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RaSavage42

RaSavage42

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RaSavage42
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  • Again the wrong things were changed:

    Ruin- Nerfed to 100% Gen regression (for what reason again.... oh, it was the fact that it was used a lot)

    DS- Nerfed to 3 seconds (for what reason again... oh, the fact that it was used a lot)

    2.5% regression on Gen kicks- it wasn't the right way to do it... plus it wasn't enough

    Overcharge- Buffed to potentially increase Gen regression (75%- 200% after 30 seconds)... but keeping that stupid skillcheck that should disappear when the Survivor lets go of the Gen (which will result in a failed skillcheck)

    Call Of Brine- wasn't changed but I would like to say that changing the Gen aura to yellow and alerting the Killer when a Survivor hits a good skillcheck is a bit much... why not give that part to Surveillance?

    Faster hit recovery- why? this wasn't needed

    Why not increase the base Gen regression (while making changes to the regression perks)???

  • Yea MM isn't fair at this point...

    But that same 3K hour Killer could've faced off against 9K hours SWF the match before... just saying

    But camping at 5 Gens needs to not be a thing (it should still be a thing when 2-3 Gens are left)

    Also it's more human nature... once we found out how to raise our MMR some of us have done whatever it took to get higher MMR

  • Depends on who

    👉️👈️

  • I feel like the DS nerf was too much... Plus all of the Killer Buffs

    "trying to break the meta" is laughable right now... all of them feel like a knee-jerk reaction to people complaining about those perks

    And instead of figuring out why they are used (run) they just got the numbers and crapped out changes to them

  • What they added to the game does seem like SWF's have the balance

    But the perk changes seem to be something I haven't been able to pin down...

    I'm going to hold off until I see what else they do

  • All valid points... It going from a individual scoring to a team score would in theory be a good thing... but like you said human nature will take over

    Seeing how the game is there does need to be change...

    But then again once other see the emblems there will be blame placed on to whomever got silver or bronze... so that would be a maybe from me

    Plus all of the suggestions of adding things into the game will help in that regard

  • @mizark3

    I get where you are coming from but who'd want to play that kind of game... maybe some Killers but Survivors don't want to sit on Gens any longer then what we have now...

    Also you did just explain the base game but what about all of the Gen perks???

    Why not just remove the great skillcheck zones for like 3-5 skillchecks and see how that goes (doing that would reward those that do work on Gens... and get everyone to do something on Gens in order to get the great skillchecks

  • It kinda shows the reason for it though

    The Devs have said the way to increase MMR is too Kill or escape... And we as players want to be "the best of the best"

    So that's why this is happening

    Like what's fun for Survivors VS what's fun for Killers... and What's a "win" for Survivors VS what's a "win" for Killers

    Are short matches fun for either side (either 5 Gens in 5 minutes or a 4K in 5 minutes)... NO

    Are longer matches fun for either side (either a 20 minute match where all Survivors escape or a 20 minute match where the Killer Finds hatch and the exit gates are close by)... not really

  • They do need to re-code the game

    And it seems like this would a good opportunity to do it

  • @buffcoyote said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197783#Comment_3197783

    So, then your version of camping falls within the reasonable range I already clarified above. That's good. If you continue to play like this, then you are contributing to a healthier game.

    Ok... cool

    But still have backlash for it... so is it a "good" thing?

  • I won't camp unless:

    I see a couple quick saves (that means there was another Survivor around)

    I see scratch marks nearby

    3 Gens are done and I haven't gotten anymore then 1-2 hooks

    Or if 2 Gens were done back to back (cause that would mean that 2 Survivors did one and the Solo finished off another Gen)

    Like honestly I've only started to use Call Of Brine... but I haven't played since before the Dredge was released (So yea... chuckle)

  • I was going to say yes... but the more I think about it the less I like it

    There could be a possibility But that would take a total re-work (re-coding) of the game (and that happens a lot)

    She has other problems but not that

  • Yes... cause like OP said the 3 second stun DS gives

    Also the fact that chasing (as Killers) got a basekit buff (recovery from hitting a Survivor and kicking)

    So is it safe to say the wrong things were buffed???

  • No... That is to much even if you did change the perks, Toolboxes and addons

    They would have to change the slowdown perks and regression perks on top of that

  • So what's the point of this post?

    Ruin isn't what it used to be... But then I wonder if Ruin would still be used if it had 200% gen regression but kept the deactivation

  • I think a video of all Gen perks Items and Addons should be done... to show what is capable and what the extremes are

    Choy already did a video of: Call Of Brine, Overcharge and Ruin (seems that Ruin only does base regression)

    So all that's needed is: Pop, Eruption, PR, Gift Of Pain, Thana, Dying Light... then Prove Thyself, Resilience, Stakeout, Hyperfocus... ETC (I can't remember all of them)... then Toolboxes with and without Charge addons, speed addons and BNP's

    And then again going through all of the Maps to figure out why things are strong VS weak

    Just saying having video evidence should be entered... but then again it's all in a vacuum so a grain of salt should be put on it

    Then do the same thing with healing

    And Hook timers

    Cause having the numbers isn't everything... actual in game proof to go along side those numbers would be good

  • Are you complaining about the "meta" or about Maps?

    Cause the "meta" isn't all that much different... it's Gen Regression just like Ruin/ Undying, PR/ DMS, Pop/ (whatever other perk)

    Ruin used to be 200% Gen regression until the Totem is cleansed (or Booned)... and Undying made Ruin last a bit longer

    PR (has changed so much so quickly that I can't remember what it actually does) applies 15% Gen regression onto the most progressed Gen... Then DMS only activates once the Survivor(s) lets go of the Gen(s) after a Hook

    Pop made Kicking a Gen (after Hooking a Survivor) applies 25% Gen regression (if the Killer kicks a Gen within 30 seconds)

    But then getting 3 Genned is a Map design issue (also it depends on which side notices it first)

  • The Killer can't get 12 hooks in a game... without giving up the match and having the Survivors T-Bagging at the exit gates

    I know that Survivor think that Camping and Tunneling are "toxic" but they aren't...

    Plus the mindstate of players are all over the place... the more time in game leads to more toxicity (from what I see)

  • Maps for the most part are either Killer sided or Survivor sided... not many Maps are balanced

    Yes all of them do need adjustments... in one way, shape or form

  • Ask them if they would like pointers, advise

    Try and take charge of the match

  • Another vicious cycle...

    We don't know what the other players last few matches were like... We don't know their life story

    I look down on choosing to DC cause they didn't want to be the first one down

    But then again is it worth having that player not do anything in game cause they had to deal with something IRL

  • I wonder how long it'll take the gen to be at 0% if: Pop, Call Of Brine and Overcharge were used

    But anyway... Pop was good for what the Killer needed to do to get it (chase, down and hook a Survivor)... but it lasted for 45 Seconds and that's what the first nerf dealt with

    The second less intrusive nerf was to the % of progression lost (with makes sense cause they added % of progress lost to the basekit)

    So Pop is still good but in terms of actual use... it's subpar when compared with the other regression perks

  • It's player decision and saying X perk and Y perk should stop it is weird to say the least

    They should've come up with something different

    They could be working on adding more to basekit Survivor while changing other things

    Why would a Killer leave a Hook they got... Gen regression is number 1... but what else non-perk related

  • Basekit Killer- No... nothing more to add to that

    Basekit Survivor- yes... make them be able to see what other Survivors are running, and add in an action icon in the hud in game

    Individual Killers- yes... Sadako, Deathslinger, Pig, Trapper... ETC need changes to put them into a better spot

    But maybe I shouldn't be saying much... since I haven't played the game in like 8-9 months

  • If they did do it then we'd complain about how we see those stats

    Like "look see... Nurse is OP"

    "OMG 4 regression builds are used too much"

    But yes... I also agree that they need to show more then a generic Kill rate/ Escape Rate... and the top 3 most used perks

    And yes that would mean more work to get it out... but they have blogposts and a forum to post things on (right???) also it'll also help the average player to better understand why they change things

  • The fact that Nurse is complained due to good players playing her... what about if bad players played her (insert comment here)

    It's almost like Ruin... it's old effect made newer players frustrated, had little effect on older players... now it doesn't last the first chase

    Old Nurse made newer players frustrated, had a decent effect on older players... now players give up when facing her

    This game really takes the cake for how bad the whining, (word I can't type right now) and complaining... rather then trying to come up with something to do against her... While I say that I also believe that she does need a change

  • That sucks... But it's good to take a break

  • Yes I also believe that making a basekit Kindred would help Solo's and just be there for SWF

    And Equipping Kindred would then need more... And I do like what was posted (OP)

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194608#Comment_3194608

    Matchmaking was pretty much instantaneous as usual for survivor queues. The first chase wasn't a chase lol they blinked on top of me while i was working a gen and insta grabbed me. They clearly had an insane map knowledge and took us apart in a matter of seconds. No gens done.

    Ok Thanks.... I was just wondering

  • How long did you wait for the match?

    How long did the first chase last?

    I do apologize if asking this seems defensive but I do want to understand

    Cause they did say (and I don't know if they changed it) that they match more based on connection then anything else

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194376#Comment_3194376

    A, Killers already have 61% killrate. You would need to compensate for these changes to be acceptable.

    B, Also if you make regression any stronger, you would need to make somehow sure effective distance between all gens is (much) higher. I am already seeing killers, that will just camp 3-gen from the start of the game.

    In this case 3-genning is not survivor's choise. It's killers. He never gave oportunity to do those 3 (meaning he gave us all the other gens for free). Such a killer never commits to longer chases then say 20-30s and then he makes sure to regress whole 3gen.

    If you make regression any stronger and keep regression perks the way they are, then this would be viable winning tactics with no counterplay (but bringing 3-4 BNP in case you find sich killer). So no. Thank you, but I can do without your proposition.

    Obviously, it goes without saying that Regression perks will have to be changed... same with everything Gen related

    Maps are also to blame thanks for pointing that out

    The Devs have said to not take what they give out (stats) seriously... and the 61/39% are proof of that

    How many matches did someone quit? How many matches had someone suicide?

    It will take wide sweeping changes to lessen Camping and Tunneling... and that is because the Skill in this game has reached it's limit

    Also how many matches were over before the Killer has gotten 4 (separate) hooks?

  • Like just play and have fun or learn how to play???

    I like to play: Pig, Huntress, Hag and Spirit (nothing out of the ordinary)

    Learn how to play: Nurse, Hillbilly, Nemesis,

    Ones that I enjoy playing no matter what... that's hard to say.... Maybe Legion, Doctor, Deathslinger

    But then again I haven't been able to play the game in like 8-9 months

  • It's a vicious cycle... Camping and Tunneling due to Genrush and Genrush due to Camping and Tunneling

    (Sigh*)

    Yes some of the changes were to address this... but other changes made it easier

    The 5-10 second BT bsekit.... 90 charges on Gens

    Prove Thyself, Toolboxes, BNP are viewed as must haves at this point... which lessen what other perks and Items to bring (for the most part)

    The changes to Gen regression was both good and bad... Killers aren't using Ruin as much, but they are using Call Of Brine/ Overcharge/ PR/ Eruption... which can be a problem

    But they didn't think of multiple Survivors on a Gen (going from 90 seconds to 56 seconds... unless I'm missing something)... And Gen regression being .25 charges per second make Gen take longer to regress any Gen

    SO in my opinion to stop this Camping and Tunneling... the Killer must be incentivized to go away from the Hook... and perks aren't enough

    Raising the base Gen regression might be something they could try (it'll even lessen the "4 Gen regression builds)

    Changing Deep Wounds might be another thing they could do (But that'll only help Legion and Deathslinger)

  • I would be happy with 28M

  • It needs to be changed to turning the Gen yellow for hitting any skillcheck

    So the Killer knows which Gen that the Survivor is working on... instead which Survivor is on the Gen

  • Give them time to figure out what they can do to help her out

  • What the last comment was ^^^^

  • I think it is a test to see how players will handle a larger TR

  • The Lullaby can still be heard though... but do it if you want

  • What were the Offerings used... if any?

  • @foodie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189425#Comment_3189425

    My man had a plan - 0 pressure on gens, face camping, and NOED. It did work for him, he got 3k

    Well then cleanse Totems... and escape

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189584#Comment_3189584

    The overall mechanics of the game have not changed. The game is essentially a race to complete generators, so it's not surprising that popular perks are going to be those that make survivors spend more time (for killer) and those that extend the amount of time being chased for survivor.

    I really hate the term 2nd chance perks. Survivors and killers have perks that they can use to help them win. If the perks are balanced, it does not matter if they are second chance or aura reading or healing perks. Now if a specific perk is too good than we can talk, but a perk that extends the chase is not inherently bad.

    I do agree... But Second Chance perks are there for a reason (dumb plays shouldn't be nullified by using a perk)

  • Well for Solo Queue it's easier to rely on it for healing rather then bringing in a medkit that runs out

  • Yea the perk usage has dropped... but the playstyles have remained the same

    It's still Gen regression VS. Second Chance

    With Chase/ Healing/ Information perks sprinkled in

    Like instead of Ruin and Pop... PR still being used is another thing... It's Call Of Brine and Overcharge

    And instead of BT and DS... DH still being used is another thing... It's Off The Record for the most part

    But yes it is interesting to see the most used perks are VS. what people are complaining about

  • @scoser said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189286#Comment_3189286

    It's one thing to know that the killer has Eruption when early on, you can usually find one gen they haven't kicked. But when it's late game and the killer only has a few gens left and keeps going between them to kick them with Eruption and then get in a chase, do you just not do any gens or get incapacitated and stand around doing nothing?

    Patience is a good thing in some cases... work on a Gen for 5-10 seconds step away from it see if can see the Killer (either in a chase or not) then make a decision on if you want to continue on working on that Gen

    Or run Empathy (it allows you to see all injured Survivors in a 128M range

    Also remember all of the other chase that happened and how long they lasted and again make a decision based on all of the knowledge you have... being unable to communicate isn't the end of the world

    Anyway if you just tap the Gen then you can stop the regression then if the Killer does down a Survivor then you can get back onto the gen and repair the Gen more then the regression that Eruption has done to it

  • Also if Killers had other means to apply pressure then they wouldn't camp

    Plus there are over 200 perks in the game and other players like to say what are the best perks to use... players even ask for it

    But what about basekit (no Items or Addons)-

    Survivors repair at 1.0 charges per second (solo)- While regression is .25 charges per second

    Killers just need to press a button to injure Survivors- While it take 16 charges to heal

    Totems take 16 charges to cleanse- Killer can't do anything to Totems

    Move speed for Survivor is 4.0 meters per second- While Killers are varied from 3.8 to 4.6 meters per second

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