Thusly_Boned
Thusly_Boned
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/3092009#Comment_3092009
Eh, maybe you're right. I'm hoping I can play a few round without seeing one 😅
And with the recent changes, if the killer is in a position to use it, you're essentially dead regardless. At least it's a stylish way to go.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/3089678#Comment_3089678
6 games in a row today with the killer running ebony Mori. I see them more now than I did before. My luck can't be that bad
That's bad luck, but I imagine a lot of people are using them up because they're soon to be useless.
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Depends on the killer, and you're starting in a hole using Freddy.
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@Laluzi said:
I saw this happen two days ago, except this time there was a... suitable replacement.
https://us.v-cdn.net/6030815/uploads/XK1TS50T3QVK/blob.jpg
You can see that the gen spawned on the street instead. Bizarre.
This is some alternate dimension stuff.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3090856#Comment_3090856
You 're comparing the skill of learning and playing an entire killer with muscle memory + map knowledge, to "press E". Also thats not true, dead hard was busted for distance and never has been hard to use.
Yeah, the timing of DH took a modicum of skill (if you precisely predicted/timed my attack, kudos), but DH'ing to a pallet/window was the really aggravating part, and a trained monkey with 20 hours in game could do that effectively.
Some actually skilled DH users are still effectively using it (though unfortunately I'm also noticing more using the DH hack).
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I don't know, but my new strategy is to wait for the custom bot games so I don't have to eat poop in live matches learning the basic mechanics of the high skill floor killers.
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Probably not possible for licensed characters, but in general linked cosmetics need to go the way of the dinosaur, especially if they require auric cells.
I know that's not realistic for some sets, but in most cases there's no obvious reasons for each item in the set not to be usable as parts of other combos.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3091627#Comment_3091627
so you didn't say that you liked being tunneled cause that was an interaction with the killer but people complain about that and about doing gens, so maybe, they didn't like the game?
you didn't say that anywhere in your video?
He said that if you don't like sitting on gens and you don't like interacting with the killer, you probably don't like DBD. Anything beyond that is inference.
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Legion is still one of the worst killers in the game, they're just even more annoying now. Still usually an escape, just one that takes 15 minutes to get to.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/3091526#Comment_3091526
I didn't say that. Content creators curse. People will argue about ######### I didn't even say
People just love to infer what they feel you mean instead of just listening to what you actually say.
One of life's finer frustrations, and being in position of perceived authority no doubt magnifies this.
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@realflashboss said:
https://forum.deadbydaylight.com/en/discussion/comment/3091227#Comment_3091227
Hit the nail on the head. If the killer is guaranteeing a kill, why wouldnt a survivor give up on the match to move on to another game. After all its a guaranteed death as u say. Exactly the problem with camping summed up.
For the sake of argument: unless it's a Bubba, it's not a guaranteed kill. It's an uphill battle to get a camped teammate off the hook and out, but man is it gratifying.
Also, I'll hang on as long as I can to buy time for my teammates, even if I am doomed. Wasting as much of their time as I can is what little I can do to punish the camper.
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@Viskod said:
Neah, I'm glad they're gone.
I kinda miss the BP, but I am more happy that I no longer feel almost forced to run the perks.
Of course the dominant reason I was chasing BP was to get all the perks on all my characters, and these changes have essentially finished the job, so the pressure to hoard BP is essentially off (for me).
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I'll pretty much let anyone on any glyph finish, unless they BM'ed me earlier. And of course I'll smack them as soon as they're done.
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@sizzlingmario4 said:
I have 2k hours and I’ve never seen that
Same. I thought it was a fixed location, like the bathroom on the game.
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I think pretty much all of Scott's commentary since the patch release has been totally on point, and I agree that survivor with zero killer interaction would be horribly dull.
But one thing not accounted for here, and is one area where the feedback of those who play the game for a living falls short is that the vast majority of people just aren't as good as they are.
Even as a killer main, Scott is a good enough surv that being tunneled out is likely a process that will take a good portion (or virtually all) of a game. For most survs against a decent+ killer, being tunneled out of a game might be a matter of only 3-4 minutes. Or less, if your team farms you.
That is not fun.
But I am not sure what can be done about it. As he says, and as we all know, if a killer is determined to tunnel you out even at the cost of the game, it's going to happen (unless you are on a strong SWF).
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Bizarre.
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@Dunkinspunkin said:
Just kidding. 50k concurrent players on steam during a random Monday. The verdict is in. People are playing the crap out of this game and the devs hard work on this last patch has not gone unappreciated. The forums are not the game. Want proof? Read the topics and comments then look at the viewership.
Agreed, online forums generally have a disproportionate number of disgruntled folks, since people who are okay or pleased with the state of their game generally aren't as motivated to run online to talk about it as displeased people are. It's just human nature.
So yeah, probably a much higher percentage of unhappy folks here than out in the wild. Forums are definitely not statistically representative.
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Survivor is definitely quicker for me right now, but the longest I've had to wait as a killer since the patch dropped is maybe 90 seconds. Which to be fair is like 10x longer than it usually is for me.
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Nurse is busted and probably not great for the game, but Supa alf is probably in top fraction of a percentage of Nurse players. Nurse is his entire thing.
Using his Nurse play as an example of how broken she is isn't exactly representative.
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Solo needs to be be buffed, but should absolutely not be buffed to the level of SWF (a comms SWF is the strongest thing in the game).
Most of the basic info buffs that have been suggested (activity icons, chat wheel, etc.) would add info to solo that SWF already has, so they wouldn't really make SWF any stronger than it already is, so I don't see a downside there. Nothing earth shattering, just some balance.
Why buff solo? Because solo is the weakest part of the game, but solo queue survs also comprise the biggest single segment of the DBD player base.
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No, it has changed quite a bit. Ruin is dead, BBQ is out, PR + DMS is gone (used to go against that almost every match), Pop has been almost completely replaced by CoB and Overcharge.
Pretty much all of the old slowdown perks took a heavy hit and killers are running other things.
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With DS and OTR deactivating during end game, most of my reason for using moris are gone. I pretty much only ran them for fun, or to circumvent the exit gate DS. And as has been said, they're on their way out anyway.
What I want to know what are we gonna get in exchange for all of our mori offerings when they are made obsolete. Those ebonies were pricy.
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BHVR wants people to stop running it so much, so making near useless was the whole point. Let it go and run something else.
And DH may have been fun for surv mains, but it was OP BS for killers to deal with. Good riddance to it.
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Because it sucks out loud when there's an unhook in the end game and even it you try to go after someone else, but the unhooked draws aggro and/or bodyblocks knowing that if they get downed it's still a guaranteed out. It's cheap af.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3082862#Comment_3082862
Right, but it is endgame. Endgame is a different beast. Literally nobody but baby survivor mains think "tunneling and camping" even exist at the end game. That literally is the only pressure a killer is able to exert at the end once the gates have been 99'd.
Yeah, once the gates are powered the tunneling and camping rules are out the window, and everyone should just assume as much. Especially if the whole team is alive and the killer is trying to secure at least one kill.
If I get hooked in the EGC, unless multiple other survs are still alive and I am hooked right next to the gate, I expect to die, and that seems fair to me.
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@RakimSockem said:
Oh this is standard Trickster gameplay. He takes no skill to use already and somehow everyone who mains him manages to be a camper or a scummy player
I wouldn't say he takes no skill, but he's definitely just a hair below Bubba in oppressive camping potential, and sadly he is often used that way. He's also slow and his projectiles are only really effective a mid-close range, so it can encourage players to camp once they've caught a surv. Like Twins and Bubba, his design almost encourages boring gameplay.
I don't get camped often, but when I do it's usually a Bubba or Trickster.
I only play him for challenges and dailies.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079732#Comment_3079732
Last thing we need is them using their data, I’m certain whatever measures they use to gather data, they should consider using something else. Because as we’ve seen. It ain’t working.
Well that's what they're gonna do regardless, because that's how this always goes. It'll be week/months before any major revisions to this update are made. Might as well make your peace with it.
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A legit P100? It's gonna be a long while.
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@Zeon_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079957#Comment_3079957
Their lifespan is because they have no real competition. They can get away with lying to their entire player base and making the grind worse.
I think the grind is worse for some people, and a lot better for others, though it's far from perfect either way you look at it.
But yeah, generally speaking the lack of competition leads to a lack of urgency when it comes to addressing problems.
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@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3079940#Comment_3079940
Okay? Then while you're tunneling and camping that one person out, don't complain about being "Gen Rushed" as per the usual Killer monkey brain excuse is
I don't complain about gen rushing, I either use a mobile killer or heavy regression.
And I personally don't tunnel unless its very late game and I have little choice, and I don't camp until the end game when there are no other objectives to defend. But if "don't lose chase" is the solution for insta healing, then you have to expect that time lost to undropped chases to be accounted for somewhere else.
Not dropping chases to defend a gen or other objective, or dropping chase only to have the surv fully healed 10 seconds later (thereby having wasted all the time spent in that chase) is not a tenable choice for most killers trying to win.
And FTR I play survivor just as much or more than killer, I just understand that there are two sides to every coin, and have more than a half informed opinion.
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@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3079936#Comment_3079936
######### wouldn't happen if they hired competent coders
Or coded well to begin with.
DbD was never expected to have the lifespan it has, and as a result it's a house built on sand (spaghetti code).
At some point I hope the whole thing is rebuilt from the ground up.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3079858#Comment_3079858
Then don't lose chase
Then don't complain about being tunneled. If I'm not allowed to ever lose (or drop to defend a gen) chase, then I'm not going to give you up.
If the killer identifies someone with a really strong healing setup, the best strategy is to remove them. If an injured surv can be nearly instantly healed on demand, the amount of them sink that creates is inconsistent with being able to win. It's why CoH was such a problem, especially for certain hit and run killers.
But I think the real reason they making self-care unusable is the same uncomplicated reason they nerfed most of these other perks: because they don't want people to use them as much. They want us to use other things. They pretty much explicitly said so.
I continue to be surprised by how many people are perplexed as to why these perks were crippled; that was the point.
And frankly I think self care is/was more of a problem for survivors, because on its own it was/is a massive timesink. I hated teammates who ran self care.
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I'm now actually glad that I have never really ran DH, because I think a huge part of this is people who had it engrained into their muscle memory. A lot of players are going to re-map their gameplay brain, and that's not a quick process.
I bet there are many out there still hitting the DH key/button reflexively because they are so used to it (hell, for the last few months I've been playing Elden Ring and DBD, and on many occasions tried to roll/backstep in DBD when the killer swung at me, and then had a good laugh at myself). Someone who has run DH in every loadout for years (and you can't really blame them for having done it) is going to feel absolutely naked without it.
A lot of "unlearning" is going to have to be done; you can still loop, but not in the same way, you can't take the same chances, and you can't greed extra loops/pallets anymore.
The entire meta has been disrupted, particularly (but not exclusively) on the surv side, and there is going to be a rough adjustment period for people. But it will pass, and those who don't leave will find success with whatever the new meta turns out to be.
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@Bwsted said:
Insta unhooking was the 2nd best strategy if the killer is going to camp.
1st-best was to stick to gens, but that no longer works. So, fast unhooks went up one spot in the list.
Considering that camping is meta, it looks like survivors are just adapting.
They're still gonna die, though, because the fast unhook is not really an efficient play in a vacuum. Just the lesser evil type of thing.
https://forum.deadbydaylight.com/en/discussion/comment/3079409#Comment_3079409
Good for you for not sticking to their rulebook. Now, what is the point of making a thread about survivors not sticking to your rulebook? I kinda hear sounds of pot and kettle.
Insta-unhooking may currently be your best option IF the killer is actually camping. And that is a determination that can't really be made in the first 5-10 seconds after hook (unless the killer has already demonstrated that is their strategy throughout the match).
And I don't think OP was asking for their "rulebook" to be followed, just pointing out how killers are often reflexively blamed for what is actually poor surv play.
Bombing/farming the hook before the killer has a chance to choose their next action and leave the area is a pox on both sides (it actually makes the killer's job way easier, but then they take crap if they punish the survs for the idiocy), and has been for a long time.
Like half of my complaints about teammates are when they come for the save waaay too soon and the hook area becomes a killbox. Most of the time it's totally unwarranted and is essentially throwing the game.
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@kizuati said:
I honestly wouldnt mind making Lithe/Balanced landing toggleable out of chase with them automatically being on when you're in it.
I'd like to see this with SB, honestly. Having to creep around half the time is what keeps me from running it more. I don't think it should be totally on demand (that would make it more OP than DH), but I think it shouldn't activate automatically unless you are in chase, or perhaps within the terror radius.
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That's of the main reasons DH was so busted.
Also, there are other exhaustion perks that activate upon a certain action, but I like Lithe the best. with SB you wither have to not run or nurse a 99, and with BL you have to find a height to drop from. I think Lithe strikes a nice balance because you don't have to avoid doing a common action, and unlike a sufficient drop, a nearby vault point is usually very easy to find.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3079579#Comment_3079579
At least it's different from all the Dead Hard posts that eventually got Dead Hard nerfed.
If you are seeing a lot of posts about something, expect that something to be nerfed I guess.
Hasn't seemed work for Nurse, SWF, camping or any of the other complaints that will never die. Sometimes it's just a lot of screaming at a wall.
But seriously, I think keeping one thread on a particular issue going is probably going to be more effective than seeing a million new threads on the same topic, as at that point it just becomes annoying white noise.
But very little if any of these changes are going to be walked back at all until time passes and data is gathered, probably holiday season if at all.
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I don't main killer, but what I have seen as been all over the place. Lots of the other exhaustion perks, though. People are just trying stuff out, looking for some new synergies.
Some people also clinging on to Dh and trying to make it work, but less and less.
@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3079606#Comment_3079606
Lucky break?!
Haven't seen a single one tho. xD
I don't know but now their builds so chaotic, as I said there is no particular meta now, but... It's like 0 synergy with perks, they're all over the place.
I've seen more LB since the patch dropped. I've tried running Lucky Break + Overcome + Lightweight where I used to run LB + Overcome + IW. Seems to work all right.
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Nurse, Bubba, that's about it. Would say Legion, just because they are so annoying right now, but I think that will pass.
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It all seemed to work as advertised for me, though I haven't fully investigated each character yet.
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Five seconds was fine, and three seconds is not nearly enough. Why did they do it? I bet its to decrease its use rate and have survs run something else, simple as.
They said they wanted to change the meta, and the surest way is to to that is to make the most popular perks from the old meta really unappealing. Not really a whole lot of mystery here.
Which is why I am surprised they didn't nerf BT to the ground, but I guess that would have been a bridge too far.
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I really like the Kate and Mikaela skins in set A, but they both get more than enough. I'd like to see the cosmetic love spread around.
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Old one, no question.
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@KrissPLAY said:
If winter skin set A wins we need at least Yun Jin skin from set B. It's too good ToT
If you mostly play surv, then set B is clear the choice, imo.
Problem is that Dredge cosmetic is really cool, and I must have it.
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@[Deleted User] said:
Until the demands for nerfs come rolling in.
I don't think those calls are going to be coming, at least not many. I can at least respect all the other exhaustion perks.
From the surv side, I've always been a Lithe enjoyer myself. SB is nice, but you either have avoid sprinting or nurse it back to 99%, which makes it kind of useless once you're already mid-chase.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3075627#Comment_3075627
They never said you had to play it and there is nothing wrong with saying hey I'm not a fan of theses changes...
But there has been such a day 1 knee jerk overreaction that its a lil gross and I for one am kinda amused by seeing childish people meltdown over a game.
There's a bit of survivorship bias too in that players who don't like it are more likely to complain about it, but a lot of those players were complaining about solo queue every other day already so nothings changed much really.
My solo queue experience is pretty much similar to how it always was, with the added extra that I've been a caught a few times now when I didn't expect to be and that is refreshingly thrilling. But its only be 4 games or so which isn't much.
The whole "I'm uninstalling BBBBLLAARGGHH!" post, I mean server player numbers will suffice to tell BHVR how the game is going, announcing it on the forums for all to see in a fit of rage is just petting one's ego.
Yeah, I pretty much agree with all of this.
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@AvengerBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3075695#Comment_3075695
Not giving a chance? You call playing 10 matches of constant never before seen 4k 5gens not a chance? Nothing new was introduced in this patch, survivors are still playing with the same old perks, in the same old maps, against the same old killers. This patch is just pure buffs to killer baselines and pure nerfs to survivor baselines. It does not need more than a day to see how bad the balance has become.
10 matches immediately following the implementation of massive changes is absolutely not a good representative sample of how things are going to be, so no, I would say it's not giving it a chance. People are either trying to do that same thing they were (which is silly because changing those things was entire point of this patch), or they don't know what they're doing yet. This is going to be especially noticeable in a team, since the odds of people being on the same page are even worse than before.
It'll be weeks (at least) before we know what the new normal looks like.
Maybe just play something else for a while, or play a couple matches a day until the dust settles a bit.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3075882#Comment_3075882
You mean like the extreme example killers used for 4men swf with 4 meta perks? true
I saw 4 man teams running that same 4 or 5 perks at least once or twice a day if I played at least a few hours of killer. A lot of people did and there's metric tons of footage of it. And the published usage stats reflect how common that was.
That's not at all comparable.
164 second gens are going to be a once in a blue moon thig for most people.
The better comp is the 5 endurance hits thing I cited above.
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@Marigoria said:
A single gen taking 164 seconds is not balanced sorry.
Clearly it's not, but how often is that actually happening?
Taking the most extreme example possible and citing it as if it were the new normal is disingenuous.
It's like the taking 5 endurance hits thing during PTB; sure it's possible but are you ever going to actually see it? Very rarely.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3075733#Comment_3075733
This is just fundamentally not true, not least because MMR isn't some infallible machine that runs smoothly at all times. Let me propose a hypothetical that is all too common.
I, a good solo survivor, am working on my first gen. Teammate #1 goes down in about 20 seconds. Teammate #2, doing god knows what, goes down shortly after because the killer went after them next. I now have two slugs, with not even a gen done. 1 is hooked. Teammate #3 goes down while trying to pick up 2. I go to save 1, 2 gets hooked, 3 is still down. 5 gens are still left. I'm caught in a loop of trying to save everyone while no gens are getting done. There's almost no way I, INDIVIDUALLY, am escaping this in a way that will increase my MMR.
Even if you escape all the time and have high MMR, it doesn't take many of these scenarios for your MMR to tank and you notice a difference. You can argue "it isn't the killer's fault, it's your team's", but this is exactly my point. I'm at the mercy of my team at all times.
Solo queue isn't 4v1 with 1 killer against 4 survivors. Solo queue is 4v1 where one survivor is against one killer and three teammates.
I understand that, thus why I said "mostly". It's clearly an imperfect system.
I play a ton of solo queue, and most of the time, most of my teammates are good. Occasionally, most of my team are bad, and occasionally most of my team are way better than I am.
But if a player is always paired with bad players, that's probably because they are just as bad.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3075554#Comment_3075554
Here's the difference, even without feeling a change, the new players still play. Which means they will still have to have fun. But in a meta where you get destroyed every time because you have no real way to combat it nothing is fun. If I started playing DBD this patch, I wouldn't even get 10 games in before I quit and never came back. Because it's not even fun for veterans, never mind new players who get downed every 10 seconds because they don't know any better.
"Fun" is relative. The problem here is that some of us define fun in a set way and assume everyone else does as well.
It's primarily because you are a veteran you are finding these changes to be unfun. Your "fun" baseline is something else, and tactics you have historically used to combat killers aren't going work as well, so you feel like there aren't any. You feel like you have been disarmed, but that is not an experience new players will share. New players will find their own way as they have after every other set of changes.