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Rovend

Rovend

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Rovend
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  • I remember one time in rpd one of my teammqte swas hooked and the killer inmediately saw me and started chasing me all over the map.

    While in chase, i could see with kindred a steve that was walking and hiding the entire game, not even unhooking even if the killer was on the other side of the map.

    In endgame chat i asked him why was he letting everyone die and not helping and he answered: "I am new, i was scared".

    I felt so bad.

  • I think i have 2 or 3 with all survs just in case, but i never use them.

    There are two maps that i dislike playing and fortunately they are not popular enough.

  • @Bartlaus said:

    Survivors: "Nerf Nurse! Nerf Nurse! Nerf Nurse"

    Devs:

    "Past buffs to The Trapper have made him a wee bit over powered, so these changes are intended to adjust the most obviously overpowered elements:

    • The Trapper starts the trial with 0 traps (was 2)
    • amount of randomly spawned traps is reduced to 3 (was 6)
    • disarm time is reduced to 0,5 sec (was 3,5 sec)
    • escape attempt time is reduced to 0,3 sec (was 1,8 sec)

    Traps have been balanced to provide more consistent game experiences and to bring him up to our modern standard of play. We’ll continue monitoring how he performs, and potentially have more "changes" for him in the future. Muahaha..." (Entity giggles)

    Haha, at least they werent buffing survs perks just to leave them with a restriction that made them worse than before.

  • For me, adrenaline is heavy overrated. Not that it is not useful in some situations, but the main problem i had is that most games i lose, i lose before i reach EGC.

    That's why i dont use another endgame perk like NOLB that gives you 4 effects at once

  • @PuddleOfBludd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263380#Comment_3263380

    It is counterable. Don’t immediately go back to a generator that was just kicked if you’re worried about that perk. It is very much able to be countered in this way. What you’re really saying is it’s not easily countered to where you can just go right back to working on the same generator without any worries.

    But you dont always have the luxury of choosing not to repair that gen.

    Imagine if you are repairing a gen that has been kicked but it is at 70%. Would you choose not to repair it, risking a brine/overcharge leaving it to 0 in seconds?

    Or imagine when you need to repair only 1 or 2 gens left. The killer can kick half gens remaining and you cannot choose to abandon them as the killer is probably patroling the last gens and you cannot waste time.

    Lose-Lose situation

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263367#Comment_3263367

    exactly, so the solution would be buff all killers expect nurse and blight. Then you have variation in all mmr levels.

    Or couldnt be that maybe those two are a bit op?

    Just saying, because i can give trapper the power to go through walls like blinking lady and he would go A tier at least instantly.

    Or i can give the hooded sonic's speed to ghostface and he would murder most people.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263357#Comment_3263357

    You can put all the effort you want into learning trapper(or another meme killer), but the second you face a decent team there is no way they let you get away with more than a 1k, now as most people who play the game a clueless they will probably be killed by a trapper, but if you are facing people that actually know how to play the game, you could be the best trapper oit there and still get dunked on.

    You also dont need to compare the absolute weakest with the absolute strongest in terms of killers. We all know that trapper's kit is outdated and relies more on gimmicks and basement builds in his current state.

    But there are B-tier and maybe some C-tier killer that can get you rewarding games but people only use nurse and blight because their power/addons are so strong that they can crush everything they see.

  • @PuddleOfBludd said:

    People are really saying here is that they want to be able to do generators uninterrupted as fast as possible and leave every game with no consequence. That’s really what it comes down to. People would rather have an easy game each time than to actually have to play around anything.

    same people that are here saying that there’s no counter play to Eruption are the same people that complain about any killer using Lightborn to counter their flickering flashlights.

    The only thing I noticed with all of this is people wanting the game to be easier for themselves so that they can win each and every time. It literally is meant to be that you will only win about 50% of the time. I’ve played against eruption plenty and I don’t even have it on any of my killers yet. It is not game breaking whatsoever. What is game breaking is getting something changed to benefit yourself.

    this is exactly what happened with the other asymmetrical survival horror game that had forums. The people who had the team complained that it was too hard for them to win and troll like they wanted to each and every game and what happened to that game? Oh that’s right the devs gave up on it.

    The problem is this perk is uncounterable for soloQ, you cant just decide not to repair because you cant have a random teammate tell you when he is going to fall. And the effect of 25sec incapacitated is too strong for being uncounterable.

    It is as simple as that

  • @Terion said:

    if just all the other killers were strong enough for those high up mmr lobbys....

    Why would you take time mastering a normal killer when you have blinking lady ignoring half the rules of the game and hooded sonic doing 360 in loops and controling 4 gens in one rush

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262996#Comment_3262996

    Let me expand a little bit. If you give the survivor Reassurance, they're prevented from 4%ing or letting go on second stage. If you give them the ability to cancel Reassurance, they're gonna use it and go right back to doing that. If a killer is stubborn enough to camp a survivor even through Reassurance, their being "held hostage" actually serves a purpose in that the killer's camping them whilst everyone else is doing gens and getting out.

    My argument is that it's ridiculous to assume that every 3-man SWF out there would hold someone hostage just because. Maybe it would happen once or twice for kicks, but not all the time, because that would be beyond boring even for the most sadistic of teams. But the important thing everyone misses about that scenario is that the match suddenly becomes a 3v1, a situation that could easily spiral out of control and lead to the killer downing everyone, even for competent SWFs. So if that starts happening and the survivors start losing, the SWF would be crazy not to take the player off the hook, even if just to take some of the pressure off themselves, and hopefully turn the game around. Whether the killer starts winning and they take them off hook, or the SWF loses and the game ends for everyone, the hooked player stops being taken hostage, albeit a little later than they'd like.

    Survivors can go in perkless and do really well. This was true before they were given BT/Haste for free, and it's especially true after. They can afford to lose 4 perk slots collectively, or not even that many because what survivors have 4 Reassurances on their team? If the killer's not camping, cool anyway, because they're intentionally not using a strategy that they sometimes pretty much have to use to win, because killers can't go for 12 hooks, and sometimes can't even afford to alternate between just 2 survivors.

    We call it game-breaking because it takes away yet another option. Killers can't slug, can't tunnel, can't hit and run, and now can't even camp. It's a direct power creep on Kinship, because it can be used on multiple teammates instead of just yourself, but also in combination with Kinship. Yes, I know Kinship's duration gets wasted when it activates before Reassurance is used, and that should be fixed. But I really think Reassurance is stronger than most give it credit for, because they're not even giving it a chance, and those who do may be thwarted by bad solo teammates.

    I'm sorry, but i truly dont get your point in three first paragraphs.

    The point of the choice of canceling reassurance was to avoid the "griefing part" of the perk, of being held indefinitely in the hook. Apart from that, if the killer to camp either way, that's really on him.

    About the 'game breaking' part, there have always existed perks/powers that takes away options but i wouldnt call them all of them 'game breaking'.

    Take Lightborn nullyfing blindness, or Calm Spirit nulliyfing shouts and crows. or Bamboozle shutting down windows. All these take options away but none of them i consider game breaking.

    Game breaking in my perspective usually means a perk/power that really alters the course of a match. Like Nurse's blink, that nullyfies pallets,windows, floors, and looping in general, or pre nerf COH that made you heal so fast that you couldnt ignore it. Reassurance pales in comparison.

  • The only maps i dislike are Glenvale's Dead Dawg for how tiny it is, and the swamp

  • @danielmaster87 said:

    1. A nerf that people asked for because otherwise "I can't unalive myself on hook and ruin the match for my team! Woe is me!", and allegedly 100% of 3-man SWFs would suddenly be using it to hold people hostage, for no reason!

    2. The perk is still strong. Buy 30 seconds for the whole team before they have to go for the save AND it's stackable. Those who say it isn't time efficient for the team... probably aren't playing efficient. Of course no gens get done when everyone runs to the hook whilst the hooked person's bar is literally paused.

    Love how people complain about camping constantly but never use the anti-camping perks, or at least use them correctly.

    1- A nerf that was given for no other purpose than "i am too lazy to just give the surv being reassured a button to cancel the effect if i dont want it". Now really, was it too difficult to program a sign that say "Press E to cancel Reassurance" popping up when you are given the effect.

    Yet again, why would 3-man SWF 100% using it? they receive no value out of it.

    2-It is useful, but i wouldnt call it strong as it really depends on how killer plays. If you have 4 Reassurances in your team and the killer doesnt camp then you have 4 perks with 0 value as you cant force the killer to waste the time facecamping if they decide not to.

    Situational useful yes, but not the game-breaking monster that was called out to be in the PTB.

  • @Grandpa_Crack_Pipe said:

    "Should be put to the sword"

    Damn dude, don't see many feudal lords playing this game.

    "Thou shall fall under the justice of the lord and my sword"

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262843#Comment_3262843

    Nemesis is a very famous 2022 released killer. It's not like Eruption has been peacefully used in the past years. I started to play the game this year and I cannot replicate a build I see on youtube because every time I tried to I experienced

    - I farm for Ruin, Ruin gets nerfed to the ground

    -I farm for Thana, boom, trash

    Now you guys no lifing this game since ages have all your game history of why this and that had to change and so on. Me trying to have fun and not take this game like it is the most important thing of my life, every time I try something I get people complaining about it. Killers too strong... nerf this, nerf that. I just can't stand it :') can you let the developers do their thing

    (Ruin and Thana nerfs are ''ok'', I adapt. What is not ok is the mentality of calling for nerfs)

    But that is bound to happen while balancing a game. Some perks we can enjoy using are overpowered or can be abused in certain situations are nerfed.

    On a personal level, i loved the old hatch mechanic. As a soloQ player, i had a lot of fun in some games where i could grasp a last minute escape by running with 2 random teammates with a key in my hand. Yet at some point SWF started abusing this mechanic by spamming blueprints and map offerings and it was nerfed, almost killswitched.

    Although i always hope that bhvr can actually bring back the old hatch with some restrictions, i understand that at the time it was nerfed it was overpowered.

    Ruin and thana got the same treatment.

    Ruin was very oppresive in maps where totems were difficult to spot(like the swamp).

    Thana for me was victim of being a strong, easy to use slowdown in a whole slowdown/regressing meta, which was nerfed to prevent gens taking forever in combination with other perks.

  • @Stealthdoorknob said:

    Slaughter them mercilessly. Then tell them how you feel in the chat. Send them back to Roblox…permanently.

    Wait what

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262824#Comment_3262824

    Cool. Nerf Eruption then. New killer comes out. It's not particularly strong in chase. Enjoy being camped and tunneled even more all your trials ^^ Hope you guys enjoy the new meta ahah

    Killers will always camp and tunnel when they need it.

    At least they wont tunnel while proc'ing explosions across the map

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262784#Comment_3262784

    I well know Eruption. And as I said before the 10% is almost irrelevant. It becomes good as 2 or more gens are erupted. A 10% on 1 generator is nothing particular. Compared to scourge choices that are much more oppressive. And Jolt on some maps.

    Yes it is about those 25 seconds incapacitated. But it's not a direct attack to you as a survivor. You are free to wait the person to get downed (easily done on the call), or rotate hooks.

    No, kicking a generator is not a free thing. Everything takes time. And efficient teams don't camp gens to do them, no matter the progress. It is important to work on the "right" gens. Otherwise you end up on impossible 3 gens situations.

    If you don't play with friends it is your choice. The less you cooperate and comunicate the more you deserve to loose. A 0 communication should be close to a 100% defeat. The game is balanced around the idea of 4 people squad winning by communicating. If being decent at looping and holding one button for 4 minutes was enough to win it would be totally unplayable as a killer. And a totally not enjoyable experience as well. You win when you create the conditions to win. You are not entitled to.

    Eruption is a wonderful perk. It is strong. But it is not unbalanced. I expressed myself, the same, for many survivors perks. So, don't come to write here as I am some sort of killer fanatic. I play mostly as a survivor. (I really do)

    It in unbalanced, and it is strong and meta because it is unbalanced.

    You can't have a perk that punish you for not playing with friends. It is common sense. And the fact that you only need a gen kick for a perk that has no counterplay for like 60% of surv playerbase that does not play on comms is laughable.

    Plus you have to consider that while you can argue that eruption cant stall and win the game for itself, killers have no restriction against how many regressing perks they can stack.

    So the combination of this uncounterable, very strong incapacitating effect perk with the other regressing perks leads to the destruction and punishment soloQ teams.

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262560#Comment_3262560

    Let me guess, you never played as a killer. Of course, killer perks need to be MUCH stronger than survivor ones. How would a killer even menage to get 4 people if you were to consider 1:1

    I agree the ratio cannot always be a consistent 4:1 but this is way some perks are ''HEX''.

    Example : Devour Hope. Devour Hope is insanely oppressive and it will generate much more value than 4x Dead Hard.

    So it is bound to an action, which, if performed cancels it (the totem).

    This are the conditions of activation.

    Eruption has its condition which is ''kicking a generator''.

    You can commit to kick a generator and the generator been done before anyone is downed, resulting in 0 value. It is a gamble.

    It doesn't work ''passively''. Like aura reading ones.

    Yes it DOES feel oppressive and strong, when it works. But when and how many does it work ? 2-3 times x trial

    GENS FLY. If they don't, you are playing bad. 4 people in the trial, every 2 minute is an easy 2 gen done. Some times you can do 2 generator before the killer can spot you by simply bringing 1 offering and 4 items. Not even builds about that. A good team should do 5 gens between 5 and 9 minute. That's why perks like Eruption exist.

    Let me guess, you never against a killer with eruption.

    Now jokes aside, the effects of a killer perks have to, really needs to be balanced around their consistency and the time/effort you need to activate it.

    As you say, Hex Devour hope gives you a massive advantage and is balanced around the fact than its consistency relies on people cleansing the totem.

    If they find it quickly, you get little value.

    If you get Backwater Swamp totem spawns, survs are f####.

    Now take a look at eruption, this perk gives you the chance to blow a gen for 10% (probably, didnt check) of progress while applying 25sec of total shutdown of any actions.

    This Is Strong. This. Is. Really. Strong.

    Now consider the only requirement for this is to kick a gen, which is something that is normal to any game, more than ever since Brine/overcharge meta. As you also said, GENS FLY so as long as survs keeps repairing, you have less gens to kick, therefore survs are more likely to be in a 'kicked for you' gen, so its consistency rises up as long as time passes.

    Now also consider that you cant prevent this effect unless you are in comms.

  • I report this on the bug forum days ago. The solution i used was to select another survivor challenge and then re select it. Try this a couple times and it should work.

    Beware that the same thing happen with the find 3 Pink Glyph challenge.

  • @Lost_Boy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262644#Comment_3262644

    Unfortunately these are the kind of things toxic SWF groups like to abuse so I guess the just removed that option from the game.

    But how much can you abuse of reassurance?

    Unless the killer really wants to facecamp even if he sees the hooked surv being reassured over and over, i see no real merit in leaving a surv on the hook longer time

  • That is the cause of people overexagerating over perks being tested on ptb.

    People saw 4 survivors using reassurance in the ptb leaving one surv in the hook for minutes and were mindblowed thinking this would break the game, not realising that it was going to be a very rare occasion of all survs using it or it could be easily countered by simply NOT HOOK CAMPING.

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262488#Comment_3262488

    1 killer perk should be as strong/stronger 1x4 survivor perks.

    Compare to surv meta: ex. Dead Hard.

    How is 1 Eruption stronger than 4 Dead Hard ? It is not.

    -> It is balanced.

    Incapacitated 3 times x trial for a total of 75 seconds (around the max you get in worst scenarios) is not a huge deal. Just rotate the hooks.

    It IS a strong perk for a killer, one of the best gen regressing/control perk. But it can be said the same about many surv perks. None should be nerfed. Gens are literally flying :)

    The 1 killer perk needs to equal 4 survivor perks does not make any sense. It is not as killers and survivors share the same objective so you need to balance this around their perks.

    how can you even measure the needed effect of 1 killer perk where the objectives are so different from one another.

    it's not like a killer takes 90sec to hook one surv

  • If you are coming from a 100 win streak that means that your MMR must be over the roof. You cant say that you have such a high win streak and then pretend 'i am just an average killer'. You will probably be facing comp SWF until you lose enough that you get matched with average players and solos.

  • @Nirgendwohin said:

    they should remove the endgame chat and the access to profiles, or completely the opposite way by building a public visible pillory

    Killer shouldnt be able to see survivors in the lobby screen. Period.

    It is unfair as f that the killer can start countering survivors from the lobby, like equipping lightborn against flashlights or checking their profiles to see how many hours of playtime they got

  • Nurse, blight and spirit are not the only viable killers, but if you are going to use as comparison

    A killer with a game-breaking power.

    A killer with busted addons, extreme mobility and control in chase.

    A killer whose power is complex to loop and the only perk that countered it was destroyed in 6.1.0.

    It is no wonder why you think the other are weak.

  • @SweetbutaPsycho said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260620#Comment_3260620

    So Ur basically saying its better when the killer gets destroyed and has no fun than the survivors getting destroyed and having no fun?

    I am saying that the same MMR that can match you with these squads can match you with an uncoordinated, weak soloQ squad whose purpose is not to 'rush tf out a casual killer and ruin its day', and just want to have a normal game. Yet they are also destroyed

  • Yes, you are selling one of your teammates, Even if he deserves it.

  • Well, i dont know why is it, but all my last games were horrible in a gameplay way. i was either hard tunneled no matter what i did, even if my 3 teammates could easily escape or i had instant DCs or suicide on hook.

    Today i had two suicide on hook against clown, i truly dont know what to do.

  • @Orochi said:

    Are people's games really this consistently bad like a lot of people parrot on this forum? And if so, I hate to sound like an ass but why are you still playing if it's truly that unpleasant?

    Sometimes i get good games, but those kind of games are not the ones that people will open thread to talk about

  • @NerfDHalready said:

    swfs like this deserve all the bs that exist in the game, sorry not sorry. "hey, let's play dbd, gen rush tf out a casual gamer and leave with an average of 15k points and ruin the person's day". well done nurse. i mean, casual survivors will just go next the second they hear the screech anyway or at least once they see the nurse is sweating their *** off.

    Yeah, the problem is that then that same nurse goes against a casual soloQ team and crush them effortlesly leaving them with a 4k-8k points and ruining the 4 people day

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260579#Comment_3260579

    Or maybe you aren't as good as you think you are? Also, if we use hours as an estimate, every 8k hour survivor i see must be a SWF bully squad right?

    The point is, good nurses are just as rare as good SWF squads.

    I really wish i could play in that region where nurses are bad, for me they are mostly agi-star midwich nurses

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260577#Comment_3260577

    Those situations happen to survivor and killer alike, they're caused by the game being balanced on averages and letting extremes go unchecked. Thats why I was saying they're just part of the game, there's no point getting caught up on them when they aren't going anywhere until the entire game's framework is reworked to put in better sanity checks and less advantage stacking. You're focusing on survivors doing poorly and getting punished harder without considering that the same happens to killers who do poorly, especially when changes like basekit BT got both added and buffed. Nobody's complaints are necessarily invalid, they're just part and parcel of how poorly balanced and designed the game is. It outgrew its scope like 5 years ago at this point.

    I really wish that BHVR could revisit the hatch and find some way to allow multiple escapes as before. This could solve the whole stalemate problem as it did before. obviously applying some restrictions regarding consistency

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260554#Comment_3260554

    see, there's your problem, you are assuming that lots of hours means they are good.

    They were good. I dont have an internal MMR calculator to know if they were mid, high or god tier, but most games ended very quickly so i assume they were.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260565#Comment_3260565

    You're acting like I've never seen these scenarios. I'm telling you that most people who play the game have, and got over it. You also have absolutely no understanding of how game development or balancing work, so your example is kinda pointless. You don't even know what my perspective is on that manner, as I am a firm defender of normalizing the strength of survivors relative to their remaining number. Stop trying to conflate arguments with absolutely no foundation.

    Of course i have no understanding of game development and balancing.

    and true, i dont know your perspective in this.

    But as a gamer, wherever i play a normal dbd game, and get into one of these stalemates i dont get the feeling that this should be the normal gameplay. To be stuck in a situation where i must wait for my teammate to bleed and die so i can get a chance to escape.

    And i cant understand even less why killers think that in these situation they should add more mechanics to further punish the survivors that are already losing.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260553#Comment_3260553

    You shouldn't be in most of the situations you find yourself in with this game. Welcome to DBD.

    Look, let me give you an example so you can at least try to understand my point of view:

    Imagine if i am a bhvr employee, and i decide to implement a new game mechanic called 'gen overpower' or something like that.

    This new mechanic makes so that if 4 gens are completed and the 4 survs are still alive, the killer is locked of hooking for 4 min so you can only down them. Would you think that would be fair?

    Because i could also argue with you that the 4 gens completion would be the 'culmination of all the things that happened... etc' and 'you should accept your loss and prevented it'.

    Would you approve this new mechanic?

  • the k are for a thousand of hours in game

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260545#Comment_3260545

    You speak in nothing but hyperbolies, so yeah, you're trying to make things sound as dramatically out of your control as you can. I'm telling you that you have more control than you are complaining about, youre just refusing to make use of it. You even went straight to nurse and blight to try to emphasize your point, ignoring that killers like myers, trapper, or hag are extremely likely to lose 2-3 gens before even getting a single hook. There is a lot of room in between those two extremes as well, which is my point: If you focus on how bad things can get, it paints a worse picture of how they currently are. If you can't tell the difference, then I guess raising your MMR is impossible and you need to accept that every game will have your pinnacle of skill and wit held back by troglodyte teammates.

    What i am saying is that you shouldnt be in a situation where every action except for hiding equals death, and if that situation in unavoidable, try to make that situation less easy to achieve.

    There is no fun in being slugged for the 4k, either on the floor or hiding, i dont like to hide, but in that situation you have no other choice.

    Because you can no longer repair for hatch. Gens takes more time and killers are always packed with 4 gen regressing/slowdown perks. So it is not that i dont want to repair, it is that every survivor in that situation realises that repair = death.

    Yet everyone expects that survs to throw themselves to the killer and not try to survive.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260511#Comment_3260511

    No. This is a PvP game, and if the survivors are losing so badly that they give up on the game, then they should lose the game.

    A PvP game where the side that is winning is asking for more buffs to win faster because they cant bare to play in the same stalemate they have produced.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260535#Comment_3260535

    Then be willing to take the loss. You can complain about the odds out of your favor all day, but thats not gonna revive your teammates or give you a better chance. You can list worst case scenarios all day and thats not going to change the situation when you find yourself in it, so stop making excuses and just play them out as best you can then accept the outcome.

    If those situations are as easy and unavoidable as you claim, you should probably raise your MMR a bit more. Bad players make bad plays and killers will often take advantage of those, thats been the case since this game was created. Your complaint is literally that the killer is able to snowball off of bad players while you do nothing to prevent them from doing so. You share agency with your teammates, and you need to be willing to either offset theirs or deal with the consequences of their actions as much as your own. Thats how teams work. Don't like it? Play killer.

    I am not listing 'worst case scenarios', you make it sound like a stalemate require an oustanding skill or a tremendous outplay by the killer when it is not. Strong killer like nurse and blight can produce this stalemate in 1-2 minutes and then what? accept the loss and throw myself to them because i am locked of doing anything else?.

    By the way, Totally easy to raise my MMR when the only thing that counts is gate escape.

    There is a limit of how much i can offset other, i cant block bubba's chainsaw, nor i cant pull two people that are being facecamped in a basement

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260496#Comment_3260496

    Its only a stalemate if they are unwilling to accept their loss. If both survivors are working on gens, they still have a chance. If only one is working on gens, their chance is reduced, but it still exists based on how many gens are left. Anyone giving up and hiding is unwilling to accept their situation, and just hoping that their teammate will die first so they can spin the wheel of rng for hatch. 2 survivors/too many gens is a culmination of all of the events that happened before, which is what a lot of people seem to ignore: If your teammates are dying too fast, you need to step up and get chased on purpose and give them more time instead. Have some agency instead of relying entirely on the agency of your teammates. If nobody comes for you on hook or whatever excuse comes next, then good job you got out of a game with bad teammates faster and can go next anyway.

    The constant pessimism is why these excuses happen, people always assume the worst of their teammates, but refuse to take any action to circumvent how bad they'll be, then lament the self-fulfilling prophecy that it causes. You either get a win or a quick death, both of which are preferable to begging for free wins and second chances.

    Look, if there are 2 survs left and 2/3 gens left, it's unrealistic that you are able to repair your way out, unless the killer is extremely careless or very new. So going for hatch is the only REAL option you have in those situation.

    You know what is that it's infuriating about these stalemates? the 'culmination of all of the events that happened before' can be ONE SINGLE MISTAKE. Let me explain:

    Situation 1: match in Gideon, two survivors got caught in the bathroom of the first saw movie by a bubba, double chainsaw sweep down, both surv goes to basement and bubba camps, pum, stalemate, 40 sec in.

    Situation 2: random killer hooks the first surv, another one goes to rescue and he hook grabs him and hooks him close, pum, stalemate, 1 minute in.

    Situation 3: killer facecamps the first surv, surv are not a comms SWF so they lose time trying to rescue, the one hooked dies and the killer inmediately downs the rescuer, pum, stalemate, 2 min in.

    You see how easy it is to produce and abuse these stalemate?

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260496#Comment_3260496

    Yes. If the survivors give up on repairing generators because they don’t think they can win the game, then they’ve basically given up on the game, and we shouldn’t reward people that give up.

    AFK crows spawning on both people is fair, because it progresses the game, and it’s way less harsh than banning players.

    I say the solution would be to make these stalemates not so easy achievable by the killer or give some reason to the remaining survivors to keep repairing that is not putting a gun in their head saying "repair and die, or you will be punished and die"

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260468#Comment_3260468

    It’s still the rules of the game, and there should be a penalty if the rules are broken.

    AFK crows would be a good solution. Instead of a prisoner’s dilemma where both survivors feel like they need to hide indefinitely, if both survivors are refusing to repair generators then the game can hit them with special AFK crows at the same time, and it can be up to chance for which survivor the killer finds first.

    And that will probably lead you to DC, Suicides on hook and in general survs giving up.

    Consider this, You have this unfun, unhealthy, not difficult to reach in current meta, stalemate and your solution is to punish the two survs that are losing even more by forcing them to take actions that will undoubtely kill them.

    And if they DC, you will ask for harder bans.

    And if they suicide on hook, you will ask for harder restriction on unhook attempts.

    And if they give up because they cannot win, you will report them for unsportmanship.

    You do understand what this will cause right?

  • @Mandy said:

    Will just pop in here quickly to say yes, quite a bit of feedback from the forums has been used to make changes in the game - as well as feedback from other platforms.

    It's not just feedback on people's ideas of which way to change something, but recognising that something is an issue as well. For example people request that such and such perk be changed - it's then for us to address why that's becoming an issue to see where the actual problem lies...as well as players ideas to address it, so whilst the final result might be different to what has been suggested, the feedback around it being an issue is definitely invaluable.

    Are the comments made in general discussion also taken into consideration? or only the ones in Feedback?

  • @Akumakaji said:

    I had a recent game on one of the cornfield maps, where three survivors stealthed the whole game. It was aweful. The non-stealth survivor of course died first, and the others just did gens whenever I was at the other end of the map and would immerse themselves whenever they got so much of a whiff if my terror radius. Ugh. Eventually I found one and whittled them down bit by bit, but the situation got worse with the second one down and two gens to go. In the end I found one and slugged them while searching for the last one. They never went for the save and the game ended with me finding the forth, but got no time left to pick up the slug and they died on the ground.

    In the post game chat I was viciously attacked for this playstyle and no one wanted to see it from my perspective: that stealth on the cornmaps is about the most unfun thing you could face as the killer and that if you embark on that way you can expect no mercy or forthcomming or cute interactions with the killer whom you pissed off for 20min.

    I can understand that situation, it is never good to be a long time trying to find the survivors. Those overstealthy survs can hurt both killer and other random survs

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260324#Comment_3260324

    That's not how statistics works. You only need a tiny sample size as long as your sample is representative of your population to get an accurate measurement. The reality is that top tier nurses are extremely rare.

    For me, based on my experiences, they are not rare at all. I am constantly seeing 4k, 6k, 8k nurses when i play, and i am not top tier either

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260359#Comment_3260359

    Survivors seemed perfectly fine when BHVR suggested a basekit unbreakable mechanic, that would punish killers whenever killers were forced to slug. And if it’s ok to punish players instead of giving them a better solution, then it should apply to survivors as well.

    Besides, I’m asking survivors to follow the rules of the game, and it’s against the rules for survivors to just hide indefinitely.

    The basekit UB is still a concept, i will not take it into an argument until it actually reaches live server. It will probably be nerfed to oblivion.

    Yes, the rules says surv must repair, but the game produces a state where to repair means you will die 99.99%. And this state is not produced entirely because of the killer's skill as it is done

    the overnerf of the hatch

    The up of gen times

    the rise of slowdown/regressing meta

    All 3 combined that makes you imposible to repair your way out of this state.

    Yet, most killers expect and demand that survs repair knowingly they will die.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260359#Comment_3260359

    What is the alternative, a riviting 25min of stealthy gameplay? If the killer makes it into the EGC with all 4 survivors alive and kicking and they got no end game build, they are faced with an unsolvable situation, too. Both situations, killer with 4 living survivors, and 2 survivors with 2-3 gens to repair, are both issues that arose, because one side probably outplayed the other. You can't always depend on a second chance mechanic like the old hatch to get you out of a pickle, some games are just lost because you got outplayed. In the same vein, I guess very few survivors would be cool with something like a 4% chance to instadown a survivor if all 4 are alife during the EGC, "Just to give the killer a fighting chance".

    The difference is that killers in EGC with 4 survs remaining can still play the game, can still down someone before the gates are up, and camp then for altruistic teammates. In fact, the killer is rewarded in EGC by deactivating second chance perks.

    In the "2 survs/too many gens" survs are locked in a situation where you can only realisticaly hide or die, as the game took out all other options.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/354286/why-has-3-gen-been-buffed-for-killer

    Unfortunately the answer to the problem which everyone seems to hate is to attack and break the 3 gen early in the match

    @Config said:

    https://forum.deadbydaylight.com/en/discussion/354286/why-has-3-gen-been-buffed-for-killer

    If u 3gened ur self u do indeed deserve to lose. People complain about camping, tunell, slugging and now people will complain about 3gen, and u know why? Because it's a valid strategy that helps u to win. It's the same thing as asking why they allow body blocking or whatever, because it's a smart and viable play that will help u winning games.

    Sometimes it's not even a true 3 closed together gens. I had this match yesterday against a wraith where there were two gens close, and the third was mid-map away. as he got invisible, he would go to the far gen to kick it and chase off the surv there and then go back to the two gens.

    The constant spam of eruption and pain res make the far gen explode more than 6 times without the wraith being nowhere near.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260350#Comment_3260350

    It's really wild how hard hatch got hit by the nerf hammer but I personally don't like the hatch at all cause I don't like such rng things. The killer did good and stopped the survivors from fixing the gens and even killed two already and I can see why so many slugg for the 4k cause you won on all grounds and rng takes away the last kill.

    I sadly can't come up with a better Mechanik to give the survs still a chance to escape that involves less rng but actually a skilled play from there side to escape in that hopeless situation if you know what I mean

    I would put the old hatch back, but this time i would apply nerfs and test them.

    1) Remove blueprints offerings

    then test it

    2) Up the prices of keys (like 20k)

    then test it

    3) Lower the odds of keys in bloodwebs

    then test it

    4) Remove keys entirely, makes the keys only obtainable in-game

    and then and only then, i would start considering the current state of this hatch, the 'not able to get 4 people on hatch'

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260333#Comment_3260333

    BHVR should give AFK crows to the survivors, if too much time goes by without any of them making a solid effort to repair generators, and no one has been in the hooked or in the dying state for a while, and no one has gotten in a chase for a while.

    It's realisticaly extremely hard for 2 survs to repair 2/3 gens on their own and not get killed.

    Yet you ask for them to do that extremely hard action that will get them killed either way or be punished more.

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