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Thusly_Boned

Thusly_Boned

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  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130071#Comment_3130071

    I'd say she has a personality. Definitely more than jonah anyway

    Yeah, hard disagree from me as well in the no personality thing. She's very unique, imo (at least be DBD surv standards). She had preexisting lore, good backstory, and is visually distinct.

    Jonah, otoh, is totally bland and forgettable. Yoichi I might use, be he falls into the unfortunate place of being a licensed character with only a couple cosmetics, both of which I hate.

  • It's actually hard for me to say, as DH was way out there on it's own in the "perks I despise" category. None really spring immediately to mind now.

    CoH is annoying, but you don't see it much any more. Adrenaline, maybe? It's annoying, but feels fair.

  • I've been using Haddie pretty much exclusively since she dropped, though I think a lot of people are waiting for more cosmetics. I think they're coming, though, as Haddie strikes me as a character they're gonna push.

    @Laluzi said:

    At this point, there's so many survivors that new ones aren't likely to become popular unless they have really good cosmetics right off the bat and mainstream appeal, have really good perks and everyone wants to level them, or are popular licenses. Like, yeah, you don't see any Haddies, but you don't see any Jonahs or Yoichis either. Even Elodie, Felix, and Zarina, who are all very pretty people and have good cosmetic options, aren't common because there's so much main inertia. Who wants to switch away from Feng when you already bought 5 cosmetic sets for her?

    This is also true, and one of the reasons BHVR should stop mainlining cosmetics primarily to the most used characters; I know it's easy money, but it just marginalizes the others more and more.

    That said, I think how they did Mikaela is the way they should hand most new characters, as she got a bunch of cosmetics pretty quickly following her launch, but think they should take it a step further and have a few outfits that drop on day 1 with new characters.

  • I hope they hide it because as we know (and have seen already in this thread), people will ascribe meaning to it that isn't there.

    I am not the best surv out there, but I have about 1.2K hours in surv, and half my roster are P1, and another quarter are below P6. If I decided to use one of them (for a challenge, change of pace, or whatever), what are people going to assume about me? And I am sure there are tons of other players in the same situation.

    And maybe there are people out there who never used certain survs because they didn't have the perks they want on them, and now due to the new system they may be starting to. You never know.

    All that said, I think cosmetics plus low prestige is a red flag, especially if it's a character who comes with the base game and gets lots of cosmetics (Meg, for example).

    But otoh, an experienced surv could use that as a smokescreen.

    But at the end of the day, I think it's best they give us nothing, because people will assign meaning to anything. It's also funny that they hid grade because people were using it as a measuring stick, and then replaced it with prestige, which is no better. Best we see nothing unless they come up with a rank system that is accurate (which will never happen in this un-balanceable game).

  • @Neprašheart said:

    I've wanted Alien Chapter back in the day, but then I've found certain videos and YouTubers on YouTube carefully explaining the situation, and why we won't be able to get Xenomorph and the legendary Ripley as a Chapter into the game.

    It's either too expensive or BHVR won't be able to negotitate the necessary contract with them.

    So, I've changed my prefered Chapter to Underworld. You know, that franchise of fantasy action horror movies, featuring quite famous actors and actresses, like Kate Beckinsale, for example. What's more, we could finally get a werewolf into the game - Something that the community has been asking for for years!

    Well, unfortunately, I do have some real doubts about them being able to obtain the rights, and even if they were to get the rights, I do doubt that they'd make the survivor Selene (legendary outfit sets being Sonja, Victor, etcetera) and the killer William (legendary outfits with him being chained, etcetera).

    Besides that, I have no other Chapter that I'd welcome in Dead by Daylight, to be honest.

    Like, I do understand people wanting.. How's it called, Pennywise, or is it Chucky? But, come on. Can't you see, how annoying Vic and Charlotte are? They're one of the most annoying killers to play as and face, yet, you do wanna another clown like Pennywise? Yikes, I just don't get the way people do think sometimes.

    Chucky I agree about; I can't see any way to bring him in that wouldn't be problematic or ridiculous.

    Pennywise however would function completely differently than the Clown, as he would be very much supernatural. So I don't think that would be redundant at all.

  • Spirit: I have a hearing deficiency, so I struggle tracking sounds, which makes her like B-tier when I use her. The directional phasing nerf really made my life difficult.

    Sadako: Good survs make life miserable in loops.

    Pyramid Head: Garbage add-ons

    Demo: Meh add-ons, and as mentioned earlier, missed shreds are too punishing

    Huntress: Hard to use optimally on console

    Plague: Vomit hits not consistent due to the nature of the mechanic, misses when it should hit a lot of the time.

  • The usual suspects: Jason, Pennywise, the Xenomorph.

    I'd also like to see Robert Englund's Freey replace the current one.

    But Jason really feels like an essential missing piece to me.

  • Agreed. It's rightfully going to be a meta perk, and shouldn't be behind a paywall.

  • @TheycallmeLix said:

    Letting Killers swing at windows and pallets is apparently really toxic. I get (almost) tunneled every game because of this or helping out a teammate that is getting tunneled out of the game is also toxic.. Some killers needs to calm down, it’s just a game. Stop acting like this towards people that do nothing wrong.

    Unfortunately I think some killers get tilted and then let it carry over to the next game, punishing people for what others did. Or maybe they hit a bully squad earlier in the day and are just on one for the rest of the play session.

    Not an excuse, but think you see it a lot.

    @BenOfMilam said:

    I ran a Deathslinger at pog log on Pale Rose for about three gens. He missed something like 30 times. He finally ended up shooting me twice and downing me, then just hit me on hook 100 to 0 for two full minutes.

    I told him he should download Aim Lab.

    I ran up against a baby nurse who fell for the simple double back every. single. time.

    A Dwight went down early and DC'd, but that was the only down all game (this is why you play the game out) because that Nurse just wouldn't break chase with me. I ran them like that for ages. I almost felt bad.

    For some killers (usually beginners and/or people with anger issues), it just becomes immediately personal, and they have a mighty need to catch you to assert their dominance, or something.

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128369#Comment_3128369

    I think his map mobility is heavily lacking. The cool down is too long on his ability to be used for general mobility. It's not like Nurse.

    It's not nurse, but it's better than all the 4.6 only killers (which is like half the roster), so I would say his map control is probably average. And I think that is his only "weakness".

    And the rest of his kit is really strong. I think he's easily better then Nemesis (just using the popular comparison).

    And of course the fun factor is off the charts (and I was really down on the idea of Wesker before).

  • That's totally what it is, but it is soooo tired. And it just feeds itself, some people use a survs like Feng/Kate in part because they have so many customization options, and BHVR keeps making cosmetics predominantly for their most popular characters, while others just wither on the vine, and will continue to so long as the cycle repeats.

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127604#Comment_3127604

    He can close gaps easily and has answers to loops. His lethality is pretty high, he just doesn't have much in the way of map mobility. He is also fast to get people on the hook. It's about the time management he has, more than anything, I think.

    I think he's A tier all day. He has lethality, slowdown, good anti-loop (especially at straight/wall loops), and can close short-medium distance almost instantly. His ability to essentially grab injured survs with his power is nice, and getting flashlight saves against him is gonna be a rarity.

    His one weakness is map control, but you can actually use his power to cover longer distances more quickly than most killers.

    In the hands of skilled killers, Wesker is gonna be tough.

  • @ThiccBudhha said:

    You should not care what your opponent thinks of you. They will call you bad whether you 12 hook them before they do a gen. Do not take it seriously, fam.

    Exactly. There are many people out there who will under no circumstances accept that they were simply outplayed, and for whom there will always be something you did wrong that resulted in their loss.

    Absolutely nothing you can do for these people but ignore them. Disable chat, let them mald into the void.

  • It's a gray area, but sometimes I don't feel bad about it. The other night I was stuck in a 20+ minute match on the game, with 2 survs left, both on death hook, and both had been hiding for at least 5 minutes. I finally found and hit one, and they promptly started helping me find the other.

    Which we did (after another solid 5 minutes), and upon downing them, they DC'ed. And I felt zero conflict about it. Did the one turn on the other just because they were the first one I found? Almost certainly. Scummy on their part? Absolutely.

    But when the game has been stalled out for 10+ minutes, I really no longer care, I just want to move on. But situations like that, cheating, or if one surv is actively, obviously, and intentionally sandbagging the others, are the only situations where I think it is acceptable.

    And yes, as a surv I will absolutely die trying to knock out objectives in vain before I spend 10 minutes hiding in the hope the other surv gets found first.

    Ain't nobody got time for that.

  • @MauriceMaverick said:

    Don't know if that has been asked yet, but is it possible to keep your progress by moving onto the next console Gen?

    Like upgrading from PS4 to PS5? If so, yes, you keep your progress

  • That happens to me every couple months or so, but that is not a recent development.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126369#Comment_3126369

    I don't think so. Despite both being based on totem there are noticeable differences between the two that makes them not comparable.

    In fact I would argue most hexes are more stronger then most of the boons outside circle of healing

    Yeah, but survs can put the same boon on another dull totem, killers can't (well Undying can once, and that takes up an extra perk slot) I think that's enough to balance it out.

    Boons should be permanently breakable.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125083#Comment_3125083

    As a side note to this: If you see someone randomly crouching in a chase, it's probably not purposeful t-bagging, it's that they're playing on a controller and are accidentally crouching when they're trying to run.

    I almost never intentionally teabag, but this happens all the time, and I'm like "well crap, I guess I just accidentally bought some extended aggro".

    Easy for your finger to slip from that L1 to L2, especially when you've been playing for a while.

  • @ElleGreen said:

    Points, Distance

    Not as much distance as you would get if you just dropped it and ran to another tile. Killers can break the pallet through the blind (as soon as I see the flashlight come up, I'm already breaking it), and maybe 1 time in 20 do I not see exactly where they went after blinding me, so it usually costs them distance.

    But yeah, the points are good, and it's the easiest way to get them.

  • To me it depends; how close to done is the gen? If I need a heal and run up to someone on a gen that is close to done, I'll just jump right on and help them finish, odds are they'll heal me after. Same applies to when I am the one on the that gen. If its 80%+, I'm finishing it first, unless you're the only other surv still alive, because on of us might need to run the killer for a while.

    To me there's a sort of calculus with how many hook states the team has left and how many gens are left. Generally speaking a finished gen is worth more than a hook state, and if a gen is nearly done, that takes priority to me. Not much worse that losing a nearly finished gen; that's a lot of sunk time.

    If I've just started repairing, I'll always stop to heal.

    All that said, an injured teammate running up and spamming the crouch button isn't going to motivate me one way or the other. I can see you're injured, if it makes sense I'll heal you.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126199#Comment_3126199

    Certain individuals have been creating threads, mostly on Steam, but here aswell, that they'll DC or kill themselves on the first hook in case of facing XYZ killers.

    As for why.. Well, because they're, apparently, boring to face.

    It's not all made up outta blue.

    Yeah, a big part of it's just deduction; what's the most likely reason people want out? I'm sure sometimes they have to crap really bad or their pizza rolls are burning or some such thing, but it's not a reach to assume most just want out because things aren't going the way they want them to.

    And sure, if one wants to be a total libertarian about it they can just take the "I bought the game I can play how I want, and am not obligated to consider anything but own enjoyment" stance (and that's their right), but I personally feel like when you login to play a multiplayer online game, you're tacitly agreeing to a sort of social contract to do have at least a shred of consideration for each other, and do the bare minimum.

    Especially when you're on a team together.

    And if someone want to play with only themselves in mind, I can exercise my right to come online to say that I think they're a selfish dbag and should stick to single payer games.

  • For the points or for a challenge. They're just wasting their own time mostly, so I am unbothered.

    I almost never use flashlights, the only time I do is for a challenge, and I will use it at a pallet because I am terrible with them and it's the easiest way to get blinds.

  • If? This perk is a dead lock to become meta.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/340453/i-really-hope

    Sorry but if you play killer and don't get a 4k you deserve to be tormented killer is literally so easy you're gonna let survivors live and complain they lived?

    Spoken like someone who's either never played killer, or played a little bit at low MMR (the only time killer is relatively "easy" is right when you're starting out, even now) and thinks they know something about it.

    Also bear in mind that in many (not all, I'm not saying that) cases the only reason the killer didn't kill your whole team was because they were trying to play by the "rulebook" (not hard tunneling/camping), so factoring that in before acting cocky should at least be a thought.

  • I am a lover of variety, so I just go where the impulse take me usually, but there is some order, I guess:

    Primary rotation: Onryo, Huntress, Pyramid Head, Demo, Spirit, Plague

    Fairly frequent: Artist, Nemesis, Dredge, Myers

    Occasionals: Slinger, Cenobite, Doctor, Trapper, Ghost Face

    Rarely/for dailies: Wraith, Clown, Cannibal, Trickster, Twins, Legion, Freddy, Pig

    No patience for learning curve, waiting for practice mode to learn: Nurse, Billy, Blight, Oni

    Ew, never use, will dodge all dailies: Hag

    Onryo and Myers are my "for fun" killers, because I live to scare people. The rest of my primary rotation is for a balance of power and fun.

    Doctor I will use when I am feeling a little salty and want to share it.

  • @thrawn3054 said:

    PH is not weak by any means. He definitely needs an addon pass, but his basekit is fine.

    His add-on suck out loud, but I think part of the reason they haven't yet been addressed is because his basekit is so strong.

    Still, it'd be nice to see his add ons get some sort of attention.

  • @TheWheelOfCheese said:

    Most of these changes would be fine, but I wouldn't bet on them actually making solo q a significantly better experience.

    I think the action icons alone would make a big difference. The biggest negative (and perhaps defining) aspect of solo is lack of information (relative to SWF). So much time is lost due to teammates doing redundant things, or no one doing what is needed because no one knows what anyone else is doing.

    Knowing what your team is bringing and basekit kindred would really round it out.

  • @TheWheelOfCheese said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121355#Comment_3121355

    It's common for crybabies who got their ego hurt to ask for a 1v1, yes. I've never obliged anyone who asked because it's a waste of my time.

    Pretty much, it's just "We all died, but I'm essentially saying it was my teammates' fault to soothe my ego"

  • I think the action icons, basekit Kindred, being able to see your teammate's loadout in lobby and maybe a basic text wheel would essentially fix solo, at least as much as it can be fixed.

    And none of these, at least the first three, seem like they would be at all difficult to implement.

  • @Huge_Bush said:

    It must be only in high MMR. Games still feel the same for me except I don’t see as many people chasing killers around with flashlights as I used to.

    I think it's the lower MMR solo queue that is more miserable. I've found that as you move up, your teammates get better, and the games are generally more balanced. After losing too many and you get stuck in MMR hell, things are their absolute worst. Also I think that camping/tunneling are more common in the lower end and the very high end, but not so much in the middle.

    Like you, games have felt pretty much the same, on balance. The only exception was a 2 day stretch where I was in casual mode and lost several in a row and ended up in MMR hell and had to sweat my way back out.

  • A 26 game sample means virtually nothing. A two game sample is nothing at all.

    Some days I'll escape in ~half my games, but have a stretch where I die in 4-5 in a row. If you were to tune in for those, it'd look brutal. I'm sure those guys had win streaks in there too. Sample size is a thing.

    Also, defining a "win" is a subjective exercise, but that's another discussion.

  • Purely based on hours of entertainment to dollars (relative to most games), you wouldn't have to play much to make it worth it.

  • Survs that click at you while you are in the midst of wrecking them are always good for a chuckle. Balance for the ones who click at you as they are wrecking you, maybe.

    Makes no sense to me, but to each their own.

  • @Araphex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121561#Comment_3121561

    It's not even great on the Dredge and it's... its? perk. Huntress and Trickster are definitely the only 2 that get value out of it.

    It's best on Huntress (and Trickster I suppose, but I don't like acknowledging him), but I think that Dredge gets good value, and to a lesser degree Sadako and maybe even the corpse of Freddy (killers who can TP cross map).

  • Solid perk, too map dependent to be considered OP.

    @Araphex said:

    It's not overpowered. Just don't go near lockers.

    Well, at some point you'll probably be forced to get near a locker or two, but you can be mindful of them.

    To me, the map variance is the limitation that makes it balanced. If you're on The Game or Midwich, you're probably gonna see at least a surv or two when you use it. On a map like Coldwind, you'll be lucky to get any value. And on top of that it's kind of a roll of the dice that at the moment you use it, a surv or survs will be close to a locker.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121170#Comment_3121170

    When I'm constantly subjected to this kind of behavior as a solo survivor and the game has become borderline unplayable? Yes, I am that spiteful. I am not going to enable ragequitters. Eat your DC penalty like you're supposed to if you want to quit a match.

    Exactly. I said this in another thread, but I refuse to contribute to a meta where people feel like it's acceptable to just dip out on their team when things aren't exactly to their liking. If they want to leave, they should have to eat the penalty, at the very least. Feeling entitled to the killer helping them be a dick is laughable.

    I can't stop someone from bailing on their team, but I am not going to be a party to it.

  • @TheArbiter said:

    They got rid of ranks for the same reason, and now they are showing Prestiges, like why?

    I think that ranks were attempting to capture skill, but both grade and new prestige are more indicators of time in game, and they assume people can differentiate. But as we all know, people don't. They could make it something completely arbitrary, like the number of cosmetics you have for a character, and people will use it as a measuring stick.

    So I feel like they should actually display something that means something (but what? nothing currently really captures skill well), or show nothing at all.

  • @Basement_Bubba420 said:

    The game should be built around SWF. This is the primary balance problem in the game.

    Bring solo players to parity with SWF, then buff killers. Until then, solo is hell. SWF>Killer>Solo.

    Unfortunately it looks like BHVR got this backwards and buffed killers first and nerfed survivors. So while SWF got nerfed, so did solo.

    If you bring solo to the level of SWF, you'd need to buff killer again. Fortunately, I don't think it's possible. I also don't think it's possible to effectively nerf SWF, so it gets to keep on being the unicorn.

    Solo absolutely needs to be buffed, but nothing is going to approximate voice comms, and a 4 person SWF is always going to be the rarest surv configuration in the game, so you shouldn't balance around it. There are a lot of good ideas for to to simply and effectively buff solo, but the question is how motivated is BHVR to do it?

    I think the game is moving in a positive direction, but the next logical move to bring things really in line has to be a solo buff (and not a killer nerf), and it should be a the top of the priority list.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083222#Comment_3083222

    Here's the thing chases may be fun but as Killer long chases are not especially when you used to lose 1-2 gens. Killers also are penalized for long chases as well so that made the game unfun for them.

    As it stands now the survivors that are crying are ones who haven't adapted to the new balance. I have faced survivors that still loop good and can keep the chase going because they have adapted to the patch, now making a mistake during a chase is punished greater now

    Exactly. I still get run around pretty well by good survivors post patch, but these are the survivors who could run people around with a no perk/add on build.

    What I am seeing more of is those survivors who were bad or just okay at looping now being unable to get away with mistakes and extend chases where they could before.

    I think the problem is that many people who thought they were in the former group were actually in the latter, and reality is proving to be a harsh mistress. The changes haven't really been all that dramatic, really. The disgruntled people will get with the program, or they'll kick rocks, DBD will go on either way.

    Also it just occurred to me I haven't rated either of my copies of the game, think I'll go do that.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120373#Comment_3120373

    Too map dependant for my taste. You can get maps where it's super effective, and maps where it does not help you at all.

    So I might run it for Huntress and Trickster, which have to interact with a locker, and maybe Dredge bc he can use the info instantly. But not really for other killers. It's not trash, it can be really strong, but you need the right killer for it, imo.

    I actually really like Darkness Revealed, but you are right in that it is map dependent. On a map like the game or Midwich, it's really, really strong. But on maps like Coldwind or the Swamp, it's a lot less useful.

    Unsurprisingly, I like it most on Dredge/Sadako/Huntress.

  • I love Spirit (I have more hours with her than any other killer), but she really took a hit for me with the directional phasing sound. I am hard of hearing (I can only hear out of one ear, so not much directional sound, if any) so I couldn't ever really use her in the typical fashion, and played more of a prediction than tracking game. Now that survs can hear me coming, that method is a lot less reliable. As a result, she has fallen behind several other killers in terms of usage for me.

    And she is objectively add on dependent, for sure. Spirit with no add ons actually doesn't have great mobility. You pretty much need a speed or power duration add on to tab into the mobility potential.

    From the survivor side, she just doesn't feel nearly as fearsome as she used to.

    @egg_ said:

    Addonless spirit is now pretty weak and requires extreme precision + the presence of no pallets at all, but her chase potential is still on par to blight's and nurse's

    Just by using her two best yellow add-ons (pouch and cap) she's definitely s tier

    Reminder that just cause you lose a match against better survivors than you are as killer, it doesn't automatically declass the killer or reduce it's actual potential

    Potential is the operative word here. With the M/D Ring and Yakuyoke Amulet, her mobility is insane. I used to love flying across the map and yanking unsuspecting survs off gens. You'd hook someone on one side of the map, see someone on the other with BBQ, and boom, you were on them. No one expects that speed. It was one of my great joys (though as a surv it just had to feel dirty).

    With the Sports Cap and Kaiun Talisman, her mobility is very good, but without some combination of the four, her mobility is pretty meh. I guess I feel like the gap between her basekit and her fully specced out build is bigger than with Blight/Nurse.

  • @RatbasterdJr said:

    nurse, oni, huntress, trickster, pinhead, etc. all the killers that require aim and flicks

    Yeah, I play mostly on console and trying to nail those flicky demon strikes with a controller was making me insane, so I abandoned him.

    I've gotten decent with Huntress on a controller, but still feels clunky compared to a mouse.

  • I remember a while back when Breakdown was bugged and permanently broke hooks, and teams were running no mither + boil over + flip flop, and would stick to one portion of the map and try to turn your life into a living hell.

    I mean you could end up killing them all, but it was just a brutal battle of wills, for no good reason.

  • Most fun? Sadako for sure. Not the most effective, but the jump scares are top tier. If they ever buff her, I may actually main her, and I've never really mained a killer before.

  • I really spread it around, I have at least 5 survs and 7 killers I use regularly, at least for long stretches, and rotate back. I don't have any characters who aren't at least prestige 1, and at least half of the total roster are P6 or above.


    Now if you told me today I could only use one killer and one surv going forward...I'd probably choose Spirit and Haddie (Actually I'd probably stop playing DBD, but for the purposes of this discussion I'll indulge).

    If Sadako ever gets buffed, my answer there would probably change.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115967#Comment_3115967

    You can't force someone to play the game. Just let them leave. Like I already said: It's petty. They will just run to the killer to die, throw down pallets, lead the killer to teammates, etc.

    You can't force them, no, but sometimes when that moment of emotional frustration passes, people will keep playing. I've had survs come to me and pointed a the hook, and I've shook my head at them and gone after someone else, only to find them later actually working on objectives and trying to win.

    I just don't want to contribute to a meta where people feel like dipping out on your team is acceptable. You can't stop someone who is determined, but you can not be a party to it.

  • @IronKnight55 said:

    I let them suicide on hook. Sometimes people need to leave games because they have to take care of something irl and sometimes it's just because they are mad. No point keeping someone in a game they want to leave... it's petty

    ...but it's almost always because they are mad but don't want to deal with the penalty.

    If you really have to bail irl, just DC; it's not like the penalty will be an issue in those cases, right?

    Or if it's only gonna be a few minutes, just jump in a locker and afk until you handle whatever it is, at least the crows will distract the killer.

    Match shopping at the expense of your teammates until you get one that you "enjoy" is top tier selfish BS. It's worse than petty.

    If you're gonna operate that way, just play something else.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115600#Comment_3115600

    SoloQ does need, and always has needed, some quality of life enhancements.

    But the recent patch didn't do nearly as much damage as some survivors are whining about. It is still more than playable, if survivors would actually play it. But unfortunately it just takes one sore loser (of which there is an abundance) to bring the game down for the rest of the team.

    This, exactly.

    Solo needs help, but is only marginally worse than it was pre-patch (I've played a couple hundred solo matches since the patch, easy, so I'm not talking out my arse here). Some people act like the DBD world started spinning in the opposite direction with the patch or something, it's ridiculous.

  • Depends, if I am close enough to get them safely before they got to struggle or die, I will (and maybe teabag them a bit, ngl), but I am not make a long run to get someone if they want out.

    If I am the killer and someone clearly wants out early in the game, I save them for last. Screw those guys.

  • I still can't process people getting so worked up over Thanatophobia either way. It's not game changing from either perspective. As a surv it's gone from slightly annoying to mildly annoying and with this nerf to a near non-factor. I only really ever feel it if I'm on a non-cleansing team vs. Plague. But I suppose it's a matter of perspective.

    As a killer, I've never run it, because I have a whole list of things I think are a better use of a perk slot in pretty much every build.


    It takes the same amount of time to hit bloodlust 1 as before; the buff is to the next levels, which if they are reached means the killer is probably bad and will struggle to catch you regardless. I only ever hit BL 1, because if the surv is a good enough looper to push past that, I'm dropping chase before BL 2.

    Of the basekit killer buffs, the breaking/swing recovery speeds are the only things I feel makes a tangible difference, and even then it's slight.

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