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Rovend

Rovend

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  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280327#Comment_3280327

    Just checking, you DO know matchmaking does not count in playtime?

    Like if your combined matchmaking has reached such Spirits, congratz?

    But how could our combined matchmaking reaches the spirit 's own if not by some serious problem with MMR.

    And Even if you could say that playtime does not reflect the killers' actual skill, that is to some extent. Two of my teammates were 200h-300h each and they were put against a 5700h killer. Also the killer was prestige 100 so it is not like she was "testing" spirit.

    That is not how match making should work.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281890#Comment_3281890

    Revert the speed to 100%

    Make it only apply to altruistic heals

    Injured survs within the boon's radius have their aura revealed to all other survivors in/ out the radius.

    That's what I'd do. (You can keep the 50% heal speed/old self care, if you're so keen)

    With that change it would be another perk that only SWF can get real value of as for soloQ it would be really hard to coordinate heals.

  • Today i was matched against a prestige 100 spirit with 5700h in glenvale with strong addons.

    All my team playtime combined did not sum to 2000h. Needless to say she went full sweat and killed us all with 0 gens repaired.

    Matches like this really frustrates me, because at the time i was not even mad at the killer or my teammates or myself. I was honestly out of words at how horrendous the matchmaking was to have put 4 mid-low skill level survivors against a clearly Comp high skilled killer who was obviously going to steamroll us effortlesly.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280136#Comment_3280136

    yes there are quite many of em. Legions BFFS add on does also miss its description in german. But there are so many. i might actually start a thread and try to gather them if the dc situation got dealt with.

    You should.

    A few months ago, i made a thread asking to update some perks' text in spanish. After 6.1.0 there were a lot of perks that were never updated and kept the old effects in the description. I remember 'botany' didnt tell of the 20% medkit efficiency penalty or dead hard continue to say the 1 sec activation windown instead of 0,5.

  • image.png

    Look at this image, There is literally a tree blocking one of the doors of the shack.

  • @Terion said:

    what about some missing/incorrect add on descriptions though?

    image.png

    For example, this addon from piramid head does not say what effect it provides in spanish. It only has the cosmetic description.

  • Try speaking in spanish amd you also get the same result. Words as trivial as 'negocio'(business) or 'pensá' (think) are also banned and censored.

    You cant write two sentences without the chat censoring half the words and making it seems you are insulting the other to their core.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279796#Comment_3279796

    That's what you should do as a survivor, and that's what I would do too. With that being said, accept the killer playing by the same principles (somewhat reasonably using any means to win) and don't talk badly about him, and don't tell that he is unskillful or doesn't deserve the result.

    If you criticize how he played, you can also be criticized for the same things. What you should do, is say "gg" and analyse what things you could've done better in that game. And if you are 100 % absolutely sure there is nothing you could've done better, then you are free to complain about it on forums - but only if you are 100 % certain about it ;) But usually, there are tons of things survivors could've done better and things to learn from - regardless of how the killer played.

    But i am not criticizing how killers play. 🤔

    I am just saying that not always you can apply the things you posted in the OP.

    The only times i write something is when i face a killer that really tries his best to be as toxic as possible. The ones that leave you on the floor to bleed, or the previously mentioned facecamp bubbas hitting you on hook.

    Other than that, is always a "gg" and leave

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279785#Comment_3279785

    Yeah but flat out they shouldn't change her at all unless it's done at the same time other broken ######### is changed. A skilled Nurse and Blight are the only things on equal footing to tryhard SWFs that break the game

    At least tryhards 4man SWF are much rare to find than double recharge/range recharge nurses.

    But again, why cant we agree that SWF and Nurse both need to be addresed?

  • @Murgleïs said:

    I think OP is trying to prove a point with a trap : if you don't agree with these claims, you don't deserve to complain about the killer playing smart (tunneling, camping, ect...). OP is showing the double standard in the community pushed by the majority : survivors.

    I will always agree with no BM the killer, no T-bags at gates, being nice in the end game chats. But not everything in the OP can be done.

    If i see the killer using perks like eruption to play against soloQ players, i usually wont chill on gens.

    If i am matched against a killer with a clear anti loop mechanic(nurse, artist), i will hold W or i will die.

    If i see a killer with a clear intention of tunneling me to death at 5 gens, i will use every god pallet i can find.

    Depends on the situation, but understand that this is not out of despise for the killer but because i also want to win from time to time.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279756#Comment_3279756

    when? today? or the past week? do you mean 4-5 nurse streaks every day?

    you say you can always expect it so it has to happen like regularly.

    It was once, like two weeks ago.

    Yes, i said that wrong. I truly meant to say that whenever i queue alone and start a game, i can expect to be matched regularly with nurses and these nurses regularly bring midwich offerings, but not always. Happy?

  • Not every game, but i had 4-5 nurse streaks in midwich.

  • That happens to me too. I have been overstacking killer dailies for a week at least.

    Yesterday finally i got a "open an exit with Yui Kimura" but after at least 10 killer dailies.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279707#Comment_3279707

    If you take out "always" in all your statements, I think it would make more sense buddy. The game would be long-dead if it "always" happened.

    Maybe not always, but it is frequently.

    The two games i could play in the new map, both were against the most toxic face camping bubbas. The ones that keep hitting you on hook and nodding you for no other reason than to grief you.

    In Most my games, the killers' build are always a variation of eruption/Brine/Overcharge/Pain res so i cannot stop repairing or i would be throwing.

    And nurses are still extremely strong, and never fun to play against as they really always play like they are in a Dbd World Championship.

  • @almofan1001 said:

    I see a lot of survivor players expecting the killer side to care about their fun - i.e. not tunnelling, not slugging, not camping, not sweating etc.

    But what about survivors caring about KILLER'S fun? I've compiled a list of things survivors can do to increase the other side's fun - this way both sides can have fun, and that's the main goal, right?

    Survivor Things to Do for Killer's Fun:

    • Chill out with the gens - if you see 2-3 gens popping very early, chill out. Go do a totem or open a chest. You don't want the game to end prematurely. It would be equivalent to tunnelling a person out very early in the game.
    • Chill out with SWF communication - if you're in a Discord voice call with your buddies, don't call out information that would not be available to you had you played solo. Immerse yourself more in the game and make the game fair and fun for BOTH sides.
    • Don't tunnel gens - very simple. If a killer downs a survivor near 99 % completed gen, don't go to gen to complete it while the killer is going to hook someone. Leave the gen, and come back to it later. The killer put pressure, he deserves that gen being left alone. And if you tunnel that gen, this is equivalent to camping a survivor in the last seconds to get the 2nd/the 3rd stage on a survivor.
    • Don't hold W too much. Survivor holding W is an extremely unfun thing for a killer - there is 0 interaction and very little counterplay. Chill out with the W button, and go for a loop. In the end, that's what both sides want, correct? Chases, mind games and fun for both sides
    • Try to avoid using God Pallets. God Pallets is the literal definition of antifun for the killer - no counterplay and 0 interaction. Try to avoid using God Pallets unless it's a dead zone and God Pallet is the only thing available in that area. That is if you care about both side's fun.

    These are a few things that survivors can do to make the killer's game more interesting and fun. If you have any further suggestions, let me know - curious to hear them!

    About this, i dont know. I mainly play soloQ and believe me when i say that you cant honestly play chill at least in the first 3 min of the game.

    As you can expect a full slowdown build in a fast movement killer.

    As you can expect an agi-star midwich offering nurse curbstomping your team in 4 minutes.

    As you can expect a facecamper bubba or a basement trapper.

    As you can expect DC and suicide on hook early.

    With all this things, it is hard to "play chill" and not commit to gens whenever i can. I dont go with gen rush builds though.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279405#Comment_3279405

    I'm not saying why,and that is the problem,survivor dont have to do anything else and killers are forced to bring full regression perks to stand a chance of getting decent pressure before all gens are done .

    I was referring to the part where you said that survivors just need to stick to gens and ignore everything because they are the easier role and you can chill, etc.

    Survivors are as tied to gens as killers are tied to camp, tunnel and using slowdown because of the current meta.

    Gen slowdown/regressing for killers and Gen rushing for survivors are the most oppresive builds for each side, and because of these two existence, you cant play "nice" in fear to be crushed by the other.

  • With calm spirit, I suppose the devs thought it would be 'too strong' for calm spirit to cleanse totems quietly so they needed to add the speed restriction. Which is nonsense, they literally nerfed a weak perk and disguise it as a buff.

    Technician should be merged with Jonah's corrective action so at least one perk can prevent yours and your teammates missed skill checks from blowing the gen.

  • You can still use Ruin in some Pentimento builds but yes, it is no longer a staple in every build as it used to.

  • You do understand that survivors now fully commit to gens because killers usually goes full 4 slowdown/regressing perks and blow the surv's gens 20 times across the map in a normal game.

    Why would you open a chest? Why would you do totems? Against the usual meta builds like Brine/Overcharge/Eruption/Pain Res if you dont repair some gens early you are throwing the game.

    And with the killers is the same, they too are forced to bring slowdown agains gen-rush SWF.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278909#Comment_3278909

    Idk, if you can't predict when teammate is going down with 10s accuracy then what do you expect. Maybe just switch gens if the one you are working on got kicked.

    Eruption needs to incapacitate, otherwise people would stop the regression immediately and it would be just worse Surge.

    But tone down its numbers at least. To be hit with 9sec instant + 25 incapacitation + 6 normal regresion while being unavoidable and having low cd is too much value for a single non-hex perk.

    The less gens they are and with less pallets as the match progresses, the chances of being hit by this 40sec effect increases while you have any option to counter it.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278848#Comment_3278848

    You don't need to make a perfect guess to avoid it, letting the gen go for 10 seconds will prevent screaming and save you 15 gen seconds, on top of letting you stop the regression immediately.

    It's not weird to compare them, DS is not just a 3 second stun, it completely resets the chase which buys you at least 30 seconds even if you are trash at looping.

    Same with the other perks I mentioned, they either increase distance which buys you a lot of time or straight up deny the killer a hook, similarly impeding their objective.

    But "letting the gen go for 10 sec" is not counterplay. I mean, you cant really know when you teammate is going down.

    What if your teammate makes a 30 sec chase? or 1 min chase? would you be looking to the gen for a minute waiting for that chase to end?

    What if you wait 30 sec for the chase to end and get in the gen and you are hit with eruption and lose another 25sec?

    For an effect that can penalize you for 34sec, there should be some way to counter it.

    DS has a tons of downsides. You need to be unhooked, cant do anything to progress the match, only works once, is deactivated in endgame and only stuns for 3 seconds, so any killer with fast movement or ranged attacks can down you again in seconds. Compare all this with eruption's downsides, a 30sec Cooldown (for a 34sec effect) and the requirement of a gen kick.

    Seriously, you are comparing a nuke to a slingshot.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277662#Comment_3277662

    I wasn't listing equivalent perks, I was listing possible counters.

    If you can see your teammates then you know when they are in a chase, and can roughly predict when they will go down.

    That said surviviors also have "perks that stop opponents objective", just think of every exhaustion perk, DS, Unbreakable, etc. not to mention ######### like Boil Over (especially in indoor maps).

    I thought you were listing perks with no counters, my bad.

    The problem is that eruption effect is too strong to be making guesses. Seeing your teammate aura alone does not tell you when is he going to be downed.

    And for the other survivor perks you mentioned, although kinda weird comparing to a killer perk, things like a 3 sec stun of DS is not comparable to 9sec reg + 25sec incapacitation of eruption.

    Unbreakable gives no value if you dont slug.

    Boil over needs an specific scenario to work, you cant get it to work in every single map.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277753#Comment_3277753

    Nothing about anything I post is about trying to feel superior, its about trying to avoid argumentative posts like this one. I tried.

    Then dont spent an entire paragraph telling me how biased i am, telling me to reflect if you dont want an argumentative post. You write of how neutral you want to be while at the same provoking and downgrading the ones you are writing.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277389#Comment_3277389

    And when those get "addressed" the survivor bans would move on to the next inconvenience and so on. Though it would be funny to have banned perks for both sides, even if the same ones got banned each time. Would finally see some variety on killers again after so long.

    Well yes. You can never achieve true balance in any game as it will always be killers,perks,etc stronger than others. But at least the most broken OP things would be ruled out easily.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277676#Comment_3277676

    Yes many killers can do well. That is a completely pointless comment, and has absolutely nothing to do with me refuting your comments that a killer must have done poorly for the endgame to be reached.

    The whole gen regressing meta has as sole purpose to avoid reaching EGC.

    Yes, that is how preventing your opponent's objective works.

    With this in mind, It is not outcome bias to assume that a killer who reach endgame without closing the hatch has made some bad moves.

    now its been downgraded to "bad moves." You seem to have zero interest in how many mistakes any of the 4 survivors have made up to that point, which can still be plentiful and still have the same outcome. Making assumptions of the events that lead to a result and basing said assumptions on the outcome is, in fact, outcome bias.

    I am not complaining about NOED, but you disregard the fact that NOED has given easy endgame kills to many killer for years

    Where have I done that? I am actually very strongly against outcome bias, which is exactly what that statement is. Noed absolutely can and has given people free kills they should not have gotten, and I have never stated otherwise. This is known as conflating arguments.

    I am not killer biased at all, it was a nice attempt at deflection though. I almost exclusively play solo queue survivor, I stopped bothering to even do killer dailies a while back. My issues with balance in the game are always centered around game design, and there's even another topic where someone made a very good point about how that relates to bias in perspective with the game. Please stop being argumentative and stick to the points presented. I was very reluctant to mention anything about the bias you present and regret doing so, but it's honestly becoming impossible not to. I'd appreciate if you didn't try to deflect it in response, but rather took a moment to reflect on it.

    Now to say "bad move" is downgrade.

    No matter how much you want to stay away from the facts, if the game reached EGC that's because the killer made some mistakes, or couldn't kill the survivors in time. You don't stumble upon EGC by accident, that means the survivors must have played (a little or mostly) better than the killer or the killer could not capitalize on their mistakes, or the killer made most mistakes.

    The point of my original comment to another user was that EGC is earned by the survivors, when the killer gets to be in EGC by default. Yet, Endgame killers perks ARE stronger that endgame survivor perks, even if survivors are more likely to not get value of them because they can die earlier.

    I am calling you biased because you are. You are very killer sided biased, as i am survivor sided. but even if you have no quarrel in calling me biased or weak or pitiful you cant take your own bias and call it deflection.

    Dozens of your post advocating for killers and none for survivors, but you have no bias.

    Defend broken overtuned perks like Eruption which clearly screw soloQ players , but you have no bias.

    You can feel as superior as you want, telling others to reflect on their actions, but you are as biased as any killer can get.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277650#Comment_3277650

    You're still looking at it as a 1v1, if there was an easy 100% counter its be awful.

    The downside of the perk is it requires a long setup and then requires you to out play another player just to get value.

    Yes the perk can use tweaks sure, but it's not as big of an issue as people claim. More often than not people are being inefficient and bad loopers which the perk punishes most.

    Most of the killer roster shouldn't be able to kick multiple gens and get a fast down with the survivors doing alot of gen progress in that time but fact is matches often arent the best matched and rng also doesn't help sometimes.

    I feel like I'm the only survivor that seems to understand killers want longer games and the chance to do more in a trial and with no defense they cant do that. The reason these builds can feel oppressive to some is because the killer feels the need to run them to compete against other teams.

    I can verse the same killer with the same build but have 2 different random teams. One I'll dominate the other the killer will, nothing changed but the team and that's what is happening here.

    You or your team isnt playing well enough to beat that killer, it happens and hell I get mad over games I know are easy wins but I just got a bad team and it happens.

    You're welcome to your opinion though as am I, I dont have huge issues with it though just a little tweak is needed nothing drastic

    The thing i dont see how long of a setup it is, killers are always searching for gens while trying to spot survivors, If you see a gen being worked on, you kick it and continue. There is no need to cut a chase to kick the gen.

    Obviously some killers are not going to use eruption as effective as other. But the faster killers can make this setup not a big deal. Wraith, wesker, Blight, nurse can all apply this purely by speed. Freddy, sadako, dredge and demo can just teleport to a gen to kick it. It is not as big of a deal as many say.

    I understand that killers want longer times, but because of perks like Eruption exist are the reason many survivors fully commit to gen repairing so they can rush their objective. Dont get me wrong, the same thing should be done with gen rushing perks so that maybe we could get some fun games where every side does not need the feel to rush their objective as fast as possible

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277641#Comment_3277641

    Saying that the killer did bad because the gens were powered is outcome bias, which is what I was addressing. You also in the same breath had no issue complaining about NOED being able to say that kills in egc don't mean that the killer played well. You're being selective with your reasoning, even in this post complaining about EGC perks killer has while ignoring things like adrenaline and hope having the same conditions. I am adamant in trying to get you to stop being biased for five seconds.

    Many killers can curbstomp effortlesty the survivor team.

    The whole gen regressing meta has as sole purpose to avoid reaching EGC.

    With this in mind, It is not outcome bias to assume that a killer who reach endgame without closing the hatch has made some bad moves.

    I am not complaining about NOED, but you disregard the fact that NOED has given easy endgame kills to many killer for years. and the disparity of the strength of effects like NOED and No way out, against Hope and Adrenaline are remarkable. That's why EGC rewards killer more heavily even if it is a state that the survivors worked to get.

    You are telling me biased like you are not extremely killer biased yourself.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277580#Comment_3277580

    Uhh Aftercare? Empathy? Blood Pact? No One Left Behind? Bond? Rookie Spirit? Key addons? There is no perfect counter but what do you expect.

    But none of these effects are as crippling as eruption. Eruption works on the main objective of survivors, You cant escape dbd without repairing gens so you will be constantly be facing the prospect of being incapacitated for 25sec or lose more time while looking for another non-kicked gen.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277634#Comment_3277634

    Then continue to get bodied by a decent perk.

    Even if i want to carry, I dont overstimate myself that i can outplay every killer i face for several minutes.

    You're not supposed to expect to be able to do it every single time, but you're expected to try to whenever you have to. The mentality is the important part, and a big part of why I can handle dealing with the perk better (apparently.)

    Edit: remember your comment was that nobody in solo queue could disagree with you that it was a problem. I'm not saying you're not allowed to have issues with it, but you're not allowed to speak for everyone while doing so.

    But this effect gets more and more exhausting as long as the match progresses. Of course there will be moments where you can overperform eruption, but on the long run, this perk can stall a game too much on its own. Until you have no pallets, no resources to use and you eventually get down.

    I have lots of games of killers just commiting to 3-4 gens in a side of a map, not abandoning them ever and applying eruption over and over. We would get close to repair just for him to drove us out and if another was repairing another gen pum, eruption.

    There is almost no drawback for this perk. If it werent for swf using discord to call out for this, i dont see why any killer would not pick this

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277580#Comment_3277580

    You're looking at it as a 1v1, the game is not a 1v1 it's a 4v1.

    If your team is on equal skill to the killer the amount of gen progress you make before he can kick all these gens and get a down is far more than he regresses.

    Like I said, the perk can do with changes I agree but people definitely over react to a bunch of stuff and always claim its OP/Broken when either they or their team can be to blame more often than not.

    Countless games a killer can get loads of value from the perk when chasing my team but if they chase me they get nothing for ages because I can loop.

    It's a perk which punishes people doing worse, this is why a better SBMM would actually help. Hell I still see people go down at safe pallets against basic M1 killers... there legit no mindgame and they still mess up lol, we probably shouldn't win games like that

    I am not saying to killswitch the perk, but the effect it has is too strong for being uncounterable. This has always been my stand with Eruption.

    If they dont want to give eruption some sort of counterplay is fine by me, but at least tone down the numbers of its effect, or raise the cooldown a little. No other killer perk in this game can give an effect as strong as 25ssec incapacitation but eruption does it while being uncounterable with low cd.

    Yes, i understand, but the balance of the perk cannot rely on every survivor overperforming every killer in every chase so that eruption never activates. Imagine if we took old NOED (the one who wasnt Hex) and balanced around survivor never getting hit.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277618#Comment_3277618

    And nothing you have said has equated to killers playing bad the entire game and still getting to the EGC. The killer can be playing just fine but the gens got done in record time due to just mandatory time wasters like safe pallets, time to transport to hooks, etc. This is why the rate of completion at baseline is so important to consider, the killer doesn't have to play bad for 5 gens to get done in less than 5 minutes. You're relying on outcome bias to try to force your point.

    I have already also stated that I would much prefer that the hatch be a system that is earned, rather than randomly rewarded. This way the survivor has a fair second chance at it that depends on their skill and ability.

    Outcome bias? what

    I always said that the fact that the hatch exists (and should exist) is to give incentive to the remaining survivors to keep playing the game even in clear uneven odds.

    The killers are given an incentive in EGC as i said before where many endgame perks on the killer side are clearly very strong (NOED, No Way out, even terminus to some degree). Yet you are adamant in differenciating these two situations.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277609#Comment_3277609

    Which again, comes from the fact that it actually gets value. You think its oppressive because it actually works and doesn't have a free built in counterplay like most killer perks, especially ones like DMS and Pain Resonance. When you say you want to be able to know when people are going to go down to trigger it, you want to be able to let go of the gen and not get zapped, then go right back on it and force the killer to wait another 30 seconds while you finish literally a third of the gen (at base) before it can be used again.

    https://forum.deadbydaylight.com/en/discussion/comment/3277611#Comment_3277611

    You are if you want to carry in solo queue at all, regardless of "overtuned perks." Likewise the killer is expected to constantly have extremely short chases in order to keep up with the baseline rate of doing gens, especially since up to 3 are generally being worked on at the same time. You should never be relying on your teammates any more than you have to, and the higher your mmr the better your chances of having teammates who don't need to rely on you in turn.

    God, how many times have i talked about this...

    The problem with eruption is not exclusively of being uncounterable, or that it affects soloQ. The real issue with eruption is that it has an extremely punishing effect on top of being uncounterable. And it has low cooldown. And it can be applied to multiple gens. On a single non-hex perk that already synergises too well with another two very strong meta perks, Brine and Overcharge.

    When i say that it is a counter, it is because the effect is too crippling to just tank it every single game.

    Even if i want to carry, I dont overstimate myself that i can outplay every killer i face for several minutes. There is an average time set for a chase when it comes to balancing, and you cant expect every single survivor to overperform because you cant admit that a certain perk is overpowered.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277583#Comment_3277583

    The existence of perks on both sides that work when the gens are powered, or the EGC starts by any means, means that your oversimplification is completely inaccurate. You're welcome to lie to yourself, but don't expect others to agree.

    so? what you said does not change the fact that killers get awarded with the disable of second chance perks even if they play bad all game. And perks like NOED can easily get them an easy kill in EGC.

    So if we were to be truly fair and dont allow for comeback mechanics like hatch to exist, then killers shouldnt receive any benefit in EGC.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277543#Comment_3277543

    Then why don't you take agro make the killer chase you so your team can do gens

    I can take the aggro, yes. then? am i supposed to be able to run every killer for several minutes so that one overtuned killer perk cant activate?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277580#Comment_3277580

    I have made no comments about being able to avoid it, just that I am able to adapt to it.

    Also again, I have stated that the perk is indeed strong and actually provides value, which is the source of your frustration. The difference of opinion is whether it is considered too strong or oppressive, to which I completely disagree.

    My point was that it is oppressive, and it is too strong.

    What you said before of " i'll look for another gen" cannot be always be applied. The true problem with eruption comes the fewer the gens are, where the killer can kick several gens and fully commit to a chase knowing that eruption alone gains him a lot of time.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277545#Comment_3277545

    Apples and Oranges are also both fruit, and aren't so different from each other when framed as such.

    Really, they are the same situation, just changing the one that is winning

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277543#Comment_3277543

    I play solo Q all the time, infact it's all I do. I just play at a high level as do the people I verse or have on my team quite often.

    And yes the time it takes for a killer to go round kicking all the gens and down someone is a long time, or it should be unless someone is going down stupid fast.

    Yes there are times when the perks annoying but its mainly due to a bad SBMM which puts bad inefficient survivors against a good killer etc. Not saying the perk doesnt need tweaks but people are definitely over exaggerating the perk.

    Just because it's your experience doesnt mean its everyone's, similar to how loads of people hated Scourage pain/deadmans and wanted it nerfed when all they had to do was let go of the gen for a second.

    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277543#Comment_3277543

    I play almost exclusively solo queue and have zero issues with it. I just take the time that I am incapacitated to find another gen, and spread out the pressure. You're also forgetting that the 25 seconds the gen is regressing is only 6 seconds of working on the gen, as regression is at a 1/4th rate. It also has a 30 second cooldown as well, which means there will always be at least a 5 second gap that you can tap the gen to instantly remove its regression even if you got hit and stayed around it.

    Its strong, nobody is denying that, but its not broken. People find it frustrating because its actually effective.

    I'll answer the two.

    Look, if you really are playing soloQ, you should know that you literally cant avoid the effect of eruption when activates. There is no perk combination that can consistently tell you when a teammate is going down.

    With this in mind, how can this perk give a 9sec instant regression + 25sec total incapacitation + (now) 6sec of passive gen regressing? All on a single, non-hex perk with low cooldown for the previous mentioned effect.

    Seriously, there are several killers that can kick gens and set eruption with no problem. Most people are talking of the requirement of a gen kick like they would need to spend 2-3min for a kick.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277486#Comment_3277486

    The EGC is an entirely different phase of the game, so thats not exactly an accurate point. Its also not even a one sided situation: Perks like adrenaline proc when the hatch is closed as well, even though the kill was all but secured at that point.

    One is made by the killer performing well, hence the survivors are mostly dead and one looks for hatch.

    The other is by the survivors performing well, so the killer tries to get one kill.

    They are not so different from each other

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277499#Comment_3277499

    Speak for yourself please, I have no issue with the perk as the time it takes a killer to kick all the gens and down someone outplays the positive they get. Eruption only makes games I would lose due to a bad team lose easier, it basically punishes bad loopers and inefficient players most

    But it is a fix, so yes I'll call it a fix.

    If you dont have issues with this perk is because you are not playing in soloQ.

    "The time it takes a killer to kick all the gens and down someone outplays the positive", are you serious? 9sec of instant regression plus 25 sec of incapacitation is not enough??

  • @EntitySpawn said:

    When a gen is damaged by any means it should regress unless touch by a survivor after the damaging action.

    It's a fix not a buff

    Call it a fix if you like, but that change made an already very strong uncounterable perk even stronger.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277464#Comment_3277464

    Because they basically guaranteed a free escape when you manage to unhook the person... With BT and proper play you can still get people out...

    Also I don't just want to get rid of hatch and do nothing about the hopelessness of the last survivor... But I want there to be some other interaction than just patrolling two points or luck based finding or not finding hatch... Just some fun chase interaction to finish the game off would be great in my opinion, that's what was the thing I wanted to adress with my idea.

    My point is even if second chance perks guarantee a escape in endgame, that would still be the killer's fault for letting the survivors reach said state of the game. Yet, those perks are still disabled.

    Your previous point as why a survivor can escape from hatch if he/she performed bad during the game is the same as why a killer can avoid second chamce perks if he also played bad.

    Because there must always be incentive to keep playing, even if it means a surv getting an undeserved escape or a killer getting an easy kill.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277443#Comment_3277443

    There are some times when you physically cannot catch the fourth survivor... Because hatch spawned literally under there feet... Also why should the last survivor even have the possibility to get hatch at all? Your entire team is dead, given that you didn't finish all gens and open the gate you clearly lost... So why should you deserve to escape? You failed to accomplish the objective to deserve the escape... Escaping by pure luck from a killer who outperformed you and hindered you from reaching your objective does not seem fair to me... If you as killer reached the goal of not letting survivors finish all gens you deserve to get all 4 of them generally speaking...

    Why are second chance perks disabled in endgame?

  • And some people will still argue that eruption is not severely overtuned.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277351#Comment_3277351

    The problem would then lie in those 4 killers effectively never getting a match (or atleast a fair one)

    At least that would force the devs to address some killers' powers and addons.

    If they see a certain killer get a 70%-80% ban rate, that should be a clear indication that something is not right.

    The same should be done with some survivors perk and items.

  • Remove the hatch and you remove the incentive to keep playing the game if survivors had an early DC or someone hard tunneled.

    If that comes to be, they should put an option to surrender or DC would be rampant.

  • Dbd has been turning into an arms race over these last months. Either side competes and sweats to try to rush their objective as fast as they can or they will be throwing the match.

    So you have killers stacking slowdown perks one of top of each other to prevent SWF with BNP commodius, hyperfocus, stake out to fix all gens in 3-min.

    And on the other side you have survivors fully commiting to gen repairing whenever they are not being chased to preven a possible killer with Brine/Overcharge/Eruption/Pain res.

    On top of that, you have those other issues like umbalanced maps, OP medkits healing in seconds, camping and tunneling being the most effective way to win, broken perks like eruption punishing SoloQ, the stronger killers are now stronger than ever, the weaker killers are the laughing stock of the game, DC/suicide on hook, etc.

  • The problem with soloQ is that you heavily rely on your team to play well on your first minutes of the game.

    Many games it is one or two mistakes and the killer easily snowballs to a 4k

  • Knight: "My profession?! You know, now that i think of it, i've always wanted to be a baker".

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275889#Comment_3275889

    Aaaw I used to do the same!

    I used to run this build:

    https://us.v-cdn.net/6030815/uploads/W4KSQWJXNG6I/perks.jpg

    Take things from chests and give them to my teammates

    Even tho it was one less person doing gens, I felt like I helped them, even if I didn't escape, it didn't feel like I was dead weight

    Nowadays if I bring a build like this to the trial I ruin the match

    That build was so much fun, i remember a game in old Haddonfield where i got 3 consecutive PURPLE MEDKITS + addons, and a purple key. I basically equipped my random teammates with ingame chest items and us four managed to escape by hatch with gates powered.

    Good ol' days.🥲

  • @VoidOfMe said:

    I have to agree

    I've played mostly survivor these days and I always end up gen rushing and when I don't it's because the killer already killed 2 people in the first few minutes of the game lol

    So I'm kind of stuck in that zone where "If I don't gen rush this, I have no chance in getting out"

    I kinda predicted this a few months back when they increased the time to finish a gen, but I didn't think it would go this fast... People used to play more "loosely" before, cause doing gens was kinda fast, so they would go do totems, chests, and "bully" the killer (loool), now it's all too stiff, if you don't sit the hell out of this generator, you'll never finish it.

    That's true. I used to run some unhook builds with Desperate Measures + No one left behind, or a chest build with Plunderer + appraisal where the old hatch was active. I would stack items on the shack floor for my teammates to use.

    These days, although i dont usually go with gen rush perks, i fully commit to gen repair whenever i am not being chased or need to unhook someone as you are always expecting the killer to run a variation of Brine/Overcharge/Eruption/pain res and you know you will never get out if you dont rush.

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