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Skill_issue

Skill_issue

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  • @IWasLeft2Die said:

    I'm inclined to think onryo, myers, and wesker are some pretty good options at least

    any particular one on wesker and myers? onryu still has info on call of brine even with the slow regression.

  • @Chadku said:

    Deadlock nerf is gonna happen and it's gonna be soon.

    what would the nerf even be? less time active?

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420129#Comment_3420129

    Neither do I, honestly. Thought they might enjoy a bit of a challenge. It's only happened twice that I remember, but it's still odd to have a Hag eventually down me and do nothing except message me how "I am in their world now" or something equally odd.

    they must have run into some hardcore swfs earlier that night and took it out on you...that is some bizarre behavior

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420127#Comment_3420127

    Yea, but what about my safety pip? Can't tell you how many times I've depipped because half the survivors DCed.

    that part is true but it is pretty hard to depip as a killer unless you get no hooks for the most part...if the dcs are early you get your gatekeeper maxed and you should be able to get enough chases

  • we could discuss how you harrass me on every one of my posts?

    you know its me with the lets dicuss on the front of the posts and you have yet to put any actual discussion on your replies so far...ironically your comments are spamming the actually discussions on the topics ^_^


  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374420/lets-discuss-proper-etiquette-in-dbd

    I tend to go by my own rules when it comes to this, but I'll explain my think:

    1 Afk survivor: I'll hit them once then leave. A reminder to them that another killer would have easily taken them.

    2. Hatch: Depends on how I feel really, but in the end unless the hatch spawns right next to me I normally go to the hook. No point in stretching the game out for both of us. Just end it so we can go to the next one.

    3. Gates: I will wait for other survivors or go to help in many cases. If NOED triggers, I'll scan safely for the totem but if not I'll then leave. If a killer sees me at the gate and waits, depending on how the game went I may offer my item as a sign of respect, or if the killer clearly was screwed by matchmaking it will more likely be a peace offering to show understanding that this was rather unfair. I hardly ever teabag unless the killer has shown disrespect to me (by this, I mean pretending to hump me if I'm downed, hitting on the hook and just bming whilst I'm down). Camping or tunneling, whilst unfun, is not a bm and I won't teabag for that.

    4. Disconnect: As killer, if this is done early I'll hook every survivor twice and after that any who haven't dc'd or killed themselves I'll let them go. Otherwise, I consider it a kill and play as normal. As survivor, I play to the end. I don't expect mercy from the killer and just treat it as hard mode. This has been known to annoy a couple of killers in post-game chat for some odd reason .. guess those couple of players were a bit odd.

    5. Gift Item: As killer, it again depends. The survivor hasn't earned a free escape by dropping an item and it's not them trying to be nice. It's just a bartering technique. It means more to me as killer if they leave the item after the gates are open and they clearly are going to escape. As survivor, I only do it if the killer hints at it. A demogorgon chased me and cornered me, but then looked at my First Aid kit and swiped to imply I put it down. I was gonna die anyway, so did it. Demo gave me the escape.

    Etiquette in this game is subjective, so I don't feel there's a real guide as to what to do, except don't deliberately piss off the other side unless it's to distract them away from an injured survivor.

    4... I think it is because the killer wants to move on to the next game maybe? I don't see why they would get upset that you fought to the end.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374420/lets-discuss-proper-etiquette-in-dbd

    1. I hook them, but don't camp.
    2. Depends on if they booped (Pig only) or if they were taunting me with a flashlight and teabagging the entire match.
    3. Depends on how the match went, but if the killer was sporting and didn't camp or tunnel, then sometimes I'll leave a "gift".
    4. With how often survivors get salty and disconnect the second their ego is hurt, no mercy from me as killer nor do I expect it as survivor.
    5. Depending on how they played up to that point. At the very least if I saw a White Ward then I might shake my head no and let them pick it back up.

    i just feel bad for the rest of the survivor team if the dc happens as soon as they hear a killer's aura they don't like. I let the rest of the survivors at least get a safety pip if they want it.

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374420/lets-discuss-proper-etiquette-in-dbd

    As a survivor main, my opinion is that it is totally at the discretion of the Killer. Any courtesy showed is purely good will on their part and I appreciate it when shown but I don’t think “wow what a terrible person” if they don’t. I’m aware that everyone had their own situation (might need the bp or doing a challenge).

    If someone gives hatch, or let’s or escape, I’ll express my gratitude but I won’t come on the forums to complain if they don’t.

    I’m much more upset if I’m subjected to bad manners such as slugging just to taunt or pretend to give exit and then kill me at the last second anyway but even then I’ll feel upset inside but life on. It is what it is. I’ve died a billion times in this game so one more death won’t kill me.. erm well it will but you know what I mean lol

    My advice is do what you feel is appropriate at your your discretion based on your own thoughts at the time.

    Just be aware that even one show of good will can promote positive behaviour for all. I’ve had killers who I’ve also tried to give hooks and kills to it by the end game they did their best but were outmatched (possibly MMR mismatch). Half of my friends on my in game list and discord server is people who killed me but were nice about it or they were so far better than me they showed mercy and even ‘trained’ me on looping (I’m still rubbish lol).

    But it is totally discretionary on your part.

    that is the beauty of this game were people can play it how they see fit and showing goodwill is welcome (i do the same thing with hooks if the killer was obviously struggling; at the very least let them get some points)

  • @Yippiekiyah said:

    Might be controversial this one but STBFL is a tad overrated unless its on a killer that has a secondary attack.

    or trapper since he can choose to just grab the obsession from the trap

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406206#Comment_3406206

    My understanding on why CI is bad for Hag is because it pushes survivors to you when you want to set your web up at the start.

    yeah lethal helps out in a different way since you can actively avoid the survivors and set up your web at the gens away from them at the loss of 1 to 2 gens but being able to snowball later in the match

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404880#Comment_3404880

    Killers received improvements in patch 6.1, when the kill rate jumped by like 8-10% (from 53% to 60-63%). Then survivors received the HUD update, and then this new patch nerfs both.

    have the new stats from the hud update been released?

  • @killersRlul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411407#Comment_3411407

    Nah, those matches were fun, I remember aimbot nurses shooting all the way across the map to their basement perfectly. The fun was picking people up frantically...enjoyed crazy billy blasting around slugging people as fast as they could, sometimes there was a win, but atleast I didn't watch Mt character sit on hook get unhooked or face camped to go right back on hook 2 more times and then game was over

    a face camping skull merchant? that is when you knock out gens quickly just like a face camping bubba not commiting to chase to guard the hook

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373815/lets-discuss-hex-totems-and-a-possible-ruin-buff-for-healthier-gameplay

    Ruin is a dead perk - thanks for playing.

    If you want hex totems to be a healthy killer experience then change them as follows:

    The killer can re light any unlit totem (other than undying) instantly by clicking on dull bones just like a pentimento interaction.

    Survivors can remove hexes forever by removing all the bones.

    This is the beginning of making hexes useful.

    it would make a nice change but then it would be like the old undying and seen as oppresive (undying/ruin being up most of the game for 6 months and then undying was nerfed)

  • @birdnippies said:

    this account is nonstop bait posts that start with "lets discuss"

    and your contribution on the question?

    how is discussing a healthier game change a bait post?

  • @IWasLeft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413028#Comment_3413028

    I'd be into killers being able to see all dull totems and they can go to the dull totem to light the totem. I'd say you should be able to keep relighting the totems though

    what would happen to totems that collect tokens though?

  • @mustdogen said:

    It was 200% and would not disable with someone died.

    Still, people need to combine it with undead otherwise nobody would run it.

    So making it all the same but 200% may not ne enough to help.

    it would still lead to more chases like it used to in theory

  • @[Deleted User] said:

    Franklins

    Flashlights don't need a counter. Keys don't need a counter unless they have very specific killer aura reading add ons. Franklins usually does nothing to a toolbox because the charges are burned immediately at the start of the game. Medkits aren't worth an entire perk slot.

    I think there's a false correlation between Franklin's and win rates. The killer player who runs Franklin's is often the same type of killer to hard tunnel and camp. They aren't winning because Franklin's did anything.

    i would prefer it if franklins knocked out charges instead of making the item disappear that way it is more of a threat...sloppy deals with med kits better

  • @Devil_hit11 said:

    window of opportunity for survivor is pretty overrated. if you have good game-sense for where killer chases the survivor and good understanding of map pallet spawns, its kinda wasted perk slot in my opinion because you can do what perk does with enough experience.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413236#Comment_3413236

    that is not what overrated means. overrated means that people use perk a lot and think its good perk. everyone knows blood warden is terrible.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413213#Comment_3413213

    agree. I think only killer that is good at using perk is tombstone myer's because he uses perk to located obsession early into the game to instant-kill his opponent. that's like only time where its worth to waste perk slot that disappears in 9 seconds. The perk has lower life expectancy... then hex perks.

    i actually find lethal pretty useful with bbq or with nowhere to hide (since both of those perks with lethal help to judge where to start the next chase) and aura reading with clown and wraith

  • @GensByDaylight said:

    NOED, Jolt, and NWO.

    NOED will get you 1 or 2 downs... and? You can just facecamp like you normally would? Or you can actually try to stop the survivors from getting all gens done. It doesn't feel that useful. The only time you'll get good NOED use is if you facecamp someone at the totem...

    Jolt is only 8%. As well as only on a basic down. Before hyperfocus and genrush focused builds? Sure, but now its just not that useful.

    Everyone puts No Way Out in S-Tier. Every single time I play against it we all just stealth off and the killer spends a minute running around and sometimes finds someone. Its only really good if he's already in chase, or near the final gen. It isn't rare to get use out of it, but its no where near as good as PR or Corrupt or even Deadlock

    agree with noed not worth it to put all your hope in one endgame perk...1 extra kill in most situations maybe 2 if the team is altruistic

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373911/lets-discuss-what-is-the-most-overrated-killer-perk-and-why

    This is tough but maybe jolt, dms and bbq? Jolt because it's most helpful on maps which are already good for killer, and can be dodged by going in a locker, don't get me wrong tho it's still good when used right. Idk if I'm just using dms wrong but on most killers it just feels like kinda a waste without discordance, like you get someone off a gen and it blocks but they were already going off the gen so like who cares. BBQ I only say because of the still high pickrate, yet the amount of times it naturally gets countered by survivors on the other side of a gen is quite upsetting

    dms i cant get much value out of since it is such a small gen block time...totally agree with you

    jolt might only be 8 percent but it is good on small maps and saves time in kicking a gen and avoiding blast mines

  • @birdnippies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373911/lets-discuss-what-is-the-most-overrated-killer-perk-and-why

    Is there a limit on how many bait posts this person can post every day? Every day it's a new "lets discuss x" just baiting people into negative topics

    I am not sure how you perceive this as a negative topic?

    i don't post a new topic every day haha...i use lets discuss so we can have a conversation and if you don't want to read what i post the lets discuss in the front lets you know ahead of time it is me.

    so what is your overrated killer perk contribution?

  • @Beatricks said:

    At this moment, Sloppy Butcher. You are giving up a perk slot when most lobbies have 2+ We'll Make Its, rendering it almost useless purely on the basis of "the healing meta has been nerfed". Make Your Choice gives significantly better value. Even if an injured survivor goes for the rescue, you now have one less health state to go through.

    Yes, you could make the argument that against potato survivors you can just go hit and run with Nurse's Calling, but meh, I don't like going into a match hoping that the opposition is bad.

    i see more value in stbfl as a basic attack perk especially in the mid to late game

  • @sizzlingmario4 said:

    Ruin’s regression speed should be increased slightly, but not back to 200%. The death condition should stay, it’s healthy.

    As for the others, Crowd Control needs a buff. Maybe Third Seal too, though I think that’s more of an issue with Blindness in general than it is with the perk itself.

    NOED is mostly fine now but I think being able to hook near the totem and just defend both the hook and the totem making a save impossible is dumb, wouldn’t mind seeing something done about that. None of the other hex perks need any nerfs.

    noed comes down to rng luck...crowd control needs to last longer

  • @IWasLeft2Die said:

    Honestly the death condition should be removed too.

    Just about every hex outside of devour hope, Pentimento, and noed could use buffs.

    how would you buff them?

  • @Aven_Fallen said:

    I fully agree. Skull Merchant is the worst I have ever felt when going against a Killer. Maybe Release-Legion with Moonwalking and/or Mixtape was the same, but nothing came close to Skull Merchant.

    She is also not fun to play for me, because there is not really an interaction with Survivors when using her power. The Skull Merchant interacts with the Drones and the Survivors do the same, but there is no direct interaction (aside from the standard chase). This is very boring.

    Have said it for weeks and first time I have said this about a Killer - but they should just killswitch her, rework her completely and then re-release her with an option to get a refund for those who dont want to play with the new Kit anymore.

    still more interaction than a slugging nurse or oni and then waiting to bleed out for 4 minutes or tombstone myers

  • @AddingAUsername said:

    Idk most smerchants i have seen try to chase people and get absolutely gen rushed as a result. Still an extremely boring killer to go against no matter how they play though.

    she is just an m1 killer most of the time...you have to work for your insta downs since knowing where the opponent is with claw traps doesnt help if they go and take it off away from gens and the speed haste isnt that great...if you try to get 3 or 4 claw traps at the same time then you leave yourself without a drone to mind game at loops

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410995#Comment_3410995

    Nurse. Blight. Spirit. Wesker. Plague. Huntress. Oni. Hag. Twins. Artist. Pyramid Head. All of them are A tier or higher.

    exactly my point arguably maybe a third of the roster...now which ones do you use and can consistently get 3ks?

    oni/twins are sluggers

    blight/huntress/spirit require high level skill and are map dependent for the best results

    hag not so much with this update

    plague only if the team cleanses(any large map/pallet dense map turns her into an m1 killer without the cleanses)

    wesker/pyramid head i dont play so concede on those two

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401305#Comment_3401305

    Repeat ad nauseam for 45 minutes.

    Yeah, I know.

    I'm just not interested in that style of game.

    I play to have FUN, 45 minute games of "do gen, get hit, reset, do gen, get hit, reset" is decidedly unfun for everyone.

    in all fairness, its easier with blight/nurse/spirit/wraith (and depending on the gen rng doc/legion) who can all do the same thing more effectively.

    hex totem/insta down chaser merchant is what i am playing more at the moment

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372985/lets-discuss-does-lethal-pursuer-outclass-corrupt-intervention-in-every-way

    like many others stated, corrupt is better on a few killers that doesn't need to get in a chase and down someone immediately like hag, trapper and tombstone myers. other than that, i agree lethal is basically a better corrupt since you will be in a chase right off the bat anyway

    its weird but now with lethal i go away from survivors to set up my web with trapper/hag knowing i can do so in peace while they get there 2 gens done...seems to much of a gamble with corrupt (where they would just go and work on an uncorrupted gen anyways and possible stumble onto me while setting up the web)

    myers is another story though and corrupt is leagues better on him

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401854#Comment_3401854

    There is a huge variety of viable killers. Dull Merchant just isn't one of them.

    please name which killers are viable at higher mmr levels ...once i reached gold going into iri the only ones that were viable without depips were the s tier killers dredge and skull merchant for myself

    lower to mid mmr sure plague/legion/doc/wraith are fun but then not so much

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405776#Comment_3405776

    You're right and you're wrong.

    Sometimes there is a very low chance a survivor spawns relatively close to you on a "3 gen map". If you don't check that place or if they hide from you in a smart way then they likely just broke your 3 gen setup.

    If you go back and watch Otz's first video about why lethal is a good perk Im pretty sure he goes over it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406045#Comment_3406045

    Corrupt became kinda useless with the 6.1 nerf unless you are playing MM or trapper - who let's be honest both severely need a rework so they don't suffer tremendously for the first 2 minutes of the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/372985/lets-discuss-does-lethal-pursuer-outclass-corrupt-intervention-in-every-way

    -"corrupt disables after the first down (which in reality should be after the first hook)"

    That would have been a much nicer change for Corrupt but it would just have made the killer slug for the first 2 minutes.

    The real crime is that killers very commonly used corrupt in 6.1 because they felt the very real gen rush threat but the devs did not give killers ANY base kit gen protection.

    it would be kind of hard for a killer to slug multiple survivors in the first two minutes though...well maybe bubba but if he is played well it doesn't matter haha

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372189/lets-discuss-what-quality-of-life-change-gets-fixed-next

    Mori Shop

    tired of working to watch the same kill animation. It's kinda pathetic and Mobile has already given killers different mori's

    this would be a very nice change...some of those mobile moris outclass the base game moris by miles...especially trapper/wraith compared to what we have right now

  • @Peanits said:

    Gotta be honest with ya', those are two very different perks. The only similarity is that they both do something at the start of the match.

    Corrupt Intervention will force Survivors to go looking for an unblocked generator to work on and make it easier to patrol them since there's fewer to check.

    Lethal Pursuer will show you where people spawned and help you start a chase sooner.

    Both can work together (Corrupt Intervention buys you a little more time as they move to another generator while you're chasing that first Survivor).

    It really depends on what you value most. After playing the game for all these years, I can usually predict where people spawned and get a chase started fairly quickly anyway. But if someone hasn't gotten that game sense yet, I can see Lethal Pursuer being much more appealing to them. Either way, I really wouldn't say either one makes the other one irrelevant. They achieve two different things.

    survivors looking for a different gen due to corrupt at the start of the match leads to chases where as lethal helps to start that chase quicker and put all presure on the team as fast as possible (most survivors spawn 2 or 3 near a gen from observations).

    corrupt can be useful but it all depends on if corrupt blocks gens that are helpful later on in the match and as soon as a survivor is in the dying state it becomes a dead perk. lethal still works better with aura reading addons and perks (bbq/nowhere to hide are my favs) and gives value all match.

    learning that surivivors have distortion early in the match is also helpful knowledge that corrupt does not give. I have tested out lethal vs corrupt on killers where corrupt is more useful and i find that with lethal i avoid survivors with hag/trapper and set up away from where they spawn in peace since i know no one is following me to disarm traps. honestly, outside of chase builds meant to destroy important pallets with wraith or injuring a team with legion or plague lethal pursuer just seems to give better overall value.

    on a side note, thank you and the other devs for implementing the communities feed back and just saw the movie malignant if there is anyway for that killer to be represented in dbd please make it happen.

  • @GannTM said:

    She really does need a lot of changes. There are some fun things to do with her, but those things aren’t effective. She is a killer meant to 3-gen.

    i find her to be the only killer to really get the most use out of hex totems...she doesn't just have to 3 gen

  • @momisplayingdbd said:

    What I really don't understand is WHY her radars can't go through the walls but can pass through the floors?

    I played against SM and she sent us to Midwich. She put her radars always downstairs, underneath the gens. After 3 gens done, 2 survivors didn't want to play anymore and I really understand. The game was like.... she put the radar underneath the gen, I needed to run downstairs to deactive the radar and the killer went upstairs, kicked the gen. After deactivating the radar, I run back upstairs to do the gen, all progress gone and in the meaning time, SM was downstairs putting another radar... rinse and repeat. Yun Jin was doing the same thing at the other side of the map. The killer didn't want to chase us, so I decided to do the gen without deactivating the radar. I got exposed and then she came and got her instadown. I didn't run because i just wanted to be sacrificed and go next but she wanted her 4K and left me on the floor to find Yun Jin.... She didn't find Yun Jin and I was stuck bleeding out in this boring and unfun match. 😔

    I don't DC or suicide myself on hook BUT if I get another SM sending me to Midwich... I am sorry team... I will take the first chase, try my best to loop the killer but I don't want to be the last 2 surivors left... never more!

    it is the same reasoning as boon doing the same thing...just find it funny when the drones being able to to the same thing is seen as op but boons are a no go...exponential is especially fun in multiple floor levels

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401305#Comment_3401305

    Repeat ad nauseam for 45 minutes.

    Yeah, I know.

    I'm just not interested in that style of game.

    I play to have FUN, 45 minute games of "do gen, get hit, reset, do gen, get hit, reset" is decidedly unfun for everyone.

    but that was the whole meta from the previous patch...it isn't as effective now (maybe on doc/skull/trap based killers? for a while) but not guaranteed like before

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401774#Comment_3401774

    I’m still waiting for a timeline to this. When does it get to be the killer side’s turn for improvements?

    BHVR was planning on giving killers a chase oriented meta, then backpedaled before the end of the PTB with survivor un-nerfs. At what point do killers get actual changes that improve their player experiences? At what point will any possible improvements even be announced?

    honestly i expect a well survivors got the hud and visual heartbeat so killers get shadowborn at base (or sliders) and call it a day

  • @xni6_ said:

    they are completely different in effects and usage

    lethal probably feels more impactful because you can actively see its effect

    but corrupt's effects from the early game ripple throughout the entirety of a match, and it usually has a much larger impact but because you dont actively see it you dont feel it as much

    if you want to test it id recommend running a killer you like, with a map offering that only has one map in the pool (dead dawg i recommend), and just run a build, that includes lethal, then the same build but swap lethal for corrupt and track the results (amount of hooks, amount of gens done, length of game, amount of kills) between the 2 games to compare

    if you have friends that would be willing, for even cleaner results, run a kyf lobby and have those friends be your survivors, same perks and items between the 2 games

    in the example you give i get more value out of lethal but that is purely due to dead dawg having a smaller 3 gen area that is more effective to defend if the game goes bad...tested it with legion (where i got quick frenzy value by injuring everyone immediately) with corrupt i had to guess and it took longer to get the same value.

    tried it with plague where corrupt worked better but it was a waiting out corrupt game and the survivors running the house more. lethal did not really do much more but i did get 2 survivors infected immediately when they jumped on the same gen at the start of the match.

  • @Timmylaw said:

    Killers that already struggle against half decent teams (most killers anymore sadly) basically just lost their 3 best regression perks. Overcharge and CoB are near useless and if overcharge is getting you serious value from missed skillchecks you probably didn't need the help anyways if survivors are consistently missing skillchecks.

    Pain resonance sounds good in theory with the 25% now but only once per survivor and still needing to be able to hook on a scourge hooks makes it a dead perk too often. You already have many games where you struggle to get a scourge hook due to bad rng and maps like swamp and Eyrie can be extra terrible.

    honestly when you need the 25 percent regression is about mid game and what is going to happen is after a quick down at the beginning of the game vs an easier team or you will hook them after the gen pops vs a more experienced team...dead lock outclasses this perk in almost every way

  • @jordywordy said:

    1. Same Killer Prevention...(excluding NEW releases)
    2. A FOV slider... Should've been in the game already..

    making shadowborn base kit would be nice

  • @ARTRA said:

    Deadlock nerfed.

    Sloopy butcher apply hemorrage but not mangle anymore.

    Lightborn also nerfed because yes.

    New skin for fen ming.

    Killer perks:

    2 bad and 1 op regression perk that is going to be nerfed after this killer sells enought.

    i hope lightborn doesn't get nerfed haha

    honestly feng is the poster child for the survivor side

    which op regression perk are you referencing?

  • @MrSlayer said:

    I expect less killers playing for some time, once they see some changes they don't like. I'm not sure about survs. If they go full yolo with genrush builds I guess in the next update after this one we'll see toolboxes getting the nerfbat.

    surprises toolboxes with bnp have lasted this long

  • @TheWheelOfCheese said:

    Deadlock is going to be the next slowdown perk brigaded against as it's about the only one left worth running.

    no way out still exists ^_^

  • @ReikoMori said:

    For me it will be about the same, I had already started to move away from gen slowdown perks once they started hammering them with really severe nerfs. Now I usually try perks that give me buffs in exchange for stuff like kicking gens. I run dragon's grip a lot now and trail of torment as well. After that aura reading of some sort, but ultimately I don't play that much currently so not a big deal. I think the nerf to self-healing scenarios will help, but I'm not gonna really load up on anti-heal to replace slowdown as that is a fast way to not have anti-heal being viable anymore. I suspect folks will run it into the ground already and I don't want to contribute to it.

    Playing survivor will be interesting, as filthy Mikaela bone enthusiast I had gotten pretty used to CoH and Shadowstep being my go to. I don't think I'll change my build just yet, but there is a possibility I might have to if I can get folks to coordinate via bond. I'm not super into a shift towards chase meta. I get chases are the only real skill expression for survivor, but I honestly prefer to sneak if given the option. Sadly, the game doesn't reward it as much as it does being in chases so if need be I'll put something together.

    what killers are you using with trail of torment? dragons grip is fun but that cooldown kills its usage in my eyes

    do you really need bond if circle of healing still has the aura reading?

  • @AmpersandUnderscore said:

    I think the circle and medkit changes will be extra slowdown for solo q that they didn't need. It will likely see a rise in self care/botany usage, so self healing will be just as prevalent. I expect tunneling will be common, as solos will gravitate towards healing immediately after an unhook, near or directly under the hook.

    I highly doubt that the changes will see an increase in 'hit and run' viability for an extended length of time. It might pop up for a bit as the patch settles, but it won't stick around for long (because...)

    The most optimal play from both sides doesn't change. Survivor health states are more valuable, so pre dropping to avoid hits will still be a thing. Doing gens as fast as possible while your teammate loops is still the best play by survivors. Which means that tunneling is also still the most optimal play for the killer. Anyone who currently 'is forced to tunnel' will feel that same pressure and will continue to do so for the exact same reason.

    Dead Hard will be gone for a few months and then resurface again, though not as high a pick rate as before. The more comfortable with killers are with lunging and hitting m1 at the first opportunity, the stronger dead hard becomes. The most frustrating part (a survivor being able to counter a hit) hasn't changed, so even with a thousand restrictions and at most 2 uses, some survivors will go back to it after killers forget it exists. And then we'll see posts about it on the forums, even if it only blocked one hit in 40 games.

    with all the predropping pallets to preserve hits i wonder if brutal strength becomes more meta

  • @Volcz said:

    I expect it to be killer sided for the most part. The average ones will still complain like always, they'll just use another reason for why they lost. But the actual good players who play killer a lot and win 90% or more of their matches, will have an amazing time I bet.

    until everyone adapts...seems to be common after a meta shakeup patch

  • @That_One_Friend said:

    I feel like some on both sides will leave, but will eventually come back when the new meta emerges.

    worse case scenario they will be back when the anniversary chapter hits

  • @HugTheHag said:

    It won't change anything in my builds as I don't usually bring exhaustion perks or regression perks beyond Jolt.

    I expect there will be less killers for a few weeks, before they eventually get over it, like we had with survivors post 6.1.

    I also expect a lot more tunneling as killers will feel entitled to it in response to the changes, and in response to that see more PT and genrush perks (again, like 6.1.). Probably lots of Resilience, which makes me a bit nervous as a Legion main.

    CoH will probably be used a fair amount still, because +100% is way, way too much and they should have kept it at 50% or maybe 70% since they changed back the altruistic heal duration.

    Playing Hag will be miserable so I'll refrain for a while.

    I'll probably let the dust settle before playing again and focus on animation and other games for a while. Everyone being on edge and sweaty is not my vibe.

    i agree that hag is going to be really tough to play with the new changes now but hey legion should thrive just use the legion pin to counter med kits like usual

  • @Coffeecrashing said:

    Many of the weaker killers will be even more miserable to play, because all the good gen regression perks got heavily nerfed, and there weren’t any compensation buffs for other slowdown nerfs.

    And dead hard will be just as frustrating and unfun to go against, because the DH change didn’t fix any of the issues people complained about.

    And there will be many games that get to completely bypass all the healing nerfs, because many games are 100% altruistic healing.

    And BHVR completely failed to give us a chase oriented meta, which was supposed to be the entire point of this meta shakeup. Injuries still won’t feel like they matter, especially against SWFs with voice comms.

    do you use any chase based killers? wraith and legion should be ok in theory and oni was massively buffed with these changes

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