StarLost
StarLost
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@Lukepro2315 said:
Second worst fall in history of Dead by Daylight and counting.
Good job devs.
Still think you doing good work?
Wow, it's almost like we're seeing the same post-anniversary attrition we always have, without an iconic killer release?
So glad that people aren't being hysterical about these changes...
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3098293#Comment_3098293
I'm not mad that killrates have gone up. I'm frustrated that the game became even less beginner friendly overnight, and that the rampant tunneling and camping cannot be managed if you're not already decent at the game. (If I can't manage a chase for more than 15 seconds, I can't buy enough time for my teammates to do gens, and I'll need to be rescued again)
Also, pre patch, I was seeing a lot of killers saying "Survivors shouldn't just bum rush gens, they are missing the point, they are also supposed to search chests, and cleanse totems, make the game more interesting" when argumenting against "genrushing". But now, taking the time to do any of these things instead of gens is lethal for the team. And the same people are saying "Of course you should only do gens, now you actually have to play the game instead of gallivanting around the map".
So yeah, I do see your point, and I think you're right in that some people have all the tools they need to adapt and have games that feel just as exciting and fun as they were used to. But it doesn't change my frustrations over the game getting less fun for casual survivors, especially beginner ones like myself (who right now, pretty much only escape on the killer's mercy or against a first time killer).
MMR will help take care of that, once the incentives are back in and queue times normalize.
Yes, this game is a bit killer sided for folks just starting out, because the survivor role and the idea of looping are not something adequately explained in tutorials. Soon though, we'll have bots for newbies to practice against.
You can't balance a game around new players. The best you can do is give them a training mode where they can learn.
It's all a gigantic strawman and exaggeration, and I wouldn't be surprised if the devs aren't really taking much feedback on board right now due to the absurd noise to signal ratio.
Nobody wants killers to 4k every game, and you trying to give this impression is grossly unfair to other players.
The facts here are simple.
The devs have numbers we don't have access to. By those numbers, kill rates weren't high enough. So they buffed killers.
Are more balance changes needed? Sure.
Will they happen? Duh.
Is it going to happen overnight? No.
Is carping on about it like this helping anyone? Absolutely not.
Everyone needs to take a deep breath, focus on adapting for a while and once the dust settles, we can start gradually tweaking stuff.
This us versus them nonsense is ridiculous.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3098293#Comment_3098293
Killers before this update could still win, your point?
My point is that the stated intention of the patch was to raise kill rates, because the numbers the devs have showed they weren't high enough.
People are now complaining that they aren't escaping as much.
I'm also saying that if very good survivors can escape versus very good killers, then intermediate survivors can escape versus intermediate killers.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3098273#Comment_3098273
I don’t know. I would argue that it is a waste of time trying to take a hit for a teammate being tunneled because then who is working on gens? Distributing aggro sounds easier said than done. It has a lot of factors attached to it predominantly on RNG. Who is the killer? What map is it and what type of tiles are there?
In this new meta resources will be limited considering the killer has more time to waste time to break a pallet.
I don’t think it’s good practice to take a hit without the guarantee that the attention will be switched. Especially if you cannot control the RNG and/or the teammate’s actions.
You're taking a bit of time of gens, which will allow two people to be working on gens shortly rather than 1. I've been watching quite a lot of high level survivor play recently, trying to improve - and bodyblocking is absolutely essential.
And, yes, there is a lot of RNG in this game. Too many matches are lost at the selection screen. But that cuts both ways - if I play Scratched Mirror Myers and get sent to Eyrie against a halfway decent team, I'm dead.
Remember, the goal of this patch was to raise kill rates. People will be escaping less. That's intentional.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3098266#Comment_3098266
People who play this game for a living, yes. I have no interest in streamers whatsoever.
@HugTheHag said:
The idea some people have that casual survivors can adapt just as well as DbD streamers, is just as ludicrous as casual survivors thinking they can put on a streamer's build and magically become god loopers.
You're missing my point.
Most people aren't as good as these chaps, but they are also not facing the same level of opponent as these chaps are facing.
Of course they're not going to be as skilled, but they don't need to be.
My point is that people need to adapt, stop pouting and declaring that the sky is falling, and just focus on playing safer and using the new tools they have. The goal of the patch was to up kill rates, which BHVR wanted higher. Thus, you will escape a bit less.
This is fine. You can still win.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3098062#Comment_3098062
"Sadako and Doctor were visual only. Dredge's entire mechanic is obfuscation, and if you tone it down any further (or to PTR levels like you suggest), the killer is then Sadako levels of craptacular."
Nowhere did I suggest to tone it down to PTS levels. I'm well aware that would make the killer useless. There is, however, a middle ground between "literally impossible to tell a difference" and "diyeyestrain.com"
Ah, your response to me could be taken two ways - it seemed like you wanted it to be 'fine', ala nerfed back to PTR levels.
I don't think a middle ground is going to be possible here, because as things stand - even with my crappy eyes - I have no problem seeing, outside of already 'too dark' maps like Autohaven.
Any more changes would maybe help a few people with visual issues out, but it would make Nightfall completely insignificant for everyone else. And I don't think that's the right way to balance things.
Either you'll have to rework the entire mechanic, or maybe just leave it.
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@gatsby said:
First of all, I notice that tunneling is easiest most when I play Nurse and Legion this patch.
I hit a Survivor as soon as they're unhooked so they get deep wounded to take Dead Hard off the table and its pretty easy to chase the down. Decisive Strike is the basically the same amount of time as Blink/Frenzy fatigue even if in the rare case someone has it. With Nurse, I can down someone pick them up, eat Decisive, down them again and hook them in under 30 seconds.
Tunneling has always been effective, but I feel like there's really less to discourage it then ever. It turned from being high risk to slightly easier than chasing a healthy Survivor.
Honestly, if this is the direction the game is going. Survivors need a repair speed boost every time a teammate dies because early 3v1s are becoming more and more common. Something has to make tunneling out an early kill less optimal.
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3097904#Comment_3097904
Frenzy Hits take away Dead Hard/Off the Record. Also, the Killer instinct tracking is great for finding the Survivors that you really want to chase. No reason to hook everyone when you can find the 1-2 Survivors you want dead there are no mechanics in the game Survivors can use to hide from Killer Instinct.
Okay, here's the thing.
- Nurse has been a problem for a while now. She needs some tweaks, but honestly - a complete rework is the only way. She's a monster at higher MMRs, but struggles elsewhere.
- You're taking an important factor out of the equation here. You have a team, if you play survivor. If you're getting tunneled, they need to help distribute damage more easily. Bodyblocking, sabos, saves etc. The survivor role isn't just about individual performance, it's about team coordination. Yes, that's not always going to work in solo, but you can't balance the entire game around solo play.
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@Marigoria said:
With the most fun part of the game nerfed (chases) and the most boring one being longer (gens), yea it isn't that amazing.
You can still do some epic chases, you just can't loop a Myers forever on Cowshed quite as easily.
Go and watch Otz and Ayrun doing their HCS prep. They are still killing it.
@kaneyboy said:
I mean iv played for 3 years and I love this game- but now it's just pretty awful
It's not that bad. About 70 games on survivor since the patch, and I'm doing fine - outside of everyone DCing and suiciding now the second they get hooked.
A few things, such as Nurse being too strong right now and a few perks getting overnerfed could be changed, but I think that this update is a big step in the right direction.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3098062#Comment_3098062
What is the trypophobia teacup storm? I know what trypophobia means; I just only read select threads so I'm not sure what the controversy is
Okay. Let me explain it, because it's actually a pretty fascinating little social phenomenon.
So basically, Trypophobia is a very common (but in the vast, vast majority of cases incredibly mild) 'phobia' (more like a slight uncomfortableness/thrill) involving a large number of holes or certain textures in very specific circumstances. The vast body of literature does not consider it a true phobia, as it's existence is entirely anecdotal and highly disputed, and the actual studies on it are inconclusive and where it exists, requires stuff deliberately constructed to provoke any sort of consistent reaction.
An early reveal of the new X-Box console had a dust filter on top, which naturally had a grid of holes - and several prominent gaming publications, such as Kotaku, published massive thinkpieces about how bad this was, that they were acutely trypophobic, how common the phobia is, how so many things in real life (ranging from manhole covers to types of food) 'trigger' them.
Like with a lot of Kotaku articles, it was almost certainly meant to garner 'what the hell?' hateclicks, to the level that it's at least a partial hoax, likely following a semi well known hoax paper involving trypophobia - as what they were saying was based entirely off online silliness, and contradicted the science on the topic.
Naturally, this being the internet, a ton of people took this seriously and for the next...maybe year, basically everything that came out got a Twitter mob or similar articles decrying it in the most strident terms for being triggering to trypophobics, leading to - probably the apex of this entire ridiculous thing - Squenix changing upcoming game icons to remove holes.
It was the equivalent of people demanding that flying and tall buildings be removed from games because of acrophobia - and at least acrophobia is a provable, commonly accepted phobia. And then devs actually doing it.
The controversy was more about how the entire thing was hyped up online into a firestorm of silliness that led to things being changed unnecessarily.
@Carth said:
Accessibility should always be strived towards but not at the cost of the game/killers becoming sadako tier. We could make the argument all audio cues should have a subtitle and arrow pointing to the sounds location present for deaf/hard of hearing people, but I imagine most dbd players would not like that because "footsteps" or "ghost face audio cue" with a big arrows pointing to the sounds source would butcher stealth on both sides.
The dredges darkness falls in the same category. If you tone it down to PTB levels it literally does nothing. You might as well make it change the background color of the survivors equipped perks on their screen and you would get the same impact from the PTB levels of darkness.
I'm basically deaf in one ear (my wife often has a laugh at my expense when I play Spirit, as apparently I turn my head from side to side like a doggo) but it's not reasonable to give me a giant arrow indicating where people are.
Similarly, you can't just make Dredge suck because some people have a harder time seeing than others. It's not reasonable.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3097991#Comment_3097991
You cannot cater to everything, no. What you can do is avoid the common issues as best you can and warn against others, such as with a photosensitivity disclaimer. Eye strain I thought wasn't common facing Dredge - and to the degree I suffer, it is rare - however a lot of people have complained about some form of eye strain like a lot of people complained about serious photosensitivity issues with Doctor/Sadako. If Doctor and Sadako can be toned down to accommodate, then so can Dredge.
(Also, motion sickness can be fixed by not tying FOV to perks and instead just giving us an FOV slider. Helps accessibility and is just an overall good QOL feature to make everyone comfortable).
Sadako and Doctor were visual only. Dredge's entire mechanic is obfuscation, and if you tone it down any further (or to PTR levels like you suggest), the killer is then Sadako levels of craptacular.
FOV is a similar issue - narrow FOV means motion sickness for some, but a wider FOV means killers can see more, which makes them stronger.
Disclaimers - absolutely. I have zero problem with warning people that - hey - maybe this game isn't going to be a great fit for you, or at least be careful. But there is a trend, right now, of people equating mild personal discomfort (or more generally, the possible discomfort of a hypothetical other) with some sort of immense systemic problem and that rubs me up the wrong way.
Just look at the trypophobia teacup storm recently.
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@foodie said:
Why is everyone suddenly using windows of opportunity? Every match, there is at least 1 person that runs that perk. What am I missing, exactly?
Because it's an absolutely incredible perk that gets slept on because 'lul this for nubs'.
Even knowing the maps okay now, this will tell me exactly what pallets/vaults have spawned, which pallets are still up and sometimes even where a chase is happening. I can use it to always know exactly where to run, and when coupled with Lithe...these two perks never leave my bars.
So good.
@Nirgendwohin said:
Its because they ignore mmr and throw in whoever clicks ready and the poor survs dont have more than these perks.
Wrong.
No matter how good I get, I'll probably never drop WOO. It has saved my butt so, so many times.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3097974#Comment_3097974
Yeah, I think the issue with Dragon’s Grip is mainly that you have to kick a gen to get it working and it has a timer as well. BBQ just shows the aura regardless with no action required beyond hooking which you do anyway.
Discordance is good info but it does encourage survivors to split up more which isn’t necessarily good so that’s a turn off for some people.
Also as an aside personally I never liked how the survivor auras blend in with the generator auras, I wish they were a bit more distinguishable.
DG's charm is that it gives you both a target and an instadown. I watched Otz use it on Sadako a lot and it's...insanely effective.
Discordance never fails me. I'll almost always get a fast first chase, and it's incredible once there are only a few gens left.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3097054#Comment_3097054
https://forum.deadbydaylight.com/en/discussion/comment/3097022#Comment_3097022
You're completely correct in that it was a non-factor and that's entirely why it was fine*.
*Fine here meaning "not an accessibility nightmare that causes serious problems to a portion of the community".
It's unfortunate, and you and I will likely disagree on this - but you cannot account for every potential accessibility issue when making a game or character, especially a horror game.
People have myriad phobias, ranging from spiders to clowns to knives to vomit to deep water to tiny holes to blood to heights to open spaces to darkness.
People have motion sickness.
People are photosensitive - I have serious trouble with flashlights at times, as sudden bright lights or strobing give me a migraine.
People have Long QT, so jumpscares, or even sudden movement are also out.
And those are only a handful of the common ones.
You can do stuff to help colorblind folks, for instance, as this doesn't interfere with or give an advantage in gameplay - and there are always small adjustments to be made (Dredge has already had two), but after a certain point it just isn't feasible, unless you want a horror game with almost no horror in it.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3097050#Comment_3097050
I think Sadako and Blight and Hillbilly can also potentially have enough map mobility to use it, maybe Freddy too. But yeah, personally I don't use it either.
That said though there are people who use it regularly. I think one of the things they like about it is that the aura timing is extremely predictable. You hook someone, you immediately get auras if anybody is far enough away and not in a locker. That's different from most other aura perks where you can't control the timing of them. (The only other exception of a perk that you can actively trigger mid-game to get auras that comes to mind is Dredge's new perk that goes off when you open a locker.)
Sadako...maybe, but you're better off with something like Dragon's Grip (I know, right?) that gives both lethality plus info, or Discordance. Sadako's issue is that she's crap in chase.
Blight - depends on the map.
Hillbilly - maybe. But nobody plays him XD.
And yeah. You can either jump into a locker, or - what I do - crouch down behind a gen, as the aura will obfuscate mine.
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@JakeCannon said:
I am good enough to not go against extremely low MMR people , but am no where near good enough to handle a really good team on let's say Haddonfield , or Mt Ormond where a 3 gen just isn't possible, and they've come to slam tf out of gens . I really wish something could change cause it's so weird to not know at all what you're getting into each match . Am I going against a gen slam team that comes with no items but the best gen perks ? Am I going against bots ? Cheaters ? World class can loop literally any killer type teams ? Bro I'm average at best and have no friends to practice with . I am way too upset about this lmao
@GannTM said:
That my friend is called MMR, which stands for: Massive Mistake Ratings.
Eh.
It's much, much better than ranks were, with their silly monthly reset leading to a full week of utter anarchy.
Right now, queue times are borked due to the massive meta shakeup and silly removal of the incentives. Give it a week or two after they are reenabled, and things should stabilize.
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@CashelP14 said:
I am attempting to get a flashbang locker save vs every killer in the game. I have split the killers into 7 teams (4 per team) and I want to know who people would back.
Variables are me, killer animations, perks and 1 particular add-on.
https://us.v-cdn.net/6030815/uploads/JTLC1EVH3X8E/20220720-123658.png
These teams were chosen by a random number generator. I think they're fairly balanced.
So who do you back? Which team will I get the 4 flashbang locker saves against first?
EDIT: Disregard, I misunderstood the question.
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@Obelt said:
Because your Nightfall filter is way to dark i cannot see 3 meters in front of me or fix it its very unplayable and so i must die early on hook
That's...how the ability works. Your counter is map knowledge, game sense and situational awareness. Honestly, Dredge has an incredibly loud ambient 'squelching' sound that he'll make when he's nearby.
If you're really struggling, slot WOO. It's a damn good perk anyway.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3096951#Comment_3096951
This ^
I was fine on the PTB but with what feels like a majorly reduced FOV on top of the filter on top of losing distance it just all combines together into one big headache that leaves me playing with my eyes shut half the match.
Wasn't it bugged on the PTR, and bright to the point where it was utterly useless?
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@tendyhands said:
Remember when BHVR said that BBQ was only used for the bloodpoints? Yeah turns out that's not exactly the case. Which would be obvious if they even played their own game. It's obvious when someone has bbq because they always come straight at you even if you are just off a gen coming in for an unhook. I bet the pick rate of bbq barely even moved after the "nerf". So since we are supposed to change the meta and all can bbq get a real nerf now that people are realizing which should have been obvious? BBQ is an insanely strong perk for anyone with movement and even killers without movement.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3096759#Comment_3096759
That matches the aggregate site I'm following, it looks like BBQ is currently being used in about 18% of matches. Which is still very high, if it stays at 18% on that site that will keep it at something like the second or third most used killer perk.
I think a lot of that is simple force of habit, much as I'm still seeing a lot of Dead Hard.
For a post hook info perk, FoR is way, way better. Otherwise, Discordance.
The only killers I'd use BBQ on are Artist and Dredge.
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@ThiccBudhha said:
I am having the exact same experience. In conjunction with the throwing survivors, I can genuinely see why so many people are upset. Killers are playing more mean than ever, survivors are "chilling" more than ever. I joked about it before, but I am living Sluzzy's nightmare world. Every weird exaggeration they have ever made has been coming true on this patch. Lol.
It's just you. Played about 60 games of survivor thus far, and while - yes - some slugging happens, the 'slug everyone to find the last person for the 4k' has happened a handful of times, excluding the 'slug everyone with Knockout from the start' folks, of which I've seen 5.
@ThiccBudhha said:
I am having the exact same experience. In conjunction with the throwing survivors, I can genuinely see why so many people are upset. Killers are playing more mean than ever, survivors are "chilling" more than ever. I joked about it before, but I am living Sluzzy's nightmare world. Every weird exaggeration they have ever made has been coming true on this patch. Lol.
I think there's an element of confirmation bias going on here - people go in expecting killers being mean, and so whatever the killer does is interpreted as them being mean.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3093722#Comment_3093722
No joke. I'd love to see these guys play Friday the 13th where there are voice coms where I can literally laugh and trash talk. Plus all the funny dance emotes. And if course your traditional tea bag from time to time. These guys would uninstall in a second.
And...how did that end, exactly?
- Voicechat was a nightmare from word one, endless screaming, people blowing airhorns, racial slurs and worse.
- Trash talking quickly escalated to...well, threats and harassment.
- Devs barely did anything, until it got completely out of hand. This took...maybe six weeks? Possibly less, if I recall.
- Devs stepped in and started banning people. Quite a lot of people, in fact.
- People in turn started review bombing and DDOSing the game, and being even more toxic over voicechat.
It's not 2010 anymore. People don't want to deal with the butts.
I'd never want to see anyone banned for some mild BM or banter, but I think a system encouraging folks to manner up would help a lot.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3096588#Comment_3096588
well yeah but i mean it doesnt matter anymore, people get a new game regardless and probably wont have fun either against a top tier nurse, and most people prefer fun. I see where youre coming from, but I for one will always care about my fun and stress more than anyone elses game or points. But i dont endorse quitting or dc all the time for sure because its bad practice.
So...which was it?
Were you kidding, or were you serious in your OP?
And no - because everyone has their own definition of 'fun'.
Generally, this seems to mean 'I'm going to be able to relax this game and still win'. Which is why most suicides and DCs seem to happen the second something starts going wrong.
If we just allow people to quit willy nilly because 'this game isn't going to be fun', we end up with...basically what we have now. Something like 30% of my killer games have a DC or a suicide - before the patch. I don't camp, tunnel or excessively slug.
@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/comment/3096588#Comment_3096588
There are certain functions, strategies, killers or even maps that as a community we all hate. People used to always DC at iri head huntress, that got changed…
I personally would only dc if I’m trolled by another survivor. My last DC was a few days ago against a basement hag. I’ve played enough to know that only pain can exist in basement hag match, win or lose. I’m not always in a cheerful mood and that affects what I’m willing to endure in game over and over.
two other survivors DC’d as they were being brought down to the basement too. That’s just one quick example.
maybe your the problem, maybe the killers you use or the play style you adopt are unbearable to survivors.
As I said, I don't camp (well, I'll camp at EOGC if I haven't got a kill, but anyone that has a problem with that has bigger issues), tunnel or slug excessively. I see a ton of DCs and suicides. I also see a fair few killers cable pull or go AFK when things look tough, but at least that means everyone can move onto the next game - if a survivor DCs, it's going to be a frustrating slow mess and far too often people will just hide or go AFK in lockers...because somehow it's my fault as the killer that someone decided to pout.
I play a lot of Hag, but I never put traps under hooks - I roam and trap high traffic routes and loops (works like a damn charm most of the time).
That said - basement is, 90% of the time, down to survivor error. Don't go down near basement, and if someone does, your team will have to try and bodyblock you out. Because basement is supposed to be a 'if you get put in there, you're probably in for a bad time' spot.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/comment/3096329#Comment_3096329
I went against a nurse the other day with lethal, I picked up my controller not 5 seconds after the match started, I was then jump scared by this nurse and injured. Managed to break line of sight for a few seconds after being hit.
only thing is if the nurse has a great understanding of jungle gyms even without hearing you they’ll be able to make a pretty good informed guess of where to blink.
And just like that I was down in the first 30 seconds. I thought of how better I could’ve played that, and I couldn’t think of anything.
instead of flagging players for being frustrated, fix the issue. Which is nurse.
Oni is a good example, he’s very strong and easier to play as nurse, but I never see anyone dcing or rage quitting when they get 1 shot downed.
People can beat Nurse. She needs a tweak, sure - but that doesn't mean you get to trash the game.
I see people DC constantly against me, especially when I play Hag or Trickster.
The issue is that DCing and suiciding have basically no penalty, and completely krangles the game for the other 4 players.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3096482#Comment_3096482
Did you actually read the posts?
nodding is all about complaining that certain people or things can't nod
t-bagging is of course, actually complaining about t-bagging, again I think you know that tbagging or flashlight clicking are complained a thousand more times for every nodding / hook hitting complaint.
I'd avoid quoting people with visible names like that (AFAIS the forum mods are not a fan), but...did you deliberately ignore the other stuff and cherry pick those?
Let's take a very quick look - I could keep posting these for ages by the way, but this should suffice.
Feel free to shift those goalposts now.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3096426#Comment_3096426
You clearly lack major information here, looking at "nodding" is literally all posts about survivors not being able to nod anymore, tbagging is also spelt multiple different ways, some with or without hyphens, you're completely manipulating the information, as an example
"Nodding" - 241 pages - a lot of it being about survivors not being able to nod anymore
"T-Bag" with a hyphen - 493 pages
"tbag" without a hyphen - 572 pages
there are multiple different ways people spell these as well (T-Bagging, tbagging, t bagging), so you genuinely think 241 pages vs over a thousand for only two different ways of spelling it are "complained" the same amount, and yes please go to reddit lmao.
You're going off raw page count? Why?
I avoided - because a lot of it is discussion, not complaints.
You have to do a count of posts. Which is a lot. Thus, I kept it to within a month.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3096420#Comment_3096420
I loved this game, so many years. So I want to know what happens. Now I play civi VI. It’s so good game
Each to their own I guess - but, after a certain point, if you and the devs clearly have a massively different vision of what the game should be like, maybe it's time to move on?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3096415#Comment_3096415
The search function literally doesn't work so you're not proving anything by searching these terms and seeing what pops up, lmao.
It...literally does work. I just did it, and it worked completely fine.
We can go and take a look at Reddit too, if you'd prefer - but I'll bet dollars to donuts that it's going to turn out the exact same.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3096348#Comment_3096348
they said it was below expectation, but I don’t think it was massive. And yes, after a lot of years and hours, I left the game
They said below expectation, and then implemented a substantial change. What do you think that indicates?
Also...why are you so invested in this topic, if you've quit?
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*Searches 'Nodding'*
*Searches 'Teabagging'*
*Searches 'Hitting On Hook'*.
Okay, that's too much data.
*Searches all three within a month of today*.
Nope, about the same. One weird thing is that survivors are always in there defending teabagging, but I'm not seeing many killers defending nodding or HoH.
Huh.
Maybe don't accuse someone of being a liar before *actually checking it out for yourself*.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3096329#Comment_3096329
no i meant...XD ugh its a figure of speech. like the nurse knows how to blink so what are you gonna do? a nurse who KNOWS what to do wont just let you waste 2 minutes. and yeah of course there is counterplay to perks, this whole post is a joke.
Jokes are generally supposed to be funny.
Encouraging people to ruin the game for 4 others because they want to pout isn't funny - but hey, I'm old.
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Most of the suggestions I've seen are a system to encourage good sportsmanship, not punish BM.
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3096319#Comment_3096319
Yeah, it seems like oversimplification, but essentially losing DH is absolutely a big part of the issue. I mean it's been at the top of the meta for years, and is no doubt muscle memory for a lot of players. You get used to having something all the time for a long time, and you're not going to just turn the page when it's gone.
It'd be like if you were a hardcore Soulsborne player and all of the sudden rolling wasn't an option. I guarantee people are out there hitting their E key even when they don't have DH equipped.
For people who used it in almost every match, it's going to be like a phantom limb for a while.
That said, it will pass with time.
Bingo.
Which is why, as I keep saying - people need to settle the hell down, stop pouting, stop throwing games in some sort of weird protest and give the devs a chance to separate the signal from the noise here, and see where the numbers lie. We can then start adjusting things again.
I know I've been playing as much survivor as I always have (more with the queue times, honestly) and I'm actually having as much success, if not more. The baseline BT helps quite a lot.
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3096319#Comment_3096319
What I'm seeing is people being upset with gen times, DS, SC and tunneling/camping. Are some people upset that DH got nerfed? Absolutely! Do I think most people are upset with the patch because of DH nerf? Not at all.
You know, I could pretty easily make a montage wall out of all the 'DH got nerfed' posts, but I'm not going to put in the time because you and I have done this before, and it's like digging holes in water.
But okay, let me do a quick search on the forums and Reddit...
There we go.
I'm seeing a few DS posts, but a lot of those are killers or dual-role players like myself saying 'yes, this nerf was silly, put it back to 5 seconds or let it proc every time you are unhooked'.
SC...about the same, honestly.
Camping - I'm seeing less complaining, honestly.
Tunneling...I'm hesitant, because this is a term that seems to mean something different for every person. I know I get cussed out for 'tunneling' if I chase someone for too long, at times, or if I down someone that runs directly into me after being unhooked.
Again, it's one of those tangential things. Some of the complaints are about DH. Some of the complaints come down to matchmaking, which is also going to partially come down to DH, especially at higher/intermediate MMRs.
It'll take a while for things to stabilize, and the Chicken Little-ing isn't helping.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3096336#Comment_3096336
Or because pre patch this forum was 24/7 killers crying
So...are you saying the devs are lying?
If so - why are you still around? I mean, if I learned that the devs of my game weren't just lying, they were out to get me - I'd probably leave.
Also - are survivors now 24/7 crying? Or are people giving feedback about the game, in a sometimes hyperbolic manner (this is the internet after all), on the forum for that game.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3096319#Comment_3096319
And you know they are substantially bellow what they wanted because they’ve told it to you?
Yes. They said that kill rates were lower than they wanted. I say 'substantially', because the changes were substantial, and it's easily inferred.
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@[Deleted User] said:
Plaything/Pentimento is tough in solo queue. Your best bet is to just not cleanse the plaything totems and keep your ears open. Of course, that only works when everyone is on the same page and can play without a TR.
Agi/Starstruck seems a lot more complicated to play around than it actually is. Don't be near someone in a chase and get away from them as a soon as they go down. Get all the way across the map. It can be done. I've been in solo lobbies where the Nurse never got a Starstruck down.
Against Nurse? There isn't really a TR to begin with. Either boon the Plaything or leave it. Honestly, Penti is just so easy to counter. You can't balance around the fact that some people play badly, anymore than you can balance around people DCing or suiciding.
Yeah, Starstruck - just peel away from the person as they go down and you can escape it maybe 4 times in 5. If you don't, hide and wait it out.
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@MommyHunktress said:
you find yourself against a nurse who downs you instantly... man this match is gonna be bad but whatever. see plaything and you know that pentimento is here too because its common build and to top it off nurses only run 2 builds, slowdown and starstruck. I have no clue why nurse players dont just use like bbq and nothing else its not like they need perks XD.(I played nurse too, not super extensively so i know she is pretty easy) so what do you do? How do you counter this playstyle on top of the strongest killer? Die on hook, the perks cant haunt you in the next match
have a great day guys and seriously tho, just dont dc cuz then you gotta wait on the penalty XDD
Okay, woof.
- If a Nurse is literally downing you instantly, you're either against a Starstruck or Haunted Nurse (which has counterplay), or that person is hacking.
- Why are you cleansing Plaything against a Nurse?
- People beat Nurse all the time, even running strong builds and the best addons. Go watch some of Otz and Ayrun's HCS videos recently. What you're doing by sulkily suiciding whenever you encounter a tough game is denying all four other players a game, and I hope that BHVR starts flagging accounts that do this too much.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3095996#Comment_3095996
I talk about t-bagging but I rarely actually do it, but I believe people should be free to do as often as they want because it's so irrelevant and means nothing. I just don't care about "t-bagging", I literally cant even make up a reason in my head as to why killer mains are so upset by it other than egos lol.
Because it's being a bad winner. It's the gaming equivalent to refusing to shake someone's hand after the match. And...it's interesting how you say 'killer mains', considering I see survivors complaining constantly about stuff like hitting on hook and nodding.
And you literally said: 'Every time someone complains about it on the forums I do it even more'. So either you were telling pork pies there (ironically, to annoy someone), or you're telling pork pies now. I suspect the latter.
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3095982#Comment_3095982
If you constantly go to a restaurant and get bad food and it continues to get worse, you will likely stop going back. That is happening here. For survivors, the food is continuing to get worse and worse via gutting essential survivor perks and massively buffing killer constantly. Survivors are not having fun, the win conditions are next to impossible compared to killer.
The issue is worse than everyone is even thinking including BHVR. These extreme survivor nerfs is not only running off long-time players that enjoyed the game with specific perks (Spine Chill, Dead Hard, Iron Will, Decisive Strike), they can't enjoy the game and have a fair chance to win. And with how overpowered killers are now, new survivors can't win.
Killers got better meta perks in this patch and survivors got garbage. Or at least none of them is useful against good killers.
Sure. Let's accept your premise here (it's wrong, but whatever).
You don't want to go to a restaurant - you stop going. That's fine, and you're well within your rights.
What you don't get to do is stand in the restaurant yelling at other people and smacking their food out of their hands.
And Sluzzy, you complained that survivors couldn't win and how horribly killer sided this game was before the changes (which BHVR specified are due to their own, internal numbers regarding kill rates being substantially out of whack with what they want) - meaning that either you think the devs are lying to you, have it out for your role or have a vision of the game incompatible with what you want.
By your analogy, why are you still ordering food here?
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095982#Comment_3095982
I haven't seen that much. Killers just want to blame survivors for being upset about the patch because of DH, but I'm sure we both know that isn't why most people are upset. We shouldn't defend comments like those.
Just do a search for 'dead hard nerf', or check the feedback forums.
The thing is - Dead Hard is probably responsible for a lot of the complaints, at least tangentially. Some people said that they wouldn't play survivor if DH got nerfed. Others, especially at higher MMR (where it saw something like 75-80% use rate!) are likely now going to drop down slightly in MMR, and that will take time.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3095982#Comment_3095982
Where did I complain that killers got buffed? I think you'll find my only issue with this patch is the iron will exhaustion change so please don't act like I'm on this forum complaining daily, I play killer too, I'm actually higher rank killer than survivor right now despite queue times I also don't see t-bagging as toxic, it doesn't bother me so I don't care about it.
Not caring about it is one thing. But you know that it annoys people, and you deliberately do it - as you stated - because you know it annoys people.
That's textbook toxicity.
Also - yeah, two people with the same avatar confused me for a second.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3093681#Comment_3093681
Every time someone complains about it on the forums I do it even more 🥰
Is toxic to killers, and gloats about it.
Wonders why killers weren't having fun.
Complains that killers got buffed.
Never change, internet. Never change.
@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3093681#Comment_3093681
Man, some of y'all are so fragile. "A survivor pressed control or M2, I'm suddenly blinded with rage!!!!1!1!!" It's BM in a video game, and comparatively tame at that. If any of you played an FPS, your heads would explode.
I've played games since...basically gaming was a thing.
Sportsmanship makes your game into a phenomenon. A crappy community makes your game niche.
Look at how the Tribunal turned League of Legends from a meme into among the most successful PvP games of all time.
https://www.youtube.com/watch?v=RsFy0IYutw8&ab_channel=epicfaul@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3093558#Comment_3093558
This is the only way BHVR will listen is for survivors to stop playing.
If I were BHVR, I'd consider the amount of pout going on right now to be a massive incentive not to change anything, because this is behavior (lol) that should not be encouraged.
This isn't feedback. This is sulking.
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3093663#Comment_3093663
This comment is ridiculous. I can promise you that most people aren't upset with the changes because of the DH nerf, lol. I hate the game as survivor now and I never used the perk. My favorite exhaustion perks are lithe and overcome :)
There's plenty of complaining about Dead Hard.
@[Deleted User] said:
Bloodpoints won’t solve that issue, I promise.
It should help. I know that I'll generally play whichever role the incentive is going towards, unless I'm already Iri 1 on that role.
@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3095515#Comment_3095515
Just not true playing killer was always fun and solo Q miserable, last big event before patch killer queues were long too I could barely play at peak hours, I mean ok dead hard deserved that nerf but then why nerf survivor speed boost after being hit, buff bloodlust, attack cooldown and all that stuff, +90 seconds generators it's too much
they should have done half of these things then observe killrates for a while, then buff again slowly
Solo was, is and will always be a sub-optimal way to play this game. I still have a lot of fun in solo, but you have to take the good with the bad.
What we need are stronger penalties for suiciding and DCing a lot.
BHVR balanced this off their own internal stats, which are likely far more accurate than the gross kill rates we get stats wise, and - by their numbers - killers were struggling.
This was a way of (hopefully) discouraging unfun playstyles, while buffing killers - especially the weaker M1 killers. It wasn't perfect, but it's a huge step in the right direction.
@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3095891#Comment_3095891
Oh, I agree. If you BM in games for no reason, you're a shitter. But people act like clicking a flashlight or teabagging is the single greatest affront to humanity, rather than just some keyboard warrior trying to get a rise out of you.
You can't have it both ways.
If you're nasty in games, the fault lies on you - not the person that happens to get irritated at your antics.
Just...manner up. Otherwise, eventually, there's going to be a crackdown.
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@Namyze said:
WARNING, this post is probably VERY LONG so skip to the TL;DR if you cbf to take the time.
I'm not going to try to speak for all people out there as many people have different soloqueue experiences and it seems to also vary depending on region, but this is my personal experience in solo queue post-patch. We all know what patch I'm talking about.
Ten seconds of extra generator, 10% faster killer animations, perk overhaul all sounded great until it translated to how the game feels like now. It's not just ten more seconds of holding m1 on a gen; it means whoever is engaging the killer needs to run them for ten more seconds to get the same amount done as before, which would be fine by itself if it also didn't included survivors generally going down quicker from lost distance over time from the faster animations. The perk overhaul seemed fine to me as I rarely ever used "meta" or second chance perks as survivor anyway, but it feels as though while many survivors are getting creative with builds, a majority of the killers I face are running the "new" meta of 2-4 gen slowdown along with the already increased 10 seconds.
So, how is the solo queue experience? Pretty poor.
All of these things add up so I get things like increased survivor d/cs or opting out early, people who throw because they literally don't care anymore, having to splitgen to even get gens done often times, having to be more efficient overall rather than prioritizing bloodpoints or fun. I don't know if it's just the U.S region where I'm located, but killers generally have been playing more aggressively with camping and tunneling. The five-second basekit endurance has literally done nothing to prevent it as they now just wait five seconds instead of fifteen because let's be honest, very few people run actual BT anymore. These days I feel like I'm actually forced to locate the new survivor meta and equip those perks to even have a reasonable chance of living past 3 gens into the game without getting straight up tunneled out. End-game risks to try to get the person on hook out is actually much more difficult now if the killer doesn't move from hook at all, so many don't really take the risk and just leave; those who do just give the killer an extra sacrifice. That's just not fun. And I've pretty much gotten the same feedback from a majority of friends based in the U.S. Swf is doing fine ofc if everybody's a decent looper and are actually touching gens like their character's life depends on it.
I play both survivor and killer, and it's the same general correlation on the other side. I usually expend less effort to get a 4k and still don't need or want to tunnel to get it, even less so (although, I can't say the same for sweaty 4-stacks when my first down is 3-gens in ofc). It's actually more fun for me to handicap like playing pallet freddy with zero gen slowdown for an actual challenge. I don't have to, but I personally feel obligated to give hatch to any game with a d/c or early opt out just because I know how it feels to have to try to get things done with 3 people (nothing wrong if people just want the 4k though). My intention is not to trivialize the killer experience; I recognize that even with my personal experiences, anything can happen in a game and there's always the potential for things to go either way. Survivors are not necessarily easier to down, but if I run my normal builds then often they aren't as willing to work on gens or they literally can't get them done in time for me to get there. Many hatch games at 3-5 gens left and it doesn't feel good on the other side for me either.
I didn't play the game to against a killer who is really meant to be "an unstoppable force." I played because I had a relatively even chance of escaping or having a decent game where it's close, not getting either tunneled out or getting 4k'ed about 4/5ths of my solo queue games without having for it to be a sweatfest every game. It's pretty common now to get sub-10k points because I'm working on gens alone before promptly dying on first or second hook while my teammates are aiming for a soft reset and prioritizing gens/others on hook/not getting found. I absolutely do think that something should've been done to shift the balance a bit and the idea of a killer buff would've be great, but this patch ain't it, chief.
TL;DR, I'm based in U.S region and solo queue is garbage. People D/C more, killers tunnel more with the same perk meta, I need to actually slap on the new meta perks to live longer than 3 gens. RIP meme/fun perks. I have to handicap myself as killer for a real challenge playing nicely, don't take offense if that's not the case for you. 3-4 stack sweaty SWF is literally still the same though.
Okay. This one is complicated.
As I mentioned in another post, there is a Chicken/Fox/Corn riddle playing out in real life here, in that BHVR have to try and balance both SWF versus Killer and Solo versus Killer, and any change to one influences the other.
Someone is going to lose out.
For a long while, that someone was killer. Now it's solos. This is not ideal, but it's a little bit fairer.
I'd love to see solos get some love, but it's extremely tricky to do in a manner that is both meaningful (I'm not convinced the status icons will do much, and voicechat would be a complete disaster) and won't bork the balance of these matchups further.
DCs and suicides? Yes. But this was just as much of an epidemic before the changes - you aren't going to get people to sulk less when a game is going badly. The only way to fix this is to flag and penalize people who constantly give up.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3095822#Comment_3095822
No, the sky is not falling. As I said at the end of my post, the killer buffs are fine. It's just the DS Stun duration, nerf to self-care and the speed boost that are problematic.
Yes to DS, yes to Self Care, no to the speed boost - that was needed to increase the viability of M1 killers in case.
The core issues are:
- Slugging, camping and tunneling are still too effective.
- Nurse and Blight (but...mostly Nurse) need some tweaks.
- Solo Queue needs help - but in a way that won't buff SWFs.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3095791#Comment_3095791
I dunno,they said they will address the addon/node issue..
might be a reactionary move due to the community negative feedback though
Yeah, BHVR say...a lot of things. Many of which end up being postponed and then abandoned (cough status icons).
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3095831#Comment_3095831
Thana is mostly psychological. If, and this is usually a big if, the Killer can keep all survivors injured from start to finish of a gen it will add roughly as much time to the gen as the old Pop took away from a gen at 25% progress or more with the disadvantage that Thana isn't reuseable like Pop is.
With all the healing options keeping most Survivors injured is only a decent option for Legion or Plague.
I hardly ever see Penti either but an easy counter to the Plaything plus Penti combo is just ignore Plaything. The Killer will probably get a couple more downs depending on the situational awareness of the survivors but a perk has to have some value or there's no point in it existing.
This.
Or just boon the Playthings (nobody runs SH).
@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3095831#Comment_3095831
Yes most common build is the kicking gen build with CoB/overcharge, I think thana is popular because it's just easy to use, annoying passive effect and you don't have to think too much about it, I'm using corrupt -deadlock for the same reason
and yes even if slowdowns are still meta you can actually win games with chase builds or aura reading builds this patch
Is it?
I'm seeing Pain Resonance, or ye olde PR+DMS more, often coupled with Thana.
Overcharge+COB is great on mobility killers, or killers that can kick fast. On slower or setup based killers, I'm not a fan of it.
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@Alcuin said:
And how is his power not being given a second look now that he's received the same buffs that Pig and Trapper have? I don't own the character, but it seems like his box spawns in a corner of the map where survivors are not present. Is this to reduce RNG? If it is, fine. But gens have been increased by 10 seconds and a survivor's ability to last in a chase has been nerfed. Wouldn't RNG be more fair at this point, given that time is of the essence for survivors -- solo survivors, specifically --, and they don't have the time to run to the other end of the map to get the box? There's someone on the hook, someone going for the unhook, someone off gens to get the box, someone in chase. There's still four gens to be done.
Was he balanced prior to the buffs or was he underpowered? That could explain why his power isn't being considered for a rework. He did have the highest kill rate according to the latest official statistics, though.
Why is information spoon-fed to him? Why does he have a direct teleport to the box solver? It's a PvP game, things should not be spoon-fed. Think of all the characters -- both killer and survivor -- that have to learn to navigate RPD. But here's Pinhead with his direct teleport; press "E" for escape, press "teleport" for spoon-fed travel to desired location. Why does he still have add-ons that lengthen the time to solve the box?
If I'm playing a shooter game, it should be skill versus skill. It would not be fair that my enemy has three AI minions to help in his fight against me. It doesn't make sense that Pinhead that should be able to crutch so hard on passive powers and spoon-fed information in a PvP game.
Uh...no.
Just - no.
Doing the box is part of how the Cenobite matchup works. It's not rocket science - if it's getting close, go and do it, and don't lead him to the box in a chase.
Without it, his toolkit is terrible.
Pinhead was fine before the patch and is fine after. He was lower-mid tier, and still is.
He is a character that is a bit tough for solos to handle, but this game can't be balanced around solos, unfortunately, because you can't balance around a lack of coordination or people doing silly things.
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@Xperian said:
You nerfed moris to require 2 hooks before killing. Pyramid head can't kill you until you're on last hook. So why do I get instant killed by Mikey on his first T3 pop, when he has 1 hook, 1 gen done, and I haven't even been downed?
What a stupid way to end the game. Yes, I understand that it takes extra time to get to T3. I understand that you can just loop him to avoid it. But when he just walks up until he's right behind you to pop it so he doesn't have to lunge, you're screwed. Game over. It's done. No more match for you. Were you in a group with friends? Have fun waiting.
BHVR, have you played your own game? Do you have a single cognizant thought between the lot of you? You changed the standards for moris so that they wouldn't be too strong and you left this garbage in the game.
Yup.
But I'm also hesitant to remove it as Myers is, along with Sadako and Trapper, the worst killer in the game.
It is massively unfun though.
@IlliterateGenocide said:
Because he is weak.
I will agree people exaggerate on how hard it is to get to t3 tombstone or permanent t3 tombstone.
And tombstone piece is already bs even if he is weak.
So hopefully when they buff him they can remove both those add-ons.
This is the key.
Myers needs a rework. He needs...something (maybe a pallet breaker?) to help him in chase. I'd also love to see his mirror addons moved down to yellow rarity (it's how I love to play him, and it's...so, so hard to sustain with the Prestige changes). Then rework TSP and Tombstone to be less ridiculous.
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@rvzrvzrvz said:
What are you saying ? I still run the same build than before patch corrupt-deadlock (the lazy build) + anything, I rarely kick gens and I win most games, jolt is pretty good with this build too
and if you didn't notice everyone is running thana - plaything/pentimento - call of brine/overcharge/eruption, maybe just stop using pop and corrupt
I've seen one penti in maybe 50 games now. On a Plague. And she got destroyed.
I love Penti, but it's very easy to counter.
Thana...I'm seeing a lot of, but I'm not convinced that anyone besides Legion really uses it well. It's a psychological perk.
Other regression perks are fine, they can all be countered and if you're dedicating all your perks to regression, you're badly short of info.
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@Kaitsja said:
So, survivor lowkey sucks now and it's not because of the dead hard nerfs or the killer buffs.
Self-care was nerfed because it seen a lot of use at high MMR, which is an odd choice given that it wasn't a problem for the rest of the player base. Then there's the decisive stun duration nerf, which is odd because 3 seconds is too short a duration and doesn't even affect the killer. The questionable Calm Spirit downside.
Last, but not least, the distance gained on hit. This is the change that bothers me the most as it just doesn't make sense to give killers buffs to shorten chases and increase gen times, while also nerfing survivors ability to run the killer.
To clarify, the killer buffs are fine and were absolutely necessary. Killers needed to be buffed.
Nope.
I'm happy to tell you that the sky is not actually falling. Solo queue is certainly tough right now, but this game can't be balanced around solo.
DS nerf, yes - that was a bit silly. Self care too.
The chase changes are totally fine, and - mostly - help the lower tier killers be better without interfering with the high tier killers too much.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095717#Comment_3095717
The DS nerf is fine. Even if you're facing Nurse or Blight, and they're "right back on you", it's not a guaranteed down. There is always something you can do. Neither the Blight nor Nurse knows where you're gonna run from where you are, and they have to line up where they're going to go preemptively to hit you, and if they guess wrong they miss you.
And the free sprint burst nerf is fine, because I'm playing with Overcome now, and am getting massive leads on these killers, even to the point of them usually wanting to leave me after hitting me. So how in the world did we think that the old sprint burst + Overcome was fine, or any exhaustion perk really? You literally hold forward and win from the time waste.
Nah. For a one-off, 3 seconds is too short. It either needs to activate twice per match or go back to 5 seconds.
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@Impailer said:
Right now, gen slowdown is 85% and gen regression is 15%. Also, the change was meant for players not to rely on second chances or stack generator perks, at high level it seems like you still have to stack generator perks still. So, what did this accomplish? Very little, I think. Survivors still run dead hard because it is still a second chance, unbreakable and adrenaline still haven't been touched and boon perks are still super strong. The only change I can see that worked is the DS change. However, survivor meta is still the same, run second chances, same thing, different perks. On the gen regression side very disappointed at the pop and corrupt changes. I feel you get punished for preforming well. Just my thoughts and opinions. What does everyone else think?
Here's the thing.
What else are killers going to run?
The only good lethality perk is STBFL, because stuff like CC and BF are tied to hexes, and hexes suck.
People used to run BBQ for BP, but that was nerfed to a...very niche perk.
The only strongish info perks now are Discordance (which far too many people sleep on), Retribution (tied to, guess what - hexes, and can be easily broken itself) and IAE, which is also very niche.
Thus, people will put on perks that they know will likely help them consistently during the match rather than perks that might help them once or twice.
Corrupt is totally fine now. It's strong, but won't allow you those insanely frustrating snowballs off a super early down as easily.
The goal wasn't to remove Dead Hard, it was to reign it in. I like that it's still useful.
DS change silly, 3 seconds is far too short for a once-off. I'm fine with it not working at the endgame, and that change would have been more than sufficient.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3095672#Comment_3095672
I’ve never complained about Unbreakable and I slug pretty frequently. Yeah it’s annoying on the odd occasion I lose a kill because someone with Unbreakable gets up and gets hatch or something but that’s life. 🤷♂️ But really it’s kind of on par with Deliverance which lets you get off a hook 100% of the time but I don’t see complaints about that perk. (Technically Deliverance can be used twice per game instead of just once as well, but does have the downsides of causing Broken status and also requiring a precondition of saving someone else.)
This.
Unbreakable is completely fine.
A big part of the killer changes is that they are supposed to result in less unfun playstyles, like heavy slugging, camping and tunneling. I wouldn't be too sad to see a buff to Unbreakable and DS to make this more true, but I'm also a bit tired of bandaid solutions via 'run this perk always or you might autolose'.
Frankly, some perks (DS, Unbreakable)...I'd be happy to see these made baseline in some form.
Shattered Hope is another of these.
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@kizuati said:
https://us.v-cdn.net/6030815/uploads/XIB4OCX54OAF/image.png
The decision to make the act of prestige cost BPs is still immenslly bizzare to me and I do not understand it. What the hell was going through the mind of the devs here? Anyone have any thoughts on why would they add this at all?
@ShinobuSK said:
I would never in my dreams think of adding prestige tax during grind reduction operation.
And I still cannot believe it
My guess is that this was a 'two birds at once' idea.
The grind for perks will be shorter, overall.
However, you'll have less access to high tier addons.
I think BHVR wanted to reduce the number of purples and iris people run.
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@Biscuits said:
Steam charts are public, might want to go look at them before you claim the game isn't dropping players.
44k peak today on Steam. Right in the middle of the post-anniversary doldrums, but without Nemesis. After not only a massive meta shakeup, but all sorts of bugs and shenanigans.
Yeah, game is falling fast :|.
@toxik_survivor said:
This game is not dropping in players. More people are joining than leaving so making comments like "dbd finally gonna die" is ridiculous. I mean the fact that people are complaining about this means that people are still playing the game and not leaving lmao. Let's face the facts. Dbd is more addictive than nicotine and you will never leave this game for good, nor will it die any time soon.
Just think about this new patch as new content. Do you want the same game forever? No you don't, so dbd is switching things up and experimenting. Everything is so overdramatic and no body is gratefully for dbd listening to the community and doing what they ask for
DBD is finally going to die. One day. But it's still doing fine, and it's got a good 2 or 3 years left in it before we start reaching dangerously low numbers. It did probably peak last year, so that's my best guess.
Other than that - yeah, people don't like getting nerfed, even when that nerf was mostly needed.
This is the single biggest meta shakeup that DbD has ever had perk wise. There will be a few balance worries. But, with a few things excepted, it's a huge step in the right direction.
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@CoolNaoto said:
I've been playing Dredge a ton since it came out and I recently decided to try out Trickster but I unfortunately can't do anything at all with him. Despite the fact I have literally a singular level one perk and no experience as this killer I am being put up against the same kind of teams as I was up against as Dredge. I don't know if it's just me but it seems illogical to match up a Trickster playing his first matches ever against a SWF who each all have full level 3 perks and at least 3 levels worth of prestige. I know for a fact there is plenty of new survivors around that would be more fair to put me against because when I went to play survivor (which I rarely if ever play) I get tons of teammates who lack any prestige and genuinely don't know what they are doing entirely. Since there DEFINITELY is new survivors around in the matchmaking that means the MMR of killers heavily influences eachother. Is the MMR of your killers even separate and if they aren't then why does BHVR think that the skills learned as a Dredge for example would transfer literally at all to another killer?
Okay, so.
There's a weird thing about the MMR system in this game, where new killers are pegged 'slightly below' your highest killer, if certain info is to be believed. Perhaps it's slightly below your average, but I know it doesn't feel that way.
It sucks.
For your first few games on your new killer, don't sweat the losses. Just focus on getting a feel for them.
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@Saikotenshi666 said:
And this goes especially to killers. The survivor side has such a big change. Nearly every meta perks were nerfed, you need longer for a gen, Thanatophobia has more impact now, Pain Resonance is still good, Overcharge has much more impact than before, they changed the enduring/deep wound so you can't take 2 hits (Yea, with Mettle of man is it possible, but how many times this will gonna happen. We can all agree that it shouldn't be that much).
In my last few games (Should be 17-20 games since the newest patch) I got 4 killers who play normally. The rest were only toxic, were tunneling, were facecamping, toxic in the endgame chat.. For no reason. No gen rush, no toxic looping or toxic behaviour.
It's only frustrating to play survivor. I play killer too and I only noticed that survivor are trying out something new. I played 10 matches and there wasn't such a big toxicity. (Yea, just 10 games, but 40 other player. This should be included). I know it's an unpopular opinion, but Dead Hard is still good. More situational, but still useable if you time it correctly. And you gain more distance. I still get value of DH. With DS too, but only just because the killers are tunneling harder than before. But Iron Will isn't useable anymore, I agree with that.
I just hope this will change until the next chapter. Just because of some changes that everyone evolves into tunneler and facecampers, more than before the patch. It has reached a new lowpoint
Uhm.
Okay, see - here's the problem.
What do you define as 'camping' or 'tunneling'? Because if you mean it in the way most people do (literally sitting by the hook, or literally focusing one person right after unhook, completely ignoring everyone else) you are either so unlucky to get it in that many games that you should probably start playing the Lottery (you're clearly about to get superpowers) or you're exaggerating.
I play survivor too, and the sky is not falling. I've played slightly more games than you since the patch (maybe 25 or so), and I've seen 1 facecamper and maybe 3 people tunneling. I know as killer that I get accused of tunneling constantly, soI wonder if we're using the same words for very different things.
Survivors are even more BM in postgame, despite me literally never tunneling or camping (my funniest was being cussed out because I play Demo of all things).
Iron Will is a problem perk. It's like Boil Over - if it's good, it's busted. Both need a complete redesign.
I would like to see more done to curb these two styles. Baseline BT and OTR were a good start. Nerfing DS's duration was silly. But right now people are so pouty that it's probably hard for the devs to separate the signal from the noise, feedback wise.
People need to calm down, adapt - and once the meta has settled, we can see where we are and start tweaking things.









