Tactrix
Tactrix
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3094907#Comment_3094907
Changing hooks to act like cages won't really change much as the killer will just rush over there and camp and what happens when the killer sets up a 3 gen and hooks someone in the middle, some killers the best way to play them is to set up a 3 gen at the start i.e hag if the hooked survivor got moved to other side of map it takes away a lot of pressure from a 3 gen.
Survivors will just abuse that they will wait run in then run out and keep doing that as much as they can to try and force the killer to go within the range to get the buff while leaving the survivor on the hook as long as they can before they have to do the rescue to stop them hitting 2nd stage.
Rush over where? You can't see where cage comes out, that's part of how it works.
In the second scenario if a survivor keeps going in and out then he's not doing anyone any favors, because he's literally not doing a gen so he's wasting time and letting his friend die while he's trying to "abuse" something.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/337496/how-to-hotfix-the-current-camping-meta
They can't just change camping as a whole as someone said the devs have said it's a valid strategy, it's going to take something that can't be abused by survivors, not needing survivors to equip a perk but also make it so if a killer has no choice but to camp i.e endgame it will be a challenge for survivors to get the save but not impossible.
The only way i can think of that they can fix camping is by looking at the killers that can camp well i.e bubba and ones that can't and the ones that can they need to adjust how there power works around the hook, so for bubba i.e if he is to close to a hook then his chainsaw can only injure and stops after 1 hit this will allow for survivors to try and get the save it will be a challenge for everyone to walk away and worst case he gets a hook trade, something like that won't affect players that don't camp with bubba but the players that camp on first hook it will affect.
Then they move onto the next killer and see what they can try and change to get the same outcome best case everyone gets away, worst case hook trade and by looking at it from that point of view it will be more easy to adjust camping to affect the ones that do it at 1 hook to killers that don't camp.
I told them about changing the hooks to act like cage of atonement and removing anti-camping perks from the game, but they haven't done it yet. Plus I imagine its much harder to do that than to just make a 10% gen debuff via proximity.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/337496/how-to-hotfix-the-current-camping-meta
Sadly it won't work because they already tried a similar proposed fix and tested it where the hook timer slowed and then stopped when the killer was around the hook. The issue was survivors abused it by looping the Killer around the hooked survivor stopping the hook timer and allowing the other two survivors to do gens.
Basically it punished Killers that don't camp. A true fix to Camping and Tunneling has to be something that can't be abused by either side and since the Devs said in the right situations camping and tunneling is a valid Strat, they would have to find a way to punish the toxic camper and tunnelers while not punishing the ones who do it in the right situations.
I told them about an uncampable solution to make every hook act like cage of atonement and remove all the camping perks from the game. But they haven't done it yet.
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@Krazzik said:
Faster gen speeds would be good if my teammates were doing gens.
Yea but that's not really something that can be fixed, bad survivors are just that.
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@Remedicist said:
At the very least, all grabs should be changed to where they only occur while the survivor is injured. This would make the grab situations more consistent and prevent camping hook grabs on healthy survivors.
The grabs haven't really been an issue, the issue is they can sit on hook without losing the game, and once that's fixed they can't do that anymore. The big difference between 80 sec gens and 90 sec gens is that with 80 sec gens you can still win the game with 3 people, but with 90 second gens you can't. 2 people will die before you get them all done if they face camp.
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@TeabaggingGhostface said:
And you don't even need escapes
it's true, if you loop around and get like light saves, and do chests and totems you can get like 25k in just other objectives.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3092185#Comment_3092185
And likewise I won't presume to dictate to anyone how to play their game, and I think your heart is absolutely in the right place, but I would at least consider the following:
- Mercy as a practice isn't helping your opponents get any better, which can lead to #2:
- Sparing survs all the time will artificially inflate their MMR, which may lead to them hitting a wall of demoralization when they run into killers who aren't going to let them escape, and will likely just mercilessly body them. So trading fun now for pain later, maybe.
There's a big gray area between throwing someone in deep end and never helping them out of the kiddie pool, between coddling and ruthlessness, and good intentions my lead to a worse overall experience.
But to each their own.
Yea but some people aren't playing to get better, they're just playing to have fun. For the hardcore it's not doing them any favors except just leveling them.
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Changes I'd like to see in DBD. All hooks work like Cage of Atonement, along with this change all anti-tunneling and camping perks are removed. The game is properly debugged. The servers are flushed out and run through fiberoptic cables.
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@Thusly_Boned said:
Well you can play that way, but your MMR will end up (or stay) near the bottom and you'll just end up toying with the surv team, and not ever getting any better.
And I don't know about you, but I like a bit of challenge, and it doesn't feel great when you're being toyed with on the other side. It kind of feels like pity/charity.
I'd prefer that my opponent have fun, but as a rule I don't like holding back all the time. I will goof and mess around from time to time, and I rarely sweat (I almost never will slug for 4K, etc.), but 90% of the time I'm making some sort of an effort to kill everyone. Wouldn't feel right otherwise.
If that's the way you like to play more power to you.
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@pseudechis said:
I'd rather the killer try to eliminate me than farm points.
The thrill of the hunt is exciting and that's fun, farming points is rather dull.
Also getting killed in game doesn't upset me because its a game about trying to survive a slasher flick
In a good slasher flick survival should be hard fought, perilous and questionable at best. So should a good game of DBD.
There is nothing wrong with how you want to play, but if being chased in game then I want it to be exciting and the threat of elimination makes it just that.
While you may not need the kills, the game needs the kills because otherwise what are you trying to escape from in the first place?
Oh I'm not saying there shouldn't be the threat of it, I just mean back a few patches ago if you didn't get kills you would have no BP at all, you'd end up with like 13k but now you get your full 32k even without em.
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@danielmaster87 said:
No, YOU don't need kills. But I need kills, or else I feel I've wasted my time. It's kind of the point of picking "killer".
I don't know, I think the chasing and stabbing and downing is pretty fun. To be honest the killing is the most boring part, because then you can't chase them anymore. They just hang there all sad.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3092035#Comment_3092035
I referenced steam charts and you referenced nothing at all. What are we missing?
When you're looking on the steam charts there are a few options to click on, the one I highlighted shows by month, but you can put it on by days and it will show the comprehensive day by day data on users. You'll see that while the game stayed relatively the same in terms of general play the actual number of users who play the game dropped once the patch came out, because it became very unfun.
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@adam1233467 said:
Every time I hear the nurse's blink, someone from my team disconnects and I have to kill myself on the hook, and I go to the next match, and guess what, it's another nurse. (I love going against nurse but apparently my team doesn't like it) and when one of my team does not disconnect, she is using double range, literally you have nothing to do. I never thought it would be so boring to play against a nurse...
The issue with nurse is even prepatch she was one of the most dangerous killers, so of course once this patch hit and made killers much more powerful and nerfed survivors it made her godlike.
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@Phasmamain said:
We all know the real reason the devs removed him is that he’s now on the hunt for Maurice and can’t waste time partaking in trials. Let’s hope he finds him soon :(
Because they want to replace him with a realistic figure of the balance team leader.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3091891#Comment_3091891
lol you don't know ANYTHING about the data "in this patch specifically". Literally more people are playing on a random Monday than in month averages in the recent months. While I expect that number to dip, it's an excellent data point. People are playing the heck out of this game whether you cry on the forums or not. That invalidates your opinion. You can whine about how unfair the patch was but the numbers look fine.
You saying "more people are playing it" means nothing to anything, because you have 0 data to back that statement up. As where I've shown the data that proves that you're 100% wrong, so go cry on all your other threads.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3091676#Comment_3091676
You did it! You delivered the death blow!
Except, so what? People are crying about this patch specifically, and 2021 data doesn't matter to me at all. No game stays popular forever. I think dbd is a fantastic success. Anyway we are talking about the crying over recent updates not a games overall arc
In this patch specifically the data shows that people are leaving in droves, from the actual drop % data to the genuine drop in positive on the steam game store. Of course you think DBD is a success, you're a killer main. So of course you're gonna say everything's good, just like you do on every other thread.
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@Dunkinspunkin said:
Just kidding. 50k concurrent players on steam during a random Monday. The verdict is in. People are playing the crap out of this game and the devs hard work on this last patch has not gone unappreciated. The forums are not the game. Want proof? Read the topics and comments then look at the viewership.
You're right, Data doesn't lie. This game has lost 20k players peak since 2021. And 16k peak since last month. But you said you want data right? Here you go. 96k peak in June 80k peak right now. https://steamcharts.com/app/381210#All
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@Bearded_Owl said:
https://us.v-cdn.net/6030815/uploads/771K3XGCC60P/30-games.png
I play both sides, this sheet has no bias, it's just information.
I do NOT have low MMR, I have thousands of hours playing as both killer and solo survivor.
I will admit, the killers I've V.S. recently have been very mixed.
On a personal note as a solo survivor, if you bring self-care in the current meta, don't complain games are too difficult, you're the reason the games are hard for other survivors.
As a killer, I encourage all survivors to bring self-care, it's a good time investment.
I'll post again when I reach 60 games :)
Feel free to ask me anything :)
Self-care + Botany is one of the best combinations to bring in this meta where killers tunnel and camp none stop. Having said that if you bring just self care you'll lose almost every time, so it must be the combo.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3090663#Comment_3090663
That's why it was meta years ago.
I still use it as my prime way to detect stealthers, it works just as well today.
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There's only 1 perk you need to master to completely defeat stealth. Whispers. You're welcome.
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@ThatOneDemoPlayer said:
You don't have to complain about the current balance anymore, the devs enabled rubber-banding again so Killer is yet again unplayable!
Conspiracy theory aside, why. Just why.
Why can't the devs release a single patch that doesn't make Demogorgon unplayable?
Rubber-banding has always been both sided. It's because they run on amazon servers which are complete trash.
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And now we're at 78%, and so it keeps going.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3088062#Comment_3088062
thing is tho SWF already doing it with out perks so with swf they can't nerf killers to much but with solo they can't buff them to much either see how it is game a mess.
This game is not built around SWFs, it's built around solo Q.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3088050#Comment_3088050
Agree 100%. Survivors right now are looking for reasons to quit. The second they see NuRsE/bLigHt, or any sliver of evidence that a killer is "tunneling me", they're looking to quit out.
Spoken like a true killer main who has no idea what balance even looks like.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3088027#Comment_3088027
You are wildly out of touch. Your idea of what "guaranteed 4k" is needs serious re-evaluation.
Also, explain to me how you're getting tunneled when Off The Record exists? No ones fault but your own if you aren't equipping good perks to counteract the kind of play you dislike most.
off the record only matters when the killer isnt camping you, if hes camping u, it makes off the record completely worthless. There are no "good perks" to counter that. Which is the main problem in the game, and if you don't know that, then the one who's out of touch is you.
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@Adaez said:
I think survivors would play a lot better if bond and kindred was basekit.
I think the biggest problem most survivors are is the lack of communication and information.
If these perks we're basekit and BHVR also added a way for soloq survivors to communicate with each other,there would be no difference betwen soloq and swf if survivors also played well enough,
Part of the difficulty in the game is not knowing where the other survivors are and where the killer is, and to that end this is a horrible idea.
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I never have a problem surviving because of a certain perk, it's always only when I get tunneled and face camped, those are the only games I guarantee lose now because those 2 aspects went from mildly unbalanced to wildly unbalanced. For example pre-patch if you were being face camped the rest of the team could get at least 4 gens before you completely died. Now 2 people will die before you get all 5 assuming the killer goes after no one else and sits on hook. So you're guaranteed to lose half your team. And if the killer does go after other people(which most do) that's almost a guaranteed 4k, especially if they have any gen regression perks.
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@Brokenbones said:
No.
they made these changes to address months (if not years) worth of complaints of a stale meta and busted perks like DH
if they had given up on the game, they'd be content to leave it as is and keep releasing feng min cosmetics and new chapters
They took a big risk with this patch, which shows they do care.
You made a huge mistake with the DH, because it wasn't broken for years, it was broken for a very short time once they made it so that you had endurance when it was used. Previous to that it wasn't broke at all, you could get a little bit of a boost away from the killer but if he managed to hit you, you would still go down. So BHVR themselves broke it, then they refused to admit it was broke, and then they "fixed it" this patch but instead they broke it again making it worthless. Because who the hell wants a perk that can take a hit but at the cost of being so slow that you're gonna get downed right afterward?
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/336698/we-need-to-talk-about-bubba
If Bubba is staying near the hook, just do gens.
That doesn't work anymore, after this update the person on the hook will die before all the gens get done, and then once he puts a second one up you lose at least half your team before you get out.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/336485/positive-rating-drop
It's one of the few killer sided patch that honestly flipped the game around dramatically. It's way harder for survivors now and that can also be seen from the queue times. If the game was a bully simulator from the survivor side, now it's quite the opposite or to say, it's much better as killers are able to compete. Tunneling and camping also got better, soloq was ######### up even more. However the changes are not bad
People are not used to this, I personally think it's for the better but the majority speaks.
Give the community time, it's a good patch.
Don't kid yourself, this was NOT a good patch, and no amount of time in the world will change that. You know what will? Another patch that addresses the issues that this patch brought. But the thing is, it won't happen. Because the devs in BHVR don't see killers tunneling and camping as wrong. They see it as "proper gameplay". Which is the reason why it's never been fixed.
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@[Deleted User] said:
I mean killers had touted Steam player dropping since last year's anniversary every week and were just obsessed with those numbers as if that proved any point. This doesn't really seem to prove any point either
It proves a lot actually, it's the difference between people liking your game and inviting other people to play it, and hating your game and warning everyone off of it. If you check the latest posts on twitter from BHVR you'll see after this patch pretty much everyone is just saying "don't even play this game if you're new".
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@fulltonon said:
If it's just 4% for patch this big, I'd say they are doing rather good job tbh.
You misunderstood, 4% IN 2 DAYS. The drop hasn't stopped yet, it's just the beginning.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3083202#Comment_3083202
Killers still played when dead hard was a thing, your point?
A lot of killers quit because dead hard was broken, and no one blamed them for it, because it was legitimately broken. Which is why they changed it.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/335753/to-everyone-whos-rejoicing-this-patch
So its ok when it was survivor sided? Because I can tell which side will ALWAYS have the lower population, and its not survivors.
No, it's ok when you address both sides, not ok when you address one. Which is what they did here, they addressed just killers, and nothing but. And I'd like to mention that they were told repeatedly by respected DBDers that play with them and around them, that this patch is extremely killer sided. And they still went on to release it despite that. So it's not like they don't know what they did, they know, they just don't care.
And it's already showing, in the last day their review on steam went from 83% positive to 80%.
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@Mekochi said:
Before getting into the main post, the amount of people ignoring the reasonable things survivors are upset about and instead going "Oh boy, their DH is gone so they mad, cri baby survivor" is just, absolutely astonishing. Like you do realize not every survivor relied on DH and some of the people who did run it, probably ran it for one match to do a Tome challenge. But sure, every survivor and their grandmother ran that perk.
DH deserved to be nerfed honestly, it had it coming. But what about the survivors who are genuinely struggling with the new changes, killers received mostly buffs this update, with most these buffs are affecting solo queue. SWFs are holding up well from what I've heard and seen. Instead of addressing solo queue like the developers promised earlier in the year, the glossed over it and put it on the back burner. Now don't get me wrong, killers did need some buffs, mostly to do their best to counter SWFs as I assume that was tanking kill-rates.
But what this game needs, is to be balanced around solo queue without affecting SWFs and making SWFs more powerful. This can be done in numerous ways.
- •Proximity chat (have to ability to opt out though, and it'd give the killer some form of information if near by), obviously they'd need to do something about players that tell themselves to off themselves, so it wouldn't be the best course of action
- •Action indicator, make beside the survivor portraits small little indicator, like a plus sign for healing, gears for generator, ect.
- •Base-kit kindred, shows survivors within 48 meters of the hook, doesn't show the killer's aura. Or have it only show the killer's aura within 12 meters of hook and not other survivors.
Those are just a couple ways to buff solo-queue without giving SWF more power. More suggestions are definitely welcome for this as solo-queue doesn't need to suffer majority of matches. Because sure solo was bad before the update, but after it, it was just horrendous.
There's a simple solution instead of chat. Emoticons. There are a few games where they work really well, the best one I can remember is gremlins inc. Basically throughout the game you unlock and get different emoticons. And then you assign them to like 1-9 or a wheel where you press ALT+right mouse and then you pick what you want the action to indicate. So they would have stuff like danger!, or SHHH! or Follow me! but in a face format. This type of communication would both be silent which would make it viable for this game, and also would prevent people from being able to swear. And as an added bonus for BHVR they could sell stylized emoticons in their store for actual currency. So it would be a win, win, win.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3079020#Comment_3079020
"I just think it doesn't make sense for Nurse being able to see survivor's auras while blinking"
Why ?
"She doen't need anything that enhances her basekit"
Such a sentence proves that you don't play the nurse, and even less at a high level.
You have no basis for such an opinion, which is therefore completely biased.
He's right, nurses biggest downfall is that she can't predict where a survivor moves behind an object, if she could see auras that would make it impossible for anyone to dodge her, she would simply always see them and always be able to get to them. That would be beyond broken.
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@JohnWick1654 said:
I know there are a lot of Nurse haters,
and as far as Nurse being ballanced there is one thing that stops her from doing so.
Nurse doesn't need add-ons,
yet she can equip them and become even stronger.
Devs could just nerf the add-ons, so that bringing them only gives a slight advantage and not 4x longer blink or same blink range on 1/4 of a charge time..
The Iredescent ones could be unchanged or have more interesting effect. Wait what does her iri add-on do? Does she even have one?
There's a reason why nurse has addons, because they don't help her. Look at her addons, none of them make her better, they just make her worse. Things like "blink 20% further at the cost of 20% blink speed". The only addons that make her even remotely better are the brown ones, and they're not for speeding her up, just for making her blinks more precise. The real problem with nurse, is because she endlessly blinks she has no real counterplay. If they wanted to make nurse actually balanced they would have done what 1 of the addons does, where she gets a blink, then it goes on CD for like 60 seconds and she becomes faster for that 60 seconds. THAT is how nurse should have worked. Making her blink endlessly is how you make a broken killer.
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@MB666 said:
https://forum.deadbydaylight.com/en/discussion/comment/3077248#Comment_3077248
the point is if you hate slower gens them bring a gen speed build if you dont bother , them play with whatever you want jeeez people have to adapt to a more balanced gen speed. but having faster gens speeds by default was BS and am glad that is no longer the case.
POP got nerfed , ruin got nerfed , pain resonance aswell , corrupt, my man there is no excuse to complain about gens now.
also if you are gen jockey them whatever ,just run resilience for a aditional 9% gen speed bonus just by staying injured if you also hate thana.
🙄 just take it easy not everything in the game are "GENS".
No, the point is gens by themselves were balanced in a way in which when done perfectly you just made it out. And now they aren't. All the things you're talking about are based around special circumstances. And the gen issue is a hardcap which means BY DEFAULT the gens are now much longer. Because for every perk that got nerfed the others got buffed. So for every perk we can run to speed them up a killer can run one to slow them right back down.
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@MB666 said:
https://forum.deadbydaylight.com/en/discussion/335753/to-everyone-whos-rejoicing-this-patch
"Gen Rushing was addressed" a toolbox with 1 good addon or brand new part literally negates the Nerf entirely..... jeeez and i dont want to even talk about Prove thyself combined with toolboxes. can people just chill out and stop overeacting.
Nurses / blights abusing the DS stun timer definetly needs to be adressed but other than that , this is by far one of the best patches for game health. (holding W nerfed , E to outplay a killer fixed , pre-droping pallets is no longer that effective , so people are now forced to learn how to loop properly to win instead of relying on BS perks / comp strats and faster gens speeds.
soo far am enjoying my games on both sides
1 toolbox? Ok, so you think that 1 toolbox overcomes 10 seconds on EVERY gen. So that means every survivor has to run a toolbox on every single game now. Beyond that fact that that's laughably wrong, even if survivors did that, that would mean that there would be no more flashlights at all, no more med kits at all, and even with all that, that only works if the killer has no gen slowing perks, which every single killer runs now. So no, 1 toolbox and an addon doesn't do jack.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3077122#Comment_3077122
Wanna know whats funny? Its more probable to run into teammates that give up from the beginning.
Most give up because they're getting tunneled and camped out of the game. In fact that's been the most common cause of losses since this patch released.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3077109#Comment_3077109
Ok, I'll make sure to tell that my teammates that still get escapes with it.
You have fun with that until you run into a killer who actually knows how to play and he absolutely annihilates your entire team.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3076122#Comment_3076122
Yes, the entitlement is really off the charts. It's ridiculous.
https://forum.deadbydaylight.com/en/discussion/comment/3076658#Comment_3076658
But it wasn't replaced with nothing. DH still works, but requires a better timing.
DH isn't even remotely the main problem, but let me tell you how DH works now, it doesn't have a movement dodge anymore, all it has is endurance and then you get slowed. So they replaced a thing that dodges with a thing that doesn't and then guarantees to get you downed. Which means they literally made it worthless, it has 0 value now.
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@Triplehoo said:
https://forum.deadbydaylight.com/en/discussion/comment/3077051#Comment_3077051
Truth be told, camping and tunneling isn't that usual and isn't as rampant that these forums say it is. From the last six months, I can count camping/tunneling killers I've met a s a survivor, with the fingers of a one hand. These forums make it sound like it's a problem in every game... Which it isn't and wasn't Gen rushing was waaay bigger of a problem.
Did BHVR went little overboard with some of the changes? Yes. But I believe they will eventually tweak them in the upcoming weeks and months. This patch has been out two days. Let's just wait till the dust settles down before we go and act like Chicken Little.
This was a healthy update for the game.
I can count more campers and tunnelers just today than you're saying, so either you don't play much at all. Or you're flat out never playing survivor. Because even before the patch there has been a HEAVY culture of "camp and tunnel the 1st person out of the game and then pick off the other 3". That has been the meta for a while.
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@Triplehoo said:
https://forum.deadbydaylight.com/en/discussion/comment/3075935#Comment_3075935
This has been a problem for a few years now... But the other way around. New killers left because survivors stomped them from the get go. How does it feel to be on the other end of table now?
Nope, you're thinking of the wrong problem. You're thinking of powerful perks, that's not the problem, the problem this time is that they got rid of the main problem with survivors which was gen rushing, and never addressed the equally bad problem on killer side which is tunneling and camping.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3077005#Comment_3077005
The patch certainly did more for them. If you have a Nurse patrolling gens and she has CoB + the new Overcharge you ARE going to feel the difference. If you have a Nurse that proxy camps at all times a 3-second DS is not going to mean much for her anymore.
Killers like Nurse and Blight are exactly the reason why I am against universal buffs, and why they should have buffed each killer individually.
You yourself used the current "Cage" system, and I am telling you why it wouldn't work. The killer still receives a notification of where it is located, so it would just prompt them to go to that exact area.
CoA doesn't tell the killer where you are until unhook. Which is the correct action, they won't know where you are until you are unhooked and then the chase begins.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3076977#Comment_3076977
ik its not about perks, but perks are what made this game unbalanced to hell, camping will still be a problem, tunneling did get fixed kinda
and dw survivors won't quit, if anything just wait for someone to find a broken build and everyone will run it like usual
Tunneling didn't get fixed, I got tunneled out of the last 3 games. They're just more prone to it now because they know they have more time. You know what the real difference I see now is in regular play? 2 people on a gen. If you have 1 on a gen, it'll take all day, you need 2.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3076679#Comment_3076679
Some killers do need nerfing though (Blight, Nurse) because under the new meta they become too oppressive.
Specifically with the things you are complaining about on the survivor side which are Camping and Tunneling. If the hooks work exactly like cages from PH do now, you'd have a Nurse who can insta blink back to the cage upon getting a notification of where it is. Meanwhile no DS, no BT to save you. You are back to square one.
You can't expect killers to have their toys and not use them. It's just silly non sense.
Those killers needed those changes even before the patch, that's a balancing issue, they have massive map control. This patch didn't actually do much for them, they just got stronger due to the gens being longer, but it was exactly the same amount of stronger that all the other killers got to. So addressing them specifically would be a mistake, because the core problem isn't them, it's the tunneling and camping. Which fixing them wouldn't solve.
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@Devilishly_Rowdy said:
This patch is such a healthy change to the game. Gen speeds have been addressed and dealt with, along with camping and tunneling. Metas have been butchered. Dead Hard is dead (which is a massive relief lol). Basekit BT isn't that hard to deal with compared to Dead Hard atleast. The endurance effect stacking is now fixed after the ptb. And the grind has been reduced.
But some players (especially survivors) are threatening to leave the game saying "oh killer sided patch, solo queue is destroyed". You do realize that these slight killer buffs were necessary because kill rates weren't high enough in the first place right?
Where? Where has camping and tunneling been addressed? the 3 second BT? That does nothing, it's not even long enough to get out of range of being stabbed. That was the only change that was suppose to address anything to do with either camping or tunneling, beyond that camping hasn't been addressed at all.
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@AcelynnBen said:
oh yes
killer hasn't been playable for a year that's fine
all crutch perks were nerfed the now the game feels balanced, UNFAIR IM QUITTING
please stop
Learn to read, this has nothing to do with perks. And everything to do with the fact that they fixed gen rushing but never fixed tunneling and camping.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3075516#Comment_3075516
No you can still get tier 3 perks you don't have to prestige to get them....you still learn perks normally in the bloodweb. You just unlock them for all respective characters when you prestige up.
All this patch did was show who truly has skills to pay the bills and who were being supported by the crutch perks.
Did the Devs go a bit Nerf happy....yes they did I can't deny that...but still doesn't change what I just said
This has nothing to do with perks. If you took every perk off both killers and survivors and played a game right now 9/10 games would be won by the killers. Because those 10 extra seconds on a gen are enough for killers to completely destroy entire teams. I don't you appreciate how much of a difference 10 seconds is. Because before this patch people were getting out, but it wasn't even a lot of times, and it wasn't more than usual. And that was with 10 seconds less on each gen. Most of the time it was a pretty close fight if the killer and the survivors were on the same level or relatively the same level. Now it's miles apart. You're only getting out if you have an extremely good group or an extremely bad killer, or both.
So if you're asking "what's the big difference now". I'm going to make this as clear as humanly possible, here is the big difference. They FIXED gen rushing. And DIDN'T fix camping and tunneling.