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Rovend

Rovend

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  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106410#Comment_3106410

    Solo queue wasn't disproportionately affected by these changes. Teammates were carried by a game that favored them, and now that it's balanced, they can't do anything.

    Solo survivors already lost the majority of their games, that's the ONLY reason killrates weren't all below 50%.

    Stop trying to act like killers were over buffed. They weren't.

    Killers were not overbuffed?

    90sec gens

    Shorter surv distance when hit

    Faster recovery on hit

    Faster pallet and door break

    Faster bloodlust tier

    Thana, jolt, gift of pain, eruption buff

    Laughable surv perk buffs

    Only good surv perk on buff OTR

    All this in one single patch and you dont see any change?

    Surely must be the teammates

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106251#Comment_3106251

    Solo is bad because of teammates. Buffs won't fix that.

    So all the basekit buffs didnt change anything at all, right?

    The problem is just the teammates.

    All soloQ survivors woke up after patch 6.1.0 and decided colectively to lose 90% of their matches because logic.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103573#Comment_3103573

    YES.

    It's as simple as pick rates. No one touched Deception or Autodidact because they had no measurable outcomes. You do know that BHVR can track which perks are used during match escapes, right? Because that was the data they used when they measured Object Of Obsession initially.

    If a HUUUUGE number of people are all running the same 8 perks in a game that has over 100+, there is a reason for it. And the answer is not "it came on a free character". BBQ & Chili is top tier Killer perk in terms of pick rate and comes from a LICENSED character.

    "It's as simple as pick rates"

    So it is okay to nerf perks entirely on pick rates?

    If terrible perks like dark theory or self preservation had high pick rates would you nerf them too?

    Think that in the last patch, the devs nerfed self-care and spine chill entirely because of pick rates

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103573#Comment_3103573

    1 - Iron Will was not nerfed into the ground, it is still a solid perk just not as powerful as before.

    2 - But Prove Thyself wasn't before. If Prove Thyself, a perk used almost every game now and is commonly listed as one of the best perks in the game, wasn't used anywhere near as much as Iron Will, doesn't that show just how strong Iron Will was?

    3 - It doesn't counter a specific aspect, it completely removes a core aspect with zero counter-play. It completely removed all sound with no way to hear it.

    No, I would not nerf Calm Spirit as screams are not an important aspect. The only killers affected by this is Doctor, and you still get the score event for shocking someone, so it doesn't completely remove the aspect of screams anyway. If you are not playing against Doctor or Infectious Fright you gain no benefit from it, giving it a downside Iron Will didn't have.

    No, I would not nerf Lightborn as blinding is not an important aspect and its effect are entirely on the opponent to activate. If the survivors don't attempt to blind you then you have wasted a perk slot, giving it a downside Iron Will didn't have.

    Both those perks show how strong Iron Will was as they had more downsides for a weaker effect.

    4 - It's still good though. Do you think Pain Res is terrible now that they removed the screaming part of it?

    1- is not nerfed to the ground? You can literally render iron will useless just by bringing an exaustion perk.

    2- because the slowdown perks were not as used as before, now that we have 90 sec gens.

    3- Again, sound is not as important when you have scratch marks, bleed, aura reading perks. It is not like iron will gave you a free escape everytime.

    Iron will had its downsides too. It only proc when injured against a killer, so a insta down killer will not let you use it. An aura reading killer will also catch you.

    4- good? Why would you pick a perk that deactivates with exhaustion, the most common debuff a surv can have

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103368#Comment_3103368

    Easy to get? No, dude. We are not talking about a charity perk. TOP PLAYERS ran this constantly, nonstop, in conjunction with Dead Hard.

    Dead Hard / Iron Will became the new "smol pp build".

    And just because Top player ran this perk deserves to be nerfed to the ground? Dead hard i totally agree but iron will? I have seen top players use perks like Deception or Autodidact, would you nerf them too?

    @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103368#Comment_3103368

    You can't see scratch marks and blood behind walls. Grunts of pain are useful in that scenario as it allowed you to know where the survivor was running and cut them off or know that the survivor has left the loop and you shouldn't bother trying to mind game. Iron Will was free chase value for doing nothing.

    If Iron Will was only run because it was a free perk, then why didn't Prove Thyself or Adrenaline, 2 strong and free perks, not have a pick rate as high as Iron Will?

    The ability to completely remove an aspect of the game with no downside or counter-play is broken. OTR and No Mither also affect sounds but have downsides to it.

    Also, Iron Will is still pretty good. 75% is not bad at all. The only real downside is the exhaustion change. And BHVR has already said they are going to equalise the sounds of survivors crying so you won't be punished for playing Jeff or Bill anymore.

    answer for each paragraph

    1 - I agree, but are you telling me those brief seconds of not seeing a survivor and not knowing if the survivor left the loop are enough to make iron will is 100% broken and nerf it to the ground?.

    2- Adrenaline only becomes active in endgame, not many people like having a dead perk for 90% of their game, prove thyself is being heavily used now.

    3- It is not broken. It is perk to counter an specific aspect of the game and only that. If you would tell me that iron will would also remove scratch mark and blood i would agree it would be broken, but only sound?

    In the same way as iron will, would you nerf calm spirit? because calm spirit is an specific counter to shouts and removes an aspect of the game.

    would you nerf Lightborn? that counters blinds

    4- Even if you took away the exhaustion change, i dont see the meaning of taking a perk that did something specific and reduce its value so i wont proper work anymore.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103368#Comment_3103368

    The problem isn't that survivors don't make other sounds. The problem is ducking into a corner during chase is immensenly powerful with almost no drawbacks with iron will equipped if you're injured. I can link to tons of vids of people using bite the bullet + green medkits to heal to full within ~9 seconds of the killer losing them at a jungle gym where they turn entirely mute. That's when silence was broken, not the Claud trying to wander off into the corner of the map but survivors using pure silence combined with extremely fast heal speeds to basically round a corner and if the killer doesn't spot them instantly losing the chase.

    But how many times can you realisticaly pull that off.

    Most of those videos are done by people that have like +3000h on dbd that are skillful enough to get away with those tricks. It's like i'm telling you "I can show you a clip of a bubba downing 4 surv in one chainsaw sweep, too strong, lets nerf"

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103150#Comment_3103150

    Sound is a very big deal in DBD. If you think sound doesn't matter then nerfing iron will isn't a big deal, if you admit that iron will was actually a huge perk I have to question how did you think it was fair compared to other sound perks? Old OTR was considered trash because 50% of its effect was a bad time limited iron will.

    It is not that Sound is not used in chases, the thing is that dbd has a lot of ways of showing the killer where the survivors are.

    Survivors bleed, they leave scratch marks, they shout, their aura can be revealed with many perks and addons. Blocking sound is not as big of a deal when you consider all this.

    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103150#Comment_3103150

    considering how often you can lose LoS in a chase, I'd say sound is a lot more important than 10%.

    again, those survivors dont bleed? dont leave scratch marks? you are much more inclined to follow the scratch marks than hearing the sounds.

    @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103150#Comment_3103150

    If this claim was true Iron Will would not have had the pick rate it did. Raw game data proves this post false.

    Iron will is a good perk, i am not saying is weak. But the pick rate it had was mainly because it was one of the easier to get, as it belongs to one of the free survivors, not because it was broken by any means.

    What i am trying to say is that people believe that Iron will was the ultimate stealth mechanic, like it was some kind of invisibility when it was nothing like that. And because of a perk is designed to specific counter 1 out of 4/5 mechanics the killer has in order to track survivor does not make it broken.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102907#Comment_3102907

    Iron Will was silencing footsteps and breathing as well. Nobody does a totem or box in a chase. And blood means nothing on certain maps where it gets buried under grass or blends in with the floor.

    Iron Will was broken. It cut off an entire one of the Killer's five senses for one perk slot.

    "Iron will was broken. It cut off an entire one of the killer five senses for one perk slot"

    My god, what do you think dbd is? a real surviving experience where you focus your inner strengths and hone you 5 senses to your limits?

    3 out of 5 of your sense you cannot use because you are playing a PC GAME.

    The only ones you can use are sight and sound, and sound only comes as confirmation of you cannot see.

    In a normal chase you would use like 90% sight and 10%sound. if you think that sound makes the world of a difference, i invite you to play blindfolded

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103106#Comment_3103106

    The different between aura reading perks is there's not an aura reading perk that unconditionally shows you the aura of others with no limits. Iron Will was an unlimited unconditional silence effect. Strong effects like that need to be limited in some way, because a team of 4 survivors can all bring the perk. Iron Will is now on par to the strength it should have had with the only disagreement I personally have is the exhaustion part of it not being needed at all.

    Because iron will is a perk that applies to one single aspect of a chase, that is sound when injured. Yes, it is a 100% silence on sound but you would still bleed, and leave scratch marks.

    Think that Most killer in chase rely more on scratch marks and blood than sound, which is why "lucky break" which had a time limit was nerfed to 60sec because it also blocked these

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103081#Comment_3103081

    Iron Will was being used while other perks that something similiar were not. The devs nerfed it solely because it was being overused. Now the other silent perks can be used without Iron Will straight up being better them than.

    This isn't some sort of "Iron Will is OP". Iron Will was doing too much for a perk with no conditions or limits and now it's not. You have other options for silent injured sounds, use them.

    But nerfing iron will because other similar perks were not used is nonsense. There are always one or two perks that are better than others in the same role. With that thinking you would be constantly nerfing the best perk of the bunch until they are all useless.

    Is like saying kindred is broken because is better than other aura reading perks like dark sense or deja vu

    Think that 60% of survivors perks are weak or very situational to use so there always be perks left out

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102889#Comment_3102889

    Iron Will made perks like OTR and Self Preservation never see use, because having a perk that makes you silent unconditionally was better than perks that make you silent conditionally and for a limited duration.

    Iron Will 100% deserved the nerf it got, because a perk shouldn't just unconditionally permanently remove sound survivors make. You have alternative options you can use if you want completely silent noise now that Iron Will no longer does that.

    If dbd was a game where the killer purely relied on sound to locate a survivor, i would say "yes, it's strong". But killers have aura reading perks, addons that do the same, the advantage of seeing scratch marks and blood of the injured. People are reacting like Iron will was some sort of invisibility power.

    Iron will was a good perk? Yes

    Iron will was totally broken and needed an utterly destructive nerf? No

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101236#Comment_3101236

    I have countless games where me with just 1 friend won games in under 10min against a Legion for example on even a map with barely pallets like pale rose without much effort + a claudette that predropped both god pallets at the boat in Frenzy.

    You dont need to make up things, I get it its boring but it is not as bad as ppl make it up to be, not to mention that you have to DC immidialty when you see thana on legion.

    I also can win against a bad legion, or a 50h first time legion.

    But every decent legion just stack thana, sloppy butcher, eruption, gift of pain. The 22% thana, the 30 sec incapacitation of eruption, the 16% gift of pain plus legion's addons to make you unable to heal. All this makes for the most boring and unfun game you could play.

    And you cant expect every team mate to be a god looper against legion .

  • @BenZ0 said:

    Legion is still an m1 killer without a power to down survivors. If you die to a Legion then its most likely your own fault which therefore makes it way much tougher for your team to do gens since you are on a hook and then the game snowballs into the Legions favor. Learn to not waste pallets and how to utilize loops in a recourceful way.

    I get it that Nurses or Blight can be extremely unfun or frustrating... but Legion? Its crazy how ppl make up things just to justify their own failure.

    Quit complaining and trying to frame other things for the lack of your own skill, learn how to play the game without your precious E.

    Felt like this had to be said,

    Thanks for your attention.

    But the reason why people hate legion is not about how good is he at downing surv, the problem is how obnoxious and boring is to play against him.

    If you are against a thana legion with full slowdown, you have on you a +30 min game with the killer just running around hitting surv, stacking as many slows as possible and making completing a single gen a nightmare.

    People dont find fun in sitting on a gen for 3 min because the killer can stack 4 slows easily.

  • Compare how most of the buffed killer perks are slowdown meta now while only OTR is the only one that is worth to play

    Take thanatofobia, the .5% extra slow was not needed when you are giving all gens +10sec.

    Jolt has no cooldown, so less gen progression.

    Eruption buffed giving less gen progression, plus 25 sec of incapacitation

    Gift of pain, 16% repair speed

    Even Coulriphobia which was terrible can be a pain in the ass if you paired it with a killer with high terror ratio

  • If you are against a legion or deqthslinger, dead hard is literally a dead perk with the nerfed endurance

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097325#Comment_3097325

    Of course killers got more than survivors it was supposed to be a killer sided patch. If the would of gave both side equal buffs it wouldn't of changed anything.

    Survivors still got many perk buffs they took the BP from bbq and left the perk but took the BP from WGLF and buffed it. They made hope last all endgame buffed some gen speed perks. Survivors got stuff they just didn't get as much as or more the killers for the first time in along time.

    You honestly sound like a little kid that's throwing a fit because there sibling got mote presents then them.

    But the buffs hope and we are gonna live forever had were laughable if you compare with the killer perk buffs.

    I mean, no time limit on hope is nice, but good luck trying to reach endgame in slowdown meta to actually use this perk.

    WGLF is very situational. Unless you are someone that will put all your effort ingame in getting people up from the floor, your chance of using it in a game are very small.

    It is nice to have these buff but they are a joke compared to the killer buff perk.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097282#Comment_3097282

    What a terrible and flawed analogy. All these “cars” have different base speeds, some accelerate faster than others, some can run over survivors for an instant down with their basekit, some teleport, some disappear, some are silent electric cars, some need to reload gas at lockers. Yet somehow Nurse is the only one not designated as a car?

    Killers aren’t racing each other either. They all share the same goal of killing survivors, not reaching a physical destination. And some killers require more expertise than others, and logically should be rewarded higher.

    Oh, and Blight as a car is faster than Nurse as a plane - if you’re going to insist on continuing to use this analogy. Seems legit.

    You truly dont grasp the analogy the way i do, maybe it was my fault for calling it a race game.

    Hear me out, every killer has a set of "obstacles" they must pass in order to get to their goal which would be the 4k.

    You can loop them with a window, you can stun them with a pallet, you can trick them by making them fall down a floor. These are the obstacles and traps i mentioned and every killer has to find a way to deal with, like cars on a road.

    But nurse just dont need to follow this rules at all:

    Surv has a pallet? Blink behind them and hit

    Surv has a window loop? Blink behind them and hit

    Surv is in a different floor? Blink up/down

    The moment you know how to properly use blink, there is nothing these obstacles can do to stop you

    That's why i consider her a plane in a car game.

    Nurse doesnt need to learn how to travel the road, or how to deal with obstacles, you only need to master the controls of the plane(Blink).

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097369#Comment_3097369

    The devs said on the stream that they want to shake up the meta and that kill rates were to low and they want to get the kill rates a bit higher so why is everyone acting like they got no warning this was coming and the devs just dropped this update out of nowhere, yes it might sucks for a few weeks or a month but killers have had to go though the same thing. Take the mori rework killers knew it was going to happen but the devs gave no warning and just changed them and do you know what happened next killers were seeing keys left, right and center.

    You could even use PGtW and old DS PGtW got nerfed but DS didn't get touched and what was the reason for the nerf, killers had to much time to pick what gen to use it in, The same thing with DS you could do what ever you wanted for a 1min and the killer pretty much couldn't do anything.

    So it's happened on both sides over the years survivors just have to wait it out, yes it might suck big time but both sides have had to do the same thing int he past.

    I am okay with balancing the game, but this balance should come slowly and with a lot of thought.

    This patch feels like BHVR woke up one day, decided to nuke survivor meta perks, buffed every killer via basekit buffs and tell survs "do what you can"

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097346#Comment_3097346

    base kit BT so now you know when you get unhooked you have a chance to get away instead of getting downed because the unhooker didn't have BT, a lot off killers perks got nerfed to people need to stop complaining for a few weeks and let things calm down and find new perk combos, they are not going to do any real big changes soon we have seen it in the past when they have dropped updates or changed things, why do people think this update is going to be any different?

    5 little sec of endurance against 6 basekit killer buffs?

    "A lot of killer perks were nerfed" yes, but they buffed other killer perks that took their place which did not happen on the survivor side.

    Thana, jolt, eruption, gift of pain are all part of the new dreadful slowdown meta now and were all buffed in this last patch while none of the survivor "buffed" perks are remotely used.

    Call it a conplain or whatever you like, but you are plainly ignoring what this patch did

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097299#Comment_3097299

    You are so wrong omg.

    Survivors got many buffs in this patch, BT basekit, perks buffs.

    The only nerf you got is dead hard lmao

    Wait wait, where are all the survivors buff and perk buffs survivors got?

    Did you actually read the perk rework patch?

    The only perk which got a noticeable buff i can think of was OTR and it was pre nerfed. All the other perks got some veeeeery minuscule improvement and some of these "buffs" actually worsened the perks even more.

    Calm spirit was given cleansing and opening chest silently, but nerfed with 30% speed penalty

    Pharmacy now needs the survivor to be injured to activate (why this count as buff, i ll never know)

    Botany heals you slighty faster at 50% but with 20% efficiency penalty

    Distortion and lucky break got a very niche way to recover its effects.

    Deja vu is laughable, 5% increase speed over the next 3 gens after repairing one in a limited time

    Lightweight is a bit better but it wont work with any decent killer

    Overzealous went from 6% boost to 8%, meh

    Have you seen any of these "buffed perks" at use?

  • @Piruluk said:

    She is a relic from the past when game was an extremely casual experience with lot of overpowered option, like instantly doing gen with toolbox add-on , or infinite loops, or Mori after one down, blendettes ruling the dark maps with supreme stealth.

    Today dbd is evolved and trying to be more of competitive game, and taking every fun option from survivor players, maps are brightened up, no longer possible to break LOS on most maps, or the options are severly limited, not to mention the extremely long list of aura reading perks. In short every countermeasure is disabled vs Nurse.

    She doesn't play the same game like any other killer, she has no limitations, it doesn't matter what survivors are doing, she is playing against herself. If Nurse player avoid making any mistake, she is guaranteed to win every time.

    Is it really good argument letting her to stay extremely overpowered just because she is hard to learn?

    She doesn't belong into the game anymore, especially since everything that was unfair to killers, taken from survivors.

    Its time for Nurse to be reworked, to be not a free win for a dedicated killer player.

    Statistically she always be underpowered, since on console she can't reach the level which possible on pc, so console data providing the justification to be untouchable right now

    I had alwayse seen the nurse problem this way.

    Imagine if dbd was a race game, where you travel a long road full of obstacles, traps, and other distractions to get to your goal(which would be a 4k).

    Imagine every killer was a different type of car, some are faster, some are slower.

    But Nurse is not a car, she is a plane.

    It's not easy to use a plane, nor is easy to master the controls but when you do you literally fly over every obstacle and trap the road could possibly have and you will always get to the goal first.

    But how can you balance a plane in a car race, without removing it completely?

  • @drsoontm said:

    That makes it quite awkward to report a player ...

    Or don't we need the steamid anymore?

    You need to click in the blank area slightly right of the name of the killer, this works 100% for me

  • @ArthurVeloso said:

    Dead by Daylight has a lot of issues lately that go from Perks' Translation to Unsportive Conduct from players (both killers and survivors), and these issues must be adequately addressed for the sake of the maintenance of the playing community.

    First, I would like to point out that the translations of some perks were not appropriately done after the last 6.1.0 update, and continued in this 6.1.1. As an example, and as a Portuguese speaker myself, I noticed that the perk "Out of Record" does not mention the endurance status effect that the survivor gains after being unhooked or unhooking themselves. It is still the same written description as before the update. As a result, casual players (non-English speakers) are getting confused or even not aware of those changes that would change their gaming experience. Also, for killers like Demogorgon, some purple add-ons, Upside Down Resin, are not showing the status effect that they do. It just shows the quoted message from the perk description. As a result, I had to search on google to find the use of these add-ons. So, please, make sure to review the perks' translation before releasing an update because part of the DBD community that are not English speakers deserve better attention.

    Secondly, unsportive conduct from players is running the gaming experience of the DBD community. I play this game very occasionally because I have a full-time job + university + volunteering work. In that context, I reserve just a few of my available hours to play video games and enjoy my gaming experience. Also, I would like to highlight that I love playing DBD (as both survivor and killer). However, in the last few days, my gaming experience has been miserable. In fact, I am not talking about perk changes. I am talking about how both sides (killer and survivor) have been working together to destroy other Solo-casual gamers' fun. When I am playing as a survivor, I have never seen so many survivor players killing themselves on the hook as lately. If they get tunneled after being unhooked, they DC/kill themselves on the hook. If they match with a thanatophobia / overcharge / call of brine / sloppy, they just give up. As a result, I have to play a match, as a survivor, knowing that the game is not going to be 4 survivors vs 1 killer, it is going to be 3 (or just me) vs the killer. I am so upset with this situation that I feel forced to run Sole Survivor + Left Behind every game.

    In addition to that, I understand the good intentions of the Devs to make Borrowed Time base kit. I really do, but it is not working as intended. I was playing a game yesterday where a Dredge face camped the 3 of my teammates out of the game before the last gen was done. If one person is being camped by the killer, to do the saving or even to have an exchange, it is required two people. It means, just one person doing gens (that takes 90 seconds now). If just one person is going to save the guy on the hook, even if the rescuer is healthy, the killer can just wait to grab that rescuer and slug him/her/them. Also, in the best scenario, the killer hits the rescuer and deep wounds the unhooked survivor. So, what should I do in this situation? Do gens? The gens that requires more time to complete? Risk the save and get grabbed? Wait for another survivor to try an exchange? what if the other survivor just sticks on gens? Well, you might say, "Just run borrowed time and kindred." However, those perks do not guarantee that you will not be "free grabbed" by the killer. Also, by the time the other survivor comes, the hooked survivor might get into the second stage of the sacrifice (which makes them an easy target be eliminated from the game). So, I ask you all another question, "How do you expect those changes to be efficient against it?" It is simply not efficient. It needs to be changed because it just perpetrates an unfun, unfair, and cheap gameplay that ruins the gaming experience of many DBD players. It needs to be stopped by now.

    Also, I know that some people might say, "just play another game". Even though they might be right about it being a good solution for this, it is important to reiterate that the DBD players are the people who keep the game alive, they are the people who buy skins, the people who buy new chapters. If they are not having fun, or just playing another game instead, how will the game make money? So, I am wholeheartedly sharing this with you because, as I said, I enjoy playing the game, so I believe that changes need to be done to improve the gaming experience for all the players.

    If you are playing the spanish version of dbd, botany knowledge does not register its 20% efficiency penalty. It says "50% increased speed and efficiency"

    image.png


  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094178#Comment_3094178

    IF survivors were solely rage quitting against forever builds you would have a point. But they are not solely rage quitting about forever builds and I've had experience of many games against non-legion/non-plague games with 0 slowdown perks leading to survivors rage quit because they got caught out and downed really quickly.

    People keep using forever builds as an excuse for these rage quit, but it's far from being accurate to what is actually happening.

    I have seen survivors ragequitting against trappers or doctors with no slowdown perks too, and that bothers me the same as you. But forever builds are meta, and when i reached gold rank my games were:

    Thana Legion

    Thana Plague

    Thana Legion

    (non-meta-perks Killer)

    Thana Blight

    Thana Legion

    Thana nurse

    (non-meta-perks Killer)

    Thana nurse

    This wouldnt be so bad if every thana game didnt end up with 2 situations:

    1-The killer tunnel and camps the first survivor at 5 gens, then slugs/tunnel the other three

    2-The killer camps 4 gens and just hit the ones that get close, draggin the game until survs literally throw themselves to the killer after 30 min

    Again, I hate DCing, but i am not surprised if someone ragequits this games

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094070#Comment_3094070

    The difference is that killers weren't mass rage quitting because survivors were using CoH. Killers were playing out games and noting their frustrations at trying to deal with the perk as well as many stopping playing killer altogether.

    Besides the devs literally stated this entire patch was designed to improve kill rate. Getting upset that now killers are now able to kill survivors more reliably means you weren't paying attention to the point of the patch. Sure there are things that might be overtuned now and the devs will have to correct it. But if you want the devs to actually address the issue, giving them valid data (meaning don't just rage quit and actually attempt to play the game out) is the only way devs can truly know if there's a problem.

    The thing is when COH was at its peak, the games wouldnt last like +30 min to end like now so even if you had a bad time, the match was over soon so you were not forced to dc.

    Even if the survivors would flashlight click or teabag on door, they wouldn`t leave you to bleed for 5 min on the floor.

    Even if in the end you couldnt kill a single survivor, you could still chase them and try to hook them for the majority of the game, which is far more engaging than sitting on a gen for 3 min because the killer has thana, call of brine, jolt, pain resonance, dying light.

    I'm not ok with DC/RQ but it is not the same as it was with COH

  • @EternalSinOfCain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090974#Comment_3090974

    That's because "We want to be chased all game! That's what's fun!" was a lie told by Survivors way back when.

    Back before patch 1.4.0 Looping was nowhere near as powerful as it is today. In Patch 1.4.0 the developers re-sized the Survivors hit boxes to be smaller, in order to help Survivors not get hit out in the open so easy, and to help compensate for latency issues. This had an unintentional effect, as Survivors found out they could now hug objects much tighter than before. This, in turn, meant they could run around objects in tighter, and therefore, faster circles than Killers could. Before this, you could get MAYBE one Loop out of a Pallet. Instead of the usual 2-3 now, before having to drop it. Thus, Looping as it is known today was born. This, by all accounts, makes Looping an Exploit as it fits the definition of video game exploits. 

    See Link here -> https://en.wikipedia.org/wiki/Video_game_exploit

    Survivors, still reeling from the loss of true Infinites, took to this like fish to water. The developers planned to fix it at first, but quickly decided to leave it in the game and try to balance around it due to pressure from their Survivor player base. The majority player base of Survivor Mains just couldn't win without having something that was blatantly game breaking to abuse. Most Survivors then told the biggest lie in the games history : "We want to be chased all game! That's what's fun!" In order to protect this new exploit. The developers caved, and have been struggling to re-balance the game for its inclusion ever since.

    Killers were simply ill-equipped to deal with Looping and Stealth. This is why Killers now have a PLETHORA of aura reading perks, add ons, powers, and abilities. This was also the reason Bloodlust was shoehorned into the game. It was a band-aid mechanic to try to help killers against looping being so overpowering. The developers gave the Survivors what they wanted, to be chased all game and let them have their loops. They are simply trying to give both sides what they want. Killers the power to be able to stand up to Looping, Survivors the game play they wanted. Though truth is, neither side is very happy. In short : Killers are getting the balance they wanted (I say getting cause they still aren't there yet). However, not the game play they want. Survivors got the game play they wanted, but not the balance they want (as in being OP as hell).

    (In case anyone is wondering, the above is a copy paste I typed up 4 years ago.)

    Now, being chased all game isn't so much fun. All because it's not an automatic win, seeing as the game is FINALLY being balanced for Looping, and the 2nd chance Crutch perk meta is nerfed. It goes to show, I knew what many Survivors were REALLY thinking way back when. Being chased all game is fun, but for many survivors, it's only fun if they win. If they loose because of it, then it's "not fun." Many Survivors have a long standing record of using "X is/isn't fun" as a weapon, to browbeat the developers into changing the game so the balance is in their favor.

    The biggest issue now with camping/tunneling is many Survivors are so used to being able to Loop, blow all their 2nd chance perks, AND STILL SURVIVE, they are mad they can't now. If one person has to die, ONE PERSON DIES. Many Survivors still consider DBD a 1v1 FOUR TIMES OVER, not a 1v4. Which is completely backwards. Many have developed a "Hero Complex", being able to "beat the killer" and still escape. Sure, you can't kill the killer, but having the Killer chase you all game and still getting out is "beating the killer". Now that it usually doesn't happen, they aren't happy about it.

    I've been playing a lot of Survivor and doing decently. However my biggest problem is team mates. I'm solo Queue and there are two major factors that play into any loss I may get.

    Firstly : Rage Quitting. Some Survivors are just ANGRY AS HELL and are purposely throwing the match and disconnecting or "offing themselves" on their first hook. Some are simply doing it to artificially inflate kill rates, to skew the developers data in order to get buffs so they can "Hero" and often times bully killers again.

    Secondly : Simply playing stupid because they are so used to old meta plays. They try to do stupid hook saves in the killers face, ungodly amount of hook trades, rushing a gen while injured when the killer is nearby cause they are used to "Press E to avoid hit or make it to safe Loop", you name it. They CONTINUE to play like they are a "Hero" that can just keep taking smacks over and over.

    Instead of taking solace in the fact they wasted a good amount of the killers time, and they really helped their team, they are only concerned about themselves. This "MeMeMe" mentality is because they are used to being a "Hero", not a scared weak Survivor.

    wait wait, if looping was an exploit and not meant to be in the game, what was the normal gameplay mechanic to use when the killer spots you and begin to chase you? run in a straight line and lasting 10 sec?

  • @SuzuKR said:

    Here we see an exhibit of people incapable of distinguishing intended from balanced. Furthermore not realizing that devs themselves have said DH for distance was unintended and not what they wanted the perk to be used for.

    Something being intended has no relevance to balance. It means it is in the game to be used. If you have a problem with balance, take it up with devs. If it is unbalanced to the devs, they will work on some way to address it. Ragequitting and throwing tantrums is not the answer.

    I dont think the devs "intended" for the new meta to be about stacking 3-4 slowdown perks and dragging a game for +30min until surv literally bore to death and stop trying to win.

    I am totally fine with DH being nerfed, i dont use it. With this new meta, i dont.

  • @AarcvanDemen said:

    Killers will only have fun for a few weeks until they get slaughtered with nerfs. Survivors will get what they want, one way or the other.

    Too bad that it has come to this. They had 6+ years of tbagging and dead harding the killer but with this new patch they don't get to do it anymore dw it will all return to normal for these people soon. Enjoy playing killer while it lasts.

    But for the purpose of fairness and enjoyment of a game you can't just let one team have fun at the expense of the slaughter of the another team.

    Even if the game pre patch was survivor sided(supposedly), the problem were swf against killers, not the entire survivor player base 4-escaping every game againste any killer. You could stomp soloQ players and casual swf many times if you had the skill.

    But now every killer has the power to destroy any survivor team except that 20% of swf swat squads which have like 4 +2000h survs

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082234#Comment_3082234

    They were both awful and put the other team into an incredibly annoying experience when abused. Hatch as everyone as reminiscing wasn't that bad where it just happens naturally or a survivor or two get out. A 4 man swf bringing in keys + hatch offering + map offering + dropping keys to counter franklin's was absolute garbage to vs because there was nothing you could do.

    But even with the worst option of 4 man swf and offerings, it was still required for them to complete 5 gens for the 4 of them to escape, or 4 gens for 3 to escape.

    Again dont get me wrong, the old hatch was strong, but i truly believe the nerf it got was waaaay over what it really needed. But BHVR tends to destroy the things that they consider broken, rather than tone it down.

  • @Carth said:

    I'm sure people really miss old ebony Mori too

    But comparing old hatch with old ebony mori is like comparing a bullet with a nuke!

    You had a lot more restrictions for using the hatch that insta kill when down old mori.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081931#Comment_3081931

    Only if that power can't actually down survivors... oh wait

    You dont really need to down survivors with legion power, hit 3 of them and you can take all the time you want to down anyone because they wont finish 1 gen

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081979#Comment_3081979

    Auras are mostly intended purpose though, ability to open hatches are only for red key.

    The purpose of a key(purple and red) was to open the hatch and the aura reading was a bonus to have in the process of finding the hatch. The green key was the only that was full aura only, and it was the least used (and the one which trolled you when you were opening chest).

    This is as if you had a car to use which you can also stuff things in its trunk for transport, but now the car has no engine to run and its stuck inmobile but you can still use the trunk

  • If you consider fine to have the corpse of an item in your inventory which you can no longer use for its intended purpose and only works for 2 purple aura reading addon that gives some niche information, then keys are fine.

    I wonder why BHVR didnt straight up remove the keys entirely.

  • @kaskader said:

    @Rovend Oh playing against loopable m1 killer without power in chase? yes its fun.

    Legion does not have a power that makes them run like double the speed of the surv and lets him vault window and pallet quickly?

    Super easy to loop

  • Play against a thana legion and tell me is fun

    All i ask

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081857#Comment_3081857

    thats what i thought when i saw it. probably getting frustrated with most matches being thana or other slowdowns.

    i was only using oppression or scourge hook and i was struggling to keep up with how fast the gens were going still. so i got fed up abit, put on thana myself in the next game, won the game with 2 gens left up lmao. BHVR really neeeds another think about the perks imo. if somebody said to me, get rid of pop or thana and PT can go, id be happy with that. not really fun perks anyway.

    what's funny is that BHVR tries to make players dont overuse some perks but in the process they create the need of some other perk to be overused.

    Maybe i am not forced with using Borrowed Time every single time anymore but now i am being forced to use Prove Thyself if i want to somehow reach endgame in slowdown meta.

  • If you are against thana killers, like 80% of my current games, is mandatory if you want to reach endgame

    or be ready for 40 min games

  • Try Overcome + Lightweight

    won't be like lucky break, but close

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081793#Comment_3081793

    Even their stupid SBMM discourages altruism. Never have I seen so many players who haven't been hooked just open the gates and run out immediately. Like, you can have someone on their first hook, and they don;t even bother to 99 the gates to give the rest of us a chance to save them. Just gong start the end game and save themselves because only escapes matter to get out of low MMR/potato team mate Hell.

    I mean that was before this gross patch. Now I don't see Solo's escape at all LOL.

    The thing is that most unhook attemps end with more people hook, if you are not truly coordinated with the ones going for the save. That's why most surv dont even try to save if the killer is camping.

    There were games where i went full unhook build (Borrowed Time, Guardian, Desperate Measures) and i still fail to save someone being camped and ended up dying myself.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081553#Comment_3081553

    Bc it guaranteed you free escapes in the end game, better than prior BT+DS could ever do. And it allowed for BS body blocking and build up MoM tokens insanely fast. It may not have been so bad in solo Q, but against highly coordinated swfs it would be a complete nightmare

    Perks that allow free escapes in endgame are more busted than a set of perks that slow the game so much that 90% of games you wont even reach endgame? it doesnt make sense for me

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081683#Comment_3081683

    Same. God, they have removed everything in the game that made Solo Q exciting.

    Facecamping and tunneling has been common forever and everyone knows it almost exclusively punishes Solo Q because SWF can just communicate to gen rush and you know your team mate will hang on until the last second. So in the old hatch days, I remember occasionally bringing a key, and sneaking around to find my last team mate after Bubba basement camped the first two. I really wanted to help get them out. I was found sometimes and failed, but when it worked, it was a really cool feeling to escape a scumbag.

    Same with them gutting Decisive strike. I used to run BT, Deliverence and DS sometimes. And I'd be the one who would always try to rescue a person on the hook at end game knowing I might have a chance to get out too.

    Idk, it just seems like BHVR is removing any incentive to be altruistic anymore, just because a small percentage of 4 man SWF's were so overpowered and let's face it, they could be real buttholes to Killers as well- a key and the hatch, SWF all bringing Prove Thyself and toolboxes and bam- 4 people disappear. That felt rotten. I just think they went way too far with the nerf.

    "BHVR is removing any incentive to be altruistic" cant agree more, it truly seems that dbd truly punish you for being altruistic.

    Like 90% times someone is hooked, the killer camps to get some free hooks of survivors trying to rescue a teammate. I remember a lot of games where i was camped but an insidious bubba and i could only watch as my random teammates fell trying to unhook me

  • @fulltonon said:

    Yeah we miss old mori and 7 blink nurse too.

    Oh also if you know you gonna lose, take sole survivor, camp the gate and start opening it right after the hatch closes, works 50% of time.

    I know i am gonna lose halfway in the match, i dont enter a match thinking i will lose immediately.

    Even if i was some negative minded survivor, i would still do my best to repair gens for my teammates, but it is truly more common to be in the state of game i just described than actually reaching endgame.

  • @dbd900bach said:

    This is probably a useless post and discussion and by extension myself but I wanted to say it since quite a few people here are brining it up.

    The general killer buffs are good, the needs to all the perks were good and the general nerfs to survivors are good...if you're playing with sfw or at least a once in a blue moon competent team.

    The issue isn't the killers or the update, it's solo q suffering because they can't even communicate with their team. Most players are solo q players. I guarantee that solo q would be significantly better if people could just communicate in some way. Would it really be that bad if they added proximity mics for just survivors? I mean it's not perfect but it's something?

    The thing that i see in every post about this patch is the "Killer needs buffs, because of SWF" but let me tell you something.

    I play SoloQ but i also play with friends, sometimes with one friend and some in 4-man squad. Even in 4-man matches, after the patch it is really difficult to enjoy, let alone escape like 3 out 10 times because the game is being balanced around the fact you are playing in 4-man SWAT squad with god loopers and expert flashlight users, but this is never the case for me.

    I have 700hs in dbd and most my friends dont even have half my play hours, yet it seems we are expected to be +2000 h each team to actually have a chance or pray the killer is not using like 3 slowdown perks and does not tunnel/camp the moment he downs someone.

    This patch is not bad for SoloQ, it is bad for SoloQ, Semi SWF and SWF that dont play like gods

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