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StarLost

StarLost

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  • @cburton311 said:

    So this just dawned on me, the Dev's mentioned in the dev chat how they were seeing kill rates a little too low and part of these buffs is to boost it up. Doesn't this mean that the match making system is not working. I mean, if a survivor survives too much their mmr should go up and they should face tougher killers until balance is restored with escape rates approximately equalling kill rates.

    I suspect this is because of the MMR cap. If you have a little bit more than a heartbeat and an interest to try, I think most people reach the cap now so the match making is having next to no influence. Might then the solution to kill rates lie with raising the cap? Of course this would slow matchmaking, but the solution to that might be the incentive system being added no blowing up the fragile balance of the game with this next rework.

    thoughts?

    I think they are talking about higher MMRs - the gross kill rates are mostly fine, but a lot of that is offset by newer players and we don't have access to more refined statistics.

    Getting to the MMR cap is not easy. It's why, if you watch streamers at the MMR cap, you'll get used to seeing a lot of names.

    The goal is specifically to blow up the balance of the game and completely change the meta, which has been really stale for the past age, then rebalance once the dust settles.

  • @MrMori said:

    Due to how the pre game lobby works, killer players can dodge lobbies if they see a squad they feel will be too difficult. Survivors also have the option to leave and join a new lobby if they want to. But, this creates the issue of "backfilled" players that are far outside of the lobbies actual average MMR.

    Not only this, but since lobbies allow killers to see who they're facing, they can equip lightborn to counter flashlights, survivors can last second switch, etc. It also allows the killer to anticipate the amount of saves that will happen and prevent saves accordingly.

    Removing lobbies but instead adding a "match accept" system, where you accept the match, then you get 20 seconds to change your builds, and then you're put right into the loading screen would massively decrease time survivors and killers have to wait in lobby, and improve matchmaking as a whole.

    One thing is that this would make the game a little more "depersonalized", the only time you'd see the other team would be ingame and in lobby screen. It would also make it so you can't type to fellow survivors during lobby. Perhaps adding some form of "pregame screen" where you get to see the team of survivors could help this feeling. The last survivor Mori they're thinking of adding will kind of be a similar effect to "close out the match" as killer.

    What do you all think? Removing lobbies would mean faster matches, more time ingame and less time in lobby and in queue, and better matchmaking due to no backfill. Plus no more countering items, or last second switches.

    Eh...

    On one hand, yes. I already dodge 'ready' lobbies, as these tend to either be full 4man SWFs, backfilled lobbies or backfilled 4man SWF lobbies. Too many bad, bad experiences where I'm put up against a SWF with over 10k hours between them who bring 3x further hook offerings and a map offering rather than flans.

    On the other hand, nothing is going to make me play out a game with a 4man with names like 'usuckuninstall' 'toxicsmurf3' 'imakenubsquit' 'urbadlol'. Letting me dodge that nightmare at least means they won't have to deal with my...uh, sudden, unforeseen internet issues.

  • @EvilJoshy said:

    I have a feeling mmr will not factor at all. The game will see "we need a killer" and grab the first one available. We'll just get bonus BP for our suffering.

    It would be much simpler if it didn't, but I suspect it will.

    Observing different streamers and by my own experiences - survivors have long queues at higher MMRs and instant queues at lower MMRs (my survivor sucks, so I get instant queues at most times of day) and killers have fast queues at higher MMRs and very long queues at lower MMRs (I think a lot of newbies are attracted to the killer role).

  • @MrDardon said:

    @Aven_Fallen and @Tiufal

    The latter unfortunately banned, but it was a nice game. Though I hate Dredge and only needed my 90 second chase Survivor daily xD.

    https://us.v-cdn.net/6030815/uploads/B81IHTD42QY1/image.png

    I've faced several, two of which popped up during the anniversary. Should really have snapped pics. Vampwire and...another one who I won't mention (they were ridiculously BM).

    @Phasmamain said:

    Nice! I’ve played with a couple of members here from what I remember

    I've faced you :). Or at least someone with a very, very similar name.

    You might remember a Hag with the Birch Witch skin. It was a while back (Lunar?). Still remember the game, it was a razor-close one on Asylum.

    I have. Oh man. One absolute stinker where they were abusing Boil Over on IWOM just after it got buffed, and one where I gave them hatch and they cussed me out at length in postgame for playing Artist with PR+DMS.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022835#Comment_3022835

    I haven't seen a Agitation used in a long time tbh not even on a Nurse....starstruck yes but no agi

    Really? I see a goodly amount of Agi when I face a Nurse, and if you watch some Otz streams, it's fairly common.

    Regardless, I predict you'll see it more. Killers will have a free slot now, usually occupied by BBQ or Ruin, and Agi will become an essential part of any SH build or Basement build.

  • @JawsIsTheNextKiller said:

    The dev update says that the incentives are based on our matchmaking ratings so one person might get a different incentice to another. But my killers are vastly different to eachother. The MMR might say, "hey you are quite bad at Dredge, and we need some bad killers right now." But then what if I play Nurse? Who I am really, really, really bad with?

    It's a good question, if it's going according to 'we need killers at x MMR but not at y MMR' there'll probably be a little icon on the killers that will earn the bonus.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021496#Comment_3021496

    I should have posted a pic to explain it further and clarified a few things... In my case the generator was 2 - 4 meters away at max... Is there anyway to tell that he is coming before he is in the locker so i can escape in time

    This is the room im talking about

    https://us.v-cdn.net/6030815/uploads/XSR2EJSG4DZT/skissgme.png

    Lock one locker. You'll have a loud audio queue and will have time to run.

    Then lock the other locker (don't lock both at the same time).

    Think of Dredgy like a slightly better Wraith. He tends to get easy first hits, then gets looped forever.

  • @Adaez said:

    Do you guys like that an overused perk will no longer be used or you gonna miss it?

    I honetly think the perk is dead in the water now.

    Even if they made it so it wasn't a hex anymore,it would still be pretty bad.The perk was basically cut in half and received an extra downside as well with the perk automatically deactivating after you kill a survivor.

    I personally believe they should either make it so its not a hex anymore and remove the part where the perk automatically deactivates.

    Or leave the perk regression rates be the same as before but keep the part where it automatically deactivates after you kill a survivor and leave it as a hex.

    I'm all for nerfing overused perks,but making them so bad that they wont be used anymore is overkill.

    It's a slight overnerf, but it's one of those perks (like Pain Resonance) you see so often that you anticipate it.

    I never ran it and still won't run it - I'll be running either Surge+Plaything/Penti, a full Scourge Hook build thanks to the buffed GOP, Overcharge+CoB or straight Plaything+Penti on M2 killers.

  • @Triplehoo said:

    I've seen that there are lots of killers that the killer mains apparently refuse to play. Here is my Top 5 list of Killers who I haven't seen in a long, LONG time in my matches as a survivor:

    1. Hag
    2. Billy
    3. Demogorgon
    4. Twins
    5. Plague

    I see a few Billy and Twins players these days. The other three - yeah. Also not seeing many Dredges, Onryos, Pigs and Artists. Weirdly enough, I'm also seeing very few Spirits and Cenobites.

    @FancyMrB said:

    Im a Hag player... but when I play survivor I never see her :< p

    Hag

    Clown

    Myers

    Demo

    I haven't seem then in a loooong time.

    I would have also said Oni but I got a match with him last night :) it was a good one!

    Weirdly, I see plenty of Myers and the odd Clown. Probably an MMR thing.

    @GoodBoyKaru said:

    Genuinely haven't faced a Freddy in like half a year at this point it's kinda mad

    Definitely an MMR thing, they're all hanging out at low-mid MMR with me. I'd send some your way if I could.

    @Adjatha said:

    Literally any killer who relied on controlling the flow of the game by hitting survivors to slow things down or set up for later chases (Twins, Oni, Hag, Wraith, Pig, etc).

    Turns out: giving survivors access to team-wide self-healing at super speeds for the cost of a single perk invalidated a whole lot of the killer roster. WHO'DDA THUNK IT

    I see a goodly amount of Wraiths. They tend to get stomped.

    @MinlerDemon said:

    Legion and ghostface.

    I see plenty of these two. Especially Legion.

    @Ayamir said:

    Where is Artist ?

    Is she safe is she alright ?

    Who plays this killer the last Artist player I saw was like 3 weeks ago.

    Strong A tier killer amazing anti-loop but she's boring to play I guess.

    I play Artist. Next to Hag, likely my strongest killer. So, so effective and versatile. The big turn-off is that her addons are pretty blah.

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/324876/what-killers-you-havent-seen-being-played-in-a-long-time-during-your-games

    I see the odd Hag and Billy.

    I see the occasional Twins now, likely due to the archive. Very annoying killer to face as it's insanely hard to pip against them.

    For me:

    • Artist. I've seen one in maybe the last two weeks.
    • Onryo. One this week, AFK.
    • Deathslinger. Another I've seen one of in recent memory.
    • Demogorgon. Doesn't exist.
    • Weirdly, Blight. I literally haven't seen a Blight in a week.
    • Trapper.

    On the other hand, I see oodles of Nurses, Huntresses, Legions, Nemesis...eses and quite a few Doctors, Tricksters, Bubbas (argh) and Ghostfaces.

    I see a good amount of Slinger and a ton of Blight.

  • @Akito said:

    Instead of making perks with an cool idea legit and strong they nerf good and legit perks just to change the meta?

    Not recognizing that people choose "meta perks" because they are good at what they should do?

    Take Detectives Hunch. When it was released no one was playing it because it was bad af. Nowadays it's good and you can add so much coordination to a solo team.

    or Windows of Opp. What it was released it was so bad and boring. Now it's legit. It's good and fun to play.

    so WHY are they killing them? Iron Will. Iron Wil lwas asbolutely fine and so fun to play. And they nerf it because they don't like people having fun with it? Or Spine Chill? They removed a perk from the game (technically) just to "change the meta".

    We asked you to change the meta in order to change perks or buff the idea of a perk so it becomes playable.

    Lets take a random perk: Solodarity. Why is no one playing it. Because it's bad. Because it's boring. If it would increase the speed you heal others by lets say 50% or 75% way more people would like to play this perk. Because it adds an dynamic playstyle. Making things faster, more efficient.

    We'll make it. The Killer can still be ut of TR and still make it back to the hook and chase the unhooked. If it was like 300% for like 20 seconds way more people would like to run it because the incentive of the perk would actually work out. The live-version doesn't work and perks like BT instead are working out.

    I hope you take back the Iron Will/ Selfcare / Spine Chill changes. It doesn't makes any sense. If you want new meta perks then make boring, weak and unworthy perks worth it to run them. But telling people how to play the game and nerf playstyles just because people like playing certain ways is NOT okay.

    Yes and no.

    Sometimes, a thing is so strong that buffing everything up to that level would break the game.

    Iron Will was a problem. It hard counters an entire killer with zero counterplay.

    Spine Chill was a problem. It hard countered two entire killers with zero counterplay. I do agree that it's getting overnerfed, but that's feedback for the PTR.

    Self Care was not a problem and does not need a nerf.

    In the same vein though...

    Off The Record cannot go live as is. Knockout should not go live as is (that perk needs to be changed, it's already horrible to face in solo queue).

    @JeanCharpentier said:

    With the changes that have been announced, i do not see how killer players will continue to play.

    • DH change is a buff to my mind, but i would agree to call it a side step
    • All regression perks nerfed, gen rush will be huge, the added 10 seconds to complete a gen won't change anything
    • No change on CoH, it was META and will be even more META with the various nerf on other perks
    • BT becomes base kit
    • no change on map layout/pallets/windows
    • slight changes on stun/speed boost but it won't be game changer as there are 15 pallets on a map

    They have nerfed to the ground killer that won't be able to rely on regression perks to have a single chance to win and they have changed the survivors' META that will be : DH, COH, Prove Thyself, Unbreakable, Lithe, SB.

    Well, once again, i had hope BHVR would understand their game, they still did not. I did not play for 2 months and i won't come back.

    • DH change is a nerf. The perk will still be good, but some of the more ridiculous DH moments will no longer happen. That's fine.
    • PTS needs a nerf, but aside from that those 10 seconds are being added mostly to stop those moments where you lose a gen between seeing Discordance pop across the map and head there, but can't do anything.
    • CoH is dumb, but the increased lethality from faster recovery will help.
    • That's fine.
    • That needs a look, but it will hopefully come later.
    • Yeah, it will, especially against predropping.

    @Sluzzy said:

    Consistently with every patch it seems.

    Don't forget camping and slugging will be buffed and take much longer to do gens against more slowdown perks.

    Slugging with the new Knockout will need a look.

    Camping is getting a pretty big nerf, provided the additional haste is enough to dodge a Bubba's second sweep (it should be, we will see on the PTR).

    You're missing the fact that all the really big slowdown perks are getting a massive nerf.

    BHVR are privy to stats that we aren't, particularly the kill rates with new players excepted. They say that they are too low. So some changes are being made.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022726#Comment_3022726

    But then be like everyone else don't loop near the dungeon of pain and love. That's just asking to be hooked and camped.

    Agitation means that you can put people in the basement from basically half a map away, and a lot of people run that on Nurse as is for Starstruck.

  • @tester said:

    Just to clarify, I'm not saying they are perfect. Some values can be adjusted, but they already said that they will be looking at stats and doing adjustments. The game has grown stale and desperately needed shakeup. I commend BHVR on having the courage to try something new.

    On the killer side, I'm happy that DH is changing.

    On survivor side, I'm happy that camping and tunneling was addressed.

    Yes, I get it, some perks were made essentially useless. Ruin is an example. But that perk was unhealthy for solo queue. Survivors who don't have comms can't efficiently coordinate looking for the totem. I can keep going on with example, but I don't want to make a wall of text.

    I'm worried about Knockout (the most obnoxious perk to face as a solo) and Off The Record (everything they nerfed DS for, and more).

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021427#Comment_3021427

    My first few DBD games were as surv, but the next 600~ hours were killer, and then my last 1300~ hours have been about 2/3 surv, so I've settled in at about 50/50 overall, and I feel like I have a pretty balanced perspective.

    I agree that killer is by far the more demanding (and stressful) role, you have to be "always on", with zero downtime (unless you are a facecamper), and no teammates to take up any slack. It's all you, all the time.

    Survivor is more frustrating insofar as you are not in full control of your fate, and there are certain situations where you are helpless (being facecamped by a Bubba, for example) but overall it's definitely a less stressful experience than killer.

    I think both roles have their stresses. On one hand, if I fail as killer, it's embarrassing - but at the end of the day, I just lost the game for myself.

    If I fail as survivor, I can lose the game for 3 other people.

    I'd say killer is by far the more stimulating role, as you're always active, while survivor is long stretches of boredom and then short stretches of panic.

  • @FlameGNG said:

    I dont really know how to play against Dredge i know his powers and all that but how am i suppose to play against him when there are 2 - 5 lockers in every room besides some upstairs and in the middle... Im not 100% sure but he has some kind of cooldown right? but that doesnt matter if there are 4 lockers in a room... so What can i do? its basically free hits. Like which playstyle should i use, and im specifically talking about the game other maps are fine since you can mostly loop him normally :)

    Same as you'd play against Artist, essentially. Watch him, listen for his cues, anticipate his teleports and pivot away from the lockers. He's basically an M1 killer, so use pallets.

    It's a decent map for him (as Midwich is decent for Trapper and Hag and McMillan is decent for Blight) but he's not close to OP.

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018508#Comment_3018508

    Most players would want survivor aura-reading. Those who want killer aura reading basekit are delusional, that will just never happen nor should.

    Thing is that kindred (survivor) wouldn't really help SWF, we know who is going to unhook very easily.

    Bond basekit would be way bigger deal even for SWF. That is information that most SWF groups don't know how to share.

    Kindred would actually help overall soloQ more imo, because it would remove situation where multiple / none survivors are going to unhook.

    Well yeah, if they'd do JUST the survivor auras for Kindred, sure.

  • @TheLastHook said:

    "Killer players are tenacious,"

    While Killer players might take that as a compliment, it falls short from the reality.

    The word you were looking for is sadomasochistic.

    You're exaggerating.

    I spent 600 hours maining killer, before I ever even tried survivor.

    Now, about 1k hours in, with about 200 of that being survivor - it's not that bad.

    Killer is definitely the more demanding role, but a lot of the frustrations arise when you bring a silly build or a killer you're learning and run into a monster squad.

    Survivor is by far the most frustrating role, as a lot of how much you get to play depends entirely on how the killer wants to approach the game.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020140#Comment_3020140

    There's a TLDR at the end of his video about his concerns.

    But a quick summary:

    • Some perks still need buffs (such as Dying Light, Furtive Chase, Autodidact etc)
    • Some perks still need nerfs (Mainly CoH, Prove Thyself, and Deadlock)
    • Basic M1 killers are buffed but there now is less incentive to use M2 attacks such as Shred
    • Hook trading is easier
    • Medkits are stronger now because of the Botany Knowledge buff
    • Off the Record is broken and is going to encourage bodyblocking more
    • Maps, items and offerings still need to be addressed
    • Nurse and Blight are even stronger now
    • Camping needs more counterplay

    Yeah OTR cannot possibly go live like that. It's exactly why they nerfed DS, but now you'll be teabagged for 30 seconds by an invincible survivor from the exit gates, as opposed to 20 seconds.

  • @Alphasoul05 said:

    What did you think, that it would multiple what you obtain by 2? lol

    YES.

    Dammit, I've got killers to max out and work to get done XD.

  • @HexPleaseLetMeSpeak said:

    The issue was the sad regression speed. 2.5% in the grand scheme is nothing. If you really want to make kicking gens worth it, just make the regression faster. Regression being 1/4 the speed a survivor does a gen is the reason why it doesn't matter to kick it. Only time 2.5% will really start to matter is if they tap the gen in your face... that's it. Other than that? Still no reason, to kick it, it's only shaving off 2 seconds and your kick takes nearly 2 seconds to do anyway.

    If you seriously, for a second believe that a 2.5% kick is enough to substitute for a gen perk than idk what to tell you. It may be the base number they're going for just to be safe, but this will definitely need to go up or add faster regression on top of it, because that is just sad.

    @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/330436/kicking-gens-will-still-mean-nothing

    Not to mention the ruberbanding, you hit a guy, drops a mile from you or they fall under a windows and instead of picking the survivor you vault.

    Time wasted 5-10s easily.

    Eh...

    2.5 is more than it was before, plus regression starts instantly.

    It's more discouraging people from going 'lol tappity tap' the second you kick a gen - now if they keep doing this, you can punish it somewhat.

  • @tippy2k2 said:

    I try my best to 8 hook before I kill someone but I'm not going to go out of my way to do it, especially if other survivors are going to actively try to get in my way.

    This.

    I'll try. But if I can't find you, or you start dropping sabos/saves/bodyblocks in my face, all bets are off. Especially when it's absolutely obvious that I'm going out of my way not to camp, tunnel, slug without need and 2 hooking everyone.

  • @gatsby said:

    https://us.v-cdn.net/6030815/uploads/RVL3OF8HL8VD/maxbpanniversaty.png

    Just in case anyone was curious its 271, 846. Had Five Flans, maximum Anniversary Hooks, found a Mask and it was during the bloodhunt.

    I was hoping the bloodhunt would double points but it seems to act like a sixth Flan.

    Ah that's what's going on. It's not doubling the final score, it's just adding an extra flan.

    Boo.

  • @LordRegal said:

    It should be +100% from what it was, like you fully stacked BBQ or WGLF (RIP soon). Not a full doubling. So 260k should become just about 300k

    That's odd, because previously - from what I recall - it was a full doubling. I know that during the last blood hunt, I was getting 30x2 = 60k from BBQ, then x2 to give me 180k total.

  • @Marigoria said:

    They dont care about solo q. they want people to play only swf and killer because that's what brings them money.

    How on earth does that work?

    Survivors have far more cosmetics to purchase than killers.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019883#Comment_3019883

    Shelter woods is HUGE. It's so big you can run for 30 seconds, then loop a pallet - drop the pallet and then run again for 30 seconds -without being hit if you get a stun. All of the pallets are extremely safe and there is no room to mindgame any of them. Run to a far corner if there is nothing left. That means a "traditional killer" has to hit you once, follow for 20 seconds and then hit you again. If you rain in a straight line you can go to a far corner. then there's a 10-15 second timer to pick up and hook. And then they have a 30-40 second walk timer to go back to anything relevant on the far time. Let's add up that time : 20+20+15+ 30. That's enough time to finish a generator and walk - not run away. This is beyond stupid.

    Not every SWF is a murder squad -but you need to realize the devs posted that SWF is a 15% escape advantage. Something needs to change. The reason we have long queue times for survivor is because very few people put up with playing killer.

    Here are 12 killers that are weak if you play them with no addons :Doctor, Trapper, Clown, Pig, Hag, Michael Myers, Wraith, Spirit, Oni, Pinhead, Ringu, Trickster. Compare playing those killers with no addons to playing Blight or Nurse. There's no comparison because the S killers are "ok" with no addons and completely brutal with addons. You will have an eternity of unfun if you play MM with no addons. You need one of two addons or he is complete garbage. But you can dominate - depending on map with the right addons. Hag might be "ok" with no addons but again becomes extremely punishing when you use her strongest/meanest addons. Nurse with no addons played perfectly can hit on every second blink. Here's the newsflash - Nurse might be a little overtuned but ALL killers should be in control during a chase - not survivors.

    Some of the killers break the mold here in that they have zero good addons to help them - like Billy. Anything good that was a nice part of his kit is just gone. Why on earth did he lose the Begrimed chain? He had it before LF. Other killers like Huntress require you to be CoconutRTS or Umbra to "not suck" without addons.

    This sweeping buff you are talking about is exceedingly minor. It would be a HUGE buff if survivors and killers got the same size collision box. That would make everyone learn how to loop again. That would be a step to making the game fair across all levels of play. No more would you see high MMR players looping for 30-60 seconds longer than middle rank MMR players.

    Okay, a few things.

    Raw map size doesn't mean all that much. Shelter woods is big, but virtually devoid of resources on the edges (cannot think of a recent time I lost there).

    Not every SWF is a murder squad yes. 15%...if I recall, this was 'in the most extreme cases', likely referring to tourney comps at the highest MMRs.

    Those killers...firstly, killers aren't balanced around not using addons, which is why a lot of killer buffs are targeted towards addons, not kits. Secondly - Trapper, Clown, Pig, Doctor (maybe, although all he needs is validation on his shocks imho), Wraith, Onryo and Myers need buffs. Oni and Spirit are fine as is. Cenobite...is tricky, because of how overwhelming his kit can be for solo players. Trickster is fine, imho - he's like Nurse in that he needs a bit of skill with, but does pretty well at intermediate and higher MMRs from what I've seen. Oni and Hag are fine.

    Especially considering the significant, across the boards buffs killers are getting soon. Yes, it's huge - the pallet break changes, the kicking changes, the regression changes and especially the hit/recovery changes are a massive deal.

  • @DarKStaR350z said:

    The devs did say changes to solo were coming in the form of the icons that show when players are healing or being chased etc.

    If not with this patch I would imagine the following patch along with some balance changes.

    Some of the survivor changes sound pretty crazy strong, solo or not!

    This wasn't part of the roadmap, so I can only assume it's been completely abandoned.

  • @Krazzik said:

    I mean Knockout is a bad perk now and will still be a bad perk. Solo survivors have MUCH bigger things to worry about in this patch than Knockout.

    You'd think so. Then you get back-to-back people running Knockout and literally slugging and bleeding people out at 5gens to be a schmuck - and you realize that in solo queue, there's almost no counterplay for this.

    It's like Boil Over was after the buff. It's still a terrible perk that is only used for trolling.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018535#Comment_3018535

    It's not about the skill of solo players, it's the synergy effect of SWF + comms that makes SWF survivors play better. Is that so hard to understand that a group of people playing together on cooms will always play better and seem to have higher skills that an uncoordinated group? Come on, even kids and killer mains should understand that.

    I take that back, I'm not so sure about all killer-mains, judging by your reply.

    No, I'm saying that solos should probably get something baseline to help.

    @[Deleted User] said:

    I was also hoping they would throw solo queue players a bone here. Don't get me wrong, the base kit BT is great, but having to play blind on hook saves unless someone happens to have Kindred is just bad design. Especially when you consider SWF gets Kindred for free. Skilled players can play around it. It doesn't mean they should have to though. The whole concept of Kindred as a perk is bad. If two players have Kindred, the entire team is down a perk slot when one of those players is on the hook because of redundancy.

    The other aspect of the changes are the buffs to already strong killer players who didn't need the buffs to begin with. There are 1800-1900 MMR Myers players out there and whatnot. And now they're getting 90 second gens and other buffs. I get that the buffs were aimed at the average killer, but high MMR is going to be a circus after these changes.

    @Blueberry said:

    Solo queue is fine. It's a player skill issue, not a balance one.

    Not denying there are lots of bad solo queue experiences, but just because my team or I plays bad doesn't make me all the sudden think solo queue needs buffs it just tells me how bad the average player is.

    It's indeed not a skill/balance issue.

    It's a communication issue.

    SWF can coordinate perks beforehand to ensure you don't have 4 Kindreds. SWF can call out who's going to rescue, so there's not 3 people jostling for the unhook.

    The average player isn't bad. The average player is average. That's what average means :)

    Solos need something to bridge the communication gap. They were supposed to get those fancy status icons, but that appears to have been abandoned.

    @Grandpa_Crack_Pipe said:

    Just, like.. anything. You know? Literally anything to close the info gap a tiny bit with SWF.

    Or just something that SWF wouldn't use ten times more effectively.

    But queue up with friends or perish I guess.

    This.

    I know I'm now going to be looking for SWFs, because I'm going to get my walnuts toasted in solo.

  • It did.

    It didn't get gutted, but that's not a bad thing. Is the nerf sufficient? We'll have to see what the PTR looks like.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018522#Comment_3018522

    Styptic Agent actually defines Endurance. Endurance prevents a survivor from being downed, inflicting deep wound instead.

    BT, Soul Guard and Styptic specify gain Endurance for X Seconds, while Mettle of Man actually does not make any mention of Endurance, instead stating: Once activated, the next occasion that would put you into the dying state from the injured state is ignored.

    Now, either BHVR simply made a mistake or Mettle of Man is different because it actually doesn't grant Endurance. Based on Styptic's flavor text, and the consistency between Styptic, BT and Soul Guard, one could come to the conclusion that Endurance does, in fact, cause Deep Wound. Especially since BT and SG make no mention of Deep Wound.

    @StarLost I wouldn't mind your input on this.

    Honestly, no idea. It comes down to semantics, and we'd need a dev to weigh in to conclusively say one way or the other.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018452#Comment_3018452

    Blight and Nurse are the only viable killers right now at high MMR. You really can't touch those killers without making the game fair for all the other killers. How do we do that?

    1) Reduce Map sizes so every map is 9000m² or less

    2) Impose a penalty on SWF or buff killers going against a swf (pick one) :

    a) Limit SWF so that no character/item/perk can be repeated

    b) Give the killer 4 perks they choose ahead of time that only activate "in case of SWF". Give solo survivors that are in a SWF a similar thing but limit the solo survivor to only get extra information perks like Bond, Kindred, Object of Obcession, etc (since that is what SWF gives).

    c) Impose an efficiency penalty of 5% per linked player that persists the entire game regardless of alive status that stacks with all other penalties.

    3) Give almost every killer in the roster buffs. The bottom 16 killers are abolutely horrible and nearly unplayable at high MMR.

    Saying something over and over again does not make it true. We've already gone through the viable killers. Keep in mind that high MMR tends towards a more rigid meta with players gravitating to the best options - but those aren't the only viable options.

    But okay, let's go through your suggestions.

    1. Depends on the map. Mother's Dwelling? Sure. Shelter Woods? You'd need to buff the map and add some resources along the edges.
    2. You don't want to punish people for playing with their friends. I'd rather tweak things so that SWFs have a temporarily inflated MMR and more rigid matchmaking. a) No. Not every SWF is a murder squad. Hopefully with the perk changes, the meta will be a bit more varied. b) I'm not sure what you mean. c) No. You'd just push people back into lobby shopping.
    3. Eh...here are the killers that need buffs and adjustments. Doctor, Wraith, Clown - small buffs, maybe targeting addons. Onryo, Myers, Trapper, Pig - buffs to basekit. Freddy, Artist, PH, Nemmy - addon pass to make addons more interesting, but not a huge buff.

    Keep in mind that killers are getting a huge sweeping buff in the overhaul patch.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018535#Comment_3018535

    Knock out is literal only there as a solo queue bully perk, you will get NO value against swf. but can completely shut down a solo squad

    I'd rather face a camping Bubba than a Knockout Hag, Ghostface or Myers in solo queue.

    At least I can just suicide on hook if it's a facecamper.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018527#Comment_3018527

    There’s literally only 4 things that give Endurance and one of them doesn’t inflict Deep Wounds. There’s no particular reason to think it’s an accident.

    And that thing is likely not supposed to work like that, it's just that they've never bothered fixing it as - even without DW - it's still craptacular.

    Again - I'd bet dollars to donuts that DH gives deep wound. We'll have to see though.

  • @_VTK_ said:

    Solo survivors will struggle for sure after this update. It's already a nightmare for many survivors. Before someone says "solo is not bad, I escape 50-60%" of all games, the experience can vary depending on region/MMR/luck/skill etc. We all know that solo survivors are handicapped in this game and most of them lose much more often than killers or SWF survivors. While the update itself is good, DEVs forgot about solo once again, it's gonna make solo experience an even bigger nightmare for many players.

    Yeah, that's my worry.

    The Knockout buff...oh man, solos are going to have fun with that horrible perk now.

    That said - you can't magically make people play better, and the core issue of solo is that sometimes you get potato teammates.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018507#Comment_3018507

    Looks like that wiki page for Styptic needs an update, the main description doesn’t match the history section.

    At any rate, like I said, not everything that gives Endurance inflicts Deep Wounds on a hit. The things that do mention it.

    The only exception is MoM, from what I can tell. And as I said, that feels like a simple oversight they never fixed because of how wretchedly bad the perk is.

    EDIT: Literally just saw Styptic used on a stream, it gives deep wound.

  • @akaTheBARON said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018505#Comment_3018505

    Gotcha. Wasn't sure if you knew that already, some think he's linked to the movie franchise still. But since it's only for the mask, the copyright holders may not be as "uppity" about changes since its not a whole franchise, and just a mask design but who knows.

    Yeah, who knows what's in the license contract.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018492#Comment_3018492

    Mettle of Man grants endurance, but being hit does not give deep wounds.

    Yes, I specified MoM as the exception in the quote you used :).

    I've always wondered if that was an oversight that they never got around to fixing, because almost nobody runs MoM.

  • @D3spair said:

    Every Survivor Main post here is saying "Be prepared to have more SB" and "SB is better than Dead Hard Anyways"

    Are you guys forgetting Nurse and Blight Exist? What's SB gonna do those mf?

    In the new patch as Gen Regression is less required anymore. I can just now put in Mindbreaker in place of my BBQ and Chili or 2 Gen Regression Perks (That is required currently). Dodging Powers and DH for Distance would not be a thing anymore.

    Anti Loop Killer will gonna be oppressive af and I love it as a Bird Lady Main.

    Okay, here's the thing.

    SB is a strong, but well designed perk. It carries a trade off, and can be countered. You need to actually make decisions if you're running SB.

    Dead Hard was 'press E not to die'. Even for an intermediate player, it was strong - and for high MMR players, it was godly.

    SB buys you time at the start of a chase, meaning that I can say 'oh, okay it's not worth chasing them, let me go get someone else' or 'okay, they've used it, now I can catch up and push them off that loop'.

    DH hits at the tail of the chase, and prologues it. Meaning that you've already committed, and there's no real way to counter besides dumb mindgames that often don't work.

  • @Marigoria said:

    I was expect at least a kindred base kit but not even that.... This was just a disappointment all around.

    I'd prefer Bond, actually.

    Kindred is a ...bit strong, due to the killer aura reading.

    I do want solos to get some love though.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018492#Comment_3018492

    Endurance itself doesn’t inflict Deep Wound, like you said. The perks that do inflict it explicitly say so in their descriptions.

    Also Styptic Agent gives Endurance without a Deep Wound, FYI.

    Styptic agent absolutely gives a deep wound.

    https://deadbydaylight.fandom.com/wiki/Styptic_Agent#:~:text=When%20the%20Styptic%20Agent%20is,20%20seconds%20to%20mend%20themselves.

  • @akaTheBARON said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018457#Comment_3018457

    They don't actually have to get clearance for copyright from the movies like they do with other licensed characters, only from the designer of the mask. The movie franchise also needs permission to use that mask, as its copyrighted. So technically Ghostface in DBD is an original character, not a licensed one, which is why he has way more items in the store for cosmetics than actual licensed characters do.

    You could still be right though, I guess it depends how much the mask would/can look like the original before they need to get clearance from the copyright holders of the mask. Or, maybe they have a one-and-done agreement with them stating they can make any cosmetic they want that revolves around the look of that mask, and just have to reup the contract every year or whatever. I'm guessing they just didn't include him for no other reason other than they only had so many characters getting them and just didn't include him. a GF mask would have been cool though.

    Yes, that's what I mean. A lot of these contracts have a 'modification' clause which means you can't create your own variations without special improvement.

  • @Huntressmain_1223 said:

    At this point flashlights should be taken out the game you survivors don't know how to use them right all you do us use them to bully the killer for what? "Fun" to make yourself feel good for constantly clicking in the killers face or a constant sun and then teabag at the gate endlessly because oh I suned the killer 20 times

    Please it's times to take the toys away from the babies

    Flashlights are fine.

    Flashlight macros need to be removed, they give me an actual migraine at times and I'm only mildly photosensitive.

    @[Deleted User] said:

    Flashlights don't need to be removed. Every game has some way to be toxic, if it's not flashlight clicking, people will find some other way to be toxic. Flashlights are fun to use, have counterplay, and aren't going anywhere.

    None of those other ways give me a migraine, so while they are annoying, I can tolerate them. I can only imagine what would happen if my missus, who has way worse issues with strobing lights, was to play this game.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018475#Comment_3018475

    No, Endurance doesn’t automatically inflict Deep Wound. Borrowed Time inflicts it but that’s specific to that perk.

    I cannot think of any Endurance effect in the game that does not give a deep wound, aside from MoM. I think it's reasonable to assume that DH will work the same way.

  • Doesn't Endurance automatically confer a deep wound if you get hit?

  • @luvcraft said:

    When boil over first came out, I noticed it was pretty good, but not great. The last few weeks, though, when I'm trying to carry survivors with boil over I can hardly move. In the Dredge PTB it got so bad with every survivor bringing Boil Over I couldn't get a single hook until I equipped Iron Grip to counter it.

    Has it always been this strong, and people just didn't use it much, or has it gotten stronger? or is there something else new that's it's comboing with that makes it way stronger?

    @Neamy said:

    Only thing I saw is that you gain 33% wiggle meter when killer drops from a great height while carrying

    Boil Over got a massive buff some time ago, but it was done in a very silly way that allowed survivors to abuse it on some maps/tiles to become literally unhookable, and it became a golden ticket to troll the hell out of killers by slapping on No Mither, sitting at the top of the RPD library or Coal Tower and forcing the killer to waste their game slug camping you, because there was no way for them to hook you.

    It was then nerfed a bit, but was still very annoying on indoor maps, so they nerfed it again.

  • @GiveMeTheBox said:

    And how they're going to uninstall your game, corrupt your hard drive and punch you in the face? Because that's the impression I'm getting from all the doom and gloom going around since the reveals.

    It's a huge shakeup to the game. Yes, there are going to be strong reactions. Some of the changes are great, some of the changes are meh, some of the changes are daft.

    Also, making fun of hyperbolic reactions with a hyperbolic reaction is a bit silly.

  • @agonizing said:

    The argument understood by the devs is "it acts like a third health state, allowing a Survivor to escape a situation where they would otherwise go down"

    New effect, "Dead Hard will now provide the Endurance effect for 1 second when activated. If you time it right, you'll prevent the hit and gain a movement speed too."

    I don't understand how this addressed anything except making Dead Hard more explicit in what the chief complaint of it was, "acting like a third health state." Instead of getting a short distance boost with i-frames, you'll now get a hit movement speed boost with a built in Styptic agent and a killer cooldown weapon hit.

    It's still going to be a decent perk, just not as oppressive as before. The fact that it no longer gives distance makes it a bit easier to mindgame and counter, will eat a bit of time for mending purposes and also means that you can't eat powers.

    We'll see how it plays on the PTB. The goal is to reign it in slightly, not destroy it (ala Spinechill).

  • @Synzicle said:

    On why out of all the killers you could've given a fun festive mask to.....that our boy from funworld didn't get one, ghostie would've perfect for it :(

    Copyright and licensing, I'm guessing.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014508#Comment_3014508

    The thing about strong killers is that Blight and Nurse control the chase. You escape when they make a mistake. Every other killer requires you as the survivor to first make a mistake that allows them to get a hit.

    Eh...

    Nurse controls the chase, but a single mistake is incredibly punishing (hence her bottom basement gross kill rates), and survivors can also outplay her by moving cleverly. The core issue is that she completely negates map resources.

    Blight comes down to his addons, mostly. Without his crazy stuff, he's manageable.

    Both need reigning in, but that should be a targeted nerf to their problem addons. We don't need another Freddy/Billy style gutting that hits them everywhere they are fun.

  • @shinymon said:

    Or just your favorites? Now that the incentives have been revealed. Seems like the best time to do just that.

    https://us.v-cdn.net/6030815/uploads/JHCQ327QNW2L/2.jpg

    No, I'm stocking up on addons out the wazoo, and getting a handful of killers completely unlocked (Sadako for CoB, Artist for Penti, Ceno for Plaything, Doctor for Overcharge and Monitor, Legion for Discordance).

  • @KerJuice said:

    Title. From what you’ve observed/noticed/your experience.

    Hag, Trickster, Legion, Cenobite. Builds and style don't matter, if I'm playing these killers, there's a good chance that someone DCs either when they see me, or on first down.

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