by 10 seconds is not?

    The killer's time is 4x more valuable, yet they only get 10 more seconds 5 times in a match; whereas survivors used to be able to buy their team time with each new chase 4 to 8 times.

  • Alert only costs 1 perk slot and gives you the killer's location every time they break a pallet or kick a gen, but it doesn't work if the killer is undetectable.

    For 2 perk slots, you can keep tabs on the killer regardless of undetecable: Any Means Necessary and Rookie Spirit. Plus, you can reset pallets if left alone.

  • You also have to build around Power Struggle

  • You wouldn't need a text bubble for "going for the rescue" is Kindred is basekit, unless the survivors have the blinded status effect

  • @rororoxor said:

    This hurts stealth killers who generally spend less time chasing

    • The time that Myers and Ghostface are spending outside of chase is to set up a 1-shot. They don't need the oppressive gen times if they're getting the 1-shots. If the survivor tries to outlast the exposed effect by looping, then these killers get value from the chase slowdown.
    • Wraith, and Onryo to a degree, are fast enough to navigate around the map and quickly get into a chase. Once in chase, the slowdown kicks in.
    • Pig has built-in slowdown with the Reverse Bear Traps; it doesn't need to stack and be oppressive.
  • Fine. The issue isn't "gen rushing." It's long chases and bad map design not giving the killer enough time.

    Changed the title.

    No need to nit-pick when the issue is bigger than bad word choice on my part.

  • @Viskod said:

    What is Gen Rushing? Survivors are supposed to do Generators.

    If you as the killer, don't force a survivor to leave a Generator, and they finish that Generator, and you don't make yourself a threat to them by the time they find the next Generator, then why should they not start repairing that next Generator?

    What arbitrary actions are survivors supposed to go out of their way to do, in between generators, so you don't think they are "Gen Rushing" ?

    They bumped the gen time from 80 seconds to 90 seconds for a reason. Call it whatever you want.

  • I'm trying to do 90 second gens...

    I'm working on the cooperative action challenge. I have Deja Vu, Situational Awareness, Prove Thyself, and Corrective Action.

    We get a Huntress on Sanctum of Wrath. I want to work on the middle gen, but I lost most of my Deja Vu repair speed waiting for the killer to patrol it and leave.

    I start working on it. Situational Awareness makes it glow yellow. Doesn't stop Kate from looping the killer around it. She goes down and is put into the basement below the temple. The Huntress stands on top and camps. I have to go find another gen.

    1 gen pops and I find a 3-gen I want to break. Jake goes down trying to save Kate. Dwight has to get the rescue. The killer slugs Kate on the basement stairs and chases Dwight. I finish up my gen and go to pick up Kate.

    The Huntress comes back and immediately downs Kate and sacrifices her (she went stage 2, prior, because of the camping). I run to the opposite side to work on a gen, finish it, and heal up. The killer slugs the other 2 and looks for me.

    She hooks Dwight and looks for me around the hook. She camps Dwight to death while I work on the middle gen. Meanwhile, the Jake had crawled to Dwight's hook so I cannot get either of them.

    After Dwight dies, the Huntress picks up Jake and lets him go. He brings her straight to me. I run away, lead her on a chase, and manage to break line of sight and get away. Meanwhile, Jake gets to repair a gen in peace.

    I try to work on a gen but have to sneak away when the lullaby shows up. I managed to evade her, so she goes and downs Jake again to give him aura reading on me. He wiggles free and brings her right to me and points. She manages to down me this time.

    They proceed to grief me by spamming the unhook to prevent me from attempting escape to get out of the match quicker. Then they farm me off the hook. Then the killer gives Jake the hatch after I die.

    ----

    I thought that killers wouldn't be so desparate to hook all 4 survivors now that BBQ has changed. I was wrong.

    Camping, tunneling, slugging at 4 gens, and then "teammates" working with the killer to grief you because you didn't do enough gens, or you didn't do enough unhooks, or you didn't single-handedly prevent the killer from camping, tunneling, or slugging and carry their salty behind out the exit. Solo queue! 😁

  • In the Anniversary stream, the devs said they only wanted to announce things they are planning on releasing this year. They didn't mention solo queue changes, so those will likely be pretty far away.

    To me, it looks like this will be the order:

    1. Hotfix/Bugfix for the Mid-Chapter
    2. Chapter 25 (Project W)
    3. Mid-Chapter balance changes for The Onryo. New feature: Menu/Archive navigation while queued, and the ability to equip 2 tome challenges (1 for each role)
    4. Chapter 26
    5. Mid-Chapter. New feature: Survivor Bots for Killer Practice Mode
    6. Chapter 27

    Some time later / Next Anniversary ...

    1. Mid-Chapter balance for solo survivors via HUD / Ping system (probably alongside more perk overhaul to also help solos)
  • It has happened in 8 out of my past 20 matches tonight so far.

    It happens if I'm one of the last to leave the match (more often while playing killer)

  • New Spine Chill will activate while in the killer's terror radius and the perk icon will have a growing strength indicator as the terror radius gets closer/louder. This means the new Spine Chill will do nothing against stealthy killers or killers with undetectable status perks.

    The old Spine Chill activated whenever the killer looked in the survivors' direction within 36 meters. I'm suggesting that this should still happen, but only if the survivor is injured, and only if stealth killers become too oppressive.

  • @Mekochi said:

    I'll only agree to old Spine Chill as long as it no longer works with stealth killers

    That's not old Spine Chill then; that's just the new Spine Chill

  • @ThiccBudhha said:

    Slippery meat escapes. No Mither builds. That is about it, really. I am kind of a boring survivor as I only have a few of them unlocked.

    With the new mid-chapter perk changes, I'm looking forward to trying No Mither, Resilience, Overzealous, and Deja Vu.

    Cleanse a totem at the start and quietly repair Deja Vu gens 14% faster until a stealth killer shows up (Spine Chill will no longer save me)

  • Before finding out that BHVR will not add the Jeppers Creppers killer and the reasons for that decision, I had always hoped that would be his power.

    Indoor maps: it would just latch onto the ceiling and crawl upside down until pouncing.

  • I'll trade you some of my teammates, who hear "60 seconds to unhook before stage 2" and mistake it for "16 seconds," and rush to unhook me in front of the killer.

    Here are some reasons I don't unhook:

    • I figure someone else is going to (it would be nice for solo survivors to communicate who's going for rescue / basekit Kindred)
    • My gen is almost done and I don't want to risk Pop or Dead Man's
    • I can see the killer proxy camping or trade camping with Kindred
    • I think the match is lost because the killer is OP, sweaty, or both, and I'd rather make a hatch play if possible
    • I don't have Borrowed Time and don't want to feed the killer
    • Hex: Devour Hope is in play and I'm searching for the totem and don't want to give the killer anymore tokens
    • You purposefully griefed me earlier in the match
  • @FMG15 said:

    Just wait, until your MMR is higher, you will soon see sweatlords that camp, tunnel and run complete gen slowdown. Then you will realize that survivor is not always a complete fun and stress free experience.

    Btw, ranks don't mean anything anymore. They are only an indicator of how much you played this season. You will be matched with people that have a similar MMR as you and your MMR is secret. So just play for a few months and then you can say if survivor is that easy and stress-free.

    I think they were pointing out how it felt easier to gain pips as survivor compared to killer

  • @Crowman said:

    There's one rather niche situation that requires some form coordination where "heal teching" actually does anything. Otherwise the survivor(s) "heal teching" can just be hit and the survivor when picked up can just be instantly downed. It only does anything if gates are open and the survivor is downed close to the open gate. And honestly the situation where you have 3-4 survivors alive and a gate open means the killer had messed up so I don't see it being an issue.

    Hitboxes in the game need work and I do agree that the survivor hitbox not matching the where the survivor visually is while healing is a problem that should be fixed.

    "The killer messed up [by having 3 or 4 survivors alive at the end of the match]"

    Tunnel harder. Got it.

  • Survivors giving up early on hook is a side effect of instant survivor queue times

  • By the time PTB is out, the build is already being sent out for verificaton on consoles.

    The most that can change between PTB and release are minor number tweaks via hotfixes

  • 2 killers, 4 survivors, 8 gens

    Let's make this fair, now

  • "Fast Self-healing build – Resilience, Desperate Measures, Streetwise, Built to last (Beefy medkit)"

    ----

    Why not use Botany Knowledge instead of Resilience? Streetwise (25%) offsets Botany Knowledge's (20%) efficiency penalty, and Botany gives a 50% heal speed boost instead of 9% from Resilience.

  • Buff for Trapper's setup, let's go...

  • 48 of my past 50 DCs have been from survivor (solo q)

    I'm up to the 24-hour penalty, so I have to sit through killer queue and avoid playing survivor.

    I mostly play killer anyway, but I tried working on survivor challenges and getting Rank rewards before the season ended.

    It's almost like I was a toxic killer toward my teammates in the past and they wrote my name down or something; I feel like they're out to get me killed. Same goes for the killer, on ocassion; just lets the injured survivor right in front of them go just to chase healthy old me (it might just be that I'm their last BBQ stack, but when that perk no longer gives a BP bonus I'll know for sure)

  • Survivors seem far more likely to 4% themselves off the hook if I have more than 1 survivor slugged.

  • I also want action icons... so my teammates will stop assuming I'm doing nothing and stop trying to sandbag me

  • Untitled Image

    The Rev-9 will do to Twins what Dredge did to Sadako...

  • @Thusly_Boned said:

    DH a crutch? Some breaking news here. Next thing you know we'll hear NOED is a crutch

    NOED got the killer 1 or 2 "free" downs per trial and could be countered without perks (cleansing totems)

    Unlike Dead Hard, which gave survivors 1 or 2 extra loops per chase, 3 out of 4 survivors had it, and it had to be countered with exhaustion perks and addons

  • @Jarky said:

    It's still a thing - you get awarded catch up mechanics for both prestiging and perk tiers.

    It's why they've now newly stipulated in the recent dev update that P9 is the max you can get even if any bonuses would have exceeded P9, and the only way to have exceeded P9 is to combine Prestige level bonuses and Perk Tier catch ups levels.

    https://us.v-cdn.net/6030815/uploads/G2WRNJTH5LNF/tiers.png

    Going by the above, it is not worth Prestiging your Level 50 character if they have 170+ perk tiers or more, since you'll be P3 from perk tiers regardless.

    Okay, so if I have more than 120 perk tiers on a character it's not worth getting them to Presitge 1, because I can get the 2 bonus prestige levels anyway without losing items, addons, offerings, and perks. Got it.

    Time to go do some counting...

  • @syain said:

    You know, even as a hardcore survivor main, I'm willing to agree that the Dead Hard we're saying goodbye to was BS. However, I can't help feeling like most of the killers who would crucify DH users are just gonna be met with disappointment when they find out they can still get looped without it. And in comes the complaints about all the other exhaustion perks, especially with people playing safer now...

    It's not like Dead Hard is leaving and taking half the pallets on Gideon Meat Plant with it

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