Taxman232
Taxman232
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I dont know what you are talking about, Spine Chill has not been buffed. The killer needs to have clear line of sight and the effect lingers, meaning you dont have live info on where the killer is looking. Previously it was looking in your direction, so even through walls you got the notification.
Plus they removed the vault speed (which I agree never should have been part of the perk).
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Camping the hook is (in my opinion) never a justifiable play style. It is sweaty and not enjoyable for the poor survivor you are face camping.
Reassurance is a band aid on a larger problem. If they nerf this perk I hope that they make hook stages longer to match longer gen times and punish the killer for camping.
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I think prior to 6.1 she was fine but the buffs and nerfs from this patch were strongly in her favour. Killers got the base kit buff so she recovers faster after the first hit.
Survivors lost the speed boost post hit, iron will nerfed to oblivion (as a counter), DH nerfed into the ground and DS stun timer reduced now that it is pretty pointless against.
That said, I dont think she needs a Freddy level rework just some rebalancing.
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@EvieSimpsForCrowLady said:
And I'm saying this from a survivor main point of view. It essentially gives you unlimited heals while being extremely time effecient. Isn't the whole point of survivor is having limited resources? And I don't think the problem lies within boons themselves, no one uses anything besides COH, alongside COH at best.
The problem is that it's even faster than old self-care, which was actually quite time efficient. Think about it, the regular heal is 16 seconds, and self-care took 32. The regular heal takes away 16 seconds from two survivors, making it 32 seconds in total. So why does a boon with a huge radius that works for the entire team and only takes 16 seconds to set up is so time efficient???? It makes no sense, really.
My proposed fix would either to make boons have limited uses and buff other boons or a more rational change - making it either a heal boost boon that doesn't let you self heal but boost heal speed more drastically(original 100% probably would be fine) or make it a self heal that heals you at half speed(32 seconds) with no additional benefits.
Your thoughts?
I think getting to boon up is a distraction from doing gens and the killer can easily destroy the boon if found.
I think it has value in SWF but much less in solo q.
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Lately as a solo q survivor I have been blocking the 99'd gates from other survivors because they dont consider bloodwarden for end game. I have been burned too many times to count.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3136545#Comment_3136545
throwing up on the lockers doesn't infect any survivors inside them. which, it should. plague is the biggest victim of this. survivors act like her spitting on a gen means they get to take the whole game hostage like little babies because they don't wanna repair through the infection. her infecting any survivors within lockers that she infects would be a big step toward ending this.
If they are swapping lockers then they would get infected no?
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3136375#Comment_3136375
There has to be a point were it is classed as taking the game hostage, its not toxic and OP never said anything about that but where do we draw the line of when it becomes holding the game hostage and when its not. This is something the devs and mods have to give us a straight answer and not a black and white answer like they do.
To me the survivors were holding the game hostage as they refused to do gens, it doesn't matter that it was plague or not they refused to make the game progress and only after 15min they did which is to long, We need a cap on how long we can wait before its classed as holding the game hostage be it i.e 10 min least everyone knows after that time you can report the players.
But for anything to work we need the devs and mods to step up there game and give us a answer that is not black and white.
If you feel so strongly then send the footage to Devs and make the report. I have never heard of this happening before so you probably faced a SWF who were d icking around or a bunch of noobs who thought it was best to hide. Either way, move on to the next game and hope it doesnt happen again (or throw up on the lockers 👌).
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@Kweh said:
Hyperfocus is fine tbh, any console player running it trying to hit greats at max 60FPS is gonna be hella funny.
As a console player I can attest to this.
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@youshisu said:
For me its always the franklin. Its strong and super unfun for me as I like to loot boxes :(
But I also noticed `dead mans switch` and
erruption, while dead mans its ok, that erruption disables my from game for long time :PPain Res is frustrating as hell and quite OP that you can use the same hook over and over and over again. IMO each Pain Res hook should become a regular hook after use - killer needs to be more tactical about their use.
Agree Franklin's is cruel, I preferred when it got rid of the item altogether not just burn out your charges.
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@Iron_Cutlass said:
Okay, I get that towards the end of the match, survivors just want to escape, so they hide. Sometimes it is taken too far and they will hide for 30+ minutes in an attempt to get the killer to DC or give up.
However, I just had a match that took me 15 minutes to injure a survivor before other survivors started touching generators. How do I know this? Simple, Plague infection duration addons. I was running Hematite Seal and Prayer Tablet Fragment (110 seconds of an object being infected), and infected every single generator, and people only started to get infected after I downed a survivor after 15 minutes of searching. I only found them because I heard the sounds of lockers from them swapping between lockers to avoid crows.
Is it reportable? Frankly, I dont know. If a survivor was never found, there is a good chance that the survivors would still be hiding and would not touch generators. And again, the match elapsed 15 minutes before a single generator was even touched.
Toxic but not ban-able. Stealth is a more legitimate strategy than camping/tunnelling.
Could be the case that they were avoiding getting infected noting plagues usually run thana.
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@Breadn said:
Picture this;
-You hit an insane curve as Hillbilly.
-You hit a sharp flick as Blight around a tight loop.
-You throw a perfect hatchet as Huntress.
-You perfectly guess the survivor's pathing as Hag.
In all of these situations, your mechanical and/or decision making skill is invalidated by the survivor pressing a button. No longer do you just get a cooldown, the survivor also gets a speed boost.
If you're playing Billy, it's like you're always running speed limiter. If you're playing Huntress, you're almost guaranteed to have to hit them three times. If you're playing Blight, you can't do anything flashy and have to waste more bumps to get a hit. As Hag, you can no longer rely on instantly hitting survivors after teleporting.
This isn't healthy for the game. It isn't healthy for a player's skill to be invalidated by "good timing" on a survivor's part.
I've used DH as survivor aswell, and every time I use it against a killer like this, I don't feel like I outplayed them. I feel like I got carried by a poorly designed mechanic that rewards sloppy play.
DH is now 0.5 second so would argue that there is a skill in pressing that one button at exactly the right time. Have seen survivors stuff up the timing more often than not and dont use it myself. Either way, DH has been nerfed into oblivion off the back of a big killer buff so I dont think there is much for you to complain about TBH.
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@Jurasaurz said:
You are going into a game where teamplay can be very important and then you are getting hooked as first time, and right after that you ######### on hook or DC on purpose.
I am honestly so tired of losing matches like that. I mean, I don't always have friends online to play DBD in a group, so I play Solo Q sometimes and it's a worst nightmare because of such trolls who go and ruin matches on purpose by simply making it a 3 survivor's game at 5 generators.
Why are you then launching the game and playing it then? You should be permanently banned for a griefing like that.
What if that person is being face camped at 5gens? I play solo q exclusively so can feel your pain but until Devs address the camp/tunnel issue some survivors see this as a viable solution.
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Big agree. No post game chat for console, especially for cross play, is quite isolating. All I usually get is a DM with 'GG' or abuse from a sweaty killer.
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@Razum said:
You remember when DbD was actually scary? Well, it developed in a different direction.
My main point of this is, how the killer (except for a few like bubba) seem like a joke to the survivors in certain scenarios. They can just run around them and since the attack cooldown is so long, they get about no damage, like 1 health every 1.5 seconds if the killer is 'efficient'. This makes bully squads possible with body blocking and stuff. I remember a game as a Blight, where I downed one survivor but there were some others with flashlights. So I tried to chase them away but with the constant attack cooldown I could do what I want, but I wasn't a thread to them. Soon after like 2 hits to injure some other survivors they healed the downed one up and I was there with nothing. What I'd like to change is the attack cooldown. But only that. Not the time you are slowed.
The current cooldown 2.7 seconds. In that time you are slowed, a killer dependent animation is played and after that you can go for an attack again or follow the survivor you just hit. I only wanna reduce the time where it's possible again to hit. So you are still slowed for 2.7 seconds, but after like 0.5 seconds you can quick attack again. No lunge. So that if survivors just circle around you or bodyblock you or something you can attack faster, but only with a quick attack. A hit survivor can still run away and you wouldn't catch up faster, but you are now a danger in you immediate area.
This does not apply when carrying a survivor. Body blocking the hook is fun mechanic and the survivors deserve to rescue another one this way.
Let me know, what you think.
Just.... no.
You got a massive killer buff that includes faster recovery time from a hit and less speed boost for a survivor post hit.
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As a solo q survivor with no friends I can understand your pain. Any nerf to SWF is a massive nerf to solo q. IMO if you were to add the action that a survivor is undertaking under their name in solo q you could potentially look at nerfing SWF, but I think this would reshape the game and countless perks.
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@CornMoss said:
This nurse slugged everyone (she was very good, not going to lie about that) and left all of us on the ground to bleed out instead of just hooking all 4 of us and ending the match. I personally do not mind slugging, camping and tunneling as the killer is at least playing the game. This was clearly just to be toxic and malicious for the sake of doing so, and it was not like me or or my teammates did anything to be toxic to them...
Honestly such a thing should result in a ban, I have the players name but sadly I cannot disclose that information due to this forums rules
See it quite regularly and it's usually a Bubba, facecamping a survivor, continually smacking them, nodding their head (teabagging if GF) for no reason until they let go or DC.
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@Gamedozer7 said:
Even with a full slowdown buill with the toolboxes PT I'm back to losing 2-3 gens in the first chase plus a gen per chase or so. You can say I'm not good but my chases are generally quick and I will leave chase to find a better one. They nerf slowdown and added 10 seconds to gens but left all the gen speed stuff like it was. This gen kick meta is only effective with certain killers plus most the time if you don't camp the gen survivors just tap it and remove your regression.
So before we go nerfing any more slowdown toolboxes and gen speed perks definitely need to be looked at.
Killers just got a massive buff and you have a plethora of slowdown/regression perks. Toolboxs have already been nerfed (few years ago) and gens take longer. Want survivors to hook themselves while we are at it?
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@Leachy_Jr said:
I mean, it's not surprising why it's being ran after 90 second gens, but damn, I take a microsecond longer on a chase and suddenly a gen that was on 0 is now on 70.
My dumbass over here thinking I'll take off DMS pain res for a few days trying out newly buffed perks like monstrous and coulrophobia. Ye, prove and circle put an end to them fun builds quickly. Curse the amount of sweaty squads on weekends.
Has anyone been having any success with discordance? I wanna run it but it just seems like the gen will be done before I get there, and/or it won't be worth it in the long run because I don't usually run gen kicking perks.
NGL ruin/undying was annoying
NGL DMS/Pain Res is annoying
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3134046#Comment_3134046
"Each time you hook your Obsession..."
...I'm sorry, how is that supposed to stop 2-3 gens from popping during the first chase of the game? Or even the amount of time it takes them to traverse the map? Are you thinking of a different perk? If you mean the Nemesis perk Lethal Pursuer the buff only increases the duration of other aura perks. It can certainly cut down on the wandering portion of early game tracking, but it doesn't guarantee a down within that time period, AND thats when sacrificing a whole perk spot pretty much for that specifically. Its terrible value unless you get the first down extremely fast, which isn't necessarily difficult to deny.
It's hard to have sympathy when killers just got a massive buff, survivors got nerfed and you are still complaining.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3134012#Comment_3134012
Corrupt? you mean sacrificing 1/4th of your entire loadout just to potentially not have 2-3 gens pop in your first chase? Then have it yeet itself into oblivion once you have completed less than 1/12th of your objective? It was a bad bandaid fix before, its an absolutely useless one now.
Then use lethal, it got a massive buff with thr added aura reading in game as well. There are ways to play around - and if you really want to avoid maps then bring offerings 👌
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@RpTheHotrod said:
I've seen this uncommonly. Just a cheat that's running around. Heck, I had a bully squad about a week ago that had it an unlimited amount of times. Everything you'd hit them they would proc endurance and the animation never played. Even multiple times in a row in a chase.
That's such a sweaty thing to do. Cheating (on both sides) really needs to be cracked down on by devs
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/341192/people-dead-harding-with-out-the-animation
What people are saying is that it is so fast 0.5 seconds so it is hard to tell. But there is a new script going around that basically auto-deadhards for people at the right time. More survivors are starting to use that i think.
Big leap that every survivor is cheating
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@Arkck said:
https://forum.deadbydaylight.com/en/discussion/comment/3132838#Comment_3132838
What games are you getting most people are still using dead hard for me and using it really affectively without the animation and I thought it was people using it well until some one got an endurance at a window while they had a had no item (so no styptic) and a build of dead hard, prove thyself ,boon circle of healing and unbreakable so there was no way for them to get an endurance and this is the second time this has happen and I'm just confused like how can that happen
I am playing solo q. Would say one in five games has DH user. Of those games they are rarely used well.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3133962#Comment_3133962
It often takes upwards of 30 seconds to even walk across a map, so you can nearly lose 2 gens before a chase even starts.
Then on those killers run corrupt or furtive chase. You have the means to counter at your disposal.
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@Hannacia said:
Had a team with 4 prove thyselfs today.. safe to say i had no chance. Also they had 4 boon of broken heals, and they were insulting me at the endgame.. fun times
Behaviour need to do something to balance SWF without needing solo q further ino the ground
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3132542#Comment_3132542
It's always been too fast though. 2 survivors make a gen take 45 seconds. That is way too short. If anything they should inverse things, gens should take way longer when solo, but faster as more survivors get on it, and rework prove thyself.
Respectfully disagree. If two survivors are doing the same gen and it is interrupted then the killer has the advantage, only two gens could possibly be worked on. If you are asking for gens to be longer and the last few effective survivor perks to counter the massive killer buff you just got then why not have survivors just pop themselves on the hook for you while they are at it.
I get toxic SWF are a thing but for us solo q folk (the majority of survivors) please dont complain - we have it hard enough at the moment.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3132501#Comment_3132501
There are two killers capable of playing on large mas : Nurse/Blight. It is ridiculous to "need to play those killers to have a chance of a fair game on all maps.
https://forum.deadbydaylight.com/en/discussion/comment/3132513#Comment_3132513
You are not wrong. But at the same time it is very easy to play in a SWF and trade one hook for one generator. What is the killer supposed do against that kind of pressure? The answer is : camp/tunnel.
DBD has maps that are far too safe/easy for the survivors to win.
I respectfully disagree, the killer buffs make larger maps a lot more manageable. If you are asking for a killer buff and a total map rework, why not make it so the survivors put themselves on the hook for you while we are at it.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3132542#Comment_3132542
"All" the slowdown perks. What do you mean? It's not like a killer can run all of the slowdown perks. Just 4, and then they would have no chase or info perks. And 90 seconds? Wow, because 80-second gens never got done.
You knew what I meant, there are a lot of good slow down perks that can be used. Also perks that give you both info and regression exist (DMS, Pain Res are in every game I see).
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@feffrey said:
What happened to survivor it just seems so unenjoyable and has been feeling that way for awhile now... Killer isn't much fun either rarely do you find competent seal team 6 SWF comps anymore and if you do the match seems long and drawn out.
Survivors have it rough right out the box being only a skin to them and nothing more no uniqueness or gain to playing another survivor really and when they lose perks it hurts when they've obstacles after obstacles it hurts even more as you reach that wall. Where you can't progress until you get perks that counters situation where you need it.
I'll give you an example if you do not have a anti camp tunneling build you're just SOS and have to put up with it and if you don't have a gen jockey build you're dead weight to the team or a looping build you're dead weight.
Survivors have to commit to build no mix matching perks anymore really
. You do not get to get the survivors experience until you hit iridescent where your team will have more focused builds on top of knowing what to do... but it's still hard tedious
Killers on other hand have flexibility and the chance to entirely change how they want to play and have more flexibility with perks and powers to set the games tone
Gens take longer, killers are stronger and there are less tools in a survivors arsenal to help them stay alive. Despite all this killers are still camping and tunnelling. I'm not having a good time.
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Lag when being unhooked, dont know if the game has quite caught up on the haste bonus once unhooked.
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@youshisu said:
Does anybody use keys?
I feel like since hatch can spawn only for 1 survivor, keys are simply rejected. Aura reading abilities are not worth using, I prefer brown medkit than key. Also its energy drains so fast
Yes. There is no point running them since the hatch rework and I do not see them outside of the extremely rare occasion of an aura reading streamer.
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Blink and you'll miss it. Dead hard only lasts for 0.5seconds now my dude.
Aldo next to no one is running it anymore.
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@The_Yosh said:
I am interested in how people's gameplay has changed since the latest patch?
As a survivor, I went from being the gen-jockey to being a distraction and harassing the killer with flashlights, saves, and chases. This is primarily because the increase in gen times, and the abundance of regression perks made generators tedious.
On killer side, I now just load up gen regression perks, pick a 3-gen at the start, down anyone that comes to touch them, and hook them in my territory. Honestly, having a 3-gen with Eruption + Overcharge along with the 2.5% from kicking is hilarious. The best part is that if you feel the team is strong, you can just tunnel and camp one survivor out of the game and they have almost no hope of getting a gen done, lol.
In the end, I'm actually happy with the new survivor gameplay. I get to do fun stuff like annoying killers until the disconnect, or I get tunnelled, die on hook, and move onto the next one. Either way, I don't have to sit on gens and an added bonus is that if I never finish a game, my MMR won't go up!
I am holding M1 longer, being face camped more and chases are nowhere near as long. What a great "meta rework"
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3131386#Comment_3131386
Nah, that's not true. As soon as you stop chasing a survivor, they're back on gens. That kind of 1v4 only really works with Legion. The only way to slow down gens is to get more survivors injured/hooked than the rest of the team can deal with, ie a snowball, or to remove someone from the game - which is often the easiest and most permanent form of pressure. Hence, tunneling. Unfortunately, the way the game is set up, it pays off more than spreading hooks.
Yes, survivors will get back on gens. But you have wasted their time. By chasing them you may force a hit and make them heal or do something else stupid. That's how you snowball without camping or tunnelling.
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@JoByDaylight said:
Waiting for a Prove Thyself nerf next patch then
Let's hope not, with all the slow down perks it is the only thing that makes a 90sec+ gen bearable
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@Kosturko92 said:
You nerfed Than, you buffed reassurance, now its all over the same like before update, survivors are OP, doing gens quick and fast, at least make gens 120 seconds to compensate the nerfs. Playing killer feels so frustrating all over again.
Reassurance is a perk to disincentivise camping. Dont camp and go chase other survivors! With that unhealthy killer buff you got from the 'meta rework' you should have no issues at all.
Also gens dont need to be longer, there are a bunch of slow down perks (other than thana) that you can run.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3131386#Comment_3131386
How do you chase 4 survivors with 1 killer?
Do you play Nemesis and you have 2 zombies perfectly harassing survivors while you chase 1 person and 1 person gets a free generator with no harassment?
Do you play Pinhead and have your chain up the entire game?
Oh right - neither of these is a realistic scenario. Nor is chasing 4 people a realistic scenario. Map sizes in DBD are too big. If we take a look at a map like coal tower we will see a balanced size map. If you chase one person for longer than about 30 seconds you will almost always run into a second person trying to work on a generator. This is the mechanic you talk about that only happens with small maps.
Unfortunately most of the maps in DBD are not 9000m². Most of them are huge.
So let's think about a realistic game. If I down Meg and I put her in the middle of three gens then I cannot lose the game if I guard those generators and make her capture difficult. If I tunnel her while guarding those three gens then that is a winning strategy.
The game developers need to shrink all the maps so that camping/tunneling with a 3 gen is not the only viable strategy.
Dont be facetious, you cant chase 4 survivors at once. my point was to share the chase interaction around and pressure survivors off gens and to do something stupid.
Also what you are describing (hooking a survivor between 3 gens) is proxy camping. Reducing map size makes that easier, which makes for sweatier gameplay. After the last survivor nerf and massive killer buff I think that the DBD does not need a map rework. They need to sort out the existing balance issues post 'meta rework' first.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3130560#Comment_3130560
Make tunneling out generators less rewarding. If survivors don't tunnel gens then killers might not tunnel survivors.
Yeah that doesnt quite equate. The way to get survivors off gens is to spread the love and chase all 4, dont just tunnel the one and be surprised when three gens pop.
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@VicRatlhead said:
I've been thinking about this. If the same survivor keeps getting caught it's tunneling right? Is tunneling only if killers abandon or ignore chase on one survivor for their chosen tunnel? Like it has to be intentional right? Or is it just that survivors fault for getting caught.
I think the really terrible thing about tunneling that killers don't get is that a survivor tunneled out is likely only going to get 5k BP and that's if they were lucky. If they brought an item with add-ons they lose them and they can easily be worth over 9k BP. A net loss.
I've played killer against bully squads. Is it a bit degrading getting repeatedly stunned, blinded and so on? Sure, but I'm in the entire match. I'm going to get 15k or more BP regardless of how much I get beat up.
I think tunneling really is something people have a right to complain about.
I think there is both intentional and unintentional tunnelling. Intentionally tunnelling is poor form and very sweaty. I had a game today where a plague with every slowdown perk known to man ignored every other survivor, gen pallet and DS to tunnel me put of the game.
Unintentional tunnelling I think is ok, like where a teammate leads the killer back to the hook or the survivor makes a mistake.
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Legion or Bubba
Legion because Mending simulator 2.0 and Bubba because they are usually sweaty hook campers which never makes for a fun game.
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@ThiccBudhha said:
I honestly never play against that "meta." And the streamers I have been watching ran into it once. I feel, that perhaps... It is not meta.
I mean come on, bro. You are complaining about pentimento. That would be like if I complained about... I honestly cannot think of a survivor perk obscure enough to draw a comparison.
You preferred ruin/undying? Really? I find that hard to believe.
I have gotten it a few times now, very frustrating in solo q with no comms.
To be honest I preferred ruin undying because at least then it was two cleanses and you are done.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3086833#Comment_3086833
But those 2 are separate issues. Soloq teammates doing poorly is not a balance problem, it’s a just a soloq player problem and you can’t really balance around players playing badly.
I'm not convinced it's players playing badly. I would say they arent playing optimally and are handcuffed because the nerfs/reworks are to help killers deal with SWF.
Regardless, SWF are not the bulk of the player base so they need to rework it to fix things for the solo q base
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@M4dBoOmr said:
tbh. I escape every second match in Solo Queue ... maybe it's a "you" problem? (i am not a godlooper, usually I play more killer than Survivor)
Hard for it to be a "me" problem when the 3 other survivors are killed as well every time. Have a read back through the comments mate.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3084848#Comment_3084848
Balance is is not out of whack it’s just soloq. Competent SWFs are managing fine.
Yes but the game needs to balance for solo q because that is the survivor base and the entry point for most new players
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3086060#Comment_3086060
SC nerfed with very weird way, it just needed to not work against stealth killers.
Iron Will on other hand, i don't know. Maybe 2 nerfs was so much.
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.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3085152#Comment_3085152
Solo needs communication tools not nerfed killers. Bang the drum.
I dont think anyone is calling for a killer nerf - just a rebalance. And fully support comms tools or the proposal to list what each survivor is currently doing under their iconic the HUD
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3085120#Comment_3085120
Actually, yeah. Before this patch at high mmr a single survivor mistake at the wrong time could mean the killer wins the game, just as a single killer mistake could mean the survivors win.
Nerfed Dead Hard plays a very small role in what is happening right now.
https://forum.deadbydaylight.com/en/discussion/comment/3085129#Comment_3085129
This is the worst balance has been in years. When it was this bad, it was in favor of survivors. That was a long time ago. If you want to play the "killers good, survivors bad" card, go ahead. I'd rather discuss something that is fun and balanced for both sides. Right now survivor is not fun. I play solo survivor. It is a bloodbath. Killer is even less fun right now. Some people enjoy playing the game on easy mode. Not me. I'd rather there be some semblance of a challenge. It's way, way too easy. Maybe that's because I have about 3k hours in killer alone, but still. It shouldn't be this easy.
Very salient point, the game is unbalanced and not fun. I dont think the rework really considered game play mechanics for all killers. My last two solo q games:
1. Slugging and teabagging ghostface with thirdseal,undying and knockout. Camped each slugged survivor until the next one came along. 3 DCs on 5gens ( I escaped)
2. Camp and tunnel nurse - the deceased recovery from her basic attacks now means that she can blink while you are still in the speedboost from being hit. 3 DCs while I was on first hook.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/3084848#Comment_3084848
Cause survivors needed to perform well to win the game prior to the patch ?
Come on, survivors required 0 skill to win a game. That is why most of you here are complaining, you were total potatoes that did not even know how to properly loop, you were carried by DH and gen rush and now that you actually need more skill, you cannot perform at all.
Hilarious.
I think there is a lot of skill that goes into playing both sides well, hence why we have ranked matchmaking. If you read above the conversation is not an attempt to bring back DH but about how the game is now unbalanced. I understand it is supposed to be an asymmetrical game where the killer should feel powerful, but at the moment the scales a tipped a little too far in their favour and Devs need to do some tuning.
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@feruis said:
https://forum.deadbydaylight.com/en/discussion/comment/3084987#Comment_3084987
We all know that, they just hate that it's not that easy anymore like it was before, and they are throwing tantrum
No tantrums here and it wasnt that easy to survive before the rework either. I have never used DH and agreed that it needed a nerf, if you have a reread of the original post and subsequent discussion I would welcome some constructive conversation.
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@HugTheHag said:
Another thing that I think plays into the whole "accessibility" thing is how affordable the game gets.
Nearly all of the nerfed survivor perks were either general perks (Spine Chill) or perks from non-DLC characters (DH, BT, Iron Will, Self Care).
Sure, there are plenty of interesting builds to make that are not the old meta. But many of them depend on perks you either need to buy a DLC for, or wait for months to have them available in the Shrine of Secrets.
I think the charm of the old meta was also the fact that you could play the game at high ranks without buying DLCs. I think if some of these perks were used as much as they were, it's also because they were free to obtain with simple grind. I sincerely hope the devs will not make a trend of nerfing the perks that every player has access to in favour of DLC perks.
OP here - I meant accessibility in terms of content accessibility for people with hearing and vision impairment. But you raise a good point about survivor base kit being nerfed that I hadn't thought about previously.