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Taxman232

Taxman232

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Taxman232
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  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084866#Comment_3084866

    Don’t you understand it’s 4 survivors versus 1 killer ? If your 3 teamates are not used to the new meta, there is nothing you can do. Wait and the MMR will adjust for everyone.

    It has always been an asymmetrical game, but the scales have been tipped a bit too far to the killer side. It is a toigh thing for the Devs to balance and they havent got it quite right.

  • @Murgleïs said:

    You were boosted by your perks and matched against killers too strong for you, lose more games and your MMR will adjust.

    I dont think thats accurate, fair or conducive to an open or honest discussion. The only perk rework that really impacts me is SpineChill and that is because it makes the game more accessible for hearing and vision impaired.

    Throwing matches to decrease my MMR is not a solution - the game needs to be rebalanced with feedback from the community.

  • @AndyKuky said:

    Ok… and if you take that same Legion before the patch, do you think it’s fun for them to always have long chases against competent survivors because any time they make a mistake or get outplayed they can just Dead Hard to safety?

    ”Fun” is subjective, but obviously solo will be less accessible than SWF. That’s just common sense. But solo is just the way the game was meant to be played. There’s a reason survivors have no voice chat and only two gestures. It’s not meant to be super easy like SWF. People forget this is a 4v1. The 4 side should ALWAYS have to play very well to win. Otherwise there is no balance.

    Before this patch the killer, the 1 side in the 4v1, had two options to win:

    1. use a broken OP killer
    2. go against bad survivors

    Thats it. Now they have more of a chance. Not seeing how this is a bad thing.

    I think legion may be a bad example because they are, by design, an "unfun" killer who smacks 3 survivors before chasing the 4th while the other 3 mend. Nobody enjoys playing Mending simulator.

    Well aware the odds are supposed to tipped in the killers favour, just feels like the scales have gone a little bit too far with this rework.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/336621/solo-q-is-a-lot-less-fun-less-accessible

    I've found that builds centered around OTR and SB work very well against tunneling. I did throw in DS for a bit but I never got to use DS (except for once when I let a Pig down me specifically for DS) since I wasn't downed quickly enough the second time to use it.

    Some other perks I've found that help when I experimented with different builds are Deliverance, Deja Vu (for mainly preventing a 3 gen but also taking 4.5 seconds off of each gen), Prove Thyself, Built to Last with really good medkits and, in case slugging seemed to be an issue in games, Unbreakable with Soul Guard.

    Hopefully if you try those out you'll find greater success combating tunneling and camping Killers. It worked for me so I'm hoping it could help you out as well.

    As broken as it is, I have been playing round with OTR and Deliverance (though note that unhooking yourself doesnt activate OTR).

    Thanks for the hints, it really has forced a shake up in core perks for a lot of players but think solo q survivors will be playing with one hand forced behind their back for a while.

  • Pop isnt really nerfed, it's been changed and gen regression/delay is still insane with stacking perks.

    I think Devs really need to take a look at things because as they stand the game is a lot less fun for solo survivors and very unbalanced.

  • Nope - RPD and Midwich are the worst two by far.

  • Nope - there are a good balance of survivor sided, killer sided and neutral maps. There are maps like Raccoon City and Midwich that need a rework to be more enjoyable but otherwise leave them be. If you dont want to play a certain map, bring an offering.

    Devs need to focus on balancing things off the back of a very killer-favoured patch and curbing tunnelling before revisiting map design and RNG.

  • Neither need a buff/reward. BBQ is a strong information perk that gives killer visibility of survivors. WGLF is an average survivor perk that will probably see a drop in usage but doesn't need any further changes.

  • Or just dont tunnel... as a solo survivor i appreciate the hatch but less tunnelling makes for a much more enjoyable game.

  • @Ksekwlothreftis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058794#Comment_3058794

    I have to see a survivor using botany in such a long time lol what do u mean

    Personally I dont run botany but see it alot at higher ranks - SwF groups/duos mostly. My preference is BT paired with We'll Make It.

  • @geni said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058794#Comment_3058794

    Botany is still pretty strong, you can heal others at 50% (botany) + 50% CoH + 100% (we'll make it), almost 200% with only 2 perks if someone bring CoH or 3 if you do it yourself

    Personally I dont run botany but see it alot at higher ranks. My preference is BT and We'll Make It.

    Honestly my only real issue is what they are doing to spine chill. Understand taking away the additional vault speed but I have a hard enough time seeing and hearing the killer as is. Why make the game less accessible? Leave the perks as is until you fox the underlying accessibility issues.

  • Overcharge was overnerfed.

    Deadhard and Botany will no longer be used.

    Spine Chill needs to not be clear line of sight - vision and hearing impaired community have made this very clear.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030848#Comment_3030848

    There will be people using DS and OtR together. Get hit fast and then go into a locker.

    Seriously: if OtR goes live like it is, it will be the new DS. And even better since the killer either has to grab you or has to wait 80s. This is more difficult then just slug.

    Since I play both sides although much more survivor, the spine Chill nerf is a blessing and a curse at the same time.

    As someone who loves Myers, Spine Chill + SB is a real pain to deal with, so I'm happy it gets nerfed. But on the same hand I'm unhappy because SC is the only useful perk for me to notice GF on a dark map. I have problems seeing dark killers (or Survivors) on Autoheaven, although I'm not colorblind. Without SC I would only know that the killer comes because I see the red light moving....

    That's another thing re the Spine Chill nerf, it really doesnt take into consideration the hearing or vision impaired players. Get rid of the vault speed but leave it as is otherwise (in my humble opinion).

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030370#Comment_3030370

    I started to play almost 4 years ago. The only stealth killers were Wraith, Myers and Pig (not counting Freddy, although he could have been considered a stealth killer), of which 2 could be detected with everything aura related and Spine Chill/Premonition while having no TR. Only EWI Myers had something similar to current Undetectable but had a TR of 6m (that's why M&A was so popular on him back then). But there was a huge difference: Myers could not be detected AT ALL. No Aura, no SC or Premonition. Nothing. The perks would not even light up or anything (Object of Obsession). Therefore I just assumed that "It' s a Myers" at the start of the match until I knew better. I learned to position myself well so he could not grab me or anything. I was constantly spinning my cam around. Mirror Myers was so much scarier because of this.

    It will be hard to get used to it again and I will get screwed over by Ghost Face on Autoheaven a LOT, but I will manage. Just need to get the rust off :)

    About DS: I have used DS for... Ages. I started to use it when you needn't be hooked to get it activated. Back then I used it to get better in chase, since being the obsession could be quite dangerous (contrary to today). I never really stopped using it, because it was necessary to get away from basement camping bubbas, hags or trappers (or farming teammates.....). I have tried to play without it, but I got frustrated after getting farmed and then tunneled out of the match...

    But this is not the point. In all that time I noticed that there are many killers out there who don't give a ######### about you wanting to have some fun too. You get BT, hit them with DS and they still tunnel you out of the match. Just because they can. I learned just to jump into lockers (even without DS) if killers tunnel, so they can't slug you. So they need to either leave you, get DSed or waste 1min of their precious time until DS runs out. You can still do that.

    I can appreciate where you are coming from. I started playing around the same time and being an absolute noob I ran Spine Chill and Self Care because I was terrified of being grabbed of a gen. I have played probably about the same time with and without Spine Chill now but enjoy the situational awareness it gives you in chase, when hiding, gen-jockeying or the extra few seconds head start as the killer approaches. With more and more "stealth killers" being added in (Sadako, Ghost, spirit, myers, pig, bingbong) I dont think this is a healthy change.

    DS is a game changing perk but it is such a necessary one. The last 5 games I have played I (or one of my team mates - solo q) have been tunnelled and camped by the killer everytime. DS is almost not a thing after the last nerf, this further nerf just means no one will run it and there will be even more tunnelling sweaty killers out there.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026023#Comment_3026023

    *spine chill: they said in today's stream that it won't be tied to the LOS, but the TR once it hits live servers (they didn't get the change before). so it will be useless against undetectable (finally), but people who use it because they are hard of hearing can still use it.

    *iron will: I'm fine with the exhaustion stuff, but that's personal preference i guess.

    *OtR: I fear so too. It probably will be overused in the PTB, but let's see....

    *botany: yes.

    *DS: i escaped because I had DS still available...... many many times. I lost count. It is a serious problem for killers who don't tunnel (like me) and are therefor heavily punished for it in the end-game. I had many matches where I had 6 hooks and they all got out, because 2 people still had their DS in the end....

    Cant say I am a fan of the spinechill rework not working against undetectable - cannot see it being run much by anyone anymore.

    Also as a non-DS user, if you want to stop tunnelling this is the only real anti-tunnelling perk and it is being nerfed further.

  • @TeabaggingGhostface said:

    0/10 post

    New leg is fun, and actually pretty viable

    New Legion is fun for killers*

    For Survivors it is just Mending Simulator 2.0

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028398#Comment_3028398

    Let's not forget that BT got a buff on top of becoming basekit, OTR is OP, DH will be stronger in some situations, SC with Botany is buffed, while Corrupt, Pop, Ruin, SH:PR, and Tinkerer all got nerfed.

    I think the changes to Killer perks (except Noed) are fair noting base killer buff and increased gen times.

    Agree with you that OTR will be OP and that BT buff is excess but they need to do something about tunnelling/camping.

    Hopefully things are balanced out in the PTB and the Devs listen to the community before making any perm changes.

  • In the hopes that the Devs hear the voices of the community and only implement changes that are healthy for the game. New proposed perk rework is largely positive but there are some shockers in there (iron will/spine chill nerfs and the off the record and botany knowledge buffs to name a few)

  • @tendyhands said:

    Can't wait for survivors to get nerfed. Clearly survivors are too strong when you have no idea what your teammates are doing, where they are, what they are doing in chase, who's going for rescues. Don't worry about people that play solo, everyone plays in a swf.

    Can 100% feel your pain. Just got off of 6 straight tunnel/camp killers. So glad killers are getting a buff and key solo q perks (iron will/spine chill/self care) are being nerfed.

  • As a survivor main I am largely content with the proposed changes being made across the board. I do however have some thoughts on a few reworks that arent quite right/need some clarification:

    * Spine Chill - I agree with removing the vault speed boost but think the "line of sight" function ostensibly makes this perk pointless to run.

    * Iron Will - I am fine with the tiered noise reduction but dont think that this perk should be impacted by whether or not you are exhausted. This paired with the Spine Chill nerf is a big hit to survivors who enjoy a stealthy game play.

    * Off the Record - this is a game breaking buff and I dont think healthy for the game.

    * Botany Knowledge - too big a buff

    * DS - end game is already a super tunnel and camp heavy period. Taking away a second chance perk is just a sure fire way to be tunneled to oblivion.

  • Goodbye to the stealthy survivor. Iron Will needed a nerf but it should have been the tiered rework OR the exhaustion - not both.

  • New music is great but it is just Mending Simulator 2.0.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022518#Comment_3022518

    Yes, but not by much. You can still hide while uninjured. Hopefully it will slightly reduce meta of genrushing against Plague and Legion, where most high MMR don't bother to heal.

    I dont think it is meta to gen rush against plague or legion. Survivors want to get gens done and escspe - they are doing the objective not gen rushing (who can blame them after the edge lord rework of legion)

  • @loothound said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022518#Comment_3022518

    I think it will be more stealth heavy than chase that’s for sure. Between the multiple stealth perks that have been buffed alongside the fact that you gain less distance when hit, faster pallet breaks, shorter recovery on m1s makes chases shorter.

    Meaning that survivors are less incentivized to go into chase and rather use their new perks to hide from the killer and do gens which I think is just a boring and non interactive playstyle for the killer and survivor

    Update jsreally just - how can we help killers kill faster and make survivors hold M1 longer while meta-perkless.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022249#Comment_3022249

    Less of a possibility, but still possible. The perk was overused, which is what they wanted to reduce. It's not possible to make it less used without affecting its uses. That's how you shake up the meta. You shake it up by reducing possibility of some things and increasing possibility of other things.

    I think it will fundamentally change how the game needs to be played making it a more chase heavy rather than stealthy game

  • Spine chill and iron will nerf makes the stealthy survivor less of a possibility going forward.

  • Yeah the calm spirit nerf is a little odd as well.

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