Thusly_Boned
Thusly_Boned
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107026#Comment_3107026
Finally, someone that understands how easily counterable old PR/DMS was
Yeah, this isn't rocket science. Once you see a downed surv get picked up, let go until after they're hooked.
If you are on a gen with others and spacing out/dissociating, and one or more of them lets go and just stands there, assume it is for a reason and let go as well.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/338563/should-more-people-run-borrowed-time
Yes. It reminds me of the time when DS was changed. So you didn't just have a free 60 second FU card. Everyone and their brother stopped running it for a short time. Until they realized it was still an amazing perk
BT was BUFFED....And yet people don't feel the need to run it anymore. Because of a 5 second window.
Yeah, I think some people think that the basekit BT was supposed ot replace regular BT, but I think it is best used to supplement it.
Basekit BT + BT is > Old BT
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Sure, but hasn't MoM been effectively dead for a while regardless?
I mean it's sad that it'll be even more dead, but this will have about zero appreciable effect on the game.
@GannTM said:
At least we’re getting Clown back with this dev update. If Spirit wasn’t in the game I’d say Clown was the hottest killer in the game.
Yeah, those jiggle physics are hawt
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@RodDeWitt said:
I repeat what I always say, this patch was supposed to change the meta of all players, but now they decide to return one of the most recently used combinations? (pain resonance and dead man switch) It was one of the most annoying combinations when playing Soloq and now it will be worse because the gens take longer. The meta did not change for killers, builds focused on "slowdown" are still used
I may be wrong but my take on this is that fixing the interaction with Merciless Storm would simply be more complicated than just reverting PR and lightly nerfing DMS, so BHVR taking the path of least resistance.
And while seeing PR +DMS make a sort of comeback doesn't break my heart, it certainly doesn't jive with remaking the meta, and I generally don't like it. I suspect that combo will be addressed again, though.
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@Gamall said:
https://forum.deadbydaylight.com/en/discussion/comment/3107025#Comment_3107025
Choose to not cleanse is a stategy, and it's the most efficient. What does "boring" have to do with it?
As someone who plays a lot of Plague, having my power a lot vs. having the whole team broken is six of one, half a dozen of the other, imo.
It's a strategy, but I don't think not cleansing the obvious play many people think it is.
And let's be honest, most Legions don't get 4 hits/everyone injured at the same time that often.
But I also I don't think Thana was that big a deal. Annoying, but certainly not oppressive.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3105891#Comment_3105891
Oni with AoT skin?
Some with, but just lots in general.
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Right now it's Huntress, Nurse and Oni I am seeing the most.
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I actually have noticed that my teammates save more intelligently, and don't rush the hook trying get those points, and straight into the killer.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/3105795#Comment_3105795
Why WOULD you continue a match that is completely lost? It would be more rational to give up and go to the next match.
The one part of the update that I dislike the most is how lose/lose situations as survivor happen way more often. The beauty of playing killer is that those lose/lose situations can be prevented through skill. Survivors were just unlucky sometimes pre patch. Now it's a consistent game after game soul-crush. How is that fun?
Why would you continue? For the points, the experience, and not to be dick to your teammates, for starters.
If the mindset is that the game isn't fun for you right now so you'll just bail when stuff goes south, just don't boot up the game.
If you you queue up, play it out (unless there's a hacker).
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I hate going against Bubba (no mysteries there), and for some strange reason I absolutely detest going against the Wraith.
And not usually, but it seems like I am seeing a TON of Onis lately and I am over it.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3103533#Comment_3103533
facts. I don't have to camp as bubba even if i wanted to. 70% of my games or so one of more players kill themselves first hook or dc anyway so whats it matter lmao
Hell, I don't even camp with him and I get this. Among the rare occasions I use Bubba, half the time I get DCs as soon as they hear the chainsaw.
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Today might have been the worst run of teammates DCing or killing themselves on hook I've personally experienced. Funny thing is, most of those games stayed competitive until late despite a teammate bailing early, and in three games where one of the team DC'd/suicided on the first hook of the game (two vs. slowdown Plague and one vs. slowdown Legion (ffs)), the remaining three of us completed the gens and escaped.
So yeah, many people aren't even trying in games that are very winnable, and it's a bummer. After enough of them I just started switching to autopilot when it happened. Feels bad, man.
@Marigoria said:
I don't understand people dcing against blight or nurse.
Unless it's a nurse with range slugging everyone at 5gens with knockout. DC away.
Yeah, I ran into one of those very nurses the other night and nearly DC'd, and I am always up on my soapbox screaming about how no one should ever DC (which is probably the only reason I didn't, tbh).
What a lame, miserable experience that was.
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@Devilishly_Rowdy said:
300 hours survivor main. You're a baby beginner who has no business doing these "killer experiments" lol.
Yes, this. I don't think things are as bad as people are letting on, but solo queue definitely got the short end here. These changes are barely noticeable vs. SWFs.
Rolling back these changes isn't the answer, buffing solo queue is, and that initiative should be moved to the top of BHVR's agenda.
@Devilishly_Rowdy said:
300 hours survivor main. You're a baby beginner who has no business doing these "killer experiments" lol.
Harsh, but true. When I was about a 100 hours into killer (just moving out of the infant phase) I was just beginning to experience a semblance of challenge, and began watching vids to supplement my gameplay to get better, and I watched a general killer tips vid by Otz, and at one point he said something to the effect of "don't be discouraged, and don't expect to get a handle on this stuff until you start getting good, at about a thousand hours or so".
I had a hard time processing that at the time, and 1000 hours might as well have been a million hours, since I felt/feel like I am generally very good a video games and have little patience for learning curves. But he was right, at about 1K+ in killer and surv each, I'm fairly good, but very much still improving/learning.
So yeah, at 300 hundred hours in surv and deciding to jump over and do a representative experiment on killer gameplay? Love the intent, but I don't think so.
Your first 50 hours or so of killer is the easiest it's ever gonna be, by far, and tells you next to nothing about what anything past beginner level is like. At 100 hours your training wheels are still on, and those first hours are the only place where the game feels truly killer sided.
And not to sound harsh and gatekeeper-y, unless someone has:
A) A large amount of gameplay experience
B) It's close to evenly distributed into both roles
I don't put a lot of stock into their opinions and/or judgements about the balance of the game. Well, any stock, really. IMO, if someone starts their thought with "Killer mains always "this"..." or "Survivor mains always "that"...", You may as well tune the rest out, because they essentially just told us they only play half the game.
Especially if they're a "main" of one role and decide they're gonna try a few (or few dozen, even) hours of the other side and tell us all how it is. These people have half a perspective, and generally sound ridiculous.
It's not that their experiences and feeling about that aren't valid, they're just woefully limited.
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@Pulsar said:
No reason to really make a new thread.
Here's today
https://us.v-cdn.net/6030815/uploads/MHSG79OYMWAO/quality-gameplay.png
Two facecamping Bubba's who got rewarded for zero skill gameplay and a really good Huntress with a useless Jonah. Two max slowdown Alc Ring Blights. One Nurse with a Midwich Offering with Starstruck where 3 people DC'd and I got slugged to death.
So, it's business as usual, then?
The slowdown Legions and Plagues are something this patch has made worse, but camping Bubbas, OP Blights and Nurses are kind run of the mill, no?
I'll tell you one thing I'm getting sick of right now, and that's teammates killing themselves on hook early in winnable matches (a few we've actually managed to grind out somehow).
And Onis, I've never seen so many Onis as I have the past few days. I used to think "gee, I wish I saw more of the Oni".
Yeah, f that.
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Demo, he's just right.
Honorable mention to Dredge and Artist.
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/3100821#Comment_3100821
Otzdarva, Hexy, Umbra, Dowsey, TrueTalent, ScottJund, ZubatLEL, OhTofu and many others didnt have any problems to win most of their games unless they used obvious meme builds.
Also is JRM dying in most of his matches.
Of course they didn't have trouble getting kills at any time, that was my entire point. You can't use people who play the game for a living as examples of what to expect balance wise. Or anyone who does something professionally vs. recreationally. If you do, that's just silly.
And if Ayrun and JRM played with the primary goal of escape (rather than memeing around for entertainment, which you pretty much have to do to be a big surv streamer), you better believe they would most of the time.
At 8K-10K hours, you shouldn't have much trouble doing anything in game, but that's not 99% of the playerbase, which is what we are talking about here.
When people always cite streamer gameplay to back their point, to me that indicates they don't have much direct experience in whichever role they're talking about to draw from. Or they've played like 50 hours of the "other side" at low MMR, which is essentially useless for analytical purposes.
BHVR has the master stats, and what they show across the board was kill rates they feel were too low, so the changes came. If they get too high, sometime a few months in the future, I expect they'll adjust again.
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If the killer isn't Otzdarva, why aren't you Ayrun or JRM? Why the skill issue for survivors?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3100299#Comment_3100299
And that's not a bad thing. Alas, when I get hit by a well placed DH I don't die internally like before, I just accept that this was well played, maybr even salute that player internally, and play on. I guess pure survivor mains can't fathom this feeling of libations, this giant slap of stone that got taken from our broad, yet mangled killer backs.
Having a surv legit perfectly time my swing and get that protection never bothered me, and never will.
Survs hitting E to yeet themselves to a pallet or window when I was almost on them was disgusting OP, though.
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Agreed on all of this. MMR hell is very much a thing that can be hard to shake off, and my own confirmation bias is something I'm always trying to account for.
A while back (well pre-patch) I had a run where I died a bunch (something like 10 in a row and 17 or 18 of 20). A number of likely causes there, just being outplayed, making poor decisions to be altruistic, dropping in MMR, etc. I pulled out of it, but had that happened early last week, I'm sure some part of my brain would have wanted to pin that on the update.
And once invested in a narrative, we tend to cling to it. Not saying explains everything, but I'm sure some of that is going on, among other things. I do think a lot of the worst accounts are MMR hell related though, because what I hear being reported (tunneling/camping killers, bad teammates not doing objectives, etc) are things I have seen most at lower levels.
And I am not in love with the patch, but I definitely feel there's more good than bad there, but time (like months and not days) will be the true judge here.
And for my part, I have strong general disdain for irrational reactionary behavior, and I bring that with me here, I'm sure.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3100613#Comment_3100613
You said I made a thread saying solo is fine, and unless I've recently suffered a head injury which caused me to both lose my memory and my opinions to become reversed, I have not.
It's just a common strawman atm. Very, very few people are saying solo queue is fine. It's not fine, and never has been.
But apparently if you don't agree that it's pure misery comparable to a cold war Russian gulag, you're essentially saying it's perfect.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100594#Comment_3100594
Basically game won't change in any way except we wastes less time through completely unneeded mechanics for balance standpoint.
If one match with bad teammates, they deserve to lose, it's a team based game.
Those points have some validity, but I for one enjoy the frenzy of a good EGC (on both sides), and would not sacrifice it to avoid the occasional slug/bleed fests or hide-a-thons.
I also don't think there is comprehensively good solution to any of it, so a lesser of evils kind of deal for me.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100540#Comment_3100540
Oh yeah lul
And I don't agree with that at all, for me hatch escapes aren't any different than dying, yeah I could hide till others die or whatever but it's extremely boring and stupid mechanics that encourage people to actively fight teammates, if matchmaking is the problem, fix it.
https://forum.deadbydaylight.com/en/discussion/comment/3100547#Comment_3100547
Not even EGC, just outright kill it.
https://forum.deadbydaylight.com/en/discussion/comment/3100560#Comment_3100560
Actually yes, I hate it when survivors wait in gates for 110 seconds for literally no reason, it'd be much better for game flow if we remove it.
Good lord, this version of DBD sounds horribly boring, unfair, and anti-climactic. I could get onboard with killing the hatch, powering the gens and starting EGC after the third kill, but nothing beyond that.
"if matchmaking is the problem, fix it"
LMFAO, how likely do you think that is, after all we've seen? Assessing skill and matchmaking accordingly in this game at any point is unlikely in the extreme, and as such some people are going to get screwed by it, and they should have some avenue of escape.
And if all the gens being done ends the game and everyone escapes, what kind of meta do you think that would lead to? The sort of gen slowdown meta we see now would pale in comparison. BHVR would have to buff slowdown to levels barely imagined to make it fair, and I don't think anyone wants that.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3100488#Comment_3100488
Or people can give their constructive opinion, which a lot seem to dismiss it as tantrum such like yourself.
Well, we're not being left with a lot in the way of constructive discourse here. At the current time there seems to only a few avenues of response to the "6.1.0 patch is a disaster" crowd:
- Agree that it's an outright catastrophe
- Disagree and share your own experience (to be dismissed as a "killer main" posing, even if you share a few of the criticisms)
- Partially agree and share your experience (see #2 for the common rebuttal)
I've posted a number of times over the past week breaking down what I thought, but to the complainants if these assessments are not overwhelmingly negative, they're not valid or sincere.
So yeah, a lot of people are throwing temper tantrums and are unwilling to even consider another viewpoint, or the possibility that their experience is the outlier.
Or that in some cases it may actually be - gulp - a skill issue.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100508#Comment_3100508
If the game is 3v1 third survivor will be instantly sacrificed instead of fourth, that's not how this works.
So what exactly are we proposing here, right after the third surv dies, the EGC starts and there's no way out?
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If you remove the hatch, then you have to power the exit gates after the third kill. There has to be some avenue of escape or there's no point in playing the match out.
If you have neither you may as well just afk and go make a sandwich once the rest of your team is dead, and that doesn't seem fun for anyone.
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As a survivor it's infuriating.
As a killer I have no time for it. You don't really get anything for a bleed out, and I don't personally consider it a kill, so why waste more of my time? To assert some false dominance?
I almost never slug for 4K (unless the team was nasty or the other surv is literally right there) as I feel like I already won, and I don't want to be a dick about it.
Of course the caveat here is that if you just crawl to hide in a random corner or bush, it's not really on the killer any more.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3100455#Comment_3100455
Agreed. At first I was more sympathetic, i.e. they just clearly have a different experience to me and it doesn't sound like a fun one. And I completely agree solo needs help, ideally sooner rather than later. But they discount other experiences and claim to speak for all solo survivors even when there's multiple others in the same thread disagreeing. Because those are just secretly killer mains or something.
Agreed. I didn't want to be judgmental and assumed my early experience might be the outlier and held off on forming an opinion until my personal sample size increased.
But as I have played a lot and watched others play, things are starting to crystallize in my mind (even though it's still early).
Change brings adversity, but there are four basic ways you can respond: you can try to adjust, push through and find a new equilibrium, you can step back to wait and assess, you can take your ball and go home (leave the game), or you can respond in the manner we're seeing a lot of right now:
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@Tiufal said:
There is no surge in hackers.
This is accurate, there are quite a few, but it has been a constant for a while now.
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@YOURFRIEND said:
I'm so so sick of reading the same deranged hyperbolic statements from people over and over.
Yeah, the more solo survivor I play post patch and the more I read here (and how divergent my experience is from the complaints), the less charitable my opinions are becoming.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3099928#Comment_3099928
Your kills are meaningless, because your skill didn't play any part in those kills, it was just given to you by the developers. It's kind of like me giving you a million dollars and then you bragging that you are self-made millionaire.
Man, the fact that this post was made unironically is just amazing. I'd think it was satire if not for the context.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3100002#Comment_3100002
Since the killer-role has received 5 patches with buffs (6.1.0, 6.0.0, 5.7.0, 5.6.0 and 5.5.0) in a row and survivors have received 5 patches with nerfs in a row (Or useless buffs to things like flip-flop or boil over, were the buff was reverted), then you are absolutely correct...
in Bizarro-world.
Lol, because a patch included buffs to one side and the other received nerfs doesn't automatically mean it was "sided" to that role. Unless you want to completely ignore context and nuance. There are, you know, the buffs to the other side you have to take into account. If one side gets get a couple big buffs and a tiny nerf is that equivalent to the other side getting a couple small tiny buffs?
The fact is that the majority of patches in recent years have have generally favored survs more than killer. This is not a revolutionary take. And again, survivors comprise the vast majority of the player base, so it makes sense from BHVR's standpoint.
This is the first patch in a long while that clearly benefitted killer more then surv, on balance. You might feel differently, but any reasoning there would be a stretch.
But hey, for some people the loss of a little privilege feels like oppression.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3099818#Comment_3099818
Just look at the Olympics, it is competitive and it's fair, that's why there's different categories.
This is legit one of the worst analogies I've seen here.
The Olympics have high skill barriers to entry and all competitors in each event have the exact same goals and parameters for victory, very little variance in strategy, and are constricted by the same tight set of rules. Very much 1:1 comptetion, or at least as close as you can get. Even in team events (like relays), each teammate is doing essentially the exact same thing.
DBD is asymmetrical 4:1 with each side having a different set of objectives and a multitude of potential strategies at their disposal. Most of these strategies are reactionary and adjusted on the fly out of necessity. The controls for skill based matchmarking are decent at best and totally useless at its worst. It's usually semi-organized chaos.
These two things are about as different as you can get and still be under the loosest of definitions of "competition".
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This made me think of what was imo the quintessential slowdown Legion game I played in the other night; 5 total hooks, all four of us escaped, clocking in at just under 14 minutes.
Legion still sucks, you'll usually escape, but you won't have any fun doing it. Not hard, just tedious af.
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There is an add (Boat Key) on that breaks all active locks instantly when the last gen is powered. Not sure if that applies here, but a possible explanation.
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You're right, it's not dead, it's just only useful to players with skill/timing now. Which is the way it always should have been.
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@Pulsar said:
Killer main here.
They buffed Killers chase ability massively. They nerfed Survivors chase potential massive. They flat out made gens take longer, prolonging the game. They nerfed anti-tunnel perks for Survivor. They did nothing to incentivize Killers to not camp or tunnel immediately.
"Massively" might be embellishing a bit, at least on the killer side. I personally don't feel a huge hit on the survivor side, but I never ran DH. For those who did though, I imagine it feels like they have been kneecapped.
The nerf to the DS stun duration is really the only thing that feels egregious to me, that was just unnecessary. In fact, if you're going to shut it down in the end game (which I totally agree with), I might actually bump the stun duration to like 7 seconds.
And I though I might increase the basekit BT effect to 7 seconds also, I don't get the handwringing over it. It's not enough on its own, but you can just run regular BT (which is largely intact) to increase the overall effect to a pretty good level.
I'll be interested to see the data on how the gen changes affected overall game time because to me, it feels like the variables have changed, but the sum of the equation is about the same.
The gens themselves take longer of course, but passive slowdown has been nerfed hard and active slowdown (slowdown that involves going to and kicking gens) has been boosted. I don't feel like the time it takes to reach endgame has changed drastically.
Camping and tunneling is, well, camping and tunneling. The DS nerf is not nothing, but I don't think people who didn't camp and tunnel before woke up on the day the patch dropped and just decided to start tunneling because it's essentially a free pass. Things haven't changed that dramatically.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3098795#Comment_3098795
Yeah no. I'm pretty sure people that squeal about that don't know what tunneling and camping are or are outraged that they get stuck back up on the hook after bodyblocking post-unhook. My games have been completely normal with more aura perks than previously. Also a hell of a lot more nurses, which is not ideal
Yeah, there is a Nurse situation developing, or more accurately intensifying because the Nurse is a situation.
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@YOURFRIEND said:
What disaster? I'm having more fun than before with the reworked perks. And I get to play my favorite role, survivor with much faster queues and I suspect better matchmaking.
You mean you haven't been hard tunneled and camped 9 out of 10 matches (where all five gens are also left)?
Oh wait, neither have I, or anything even close. Like you, I've been having as much fun as ever playing surv (yes, solo) over the last week.
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The presumption here is that it is objectively a "disaster" and not just being perceived that way by some. I think the changes a largely good and just need time to settle, but time will bear that out either way.
So if anyone is waiting for a "wow, this is bad and we're going to revert things" announcement, I wouldn't hold your breath.
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There's no solution here that wouldn't break the game entirely. You can disincentivize the tunneling, but it's always going to be there, unless you straight up make an unhooked surv invincible for the rest of the match.
I really don't feel like the new meta is all the much worse, but I've just kept running BT on top of the basekit. And really if someone is going to tunnel you through that, they're probably the type to tunnel through any other reasonable countermeasure they'd add in. If it's worth losing to the war to win the battle for a killer, what can you even do with that?
You can increase the invulnerability time, boost the haste effect, whatever, but if the dog wants the bone bad enough, they'll get it. Hell, even when DS was at its strongest it wasn't even close to a truly effective deterrent.
Tunneling is more of a people problem than a game design problem, and as such I fear we just have to cope.
For camping I'm more optimistic there is something approximating a solution to be found, though I am not sure what that looks like. I've proposed a couple, but upon cross examination exploitable flaws were discovered.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3098542#Comment_3098542
Did they post about the item rarity being addressed? If so, I missed it, I'd be curious to read that information because it was a concern of mine as well. Thanks.
I remember reading at least an acknowledgment that it was an issue they were going to look at, can't recall precisely where, though.
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I appreciate how you feel, but there are only two downsides to prestiging, and one is going to be addressed (the item rarity after prestiging).
It used to be optional because doing it took everything from you, which was clearly the worst part.
I would hold off on the ol' uninstall for a bit, to see if BHVR follow's through on buffing the rare item appearance rate.
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My queue times have been pretty nice, tbh. My surv times used to be rough (like 5+ minutes), while my killer times have almost always been instant. That has flipped a little, now my surv queues are instant and my killer queues are...slightly less instant?
Like my surv queues are 10-15 secs, my killer queues have been 20-30 secs. Longest killer time I've had post patch has been somewhere in the 90 second range, and that was kind of an outlier.
As a result I've been playing a higher percentage of surv than I ever have, because the queue times are great. If I were to average my queue times between roles, it's easily the best I've experienced in my 3+ years. I would be thrilled if this is where things settled.
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I am managing in solo queue just fine, thanks.
There seem to be more diaper jockeys DC'ing, suiciding on hook and throwing, but as far as actual gameplay, it doesn't feel "broken" in any way. Different? Yes. Weird? A bit, for now. Oppressive? Not at all.
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3098198#Comment_3098198
Oh yeah man i remember those threads. People claiming SB is way better than DH and saying we would all regret it if DH was nerfed : D
That was some premium self-delusion. DH was busted af and everyone knew it, at least on some level.
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The only death where I don't really feel like I "won" is the bleed out. Even the EGC sacrifice; if you are up and running and I kept you from the getting through the gate, I feel like I earned that.
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@Gore_DeWitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3096862#Comment_3096862
In fact you can tell if Myers has tombstone by looking at his hand (the one without a knife). If it's open it means that he has tombstone so he will grab and kill you. It it is a closed fist it's regular T3 Myers.
Well, that's sort of true; the hand being open is a function of his speed (it's more open when he's not moving fast), not what he's running directly. The Tombstone limits Myers' speed and so his hand stays open while in chase. The tombstone piece does not have this effect.
I know this was a subject of debate a few years ago, but that's my understanding. Someone can correct me if I am wrong here.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/337798/red-rank
Cool, well sorry to disappoint, but red rank means nothing, only an increase in rewards at the end of the month
It doesn't mean nothing, but it doesn't mean much. But that push from gold up and from iri 4 to iri 1 can be a slog sometimes, especially for a new player.
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Self care is reliable, it reliably wastes a metric ton of time and costs games. Running it solo now is tantamount to throwing.
Just bring a medkit w/add ons if you want to self heal in a non-obnoxious way. A good medkit with decent addons is one of the most powerful things in the game.
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@GentlemanFridge said:
Nothing else to do + no risk whatsoever since they're getting off anyway.
If a teammate leaves whatever they were working on to run across the map to unhook you and you kobe in their face, that pretty much flipping them the bird, tbh.
If you are running deliverance and you wait until the killer leaves to use it, that's one thing, but trying to 4% right as your rescuer is arriving is a dick move. It pretty much sends the message that you don't care about their time.
What really cooks my noodle is when a teammate just hangs there until I am close, then they send themselves to struggle right as I reach them.
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I stand by my opinion that Nurses are bad just as often as they are great.
That said, against a really, really, good Nurse...imo OhTofu sums it up best when he says the best you can do is pick a direction to die in.
Unfortunately I don't think there is any way to meaningfully rework/balance her without remaking her into a different killer altogether, because her core power mechanics are the issue.
It's the same reason Legion will always be some flavor of bad unless they fundamentally overhaul their power.
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@HugTheHag said:
Unrelated to the patch, but I had a Feng teammate running Sprint Burst and Lithe yesterday.
That's good stuff right there
