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TheSubstitute

TheSubstitute

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  • Why is it all of the Nerf Nurse threads are created by the same people who just spam Nerf Nurse threads? Is it possible to not spam the same topic multiple times?

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157506#Comment_3157506

    Nurse does not first stomp on low level as they're still learning but I do believe they stomp once they get their feel on blinks. Low level survivors just hold W so even not so good nurse should beat them. But could be nurse stomps more on middle mmr. I have had games my team losing in seconds to nurse with lethal pursuer and startruck. One match there was kate with no mither nurse downed her 2s to match then I took protection hit and ofcourse she had startruck that is like basekit for nurse anyway I was so surpriced that fast down. Then she downed rest of team with startruck once she hooked kate. I don't have idea why spawning all survivors together is survivor offering that is killers dream. I do have faced good nurses they slug usually it's not fun but they probably want just quick wins. Usually I have only bad teammates when facing nurse surpricingly you would think agains't best killer you would get good teammates. They go down in 10-20s always. Then I loop the nurse 2 minutes and get facecamped...

    A lot of it is teammate dependent as you said. I can evade Nurses in my MMR more than I can most Killers. What does make it more difficult is when my teammates have no idea what they're doing.

    I don't really view that as an issue though. If my teammates don't know what to do we should lose. I'm lucky enough to get decent enough teammates that escaping against Nurse is a common occurrence (defined as 50% or close to thereof) but there are definitely games where my teammates drop like flies since they treat Nurse like any other Killer. I wish I could ask some of them why they would ever think pallet camping a Nurse is a good thing. I definitely hear you about the teammate thing.

    That's a teammate issue, though, not a Killer issue. I like Killers with different mechanics; it makes things more interesting.

  • @buffcoyote said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157597#Comment_3157597

    If you understood DBD's MMR, then you'd know it isn't perfect and often matches people with different rates with each other. It is entirely possible to win 9 out of 10 games and still matchmake with low-skilled or mid survivors. Your last paragraph was nonsensical. You call out people for complaining about the lack of counterplay against Nurse, when those very same complaints are directed towards the unfair range add-ons and Exposed effect perks she possesses. Then in the same sentence, you say it is fortunate that they are being removed tomorrow. So let's get this straight. You recognize the validity of these complaints, but also want players to stop complaining about said obvious problem.

    Or it could be I want less 'There's no counterplay!!!' and more actual points even if I disagree with said points.

  • @buffcoyote said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157591#Comment_3157591

    Ironically enough, I read your lengthy speech and I do understand MMR.

    Not really. If you did you'd understand what happens when you dominate 9 out of 10 games (which doesn't happen with most players anyway). Also, all the RNG and other factors are mentioned although lumped in as generic reasons in the third paragraph and I specifically called out range extensions and blink attacks interacting with Exposed effects in the last paragraph.

  • @buffcoyote said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157506#Comment_3157506

    My goodness. Your entire response was the equivalent of washing your hands dry after sticking them in the mud. There was absolutely no nuance here. You did not take into the account the type of map, the type of perks being used, the skill level of the killer and the survivors. All of these factors are incredibly influential on how the match will play out. 9 times out of 10, a competent Nurse will dominate regardless of any of these. She needs to be nerfed, either in the form of making blinks special attacks or her range add-ons. Period.

    Ironically enough, you seem to not understand MMR nor did you read the third paragraph nor the last paragraph.

  • My unpopular opinion

    I hate Nurse complaint threads and also when people don't understand how MMR works.

    MMR, when it works, should place you against other people at your MMR. If, and I'll use Nurse since she's the complaint d'joure, you are up against a Nurse that beats you there are a few possibilities:

    (1) The Nurse is in your MMR but, for some reason that may or may not be your fault, you lost. If the Nurse is in your MMR then that Nurse is being beaten by other survivors at your MMR but, for whatever reason you lost. Maybe you're just not that good at versing Nurse but you're good enough at versing Huntress, as an example, you're at that MMR.

    (2) MMR is not working that day and you got placed against a much better Killer than you are a Survivor. In that case, if you don't lose, something is broken in Survivor design.

    (3) You met a Nurse that MMR is still placing accurately. Maybe they look like a level one Nurse but this is their second account and they played for thousands of hours on their first account. They'll be out of your MMR soon enough; or

    (4) The Nurse is smurfing.

    If you're complaining on the forums about Nurse and you say you met a god tier Nurse that's very unlikely unless you are a god tier survivor. Unless, of course, MMR is not working or the Nurse is smurfing.

    We don't know the kill stats. Nurse might be balanced at high level. Or she might not be. I don't know and neither do the nerf Nurse thread authors. I do well against the Nurses I face but I'm not a god tier survivor and I'm not facing god tier Nurses. And, as BHVR has stated there is only a very small number of people at high MMR, most people reading this won't be god tier either.

    Nurse doesn't stomp at low level, is a toss-up at mid level and is one of two Killers that seem to stand a chance at high level. Most of her supposed invincibility comes from survivors who have bought into that myth sabotaging their team and either DCing or dying on hook. I die more to Blight than to Nurse but that's probably because I understand Nurse's mechanics better than Blight's mechanics.

    Can people get back to complaining about NOED please? At least those threads were more entertaining. Or, at least, when posting about Nurse post about something that makes sense such as the extra speed from distance add ons that fortunately gets removed tomorrow or even interaction with Exposed effects, instead of just the 'There's no counterplay!!!' threads ad nauseam.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155754#Comment_3155754

    So basicly either I don't camp end game and throw the game or i do camp, it be boring AND i get called out as a camper in end game chat?

    First point, don't camp then in the endgame. If the survivors get out, they get out. The bigger question is why do you care? I'm not saying this for me but rather for you to self-reflect. What does getting that last kill mean? Practically, your MMR which is an invisible number that affects nothing but matchmaking goes up which you may or may not want. You get very little extra BP from that last hook or kill but you might want it. If you want your MMR or BP to go up marginally camp in the endgame, if not, don't.

    You also mentioned endgame chat. Personally, I don't care about endgame chat. No matter what you do, someone will eventually be salty about something. Do you not want the aggravation or do you want it less than you want the extra BP or MMR? Okay, don't camp.

    It's a video game and if someone escapes or doesn't in the end game will make no difference as long as you had fun. Just decide which approach is more fun for you and take it.

    But, to get back to the BT question, being tunneled is definitely not fun for most players. Basekit BT being increased to 10 seconds helps combat tunneling and that's a good thing.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155742#Comment_3155742

    Thing is as i said in my last responce unless your gonna camp at end game it doesnt matter if all 3 other survivors are on death hook by time u get back to the hook they are either long gone or the one hit you get on the rescuer allows them to escape.

    Maybe i will just do what all survivors expect me to do and instead of playing fair every match just hard tunnel survivors. It seems to be the direction the game is going anyway might aswell join the band waggon lol

    So camp in the endgame then. Nothing's stopping you other than it being boring.

  • DS and OTR deactivate in the endgame. If you want kills in the endgame try to spread the hooks around instead of focusing on one person during the early and midgame and go for the unhooker instead.

  • The previous DH was an abomination. I'm just mentioning that as I can't believe I'm about to write my next paragraph.

    The current DH is fine. It rewards skill and timing and provides about as much value as SB and Lithe (which are also fine). It has its advantages and disadvantages as well and your own table show it's used as about as often as Lithe and SB.

    I still can't believe I'm uttering these words but current DH is a well designed perk.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154401#Comment_3154401

    And he is going to keep running it and ruining games because that tome challenge is ridiculous. I blame the developers, not him.

    That Tome Challenge was harder to get than the Left For Dead achievement. With the changes to Hatch from close to a year ago, it's borderline sadistic to leave it in as is. I definitely agree.

  • @Friendly_Blendette said:

    Wayyyyy too tempted to use the new copypasta.

    Well yes killers go on huge winstreaks but so do survivors. Most of those matches are stomps with a few struggles because MMR is wack. Think of XQC(have not heard of Overwatch in so long hes the only player I remember) trying to get a quick match or arcade mode winstreak chances are they are going to be really high because most people in those lobbies are casuals. Winstreaks contribute 0 in terms of game balance because both sides can do it and its mostly down to poor matchmaking and there being very few players that match their skill.

    Also DH and Iron Will had it coming. Didnt Ruin and Pop also get massively nerfed in that patch. Oh year and pain resonance. Its almost as if it was a patch designed to weaken the top perks and buff others in order to change the meta. BT is the same exact perk, actually it got buffed with the move speed buff.

    And yes solo Q is miserable you know it, I know it and everyone in the the "killer echo chamber" knows it and is talking about it.

    To top it all off BHVR looked at their own statistics and thought the kill rate was too low. So yeah it was made off an objective look at the game not the vocal minority.

    What's the new copypasta?

  • From the points, that looks like it was a hotly contested game with lots of hooks and good plays on both sides. Maybe the Claudette was saying she prefers to be tunneled out as quickly as possible if you ever see her again?

    I interpret it that way anyway.

  • People are completely underestimating the Haste buff. It's amazing

  • The only way to incentivize it so most don't tunnel would be to make it so the efficiency loss on gens is so high that it's obviously better to leave most Survivors alive. There would be a bit of griefing as well as selfish survivors would let survivors die on hook to get the repair speed boost.

    Even then some Killers, a small amount but not a non-existent amount, would still tunnel and facecamp because their main objective is to make the other side miserable. Similar to bully SWFs they are a small percentage of the population but they do exist and being the target of that behaviour is not fun at all.

    While I do wish that an idea that is similar to your is more feasible what I mentioned would be safer. While I think it would be worth trying out it's probably safer and more cost effective to just increase basekit BT than to code an entirely new mechanic in that might not work.

  • Survivor 5-6

    Killer 6-7

    My survivor MMR, if I were to guess, would be mid to low mid. My Killer MMR would be all over the map depending on the Killer.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148810#Comment_3148810

    I like that idea but I don't know how you would incentive and make it so that spreading hooks is better.

    I had put in a suggestion before where basically as gens get done there's a debuff to repair speed that disappears over time and as survivors get killed there's an increase in repair speed that disappears over time. I think it's probably too complicated to code though or there's just not enough people that like the idea.

    Some other people have suggested a Dying Light type effect that slows down gens with hooks but disappears when the survivor is killed.

    I think the main issue, besides coding, with them is 2 and 3 person SWFs sometimes treat the solos like cannon fodder so I could see SWFs just deciding to let the rando one hook for the repair speed buff.

    It's a tough question; that's for sure.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147741#Comment_3147741

    How would you buff killers in a way that they can do something about endgame unhooks though? I'm all for buffing the weaker killers but I don't even think Pyramid Head, Blight, and depending on the map, nurse can even do anything about it.

    If BHVR can change things around so the optimal playstyle is spreading hooks all over so the survivors are on death hook in endgame I'm all for it

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148381#Comment_3148381

    It's the opposite. Same as old DS. It's going to be used as a weapon, the best counter is to get it out of the way as soon as possible.

    If you let 4 survivors in endgame, they have free escapes with no counterplay.

    Or you could spread out multiple hooks so survivors are on death hook in the endgame instead of wasting time trying to catch survivors who have Endurance and are potentially running as fast or faster than you.

  • Bring Guardian as well if you want a 'Run Barry Run!' build. 4m/s + (4*0.1)+(4*0.07) = 4.68 m/second for 8 seconds and then 4.4 m/second for the next 12 seconds. Two perk slots but the unhooked survivor shouldn't have issues getting somewhere fast. Bring No One Left Behind for a total meme build (4.94 m/second upon unhook) in the end game. Bonus points if the unhooked survivor has Hope active (total speed of 5.22 m/second) for 8 seconds and then dropping back down to only the Hope boost over 20 seconds.

    Any Killer who's not throwing by trying to tunnel will go for you but the unhooked survivor is pretty sure to love you after.

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147741#Comment_3147741

    the solution is fix map balance, and see where the killers lie after that. if killers win chases quicker than survivors do gens, we wont need to tunnel anymore, and everyones happy. fun interactive gameplay

    Saying that Killers won't tunnel is false. People that tunnel will tunnel until a game mechanic stops tunneling from being effective. That's the best way to deal with tunnelling.

    I do agree maps still need reworking though.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147435#Comment_3147435

    Do you think you can get at least 2 kills before endgame on fractured cowshed with trapper?

    The solution to that is to buff Trapper and any other weaker Killer; not nerf basekit BT.

  • Killers don't tunnel because of gen speeds; they tunnel because it's an overly effective strategy. The Killers that tunnel will always tunnel until it's made completely ineffective. It's also an unhealthy strategy for the game. Now that the abomination that was pre 6.1 DH has been nerfed, nerf tunneling and camping to the ground and rebalance around healthy game strategies.

  • I'm not going to lie; I'm disappointed by the change to Reassurance. If it can only be used once per hook state per survivor at least buff it to a minute duration.

  • Playing dirty just bumps up your MMR until you hit survivors who can handle it and then you're sweating all the time and your win lose ratio is what it was before you played dirty. If you're into stressful sweating all the time, go for it. That's a big no for me.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143146#Comment_3143146

    Did you see all the threads whining about CoH, or Dead Hard?

    Both deserved to be complained about before the nerfs.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146231#Comment_3146231

    The fact that you have played a decent amount of survivor doesn’t make me trust your opinion when you’re declaring things that are clearly untrue. I also have no idea of your play style or how much you have played post-patch. But the best I could say is that you’re an outlier. It’s fairly unbelievable that any survivor is having a BETTER experience post update.

    Regardless of whether you find it believable or not, I've obviously played a lot of survivor. I'm also having a lot more fun. I play more survivor now than before 6.1 because I find survivor post 6.1 more fun.

    That could be for a variety of reasons or combination thereof. It could be (a) I shunned DH so never grew reliant on it (b) I play both sides (60/40 survivor/killer post patch; that was reversed pre 6.1) so I understand how Killer works, was affected, and how to counter it (c) I'm an outlier (d) I'm not an outlier but rather the people complaining on the forums haven't adapted yet or (e) my MMR and region gives me a better experience than yours.

    I have no doubt (a) and (b) play a part. Whether (c), (d) or (e) is true is unknown since BHVR hasn't released any data since January and will remain unknown until that data is released.

    Regardless, attempting to claim that people who play survivor haven't had good experiences, as people in this thread have attested they have had good experiences, and don't actually play survivor when this is demonstrably false just weakens any point you're trying to make.

    I didn't say everyone was having more fun; I said I was having more fun and some posters here attempted to claim that means I haven't played and don't play survivor when that's obviously false. The only way to get all the achievements I have is to play 100s of games and some of my achievements are post patch.

    Speak to your own experiences; not others. What I've stated is very much true for me.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146231#Comment_3146231

    Im surpriced you don't have those survivors achiement I got them before patch and you have to bit throw games to get them but they were not hard to get. I did the unhooking with slippery meat and luck offerings. Huntress one you have to go for snipes or farm with survivors and hope they help you get it.

    I just got Bless You a few moments ago off of a NOED (which is my favorite hex to boon) fortunately. The other two seem like fun but I should use a specific build. A lot of the self escapes are kobes just from normal gameplay when nobody was coming to rescue me and some of the combo you mentioned above. In order to finish it off I plan to use OTR, Deliverance, SB and Deja Vu. Deja Vu is mainly just to stop my teammates from 3 genning us.

    For Hiding Seeker, I'm going to run OTR, Lucky Break, Overcome and Quick and Quiet. That's a fun build as well. I get hit, I break LoS, I enter a locker with Quick and Quiet.

    Huntress has been a pain so far. Which maps and perks worked best for you? I go straight aura reading perks and nothing else for that achievement but there are a lot of obstacles on the maps so that messes up a lot of throws.

  • There are quite a few based on your playstyle. For every one of them I would run OTR.

    Outrun a facecamping Bubba: OTR, SB, Deliverance, DS (For a more general build try Resilience instead of Deliverance but good luck getting an unhooker against a facecamping Bubba. With Deliverance you can unhook yourself on the first hook).

    Be The Ghost: OTR, Overcome, Lucky Break, Quick and Quiet. Get hit, break LOS and jump into a locker with no scratch marks, grunts or noise notifications and no more aura reading since you're in a locker.

    Survivor Faster Than Killer!!: OTR, BT, Guardian, No One Left Behind (7% Haste effect from BT, 7% from Guardian and, in the end game, 7% from No One Left Behind. Bonus points if the unhooked survivor has Hope).

    No Auras For You Gen Kicker! : OTR, Blast Mine, Residual Manifest and something else

    General Nuisance: OTR, Boil Over, Unbreakable, Flip Flop

    Almost Infinite Heals: OTR, Built to Last, Desperate Measures and something else. Bring a medkit with charge add-ons

    Those are some builds I've had fun with. I have some meme builds other than General Nuisance as well if you're interested.

  • @Audiophile said:

    I think the argument of “learning to play against” a top tier nurse is moot at this point. She’s broken. Everyone knows it. You just like easy games and feeling all powerful. I get it. But seriously, it’s not impressive anymore. It’s just broken. Move on.

    Why do you think you're facing top tier nurses? If you're seeing a lot of DCs as soon as your teammates hear Nurse you're more likely in low MMR simply because constant 3v1s will lower your escape rate. If you're facing baby Nurses just play Nurse a little bit until you learn how to land reliable blinks and you're much better suited to counterplay her.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146297#Comment_3146297

    I would go as far as having BT endurance not giving deep wound when activated. The killer knows what they are doing, and if the survivor has a different source of endurance they can use that only in this anti-tunnel aspect. But I would agree it needs to drop collision for the duration if it could be used to bodyblock extra hits.

    I wouldn't have an issue either with basekit BT not giving deep wounds. It's a short duration and it's supposed to be an anti-tunneling tool but it doesn't go far enough. If collision were dropped the only reason, other than tunneling, to hit the unhooked survivor would be to have the unhooked survivor mend and waste time that way but most times it would be an attempt to tunnel. Rather than only giving a half hearted counter I say go full out and buff basekit BT. I'm also quite good with DS being 5 seconds again on top of that and both hook states.

    Getting rid of unhealthy gameplay and then rebalancing around healthy gameplay is a good idea in my opinion.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146213#Comment_3146213

    Perhaps I was unclear, OTR doesn't work in any of those cases (beyond the aura read and Iron Will) as the basekit BT procs the endurance and sets you in deep wound. In each scenario OTR endurance is denied by the killer hitting the survivor immediately off of hook, not OTR being active on the person attempting rescues. Each circumstance I laid out is not impossible nor too improbable. Even if the killer counts to 5 before hitting an unhooked survivor, they then know due to deep wound no more endurance surprises are possible, and is nearly no different than current or old BT in terms of anti-tunnel potential against those killers committing to the hard tunnel, or simply farming an extra STBFL stack.

    Okay, your issue is with the basekit BT being too weak. That I completely agree with. I think basekit BT should be 10 seconds long with the BT perk stacking haste and time on it and, to prevent abuse from both sides, collision detection on the unhooked survivor should be disabled for 10 seconds. That way, the unhooked survivor can't force a body block for the unhooker and the Killer can't bodyblock the unhooked survivor to prevent them from reaching a tile. Basekit BT could definitely use a buff like that in my opinion.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145948#Comment_3145948

    Ignore all of this. Completely biased untruth. Listen to the survivor mains. MMR doesn't give you good games so thats a lie. Survivor quits are still prevalent and tunnelling is more effective than ever. OTR is a good perk but requires all 4 survivors run it vs having maybe 1-2 run BT on a team. And still, it's just a single free hit just like BT was so if a killer camps and tunnels of hook its the same deal...

    And TheSubstitute, yeah... you're going to attack me. I'm going to ignore you. Even if you honestly believe what you wrote... it's completely wrong and not worth arguing with you.

    Forgot to quote you above, sorry. Here are my achievements in Dbd below. It's kind of hard to not play solo queue and have nearly all of the survivor achievements. From you quoting old meta I'm pretty sure your problems are stemming from an unwillingness to adapt to change. That would be frustrating but you shouldn't try to take it out on people who have adapted and like the patch. Perhaps you should just accept that while some people are struggling others aren't? Game experiences are different for different people and, as with @jesterkind , my experiences are quite a bit different from the doomsayers.

    I'll put on the screenshots again in case you don't want to look in the previous posts for them. If I supposedly don't play survivor then please explain how I was able to get so many of the them including the hardest ones?

    Screenshot_20220822-123813_Adblock Browser.jpg Screenshot_20220822-123826_Adblock Browser.jpg

    Those are the only survivor achievements I have left but those are easy to get with specific builds that, fortunately, are quite good after 6.1. In the last two weeks, I've decided to finish off my achievements so the survivor ones should be done shortly. The Huntress one hopefully before I hit retirement age.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146192#Comment_3146192

    It doesn't only work on camping, it can also work when goes for the hook trade but the killer doesn't go for the unhooking survivor. It also works against attempted 59s rescues. It also works when people take a hit while injured and complete the unhook action through lag. Each of those circumstances are far from that uncommon.

    OTR works in the first case. For the second, unless I'm being tunneled, why am I waiting 59 seconds before touching a gen? I'd rather not go down for longer than 60 seconds which OTR helps with and on both hook states.

    Lag circumventing game mechanics is not something I'd use nor is it reliable enough to bet on.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146197#Comment_3146197

    True. Of the times you got someone yelling in voice the monster is on them, someone help them, etc. And the monster walks into the room with you. Like bruh not only were you wrong in being chased but you were so loud I couldn't hear the monster coming to me. It's happened many times and makes me worry every time I get a frequent talker in VHS.

    Exactly, the amount of useful information I get is much smaller than the amount of times someone talking about something has wrecked me by obscuring monster sounds so I can't react in time.

  • @vanhoya said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146169#Comment_3146169

    What percentage of folks would be unable to benefit from this? Is your argument that we should not use something because it will not benefit everyone? Thats not the way the real world solves problems my friend.

    Try out VHS for awhile with its built in voice comms and see how often they're used if you queue solo. I'd rather the effort go to icons

  • @Ebonbane2000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146012#Comment_3146012

    Yep. As soon as they said "I'm also seeing less tunneling and camping", you knew they weren't playing soloQ and were just being disingenuous.

    Yes, you can tell from the way I have nearly every single survivor achievement including Left For Dead I've obviously never played solo queue.

    Screenshot_20220822-123813_Adblock Browser.jpg Screenshot_20220822-123826_Adblock Browser.jpg

    Those last 3 survivor achievements I should have in the next couple of weeks. Perhaps you should look at your own gameplay and try to adapt rather than attempting to insinuate people are being disingenuous.

    @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145948#Comment_3145948

    You are lacking in reading comprehension then. To rephrase I specified against killers that hard hit off hook, OTR has less value than the old equivalent DS. The old circumstance would be BT hit into DS. The new version is 2 hits, whether it is 1s or 79s after the hook for the first hit. If the killer is going to hard commit to the tunnel and not even pretend to wait out the 5/15s, then OTR is providing no value since you can't get endurance multiple times.

    OTR hit into DS is better now simply because of the 7% haste boost and more common since I can guarantee I have OTR rather than gambling on BT. Also, DS did nothing to keep me silent and I can also run both OTR and DS if I'd like. I have but the 60 second duration of DS usually runs out before I get dropped and picked up with OTR so I don't usually find it useful.

    I don't have an issue with DS being reverted back and buffed to work on both hook states but OTR works much better than old DS.

    The only way that the Killer can hit straight off hook now anyway is if they're facecamping. As soon as the RE2 chapter comes out Reassurance will come into play and that will reduce the effectiveness of that strategy.

  • My solo survivor experience got better. At first, the only thing that made it worse were the rage quitters but they have either stopped or are low enough in MMR I seldom have them as teammates anymore.

    Tunnelers now pretty much throw the game when they tunnel me or anyone else who can run tiles and has OTR instead of Just being minor speed bumps. I'm also seeing less tunneling and camping as both are less effective than they were in the previous patch.

    Part of this could be since I only used DH pre 6.1 when I was pipping up in Iri grades as it made escaping exponentially easier so the 6.1 changes hit me less than those that used it. I did use DS all the time but new OTR is far more effective than old DS.

    @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145606#Comment_3145606

    Against a truly vile hard tunneling off hook killer they ignored old BT and swung through it. Now they do the same, and due to the poor design decision (kneejerk reaction dare I say) to make endurance no longer work during deep wound, OTR has even less value against those killers. Old DS at least forced a 60s slug or to eat the DS (with a resonable stun duration pre-nerf) on pickup. The only endurance source that shouldn't work during deep wound imo is DH.

    Now you say even with a free endurance hit you as the tunneled survivor have some agency, I ask how? If you are hit off hook you are still one hit from being downed again, and if you got downed in the first place it was most likely due to a lack of resources. (eg. pallet or window in the area.) So I am hooked in an effective deadzone, and can use even less time to run to a safe area. My agency is comp-cornering, that is it. That isn't enjoyable. What if however I don't have OTR equipped, say I am new player or tome attempts for example. The secondary tunnel is based on how difficult it is for a killer to count to 5. I gotta say it isn't difficult for most people, and even then you can grab people on pallet vaults/medium vaults, restricting your options even further.

    Since a killer knows that the off-hook survivor has a max of 2 health states as opposed to a healthy unhooking survivor, having a max of 3, the math checks out for tunnelling, but that doesn't make it fun for the victim. The problem is a lack of mechanically punishing undesired behavior, and mechanically rewarding desired behavior. At least old BBQ enhanced the desire to hook each survivor for the BP bonus. That helped decrease the amount of tunneling until everyone has been hooked once at least.

    With so many killers taking advantage of the current bad design, you have to rely on the honor system for a fun match, and people have limited time. Limited time + 15s survivor queues + bad/unfun match = the "go next" mentality plaguing the game right now. Now I would also argue that limited time for killers in some cases exacerbates the issue. They will now be in a bad mood as they didn't get a real match (unless they are a sadist only enjoying the game when their opponents don't or can't), and will hard tunnel off hook to end the 3v1 match all the sooner, then maintain that mindset into the next match waiting another 10 minute queue. (Edit: fixed spelling)

    As soon as you said OTR has less value than old BT, I immediately discounted everything else you said. New OTR is objectively better than old BT.

  • 1) A preset icon that solos could activate (ie I'm going for the unhook). Voice chat wouldn't work very well due to partially language barriers but mostly many people don't want to talk or don't have a microphone

    2) Status icons showing in chase, doing gens, etc

    3) Being able to see the perks that your teammates are running in the pre-match lobby so redundant perks can be switched out and you know if someone has something situational such as Kinship

    4) Possibly Situational Awareness basekit so people can see which gens are being worked on? The perk itself would have to be buffed and the problem with this is that it would get survivors congregating on gens when survivors should only be stacking on gens when it's hotly contested and important.

    Realistically though, my game losses as survivor are more due to survivor misplays than the Killer anyway but I think the above would be helpful.

  • If someone boops I let the survivors go when I play Pig. When they're with newer survivors who don't know to boop I still let the newer survivors go. Part of that, though, is I find it hilarious to crouch up to newer survivors and make it look like I'm doing the gen with them and watch them freak out and run after they realize the Pig is on the gen with them.

    I've also followed behind crouch walkers to see how far they go before they realize I'm crouch walking right behind them.

  • But there's an achievement that calls for 20 Hex totems to be blessed and almost nobody runs hexes anymore. Tomies before homies bro.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144468#Comment_3144468

    Disagree. You know, OTR was a perk BEFORE 6.1. Pre-nerf Decisive + old Off the Record was vastly superior. I tried the new OTR + DS combo. With STBL buffs and every Killer running it, the 2 seconds I got didn't even allow me a window hop against a tunneling Freddy (and his deceptively long fingers).

    New OTR gives you a free health state and speed boost. It does not seem possible that the killer CD plus the extra distance you could gain from just running in a straight line would not give you more than 2 seconds.

  • @AvocadoPablo said:

    https://forum.deadbydaylight.com/en/discussion/342187/survivors-are-frustrated

    The issue is survivors have to play nearly perfect and do everything right to even have a chance to escape.

    Killers can make several mistakes, take a bathroom break, answer a phone call for work, and still easily 4 kill.

    It's not balanced.

    I'm not sure which game you're playing but these are the Dead by Daylight forums. Are you sure you're on the right page?

  • @loothound said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143258#Comment_3143258

    the crazy thing is that you can safety pip meaning you did just enough to not depip and just not enough to actually gain a pip, so you stay at the same amount of pips you had, a.k.a a safety pip

    The crazy thing is that, at Iri grades as survivor, you can do gens, escape and still depip because there was an MMR mismatch and the Killer didn't Inflict enough harm for Altruism or chase you for Boldness because the Killer was too busy chasing a god looper in a strong tile.

    Depips should go.

  • @Nazzzak said:

    The solo experience seems to be sloooowly evolving into survivor vs survivor lol these sorts of perks don't help, I feel guilty asf equipping perks like Sole Survivor and Left Behind since the idea is that I'll get the most benefit when my team is dead. With Ada's new endgame perk I can see people doing full endgame builds.

    And yet people keep ignoring my calls for survivors to be able to mori other survivors. The lost opportunities...

    https://forum.deadbydaylight.com/en/discussion/339398/biased-game-mechanics#latest

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140403#Comment_3140403

    I can't name a single killer main streamer 4'king every match that isn't a boomer. Compare it to prominent, competent Fortnite streamers. They're prominent and competent because they're teens and have the reflexes necessary to succeed at the game. Solo queue is at a serious disadvantage at DBD. Killer is not.

    You're calling millennials boomers? Can I assume you're significantly below 18?

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141661#Comment_3141661

    2 killers would bw enough do you realise killer is much stronger in 1vs1 even in 1vs2. That's why the game is 4vs1. But if killers were nerfed then 2vs4 could work or 2vs6.

    You should read the comment I replied to for the context.

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