SpaghettiVase
SpaghettiVase
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Honestly any boons besides circle of healing are bad because they trick your teammates into thinking you put down an actually good boon. Dark Theory requires good totem spawns, Shadow Step is okay but by itself is pretty worthless, Exponential doesn't matter when killers just pick you up instantly anyway.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3140962#Comment_3140962
Even more amazing is how nurse mains don't realize that after you reach a very achievable amount of practice with nurse you are boosted by her mechanics and able to compete with players better than you.
This isn't an only god-nurse problem. It is a balance problem in which Nurses are boosted by OP mechanics, thinking they are as good as players they may not actually be better than.
okay so once you get good with nurse you're good with nurse?
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Im amazing at how many people can complain about nurse and not get tired of hearing their own voice. There's no way you're all facing god nurses so clearly you're the ones doing something wrong in that situation, but nope "can't be a me problem because I'm play perfect survivor all the time no exceptions!"
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I'm uncertain as to what you mean by the DS change. Are you saying if you have DS (or OTR for that matter) and you're currently in a chase and the last gen pops that it should stay instead of immediately disappearing? I feel that would be okay. If the timers continued naturally until the chased ended then at least it would punish you for taking a chase in solo q, since you never know what gens are going to pop and when.
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depends on where it spawns. If it literally opens right in front of us then yeah.
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I'm curious if it's a hack. CSGO and TF2 have seen something similar where bots can basically auto vote kick people out of the game. Since it seems to only happen when you're clearly winning it just makes me think
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My code didn't even work and i didn't own the skin to begin with
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wow this same exact thing happened to me as freddy. The thing is their error codes are so generic so there's no actual way to tell what happened and better yet they almost always blame your ISP despite every thing else running perfectly fine with 0 issues.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3132707#Comment_3132707
No it isn't. You can tell when a survivor has Off The Record, Unbreakable, Dead Hard, etc before the game is over, because they used it. Besides a toolbox, how could you tell if someone had a gen speed perk? The gens fly anyway.
again there's still a lot of perks you're not going to ever see in use from survivors until the game is over then you realize what happened. Also if you're letting survivor's get away with Prove Thyself that's a problem with your lack of in game pressure.
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@danielmaster87 said:
You can't tell if survivors have Prove Thyself or not until after the game, so running Discordance could just be a wasted perk slot. The alternative of survivors working on separate gens, as opposed to working together on one, is only worse for them if someone actually does have Prove Thyself. You're screwed either way, but at least if you stop them from working together with Prove Thyself, you'll get wrecked less.
that's like 90% of perks. Just about perk can be unknowingly countered before you get in the game.
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@Rudjohns said:
Only campers are complaining about Reassurance
See you back here once you get trolled on hook by a swf.
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I'd rather there be a stronger punishment for not turning off tv's in the vicinity of the gen you're working on. Currently the punishment is "well she might TP to it," but it's still in the survivors best interest to NOT take the tape. If say active TV's reduced gen speed slightly or something similar to that then maybe it would force more survivors to play into the tape mechanic but as it is it is entirely possible for survivors to never bother with tapes.
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Why is the assumption you're choosing it OVER Sole Survivor or Left Behind and not WITH those perks. I mean that's 100% the point is that it's intended for the survivor equvialent of a noed, no way out, blood warden build
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@Xord said:
What is supposed to happen according to the patch notes is that they scream but the killer doesn't get any information from it.
I mean, honestly, it should give a notification. What was too strong with PR wasn't the scream. It was the fact that if you got out of the gen, you didn't scream, BUT the killer still had the info that this gen was the most advanced.
Getting out of the gen should be valid counterplay, but staying on the gen should be punished.
i mean its not like it needs it, because anyone wearing a pair of headphones can hear it happen and where it came from. I just thought this wasn't the intention based on the way they wrote the patch notes.
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@IlliterateGenocide said:
They scream? from the patch notes it only interrupts the gen but makes no scream notification or sounds
I'm clearly hearing the scream on pc, in both killer and survivor games.
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You're assuming it was a shake-up in how the game was played, not really. It was a shake-up to make meta perks bad so more perks were used instead, oh and slightly more interactivity with killers kicking gens and whatnot. However it was intended just a meta perk replacement, nothing more.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/338747/if-it-aint-broke-break-it
are you still mad about the masks holy
love how the person writes a whole post about random changes and you zero in on one thing they must be "mad" about. You don't have a point and just wanna try and pass off their post as an "angry player"
In respect to the OP, there isn't a reason other than "this is what we have prepared" I'm sure. I believe, given the random changes that are either inconsequential or reactionary to recent changes, that BHVR internally acts much similar to Valve in the sense that Devs can just kinda do what they want with there work time they liberally apply it to whatever they want to, dropping things and picking up things sporadically, resulting in random things being completed that have no cohesion to the main bulk of the game's current state. If the mess hits the fan they have to pounce on it quick or employees may suffer a work burnout, and they simultaneously risk players leaving but that's considered less important to the bottom line of just keeping the stream of content flowing. There's always people who return when something new comes out or an event starts so they have to make sure these things exist at the very least and actually work as a secondary objective.
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I do love how the features that people think prevent them from being hassled by toxic players are actually completely useless. I have a friend who thinks blocking prevents you from being matched with them again, doesn't work this way. The report system is completely useless without a follow-up to the main website which is mentioned no where in game as far as i can tell, and you have to have some evidence to go with it or else the chances of nothing happening increases to 100% from 99%. As far as I can tell it's to promote a false sense of security when in reality it doesn't do anything. From what I can tell, people were getting doxed and swatted until articles were written about it and BHVR had to react, but it still seems like it's at the very least possible.
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Exhausted on the ground is back since new DH doesn't have I-frames. Now you can press the button, get hit, and despite being exhausted from dead hard procing, you don't get the endurance because somehow the game logic worked itself in knots and registered the hit before the endurance but registered the DH proc before the down. Quite amazing.
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/3110205#Comment_3110205
They could have removed the conspicuous action punishment if you are the obsession, so only a surv has that advantage, the same could be done with Ds for example
lets be honest they could of just reworked MoM into something completely different and it would be better than their changes
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@DBDVulture said:
The stacking of endurance perks was changed to prevent a problem.
This perk had a questionable life at best and they can't really seem to make it good without making it abusive.
Except no one did that, the perk still had an insanely low use percent, and the "5 Hit tank build" was literally a meme where you were basically throwing yourself at the killer and making the game a 3 v 1 anyway even if you aren't dead. This plus the PR+Storm combo really just shows they knee jerk on youtube videos the second someone starts having fun with a meme build or finds some wacky rare interaction.
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Honestly if they took the conspicuous actions away it could be an anti camping perk, but since unhooking is a conspicuous action there's instead NO counter for camping instead of just ignoring the poor player on the hook and gen rushing instead. I mean honestly what is the point in playing solo q anymore.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3108847#Comment_3108847
That's 4 slowdown Perks, which means the Killer has no info or late-game pressure, 2 of which that don't even work with each other.
That's a perfect guide on how not to make a Killer build
Killers were running with 4 slowdown perks before this "meta shake-up"
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It's genuinely amazing how I got into this game, playing with a group of friends. I found survivor boring and killer to be fun, then in a few weeks i found both roles fun when i started getting perks to actually make builds, now I've started loathing playing both roles without friends because solo queue is a joke and killer often leads me to wildly unbalanced matches with toxic survivors teabagging and clicking there flashlight during every chase. I have only 335 hours in this game, been playing for about 2 months now, clearly I've dedicated some time to it. Just the other day I get into a lobby with a 9k hour player. THIS SHOULD NOT BE HAPPENING. Needless to say i dodged that ######### so fast because why on gods green earth would i subject myself to even the potential of just a massive skill imbalance. Ever since the patch I've seen camping climb substantially and multiple hooks being achieved before survivors even pop a gen. It's tiring to even play now and I think I'm really only going to play with a 3 or 4 man because even duos is too much a slog, if even that is painful I may just uninstall it all together because it's clear BHVR doesn't want to address any way of making the game more fun, because they either don't play their game at all or they think it's only fun if you're winning so hard the other side just wants to give up.
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@Reshy said:
Feels like a knee jerk reaction to me to people bitching and moaning about thana.
Honestly if they had just changed thana i'd still be confused but at least understood it, the rest of the changes feels like they needed something else to fill the patch since they got nothing else prepared yet.
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its amazing because it's not like it's something the killer can even pull off. The interaction requires so much set up, you have to be working on a gen pre-90% and during that time someone gets downed and then after they are grabbed but before they are hooked then you have to be working through MS checks, and they also have to be hooked on a scourge hook. Like this is in no way within the killers control and this is 100% a knee jerk reaction to a funny video that got posted on twitter of someone doing constant MS checks on the same gen. It was an unintentional interaction yet they decided that the DMS + PR combo is somehow more manageable i guess?
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@BubbleBuster said:
Don't get me wrong, I like small patches that get added every few weeks but this one is just bad. Here's why.
Thanatophobia:
this perk is too oppressive on some killers so it gets changed. The problem with this change is that now everyone besides Plague and Legion simply cant use the perk anymore and Plague and Legion can still get nearly the full value out of it.
They basically left this perk unchanged for the 2 killers it was annoying on and made it unusable for every other killer by making each stack only give 2%.
Mettle of Man:
It is now easier to activate BUT it is now just a glorified Off the Record that does not stack with any other Endurance perk and gives the killer permanent aura readong on you if you arent being chased basically.
From a perk with a big payoff after an extreme hassle to activate it, to just a worse version of Off the Record.
Changes to the Synergy between Pain Resonance, Dead Man's Switch and Merciless Storm:
There was no problem with Pain Resonance working with Merciless Storm. It was a cool synergy that rarely if ever happened because it is largely RNG dependent.
Pain Resonance and Dead Man's switch working together again is just going to enforce the same old boring counterplay again that in soloQ is hard to pull off if someone works on a gen with you because they probably dont let go of the gen.
SoloQ nerf again, will do nothing in SWF.
Also nerfing dead man's switch because of a perk synergy is kind of weird. Wish they would ve just changed the how the perk works instead of nerfing it
It is now worse to use on its own and is basically forced to be used with Pain Resonance.
Clown is back, thats actually nice.
Orange glyphs get deleted for a while, i wonder how these even passed "testing". I m kidding ofc nobody tests that, it was kind of obvious that they would cause motion sickness and migraines in some people.
Matchmaking incentives were promised for 6.1.0 but they never worked so they get delayed to 6.2.0 which just proves to me that nobody really tests their software before shipping it or giving it a release date.
MoM isn't even a worse OTR. OTR hides your aura, and gives a 100% pain audio reduction meaning i can combine it with perks I enjoy like stake out and distortion for tokens and even if i don't need 80 seconds of endurance I still get the aura hiding and no pain grunts for the full duration. MoM is now just more of a joke, it's in it's own category of meme perks.
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God i just saw this thread the other day too, you really cursed us.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3106848#Comment_3106848
Actually MoM got a functional buff.
It was never used before due to it requiring three protection hits.
Now you just have to bank one protection hit, go away and heal. Now next time youre able to tank 2 protection hits back to back.
It only becomes a nerf if, for some bizarre reason, you leave the action, go far away from the killer, and decide to work on objectives.
Considering you have to be in very close proximity to the killer to trigger this anyway, that should never happen.
Don't forget the killer can see you the entire time and choose to ignore you now because you literally can't do anything without getting rid of MoM. Making MoM fit the endurance mold is a nerf any way you slice it, it got 3 downsides for one less protection hit.
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@tendyhands said:
*New killer playstyle. Fixed that for you. Camping/tunneling guarantees a 3k now. It's just easy wins.
Across the majority of killers I've seen less face camping or camping in general I would say, but like i said almost every doctor player has just immediately facecamped the second they get a hook aside from one who stalled the game out to the point where I just wanted to DC.
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Streamers are "quitting" because hackers but instead of having a conversation about how god awful the report system is they instead ask for no dc penalties for streamers. Talk about entitlement. If they aren't quitting because of hackers and instead just because this patch wasn't survivor-sided enough then good riddance. We don't need more of these "Us vs Them" people.
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Apparently the map team didn't get the message, Garden of Joy will spawn your totems right on the full-bright road.
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People always say swf should play kyf but there is no incentive to. No BP, no achievements, can't complete tomes or rifts, and no ranking. Custom games can be fun but I'd rather play against people who are also trying to win, especially those who are trying to win for a reason.
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still a problem on 7/13. Pc/steam
