Tsulan
Tsulan
About
- Username
- Tsulan
- Joined
- Visits
- 14,849
- Last Active
Comments
-
So a survivor who stays 5 minutes on the hook is a killer perk now? Uhh ok...
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3131670#Comment_3131670
No i am with you on that. Effect is stronger but Dead Hard is hard to use now. Which makes it fair for me.
And DH is not busted like old version. I really hated when they used it for distance, there was no counter.
Then we´re on the same page.
-
@Chocolate_Cosmos said:
Just because of Thana? Nah. I quess Survivors adapted after the big update a bit hmmm...
Of course survivors adapted. Since the 6.1.0 wasn´t as bad as so many people claimed.
-
I love your comics btw.
Like the one about bullying killers with friends.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3131671#Comment_3131671
Sorry, guess I misunderstood your post, my bad. 🤷♂️
No problem pal.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129556#Comment_3129556
To be fair, we also have "survivor mains" that only play solo and escape 99% of the time and never experienced tunneling or camping. It goes for both sides.
Be rest assured, i would give them the same answer. Starting a discussion with "i´m a XXX main" isn´t exactly encouraging a nice open discussion.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129735#Comment_3129735
When did I say the perk being weaker or requiring more skill was bad?
When did i? I thought we agreed?
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3129740#Comment_3129740
It is not stronger and that's what i am saying. Before you would use it to pallet and make chase a minute longer. Now you can not do this. At least for me. I am seeing some people are bringing this perk but they usually have not any value from it. Because it is not hard to counter perk for me.
It was good change. The effect is maybe stronger but it is really so hard to get value from it. Which makes it balanced.
Now you get hit with it, trigger endurance, get the on hit speed boost aaaand make it to a even further away pallet. Its stronger now.
-
@Derix said:
Oh I forgot this forum is flooded with killer mains scouring for the next survivor nerf. As a person who plays killer most of the time, I actually enjoy an equal winning on both sides. if I struggle as killer then cool, I need to get better. I take 2 or more as a win, not 4k minimum. I want to play a different game mode as survivor by myself and actually stand a chance. Is that so hard to ask?
All behavior did, was balance the game. If killers have to sweat, then so do survivors now. If survivors can have relaxing matches, then so do killers. Thats not a bad thing, that it evened out.
Calling this forum a killer main forum is just... bad sports.
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3129732#Comment_3129732
Pop nerfed so much, i can agree on that. I think it should be 20% of total.
But no, DH is not that strong anymore. It is good but not op. It needs very good timing and skill. Old DH was braindead and anyone would get value from it. And killer had no counter.
Which, as i said in my first post: it requires more skill but is stronger now.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129723#Comment_3129723
It’s worse in lots of other scenarios. The big advantage of the old version was that you could use it prior to the killer even being in range to 100% safely get to a vault that you wouldn’t reach otherwise. The new one isn’t like that, if you trigger it and the killer doesn’t swing then you gain no distance, lose your ability and are locked out of vaulting or dropping pallets while you “dab”. It’s a lot less safe in that regard. And even if you do block a hit, if you don’t have a straight away path from the killer to take advantage of the distance it still won’t give you more extra distance than the old version gave you when you dodged a hit with it.
Also on a minor note you forgot Deathslinger, the old version could dodge the spear but the new one can’t. (Technically it’s also true for Doctor and Plague but those are even more minor.)
In other words, it requires more skill than the old version. But gives more distance if triggered in the right moment.
Mendslinger also isn´t A tier. If a meta perk is weaker against C tier killers. Then thats a welcome change, don´t you think?
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3129723#Comment_3129723
Nerf the perk to ground and make it useless against all killers. Is that your point?
Because DH is feels weaker than old version right now. Old DH was reason playing killer was unfun. Click E and make loop longer. This does not exists anymore. They need to time it very well. Or they will down. Old DH just gave them free distance to vault or pallet.
Thats not what i said. But nice hyperbole.
To put it into comparison. Pop is a useless perk now. DH is still meta and extremely powerful, with just a minor downside in comparison to its previous version.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3129693#Comment_3129693
You quote often see survivors who either quickly rewerd and run into you or "surprisingly" run a loop wrong and bumping into you. Of course they always trigger DH and I learned to subdue my urge to swing after an embarrassing series of falling for this.
But now I nearly always see it coming and down my overtly cheeky survivor cuties.
The other way survivors use it is GbR legitimate way, i.e. activating it when you are breathing down their and are ready to swing at them.
If you lunge it's bretty well telegraphed, but if you make a regular attack then its a sort of mind game
To be honest. I was surprised how effective some survivors are with the new DH. I´ve seen some extremely skilled plays on my teammates with it. We´ll see how people adapt to it in the long run.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129696#Comment_3129696
Right, I just said the extra distance on the hit is the one aspect where it’s better. But that doesn’t quite make up for all the other ways its worse.
Only thing where its worse is that its useless against Trappers traps. Since he isn´t exactly A tier, thats just an inconvenience.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129610#Comment_3129610
I think the new version is mostly weaker than the old one since I often am chasing a survivor, get a hit, and think to myself “if that player had the old Dead Hard they would have reached the vault/pallet” but it’s still quite a good perk. (The only way the new version is stronger is if you block you get a bit of extra distance compared to the old version since it’s a short sprint burst instead of a flat 2-4 meter straight line lunge. But it’s definitely weaker or even totally ineffective in a lot of places the old version was strong.)
No, thats the tricky part of it. Old version, survivor would get a small push, to reach a pallet. While this isn´t possible anymore, the new version allows a hit survivor to gain much more distance than what was possible with the old version.
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3129610#Comment_3129610
But now killer actually has counter for it. Old version was so busted.
The "just wait it out" counter?
-
It requires a bit more skill to use but is also stronger than before.
-
Another killer main who complains about killer being to easy and unfair hits that shouldn´t have connected (then why swing in the first place?).
I really don´t get why claiming to be a killer main would give your opinion more weight.
-
@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3127653#Comment_3127653
Has it? Where are you seeing these numbers?
From scouring the internet for when the developers released official stats, this is what I found
2019 - 56.83%
2020 - 56.21%
July-Sept. 2021 - 53.83%
Dec. 2021 - Jan. 2022 - 55.02%*
*- no aggregate number released so this is the median of the killer percentages given
From everything I've seen, kill rates have floated around the 55% mark. Did I miss a release information or are you going off your intuition here?
I should point out, I obviously don't agree with the original post and don't think any major changes should be based off simplistic kill rate numbers but I have a genuine interest in stats and would love to see them.
October 2020 red ranks, highest kill rate 75,69%; lowest kill rate 57%
My source:
@Botiz said:
Here's the Kill Rate & Pick Rate Charts for All Ranks and Red Ranks Only from the Q&A Stream. Top percentage is Kill Rate, bottom percentage is Pick Rates.
December 2021-January 2022, higest kill rate 58,62% and lowest kill rate 49,25%
Source:
@Dwight_Fairfield said:
https://i.ibb.co/VS3VByW/killstats2022.jpg
https://i.ibb.co/Scp6p6C/2022escapekillrates.jpg
For clarification on the killer stats their kill rates are on the left and their pick rates are on the right.
-
@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3127220#Comment_3127220
Why is that a safe assumption?
They never clarified what the kill rates were currently at OR what the developers expectations for kill rates were. In fact, in the same announcement, they also said the killer "should feel like an unstoppable force". Why is it safe to assume that the kill rates fell below 50% vs the developers having a different expectation?
Because the kill rates have been dropping in the last 2 years.
-
Right before the 6.1.0 patch, the devs declared that kill rates are below expectations.
So its save to assume, that kill rates are below the 8 month old stats.
-
Out of curiosity. Did you encounter a lot of disconnecting/suiciding teammates since the patch?
-
@Archvile said:
https://forum.deadbydaylight.com/en/discussion/comment/3122354#Comment_3122354
Exactly. The statement "I don't want to have to sweat every game" is almost always followed by an unsaid but implies "but I still want to win.". Lose enough games by playing like a memelord and you'll start getting matched with 20 hour trappers instead of omegablink nurse, it's as simple as that. But the fact that some people expect to be able to have a soirée and still win more than they lose is entirely baffling.
Yes, it really is baffling. If someone wants relaxing matches, then play accordingly and the mmr will take care of the rest.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3122354#Comment_3122354
It's insane to me that survivors needing to try to win is a problem now. Like if you want to play casually where you just chill with the game as a background thing, you can do that. Just don't expect to be escaping a lot.
Exactly! Escaping is nothing more than bonus points and getting matched with/against better players. If one isn´t happy with how sweaty it is, then the mmr will eventually give them more relaxing matches after they died often enough. Just don´t tank the mmr on purpose. Thats all i ask my teammates for.
-
@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3122184#Comment_3122184
Players were complaining about matchmaking well before patch 6.1. I don’t believe that survivors dying on their first hook has much, if anything at all, to do with it. Your propaganda is disingenuous and bizarre.
Oh people were suiciding before the patch. Some people just don´t like a challange. Nice try though.
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3122424#Comment_3122424
Its more bold to create a thread than to make comments
Thats not what i asked.
To respond to your previous "question". I find neither role easy nor hard. Its just the other players that can make a match sweaty. How i respond to a sweaty match depends on my mood. Sometimes sweating is fun, sometimes i just think meh, why bother.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3122212#Comment_3122212
If it's a problem, people should be complaining about it. Hopefully BHVR wakes up to this problem at some point and actually addresses it.
By... making the game... harder?
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3122182#Comment_3122182
The interesting thing this video demonstrate is that Call of Brine has a 60 time limit after which it loses its 200% bonus on the regression, but Overcharge has no such time limit. So if a generator is left untouched for over about 80 seconds or so then Overcharge actually reduces progress more than Call of Brine.
In practice most gens you kick are probably touched again within that amount of time, but at least every now and then Overcharge beats Call of Brine in regression. (Of course if a survivor misses the Overcharge skill check that makes it worth it too, the issue being above average survivor tend not to miss that check very often unless the skill is maybe paired with Unnerving Presence.)
Correct. This also demonstrates that regression perks aren´t as scary as they sound on paper. If a killer would try to get full regression by patroling the gen, then other gens are completed much faster.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3122457#Comment_3122457
Well, it is not casually anymore for survivors. If you play with low level teammates, it is very likely for the killer to tunnel/camp the weakest surv at 5 gens to ensure a 4k.
But that hasn´t changed since release. Low rank killers have had the same behavior for years.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3122444#Comment_3122444
SWF can eat and drink yes.
Everyone can chat.
But she complained that she couldn´t anymore, because the game was to hard now. That its not casual anymore for survivors.
Tbh, if killers have to sweat, then so do survivors. If survivors can relax, than so should killers. All in the appropiate mmr region. So that sweaty people are matched with sweaty people and relaxed ones with relaxed ones.
-
@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3122431#Comment_3122431
Exactly. And killers have to have, quote, "relaxing matches" rather than "sweatfest". Survivors should only have sweat and depressing matches, because because.
Thats funny. Just today i saw a clip of a streamer, who complained that survivor has become to hard. That she can´t drink, eat and chat while playing anymore.
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3122212#Comment_3122212
I mean..you did complain survivor side is too easy
Oh really? I opened a thread about survivor being to easy?
-
@ThatOneDemoPlayer said:
I'm not going to watch the videos, but based on the screenshot you posted, I can tell the Survivors you're facing aren't good by any means
I highly recommend that you watch those videos. Especially the second one is very revealing on the mindset of some people.
-
@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3122180#Comment_3122180
Most people don't suicide, by a large margin.
If you don't sacrifice the other 3 then that match should still lower your rating.
By the way, you seem to be pretty enlightened on information here:
Do we have any statement from the devs that say if a DC affect Killers rating? Or the other survivors in that regard? Will it just be a "tie" between the killer and disconnected survivor, and the other 3 will be evaluated if they gets sacrificed/escapes?
DCs dont go into the stats. However, i don´t know if that counts for the whole match/mmr/other survivors that didn´t dc.
-
Ah yes, just a normal day of people complaining how the game is to easy.
-
A lot of survivors started to suicide on the first hook, whenever they faced a inconvenience. This tanked their and their teammates mmr. Now the system thinks that they´re absolute noobs and matches them accordingly.
Great Success!
-
-
@awustzdn said:
play normal to 8 hooks, hockey-based matchmaking counts it as a crushing loss each time and you get fat bp gains
While yes, with the current trend of suiciding on the first hook, this could be very risky.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3120807#Comment_3120807
I would genuinely be surprised if it was the case. With all the DH-boosted survivors getting re-adjusted, it must have been a blood-bath.
Although games with DCs aren't used in the statistics so ... I guess it's possible.
Oh, gods ...
Exactly!
Since dc matches don´t count and survivors start to adapt to the new DH, we could be in for a surprise.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3120317#Comment_3120317
The basekit buff is not powerful. 5 seconds is no guarantee you reach anything and can be effectively waited out and even partially bodyblocked by the killer. OTR or a teammate with BT is still a hard necessity. The only situations where I've observed the 5s BT being really powerful is versus Hag, Plague with Corrupt Purge, Pyramid Head going for a PoTD on the hook, or killers that can't count and hit someone despite knowing it's going to be an endurance hit. On the killer games I've played, I've had zero problems dealing with it.
OTR is a massive buff and a new top-of-the-line meta perk, but it just replaced DS's spot, and having to rely on perks to mitigate being tunneled out of the game does not fix anything from how it was before. That was ostensibly the situation they were trying to fix, and I'd say they failed at that. Survivors still feel the need to bring an anti-tunnel perk in their loadouts due to the ease, effectiveness, and prevalence of the strategy.
So. The devs did something about tunneling, but it's pretty damn little unless you're hooked next to a window or pallet, and honestly I felt the old system where you could count on everyone to have BT was a better environment to play in; 12s is far more of a chance to reach something than 5s and OTR is a necessity because most people don't run BT anymore despite its improved power (because unlike with DS, it doesn't 'stack' with the anti-tunnel perk people currently run.) Meanwhile, camping is even stronger than it was before thanks to increased gen times and how much more difficult hook trades are with reduced hit cooldown.
If the idea was to 'fix' camping and tunneling, decrease the viability/payout of the strategy, or remove anti-tunnel perks from the top pick rates, there's still a lot more work to do. I have not seen a reduction of the use or effectiveness of either.
The 5 second basekit should be a different status effect than Endurance. This would definetly help against camping.
Your teammates can still use BT or you can equip OtR if you don´t trust that your teammates have BT.
The aim for the patch was to increase kill rates. Not reduce them. Which might explain some of the decisions. But i´m pretty sure, that DS will get back to 5 second stun. Since its timer has been changed several times now.
-
MMhhh i wonder what would happen if the kill rates were still below expectations after the last change...
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3119278#Comment_3119278
proof for that?
I am just a small sample size, but i reduced my dbd-playtime around 80% and the last 20 % i play mostly killer instead of solo survivor which i used to play. So i am very active, but i quit playing survivor, for the most part.
While i agree that balance changes were needed, i think they went in too far regarding solo survivor.
Why where they to far? 80 seconds Endurance of OtR to much? Basekit hook protection timer to much? BT buff to much?
-
@Roaroftime said:
Player count disagrees
What do you mean? Player count is higher than before the patch.
-
@Rastabooze said:
https://forum.deadbydaylight.com/en/discussion/comment/3114791#Comment_3114791
because when you play the game you get instant surv games all the time! no queueing at all! play it!
Which is a change from before the patch. Isn´t it?
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3120287#Comment_3120287
I assume the balance changes. That seems to be the source the the whole "unplayable" surge of posts anyways
What i really find impressive is, that usually people post links to streamers that get kill streaks, whenever someone complains about the killer role.
However, since the patch dropped, no one posted escape streak videos of the same streamers, that just switched roles. Weird...
-
@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/339783/this-game-was-a-waste-of-money
Yeah, me too. I wish I could get my money back from buying this game. The best we can do is stop playing this game until they fix some unbalanced changes they have done in this last 6.1.0. update.
Yeah the 80 seconds of OtR seems a bit much. But i wouldn´t stop playing because of that...
-
@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3119239#Comment_3119239
The game wasn't balanced around casual survivors. The game was balanced around casual at all. Not its just balanced around crybaby killers. Playing killer before was a skill issue now its so stupid that characters don't play different at all.
Thank you for confirming that playing survivor now is a skill issue.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3119239#Comment_3119239
That's not such great of a solution when you consider that killer queue times are already not in a good spot.
It really just isn't about survivors having to get better. The killer buffs were all great, but they caused some issues that really need to be fixed. Certain slowdown perks on top of 90 second gens just are a bit much for example.
Mots importantly though, camping and tunneling has just become even more effective, and insufferable to go against. That's one of DBD's biggest problems right now, that and maybe solo queue survivors in general not having a fair amount of information to work with.
Camping and tunneling need to be addressed as soon as possible, it's definitely not a problem about survivors not "getting good". Who the hell wants to play against camping and tunneling killers? No one really.
First of all. Killer queues are roughly at how survivor queues were before the patch (at worst 5 minutes). So by your logic, killer was in a terrible spot and no one wanted to play killer.
Now in regard of camping and tunneling. Survivors received a basekit buff against tunneling + BT buff + OtR buff. Those are very strong buffs, so i really don´t know why you think those things haven´t been addressed and claim that the devs didn´t do something about it.
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3119278#Comment_3119278
It's pretty clear survivors either switched to killer or stopped playing. Wait times got longer after the update that buffed killers... use your head.
All of them? With a 4 to 1 ratio of survivors to killers, such a shift would result in killer queues of over 20 minutes. Killer queue seems to be around the same amount of time the survivor queue was before the patch. Roughly 5 minutes.
So again, i need help with that.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3119389#Comment_3119389
yes cross play is on why?
Because some people play with cross play off and suffer from a smaller pool of potential players.

