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Thusly_Boned

Thusly_Boned

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Thusly_Boned
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  • @TAG said:

    Use the new Off the Record if that bothers you.

    Yeah, I just really processed the OTR change, and holy cow. You're gonna have to be a dedicated tunneler to ride that one out.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016445#Comment_3016445

    Easiest counter find a hook just a little bit further away.

    Easier said than done, especially if their teammates are slowing you down.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016372#Comment_3016372

    no dead ass bt is a really bad crutch perk and if a killer is half competent can counter with no problem I see people with bt die all the time end game.

    Sure a lot of people die in endgame who are protected by BT.

    A whole hell of a lot fewer than would if it weren't here, though. If you have BT and unhook someone anywhere near an open gate, they're almost certainly out.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016118#Comment_3016118

    There is a tell? I've missed that. It will be more manageable by most killers though. (I'm still expecting it to be good against Nurse)

    The said there would be an animation when it is used, successful or not, apparently.

  • @Header said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016277#Comment_3016277

    old dh gave distance but less invulnerability while new dh doesnt directly give distance but gives longer invulnerability. when used to get to a pallet its basically the same

    The old distance gave you more time than the difference between old iframes and new, I'd bet. We're talking about fractions of a second.

  • I love people griping about base BT like it's a buff to killer, when before there was nothing. It's only additive, takes nothing away, and stacks.

    It's not like they removed actual BT.

  • @Header said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016197#Comment_3016197

    you know that survivors can still run during the 1 second duration right?

    Well, they're already running, no? If they miss their timing, how is it different from not having DH at all? If you bait it as before, they're still right there to be downed, and haven't gained any of the additional distance they would have previously.

    This change basically makes the perk work as it should: you can endure a hit if you get your timing just right, but provides no additional benefit.

    I hate DH, and I'm really struggling to see the angle that this isn't a nerf, much less a buff (which is ridiculous).

  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016080#Comment_3016080

    Not really, no. It could be played around. Well, except against Artist I guess.

    It could be, but generally wasn't. Survs are loathe to let go of their gens, and I would get the desired result at least 90% of the time I put someone on a scourge hook.

  • @Header said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016118#Comment_3016118

    it rewards "skillful play" about as well as old dh. also cant really be baited out more than old dh. this is barely a nerf. could even be a slight buff

    No, this is a clear nerf. With old DH you'd still get value even if your timing was awful. Now if you miss your timing, even a little, you get nothing.

    The distance was really the thing that made DH OP, and it's gone.

  • PR + DMS had become very meta, and this kills that dead. Ruin was already fading, and this will really push it further from the meta.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016086#Comment_3016086

    It's not. It rewards skilful play and it can be baited out and its even been confirmed there is a tell to when survivors use. Something many people wanted.

    You guys just overreact

    Yeah, it's good. If you play a lot of killer, you know that most survs are not great (to say the least) and precisely timing their DH use, but would still get distance regardless, or would just use it before you were even close.

    Those days are over. This is an appropriate and fair change.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016053#Comment_3016053

    Even now that te perk is bad it's still at its peak performance against stealth killers. I think making spine chill not trigger against undetectable killers would have been much better for stealth killers, and it wouldn't have nerfed the perk to the ground.

    Yeah, the more I think about it, the less brutal this nerf seems. The times you'd most want it would be when you were being actively stalked/marked, and it will still work in those situations.

  • A bunch of them.

    But they did say that they were trying to change the meta, so killing some perks was kind of an expectation, no?

  • @Marik1987 said:

    Officially DEAD now. I wanna puke!

    Yeah, they killed it.


    But to be fair, it was a bit much.

  • It's a heavy nerf, but its previous iteration also totally neutered stealth killers, so it doesn't feel unfair to me. It'll still have some utility to players who like to sit on gens and not have to be constantly scanning around.

    So yeah, it's essentially going to be a noob perk now.

  • Fixing something so future players don't have to suffer isn't some kind of injustice to those who came before.

    By that logic, improving anything anywhere ever is unfair.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014989#Comment_3014989

    That's baseline. You can bring other fancy stuff (OTR is going to be...evil) to improve it.

    I'd have preferred it if killers couldn't use their powers near hooked survivors or shortly after an unhook near that hook, but let's see how this shakes out. The Haste effect is also pretty nice, and if it's enough to avoid a followup sweep from Bubba that's more than sufficient.

    This. It seems it will also stack with BT, so if you run BT, the effects are going to be large. And getting immediately re-downed off the hook is no longer a thing. And that haste is not insignificant.

    And with regard to DS - as a killer, I am much less likely to re-down a surv pre-endgame just to "get it out of the way" now that I know I don't have to worry about getting hit with it at the exit gates.

  • My interpretation is that it will function as before, the only difference being that it will deactivate earlier if a surv is downed before the timer runs out.

  • I am okay with this, the new iteration will at least require the surv to time the use for it to have value. No more just hitting E to get to that window or pallet, which was by far my biggest gripe. Perfectly timing it isn't as easy a many think, and waiting it out/baiting will make it essentially useless a pretty large percentage of the time (I am assuming the killer will also have an indication when the surv has used it and failed as well).

    It will still serve its intended purpose, but isn't nearly as much as a brain dead bailout.

  • I don't necessarily think people are being more toxic, I just think there is an influx of new/rusty players, and people are going into event matches with an array of different priorities.

    Just a little chaotic, imo.

  • For me, Nurse/Blight and Billy are pretty close in terms of learning curve. I am very much looking forward to custom bot matches where I can put some time in with them and not have to eat poop in live games.

  • Also, I think this event has marked the first time in my 3 years of DBD where my killer queue times were consistently longer than my surv times. Very strange.

  • @KerJuice said:

    Unsafe pallets need to go, if safe pallets have to go. God pallets shouldn’t be a thing, though.

    Yeah, there are safe(ish) pallets, and then there absurd pallets where I will immediately drop chase rather than waste my time. That shouldn't be a thing.

  • A Wendigo or skinwalker would be awesome.

  • It's been chaotic with the influx of players, for sure. I think it may have scrambled the MMR a bit, and you have people picking up the game for the first time in a long time, ad resorting to anything to "win".

    I will say I have been legit tunneled/camped more times in the past few days than in the previous six months, probably.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013337#Comment_3013337

    Buffs/Nerfs aren't the problem here. The design is just straight up bad and that can't be fixed by tweaking numbers. Ultimately the current design means that Legion decimates newer/weaker players and is near useless on competent ones.

    https://forum.deadbydaylight.com/en/discussion/comment/3013342#Comment_3013342

    How so? To down anyone unless the other side really screws up the Legion depends 100% on m1. You can loop or do whatever you want to Legion more so then any other killer provided you are wounded. Not saying you are wrong because of course it is a solid option but by that definition many killers are played against the same way.

    Splitting up essentially deprives Legion of any lethality, and putting as much distance between you and your teammates as quickly as possible is the best way of keeping them from snowballing. Even if I plan on looping them, I am going to try to draw them away from my teammates as much as possible to reduce the chances they can chain hits.

    Putting distance between yourself and the killer is generally going to be a good idea vs. most killers, as is spreading out, but Legion's power compounds that.

  • I have no problem with not openly displaying MMR. Skill is such a difficult thing to quantify in DBD, and people don't need another marker to hold against each other and assign blame for losing. If they did display MMR scores, people would just start accusing others of gaming the system to earn that score, using that as an excuse to point the finger. It would just be on to the next thing.

    There's never going to be an end to it, because many people will never accept any responsibility for their own gameplay.

  • @Emeal said:

    I think Survivors find holding M1 incredibly boring. Which it IS.

    It absolutely is, but it is also clearly the play vs. Legion.

  • See another surv go into deep wounds. Make a run for the furthest corner of the map. Mend. Heal.

    Rinse, repeat.

    Escape rate is pretty high, but the matches are tedious af.

    It wouldn't be a huge deal, but with the rework, everyone and their cousin was using Legion for a while, so people burned out quickly. Legion's rework moved them from trash tier into a weird niche as not good, but just strong enough to be really annoying.

    That said, the moment is passing, so the hate should subside a bit.

  • I definitely have a longer list of killers I thought I'd like but didn't, but one notable killer I liked way more than I thought I would is Plague, to the point where she moved from ignored into the 4-5 killer rotation of my favorites.

    @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013002#Comment_3013002

    That's the same way I play killers. And I also prefer killers with high mobility or some kind of map pressure (like Artist, Doc)

    Don't worry about your Spirit. I'm probably the worst Spirit EU West, but I love her too :D I'm having trouble with directional sounds in DBD. I really don't know how Spirit mains handle this. That's why I also like to play her with MDR and Blossom.

    I love playing Spirit, but as I can only hear out of one ear, I am at a pretty huge disadvantage with her. So I totally get that trouble with directional sounds issue.

  • Overconfidence. They see what they perceive to be a weaker killer and get bold.

    I typically see the most surv BM in two scenarios:

    1. They feel untouchable (i.e. at the exit)
    2. They are getting wrecked and are frustrated/giving up (but not willing to DC)
  • I would say 40-50%. A lot depends on my mood for the day, and how altruistically I play. Though even on my less altruistic days I don't prioritize escape above all else.

    It does tend to be streaky, though.

  • Jason is the missing piece. I expect that the nanosecond the legalities are cleared up, BHVR will be all over it (if DBD is still a thing when that happens).

    And if we can have Bubba and Billy, we sure as hell can have Trapper and Jason.

  • The hate for Onryo is kind of absurd (she lower mid-tier at worst), but Dredge is definitely what she should have been.

    There is definitely some recency bias, but it's like BHVR created a killer just to highlight the mistakes they made with the previous one. Unless they plan on giving all future killers a tp power, it was odd to go back to back with them like that.


    That said, Onryo has the best aesthetic/sound design in the game, imo. And she absolutely can and should be fixed.

  • @Carrow said:

    Facing off against a good, curving master Billy is an absolute nightmare and I hate it with a passion. I hope they don't remove the overheat mechanic and they'll stay a rare species.

    I went against a good Billy last night for the first time in ages, and we got wrecked. Billys are rare, and really good Billys are an endangered species. But you have to respect a master Billy.

    I know that once we can use custom bot matches as practice, I am going to take a legit crack at learning Billy for the first time, as his learning curve has been a deterrent.

  • I'm someone who never prestiges anymore (I'll hang on to my items/perks, thx), but not sure why anyone wouldn't prestige once that "reset" is removed. I'll definitely start again.

    Not sure I dig displaying the prestige level in the postgame for reasons already stated. For killers it might mean something as each killer is different, but for survs it will mean nothing, though people will make it a thing to create injustices over.

  • @Aurelle said:

    Just to give the killer less BP and just to spite the killer.

    Funny thing is that an early game first hook DC usually all but guarantees a 3K, so it's actually helping the killer to get more BP. These DCs only make me mad when I am another surv on their team.

    The answer to the OP is that it's that the surv felt entitled to the game going a certain way, and when it became clear it wasn't going to, they babied out.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002460#Comment_3002460

    Why not? They should. I would give up BBQ for Dead Hard.

    I would give up any 2 killer perks to have DH removed. It stands alone as the most busted perk in the game.

    It's gonna be interesting to see how BHVR changes/nerfs it when the perk overhaul happens. That's why I am not so irritated by it these days, I know its days in its current form are numbered.

  • To keep myself distracted from the existential crisis, duh

  • @FireGlitter said:

    I’m sorry but I will not be using my cakes for anything other than a blood hunt. I still don’t get why there isn’t one active during the ANNIVERSARY event.

    Haven't run the math, but pretty sure the maximum BP payout from a cake + BH is still well less than from a match with five cakes.

    But yeah, should have a blood hunt on as well.

  • If you aren't familiar with playing killer, going against one who is good at applying consistent and constant pressure is going to feel like they are always on you, even when they are spreading their hits/downs.

    Not saying full on tunneling doesn't happen, but I think that accounts for a pretty low percentage of "tunneling" complaints. Just because you got bounced in 5-6 minutes doesn't mean you were tunneled.

    I play a lot of surv and I think I have been full on tunneled (where the killer went after no one but me until I was dead) maybe 2-3 times in the last month.

    But at the end of the day, it doesn't really matter; play how you want to.

  • I don't think anyone should dictate to anyone, but it clearly makes the most sense for everyone to use the cakes/flans as much as possible during the event, as it maximizes everyone's BP haul. Saving them for random use is massively cheating yourself of BP, not just others.

    I will keep one on each character as a souvenir, but will use them liberally as I earn them.

    Also falling into the "play how you want, but..." category is seeing 5 cakes and then playing the match like it is on a countdown. Not saying to farm, but it's pretty frustrating the see five cakes and then have the match over in 6 minutes. These events are a great opportunity to take big bites out of the grind.

  • Someone camping while four gens pop is a baby killer, and will likely outgrow that sort of thing with time. They're just learning the game and trying to secure a kill because they aren't confident they'll get another.

    Now there are plenty of instances where remaining near the hook is totally warranted, and not really camping. Playing a fair bit of killer would help you see a lot you're missing. I bet if everyone were required to play an even distribution of both sides, the majority of complaints about this sort of stuff (from both sides) would cease.

  • @Deadeye said:

    I dont know why you should question good manners at all. I think it is pretty self explanatory why someone would expect that. Tbh the world is full of **** and there is a reason why there is a term like "shitstorm" but no "lovestorm" or equal. And instead of just growing a thicker skin and telling everyone to do so we could instead just be more respectful. just my opinion

    btw your post is kinda inconsistent. you ask why people care about good manners and finish with "say gg and move on". that toxicity is fine explained with a guy that rages on someone saying gg. am I the only one that doesnt get the red line?

    https://forum.deadbydaylight.com/en/discussion/comment/2977970#Comment_2977970

    exactly. I think sitting in front of a monitor somehow makes people think they are invulnerable. this is not only in games but everywhere on the internet. just take the comments section of newspaper pages or something. you can compare it to the red button vs having to kill someone with a knife. same result, but with that distance you dont even know what you did, even though you "know" about what you just did.

    It's boundary aggression; like a dog that will bark and bark at another dog so long as there is a fence between them. Except with the online world it's even worse, since you don't have any tangible sense of other people as actual people, just names and avatars. It allows people to act with relative impunity, and often without the sense they've actually done anything to anyone, or of any repercussions.

  • @[Deleted User] said:

    honestly pyramid head is in a better state than half of the killers in the game right now. He could be much worse.

    Add-ons are his only downside imo.

    Yeah, his add-ons are hot garbage. The only ones worth running are the range extenders.

  • @Steel_Eyed said:

    If all a killer player does is use her speed addons, her base is gonna feel slow. It’s still 170%.

    Im not really sure why she isn’t a top played killer. She’s still DBD on ez mode.

    I imagine a huge part of her dropoff came from the Stridor nerf. Cause survivors hearing her phase doesn’t make her less accurate.

    Yeah, I'm gonna disagree on the "EZ mode". She's definitely still strong, but I think the nerfs bumped her down from that level.

    The directional phasing sound changed things quite a bit, imo. Of course, I have a hearing deficit (only one good ear) so I've always played her at a disadvantage, and pre-nerf I did as much or more prediction about where a surv was going to be than environmental tracking. So survs knowing I am coming for them makes my Spirit life hard. But that just illustrates that her nerfs generally require players to hone their fine tracking skills more.

    She is harder to play than she used to be, and more add on dependent. But trash? Nah.

  • The map is fine; I've had little complaint as killer or survivor. There are plenty of strong loops, and dead zones to balance them out. I mean, you should feel exposed in the middle of the street; seems pretty true to life to me, and give the map some personality. As a surv you want to stick to the perimeter; the killer should know this, but the loops are hella strong, and the indoor gens are some of the safest to work on (and hardest to defend) in the game. Doing the street gens is high risk, high reward. It's fun.

    I mean what do people want? Homogenous maps with every tile the same as the last? That would be boring AF, and leave little room for strategy. Part of the fun is playing around dead zones and strong loops.

  • The pinnacle of gratifying killer moments is when a surv gets unhooked when the gates are open, but bodyblocks for a teammate near the gate because they know they have DS, but then you mori them instead. Bonus if it's inside the gate.

    Then when you see they had DS in the post game...*chef's kiss*


    But seriously, in it's current state DS is fine, I have no issues with it. The only bad thing is that I always assume everyone has it, and will re-down someone recently off hook just because I want them to burn their DS early, but sometime they don't have it.

  • I give hatch with the fancy strikes me, or if I feel like a surv played well and got screwed by their team (especially if it seems like they were the random in a SWF). Mostly just depends on mood.

    There are things that will virtually guarantee I won't do it though:

    BM'ing at any point, to me, or their teammates

    Sandbagging their teammates

    Playing for hatch (i.e. hiding/immersing when/if things start to look dire for their team)

    I have a kills challenge on

  • PH is quite strong, and I think he is a blast to play as. Getting your predictions/aim right and downing survivors through walls/loops is supremely gratifying, one of the best things in DBD killer play for me.

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