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  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098188#Comment_3098188

    Okay. Let me explain it, because it's actually a pretty fascinating little social phenomenon.

    So basically, Trypophobia is a very common (but in the vast, vast majority of cases incredibly mild) 'phobia' (more like a slight uncomfortableness/thrill) involving a large number of holes or certain textures in very specific circumstances. The vast body of literature does not consider it a true phobia, as it's existence is entirely anecdotal and highly disputed, and the actual studies on it are inconclusive and where it exists, requires stuff deliberately constructed to provoke any sort of consistent reaction.

    An early reveal of the new X-Box console had a dust filter on top, which naturally had a grid of holes - and several prominent gaming publications, such as Kotaku, published massive thinkpieces about how bad this was, that they were acutely trypophobic, how common the phobia is, how so many things in real life (ranging from manhole covers to types of food) 'trigger' them.

    Like with a lot of Kotaku articles, it was almost certainly meant to garner 'what the hell?' hateclicks, to the level that it's at least a partial hoax, likely following a semi well known hoax paper involving trypophobia - as what they were saying was based entirely off online silliness, and contradicted the science on the topic.

    Naturally, this being the internet, a ton of people took this seriously and for the next...maybe year, basically everything that came out got a Twitter mob or similar articles decrying it in the most strident terms for being triggering to trypophobics, leading to - probably the apex of this entire ridiculous thing - Squenix changing upcoming game icons to remove holes.

    It was the equivalent of people demanding that flying and tall buildings be removed from games because of acrophobia - and at least acrophobia is a provable, commonly accepted phobia. And then devs actually doing it.

    The controversy was more about how the entire thing was hyped up online into a firestorm of silliness that led to things being changed unnecessarily.

    https://forum.deadbydaylight.com/en/discussion/comment/3098212#Comment_3098212

    I'm basically deaf in one ear (my wife often has a laugh at my expense when I play Spirit, as apparently I turn my head from side to side like a doggo) but it's not reasonable to give me a giant arrow indicating where people are.

    Similarly, you can't just make Dredge suck because some people have a harder time seeing than others. It's not reasonable.

    That's interesting; thanks for explaining that

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098028#Comment_3098028

    Sadako and Doctor were visual only. Dredge's entire mechanic is obfuscation, and if you tone it down any further (or to PTR levels like you suggest), the killer is then Sadako levels of craptacular.

    FOV is a similar issue - narrow FOV means motion sickness for some, but a wider FOV means killers can see more, which makes them stronger.

    Disclaimers - absolutely. I have zero problem with warning people that - hey - maybe this game isn't going to be a great fit for you, or at least be careful. But there is a trend, right now, of people equating mild personal discomfort (or more generally, the possible discomfort of a hypothetical other) with some sort of immense systemic problem and that rubs me up the wrong way.

    Just look at the trypophobia teacup storm recently.

    What is the trypophobia teacup storm? I know what trypophobia means; I just only read select threads so I'm not sure what the controversy is

  • About 10 to 15 minutes. I got a newer Huntress the other day though who did try to camp but it was still only 6 minutes from start to finish with a 4E out the exit gates. That was probably the shortest.

  • The game is more fun overall. When someone throws a tantrum and DCs at 5 gens or afks it's not as much fun but that's not the game's issue; that's the issue of the rage DCer. A few of the 3 v1 ended up in two escapes anyway

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097007#Comment_3097007

    I haven't touched the Level 1 Glyph challenge and don't plan to tbh.

    Honestly I kinda glance at the screen every now and then but mostly rely on hearing Dredge approach and chase as I watch something on my second screen lmao

    I was so lucky with that challenge. It spawned right in front of me at the beginning of the match so it was done after my first six hooks.

  • It's part of the user agreement to camp and tunnel when you play Wraith. Also, if you equip frosty eyes, they won't show up if you don't have NOED equipped as well.

    True story.

  • @Teslaboi said:

    Sooo.... it's no secret that killer que times are currently longer than usual while survivor que times are near instant for the most part. I know a lot of this is due to the recent changes to the game, I'll agree that my solo que experience has been less than ideal (Then again, solo que has always been hit or miss).

    So I wanted to ask:

    As someone wanting to play survivor (not necessarily a survivor main), How much blood point bonus would it take for you to que up? Or conversely would nothing bring you back outside of some changes being made to the game as a whole?

    Personally, I would be much more inclined to play if incentives were on at 100% bonus BP. To be specific, the bonus applied to the post game amount. (IE, you earn 20k in a match, and if two streamers were in play, you earn 120k)

    20k(Match Pts) + (100% Streamer)20k + (100% Streamer)20k => 60k(post game amount)

    60k(post game amount) + (100% incentive bonus) => 120k(final amount)

    This is mostly for my curiosity, so let's not have any arguments. Just wanna see what people think.

    Edit for clarity: I've been playing despite the changes, just would be way more enjoyable for me if the BPs were rolling in haha

    I do the same as @tippy2k2 and queue for whatever has the shorter queue though it has become a bit lop sided over the last week (8 solo queue games today, 3 killer games as an example). Part of that is because I really like how the patch has improved my survivor experience (please note I said my experience not yours before responding).

  • Did you miss all the perks that were buffed?

  • If a game is causing you problems with mental health stopping playing video games and seeing a therapist to get your mental balance back on track might be a good idea.

  • @Zexbunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096323#Comment_3096323

    Gee, it's almost like coordination in solo queue is impossible! Who'd have thought?

    It is possible. It's nowhere near as possible as comms but I've seen plays in solo queue, that if I had been the Killer, I would have thought they were a SWF.

  • @rvzrvzrvz said:

    They know they're going to die anyway and just try to do some points ? best way to play solo q right now is for points not trying to escape, I do that too I refresh my boon 4 times for no reason

    That's probably a large part of the reason you're not escaping.

  • @[Deleted User] said:

    Plaything/Pentimento is tough in solo queue. Your best bet is to just not cleanse the plaything totems and keep your ears open. Of course, that only works when everyone is on the same page and can play without a TR.

    Agi/Starstruck seems a lot more complicated to play around than it actually is. Don't be near someone in a chase and get away from them as a soon as they go down. Get all the way across the map. It can be done. I've been in solo lobbies where the Nurse never got a Starstruck down.

    Yeah, a common problem I've seen is people going for flashlight saves or trying to sneak up to the Killer even though Starstruck is in play. No, just no. It's not worth the risk. Come back for a save after the survivor is hooked.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096215#Comment_3096215

    Also there was 1 gen left, why were they not stacking on it?

    worse worse case scenario, and it was majority the survivors fault. Better nerf killers.

    That's true as well; they should have been stacking on the gen.

  • I've run into this as well. Sometimes the people on death hook are going for saves though because the healthy one aren't trying for a save.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096272#Comment_3096272

    Yes but at least you could somewhat punish killers for doing it. Before they would have to eat a 5 second DS stun, chases would last longer so they'd lose more generators by tunneling, generators themselves were quicker etc.

    Now, they have every incentive TO tunnel. There's really no valid detterent ATP.

    Off the Record disagrees with you

  • @adirgeforthedead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096215#Comment_3096215

    You are missing the point. This is merely one of many scenarios where slowdowns stack like this. There are scenarios where you can't do anything to prevent it like Legion and Plague with Thanatophobia and Dying Light. I was an advocate to increase generator times because generators flew across the map if you weren't playing a S-tier Killer, but I believe it is a tad overtuned in its current state.

    If you want to get all "whataboutism", Killers complained about Healing Circle totems overlapping so everyone could heal in less than three seconds when that scenario was only possible in specific maps and with specific totem spawns. As a response, distance was changed and the healing bonus was capped. Which again, just because something is a "worst case scenario" doesn't mean it should be possible to achieve for game health.

    It was a misplay on the part of the survivors. It's sort of like complaining about Pentimento when you can either (a) Cleanse the Totem or (b) Ignore Plaything. The only Hex that's worth cleansing now before end game is Devour Hope but, other than that, Hexes are not really strong enough to even really justify the time spent to cleanse (Tome Challenges aside).

    I used Thantophobia and Dying Light on Legion. It wasn't strong then and it's only a little bit stronger now. Dying Light requires multiple hooks to really get going and, if you're at multiple hooks, Dying Light isn't making more of a difference than Call of Brine would have.

    The survivors in this video misplayed it. Even though they misplayed how to handle it they still did all gens and two got out the exit gate.

    It's not that damning of a video.

  • @adirgeforthedead said:

    And then Killer mains ask from where Survivors are getting the 260+ seconds to complete a single generator or that they are just bad players.. The issue is how everything stacks the way it does which paired up with the new generator speed makes it all last on forever and this is why most Survivors are complaining.

    Some people have suggested that there should be a max stack of slowdown if they intend to keep the build up like this, but it's genuinely so discouraging to play Survivor right now and this is, still, a "normal" match. If you add camping and tunnelling, it essentially makes games impossible to win.

    She still escaped and the game was a draw at 2K 2E. The Killer was stacking Gift of Pain and Thana while the person working on the gen had healed, activating Gift of Pain, while everyone else was injured, activating Thana. It's literally a worst case scenario for that combo.

    If she had stayed injured and then healed after the gen was done it would have gone considerably faster. Considering she only got injured on the way out the exit gate the outcome would have been the same or better if she had healed after the gen.

    I don't think this video is as damning as you or the OP think it is.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095936#Comment_3095936

    The point of the basekit BT was to not have to use an anti tunneling perk.

    I think the devs said BT basekit was to reduce tunneling which it does but only to a small degree. Now if you want to say basekit BT should be strengthened or DS should also be basekit or at least apply on both hooks I'm 100% in agreement but the patch has made it so, when I get tunneled, I last longer than I did pre-patch. That makes my games more enjoyable.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095899#Comment_3095899

    My build didnt change and the game is worse.

    You guys need to stop conveniently forgetting all the basekit buffs killer got.

    I haven't but the basekit buffs aren't that bad and Killers needed QoL improvements. The game might be worse for you because you haven't changed your build. Have you considered swapping out Bond or Kindred for Off the Record? It might help.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095509#Comment_3095509

    Because every once in a while, I see a post that is totally opposite of what a majority of solo-queue posts are....

    I have a feeling that MMR may be wonky. What is happening to a lot of solo queue players may not be happening to all players.

    Or Anara hasn't played many games solo-queue games yet. Maybe one or two and had good games.

    And of course, the other thing that's been happening is killer/hybrid mains pretending like everything is fine in solo-queue. Which I'm also seeing every now and then.

    MMR is wonky. If you didn't use any of the meta perks, or possibly just DS, prior to the patch then your MMR probably hasn't changed and your games just got better since there are so many options and OTR is so much better than prepatch DS.

    Once MMR settles and people adapt more things will improve. Last night, as an example, I had a match where there wasn't enough chase pressure applied, every survivor knew what they were doing and it was a 4E in six minutes. It was super fast.

    If people refuse to adapt to the changes, though, that's on them if they won't try out new strategies.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095823#Comment_3095823

    I've seen one penti in maybe 50 games now. On a Plague. And she got destroyed.

    I love Penti, but it's very easy to counter.

    Thana...I'm seeing a lot of, but I'm not convinced that anyone besides Legion really uses it well. It's a psychological perk.

    Other regression perks are fine, they can all be countered and if you're dedicating all your perks to regression, you're badly short of info.

    Thana is mostly psychological. If, and this is usually a big if, the Killer can keep all survivors injured from start to finish of a gen it will add roughly as much time to the gen as the old Pop took away from a gen at 25% progress or more with the disadvantage that Thana isn't reuseable like Pop is.

    With all the healing options keeping most Survivors injured is only a decent option for Legion or Plague.

    I hardly ever see Penti either but an easy counter to the Plaything plus Penti combo is just ignore Plaything. The Killer will probably get a couple more downs depending on the situational awareness of the survivors but a perk has to have some value or there's no point in it existing.

  • @Gladonos said:

    https://forum.deadbydaylight.com/en/discussion/337307/what-do-survivors-want-to-achieve-by-dcing-afking-giving-up-in-matches

    What are killers hoping to achieve when they give up and go into a corner? Are they trying to artifically lower the killrate so that they get buffed even more? I mean what the hell!!!

    Most of the time I saw that it was because of survivors using flashlights, stuns and Dead Hard to try to bully the Killer. I see that far less now with the new patch.

  • When I have a gen speed build I like bringing Deja Vu so I immediately know where the worst 3 gen is so I can hop on the gen in the middle and then repeat.

    I even bring Prove Thyself so, if someone joins me in blasting out the gens in the best order possible to avoid a 3 gen, we can blast it out as quickly as possible.

    Once every 5 games or so someone even joins me! If the Killer focuses on me, then after I get away, I even know where the last 3 gens are as my teammates 3 genned us!

    Yay for solo queue. At least my strategy works sometimes.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094447#Comment_3094447

    The justification for stacking slow-down perks was because base kit generators weren't slow enough; we now see it will never be slow enough. It's also evident that even the improvements on CD and chases aren't enough. The Killer will still run slow-down perks, tunnel, and camp.

    It will always be in play as long as it's effective. The OTR and Lucky Break buffs were good steps to combatting it but, now that Killers have QoL buffs, I'm in favor of further anti-camping and anti-tunneling buffs. Especially since DS is back to 3 seconds I'd like it activating on both hooks and possibly basekit. Or perhaps a buff to the base BT timer to something like 20 seconds with Conspicuous Actions removing it.

    I also wouldn't object to Kinship getting a buff as well.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094408#Comment_3094408

    The opportunities might exist, but don't matter if no one is biting. It went from one set of slow-down perks to another. The only variety is which combination of slow-down perks is at play.

    I don't really see how the main Killer meta can't be a slow down meta though while the generator mechanic exists. The only other real option is to make Killers so strong in chase that gen slowdown is superfluous.

  • @Xperian said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094408#Comment_3094408

    I have seen pop in all 4 matches today and several yesterday. It's going to be hard to verify any of this without data from BHVR, which I so look forward to seeing. Anecdotally, it's been a ######### show for survivors and it really just doubled down on the slowdown meta. But maybe they see something different across the board.

    Either way, playing solo q survivor right now sucks.

    That would be interesting. Thana gives the same effect in time wastage per gen that Pop got each pop so it would be interesting to see how much Thana replaced Pop. Personally, I don't think Pop is really worth running anymore over a good chase perk.

    My experience haS been pretty good so far in solo but the only perk I used that got nerfed was DS and that got replaced by the superior OTR so I think I was in a better situation than many to deal with it.

    If you don't mind me suggesting a build have you tried Deliverance, SB, OTR and something else? I've gotten pretty good results from those.

    OTR, Overcome and Lucky Break have worked pretty well for me too. I hope it gets better for you.

  • @Nicholas said:

    Only the survivors have been forced to change because of all the nerfs. Killers are still running slow down perks, I almost never see noed anymore probably because Killers realize they won't get any value out of it due to easy 4ks lol

    That only applies if you define a meta in a general category. Ruin's done like dinner, Pop is almost never seen, etc. In return, both sides got more interesting opportunities to try out a more varied selection of perks.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094187#Comment_3094187

    I have seen survivors ragequitting against trappers or doctors with no slowdown perks too, and that bothers me the same as you. But forever builds are meta, and when i reached gold rank my games were:

    Thana Legion

    Thana Plague

    Thana Legion

    (non-meta-perks Killer)

    Thana Blight

    Thana Legion

    Thana nurse

    (non-meta-perks Killer)

    Thana nurse

    This wouldnt be so bad if every thana game didnt end up with 2 situations:

    1-The killer tunnel and camps the first survivor at 5 gens, then slugs/tunnel the other three

    2-The killer camps 4 gens and just hit the ones that get close, draggin the game until survs literally throw themselves to the killer after 30 min

    Again, I hate DCing, but i am not surprised if someone ragequits this games

    I'm at red grade and I don't see that. It could be your region. The colours are grades though and don't have to any connection to the old ranks.

    Thana by itself means about the same as the Killer using pre-patch Pop Goes the Weasel once on each gen. The only time the slowdown becomes bad with Thana is when paired with Pentimiento or Gift of Pain which have counterplays; cleansing the Hex Totem or, if it was Plaything, just playing with the Oblivious condition for Penti and not healing for Gift of Pain.

    You shouldn't heal against Legion or Plague anyway in most situations so Gift of Pain isn't that much use there. Pentimento is harsher but living with Oblivious is not a death sentence.

    My experience has been, in the games I lost that I think I would have won pre-patch, the larger factor is DCers and people giving up. I just faced a Legion yesterday who didn't have any slowdowns but two people DCed upon hearing the music.

    It's partially because of that I'm liking Deliverance more and more. If somebody has a temper tantrum and decides not to play but go afk I can unhook them and then be able to unhook myself the first time thereby deriving a little bit of value from tantrum throwers.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090978#Comment_3090978

    SWF still need those to against tunneling. Its just they have info to push Gen much better to have at least 2-3 escape.

    While the 3rd slot for Solo is either Bond or Kindred for info to coordinate unhooking...

    Why is it that people are quoting that quote which is a direct reference to my post but not my actual post or response where I said OTR is necessary as well as better than pre-patch DS for combating tunneling and that bringing DS wasn't necessary. It's overkill but it's just something I like to do because I like punishing tunnelers by wasting their time. DS only comes into effect every 10 to 15 games. My build also didn't have Kindred or Bond.

  • Swamp

    Pro: Unless the Killer is Trapper I like it as Survivor

    Con: Unless I'm playing Trapper, Dredge or have a ton of aura reading perks I hate it as Killer

    Yes, that opinion is totally self serving and I'm good with that.

  • Kill their teammates while not doing anything to significantly impact the data numbers.

  • Wasn't June the 6th anniversary event? AKA the event that has the highest player numbers for the year followed by a drop off from players taking a break from grinding cakes (well, flans in this case)

  • Hackers? The survivors were obviously just so efficient they were able to start generators prior to even being placed in a match making lobby. Don't knock skilled plays bro.


    /s

  • @Aneurysm said:

    Ah yes, the genrusher with over 31k

    Yeah, the first three survivors point scores don't really look like a we did gens and got out in 4 minutes type game.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092776#Comment_3092776

    You shouldn't be rescuing people while the killer is nearby anyway.

    You don't really have a choice at times. A hook trade is risky since you're hoping your teammates will trade with you but it can make the difference between a 4E and a 4K. If at all possible, it's best for the team to not let anyone go down more than one hook stage at a time.

  • Deja Vu shows you the 3 gens in closest proximity to each other and gives you a 5% repair speed buff for 45 seconds. If, unless one of the gens is on a different level or otherwise a pain to reach, you repair the middle gen of the three you'll break any possibility of a three gen. The perk will then show you the second best 3 gen set up. If you can follow that pattern your last three possibilities for gens will be scattered all over the map.

    If you're getting Killers that are good at gen pressure bring Deja Vu, Built To Last, OTR and either an exhaustion perk or Prove Thyself. Ideally, you'll want a Commodious Toolbox with either both charge add ons or the yellow charge add on and BNP. Blow through the gen that's giving you the most trouble. Then use Built to Last and recharge your toolbox.

    The best way to beat a 3 gen is to never let the Killer get a good 3 gen if at all possible.

  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091485#Comment_3091485

    No. First off, i don't think that would stop them from complaining. But even if it did what precedent would that be setting? Then next time there is a balance change they don't like survivors will just do it again. Why not, if it keeps working?

    How many completely survivor sided patches have killers endured? Without quitting or going afk? If we can do it they can too, they're just not used to getting the short end of the stick, so they're actually outraged a patch wouldn't favor them.

    They can adjust to one killer sided patch. In a week or two everyone will have moved on to something else anyway.

    As an aside I had decided after all this time I was finally going for the rank 1 survivor achievement. Man, did i pick a bad time. It may not be possible in this environment but I'm hoping once I get to gold I'll have teammates who actually play the game. I've had a thrower or quitter in probably 80% of my matches.

    Try different times of day. I'm at Iri on survivor right now and I find later on in the evening I get a lot of people throwing games. About 4 to 8 PM MDT and weekend days seem to work out to the best for not getting DCers.

  • That's a hard no. And I think the patch has helped my solo survivor games and support the Killer buffs. The items to work on now are solo queue icons and I would support either basekit BT being buffed even further to being 20 seconds but Conspicious Actions deactivate it or DS being basekit and activates on both unhooks. I'd also like to see Kinship get buffed so it's easier to activate and increases the hook timer more than it does now.

    Tunneling and facecamping isn't a good gaming experience as it relies on denying another person their gaming experience. Survivors have better tools to deal with it now but I'm completely good with the tools to combat it getting even better. Then, if kill rates fall too low from that, buff Killers in other areas where there's more interaction than staring at someone on hook.

    Map redesign I'm completely good with but the rest, just no.

    Once MMR settles and people get used to not having pre-patch DH to correct their mistakes we'll see what the actual kill rates are like. Then we can see the actual impact of the patch.

  • Pretty decent overall. Fair amount of tunneling and camping. I'm able to do more about it now so it's not as annoying as before.

    The more annoying thing is people dcing at 5 gens because, for example, they hear Legion's music but Legion has already wounded someone and no Thana debuff popped up so the Legion doesn't even have slowdowns.

    That and rescuing people from hook and they had already gone AFK even though the unhook wasn't contested.

    I'm thinking of trying out lobby dodging the no prestige survivors as well just to avoid that.

  • Maurice didn't come home so Clown went to find him.

  • Other survivors being selfish gets me killed more often what the Killer does. I understand your frustration

  • @Evil_Goblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091773#Comment_3091773

    No, this guide will function assuming all survivors are doing gens as much as possible actually

    No, it won't. I face Killers trying stuff like this and still escape 50% of the time. MMR also ensures that if you do win by tunneling, camping and slugging you eventually get placed against survivors so much better at you than chasing you will lose 50% of the time.

    If you want to argue that tunneling and camping are too effective for the effort spent then that's a different argument but being hyperbolic will not help your argument.

  • @realflashboss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091227#Comment_3091227

    Hit the nail on the head. If the killer is guaranteeing a kill, why wouldnt a survivor give up on the match to move on to another game. After all its a guaranteed death as u say. Exactly the problem with camping summed up.

    It's not guaranteed. There could be a comeback. If people give up it encourages more camping. It's really satisfying when there's a turn around. You are hurting the other survivors by giving up than you are hurting the Killer.

    That's five reasons not to give up

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091037#Comment_3091037

    You nailed it perfectly.

    I would like to add saying "but the fun part of this game is being chased by the Killer" is not a valid argument in the case of tunneling, either you bring OTR, the rescuer uses BT or the superfun chase against the Killer will end in exactly 5 seconds because when someone tunnels off hook you dont have any headstart at all, Killer is right there waiting for the unhook and is breathing down your neck right from the start until he counts to 5 or he notices you are starting to run at normal pace.

    Scott Jund does have a lot of game knowledge and usually is very good a pointing flaring problems at the game but I believe in this case he missed the point entirely.

    Just a side note I like OTR better than BT for solo queue because, before, I was gambling if the unhooker had BT. Now I can guarantee I'll have Endurance straight off hook and be harder to find. Since it works for both unhooks it's more useful than DS as well.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091111#Comment_3091111

    Also, the developers made chases way shorter because of all the chasing buffs Killers got. So even though chasing is the most fun part of the game, the developers pretty much got rid of most of the chase mechanics that survivors had. Killers attack faster, bloodlust happens faster, killer break pallets faster, Dead Hard was pretty much removed.

    Sure the top tier players can still loop killers but mid tier players just go down instantly, you just removed the ability for mid-tier players to perform chases that last any amount of time.

    I think I'm a mid tier survivor but I think the difference between my experience and others is, for whatever reason, my MMR is correct. I escaped roughly 55% of the time pre patch and I escape roughly 55% of the time post patch. That suggests to me my MMR has settled where it should be as that's close to the 50% goal.

    My opinion is that it would be more accurate to say taking DS and DH has been replaced by taking at least OTR and probably an exhaustion perk you're good at. OTR has saved me far more than pre patch DS ever did.

    Personally, for changes in the future I'd like to see the base BT duration increased significantly (to 15 to 20 seconds thereabouts) with the addition of Conspicious Actions removing Endurance and the perk Kinship buffed.

    I don't think that would be onerous to Killers (and I say that as someone who does play both sides regularly) as, with Conspicuous Actions added, you can't do anything to progress the game and a buffed Kinship could be worked to only affect Killers essentially facecamping. That would probably help because, as @dugman stated, mid- match elimination can be problematic. Most people don't have a problem with being eliminated eventually, they just want to play the game first though.

  • But think of the Clown mains affected by this! Oh, right, there aren't any. Carry on.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/337158/scott-junds-take-on-being-tunneled

    The fact that a solo queue player is forced to use half his perks on OTR and DS just so he can de-incentivize tunneling means that solo queue players only have 2 slots to use for everything else they need. That's a sad state of affairs for solo-queue.

    Not really; it's not a necessity. It's just something I do for fun in the case I get tunneled. I just like punishing tunnelers by making them throw the match if they really want me.

    It's more accurate, in my opinion, to say OTR is a necessity unless you want to throw about half of your matches.

    That probably wouldn't be necessary in most games if the basekit BT was raised to about 20 seconds as that would ensure that if you really want to tunnel it's pretty much guaranteed you're throwing the match.

    Even in that case, I'd still probably equip OTR just because, after the patch, I can actually do something about it when tunneled and most of the Killers I face have problems catching me in the first 20 seconds anyway especially with the new Haste buff.

  • I agree with buffing BT by a few seconds. 5 seconds is pretty short and could be bumped up. To be honest, I also like the Cage of Atonement mechanic on Pyramid Head where survivors teleport to a random spawn point.

    For tunnelling I think one of my new favorite builds is Deliverance, OTR Sprint Burst and DS. For example, last night I faced a hard tunneling and facecamping Spirit. The Spirit hard tunneled one survivor out and refused to go after me until she was three hooked.

    The Spirit then targeted me and after getting hooked I waited until a teammate had just gotten off gens. I then Kobed off so they could go back on gens, the Spirit went for me, hit me, I made it to the main building and at about 50 seconds in she downed me just in time for DS so she could chase me for another minute or so. I then stuck around on hook while the Spirit continuously M1'ed me.

    At the end I died but, in taking me out, the gens had gone from 4 gens up when the first survivor died to all gens done by the time I was sacrificed. Pre-patch I'm sure that Spirit would have 4Ked us at 3 gens left. It wasn't an ideal outcome for us but that build allowed me to waste so much more time and at least we got the exit gates open for the other two.

    Try out that build if you're seeing a lot of tunnelers; you may like it.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089489#Comment_3089489

    There is no similar solo survivor streak. 300 consecutive wins in a multiplayer game is more than being good, it means there are considerable imbalances. Bugha is never going to win 300 consecutive public Fortnite matches.

    What does playing this game as a hobby have to do with anything? Who wants to participate in low-skilled, low-effort pubstomping as a hobby?

    WimaTV made it to 383 escapes in a row.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088893#Comment_3088893

    Oh right! See? Many survivors, me included, totally forget some of the fine4 details on the "training wheel" perks. That part of Deja Vu is pretty cool, ngl.

    When a new map drops I like to play several games with Felix's Visionary equipped. It helps to quickly build a sense of the place and were gens generally spawn.

    Exactly, now that I no longer have to equip WGLF for BP I'm using more perks like those. Some of them are pretty cool when you have enough experience to effectively use that information.

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