Avatar

StarLost

StarLost

About

Username
StarLost
Joined
Visits
0
Last Active
—

Comments

  • @Chaos999 said:

    While coincidentally using your strongest killer with its strongest build.

    https://us.v-cdn.net/6030815/uploads/0HV0WFRUUXNB/images-286-29.jpeg

    Damn. I love taking on those guys.

    It...depends.

    I used to dodge TTVs when I first started, especially after multiple full lobbies running OoO that I barely even got a chase out of before they had gens done.

    Then I was okay with it, as long as I was on a decent killer.

    Then I ran into the worst lobby I've ever experienced - full TTV lobby with Cyrillic names that proceeded to send me to Badham with multiple further hook offerings, two sabos, Exponential, Breakout and...yeah, obviously a planned build to annoy people. Basically, they got 4 gens done then memed on me for almost half an hour, it was literally impossible to hook them or keep them slugged. All of them were very strong players that had multiple thousands of hours (to my 300 at the time), so it was either a smurfing group or an SBMM poop.

    Eventually I whittled them down, upon which they all ran to different points of the map and started playing hide and seek.

    The stream was titled 'let's make killer DC'.

    Now I just dodge if there's more than 1 TTV. Not worth the hassle.

  • @ModernFable said:

    ModernFable

    Behavior Interactive

    Dead by Daylight

    24 July 2022

    Temporary Solutions for Camping, Tunneling, and the Solo Survivor v Survive with Friends Gap

    Lengthy discussions are often ignored; as such the purpose, detailed reasoning, and explanations of individual changes will be kept to a minimum for the sake of brevity. Moving on, Camping, tunneling, and the ever growing gap between solo survivor (SS) and survive with friends (SWF) game-play are notable sources of frustration in Dead by Daylight; the following changes are intending to address these annoyances with temporary, but quickly applicable solutions.

    Having said that, camping as well as the gap between SS and SWF can be neatly handled together. The first action will be pausing the entity progression of a hooked survivor if a killer is within sixteen meters of the hook (disabled if: the exit gates are powered, the killer enters chase, or another survivor enters the range). Additionally, if a survivor is on hook, all survivors auras become revealed to all survivors. Tunneling can be dealt with by applying a short (perhaps twenty second) grace period where after being unhooked, being picked up by the killer will result in a four second stun (disabled if: the exit gates are powered or performing a Conspicuous Action).

    Huh.

    I'm surprised - I actually agree with most of these. Especially a short duration baseline DS.

    @Murgleïs said:

    « The first action will be pausing the entity progression of a hooked survivor if a killer is within sixteen meters of the hook »

    Very easy to abuse (even with your restrictions). Doesn’t make the game more fun for both sides.

    « Additionally, if a survivor is on hook, all survivors auras become revealed to all survivors. »

    Free info you don’t deserve, removing the horror aspect of the game. Use kindred.

    « Tunneling can be dealt with by applying a short (perhaps twenty second) grace period where after being unhooked »

    If you need that use OTR.

    « being picked up by the killer will result in a four second stun (disabled if: the exit gates are powered or performing a Conspicuous Action). »

    Use DS.

    Eh...here's the thing.

    I'm very tired of 'bring x perk in case y or you lose' bandaid type fixes. After a certain point, you're basically just reducing perk variety.

    Killers are, by and large, in a good place right now. Sadako and a few others need a small buff. Nurse and Blight (but mostly Nurse) need a small nerf. But the major area where 6.1.0 failed was discouraging camping and tunneling - and having OTR taking up a space in my perks when it could be something fun is a bit annoying. Not to mention that some killers (Nurse in particular) don't really give a hoot about Endurance.

  • @LDominating said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089205#Comment_3089205

    The problems are:

    DS was changed so many times it's probably the most bipolar perk ever.

    DH was an overrated exhaustion perks but was the only RELIABLE one as any other exhaustion perk was bad or required an activation factor.

    Balanced Landing was the only contender until,you guessed,it was nerfed.

    DH didn't require a nerf,it required competition,once killers were called on their BS that this perk was op they quickly blame nerf motivation for overusage,which I stated and you can deduce it;s because of lack of competitivness.

    SC wasn't good for SoloQ,if you use it,please don't queque as a solo,you'll ruin the experience for others,it's the worst healing perk in the game after healing went from 14 to 16 and mangled added slowed healing progress.

    SC should be considered bannable for idling or AFK,that's how bad of a perk it is.

    The BT destruction is nothing compared to the lackluster of anti tunneling nerfs,just admit developers,baby killers need to tunnel to vent frustration and you've got skins to sell.

    Add 85% of killers as I stated previously in other posts that any anti looping killer should be considered on the nerfing chain.

    They were designed with 2016 map designed in mind but were brought after 2019.

    Doctor,Billy,Wraith,Sadako,Oni,Huntress,Artist,Legion,Clown,Demo,Spirit,Hag,Trickster,Deathslinger,Bubba,Plague and a few others which I don't think their anti looping is that big of an issue.

    These killers have very strong anti looping abilities which created the SHIFT + W meta,which was nerfed,a meta isn't born out of boredom but necessity.

    If my only defence against killers is negated by 90% of killers then I must buy time as going down is not an IF question but WHEN and when my precious time is made meaningless by broken slowdown perks which seem to have no shortage,then my freaking killer main friend,the game's not anymore survivor sided but your killer sided.

    And this has been a question you should have asked yourself,in a game where teamwork is king,should communication and teamwork be absent?

    If said teamwork is the only thing to be able to win and even then not beign foulproof then what's a player not in a SWF supposed to think before clicking "Play as a Survivor"

    This is a fact killers mains have to put in their brains,game's has been killer sided since 2019,but the devs have handed you kills on a silver plate that whenever one of your 25 games is missing with kills,you go ballistic.

    I kid you not,I could ask the killer mains what game's they've played and they recite the bad ones like it's a poem.

    Woof.

    Okay, let's take a look.

    DS was straight busted for a while, as it amounted to a defacto extra life. That was nerfed, but people were abusing it to be jerks in endgame, so it was adjusted again. The 5->3 seconds nerf was unneeded.

    DH...was absolutely not overrated. It had zero counterplay and could extend chases basically forever. It needed a nerf, badly. Sometimes something is so busted that it's better to just nerf it than try to buff everything to compete and totally rebalance your game.

    Balanced Landing was a problem on Haddonfield. It's still a very solid perk, as Otz has recently been demonstrating. It just requires a bit of foresight.

    BT...was not destroyed. It's still an excellent perk, just not as much of a necessity.

    85%...what? No, I have no idea what you're trying to say here.

    No, those killers are a mixed bag. Doctor and Clown have very mediocre anti-loop. Sadako, Billy, Bubba and Wraith have zero anti-loop...again, what? The only killer on your list that is even close to strong is Oni (due to a bug) and Artist (who has a ridiculously high skill cap).

    90% is another made up stat, and basically everything here is hyperbole. The only additional defences needed have to do with camping and tunneling. Slowdown perks all got nerfed, with the outliers being PR (which will almost certainly be nerfed to 10%) and maybe Thana (which I'm unsure of).

    The game is absolutely not killer sided. Watching some streams, it's still SWF sided - just not as much as before.

    Yes, solo survivors are struggling right now (but nowhere near as much as the forum outrage machine would have you believe), but - if SWF is going to be a thing - then the game needs to be balanced around SWFs.

    Since 2019...lolwut. I started in 2020 and I had to deal with multiple spots on every map where I couldn't pick survivors up, infinites, prenerf OoO, prenerf DS, keys etc. I can only imagine what the game was like in 2019.

    Yes, people complain a lot. It's a gaming forum. But with your entire post basically being one epic length poem of complain, maybe you should attempt to leave that glass house before you start lobbing bricks.

  • @Mekochi said:

    Note: This thread is not directed at killers who made meaningful arguments, you guys are nice to conversate with even if we don't always see eye to eye

    Blah blah blah, we get it, DH was nerfed, not every survivor used the damn perk, stop using that as your one excuse. Because believe it or not, not every survivor and their dog used DH. Time and time again a see specific killers (you know who you are) saying survivors are only mad about DH, but they don't even read the post, they see the title and go "Yep, keep crying cuz your precious DH is gone, gg ez bozo!"

    There are valid complaints from the survivor side and it mainly has to do with solo-queue, not even the actual nerfs survivors got. So please, thake the time to read their posts instead of jumping to conclusions, because guess what.

    Everyone knows Dead Hard was nerfed. But guess what? Quite a few people didn't use the god forsaken perk.

    75%.

    After a certain MMR level, 75% of survivors were using DH, creeping upwards past 80% at the highest MMRs. Yes, it was a problem.

    It may not be the only reason people are annoyed right now, but I suspect that it's a big part. Nobody likes being nerfed.

    The bigger issue is that solo versus killer and SWF versus killer are very difficult to balance, as a nerf/buff to one has a knock-on effect to the others. Before 6.1.0, killers got the short end of the stick. Now it's solos. Which...isn't ideal, but it's half a 'faction' versus an entire faction, so it's probably an improvement.

    Yes, solo queue needs some love - but, at the same time, it's too early to declare that the sky is falling. Let's see how this looks in a month or two, once the incentives are back in, everyone is at the MMR they should be at and a new meta has emerged.

    @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/336997/stop-blaming-dh

    Everyone knows Dead Hard was nerfed. But guess what? Quite a few people didn't use the god forsaken perk.

    That's not even my biggest issue with the asinine 'SurVivOrS caN'T plAy wIthOut DEad HarD!'.

    It's that the plethora of other buffs killers got are completely ignored just to make some whiny statement about Dead Hard.

    And almost all of them were needed.

    The problems are that:

    • DS was overnerfed.
    • Self Care was overnerfed (it's a very good solo queue perk).
    • The BT change isn't sufficient anti-camp.
    • Nurse and Blight are still too strong.

    However, you also need to understand that a lot of killers, especially long-timers, aren't exactly above a little bit of schadenfreude-tastic 'see how it feels, survivors, to be on the spiky end for once?' prodding. The Wraith, Twins and Freddy nerfs still loom large in a lot of minds.

    Hopefully, once the incentives are back, people will start playing both sides more and develop a little bit more empathy.

  • @Mekochi said:

    TL;DR at bottom

    Okay so I see a few killer mains saying survivors are purposely killing themselves on hook/disconnecting to inflate kill rates. So we're going to go over to see if this is truth or bunk.

    So first addressing the disconnects, developers have already confirmed, disconnecting does not apply to the kill rates as it's a disconnect, not a kill. It makes sense for it to work like this as they not only steal away bp a killer would get if it was an actual kill, but also can screw over the team.

    Now, killing themselves on hook. I haven't seen much of this myself when playing survivor except once every 15 or so matches, and when I do decide to play killer, it's also very rare. But I doubt it's to inflate kill rates, I don't know where the big conspiracy came from, but if someone can tell me, that'd be great. I mainly see survivors dying when they're in solo-queue, not doing gens against full slowdown build, or just plain giving up against certain killers. Now I don't condone this behavior, but I don't think they're just in a conspiracy to inflate kill rates.

    What I have noticed though when some people kill themselves on hook/disconnect is because of things out of their control.

    We'll start with disconnects, sometimes the game will randomly disconnect players and say "No Connection Found" despite everything else functioning perfectly fine and they don't get the indicator in the top left corner either.

    Now with the hook situation, sometimes the survivors do kill themselves on hook, but I don't think it's as often as people say, just like how before the update not every squad is a bully squad. Our brains tend to function in a way that remembers our negative experiences with something over the positive, it's just part of being human so I won't fault anyone for that. But on the survivor end of the spectrum, I've noticed an influx in killers tunneling/camping.

    So Tunneling & Camping are strategies I do realize this, but some survivors will tend to kill themselves on hook and just move to the next match when faced against this, this was how they'd retaliate even before the update. So this can cause kills into inflate. But if killers run full slowdown build, paired with this tunnel and camp strategy, and the survivor doesn't kill themselves on hook, it still would result in their death. Because now gen times being increased and the hook times not being changed to compensate makes it difficult.

    I've noticed this, and if a survivor disconnects/dies before 3 gens are done, and the other survivors also have hooks, they are less likely to escape. I also made a post with the experience of solo queue survivors and why solo queue survivors are also struggling there. This isn't to blame anyone, but I don't think this is the conspiracy it's being made out to be.

    TL;DR - I don't think there's a conspiracy going on here, there are many different factors that come into play which depends on the killers play style, how efficient the survivors played against said play style, ect.

    Do we have any actual data? No.

    Is there a certain narrative making it's way through the echo chamber of the forums? Yes.

    Are people always annoyed at even the most justified of nerfs? Yes.

    It's a conspiracy.

  • @JibbyNeutron said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089070#Comment_3089070

    ahh the famous topic switch because you lost the argument. and on top of that insulting as child while you were the one using cringe emojis. What a classic DbD forum moment.

    ...

    What argument?

    You just started insulting someone rather than addressing what they said.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089084#Comment_3089084

    Yeah I can get behind waiting for some more stats on STBFL. I'm not too bothered by it myself, but I see a HUGE amount of complaints about it recently and it does have some very strong synergy with Demogorgon, allowing it to hit you and then shred you immediately after.

    As for Pentimento, first of all not everyone is running a Boon and coordinating a takedown of Penti in soloQ is pure pain. And I don't really think the Killer has to commit much, if any, time to set it up - especially considering the amount of slowdown they get from it. They just hit a button once they move past a destroyed Totem and you immediately get a 30% speed penalty to all gens. Sure some Killers go way out of their way to set it up and drop all gen pressure as a result, but that hardly applies to all. It would also make sense to change it that way, given the Devs are planning on heavily nerfing the slowdown meta in the first place.

    Call me crazy, but I think an effect as strong as a 30% repair speed penalty is something that should be harder to get than Pentimento makes it. Also, its just extremely boring to go up against. It's a similar issue that Dying Light and old Freddy had and honestly I just don't like it at all.

    As for Thana, I agree its not a problem.

    Penti...meh. Think of it this way.

    • Killer has to get a down.
    • Killer has to wait for the survivor to cleanse Plaything. Many just...don't. Especially in SWFs (which is why Plaything+Penti isn't that common).
    • Killer has to hope that survivors aren't running boons.
    • Killer has to go and set up the Penti.
    • Killer has to hope that the survivor doesn't just double back and cleanse it.

    There is also plenty of counterplay.

    Unfortunately, this game can't be balanced around solo queue, otherwise killers just get wrecked by SWFs. And this isn't the only 'bring x in case of y situation' in the game (just look at the killer counter to boons...sigh) and CoH/Shadowstep are just great perks to bring in any case. You'll almost always see at least one CoH in SWFs.

  • @Mister_xD said:

    I disagree with the third one, but otherwise I think those are all good points (I disagree with your solution, but I heavily agree that camping needs to be addressed).

    I would add that STBFL might be a tad too good now, it should be changed in a way that makes it save the same time as it did before the update, maybe let it be slightly better.

    I also think that Pentimento is not in a great spot, especially with the Thana buff. I would personally swap the 1 and 2 token debuffs around, so it is less oppressive. We all hate the Plaything, Pentimento, Thana Plagues and Legions, I feel this would be a good way to address those.

    Eh...I barely see STBFL now, and I barely saw it before the patch outside of some Demo and Pig players.

    The thing about STBFL is that there's some incredible counterplay possible - the obsession needs to be somewhat aggressive, and it gets shut down hard.

    I'd wait for some more data first before nerfing a pretty healthy perk.

    Penti is super easy to counter. Either boon the Plaything, or just leave it once you know Penti is in play. Oblivious is hardly that crippling, especially against Legion. Keep in mind that Penti is also a pretty big time commitment from the killer, as they have to go and set it up. I think I've seen a single penti after the patch. On a Plague. And she got 1k.

    Thana...see STBFL. I think that this is partially psychological, as the buff wasn't all that extreme.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089062#Comment_3089062

    On Pain Res: yes it's regression is strong, but that's not the healthiest part of the perk. The noise notification gave the killer a target to pressure, and a reason to leave the hook. I'd much rather have a Pain Res that gave me a notification, but was weaker regression, at maybe 10% or even 8% regression. The scream going is good, because now it doesn't combo with DMS, but god please bring back the noise notification.

    I think the goal was to remove the insane synergy it had with DMS.

    10% sounds about right, for how much of a time saver PR can be. I'd be fine with the notification coming back, so long as it doesn't chuck people off gens.

  • @FriendlyKiller said:

    https://youtu.be/bGBarBqg_YI

    I loved this video❤️

    Since the new patch dropped I've been mostly playing survivor, and I don't think I've ever howled at my screen so loudly.

    Teammates going down in ten seconds, no one working on gens, being left to die on first hook and killers with no concept of mercy.

    I am, somehow, still having a blast!

    Thanks for the laugh Otz😉

    @JibbyNeutron said:

    This is just a glimpse man. This is only showcaseing "sweaty Nurse and stupid teammates"

    There are so many more annoying, tilting and busted things happening in solo Q

    Mm, solo needs some love.

    The problem is that this is difficult to do in ways that won't buff SWF.

    Right now, BHVR are in the middle of the Fox/Chicken/Corn riddle, they have to balance around 3 factions, and any change to one impacts the matchup between the other. For a long time, killers got the greasy end of the stick - now it's solos.

    This needs to be fixed, but it's not going to be something that can be done easily, or fast.

    To be fair though, this should have been titled 'Starstruck Nurse is a problem when people do silly things'.

  • @StarMoral said:

    I'm 50/50 Killer and Survivor, so I understand how to work both roles.

    Killer feels so frickin good right now, as it should.

    Survivor feels... Also really frickin good. And I dint know why people are crying about it.

    Yes I get it, Dead Hard and Decisive are nerfed. Guess what, there are 6 other wonderful exhaustion perks you can use and Off the Record is literally the new Decisive. I've been running Overcome, Lucky Break, Off The Record, and Empathic Connection. I legit lose killers mid chase with this build and they can't tunnel me. They chase after me of course, but it's all to buy time for your team. Not JUST escaping.

    Just because you get sacrificed doesn't mean you lost, ya know.

    I'm also about 50/50.

    Once the incentives are back in and queue times normalize a bit, I think things will be a lot better.

    Very tired of the 'sky is falling, survivor literally unplayable now' posts.

  • @Seraphor said:

    Camping and Tunnelling countermeasures including:

    1. Removing unhook grabs. This doesn't add anything but yet another stand off' scenario, and rewards campers with two hooks instead of a hook trade.
    2. Buff / add more killer perks that incentivise leaving the hook. Devour and Make Your Choice are good ones, BBQ and Pain Res used to be good until they got nerfed. Even Ruin require killers to pressure gens to get value out of it. More reasons to leave the hook that benefit the killer will prevent camping, and incentives to go for the unhooker will prevent tunnelling.

    Solo survivor quality of life improvements including:

    1. Showing survivors each other perk load outs, maybe in the loading screen. So you can see who has things like Deliverance or Unbreakable, or We're Gonna Make It, so you waste less time negating each others perks in the match.
    2. Portrait action icons, to indicate what other survivors are doing in game.
    3. A minimised Kindred-like feature as base kit. Perhaps instead of auras, it's 'survivor instinct', which shows the rough direction of survivors. Either when another survivor is picked up, or even on demand.

    These things don't benefit SWF because they're superfluous to comms, but they do benefit solo survivors.

    Some changes reverted:

    1. Thanatophobia didn't need a buff, it could even do with a nerf to 4% per charge with the new gen speeds.
    2. Ruin and Pain Res were over-nerfed. Ruin would be fine being killswitched after a survivor is sacrificed if it was still 200%, and pain Res should still give a notification, in exchange for a nerfed regression value.
    3. Self care didn't need a nerf, it's a perk used almost exclusively by solo survivors.
    4. DS was fine at 5s, the problematic part of it being used at the exit gates is gone, it's fine now.

    Hmm.

    1. Yes. Absolutely. The dumb unhook dance is silly.
    2. Pain Res is still probably the strongest regression perk in the game. BBQ - yes. But I'd rather see something like 'if you remain near a hooked survivor and aren't in a chase for 5 seconds, you cannot use your power until you leave the hook'.
    3. Yes...I've suggested this too. The problem (and I suspect why BHVR won't do this) is that people would immediately dodge if they see someone without full T3 meta perks, especially if they are running something like No Mither.
    4. This is planned, probably for mid 2023.
    5. Baseline Kindred, sans the killer aura. Yes please.
    6. Eh, I'm ambivalent on Thana.
    7. Ruin, yes. PR - no. PR is still crazy, crazy strong.
    8. Yes to Self Care.
    9. Yes to DS.


  • @Phasmamain said:

    Those are all great changes. I would add that STBFL caps at 6 instead of 8 stacks meaning it still stays 40% maximum cooldown reduction.

    Id probably reduce eruption’s incapacitated to 20 seconds as well. 25 feels a bit too high

    That would be fine, though you'd also have to change the stacks lost so the perk doesn't immediately suck (honestly, can't think of the last time I even saw someone running STBFL).

    @Alcuin said:

    Generators go back to 80 seconds, weapon swipe cooldown reduced to 8%, and STBFL should be 4% cooldown per stack.

    Eh...I like the gen changes. You'd have to rebuff all the regression perks, for starters. Otherwise killers will likely end up at either the same power level, or potentially weaker than they were before the patch.

  • @EvilSerje said:

    I'm speaking about "Strength in numbers" challenge, where you have to have at least one survivor escape while you still in match.

    Trivia (can skip to the next part)

    Another SoloQ example. I'm 1.2K hours (so no comments like "you just have to play more"). I almost never used DH before, so nothing new for me perkwise, using same familliar loadout.

    https://us.v-cdn.net/6030815/uploads/2P8VZPLY5EIC/image.png

    Only once I escaped through hatch as last survivor.

    Only 3 games were not 4K.

    I have starting to get lots of gold and iri "Evader" emblems and be in chases longer than 2 minutes (exept nurse, ofc), which means killers I'm matched with are completely unskilled. Yet almost everytime is 4K

    Tunneling is off the charts!

    Finally got that book challenge because was matched with 3 SWF bully squad and killer was fresh.

    What i wanted to say

    SoloQ is literally unplayable, unless you're some pro tournament streamer. Devs should get up the nerve and make a statement: survivor gameplay is supposed for friend play. SoloQ is not meant to be and it's at your own risk. No problem with that, many quesions will be ceased immediately.

    System requirements: internet connection, PC/Xbox/PS, 3 friends

    Let me give an example: Hunt Showdown. You play 3 vs 3, or 2 vs 2. You can go solo agains duos and gain "underdog" bonus, or agains trios and get super "underdog" bonus. So solo is officially left for streamers, tryhards and challengers. Everyone fine with that. Why just simply acknowledge the same thing in DbD?

    That awkward "you kinda can play Solo, but kinda can't" is really disorienting.

    Another thing that stumbles me

    Why many perks switches off at the EGC? It's like "You lose, but you can play well and go to the end, and then lose anyway". Why? Why killer is obliged to have win? There's some quota?

    Some thoughts:

    • You're either so unlucky that you should probably buy a Lotto ticket tomorrow, as you're clearly overdue some amazing luck or are exaggerating. From what we know, it takes 40-45 escapes back to back to hit the MMR softcap, so assuming you were at a middling MMR, 28 losses back to back would mean you are facing almost completely new killers, who you should be able to loop basically forever. I know that I had 10 deaths back to back when I was starting to learn survivor, and that was my longest streak yet.
    • I think a lot of survivor players were sitting at a slightly inflated MMR, if they were only running a handful of completely busted perks. This may or may not apply to your case, but there is a lot of churn right now as everyone settles into their new positions.
    • Yes, this may not be what you want to hear - but this game cannot, as things stand, be balanced around solos, SWF and killers. Someone is going to get the greasy end of the stick. For a long time, that was killer. Now it's solos. This will take some serious changes to the game to fix, and it's not something you'll see soon, if ever.
    • I've played a good few solo games since the patch, and I'm escaping about as much as I was before (50%, give or take).
    • Tunneling was something you saw a fair bit before the patch, and I'm seeing about as much now. DS needs to go back to 5 seconds.
    • Perks like DS and OTR created a very unfun situation for killers where survivors could be basically immortal with the gates open, and could teabag, bodyblock and generally act the fool and there was zero way to counter it. Endgame should matter for survivors, and frankly - it still needs to matter more than it does.
  • @Oscarnator said:

    Nobody, not a single person is complaining about DH when talking about how horrible the SoloQ is experience is. We get it it was OP, it was nerfed, please move on. I’ve seen this reply almost every time anyone talks about how bad SoloQ feels with the new changes. DH was not even mentioned in the conversation topic why bring it up?

    As things stand, you can't balance DbD around Solos, SWF and killers.

    Someone is going to lose out.

    Before the patch, this was killer.

    Now it's solos.

    C'est la vie.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088903#Comment_3088903

    So they latched it out. What’s the purpose of this comment if it is no longer an issue? That’s like complain about double pallets at loops.

    Shrug.

    You said 'being able to'. Not 'can'. Considering that these games no longer exist, it's a bit pointless to talk about 'can'.

    But okay, if you want to be pedantic - what exactly is stopping you from literally doing anything for 2+ minutes in DbD, aside from someone either slugging you to death at endgame (fixed in the upcoming mori patch) or walling someone in (bannable, and also partially fixed)?

  • @realflashboss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088605#Comment_3088605

    If SWFs escape more (15% you say) then they will have higher MMRs from their consistent escapes by roughly the same percentage.... so they would be matched accordingly. MMR doesnt and never has worked btw, ive been matched a couple times against otzdarva on his main like 8-10k hr account and im maybe slightly above average with my pc account only having about 500 hours....

    I doubt it.

    I watch most of Otz's streams and I've literally never seen you. Not even once. Do you have a video link?

    Are you sure that this isn't someone with his name? I've certainly run into a few 'Fauxdarvas'.


  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088582#Comment_3088582

    Unless you just do not play if you’re Jason how do you stop someone from playing the game for 2+ minutes in a row in Friday the 13th?

    You can only stop Jason with stuns which are limited and even then different Jason’s have different stun resistances. Hat’s your point?

    With a savvy group? You could basically stun him for ages, with zero he could do - then use the right items to stun him in rage. AFAIK this was adjusted heavily after a while, but holy crap was it frustrating to go against. There was also a literal infinite stun involving the car, fortunately also patched out AFAIK.

  • @realflashboss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088605#Comment_3088605

    If SWFs escape more (15% you say) then they will have higher MMRs from their consistent escapes by roughly the same percentage.... so they would be matched accordingly. MMR doesnt and never has worked btw, ive been matched a couple times against otzdarva on his main like 8-10k hr account and im maybe slightly above average with my pc account only having about 500 hours....

    I think you missed my point.

    The issue is that...let's say a player plays solo and gets 'x' MMR. They then group up with their mates of similar MMRs - still at 'x' MMR - and the killer that would have been challenging for them in solo queue now gets stomped.

    MMR absolutely does work. It's just not 100% effective 100% of the time. Lobby dodges still make it poop the sheets, and when there are people waiting in the queue for a long time it can sometimes just give up and grab whoever. This was partially fixed in the last SBMM update.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088288#Comment_3088288

    who would've thot something like this would happen, right?

    but hey, killer mains are saying game is more fun than ever now so it really must be ok.

    @Patokiller said:

    I was a main killer, playing 99% of time with killer role.

    Looks like now that playing killer is not a miserable experience that many main survivors are now playin killer just because it´s easier.

    BHVR need to increase the amount of BPs for players that are playing the most needed role.

    @tendyhands said:

    It's almost like playing survivor is trash now and nobody wants to do it. What a shocker when you nerf all the survivor perks, barely nerf killer perks and give them tons of good stuff base kit.

    1. It's not that bad right now. My killer queues were about 2 minutes during the anniversary, and are maybe 2.5 minutes now. My survivor queues have been fast for a while now.
    2. Nobody likes being nerfed, even when that nerf was badly needed. It's going to take a while to adjust.
    3. Once they are sorted out, the incentives will help queue times immensely.
    4. Yes, I'd anticipate some people jumping over to killer now that things are a bit different. That's not a bad thing.
  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088521#Comment_3088521

    Sure, so lemme just start every solo queue lobby by telling the randoms to equip OTR since we can't know which one of us will get tunneled first. It's better me to skip this game for good unless I wanna play killer or with my friends, I just came here to rant since 4 games of seeing the same thing over and over was enough for me to get actually irritated.

    Shrug. This is a team game on the survivor end (hence APvP).

    If you play random, you are going to get random. If you want to coordinate your perks, the DbD Discord makes it ridiculously easy to find a SWF; the only proviso is usually 'be good'.

    Plus, apply this logic to killers. You need to dedicate a spot to a specific perk in case someone brings boons, and are discouraged from running Penti for much the same reason. This game is, was and will always be something of a blind-counter game.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088347#Comment_3088347

    So you will keep on telling lies? Great. And i think mods wont even do anything against it, as always. Also SWF isnt fine, as SWF isnt just 4man squads highly coordinating on comms with equal high skill level. Playing duo is the the same misery. playing 3man can be the same misery. playing random skill 4man is the same misery. Stop assuming SWF is always those below 1% top teams.

    Lies...what?

    Yes, you were exaggerating.

    Also - I think you mean 'stop assuming SWF is always top 1% teams', otherwise you are agreeing with me. But the issue is that, even in your example, the duo and the PUG have a substantial advantage compared to solos, if I recall - a 15% higher escape ratio. That's silly, and needed reigning in.

    If people have the ability to put together a coordinated squad and queue up together with zero MMR adjustments to compensate, then the game will have to be balanced around this scenario. And since the devs have said that they aren't doing the 'SWFs get a higher MMR for matchmaking' thing, this is the alternative. We buff killers, see what the numbers look like and take it from there.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086962#Comment_3086962

    I don’t remember being able to force a player into not doing anything for 2 minutes straight or more in those games with little to no effort.

    You...never played Friday the 13th?

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088423#Comment_3088423

    When I play killer I will give the final survivor the chance to find the hatch before me and if they do gg. If its game etiquette to give the last player the hatch then why do I run into killers that will drop me close to hatch then close it? I guess they didn't get the memo. I am very excited for the mori changes I think it will be a great addition to the game.

    Because some people are rude on the internet?

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088428#Comment_3088428

    If I'm forced to run OTR I rather not play survivor, and even if i'll run it, I play solo queue, I was tunneled once and my teammates the other 3 times, they didn't bring OTR so it wouldn't change the outcome.

    Shrug. You and other people have the tools to counter this strategy, but it'll cost you a perk slot. Much as killers need to dedicate a perk slot to countering boons.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088309#Comment_3088309

    Great! Can I try for once? Or it's available only to 10% of players, that can loop killer in open field?

    Not unless you have a time machine - these were fixed this year.

    Which is why I said 'was', not 'is'.

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088410#Comment_3088410

    Okay, but then I need to trust my solo queue team mates to bring it too, which they don't. I'm really done it's not fun, I was optimistic after the third straight tunnel game vs nurse, but then the fourth game against nemesis really made me get irritated. I'm done until this new thana + insta tunnel meta gets a bit more chilled.

    Things will settle down. Honestly, unless it's a Legion, Thana is still meh (I predict the meta settling around PR, DMS and FOR).

    You are playing solo queue, so you'll get people who aren't very good sometimes (as well as people who will carry you hard). The baseline BT means that a savvy survivor can actually do quite a lot to stop themselves from being tunneled, and OTR makes it easy.

  • @CyberRoninX said:

    Killers that keep letting survivors win are doing nothing but messing with the numbers. When killers do this they just pad the metric that the devs are looking at to decide how to buff or nerf things. I personally will waste a killers time instead of them allowing me to escape.

    Wat.

    @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084476#Comment_3084476

    What do you mean what? Since the devs are looking at the number of kills per game if a killer is letting survivors escape they are padding that metric. I didn't think that would be hard to understand.

    It has been game etiquette since...basically forever, that the killer gives the last survivor hatch. I know that people still complain in postgame if I don't do this.

    @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084483#Comment_3084483

    I just had a killer let my whole squad leave the match its got to be more than that.

    Outside of someone AFKing, I've seen this...maybe twice in the last year. It's usually someone smurfing down their MMR, which - I agree - isn't good, but needs a mechanical fix.

    That said - the mori changes will fix this all for you anyway.

  • Right now things are all over the place, but give it a few weeks and, especially after the incentives are enabled again, it should stabilize.

  • @Wedeguy said:

    Why 4 straight games I face legion/nurse/nemesis with the new slowdown meta build who tunnels on 5 gens? is it because they know ds is such a joke so they don't care?

    Thank you devs, I'm done with survivor, 4 straight games of instant replay, either me or other team member just getting tunneled off hook with thana and euruption and all that stuff. im out, maybe ill come to play killer from time to time but I ain't gonna play this tragedy called "Solo queue"/

    Shrug.

    I saw tunnelers and campers before the patch.

    I'm seeing less campers, but about the same number of tunnelers.

    OTR sort of stops it dead, so run that if you find yourself getting focused out constantly.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088368#Comment_3088368

    What the heck are PR and Agi? Agitation? Why would that be nasty?

    Pain Resonance is probably the remaining 'outlier' regression perk, as it does tons of damage. Agitation allows you to set up PR hooks extremely reliably, and if you snowball even once, it can be GG right there. Add in Floods of Rage and you get super easy ambushes and, with traps out, DMS can mean that gens are getting constantly blocked as people have to save.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088353#Comment_3088353

    There are adjustments people need to make after abusing dead hard for so long.

    It also doesn't take a genius or a killer or survivor main to see that some changes were far too much. Chase changes were strong enough. Gen speeds should still be 80 seconds. DS stun should be put back to 5 seconds. STBFL needs adjusted

    While people should be voicing their concerns. They need to do it in better ways. Then blowing things out of proportion. The OP post is a perfect example. People arnt angry just because they can't abuse killers currently. People also need to realize that this is step one of adjustments. Changes will be made. This current state of the game will be changed and won't last long

    Sure.

    DS was overnerfed. 5 seconds was fine.

    DH could probably stand to be 0.75 seconds, as 0.5 is playing latency roulette.

    Baseline BT does not sufficiently counter camping and tunneling.

    STBFL...eh. It's a strong perk, but there's a lot of counterplay - get the obsession to be aggressive.

    I think the chase and the gen changes are completely fine - keep in mind that this was targeted at the balance between SWF and killer, not solo and killer. Everyone and their dog knows that solo needs some help, and will likely get it - eventually.

    I also absolutely do think that there's some psychology going on here - 'bully' was hyperbolic, but survivors aren't the unambiguous power role in an SWF anymore and that is definitely going to sting for a while.

    @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088353#Comment_3088353

    Yeah DH was busted since release and people did crutch on it and it truly does show, but people aren't actually mad about generators taking a few seconds longer now, they're mad about the fact that killers got an incredible amount of buffs all in one patch which is something that shouldn't have been done.

    I disagree. Those buffs were (mostly) needed to address the issue of full SWFs walking all over killers.

    It could have been a bit more nuanced, but this game needed shaking up and this shook things up.

    My guess is that you'll see the DS nerf partially reverted, which should help matters.

    Again - as I always say - go and spend a few days playing killer. It's nowhere near as one sided as people are exaggerating.

  • @FriendlyKiller said:

    I don't post to the forums much, though I read and enjoy them often. I've been playing dbd since around Clowns release, killer mostly. I won't deny getting tilted on occasion and resorting to scummy tactics, especially if the survivors are toxic, but as a graduate of the HybridPanda School for Killers I generally try to play fair, not camp or tunnel(unless heh necessary) and make sure everyone has a fun game.

    With that out the way.....

    Ok yes dead hard is basically gone. Lots of survivors are frankly pretty bad without it well ok we all expected that. But I'm noticing in my survivor games lots of killers playing quite frankly like they're getting revenge for years of bully squads and unbalanced meta.

    Guys please cool your jets a bit

    I literally had to post this.

    image.png

    That said, no - nobody is 'getting revenge for DH'. DH is gone, and it'll take people a bit to adapt, but SB and Lithe are excellent perks. They're just not busted.

    People don't like being nerfed, even when that nerf was 110% justified.

  • @MommyHunktress said:

    get camped every hook by sadako and she tunneled and camped at 3 gens left on the game, yeah bad map but extra time and buff to killer, then i go against pig with gf perk thrilling tremors i think, dying light, floods of rage and deadlock. why? the swamp was dead in the middle and this killer was dumb, gave up on chase or lost people before anything and would catch survs in a deadzone and still not get a hook, and only won for slugging at the 3 gen like 32 meter radius 3 gen straight line, so yeah our fault but that match my teammates were healing with traps on their head and i had to do basically every gen, this solo state is horrible and yeah im assuming tis bad after 2 games, but after everyone said all this bad stuff and instantly see it... whjat chance do i have to not experience this XD,

    POPULAR OPINION: all slowdown perks on a killer now of all times = bad killer or someone who is just sadistic

    Uh...

    Okay, scenario 1 would have been infinitely worse prepatch, unless someone brought BT. Plus, it's a Sadako. Just trade if you have to. She's not a strong camper.

    Scenario 2 - as you say, that was your team playing poorly.

    Floods of Rage isn't a regression perk, Tremors is barely a perk at all. Dying Light is a bad perk. That Pig had a mediocre-at-best build. If she'd been running PR, Agi, FOR and DMS then yeah, that's nasty.

  • @Gindaen said:

    If Suiciding on Hook and DCing is increasing, this is a symptom of poor game health. In fact, this is probably the biggest red flag there is for a game.

    No, it's a symptom of the penalties for this not being strong enough.

    People DC/ragequit constantly in basically every game I've played, unless there is a penalty that stops this.

    Prepatch, I saw maybe 1 DC in every 3 games, sometimes more. That's absurdly high.

    @Gamall said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088287#Comment_3088287

    Let's adapt to sitting 3 mins on gens while thana and other BS are in force at that time

    Why aren't your teammates healing you?

    If it's a Legion, it'll take longer but they are basically an M1 killer, so loop them better.

    If it's a Plague, go for an overcleanse.

    If it's literally anyone else that isn't a Fang Cenobite, Thana shouldn't be that big of a threat.

  • @versacefeng said:

    When are you guys gonna stop using the "survivors mad cuz they can't bully killer lol" standpoint as a reason for survivors complaining about the killer buffs when that's not the case.

    He's being hyperbolic, but he isn't wrong.

    DH was allowed to be busted for far too long, and people came to rely on it. It's going to take some time to adjust.

  • @Tiufal said:

    How long will you guys pretend that DH is a thing about the actual miserable situation for survivors? Stop repeating these lies.

    As soon as I stop seeing people complaining about it, maybe?

    Also - you're exaggerating. Solo needs love, some stuff was overnerfed (welcome to killer life, cough Wraith, Freddy, Cenobite) but SWF is fine. Once solos get their help, the game will be better than it was before by miles.

    @[Deleted User] said:

    Imagine DH getting nerfed and then killers still letting it live rent free in their heads. It’s an obsession at this point.

    Well, yeah? It's the same reason that killers still bring up infinites, prenerf OoO and the like. When something completely busted stays unchanged for ages, people tend to remember that - especially when the other side are complaining about the shoe being on the other foot.

    @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088289#Comment_3088289

    Heck, maybe DH needs to return to how it originally was. If this seriously is being caused by a perk used by 75% of survivors, maybe it wasn't a good idea to nerf it in the first place.

    The issue wasn't the nerf. It needed a nerf.

    The issue was that BHVR took too long to nerf it, leading to basically every survivor and their mum running it and relying on it. It's going to take a few months to adjust.

    And people don't like having to adjust.

    @thisisntmax said:

    Aww, tragic that you have to wait 5+ minutes for your thana legion game.

    The incentives should fix this. I'm actually having fun with survivor right now, but I was never a big DH user.

    Revert the nerf to the DS stun, give solos some tools to coordinate and figure out a way to discourage hard tunneling and we're reaching a pretty good spot.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087718#Comment_3087718

    Emm.... Maybe, but I didn't notice. Also as my numerous teammates. Maybe it's somewhere on mythical high MMR levels, but I'm not hardcore survivor, and looks like thousands of people I'm matched with neither.

    If you were at that sort of MMR, I'd be surprised if you never encountered the House of Pain on Haddonfield, the Poglog on Swamp, the House of Pain on Badham (still exists), the office infinite on RPD, the unhookable spot on Eyrie and RPD, and that's before we get into stuff like the instant flashlight blinds, prenerf sabo, post-buff Boil Over, prenerf DS, prenerf OoO, prenerf MoM, prenerf BT or the fact that, for years, almost every map had at least 2 or 3 spots where killers couldn't pick you up from.

    Survivor was absolutely the power role for most of DbD's existence.

  • @Adaez said:

    Its because survivors have lost their edge and are no longer the power role, which was the case since the beginning of the game until the latest update.

    They cant bully the killers anymore like they used to with perks like dead hard,ds,iron will,and removing all the scare factor from stealth killers by just using spinechill.

    Survivors are not used to be punished so heavily for their mistakes like killers are.

    Who would have thought that survivors that just wanna bully killers dont actually want the game to be balanced for both sides.

    Now playing survivor feels like you actually have a reason to be scared of the killer and if you wanna survive,you and your team has to play just as good as the killer and outplay them.

    The game wasn't supposed to feel easy for 1 side and hard for the other and now survivors know how playing killer felt for so long,actually having to play better than your opponent if you wanna win.

    Yes and no.

    Some of the changes were positive.

    Some stuff got overnerfed. DS didn't need to be 3 seconds, for starters.

    It's too easy to camp now, which feels like the opposite of what was intended.

    That said...

    @EvilSerje said:

    That awkward moment when I realize I never was a power role as survivor before...

    Lolwut. Survivor was absolutely the power role for many years. Hell, until recently there were still actual infinites and pseudo infinites in the game - I think that Pale Rose can still have an infinite actually if you get a specific log spawn.

  • @foodie said:

    I'm always left surprised and shocked when a killer is not tunneling, camping or proxy camping. That 1-2 K is too important to most, and you know these are the same people that complain of BT and DS. I don't play killer much but when I do, I don't camp or tunnel and I don't get hit by DS or tunnel the poor BT survivor. These perks are easily avoidable, and it's more fun to alternate hooked survivors than sit next to the hook and wait.

    Some people just enjoy ruining other people's time whilst wasting their own. It's really the individual person's choice on how they want to play, and it seems most prefer to sit at hooks and chase the same person.

    Taking a break from the game is healthy, I took a few years break and seeing how the game is not offering much, a new break might be coming.

    I never camp outside of the EOGC, and only when I've got <1 kills.

    Tunneling is mostly fine.

    @MasterGS32 said:

    Well, I just wanted to see if it's only me, or if you all have gotten into matches lately, got chased, got hooked, camped, or tunneled, and then out of the game, with this particular loop put on repeat on each and every single match. Cause that's what's been happening to me lately. And I absolutely got tired of it. I am not a survivor main, btw, I actually main killer, but I have also come to enjoy survivor gameplay as well lately. The problem is that this cycle put on repeat forever has become so frustrating. I promise I am not even baiting BT hits or DSes, I just try to play the game normally, but the killers still just want to tunnel. And I am done.

    The last drop was this match I just had against a Nemesis on The Game, that tunneled as I've never seen before. He didn't even try to hide it or to cycle a different survivor in between my hooks. He just tunneled straight in our face and we could do nothing about it because he just tanked all the BTs and the DSes and still went after the unhooked survivor. And he literally tunneled each hook state of each survivor individually. Sometimes I get tunneling a person after 2 or 3 gens have been finished, but I cannot understand a Nemesis that tunnels like that from the beginning of the game till the end of it. It's like that was his sole mission in that match like he was doing an only tunnel challenge.

    Because of this tunneling issue the game has, I've been taking it easier lately, playing DBD maybe once or twice a week. Well, I just wanted to say and also let Behaviour know that if they don't do something about tunneling and camping, all the survivor player base will just follow the same path as me. And that is, leave the game. As much as I love DBD and its core design and the 4v1 aspect of it, I cannot physically take more tunneling than I already have. Therefore I must proceed and say goodbye to this game for the time being and look into other games that can actually be fun to play, and not frustrating.

    It happened before the patch.

    It's still happening.

    I can't tell whether it's more, less or the same thus far - but baseline BT and OTR really do help.

  • @BlazePyron2 said:

    I just had a legion game where an extremely obvious bully swf just simply gave up partway into the match because they simply didn't want to play with the gen speeds I had forced them to. I was running thana, thrilling tremors, surveillance, and oppression. They finished one gen but it was obviously going to require too much of a time investment for them to continue the game, and they weren't going to get the satisfaction of stomping on a killer, so they just simply locker-hopped to annoy me until I finally hooked them all.

    These are the kind of survivors that are going to be very vocal about how the balance in this patch is too killer-sided. So enjoy your slowdown builds while they last, I can't imagine bhvr not listening to the bully swf people who want to be able to feel invincible again.

    Drop Oppression, throw in CoB. It's so damn good on Legion.

    @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/336195/thana-wont-be-staying-like-this-long-sadly

    Well I mean, maybe the problem isn't thana, but the fact that you were using 3 (2.5) slowdowns? They slowed gens down for killers so you don't do that

    Eh...Thrill and Oppression aren't great perks and don't have a huge impact on matches. The Thana buff was actually pretty minor, so I think a lot of this is a combination of new gens speeds and pure psychology.

    @VcatoV86 said:

    Developers have been listening almost exclusively to killers. For years.

    Don't believe me?

    1.) "Maps are too dark. I can't find Blendette!" Maps were redesigned and brightened.

    2.) "Loops are too hard! They are godloops!" Almost* (all?) godloops were erased. Most decent loops were taken out as well.

    3.) "Gens pop too quickly! I can't do anything!" Gen time was increased.

    4.) "Hooks are too far apart! Survivors are abusing this!" Hooks were brought closer together.

    5.) "Deadhard is too much! They get 2 seconds extra time in a chase/miss my hit (even though they gained exhaustion)!" DH was nerfed.

    6.) "Decisive strike is not fair! If they are down, I deserve to get a hook!" DS was nerfed.

    7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled.

    8.) "Keys and hatches are not fair! I deserve to kill everyone!" Keys and hatch were nerfed.

    Now before you say: "Well, killers were a little underwhelming and SWF was too strong"--I agreed! But gain some perspective on just how much the devs always, for years, have catered to the killers.

    Complaining about forever Legion is the least of your concerns.

    1. Uh...what? Survivors also complained about the darkness (remember Gideon before it was changed?).
    2. You mean infinites. Yes, infinites are bad. They needed to go.
    3. Against SWFs? Yeah, they do. There should never be a situation where a gen pops between me spawning and me heading directly towards it. The stronger regression perks were all nerfed pretty hard to compensate.
    4. Yes? Some maps still need better spawns. Otherwise a single sabo can create a deadzone with zero counterplay.
    5. Dead Hard needed a nerf.
    6. DS needed the previous nerf, it was basically an extra life. It was overnerfed in 6.1.0.
    7. Instant, unavoidable blinds needed to be changed.
    8. Keys needed to be changed.

    Also - no, mate. Just...no.

    Sometimes things need to be changed for the good of the game, and basically everything you mentioned falls into this category.

    You also conveniently ignore:

    • Ruin nerf.
    • Undying nerf.
    • Pop nerf.
    • PR nerf.
    • BO buff.
    • OTR buff.
    • Baseline BT.
    • Wraith nerf.
    • Spirit nerf.
    • Cenobite nerf.
    • Freddy gutted.
    • Slinger made insanely clunky.
    • Twins nerfed. And nerfed. And nerfed.

    I could go on - but, yes - sometimes stuff needs to be changed.

  • @Mewishis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086983#Comment_3086983

    They likely nerfed ruin to oblivion because they wanted to change the meta from less passive regression and more kicking generators regression and slowing down generators. At least that's what I feel like they were going for.

    Yeah, I abandoned Ruin a long time ago - I love Scourged Hooks as a concept and PR is just such a time-saver. Plus there's a nice bit of counterplay now with sabo.

    On other killers, I love Surge, or a 'kicky' build with CoB, Overcharge and Oppression when I'm feeling meme-y.

    Solos need some love, and a few perks (Self Care...man) need a bit of an un-nerf.

  • @Phasmamain said:

    I’ve been thinking about this especially since the new patch and it feels like the devs are afraid of making strong survivor perk options.

    If we look at killer over the past year we have got Pain resonance, Pentimento, Lethal pursuer, Call of brine and Deadlock as new great options. Out of the three scourge hooks so far only one launched weak being gift of pain but it has now been buffed into a solid position

    Now if we look at survivor over the past year we have gotten COH which was completely busted on release and is now a solid option and that’s about it really. Overcome is decent but worse than other exhaustion options and Shadowstep isn’t strong enough to run on its own. Hell they even nerfed parental guidance before release despite it not being incredibly strong in the first place. Perks like overzealous and inner focus are being buffed literally a month and a half after their launch because they released which such trivial numbers. For example how strong would overzealous actually be if the 16% boost happened regardless of a hex totem or not? Encourage side objectives with bonus gen speed that goes away when the killers pressure gens well sounds pretty balanced in my opinion. Boons overall are weak especially in the case of dark theory like when was the last time you saw someone run a boon perk without COH as well?

    Looking at the new patch the same problem shows itself. Calm spirit apparently needing a 30% reduction in speed to compensate for its mediocre effect, Pharmacy needing the prerequisite of being injured, Botany having a medkit efficiency debuff and Dark sense having its endgame activation removed. It just feels like the devs want to make a new meta but absolutely refused to make new strong options for survivor players to use meaning we’ll just use the old meta regardless. To me it just feels like the devs are afraid of similar outcry to COH or dead hard when they release a strong perk for survivors. It’s not all negative though with perks like distortion and ITR record but it still feels like they are p,saying it very safe at the moment which feels weird for a meta shake up

    Yes - but there's a reason for that.

    1 killer with a strong perk is a bit different to 4 survivors with strong perks.

    That said, OTR is very solid, CoH is probably the most powerful perk added to the game since...PR?

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086983#Comment_3086983

    I'm a mostly killer player but ruin deserves to die tbh, it's only useful against weak players anyway.

    Yeah, I'd love to see it reworked.

    The problem with Ruin is that it was stupidly strong on maps/spawns where it's going to be ultra hard to find, and if you were against a weaker group of solos, it could straight up win you the game. On the other hand, it could also get cleansed 5 seconds after the match starts.

    I like interactive perks, and Ruin was a mess. Fire and forget, and how effective it is depends too much on pure luck.

  • @grizzlybear85 said:

    After playing a bit of killer and survivor after the big patch, I already feel another stale meta taking over once more. Let’s lift the curtains to see what it is this time ladies and gentlemen, SPRINT BURST!!! I have ran into quite a few SWF groups or partial SWF that have been running sprint burst. I never use to have an issue with the perk, but now that I feel like sprint burst has replaced DH, I honestly don’t know which I’d rather deal with. Either 99% sprint burst to gain 20 yards, or E for distance DH. Anyways, that’s me complaining about a new stale meta that’s going to be incredible to play against.

    Eh.

    I see SB. But I also see Lithe (I love Lithe myself) and I even see some BL. All three of these perks have their upsides and downsides, and that's great. DH needed to go away.

    I really don't mind facing SB, because you can actually play around it in a reasonable way. It also forces survivors to take risks or be extremely slow for the entire match. Good, solid perk. It can't extend a chase like DH could.

    There are some problems (Self Care was overnerfed, as was DS) but I'm seeing a much wider variety now - it's not 'Iron Will, DH, DS, Unbreakable, COH' every game anymore.

  • People are running a much wider variety of Ex perks, for starters. I'm seeing SBs, I'm seeing Lithes, I'm even seeing BLs.

    Ditto regression perks on killers. Hell, I'm even seeing a small push towards less regression+more info/lethality.

    Baseline BT is great.

    DH, Ruin and PR needed a nerf.

    The goal was to break the incredibly stale meta, and it worked.

    @lagosta said:

    The trend we've seen throughout the years is that BHVR attempts to fix core issues with perks and killer powers. Thankfully, this last update assured us they're willing to change core mechanics to address those issues instead of just giving us another bandaid perk.

    I really hope in the future perks become more of a flavor to a match rather than mandatory.

    I like killer perks a lot - as the good ones require a different playstyle, some risk/reward analysis, some strategy and often give a killer a totally different 'flavor'.

    Survivor perks...far too often are passive, or a bit 'press button not to die' simple.

    @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/336803/chicken-fox-corn

    Very nice allegory. Though one of the biggest problems right now seems to be camping and tunneling, and I feel that with the spot killers are right now you can implement some more restrictions on camping / tunneling without making killers suffering too much.

    I am more inclined to stomp down hard on camping, as tunneling sometimes has its place, but if both have to go in order to make soloQ viable again and keep our killer buffs, that's a sacrifice that I would be willing to make.

    I've suggested this before - but make it so killers can't use their powers within a certain radius of a hooked survivor, or for a few seconds after the unhook. Add in a lesser Kindred (you can see everyone, but not the killer's aura) and I think you'll be golden.

    Tunneling is like eating a puppy. If I'm starving, pass the ketchup. But if you immediately ask for the puppy menu when you arrive at a restaurant, you need help.

    Camping, as in face or hard proxy camping - yeah. That needs to go away.

  • @MikaelaWantsYourBoon said:

    Sit on gen.

    When you hear TR, hide and make killer search you (make them waste good time).

    If they leave, sit on gen again (Be sure they are not faking leave).

    If they find you, use your SB and make good distance. Pre-drop pallets and do not loop.

    I am not saying this is busted meta (because it is not) but it is so boring. I am lately seeing more people using Lightweight and stealth perks.

    I hope this is not future of DbD.

    That's fine. I saw a lot of sneaky survivors prepatch and I'm seeing a lot of sneaky survivors now. There's some fun interactions and mindgames involved here, much moreso than being run through a million god pallets on Gideon.

    @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086074#Comment_3086074

    I disagree with SC nerf - fair enough in removing the increased vault speed but the rework is detrimental to vision and hearing impaired players who relied on this perk to play. Devs need to fix this issue before destroying a perk like this.

    Agree Iron Will nerf was over the top - should still work while you are exhausted.

    Spine Chill needed a nerf, but all it needed was not to work if the killer was Undetectable. It was too damn much for one perk to hard counter entire killers.

    Iron Will...honestly, the same problem. It's like Boil Over - the second the perk is stronger than 'okay', it's a problem.

    @Gylfie said:

    I've also started using Sprint Burst and Fixated (I refuse to use the new name :V). It's amazing to quickly walk away from a gen, not be found and hop back on it. If you do get caught, you Sprint Burst to the nearest loop and start the chase game.

    They significantly buffed killers in chase so I guess more people are now avoiding chase altogether.

    I used Lithe before the changes and I'll probably always use it, I find the trade-offs of SB to be too detrimental to my sort of aggressive style.

    Right now I'm running Lithe, CoH, Kindred and Open Handed. Doing pretty decently. I miss Spine Chill, but I understand why it was changed.

    @foodie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086275#Comment_3086275

    Urban is unnecessary. You can be stealthy easily without that perk. Not only that, but I see survivors crouching to heaven and back while another survivor is being chased on the other side of the map. Crouching and hiding when the killer is nowhere near and being unproductive for the sake of what exactly is unclear to me.

    I see people crouch hiding and crouch coming to save me when I'm on the hook and the killer is nowhere near me. I've gone into struggle because of urban users crouching at unnecessary times, and it kinda sucks when you've been saving them all game and the moment you need to be saved they crouch for the save

    All in all, in my experience, urban users are the most inexperienced players that tend to do nothing all game and overall don't know how to be stealthy effectively.

    If you don't know how to be stealthy fixated or whatever the current name of that perk is, helps. You can get an idea of how to hide, where to hide, and how to manipulate your scratch marks to get the killer to go the wrong way or lose you. Learning how to do that, imo is much better than crouch walking at normal walking speeds

    Urban can be incredible on some maps, ditto Fixated. It really throws me off when I'm playing killer.

    The problem is that people rely on it too much, or think that it makes them invisible.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086983#Comment_3086983

    I absolutely agree.

    However, I'm overall just not happy with BHVR and I'm not sure any rollbacks would instill my trust again

    I'm glad they are trying to shake things up.

    They missed the mark in a few places, but sometimes surgery is needed and the only professional on call is Doctor Chopper.

    After the absolute shambles that was the Boil Over buff, I'm surprised this worked out as well as it did.

    'Perfect' is always the enemy of 'Better'.

  • @Dunkinspunkin said:

    Since the patch, I have actually played a ton of survivor (I got iri 1 quickly on killer and decided I liked the survivor game more now that I'm not basically forced to run DH). I've got a few builds set up, depending on what kind of playstyle I'm going for (looping the killer, rescuing from hooks, gens and stealth, etc.) And there's some nuance to gen speeds I think many survivors are ignoring or failing to understand.

    When I go to a gen, with no toolbox, no prove thyself, and no teammates, I absolutely feel the extra 10 seconds. Doing a solo gen was painful before and excruciating now. Maybe it's good for the game, maybe it's bad, but it sucks and I'm not having a good time. But I realized when I have my toolbox, or working with another person (especially with prove thyself), the gens feel speedy and we're one step ahead of the killer. That's when I realized, all this crying about gen speeds is because survivors are playing incorrectly. They aren't adapting, so it's no wonder they're choosing to complain. After all, complaining about a change is easier than learning to overcome it.

    As it stands, doing a solo gen with no perks or advantages is not how the game is designed to be played. Sure, in a pinch it may be necessary, but there's usually a smarter way. If you want a solo q game that has a better chance of succeeding, simply bring prove thyself and off the record, your exhaustion perk of choice, and whatever the heck you feel like last (kindred is a great solo q choice). This ensures when you do gens with another person they complete quickly, you generally know where people are at important times, you can loop enough to escape or keep the killer busy, and you can avoid the oft-whined-about "tunneling" with an 80 second BT.

    I'm having more fun playing solo queue than I have in many patches. I've improved as a player, and while I know there were nerfs, once you get over the sting of realizing your new and fairer power level, you're gonna be fine.

    As a killer, I run Discordance basically baseline - so I love it when people huddle up on a gen.

    The survivors that scare me split up immediately and take gens a reasonable distance away from each other.

    That 10 seconds...really isn't that much, factoring in the hefty nerf to most regression perks. If those perks had been nerfed, it would have been ridiculous not to change gen speeds.

1 … 34 35 36 37 38 … 145