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SmarulKusia

SmarulKusia

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SmarulKusia
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  • @Anara said:

    Im a survivor main, playing killer sometimes. Im playing since 2018. I think the game has never been fair like this patch.

    The changes are good. The new meta is way more interesting, less frustrating and more skillful.

    Thank you devs for listening to us.

    I cant wait to see whats coming next.

    Dbd is so much fun and its fair now, thank you again.

    The meta is exactly the same, but worse, more genrushing and more camping/tunnelling

  • @BearMerchant said:

    i'm getting killers that clearly have less loop knowledge than i do winning anyway because of the changes to bloodlust and the nerf to injury distance. many loops are now easy for killers to simply hold W at instead of learning how to mindgame them properly or breaking the pallet. they don't have to do anything.

    imo they should never have touched the injury distance or bloodlust at all, it's leading to horrible situations where you can't even make it to a tile or loop before you go down again. it's especially bad when going up against hypermobile or projectile killers.

    Ironically, a lot of killers would generally prefer to have bloodlust removed.


    But even with these direct buffs to chase, I'm not having games with killers that want to participate in a chase that immediately won't result in a down. Killers have been directly disengaging from chases to instead challenge the survivors who are doing generators, and it's leading to completely boring and 1-dimensional gameplay.

  • @Xendritch said:

    First thank you for a detailed honest critique instead of doomposting, it's nice to see for a change.

    Second I agree they went too hard on the gen regression in this patch, not sure what the point of increasing gen times was if they were gonna buff gen regression as well. I also agree it's boosting some bad killers.

    I don't think the patch has to be scrapped entirely as there are good things in here. DH nerf is good, killer base kit buffs are good as well as buffs to lightweight and distortion and lucky break. It's also having a positive change in toxicity levels in the game which is worth something IMO.

    I think what we need from BHVR is something historically they haven't been good at which is to admit something didn't work. I hope they look at this patch and are able to recognize what hasn't worked and take it out and try something else. Not all of it mind you but just refine what they did here instead of thier usual "we did the thing so you're stuck with it for better or worse" deal. Make looping challenging for survivors IMO but help them out with increased info in exchange and either keep the currentgen speeds or current slowdownperks but not both.

    Yeah. I doubt they will do that though, they've never ever gone back on a patch as far as I'm aware.

  • @Nazzzak said:

    I don't think the patch needs to be reverted. I think they just released too much at one time. The perk reworks are fine, they could have released that this week and then observed stats for several weeks or so. Lots of players on this forum say meta perks carried many survivors to their wins, and that's why alot are struggling. If that is true then the perk reworks would have been all that the game needed. However, if it's not true, and kill rates were still too low, then the devs could have rolled out the killer chase buffs.


    Pretty sure most of the kill-rates were already sitting at average (or a bit above), but BHVR decided that they wanted kill rates to be higher.


    Also, I think you majorly missed the point of my post. There will be several survivors that never relied on those perks, or those that will swiftly adjust and learn how to counter all of this - which is to do the thing that the entire patch was trying to balance aka Gen Rush. Majority of what the patchnotes were aimed for, such as reducing gen-rushing, reducing tunnelling and camping have done the polar opposite.


    Is that not problematic to you?

  • @[Deleted User] said:

    I definitely agree that this isn't the way to go about buffing killers. I can't recall being consistently killed by killers who were this bad prior to the patch. I've seen killers lose 3 gens in their first chase and then get bailed out by the stacked regressions for the rest of the game. There has to be some expectation that a killer needs to play well in order to compete.

    Survivor just doesn't feel rewarding at all right now. You can do everything you're supposed to do and it just won't matter because they have a bunch of stacked perks to blow away half the progress you made while they took a stupid chase all the way across the map from their 3 gen. It's hard to articulate how poorly a killer has to play to lose right now with a good build.

    I've played this game for 4000 hours. I've played both roles at the competitive level. I'd like to think I have some experience. Balancing around the absolute lowest common denominator of one role isn't the way to go. There has to be some meritocracy in any pvp game. If you play poorly and make poor decisions, you should lose.

    that Is what I mean, they are forcing gen rushing even more with this patch than ever before.


    it is absolutely horrible, killers with no real game sense or knowledge how to pressure the gens/survivors properly.


    games so far have been 1. Full on tunnel/facecamp 2. Full regression build.


    you try to engage in chases and the killers will drop you. You try to bodyblock for the survivor that is being tunnelled, and they will literally ignore you to get to them or whack you and walk through you

  • @Dwight_Fairfield said:

    I witnessed the first new DS against a Nurse tonight. A Yui got tunneled at five gens (of course) and hit the Nurse with DS. Four seconds later she was back on the floor.

    Didn't see that coming.

    Bringing those perks is genuinely throwing the game.


    Witnessed a Nea get messed up by Deadhard whilst she was about to escape because Deadhard actually slows you down because you get stuck in the animation momentarily.


    It's just sad.

  • @Chocolate_Cosmos said:

    Which 3 Killers would you ban as a Survivor?

    Trickster, Legion and Nemesis

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077379#Comment_3077379

    For example, Huntress has gotten really strong after the patch. They can axe you + hatchet you in 10 seconds.Or viceversa even.

    Huntress was strong BEFORE the patch, she was made EVEN stronger

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077007#Comment_3077007

    There were always implications that David had a problematic relationship with his parents without the reason being explicitly stated and other stuff in the lore that can be explained with him being gay.

    it would have been a ret-con if it was stated he was straight before. But that wasn’t the case.

    if people want to complain about ret-cons, then they should complain about Legions tome or i think Nurse tome, which actually ret-conned lore. But these people actually only have a problem with ret-conns when it’s about LGBTQ+ topics. I am not wondering why..

    Without the reason ever being stated? The implication of why his relationship has been rocky has always been very obvious and it's because David was far too aggressive growing up, and entangle himself in fights. I think David's lore is pretty straight-forward, given that I've grown up in England too. He was kid, with a lot of potential, but a lot of trouble that trailed after him.


    Not to mention that it is explicitly told in his lore that his father was abusive too. I don't pay attention to many of the killers, legion being one of those but I HAVE complained on the forums a handful of times about Nurse's lore too, not sure what your follow-up argument to that will be

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077007#Comment_3077007

    There's never any way of doing this that doesn't 'feel lame' for some people.

    You can't say an existing character is gay because then it's a retcon, you can't introduce a brand new character and say they're gay because now it's tokenism and that's all that character exists for. There will always be something to find fault in.

    Yet heterosexual characters never have any problems like this. You can introduce an opposite-sex partner for any character and nobody bats an eye. Which just goes to show that this representation is far from being unnecessary.

    Until we can all go "hey that's neat, moving on" whenever a character is revealed to be anything other than heteronormative, then it doesn't matter how it's implemented, it needs to be implemented.

    The very fact that months after the update this is still being debated, is just all kinds of disappointing.

    That's not really true, there's ways to handle things like that - the reason people complain is because these characters and representation is not handled in a mature and natural way.


    Look at Tracer, poster-girl of Overwatch. I don't think anyone has valid complaints against her, or her being a lesbian because of the fact that it's not done in an obnoxious or stereotypical way. But by the same writer, Soldier was revealed as gay and this was heavily criticised because it was revealed on twitter of all things - it felt impersonal and like a token because it was never incorporated or hinted at prior.


    Which is the same case for David, a heavily masculine British guy that had no prior hints or nods towards an identity crisis or questioning of his sexuality, and the only kind of 'sexual' thing we get is the fact that he had a girlfriend.


    It's easy to sit and say people are just throwing terminology around, but be real with yourself for a second, a game where lore has been told through tomes, and diary entries, specifically in game - was David's reveal in-line with every other lore piece?

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077345#Comment_3077345

    So the "Chase" part of the trial is boring and you rather Hold M1 the whole trial just because you didn't escape?

    In what world are survivors getting more interaction out of this update?


    You have to repair generators for a longer duration (This is not accounting any regression perks), and chase is shortened tremendously by all the stun/destruction reduction for killers.


    They've reduced the interactions required in a game, and simply made it far more easier for the killer to secure kills. I've witnessed more people being camped/tunnelled than prior to this patch.

  • @Carth said:

    The changes were not primarily to survivor. They were specifically made to boost falling kill rates. It's understandable it feels painful as a survivor.

    That said every single meta gen regression perk was heavily nuked/nerfed into questionable value. Pop taking a handful of seconds off of gens 0-50% is massive And ruin is now a detremint to run. Additionally dms + or is gone. If you liked bt/ds I heavily recommend you give otr a shot.

    The kill-rates weren't falling, the kill rates averaged mostly at 50% (some above, some below), but even for those above, the devs have stated they want the kill rates.. higher..

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075570#Comment_3075570

    Some gay people out (notably older ones) have had straight relationships before. It could take time to discover your true sexuality or perhaps society pressured them into acting straight in front of others.

    So like from a writing standpoint it may just be a retconn, but it would still make sense even if it wasnt a retconn.

    There was never really an implication that he was gay though, or questioning his identity - that's what I think they meant by ret-con.


    It just kinda came out of nowhere, and was hardly if ever alluded in his lore. Feels kinda lame

  • @Lio456 said:

    Is anyone else pretty upset?

    This comes after a female survivor won the community contest for the 4th year in a row...

    EDIT:

    Here is the link the vote in question: https://woobox.com/i4a87m

    The whole idea of locking cosmetics behind votes is dumb, all those skins look absolutely beautiful and should be implemented regardless!!!!

  • @MikaMain said:

    There are survivors waiting for ages their tome but let's do useless Jonah that just came out, also blight.. like he's not already super played, now will be even more used, where's Mika and feng tome at? -_-

    Feng generally has a lot of stuff already, and Mikalya is a fairly new survivor too.. didnt she come out less than a year ago? LOL

  • Pretty sure that it's a latency issue between you, the killer and the server. It sounds dumb and is extremely frustrating though.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062927#Comment_3062927

    Sure but the only things killers and survivors HAVE to do is repair gens and escape, or catch survivors and sacrifice them. There are a number of ways they can go about that in game and they are all pretty clearly defined.

    Lets refer back to your statement...

    "You getting a kill within 1 gen pop, or even before 1 gen pops is a HUGE and disproportionate advantage, and the fact that all it takes is complete disengagement to regular gameplay is what makes it toxic"

    Define "complete disengagement from regular gameplay"...???

    Sounds to me that you are arbitrarily defining what's appropriate in game (or regular gameplay) prior to game start and going in with the expectation that all players should adhere to that definition of pre-defined play.

    Your statement isn't about what killer and survivor HAVE to do... its about what you WANT killer and survivor to do and if they don't do what you WANT then somehow that's toxic.

    I'm not defining what is bad behaviour - the devs have done it themselves.


    The bloodpoint system will actively 'punish' you for camping a hook, BT becoming basekit and the fact that devs have stated they want to make tunneling and camping more difficult, should speak volumes in the fact that camping around a hook (and tunneling that survivor if they DO get rescued) is disengagement from desired gameplay.


    Yeah, you can argue that only doing gens and escaping is the objective, but that's not true, whatsoever. You wouldn't actively get points in the BP system for altruism or chase if they weren't intended as objectives. You wouldn't have pallets or windows that elongate a chase, if chasing wasn't part of survivor objective.


    I don't know why you're trying to dissect what I say to prove me wrong, when if it wasn't deemed as inappropriate gameplay, then they wouldn't be looking to change and deter players from playing like that.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059431#Comment_3059431

    "the fact that all it takes is complete disengagement to regular gameplay is what makes it toxic."... *Regular gameplay* having an arbitrarily pre-defined concept of how the game should be played and calling anything else toxic is a really bad way to define toxicity.

    It basically means anything that doesn't match this pre-defined style is not only invalid but a actual toxic attack on another player. "Regular" DBD play encompasses camping and tunneling they aren't exceptions they are standards of play and used in the same way as looping and chasing, just in game methods to achieve objective.

    "As a killer, you have COMPLETE agency over what happens at your end, you are not relying on anyone else to do this or do that."

    Your last point, and its pre-given example, are just describing what happens when you have a failure of teamwork. It's 4v1 not 1v1.

    Obviously you don't have loss of agency as the killer that's not part of killer gameplay, but loss of agency is one of the core in game mechanics that you are trying to escape from as survivor, it's overcome by teamwork.

    When you queue up for a game of DBD as survivor, you are signing into a game that involves non-participation and elimination as the primary threats, and teamwork is required to overcome them. If players find these concepts triggering then DBD may not be the game for them.

    There a lots of PVP games where you just endlessly respawn till a points cap/time limit is reached.

    I'm glad DBD isn't one of them, because every game would just be a points farm and it would undermine the survival horror theme, which is why I play DBD.

    Yes, a pre-defined concept of WHAT a killer and survivor have to do. if you didn't have a pre-defined concept of what should happen within a trial then the game would be a sandbox.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059344#Comment_3059344

    If you arent aware all gen defense got nerfed for the sake of that extra 10seconds, which in total that 10seconds is 2.5 of the old pop.

    If you actually read what I said I explain that tunneling and camping will always exist and only stop when you REWARD the killer for going for other players and hooks.

    This patch does the opposite. Survivors didnt get hurt much at all except the op DH which countered all basic attack killers because E for distance

    'didnt get hurt much' except chase which is a fundamental part of the game.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059442#Comment_3059442

    That was just them saying that the gens go slower now so Killer now has a bit more time to capitalize on Tinkerer. That is not an actual mechanical buff to the perk.

    ohhh

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059372#Comment_3059372

    Well yeah, that's pretty obvious I think! You're putting words in my mouth. I'll elaborate to say a bad killer playing within their league should have a chance to win their match without having to contend with the tiresome habit of draping the discussion about the mechanics of the chase in moral language about what is deserved and undeserved, and what constitutes being a good or bad player 😛

    Also until they start showing broad support for tournament-level play, I don't think it's accurate to frame MMR as aiming to make the game more competitive - from how I've heard them speak about the system it seems more about balance and match quality.

    if a 'bad killer' needs to contend then they arent playing in their league

  • @bittercranberry said:

    just had a match where I ran a hillbilly for a total of 6 minutes.. he did not hit me or down me at all but I started to wonder why no gens have popped?? i mean i gave my teammates like two more minutes before i DC'd but nope we were still stuck at 4 gens with ten minutes into the game...

    they couldnt do the easiest thing in the game which is gens..

    why am i paired with constant potatoes :((

    Trust me, some people might say it's scummy and I am giving my survivor 'buddies' a harder game, but I've been getting stupid games.


    As a solo-queuer, you are unfortunately at the whim of your teammates with no direct communication to help guide you on what YOU should be doing for the team. It really is absurd especially with their recent push to more 'serious' gaming

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059409#Comment_3059409

    "Not to mention that Tinkerer also got a trade-buff for it's nerf? Hello?"

    What was it? I only remember the nerf Tinkerer got.

    'The base charges increased to 90, Killers will have extra time to approach.'


    Not entirely sure of what is meant by the word charges, but that sure sounds like a buff

  • @imakepeoplehateme said:

    They shouldn't take it easy on you.

    This is the only pvp game i've played where the most effective tactics avaiable,that have been in the game since release,approved by devs and not bugs are considered toxic and people even go out of their way to shame players who use them.

    Yes I get it,its not fun dying 5 minutes into the game,yeah getting camped is uninteractive but these strategies are what killers need to resort to if they want to find consistent success against good players.(good luck 12 hooking when 2 gens pop after your first down)

    When people queue up to play killer,they dont do so to be the plaything of 4 randoms,they want to have fun and win.

    To me its mindboggling that after all these years tunneling,camping,slugging are still seen as toxic actions employed by the killer and not simply bad game design.

    Making the game a 1 v 3 asap is common sense,why arent killers rewarded for unique hooks?

    The counter to camping requires slamming gens and limiting player interaction,against certain killers you may even need to leave someone behind.

    I dont know how popular this opinion is but slugging is healthy for the game and i'll die on this hill.

    If you find these strategies unfun demand changes to the devs, dont blame the killers for not taking it easy on you

    Because as a killer, you have the flexibility and capability to completely dominate at the start of the game, or completely at the end. You have the choice to create a build around those scenarios.


    You getting a kill within 1 gen pop, or even before 1 gen pops is a HUGE and disproportionate advantage, and the fact that all it takes is complete disengagement to regular gameplay is what makes it toxic. As a survivor, you are MEANT to lose the chase eventually if the killer is being stubborn, you can only win the chase truly if the killer decides that by changing their objective (going to a gen or chasing a different survivor).


    As a survivor, you CANNOT bounce back from losing a hook state, that is permanently on your 'record' throughout the duration of the game. You getting camped till stage-2, or being immediately downed after unhook, is something that YOU cannot bounce back from. That is your final chance to do the gens and get out. Except you are completely at the whim of what the killer does, and what the survivors HAVE been (or haven't been) doing during the duration of these events. You going immediately onto second-stage on a hook can be completely meaningless to the objective given that survivors have not been working on the objective.


    As a killer, you have COMPLETE agency over what happens at your end, you are not relying on anyone else to do this or do that.

  • @Confused_Senpai said:

    I'm all for shaking up the Meta of the game but this is not the proper way to do it. Making less frequently used perks viable by nerfing current meta perks into obscurity is the wrong way to go about balancing a game. The way you balance a game and appropriately change a Meta is by buffing the less used and niche perks so they are just as viable in their respective ways and make them more general and non-niche. General use perks will most often than not win over niche perks since they will see more use. I just believe in my own personal opinion they went through the patch without any sort of balance in mind and just decided to change the perks the community was complaining about the most either through nerfing surv perks or buffing killer stuff.

    I mean when the 'follow-up' patch-notes consist of visual and aesthetic changes for the biggest portion of the update, do you really think they've used much foresight into how these changes will affect the game negatives? Or even displayed care for what they've done?

  • @Tryharder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059344#Comment_3059344

    Let’s see all the killer nerfs, Freddy nerf, clown nerf, deathslinger nerf, wraith nerf, spirit nerf, ghostface “changes”, stridor nerf and iron will buff, bbq nerf, ruin and tinkerer nerf, huntress nerf, artist and pinheads nerf.

    but but survivor always get the most nerf lol, stop coping we all know killers deal with even more unwanted nerfs. Meanwhile only like 4 good perks for survivors was change for the better it wasn’t really nerf. It was a healthy change. Just like when spirit got nerf and everyone said she unfair and it’s rng lol

    In WHAT world was ironwill buffed? Did we read the same patchnotes? They've lowered the reduction that Ironwill gave, whilst also completely disabling it if you are exhausted, meaning that it's effectiveness to lose a chase with a killer has been completely reduced.


    BBQ&Chilli nerf consists of.. taking away the BP incentive? you can still run the perk for aura detection which hasn't been changed? It's not a gameplay change? so how is it that much of a nerf? lol???????


    Stridor's nerf is no longer relevant because Ironwill has been nerfed?


    Ah yes Ruin nerf.. Do we want to start including that gen repair speeds have been increased and the other regression gen perks that have been MASSIVELY buffed? Overcharge, eruption, Jolt, Scourge GOP and Thana ALL say hello! With some of these being stack-able!!!!!!!!!


    Not to mention that Tinkerer also got a trade-buff for it's nerf? Hello?


    All the nerfs to those killers yet they are completely playable and maintain positive stats! woow. Unbelievable, am i right? Not as if killers didn't just receive multiple base-kit buffs too! yeah, stupid survivors just always complaining!!!!!!!!!!!!!!!!!

  • a bad killer playing out of their league should LOSE that match. The fact that there are crutch perks that can literally change a complete loss to a kill or two is astounding to me - especially considering the competitive angle that BHVR is trying for

  • @SekiSeki said:

    Developer Update | July 2022 - Dead By Daylight

    Awesome changes, glad to see it.

    Disappointed.


    Further nerfs to survivor gameplay - with only two nods towards the huge buffs killers got. Most of the July patch notes are aesthetic changes rather than balance adjustments... so i kinda dont care for most of the changes because there is a lack of meaningful changes

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/333869/bhvr-thank-you-for-killing-solo-q

    It's not like killers are happy either, sure 10seconds on a gen is cool but all the gen defense got nerfed mega hard. That 10second per gen is only 2.5 pops and the gen regression nerfs wont make up for that.

    Survivors get base BT, BASE BT with haste... that's nearly a free escape from basement not to mention how long OTR lasts.

    Survivors have the better side of this for sure, the changes arent good enough to make me wanna play killer again.

    UNTIL IM REWARDED FOR CHASES AND HOOKS, which every survivor seems to want anyway what's the point in playing killer... killers are forced into tunnel and camping because they get 0 reward for hooks by base and gen defense keeps getting nerfed...

    Look at the post above, describes you pretty well tbh

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058302#Comment_3058302

    If a perk can disable extremely strong strategy, that perk is REALLY strong.

    BT doesn't disable tunneling, or camping. It only prevents an immediate down. The killer can STILL camp, the killer can STILL tunnel that survivor. It simply elongates the chase and gives the survivor a fleeting chance of making it out but considering that chase has been considerably nerfed (for survivors) and buffed for killers... lol

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058263#Comment_3058263

    Sucks that it took to page 5 for someone to mention these base buffs to killers. Everyone is just comparing killer and survivor perk changes, when IMO the changes you mentioned are going to be worse. If too many people are getting downed too quickly, solo q is going to turn from getting gens done to who can get hatch. No one likes when the last two survivors hide and don't touch gens, but I predict it's going to happen more often.

    Because it's very easy for people to gloss over the favourable changes to push an agenda that 'so and so' is 'broken'. Reality is, so much endurance was introduced to 'balance' out the fact that almost any incentive to elongate or pressure the killer into a chase has been removed. Decisive has been nerfed, stuns and pallets have been nerfed making looping less effective


    In all honesty, the game can feel absolutely terrible as someone who has become quite the solo-queuer. All these changes that target chase, gen time and the MULTIPLE gen regression perks that are STACKABLE... This patch is the most anti-survivor patch yet, I believe. Not to forget all the previous nerfs that survivors have been receiving over the last two years. Hatch, increasing gen time, every single meta perk receiving nerfs (eg. OOO getting nerfed out of the meta), removable of infinites, reduction of pallets/windows in general, map size reductions.. so on


    The killers have only gotten stronger and stronger - Not to mention that Killers also have a power addition to their kit. You can run the meta perks and meta killer, that is double the advantage that a survivor may have. The biggest change that survivors received that was truly positive were the boons, but they've created all sorts of complications and clashes with previously established totem perks too.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058265#Comment_3058265

    But you're still not understanding. I'm not talking about radius checks. I'm talking about actual situations in game.

    Maybe there's 3 people left, and you get someone in a 3 gen with a gen that's 80 + %..What are you supposed to do ? Just walk away and let it get done ? No.

    Maybe there's 2 people who ######### up and you have 2 hooks in a close proximity with gens you want to keep. I'm supposed to leave an adventagious situation that was given to me by you ? No.

    There's no system that can possibly be put in place to determine when the situation is correct to camp. Every situation is different

    The game can literally see those scenarios WITH radius checks. The whole game functions on radius checks, where gens spawn, where hooks spawn, how a chase activates, how perks activate etc. It all works on radius checks that the game actively performs throughout a match.


    I dont know why you're acting as if the reason those hooks and gens are close arent bc of radius checks lol

  • @TruEternity said:

    So BHVR devs, straight answer, why do we even need to pay bloodpoints to prestige? Even if it's 1 bp why even do that? There is already enough to grind for in the game, you do not need to keep an arbitrary bloodpoint tax.

    They said due to the grind reduction, this is 'their way' of micro managing BP and progression basically


    It was a corporate response w ######### reasoning really.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058121#Comment_3058121

    A survivor perk shouldn’t invalidate killer lunges, just because a survivor has good reaction time.

    A survivor should have to predict a killer lunge, instead of getting an automatic extra health state because they have good reaction time.


    Then reduce attack hitboxes, the fact that you can dodge the entire attack, but get hit by a slither of end-attack animation because the killer is still moving technically is BS.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056980#Comment_3056980

    You misunderstood. Yes it has mechanics to tell when someone is being camped(see kindred, comradery)

    There is no way to gauge WHEN the camping is neccesary

    I mean, it can. There are several radius reading mechanics in the game, and chase radius mechanics. The game can clearly tell when a killer is within proxy, and how much of a proxy and whether survivors are within proxy of the hook or proxy of a chase.


    I didn't misunderstand, you're just ignoring that radius checks are part of the game already, and that is why you get points deducted for being at the hook too long as a killer.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056976#Comment_3056976

    The meta for killer is still overcharged call of brine eruption and whatever your heart desires.

    the meta for survivor is gen rush any way possible.

    Because chase for survivor got severely nerfed? Stuns got nerfed, pallets got nerfed, breakable walls as a slowdown got nerfed.. lol????? Even gens got SEVERELY nerfed for survivors, and considering that hatch only spawns for 1 survivor, why would the meta NOT be gen rush?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/333901/anyone-disappointed-with-july-developer-update

    Nope. You may find very few that are disappointed and share your POV. Camping can't and should not be -heavily- punished. Because there are times where it's neccesary. There is literally no way to tell when it's neccesary or not. Hence you can't punish it heavily.

    Actually the game does have mechanics to read if someone is being camped.. lol

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056481#Comment_3056481

    Well, everything was nuked. Even for killers. So just enjoy the new liberty of not having any decent perks to choose from. You can finally play with whatever wacky loadout you want, and no one is going to judge you anymore for not bringing the meta.

    It honestly feels liberating. I don´t know, if it will feel like that for a long time, but we´ll see.

    Everything was nuked? what

  • @fulltonon said:

    I think dev said NOED user tend to have lower kill rate or something?

    No wonder, they are playing in games that are out of their natural skill range, supported by a cheap perk to help boost them there

  • @VaporLion said:

    So id like to discuss about Perks considering SWF. So first off, i was thinking that Bond could get a buff which would make allies reveal to you but you reveal to your allies as well. It would be a good buff making it more playable and it wouldnt be op at all compared to SWF because the SWF has this knowledge without running any perk and across the entire map. Another thing i was thinking about is Boon Totems. While i really like the idea, its really bad to have multiple people run either inner strength, counterforce or any boon totem. So basically if the devs keep adding new Boon Totems they will automatically be stronger for SWFs than solo players which is Bad cuz SWFs are already so much stronger than solo players.

    Also watching some SWF Streams i feel like the heal times with best medkit + addons seems broken cuz they healed in almost identical speed to the killer hitting a survivor and paired with the "Build to Last" perk it seems really op.

    Let me know your thoughts and ideas on what you think would make perks more balanced for SWF and solo players and what you think might be broken right now.

    The perks are actually getting balanced against Solo Q survivors.


    Most perks that allowed for independent play via the information/properties they provided have been removed/nerfed such as Spine Chill or Decisive.

  • @DaddyMyers_Mori said:

    They managed to open gates and then just wait there. I would understand Teabagging -> just toxic players, normal.

    Or they wanted to give hit for extra BP, but they instead wait there till I get close on then leave in my face.

    They are not toxic in endgame chat, or during the game.

    It's understandable if someone is not safe and they want to waste my time to help them, but when everyone is fine, it just doesn't make sense to me.

    i tend to wait if im waiting for my other survivors to get out and etc, but thats about it

  • @fulltonon said:

    100% NO, you've lost chase, you should be hooked, wiggling out should only happen with extreme coordination or many perks.

    Hell survivors got wiggling buffs for absolutely no reason anyway, it's extremely unhealthy for the game as is.

    Considering that they've buffed chase for killers very favourably, and the fact that stun duration is shorter with DS.


    There needs to be some compensation which doesn't affect a killer performing normal gameplay, but penalises a killer for severe greed.


    Also you mean wiggling buffs, you mean the 1s quicker that a survivor can wiggle off? those 'buffs'? lmfao

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021766#Comment_3021766

    You have this weird idea that it’s not designed that way on purpose. It’s almost like that’s literally what bodyblocking/well-timed sabotages/etc are for. You are not meant to wiggle off almost ever. That is on purpose. You went down. Why should the killer be punished for you going down? Why should you be rewarded for going down?

    I'm not saying it should be a 50/50. Im just saying that they shouldnt be so close that a killer can just walk to one hook, decide not that one and walk to another and still safely hook the survivor.


    Especially in light of the buffs for killers when it comes to chase.

  • @jarjargist21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021761#Comment_3021761

    Oh also forgot to add all of the badham maps as well. So like most of all of them have pretty bad hook spawns. If anything hooks should have better placement. So I didn't get why your crying about of hooks.

    BETTER? when a killer can safely hook 3 survivors in one area of the map? LOL

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021727#Comment_3021727

    A killer can't just walk back and forth between hooks if a survivor is actively wiggling. They will 100% lose that survivor. With some perks like Agitation and Iron Grasp it's possible to do a lap, but that's dedicating 2 perks to do something not extremely useful most of the time.

    I can tell you don't actually play killer, because if you had you would already know this.

    Except I've been witnessing, a killer walking to a hook, deciding not that one and choosing to hook the survivor on a different one.

  • @jarjargist21 said:

    You have maps like rcpd, Halloween, meat plant, and midwitch that have really terrible hook spawns. So why are you complaining?

    4 maps out of how many?

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/330339/am-i-the-only-one-that-thinks-the-hooks-are-too-close

    So you want me to chase you for 2 minutes, finally catch you, and then you just wiggle out... just because you think wiggling should be buffed? You're not MEANT to be able to just wiggle out for free. The whole point is you wiggle out with teammate help, or because the killer downed you in a deadzone where they already destroyed the hook earlier.

    You are another user that read the title and decided to knee-jerk respond than to read my post.


    My issue is that the hooks are so close, that a killer can walk between them with ease without the survivor wiggling off.

  • @Crowman said:

    No.

    If a killer downs a survivor, they should be able to easily hook that survivor unless the rest of the team interferes. If it became harder to hook survivors by default, slugging would just increase and then you'll complain about how you get left on the ground and die in 4 minutes.

    If you want to wiggle off, you have perk options to help: Boil Over, Flip Flop, and Power Struggle. Or hope your teammates bodyblock the killer or sabo hooks.

    A killer shouldn't be able to walk back and forth between hooks without a penalty.

  • @Seraphor said:

    Wiggling isn't supposed to get you off the hook if the killer makes a straight run for the hook. If it did, playing killer would be virtually impossible.

    It's meant to:

    A. Force the killer to hook you instead of just carry you around and hold you hostage.

    B. Allow a coordinated team to work together to potentially prevent a hook, via perks and good teamwork.

    I think you read my title and just decided to respond to that rather than my post

  • @amazing_grace said:

    I play both killer and survivor, the amount of time it takes to wiggle out is definitely reasonable. It allows the killer to have some choice where a survivor is hooked and I don't think the killer should have to worry about a survivor wiggling out after they caught them. A survivor has 2 hook states, so essentially making it easier to wiggle out wouldn't make much sense from a balance stand point.

    You also have to remember that once someone is sacrificed, the hook disappears. If you make it so a killer can't reach another hook if you run to the destroyed hook, you'll get many killers who will just slug to death and have you bleed out. Not fun.

    I am saying this with the consideration of the recent changes we will be testing in the PTB - that favour the killer considerably in chase, stun duration reduction, pallet/wall breaking quicker, bloodlust quicker. The same way that a game isn't over just because the exit gates have been powered, the game shouldnt be over just because you got downed.


    A killer can comfortably walk between three hooks without the survivor being able to wiggle off. It doesn't matter if one of the hooks in that area is broken because the killer can walk to another without breaking a sweat.

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