Thusly_Boned
Thusly_Boned
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I guess I'll make an actual prediction:
STBFL and Thana will be nerfed. DS will have its 5 second stun duration restored. Basekit BT will be raised from 5 seconds to 7.
That's about it, and all there should be atm.
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Giving anyone penalty free DCs is a bad idea.
Giving streamers (or anyone else) special in game privileges is an awful idea.
People will abuse it, and people will revolt if certain players can do things they can't.
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@GiveMeTheBox said:
People are going to continue to complain.
Yes, change and people complaining about that change are the only certainties.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3098142#Comment_3098142
There's nothing emotional about it. A lot of survivors just want to be chased and don't care about doing gens. I take clicking or pointing at pallets to be the universal sign for it. Those games are frequently the most fun for me, cuz I get to chase a good survivor and maybe learn something.
When a survivor really want so to be chased, they can often be kited around if you chase everyone but them. Like flashlight save vultures who follow chases around, these players are great because they allow you to waste the time of multiple survs at once.
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Every time a change is made that some don't like, they theorize that it's dying because they are mad and/or thinking about quitting. It's often a lot of projection.
The game's not dying at all. Like all things it will eventually, but now isn't it.
We might be seeing a decrease in the playerbase over the past few weeks, but that's because everyone and their cousin was playing during the last event.
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I've seen it a few times recently, and I have seen a lot of sandbagging as well. But part of that may be that it's being put out there that lots of survs are trying to inflate kill rates artificially so I might be looking for it and seeing it where it's not actually happening any more than before (which I think there is a lot of going around right now).
As for the phenomenon itself, it's something I've been seeing since I started playing DBD, and imo there are only a couple instances where it's forgivable:
- Everyone is just goofing
- One survivor is working against the rest of their team and/or not playing the game and just hiding all match and the other survs point them out
But if I see a surv immediately trying to sell out their team (it's usually not at all subtle) to save their own butt, I will tunnel them out of the game, and let some or all of the rest go.
As a surv, there's not much you can do without looking like you're doing the same thing as the offender, so I just try to play through it and hope maybe the killer noticed what was going on.
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This is a new thing? I feel like I've been seeing it consistently for a good while now.
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Team 2. Plague and Sadako are two of my most used killers.
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I've historically used about half the roster consistently, but right now I'm running Haddie almost all the time.
If I were forced to choose three right now, I'd probably say Haddie, Yui, Steve.
Ash is like half the reason I bought the game (BIG Evil Dead fan), but I never run him anymore. Too big and loud.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3096951#Comment_3096951
This ^
I was fine on the PTB but with what feels like a majorly reduced FOV on top of the filter on top of losing distance it just all combines together into one big headache that leaves me playing with my eyes shut half the match.
I appreciate that, but I felt like on the PTB Nightfall was kind of irrelevant, and didn't really have much impact because it was too easy to see.
I wonder what could be done to split the difference.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3096960#Comment_3096960
Rank 10 means they've played enough to spend around 15 million BP on their "main" survivor (not even including the BP they spent on other survivors to get their teachables unlocked).
Even if you're getting maximum bloodpoints each match, that means around 400-500 matches.
They might not be winning any tournaments, but that much play means they've got a pretty decent handle on what it means to do what's gotta be done. "Time Played" does not cause "Higher Skill," but there is a direct correlation.
I get that, and usually you'll see that time translate into skill.
But there are a fair number of people who play really casually, or spread that playtime out over years and/or on one character, and are just kind of mediocre.
The same can be said of grade, if you spend the time to get to iri 1 every month you'd think that time get converted to skill at some point, but not always. Many players just kind of play at a meh level but at enough volume to accrue lots of grade/bp.
Now I think these are in the minority, but I just don't care for the practice or automatically tying prestige/grade/whatever to skill and trying make judgements based on that.
Frankly I'd prefer it if they showed us nothing of the sort pre or post game, and just let us evaluate the game play in its own merit. Because you give people anything to categorize others on (often as a basis to assign blame, etc.) they'll do it. Humans love doing that isht.
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@Adjatha said:
All the mid-rank survivors (and a decent chunk of newer survivors) appear to have quit, because I'm getting nothing but Prestige 10+ veterans.
My kill rate is hovering a little bit above 0, with no sign that MMR is doing anything to improve the situation.
And then the forum is filled with "SURVIVOR IS IMPOSSIBLE" posts, making things extra hilarious.
I don't think prestige means much, really. At least not enough to be predictive. The other night I went against a team of all 11+ (I remember because it seemed noteworthy), and I absolutely rinsed them. No OP killer (Sadako), loadout or dirty tactics, they just weren't very good.
Like grade, presitge is only a measure of time spent playing, and while that is often a corollary of skill, it can also mean nothing at all.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/3096677#Comment_3096677
I disagree on both points. Iconic status doesn't keep people constantly playing someone. If it did the likes of Freddy and Ash would be way more popular. They're just as iconic in the horror genre as Michael.
Mikey needs buffs for sure (but then so does most killers), but he's nowhere near as bad as some claim.
He's not Trapper/Freddy bad, but he's in my bottom 5.
Of course there are some killers people think are awful but I have success with, so it's all relative.
And I disagree in that if it were some generic original character with Myer's kit, they wouldn't get nearly as much play, imo. He's imo also the easiest killer to immerse into (or roleplay, if that's your bag), which gives some added appeal.
But people don't play Myers for the consistent kills, because they're not there.
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I can't complain about the changes overall, since the patch essentially finished my quest to get all perks on all characters, which is where I really felt the grind.
I do think that once you prestige the first time, the rare items should show up the same at level 1 as level 50, if you're going to make prestiging mandatory.
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I used to run BBQ on all my killer builds, now I run it on none of them. It's been replaced by better aura perks, like Darkness Revealed, Floods of Rage, etc.
Plus when it is run, it incentivizes killers to leave the hook.
I can't imagine why we would want it nerfed even more.
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@Cybil said:
This is why I always play Scratched Mirror when I'm looking for a fun time. It's so much more rewarding to know that I scared someone than if I 4k.
Yeah, scratched mirror Myers is my favorite form of DBD, and I mean that as a surv. Love the tension, it's the closest to actual horror this game can currently produce.
It's also why I love running Sadako; that feeling you just made someone void their bowels is just the best.
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I think BHVR's plan is to increase rare items early in the bloodweb to compensate, or at least I recall reading that.
I hope so, because I sure don't need more yellow and brown add ons.
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I'm not going to outright call anyone a liar, but I have been playing survivor almost exclusively since the patch dropped (like 10:1 surv to killer), and I am just not having that experience at all. I can count on one hand the times I've been facecamped in the past week, which is in line with my experience prior.
Not sure what the would cause some people to have such divergent experiences (region? time of day? MMR?), maybe there's an explanation.
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@Harold_Shipman said:
because its absolutely hilarious to get somebody who click click clicks at shack and doesn't realise you have a 99d tombstone piece, enduring/spirit fury and bamboozled the window
Yeah, I once had a cocky streamer (complete with Twitch shirt cosmetic) come out of the gate clicking and trying to draw aggro, their team fed me quick, caught them in the middle of shack within the first couple minutes and murdered them.
Soooo gratifying. Cheap, but gratifying.
Morale of the story: Myers is weak, but make sure he doesn't have the tp before you BM.
@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/3096393#Comment_3096393
Myers has an excellent pick rate. Lots of people play him. Myself included.
A lot of people play him because he's Michael f'n Myers. But he's super weak.
He really should be buffed to reflect his horror stature.
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Solo efficiency is definitely suffering right now, but I think you have to take into account most of the survivor base is going through a significant adjustment phase atm. It only makes sense the the level of play is going to take a step back for a while.
I think this is the primary reason why the games feel bad for many people right now, not because killer is OP and death is inevitable, but because a lot of people are re-learning.
It'll get better.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3096000#Comment_3096000
Because it's being a bad winner. It's the gaming equivalent to refusing to shake someone's hand after the match. And...it's interesting how you say 'killer mains', considering I see survivors complaining constantly about stuff like hitting on hook and nodding.
And you literally said: 'Every time someone complains about it on the forums I do it even more'. So either you were telling pork pies there (ironically, to annoy someone), or you're telling pork pies now. I suspect the latter.
https://forum.deadbydaylight.com/en/discussion/comment/3096112#Comment_3096112
Sure. Let's accept your premise here (it's wrong, but whatever).
You don't want to go to a restaurant - you stop going. That's fine, and you're well within your rights.
What you don't get to do is stand in the restaurant yelling at other people and smacking their food out of their hands.
And Sluzzy, you complained that survivors couldn't win and how horribly killer sided this game was before the changes (which BHVR specified are due to their own, internal numbers regarding kill rates being substantially out of whack with what they want) - meaning that either you think the devs are lying to you, have it out for your role or have a vision of the game incompatible with what you want.
By your analogy, why are you still ordering food here?
https://forum.deadbydaylight.com/en/discussion/comment/3096100#Comment_3096100
Just do a search for 'dead hard nerf', or check the feedback forums.
The thing is - Dead Hard is probably responsible for a lot of the complaints, at least tangentially. Some people said that they wouldn't play survivor if DH got nerfed. Others, especially at higher MMR (where it saw something like 75-80% use rate!) are likely now going to drop down slightly in MMR, and that will take time.
Yeah, it seems like oversimplification, but essentially losing DH is absolutely a big part of the issue. I mean it's been at the top of the meta for years, and is no doubt muscle memory for a lot of players. You get used to having something all the time for a long time, and you're not going to just turn the page when it's gone.
It'd be like if you were a hardcore Soulsborne player and all of the sudden rolling wasn't an option. I guarantee people are out there hitting their E key even when they don't have DH equipped.
For people who used it in almost every match, it's going to be like a phantom limb for a while.
That said, it will pass with time.
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The vast majority of games against Myers I escape, because he's bad. The occasional Tombstone Piece death doesn't bother me much; let the poor dude have something, because he doesn't have much. Plus I think it's kind of funny.
And as others have said, if you see it's Myers and they are taking an eternity to level up EW, you should assume they have either the TP or FT. There no sure way to tell, but little situational awareness goes a long way sometimes.
Now if they rework Myers to make him stronger (as they absolutely should), then you talk about removing his no hook insta kills.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/337510/thana-isn-t-great-for-every-killer
That Sadako was probably not playing particularly great, that or she went against medkits and boons which almost completely nullifies that kind of build.
I use Sadako a lot, and I wouldn't run Thanat unless I were running Sloppy Butcher with it, and I don't want to run one perk just to make another work well. I need all the perks I can get on her.
I don't think the ability to injure quickly is the key to getting value out of Thanat, it's keeping them injured, which is why it's so oppressive on Plague/Legion; it's kind of built into their kit.
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@GoshJosh said:
The real question is: is Deathbound used in any match outside of Adept Executioner?
(No.)
I can't remember the last time I saw it in any match.
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@CosmicParagon said:
STBFL is literally less than a 1/5 of a second faster at full stacks, if you got downed by full stacks post patch, you would have pre-patch too
The Thanat buff is also pretty insignificant once you work it out. The breaking speeds are probably a bigger deal than stbfl and thanat, tbh. They also nerfed all the best slowdown perks, and I don't really feel like gens are taking that much longer. It feels longer because the base speed is slower, but I also feel like I get interrupted less. CoB + Overcharge is the new flavor of the month, but the killer has to come to you to use it.
They pretty much murdered the best passive slowdown perk (Ruin), and the best slowdown combo in recent memory.
@AnimatedAaron_ said:
Call me an "entitled surv" main all you want but cmon. All these nerfs to surv and buffs to killer make the game feel WAYYYY too one sided now. It just doesnt even feel fun. I played a few killer games actually and its just wayy too easy to get kills now. Theres no punishent for camping, save the best for last feels like your hacking now. DS is useless. Iron will is garbage. Spine chill is not what it used to be. Thanat got buffed, gen speed is slowed down. Like what is going on?
I am still just flabbergasted that people are still shocked and indignant that DS, IW, SC, etc. are not that good now. BHVR wants us to run different perks, they plainly said disrupting the meta was the intent behind the patch.
So they made the perks we ran the most a lot worse. The want their use rates to go way down. That's the point.
Step one to getting past this is letting go of your old meta build, and finding new builds. Sticking with the same perks is going to be the way of pain.
Let. Your. Old. Build. Go.
I suspect at some point some of the stuff (like the DS stun duration) will be walked back, but not until a new meta takes shape.
Personally, I'm having fun trying new stuff out.
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@Midori_21 said:
Ah yes, why bother adjusting your playstyle and getting used to some changes, when you can just quit and say it's the devs fault you aren't having fun?
Yeah, I mean how dare the devs make changes and expect us to think. Adjust? Gtfo with that.
The very nerve of it, lol.
But seriously, for some people it's just time to be done. Multiple years and thousands of hours is a lot to put into a game, and I think some folks are already burnt and looking for an excuse. That turnover is gonna happen regardless.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3094647#Comment_3094647
Sure. I think he's just saying make it hard for killers to be nice and they just won't be nice. Act toxic get toxic etc
Yeah, I mean if you are going out of your way to not do thing survs don't want you to do (tunneling), and a surv tries to keep you from doing so, what incentive do you have to keep considering the surv's "fun"?
Even when not camping, killers can defend hooks and aren't obligated in any way to allow a safe unhook and to give the unhooker a head start away.
I don't tunnel and camp as a practice, but if you want to have your cake and eat it too, I'm not down for that. I'll only tie one of my own hands behind my back out of charity, thanks.
If a surv has endurance and wants to draw aggro, they shouldn't get bootyhurt when they get what they asked for.
And to the OP's other point, survs should also understand coordinating outfits (especially if it's all 4) is surrendering any right to complain about tunneling.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3089887#Comment_3089887
I love this "its changed quite a bit" then proceeds to go on about how old slowdown is replaced with new slowdown lmfao, that sure is "shaking up the meta" meanwhile the closest thing survivors have to old DS is OTR which is still not even that good lmfao. This update is completely one sided.
It's a bit one sided, yeah. But pretty much every other major set of changes over the past few years have favored survs, without question. And that makes sense since survs comprise the vast majority of the playerbase. But people who play only or mainly surv are on the wrong end of an update for the first time in recent memory, and it's a odd feeling, I bet. But they'll get over it.
As far as the changes, gens take longer, but the new slowdown perks are definitely worse, so I think gen speeds are a wash, honestly. But as a conversation strictly about the meta, yeah, my loadouts look a lot different than they did a couple of weeks ago. I use fewer slowdown perks, more aura perks, more hemorrhage/mangle inflicting perks.
The surv meta was much more stagnant than the killer meta before, and the killer meta was always more fluid; more good to very good perks, a lot fewer straight up OP perks (there were some, but they were nerfed hard, and quickly).
The problem with the surv meta is that it was really top heavy, to the point where it seemed silly not to run the strongest perks. That said, I'd bet they revert the DS stun time at some point, but I don't think old DH is coming back. And if you continue to run BT (as I do, I see no reason not to), you actually get an enhanced version with the new basekit changes.
The reason the changes feel so bad to some is that the surv meta was left as it was for way too long.
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Have the combo of Lengthened and Rusted Jaws basekit. Make traps harder to spot. Have Trapper start with more traps, and decrease setting time.
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@MrPeanutbutter said:
I have roughly the same hours as you, and it hasn’t been that bad on my end for solo q. Pretty close to the 50% escape rate that survivors are apparently supposed to expect (if devs are trying to target 2K/2E per match). I’m sure there are a few who are getting really unlucky, but I have a hard time believing things are as bad as some on this forum are claiming.
I'm escaping at a slightly lower rate (like 40%-ish), but the games aren't much less competitive than they were before but I have also seen an uptick in DCs and throwing. I suspect the two are related.
I haven't personally seen any evidence of killers just running roughshod over helpless surv teams in my games (save for your usual occasional nurse rinsing), and I haven't seen it on the streams I watch, either.
To hear some tell it, it's solo queue-mageddon out there, but I just don't see it. Like at all. And I have been playing more surv (all solo) than ever.
Massive overreaction going on, like mass hysteria over the game being changed.
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BBQ isn't useless by any stretch, but there are a number of aura perks that are better, so I personally see no reason to run it.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3089887#Comment_3089887
Still see plenty of BBQ and Pop. Occasional Ruin and DMS. Pain Res + DMS were meta for like 3 months lol.
I think a lot of the time you see BBQ and Pop it's because people didn't change their loadout, lol
But seriously I loaded into a match last night as Huntress and realized I still had my pre-patch loadout on her.
And the PR + DMS meta wasn't long (was it 3 months? I feel like it was like 6, but I may be wrong), but it was everywhere, and it was powerful. More powerful than any slowdowns now.
Every old killer meta has been killed off to some degree.
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I always play solo queue, and I always go for the central/most defensible gen first (at least attempt), reduces chances of getting three gen'd
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@threeQuinn said:
A simpler solution, I'd say, is to make his chainsaw stop on first hit like Billy. The difference still would be the fact that Bubba can control his movement while chainsawing and go back and forth in loops.
This has long been my suggestion, let him chainsaw, but have it go into cooldown after the first down.
More realistic, too - it's not a lightsaber, you're not going to just sweep through human bodies with ease
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3094041#Comment_3094041
Unfortunately.
It would be miserable for everyone involved tho
Eh, I don't think 9/10 against good teams with Legion is likely at all, even for a good Legion main.
Against noobs? Absolutely, Legion is great for stomping noobs.
But miserable in an configuration, regardless of outcome.
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@GentlemanFridge said:
That would be single most hyped character to be added to the roster, besides maybe the Xenomorph. If he is coming, they better not announce it 3 months in advance.
They won't announce it, but it'll get leaked first like everything else these days.
I actually really hate leakers.
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To make life harder for their teammates.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3093815#Comment_3093815
About to say the same. I hardly ever see Oni and lately been seeing him daily, often multiple times. I have noticed too that he does seem to be getting his power faster than usual but wasn't sure if that was just me.
I went against one yesterday who was constantly in their power, this would explain it.
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I think Midwich is probably my favorite map, for the aesthetic and because I think it plays pretty fairly from both sides.
Cons are the hook spawns have recently been pretty wild, and the exit gates are too close together for an endgame open against anything but a hamburger Myers
@HugTheHag said:
Mount Ormond
Pro : I like how domestic the place is. Like, it's a map in a horror-themed game and there are picnic tables ? The exact same I see everywhere when I'm on holidays ! It really reminds of ski lodges I went to as a kid.
(... Plus it's the Legion map so I heart that ! And there's the Legion mural that Jeff painted !)
Con : It's so bright it's hard to hide.
Ormond is bright, but on the other hand, scratch mark tracking can be (and usually is) a real pain there.
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I had the same experience as OP when I first started playing surv because my first several hundred hour were all in killer, so it was a bit jarring how bad the overall gameplay was. I and primarily a PS5 player and recently started on PC for a while, and had a similar experience there.
As a killer I just steamrolled for a while because I wasn't dependent on anyone else, but playing as an experienced surv starting at the very bottom of MMR was...it was something, to say the least. A lot of facecamping and tunneling from clueless killers, and total noob teammates.
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Depends on how you define long. Relative to normal? Sure, but nothing outrageous (my worst one was like 90 seconds), and we're talking compared to the 5-15 seconds I am used to.
But I am enjoying the quicker surv lobbies, which are near instant where it used to be a few minutes plus every single time.
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Survivor: Crouch walking around the edges of the map
Never looing behind them while in chase
Staying grouped up and/or following you around
Excessively teabagging and clicking; if stuff starts to go sideways, they'll probably DC
Basically wandering around aimlessly
Letting go of a gen and running the nanosecond the terror radius becomes audible
Always in a locker
Going for an immediate save while the killer is still at the hook (hook bombers with throw a game faster than you can blink)
Dropping every pallet while in chase, camping pallets when the killer is way behind them
Running Self Care
And many more
Killer:
Camping their first hook
Chasing the same surv for more than 30 seconds (particularly if they have failed to land a hit). Not knowing when to drop chase might be the biggest lesson to learn as a killer.
Allowing themselves to be led away from the action
Being easily tilted (smacking on hook is a dead giveaway)
I guess I feel like poor killer traits are more obvious, and more fatal; its easy to throw a game as a killer
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They're having a tantrum. They'll either leave the game or get over it, because it isn't going to change anything.
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On survivor I've been running a combination of the following: Lithe, Lightweight, Lucky Break, Overcome, Prove Thyself, Quick and Quiet, and Borrowed Time.
It used to be, well, not a whole lot different, save for WGLF.
On killer, I've been running Call of Brine, Overcharge, Darkness Revealed, Jolt, and old friends Infectious Fright, I'm all Ears, Sloppy Butcher. Of course there are some I run only on certain killers, but those are the main ones.
Before the patch it was Pain Resonance, Dead Man's Switch, Pop, and BBQ on pretty much every killer, save for using Sloppy on killers who are bad in chase and Iron Maiden on Huntress.
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A little more, but not much. Maybe from like 50% escape in solo to 40% or something close. Gens popping about like they always have (they take 10 secs longer, sure, but the slowdown perks are less oppressive), doing about the same in chase.
One thing I have noticed, and it is a small sample, is that matchmaking seems to be a lot worse. Either that or people are throwing.
Otoh, it could be that a lot of people are just feeling new things out, and everything's just off kilter right now, and that will pass.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3092179#Comment_3092179
If that's the way you like to play more power to you.
And likewise I won't presume to dictate to anyone how to play their game, and I think your heart is absolutely in the right place, but I would at least consider the following:
- Mercy as a practice isn't helping your opponents get any better, which can lead to #2:
- Sparing survs all the time will artificially inflate their MMR, which may lead to them hitting a wall of demoralization when they run into killers who aren't going to let them escape, and will likely just mercilessly body them. So trading fun now for pain later, maybe.
There's a big gray area between throwing someone in deep end and never helping them out of the kiddie pool, between coddling and ruthlessness, and good intentions my lead to a worse overall experience.
But to each their own.
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Well you can play that way, but your MMR will end up (or stay) near the bottom and you'll just end up toying with the surv team, and not ever getting any better.
And I don't know about you, but I like a bit of challenge, and it doesn't feel great when you're being toyed with on the other side. It kind of feels like pity/charity.
I'd prefer that my opponent have fun, but as a rule I don't like holding back all the time. I will goof and mess around from time to time, and I rarely sweat (I almost never will slug for 4K, etc.), but 90% of the time I'm making some sort of an effort to kill everyone. Wouldn't feel right otherwise.
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It's not utterly useless, but it's now behind several other slowdown perks, even after they were also nerfed. It was always a risky play since it's a hex (at least since Undying was nerfed), but now the reward isn't worth the risk, imo.
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Last night I played against a Nurse that mercilessly rinsed us (4K with 4 gens left), but later in the same session I went against a baby nurse who didn't get a single down.
Now that was probably an MMR hiccup, but Nurse can be a dichotomy, so I always give it my best. If it's a lost cause, it'll be over quick anyway.
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Situational.
Knowing when a team escape is a lost cause and switching to selfish mode is key for sure.
Playing selfishly from the outset is never a good play, because getting out with your team dead is a gamble at best, but pushing objectives and going for save when there's still 2+ gens left, half your team is dead and you're on death hook isn't helping anyone, including yourself.
My MMR isn't what it could be because I am always going back in for people and giving myself up (even in solo), but those aren't lost cause situations. If the gens aren't getting done, look out for yourself.