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PatchNoir
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@CaulDrohn said:
"If you are against a doctor and the bot rescues you from the hook at tier 3 madness, the bot will not HEAL THE HUMAN and will not let the HUMAN heal him until he gets out of the madness."
Well, the bot CAN'T heal you when they are in madness 3.
Sorry i wrote that all in one go and did a mistake, but yeah he might do the heal after missing madness skill checks a couple times. Also not letting you heal him is a bad move
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459697#Comment_3459697
You must be joking. DEAD DAWG SALOON? Sorry. But I am sure you have no idea what you are talking about.
My niche and the reason why I enjoy survivor the most is sabotaging hooks. Saboteur is my permanent perk that gets removed very rarely. I know all the hook placements and everything there is at this point. The one map that is THE toughest to hook in is most definitely saloon. Literally ANY other map is better for sabotages and every game where I managed to successfully sabotage hook in saloon is always huge pride of mine AND huge misplay on killer's side.
Survivor A can get downed just below the hook, killer can not notice said hook and go for the next one - you can successfully sabotage that next hook AND take the hit - chances are still quite high killer will be barely able to hook said survivor on yet another hook. This is special case for dead dawg and it's the case for 80% of the map (corners and main's little room on top floor are probably the only exceptions - and that main only if killer did not decide to break a wall allowing him to drop on a hook really quickly).
How can a random in this forum knows something about my experience on the game? I will keep my opinion. And everyone one that reads can go and test it. Hooks are RNG based you can't know all the spawns, but you can know spawn areas applying game logic. Most often than not Dead dog Saloon will have a lack of hooks near the water tower making it harder to carry the survivor if a sacrifice was made in that region or the hook is sabotaged.
Your example used a lot of niche situations, like "the killer not seeing a hook".
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@SweetTerror said:
So I'm curious, after 7 years why is it that hooks continue to disappear upon the death of a survivor? Without hooks killers can't do their objective, and without hooks it creates dead zones that allow survivors to escape over and over again. Killers have only a matter of seconds to get a survivor to a hook too, so you can't really tell them to be more strategic about what hook they use.
Seriously, why is this still a thing after all these years? Is there a logical reason why this gameplay mechanic continues to stay? Survivors can already use a variety of ways to save a survivor: flashlights, flashbangs, hook breaking, body blocks, etc, so do we really need to throw in deleted hooks on top of all of that?
Depending on the map, it's quite bad. On the silent hill map and dead dog saloon, you will experience the lack of hooks in certain regions of the map. Like near the water tower. Then you are forced to slug and watch it or search for the hatch and close it. Most of the time when the hook is far you are exposing yourself to a bodyblock save too. I dont like this mechanic because as a killer you need to keep watch of generators,survivors, survivors hook stages, survivors items, pallets broken, loops still with pallets, loops that connect to anothe loop. windows, breakable walls, boons, hexes, and Hooks. Not counting other worries that you will have while playing like pathing, bodyblocks, travel distance to a hook etc.
Hangmans trick old effect was super nice and now is almost useless as a perk because it got overnerfed.
Solution: Give hangmans trick the ability to restore hooks like before
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@MikaelaWantsYourBoon said:
This perk is pretty popular lately. It's alright. I am not saying let's nerf Sloppy into ground to level nobody uses it anymore.
But for name of the Entity, fix biggest problem of this perk. Solidarity, Resurgence and Reactive Healing are dead perks because of Sloppy. This just does not makes any sense.
These perks are already pretty rare and Sloppy makes them even more worthless.
I agree partially the problem inst SB but the hemorrhage status. Perks that partially heal are hard countered by it. What they should do is make them cure you of hemorrhage or create a new status like "Immune" that will leave you immune to bad status effects for x seconds. 45 seconds of immunity after activation would be fine. just to reposition and heal.
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Agree but on haddonfield. Bro the map doesnt have that many pallets but the Car ones are always safe and the house ones too, then the rest of them are nearly useless. But the main problem is that the map is Humongous large and super open to see the killer and run or hide before a chase. The windows are the main problem almost an infinite against a normal killer, but super easy as a nurse or blight
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@LeFreezy said:
This limitation doesn't make any sense to me. The only argumentation I've seen was that in such way ppl will learn more about killer addons but let's be honest, not everyone rushes to play with the best addons from the very start, most ppl still want to understand the basics of killer power and playing without addons is the best way to do so. That being said, scavenging every single addon from the RNG bloodweb sounds a bit absurd. Applying this limitation to the survivors is even more absurd since they have common tools/addons.
Please rethink your decision and let us use autobloodweb on the unprestiged characters.
agree. It just doesnt make sense. I lost an hour just picking gabriel soma and sigularity items for a prestige. I would love to have an Auto-spend option to just spend the points i get after a game without having to look at the bloodweb, so i can adjust the perks and upgrade while looking for a match.
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This is a good topic I agree that losing all your progress is bs but the perk without some restrictions will make an sprint burst to safety play everytime the killer goes to the gen or the stacking problem mentioned above. Maybe they could just make you lose a third of the stacks per hit and see if it works fine
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@Jylppy said:
What M1 killers are suppose to do against Made for this + other speed perks? I think the worst version of this (from killer side) is Made for this + Hope. When there could be a tiny chance to turn around your game these perks will instantly ruin it. I like to play Pig but this survivor perk has ruined it for me.. Players that are using these perks are literally impossible to catch during the chase because of constant pallet predrops. And most of the time M1 killers doesn't have time to break every pallet on the map.
I feel you haddonfield is almost as bad as his old self when you are facing this combo
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@CorvusCorax86 said:
Why do you want it on the saloon? Can't you place them on the building on the opposite side?
I do not know how far you can see / tag with them, hence my question.
As for the 2nd image: you have the wall behind the generator. This is the edge of the map. The "window" would be too close - given the edge I would - again - play with the idea to see how far they can be placed while tagging is still possible.
The camera actually can stalk from the distance you are talking about but the biopod can't be placed on those surfaces too ( this map has a Lot of flat surfaces that just doesn't stick) and because of the railing you can see the survivors but can't stalk.
The only way to fix this is by using the old gen spawn or removing the railings or fixing the hitbox on all the houses on the map. The killer only choice is to give up that gen sadly. But you are already forced to give up other gens on the same map
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@Seraphor said:
The double window is far from an infinite, it's easily mindgameable. Once you get close enough that they're forced to take the closest window you can double back and get them after they've dropped.
Can you make some videos on doctor mind gaming the house please?
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@humanbeing1704 said:
Yeah this why you don’t chase survivors in there and pray they are bad and stick to street loops lol
Yeah the street in this map is awful if other survivors waste the only two good pallets in there it's a complete deadzone, if the killer gets you crossing you are gone.
Btw in front of these houses sometimes a car pallet spawn and behind the house there is another pallet lol
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can we have DC penalty off for ps4? @Mandy
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Its not just you watch my video: https://forum.deadbydaylight.com/en/discussion/355538/killers-finally-nerfed-cant-play-after-the-update-ps4#latest
I just couldnt do a thing, and i will really not DC and get a free penalty
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i made an 30 lines post but the mod deleted it
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@Leachy_Jr said:
We got free iri shards from the LF faces removal so it wasn't really a bad thing, plus some people were genuinely being targeted.
Also:
- Torn bookmark buff
- Reworking coldwind just to make farm maps somehow even worse to play on (more of a "its broken, lets break it even more" kinda thing)
- Adding breakable walls to incredibly unnecessary places (looking at you groaning and ironworks)
- Nerfing freddys base kit
While 6.1.0 was good, 6.1.2 just feels like a big leap backwards. Especially since the solution to thana was just nerfing it by 1 or 1.5%
we thought that breakable walls would be an new addition to reduce safer loops in cost of time (like opening a space between shack or T and L walls.
What we got is that breakable walls are map based and in some places that you NEED to break them no choices made, to be able to play, or go through (macmillian has 2 doors on the upper floor of main one to enter the room and the other to get out without jumping the window
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3088217#Comment_3088217
And let’s say the matches where survivors don’t DC what’s your opinion?
if they dont kill themselves on the hook, the game has a better chance to get a win. But (again on my opinion) the 10 seconds extra on gens hurts the solo survivors since they dont have the same gen pressure as swf (they dont communicate and go for a double hook save sometimes), dead hard change also dont buy them those extra loops that would give them time, and DS now doesnt buy that much of time.
These three things together made it harder to soloq, since it was powerfull tools that could mitigate the lack of comms (the same tools that in swf were pretty broken).
Now you have to change DH for SB or Lithe, and DS for OTR, but personally if i was from the balance team from BHV i would let the old gen times on Solo trials, at least until an appropriate communication get made
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@Okonar_ said:
I always played soloq survivor and always did fine. I can get it people calling it frustrating, but if you call it unplayable ur either terrible at the game or biased af and used to get carried by swf. What ruins soloq is people dcing like actual manchilds instead of playing the game.
@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3088209#Comment_3088209
I haven’t had a bad solo q experience with survivor. I don’t know it hadn't really bothered me like it has so many others. Only real issue is the other survivors dcing. 🤷♂️
I dont want to be the conspiracy theorist and say that the DCs are people trying to mess up the data. But i will acknowledge that the dcs are happenning and messing up the trial experience, spiking up kill counts.
@KingQuinine said:
https://forum.deadbydaylight.com/en/discussion/comment/3101127#Comment_3101127
Honestly I'm sat at ~250 hours with DBD and I suspect now split evenly between survivor (solo) and killer. I do have a couple of decades gaming behind me, sometimes competitively in titles better suited for it. There does come a point where every mechanic is a variant of something you've seen before in terms of principle, but technique and good application are always things you have to build for the title to some degree. DBD has some good depth in that respect. I've seen balance upheavals before too and of course that can go a lot of ways, especially if a long-term 'settled meta' gets flipped.
As you say the relevant creators/invested players will be working out what's good or wise in the new environment, and of course clearly there's more adjustment coming down the line. The former will at least establish some means to be relatively confident about your choices if you're looking for efficiency rather than memes for now.
Some additional comms/awareness tools are absolutely warranted. In general you're never going to completely bridge the gap between even a group with a low level of comms/cohesion and a group of solo players but you can certainly reduce that disparity in this case. In the interim, no doubt, you're going to see some people bounce off or change their principle method of play (favouring swf play/going killer more) but isn't that always the case when balance shifts, at least for a while? As I mentioned for my part the take away is basically 'Don't be complacent and expect to still have things go your way', along with some of the in vogue killer set ups being 'Say your prayers because you're gonna need to find Jesus'.
thats unexpected, i hope you find the game fun in the most part bro. I guess the competitive gaming backstory you have made you a better player overall
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@supersonic853 said:
I know when the nerfs were announced some people came to old dead hards defense citing "Ill just run the loop one less time and not greed". Or something like that. But it seems now without that safety net a lot of survivors get caught out very easily. And with the other basekit changes and stuff like brutal strength being more effective (for me personally) i get downs so much quicker. And also people cited "well everyones gonna play sprint burst instead afterwords so nothing will change". But its actually nice to see smash hit,overcome,balanced and lithe fairly frequently. Dead hard held the king spot of exhaustion making it pretty much THE exhaustion pick. So now that the dust has settled how much of a choke hold did old DH have? And in general chase did it have a much bigger impact than you thought?
IDK if you are asking for the numbers, but i would like to know how many DH the survivors would use in a match in average and how many seconds it "bought" on a trial.
As a killer main i used to see 3 to 5 DH uses for each survivor in the trial. One use for each chase, and some esporadic ones in saves and such. In time i lost i had no idead but if it was on a pallet loop i would say 6 to 8 seconds for each DH, because of the distance they would get from using an window or for the pallet breaking time + distance.
Worst case scenario you would get stunned + pallet breaking + distance from catching up + looping the new spot the survivor got into.
I am being pretty generous on my assumptions
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@KingQuinine said:
Destroyed no, harder certainly and brutally so in certain circumstances. That does get worse when you have one of the four yeeting themselves out of the match at the first opportunity, whether by DC or suicide. You definitely have to be on top of it, even at the meme tier level I play at, because mistakes compound harder and faster. That's probably appropriate I suppose - if the killer is playing a laser-focus game then you should need to too. Of course as a survivor that's a pretty precarious situation because that means you need the other three to be doing so as well.
I get the sense that that a lot of people were very used to the status quo for one thing. Hell I didn't realize I'd gotten accustomed to the idea that in many matches (where realistically I stood no chance against the killer one on one) I could escape because I'd been put in with a capable survivor who could carry the game so long as they could keep the killer's attention, and I paid enough attention to do gens and unhook them if needed. On the other hand, in a rare few games that had been me. That's not so much the case now, although I grant to what extent that's true might take a bit to become really apparent - lots of DCs, people learning what's good again, and matchmaking reset all muddy the water.
I've noticed that (not across the board but in general) very long-tme players have tended to be less ruffled about things, although many if not most seem to think some tweaks are definitely in order, and even I can see the validity there. The core issue, that's already been mentioned by others, of the disparity between the SWF and solo experience remains though. Seeing as it looks like any movement in that area is going to take a while I suspect you will see a number of solo survivors bleed off (or switch to killer). It is definitely a more punishing experience, although to what degree the level you're playing at makes a difference I don't know.
I know I've been choosing to invest my time elsewhere, at least until this patch has set for a while. The chaos after it was not the best experience. It also doesn't help if you prefer to goof around for the experience rather than a competitive outcome, which paradoxically when you're a survivor and then escape shuttles you to the realm of people with the inverse priority. Going beyond the topic there though I suppose.
for your comment i will suposse you have 1000+ hours in this game. So much true, its better to let the update settle down. Yet there are some youtubers like CoconutRT that is trying to show builds and such for solo players to try and get better.
Developers update are like that one step at a time, now it was a killer patch, next we might get some balance patches, and then the Soloq change. Thats how it worked over the years.
I guess the most easy to make fixes are 1- updating the icons for survs + game gestures, 2- Put an in game proximity voice chat
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3088209#Comment_3088209
But instead the general opinion seems to be inorder for solo to be better killers need to be rubbish.
The issue is with swf's and how much they skew any semblance of balance. Someone will alwaysbe the c tier, if it isn't killers it's solo survs.
yep it seems like that, nice nickname lol, but talking about historical people: blue beard >>>>>>barbarossa
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@JackOfTrades said:
I was Solo Q against a Nemesis. 2 Surv. left (inc. my Felix). Downed both of us. The _____ Disconnected. Nemesis Let me get exit gate. I hate DC'ing.
The snowball of a SoloQ disconnect is too strong and its happening more, people DC way less in SWF because its harder to get mad with other survivors errors. I had a lot of 3 men survivor trials that we could have won if we had the 4 guy at least to get hooked for the remaining health states.
I think the survivor bots should be implemented soon to deal with that, at least we would have more hands on deck
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@Tiufal said:
You can look at those streamers that are decent players and play soloQ. they now hardly escape, and if they do its mostly a hatch escape or the killer was really bad. they mostly even lose against average players, which is completely ridiculous. I myself mostly play against average and below skilled players and with the same level of mates as the killers there is no way to win anymore as they just stack their 4 slowdowns, op addons and just camp, tunnel and slug as hard as possible. Thats the average match you get now. the patch was completely nuts. and its was foreseen as soon as ptb dropped.
4 slowdowns iri addons are a problem and i acknowledge that, before the patch it was way common to see 4 DH,DS,Unbreakable and such that also made average players defeat really good killers just being carried by perks.
The devs finally adressed some of these broken perks, and now we have to require adressing in SOME killers with SOME perks. Like Nurse + infectious fright + lethal Pursuer+ Starstuck + Agitation + Blink addons. I hope the devs start to balance perks individually for some killers if they are too strong using it.
Today iv seen other forum thread called "Its too easy to win as a killer now" where the OP said he was stacking 4 slowdowns in a legion and getting 4ks and not having fun. That happenned because he was being hard carried by his perks, even if could stack those perks, they shouldnt feel the need to do that because it will make the trial unfun for both sides. Sometimes we get too competitive and forget that the fun comes from the trial experience and not the result, using weaker perks are not making survivors games "easier" for them its making your game more "challenging".
This will change overtime survivors will learn to play safer since the killers are deadlier, and killers will start to try new builds to make their games more interesting, since they dont fell that large pressure anymore.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3088219#Comment_3088219
people need to stop bring up just deadhard it dead get over it or let it go whatever...
I never used the perk before the update I still don't but remember not only did deadhard get nerfed but also alot of other survivor perks got nerfed.
also lets point out killers got alot of buffs with some of they nerfs and big buff to they basekit but survivor only got OtR which I also don't use maybe some other perks not sure oh and basekit BT which killer can easy wait out.
what hurting survivors right now is the basekit buff killers got with they speed and weapon cool down buff and buff to a lot of they gen defending parks don't forget 10 sec nerf to gens which just makes it really easy to camp and tunnel someone out before 1 or 2 gens get done.
you are not wrong in pointing the tunneling and gen times. The new gen time is good against SWF but against Solos its a bit too much, camping isnt a problem when 5 gens are powered, but should be dealt during the trial, DS could still be 5 seconds since it does not activate in endgame.
I hope the devs adress the solo experience in the next patches, and create better ways to mitigate the hard camping
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@EternalSinOfCain said:
https://forum.deadbydaylight.com/en/discussion/comment/3088216#Comment_3088216
I also posted on Otz's video. Did it make the game worse? For now, yeah. Why? All because Survivors are baby raging and killing themselves on first hook or DC'ing. It's called artificially inflating he Kill ratio in order to purposely skew the games data stats. Survivors are RAGING because they are bad or because they can't bully squad Killers like they used to.
If the devs and player have to deal with rage babies for a while, so be it. It's better in the long run than letting entitled children with MASSIVE ego's run the game. If they need their hero complex, they should play a single player game on easy mode.
otz is right i guess, its kinda what i said the survivors will create tolerance to the changes, adapt or drop it, thats what happenned to the killers over the years.
My post was made in hope to create awareness that the kill rate will get astronomically high for sometime until the adaptation is completed. Funny enough SWF players are kinda fast to adapt and explore the game technical balance in depth, because they can combo their build between themselves.
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3088209#Comment_3088209
What a dumb "Us vs Them" take
Just cause killers are on the opposing side doesn't mean they are playing a different game.
If anything the killer interacts more with your soloq teammate then you do. When your teammate goes down you can only speculate what happened. The killer is the one who sees how a survivor DC's after getting mindgamed once. The killer is the one who sees your teammate sprint bursting into a rock for the entire duration and then kill themself on hook. The killer is the one who hears your teammate missing 5 skillchecks in a row.
I didn't hear any complaints from you when survivors gave their opinion about CoH when it released.
The irony of you calling killer mains biased while simultaneously saying they are not allowed to have a opionion about the game they are seeing with their own eyes is just sad.
Yes soloq needs buffs, yes the latest patch swung the balance a bit too hard in the other direction but op makes a good point. A lot of survivor would get much further if they actually tried instead of throwing in the towel the second something goes wrong. It's painfully obvious a lot of players are not where they are suppose to be
thanks for noticing
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@Marc_go_solo said:
I play 50/50, and from my trials as Solo Q the biggest obstacle put in front of me is the amount of disconnects. Moreso than any skill level. In fact, I'm relieved even if there's a not so good player who is at least trying. At least that's extra for the killer to deal with. And as killer, one disconnect and the whole trial becomes a massacre and dead boring.
An argument for the disconnects is: how are Solo Q supposed to deal with this balance? For me, they won't if they cannot be bothered to try. There are balancing issues, but for me not on the scale it's being made out to be. There will be tweaks in time, but until then disconnecting is just an absolute bane!
100% agree
@PapaQuintus said:
Imagine being a killer main, and giving ideas on why Solo Q is fine lmao.. All killer mains complained about survivors, so this patch happened. Now that suvivors are voicing their opinion, killer mains are immediately here to tell US why we shouldn't complain. If you got any issues with your killer gameplay, then go ahead and post about it. But you can't come here and tell solo survivors why they're in the wrong, when you have little experience about it.
you didnt get the purpose of the post, sadly. You need to get that the trial is made by both roles at the same time, and that i might or might not have more hours than you in you role besides being a main killer.
@sulaiman said:
To be fair, even in games without dc, most games are lost to solo survivors. I consider myself a pretty decent survivor. When i kept stats of my games, i had a survival rate of about 75% in solo queue, and i belive thats a lot better than average.
The patch itself didnt concern me at all, the only perk i run that was changed was self care, which i just swaped for circle of healing.
Since the patch, i escape maybe 20% of the time (i didnt keep stats of that). A lot of that has to do with camping and tunneling killers, and a lot has to do with teammates not knowing what to do (i run bound, so sadly, i know what my teammates are doing, and where they hidding instead of doing gens). If i had decent teammates more regular, i would have a better survival rate for sure, were i swf, nothing would be different.
But as it is, a lot of the time i would have spent playing dbd i played other games in the past few day. I still start dbd in the beginning, but after 3 games i dont care about waiting for maybe finding a decent game. No matter if its because of the killer buff or solo teammates not being able to cope with it, its neither fun nor thrilling the way it is. (and face it, those survivors were bad before, too, even with dh or other perks. They never were a problem, because they never touched a gen)
the problem is, that there was always a balance from solo <<<< Killer <<<< SWF. the balance patches just shifted that balance, so now its more like solo <<<<<<killer << swf, but it didnt adress the underlying issues.
I agree with you a lot, solo Qeue has a lower escape amount in normal trials than SWF, the new wave of dcs made the escape rate from them to get too low. You cant know what your partners are doing without perks, or have to lose one perk slot to use Bond/Kindred. I hope the devs focuse on solo communication more, or just actually add voice chat in the match already.
Besides that i noticed that solo players were less altruist playing, sometimes nobody goes to a save and someone gets to 2 stage on first hook or die, i tried to use yoichi perk (the one that makes injured survivors to see you) to heal solo Q teammates for a couple trials, and i mostly got the killer sent straight to me when they get in a chase.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3088217#Comment_3088217
Survivors DCing is a symptom, I don't understand how people don't realize this. In fact, one of the biggest things you should look at for game health is how many survivors are DCing. If there's suddenly a lot of survivors DCing and Suiciding, then there's a reason these increased.
yeah i said the reason in the first post, they dont have an tolerance to play different but it will change over time.
@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3088235#Comment_3088235
I do play solo and I agree with him. Don't get me wrong; people who are having their MMR adjusted through loss after loss since the perks they used to help them don't work the same way anymore are having a terrible time and further things could be brought in such as a 10 second extension to hook timers at each stage but I really like the patch. DCing survivors and survivors suiciding on hook has a far more negative impact on the survivor experience than anything the patch did.
More hook time for Solos is a good idea, and new gestures and icons for activities in game would help a lot. The game should adapt gen times and other things accordingly to the survivors and the killer on that specific trial, but BH likes to keep the game the same for SWF and Solo, so it makes too hard to balance.
Just think about it 10 seconds extra hook for a solo is OK, but for swf is NOT. Perks too Infectious Fright on Nurse? Strong, On GhostFace ? Ok
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@Kasamsky said:
First few days were bad indeed but i slowly getting better soloq games now it feels. Most of the time im loosing because my team (yes including me) is making dumb plays like unhooking in the killers face (seriously people stop doing this lol). I play both sides myself, more killer i would say and i think overall we got some healthy changes. However i do think the DS nerf was extremely unnecessary and the Thana buff a little bit overkill. On the other hand Nurse is just bs right now, seriously just disable her until you figured out how you can rework her.
I once said that some killers should get perks adjusted particularly, but nobody wanted to hear me, an Thana trapper isnt opressive as an Thana Nurse, so it would be healthier to adapt the perks to the killer.
Personally DS nerf was overkill. Thana buff isnt that bad (on some killers...)
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/3088209#Comment_3088209
I don't see how their point of view is unwarranted. From the killers perspective, they can clearly see the shift in the survivor side of things. One DC will have a domino effect that both sides feel in the same match. It seems like your own bias is getting in the way here.
i agree, the games RN are being bad for Solos because a player removes himself from the trial at the beginning making the rest of the trial too one sided.
The DC's are happenning by the lack of adaptation with the changes, and tolerance in general. Killers cant take the blame for being buffed because the buffs are needed against SWF (yet this small buffs aggravate the SoloQ experience it isnt the killers fault, you can still win a game if you dont DC and play the trial normally).
Survivors should get an patch that helps with information and coordination to soloQ but devs are still creating this. Please have patience and continue demanding those buffs in the forum, just dont go asking to nerf killers, because an majority of the roaster needs these changes to be playable
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3088214#Comment_3088214
I mean it isn't though is it?
Solo queue has been suffering with countless issues for years now.
The complaints about lack of good matchmaking, poor coordination, being forced to run perks to get info SWF gets for free etc. date back YEARS. If you don't believe me you can use the search feature here or take a look at old Steam forum posts.
Killers here are acting like solo queue complaints are a new and fresh "trend" brought about due to a lack of skill and perk nerfs. They're not. The complaints are a culmination of frustrations that have been mounting for a long time now. This patch made the solo-SWF disparity a lot worse, hence the number of posts.
you are right soloQ demands are old, and the devs promised help in this regards but didnt turn it true yet. I dont want to void survivors from getting the soloQ buffs using my post, i just want to remind everyone that on this patch killers arent aiming to destroy solo players fun, they are just playing the game, solo Q is on a bad state now because of the DC and we are getting the blame
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3088217#Comment_3088217
Yeah but YOU'RE not playing the survivor. You can give an opinion, but it isn't supported with the played experience survivor players have.
i can assure you that i also play survivors and i have them more upgraded than killer (if bloodpoint spent mean something). Main playing killer is not Monoplaying killer.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3088209#Comment_3088209
Of if we had a nickel for how often someone said, "I'm telling you." And the opinion that followed was awfully inaccurate, exaggerated, and often a downright lie.
take the things you see in the forum with a pinch of salt and just evaluate with your own gaming experience
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@feruis said:
I play both roles, survivor being unplayable is massive overreacting by people who are not really good at the game.
i stopped using dead hard before the nerf, you can just use lithe or sprint burst, if you dont want to use any exhaustion perk that is too situation based. This made learn the true value of pallets, how to use windows better and how to loop without creating dead zones (some people play dropping pallets and dont think other survs will need to get chased there later). Also you need to learn when to get downed on purpose and when to change hooks.
Being efficient as a surv requires skill, the killer needs to down you at some point of the game, that how it should be, as a survivor you just needs to give the down in a situation that doesnt benefit the killer, people think that one person should be able to loop the entire map or something lol
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@OnryosTapeRentals said:
"I am a main killer so i will not lie, i might be kinda based"
Can killer mains stop giving their unwarranted opinions on an issue affecting SURVIVORS.
We're telling you solo queue is in a bad spot and you're responding with "Well actually as a killer here's all the reasons it's not."
Do you not realise how biased this is?
well when i play a game there are survivors playing with me, this makes me part of it and capable to give an opinion. Soloq is getting damaged because other survivors DC not because of killers
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@Raccoon said:
I have zero intention of killing people and am playing super chill (no tunneling/camping/bm/etc)...everyone that sticks around gets a free escape....
SOOOOOOOOOOOO many Yeets/DC's for zero reason.
Find a survivor and start a chase....DC
Down a survivor....DC
Hooked....YEET
and so on :(
The only amusement I'm getting is when people stick around and see me/the rest of their SWF memeing around and banking hella points, only to complain about us doing so after the game ('takes too long' / lol)
they dont have tolerance to getting down in a short chase, because before they would last longer (using perks).
Survivors now thinks that the killers are overpower or that they arent skilled and this generates frustration, because they really believed they were good at looping. It will take some time for them to change the playstyle, some will just stop playing, that what happenned with killers everytime they got a nerf
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@Coder said:
I rarely post on these forums and I know it will sound like a survivor main bait, but it's not. I'm DESTROYING people at 4 gens with plague, wraith, myers, bubba... it's ridiculous. Plague get the best part since I'm running corrupt, pain resonance and thana (I know, disgusting). Sure, if I get some 4 man comp SWF they COULD win, but solos? there's virtually nothing they can do. And even if I'm losing I just go to "tunnel mode" and win anyway.
Also, if only a 4 man comp SWF on Discord can win against a Plague, the balance of your game is broken.
And as solo Q player, I just don't care anymore, I just try to farm as much bloodpoints as I can, finish my challenge and die/leave, but if the killer is half decent and has regression it's a long battle uphill.
The game "as is" is not right, I'm not saying it should be reverted, but now killers have a decent chance against SWFs, but maybe buff solo Q?
you are running the most META perks and dont have fun winning?, bruh. You are not enforced to use these perks anymore thats why killers got buffed, for you to be able to play something else. If you dont have fun using other builds thats okay but doesnt look like you are feeling rewarded for using your current build, and you feel a bit carried.
Before you couldnt win without these perks and that why we needed the buffs, run some fun things it will make the game enjoyable for you and will give survivors a chance
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3072419#Comment_3072419
For me, chase builds on m1 killers have been helping a lot and quite fun to use. Really pairs well with the recent killer buffs.
thats exactly where they need that little help, the first down its too time consuming with an m1 killer, and the trials have low delay in gen speed because of that
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Nothing like the "Force them out" with exit gates 99, and not knowing where the remaining survivors are. And people still dare to say that leaving a hook in the endgame isnt giving a free rescue
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@Veinslay said:
The game is so much more fun now for killers! Not having to worry about Dead Hard non-stop and knowing that the gens take a bit longer makes the game feel so much better and less stressful. I've had stuff happen in my games tonight that normally would aggravate me (SWF running me into Head On stuns, multiple blast mines, and saboing in my face) and it's really no big deal because the game just feels more fair now, especially for the M1 killers. Been playing Ghost Face tonight, a guy I pretty much thought was the worst killer in the game, and have actually gotten multiple gen grabs tonight thanks to the Spine Chill nerf and not having to try to walk backwards like an idiot to the gen. Thanks BHVR!!
yeah i played Wraith a lot today and it was way better, didnt need to use META all the time and could just have fun, the lost trials were not that stressfull they just had good teamwork and loops.
Sadly sadako still bad,but DH change helped
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BRO I JUST DID A SADAKO POST LOL, looks like the playerbase is feeling the same. Please take a minute to see my in depth text, and leave your remarks.
https://forum.deadbydaylight.com/en/discussion/335370/sadako-could-be-good#latest
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@Grigerbest said:
To be fair, after "removal" of DH, sadako feels much stronger now. But yeah... She's just worsen version of Freddy and Dredge... It's sad tho...
i forgot to write about that, but YES its way better to play M1 killers like Sadako and Wraith now, sadly the SWF teams i got today looks like to have adapted with SB, and when in chase they are using the pallets (before they would greed, DH then use the pallets) so you will be often all match breaking pallets, or going to a gen and having a SB in the face while demanifesting
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agree
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its too early to say much, the changes made killers like wraith pretty viable without meta, of course the meta killers like nurse now feels very overpower but you can ask for tweaks on them and not on the killers as a whole.
this is how i felt as a killer against old DH powerless, there are not that many good survivors they were just hard carried from DS,DH,Unbreakable, BNP,Map offerings. Now the same is being true for killers stacking slowdown perks, we had to endure it and now for some time the survivor base will have to endure and provide some feedbacks with suggestions to change killer perks and reduce overpowered things like Nurse, Blight hug tech and such
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3067071#Comment_3067071
That would involve sitting through previous penalties....IE 10min 15min 30min 1h.....24h....etc as they occurred.
Maybe it was a really long visit <_<
i was out home for 2 days and already had an 15 minute mark from Bad internet "disconnected from the host" mid matches. Guess he stacked or something, what are the penalties time table? and the reset punishment time?
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@Gary_Coleman said:
Ouch. What happened? Did they dc or get reported?
idk i was not at home when my parents let them play in my ps4 "they already have one on their homes so i thought your cousin would know how to use it"
Also he broke one of my tv HDMI port
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@TheEmeraldTuber said:
First off, when a survivor is healing a downed survivor, their hitbox contorts making it hard to hit that survivor. But you should also be able to pick up the survivor while they are being healed, or at the very least you ######### should. I don't think any dev there would be incompetent enough to make it so that you can't pick up a survivor while they're being healed.
the heal tech makes the gate plays safer because if someone failed a bodyblock until the gate they can heal tech and i see how this is frustrating, i also think that we should be able to push the healers away and pickup.
But i also think that killers should get the prompt to hook when someone is saboing, wich doesnt happen, survivors can sabotage the hook from the back of the hooking side and you need to "detour" to hit him then come back to hook. Its kinda broken too but if we remove this tech, sabotage would be even more garbage
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@MommyHunktress said:
too used, too annoying and breaks down the whole run awaya and split up. those add ons need to be removed. legion is weak and annoying but this makes him braindead and annoying as hell and they almost guarantee a down with his ability especially on smal maps like wreckers yard which i just experienced... that is bs. you guys can say im dumb or legion needs those add ons but they are overwhelmingly annoying
his power is situational i get many trials without using his 5 hit, because good players knows to not stack-up or and tank a hit to stun legion out of his power, search for some counterplay videos there are lots of them and you will find one good for your build
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@TheLastHook said:
Instead of Kill Your Friends? I wonder people even know that exists.
yes, when i play KYF besides having the problem to full a room and dont earn BP, a lot of people STILL USE META BUILDS, and try to win so hard that they get mad and disconnect after getting owned.
I ve seen some friends stop talking to each other over kyf matches, i will still play swf because its fun i dont see why i wouldnt its a bit better than solo
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@Marik1987 said:
Hello devs,
the new patch is coming and I am really looking forward to it. Especially with the Deadhard-Change, the games should become more balanced.
But: With a lot of changes ahead, there are unfortunately even more Nerfs for Freddy coming.
Allow me to explain my sight of things:
Freddy is a killer, which has abilities, when survivors are asleep (and only if they are asleep). Therefore, he has, for example, a lullaby instead of a Terror-Radius.
Perk-Issue
This in mind, you will propably be well aware, that he cant use a lot of perks, because this perks are only available if u have a Terror Radius. For example the new Dissolution, Septic Touch, Coulrophobia, Distressing, Infectious Fright or Starstruck.
This are some "Chase-Perks/Anti-Healing-Perks", who arent usable as The Nightmare.
Whats left is Gen-Protection and Gen-Regression. Well, Gen-Protection like Corrupt Intervention, Deadlock etc. is what he has left (what every killer has by the way, so no speciality), while Gen-Regression like Pop goes the Weasel (with works perfectly with his teleport in combination with Pain Resonance at the moment), Overcharge (what will become useless with a start less than a regular kick) or Hex:Ruin are getting nerfed or even completely unplayable (Hex:Ruin).
So at the end he cannot use a lot a perks by default, his only strengh, which is the Dream Projection, becomes more useless because u cannot combine it with good Gen-Regression-Perks (well, besides Call of Brine for now) and his antiloop is doing nothing at most tiles. Well, u can outplay some tiles with the snares, but for the most part, they cannot help.
Dreamworld
In addition to this problems Ive counted here, he has a major weakness, which is the Dreamworld itself. If u take a look at The Dredge, which is well designed, thanks for that, you will see, that the Dreamworld is, compared to Nightfall, doing almost nothing. I dont want Slowdown-Addons like old Jumping Rope back, dont get me wrong, but what reason should a survivor have to walk to an alarmclock, when Dreamworld is literally doing nothing?
What is the Dreamworld doing? Well, you replace the Terror-Radius with a lullaby and survivors can interact with Dream Snares and Dream Pallets plus you get your Dream Projection a little bit (1-2 seconds at best) faster back. Thats it, unfortunately. So there is no danger and therefore no reason to waste time for waking.
Lets compare this with Nightfall: While Dredge has his antiloop at any time, he can teleport 3 times in a row MUCH faster and has decent addons to reload it a lot faster than Freddy with Nancys Masterpiece or Sketch in their current state.
Addons
Now lets move on and look at his addons. He has one addon, the Red Paint Brush, which gives survivors at least 1 time they actually need to use a clock (at least 1 of them) for staying awake (if they want to). Besides this addon, I think everyone in the community will agree, he has nothing in his addon-pass. Hearing things louder is, sorry, not worth running, inflicting hemmorhage only when several parameters are in place (being asleep AND interact with a trap) or Blindness isnt really good. Besides that, he has 3 4%-Penalty-Addons for failing skill-checks. But: when survivors fail a skill-check, they wake up, if u dont use Red Paint Brush and the addon is doing nothing. In my games, I can say, the survivors trigger the penaly once per game AT MOST.
Last but not least: Fake-Pallets (3 addons)
A fun part of his kit, but I think 1 addon would be more than enough, you dont need to use 3 of them just with different aura-reading. The aura-reading means absolutely nothing, because when(!) they interact, they are in front of you in a chase. I dont have to say, that in higher skilled games, literally no one falls for them anyway.
Conclusion
In my conclusion, Freddy is nothing but a very weak Dredge-Copy (or Dredge is a better version of him), having no power at all when survivors are not asleep, he cant defend clocks or anything, because he cant see their auras (compared to pig for example) and besides that his antiloop is too weak to be a real problem for survivors or being respected at all.
The extremely low pick-rate compared to high kill-rates (january-official-announcement) comes, because you will see Freddys most of the time in low MMR I assume, but u will very rarely see him in higher mmr. I would be wondering if thats not the case what I wrote down here.
Im really begging (yes, Im at this state now) you to rework him once more or at least giving him decent addons. His Dreamworld needs, in my opinion, a look too.
Thanks for your attention!
dream pallets could appear dropped like the doctor ones, and when survivors go through them the auras could get revealed, the TR perks are a huge problem and i cant say an easy fix sadly
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@Wampirita said:
Dead By Daylight discord is a hot mess.
Just SITTING in killer's channel got me crazy amount of messages of all the possible ways to off myself.
General chat is an absolute chaos with no moderation whatsoever.
The only people that join voice chat for meeting new people are bots/trolls blasting your ears with different sounds.
The only "normal" people you will meet there sometimes, aren't even people who are playing the game, but still they will join channels designed to create SWF.
https://forum.deadbydaylight.com/en/discussion/comment/3064772#Comment_3064772
Imagine how recruiting few mods could change things up :v
@AnchorTea said:
Official discords are a nightmare to manage. Recieving and moderating a controlled forum works better than discord.
besides from public chats inside the discord the devs used an "slow mode" on suggestions and feedbacks, limiting one comment for each person every 2 hours (like a twitch chat), so they ban trolls easily.
thanks everyone for replying i will search for the channels, obviously and community channel will be a bit of a mess because there is no one employed as a mod, but might be good
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@fulltonon said:
His shock lasts long but is extremely slow, I think that's the issue.
the charge isnt a problem but the projectile travel time is bad