Tsulan
Tsulan
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- Tsulan
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Some people are simply not good at losing (or winning). I remember a friend who would regularly dc to deny the killer a bbq stack. Save to say, he doesn´t play dbd anymore.
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The regression perks aren´t really that strong. So if you enjoyed running the killer before, then there is actually nothing that stops you now.
Unless the issue is a different one.
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If you feel bad, then don´t use it?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3112661#Comment_3112661
Pain Resonance is still good, Gift of Pain is usable, DMS is still good (on certain killers), Overcharge & Call of Brine are seeing usage, Eruption can pay off nicely, Jolt is decent on M1s, Deadlock is still a thing, Plaything + Pentimento + other hexes like Devour Hope can be nuts. Plus throw in passive slowdowns from killer powers (Legion, Doctor) or other ways of passively pressuring survivor time & safety like Sloppy Butcher. And it's not like the perks they nerfed are unusable, just unattractive in comparison to the ones that didn't get the hammer.
I'm saying completely gut every single gen regression/slowdown perk. Give the 6.1.2 Thana treatment to all of them. Make them incredibly specific and unattractive when stacked. Because slowing the game down in a game all about racing against the clock will never not be the most appealing option when other perks don't buy you nearly as much time on average against good teams.
...Normalize maps first though.
Then why have perks at all? Slowdown meta was hit so hard, that there isn´t really anything left that gives the killer more than a couple seconds of extra time.
It appears, that maps are getting downsized again. At least the new RE maps. Maybe its a upcoming trend for the other maps as well.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3112143#Comment_3112143
If BHVR gutted all the slowdown perks and balanced the base game around that idea the game would probably be in a better spot tbh
Isn´t that what they did with the last patches? Ruin gutted, Pop gutted, Corrupt gutted, Thana gutted...
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3112541#Comment_3112541
Painful to watch.
Well it even says that you can fast forward. But it truly gives a feeling about how "fast" those perks regress gens.
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Best i can offer is a green addon that gives a 0,2 second faster infection rate. I call it licker brain.
Take it or leave it.
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Absolutely. It makes no sense. They should have really added the beach outfits for all 4 killers.
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Am I the only one who finds it fascinating how Undying Ruin suddenly isn't a issue anymore but people complain about DMS instead?
"Meta" changed a couple of times in the last 3 weeks. Just give it time and your teammates will eventually adapt to just let the gen go during the hook animation. Then the meta will change again.
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Just gonna leave this here. See for yourself how fast CoB really is.
https://www.youtube.com/watch?v=BGtF_5jH8ww&t=1s&ab_channel=Choy -
@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3110643#Comment_3110643
lmao! No survivor would run away from him with that skin, they'd take him out on a date instead!
Now we just need this for the dating game!
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@gldetonator said:
https://forum.deadbydaylight.com/en/discussion/comment/3111273#Comment_3111273
I don't think voice communication is the only solution, since at certain times of the day, matchmaking puts you with people of another language, and I think of the conflict that this would cause for those who don't speak the other language. What they have to implement in the game is more visual information among the survivors, and thus also forcing the assassins to use something that the game already has, which is the blinding effect. Perks that cause this, addons... Since BHVR wants the differential use of perks to be greater and break the "meta", do it for the killers too.
Killers barely have visual information while survivors hud is already overloaded with icons on the screen. I don´t think thats a good solution.
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@gldetonator said:
https://forum.deadbydaylight.com/en/discussion/comment/3111086#Comment_3111086
I confess that I didn't play the last change patch, so I can't really say about the killer side, but the fact is, yes, really changing something for the survivor thinking about SoloQ, strengthens those who play in SWF. What I saw in another post was a suggestion that matches where there is SWF in the party, these bonuses that would help SoloQ survivors, be removed or disabled, and I wonder how complex this would make matchmaking queues and cooldowns to find the match that would stay.
People would argue, that playing in SWF is punished, if solos had a bonus of some kind that SWF doesn´t have. The only solution i see is ingame voice chat. The mmr could be updated with language preference filter + a system that matches you preferably with players that you upvoted after a match.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3111065#Comment_3111065
My recent favorite. Is I was playing nurse. The survivors willingly brought me to midwhich (not that they would know I was nurse) One hit(not even a down) I had a DC within 10 seconds of the game. Guess they didn't want to face nurse kn Midwhich
People are really scared of nurse and overreacting (like always).
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@gldetonator said:
https://forum.deadbydaylight.com/en/discussion/comment/3108707#Comment_3108707
I don't know where SWF are being buffed, since I know groups that play SWF and they told me that none of the 4 escaped. SoloQ survivors need more basic support in their abilities, or if you really don't want changes to the survivor, don't complain when DCs frequent in your game.
So far, every single attempt to bring solos to SWF information levels has also buffed SWF.
I also see killers disconnecting. Maybe i should ask for more survivor changes...
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3111011#Comment_3111011
I'd like to believe they do something, but I'm fairly sure they don't. You'd have to ask one of the moderators.
Its a real shame if it doesn´t do anything.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3111002#Comment_3111002
I'm not seeing it in my games anymore maybe that's a server thing? I'm on NA east servers, for a while when the patch first dropped I saw it but now that's pretty much stopped either those survivors stopped DCng or the stopped playing the game all together
Maybe you´re just lucky.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3111002#Comment_3111002
Yeah, I haven’t seen as many disconnects this week as last week but I did get a game last night where three people rage quit against my Backpack Spirit for no particular reason other than that I downed them. Literally I downed some of them, got some hooks, someone rescued one of the survivors, I walked back over and the rescuer was already disconnected at the hook by the time I got there and the rescued survivor also disconnected. No idea why other than being mad I hooked them? 🤷♂️
P.S. By Backpack I mean Agitation, Mad Grit, Starstruck and Forced Penance. You know, that old meta build. 😄
Been playing a couple of matches with only aura reading perks on Huntress. Survivors disconnecting on Lerys and Midwich. Made absolutely no sense to me.
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@Laluzi said:
In-game reports are worthless unless you're reporting a chat offense. If you're reporting something in-match and you don't have a corroborating ticket on the support website with footage, your report is thrown away.
Props is a placebo, I think. I still give them on the tiny chance they're actually saved.
What about reporting AFKing, refusing to play the game, and rage quits? Those are quite easily visible with the extremely low bloodpoints from the status screen.
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@The_Krapper said:
No it's more that a lot of killers have stopped running the slowdowns because if they do the survivors who are entitled are gonna DC and ruin the game for everyone, that's why ques were bad at the start of this is because every killer at high MMR was testing out the stacked slowdowns to see how strong they are and survivors got tired of 3 minute gens being a thing, every now and then I still see the slowdowns but most of the good killers ive faced lately havent been using them anymore because they see them as a crutch they don't want to be dependent on to play, it's more of a "I'm not a great killer" tag now when i see them because they are more in need of them and they still lose anyway most of the time , it really isnt that bad now I don't understand why people are upset still.
Nah, thats not the issue. Survivors still dc/suicide even if the killer has no slowdown at all.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3110751#Comment_3110751
Yeah and teammates who dc if they get hit once. I actually think played with you once agains't doctor few days ago when that happened if you was the jane romero.
Yeah, that was me. Even made a screenshot.
Its honestly the biggest issue right now. People suiciding/disconnecting left and right.
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When no one gives up? Then the matches are great. But there are still survivors that give up against thana Legion, even when he doesn´t injure everyone.
On the plus side, i got my Left Behind achievement against Trickster. Also someone suicided on first hook, but the rest of the team was amazing!
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3110643#Comment_3110643
I remember seeing that still hate itl
Dress to revealing?
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Damn it... now i have that damn song stuck again in my head.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/3110700#Comment_3110700
The first rework or the second one?
First
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3110585#Comment_3110585
https://forum.deadbydaylight.com/en/discussion/comment/3110593#Comment_3110593
There will always be Killer players who struggle, no matter how much you buff Killer. The abilities of some players are quite limited.
Funny, thats exactly what i thought about the survivor role and the amount of my teammates that afk/suicide for no reason at all.
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Honestly? I was a Freddy main since his release. But once they reworked him and completely changed his ability... he´s dead for me. Only touch him for a daily.
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I´m still waiting for this:
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Yep, this will lead to some kind of elitism feeling. Where everything thats to good/not good enough (according to the prestige lvl) gets dodged.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3110575#Comment_3110575
Lul. Honestly feels like survivors adapted/ got over the changes. I routinely get my ass beat even when i get very fast downs.
Yep, same. Turns out, the killer buffs/survivor nerfs weren´t as harsh as people claimed.
Playing without slowdown perks is really a eye opener.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3110572#Comment_3110572
Killer mains still have nightmares about dab hard. This PTSD will not go away soon. It will haunt them for years to come.
I know that feeling. Sometimes i wake up covered in sweat and screaming E!
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Survivor is very playable but there is a risk, that you feel how killers felt for the last 5 years.
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That would be me.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3109428#Comment_3109428
But he has to do nothing all game since he's not being chased
There are two options for the "runner":
1- Be in a chase, in this case MoM stay active, but hardly shows the killer's aura
2- Don't be in chase and tell the others where the killer is, in this case they cannot do ANYTHING to keep MoM active
In scenario 1, MoM is clearly useless apart from tanking one hit (normal usage of the perk)
In scenario 2, sure it's a strong combo with OoO, but they are doing nothing to progress the game
The runner could equip a Flashlight and annoy the killer by getting flashlight saves until said killer goes for the runner. In any case, the rest of the team can play relatively save.
Old OoO was an issue because of that. On the stats it didn´t look strong, because of the low escape rate. However it immensely helped SWF.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3109338#Comment_3109338
Stop chasing the runner then?
Plus, MoM's aura reading works only if the survivor is further away than 16 metres from the killer, so usually not while in chase
Exactly. Thats why the runner will always know where the killer is and tell the team.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3108863#Comment_3108863
At the cost of 1 survivor never, EVER touching a gen/totem/survivor/gate
It's a strong combo, don't get me wrong, but it has a big drawback if you want to keep it active
Runners usually never touch gens.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3109255#Comment_3109255
This rework idea is just describing Hags power.
''Please rework her power to be more counterable, she should be able to set her teleports before hand. Where those teleports are set should be visible to survivors so there is counter play and if Nurse manages to lure survivors to those set teleport points she should be able to ''activate'' her teleport via another button to teleport there''
Omg i totally missed that. You´re right.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109224#Comment_3109224
No legion is not op but he can easily get so much value out of those 3 perks.
The person I’m talking to keeps saying the mob is winning and there nerfing stuff cause the people are loud even though it was not a fun thing to go against. The playstyle is awful. It’s still going to be a problem. But not as strong
To be honest. Every perk should give value to its user. Be it survivor or killer. Having a perk that is only usable on 2 killers (because lets face it... if there was a thirst killer benefiting from it, devs would have named it) is not really a good design choice.
They could have done other things to thana, but well...
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3109219#Comment_3109219
Did you catch that the rework is Hag?
Uhh? What?
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109116#Comment_3109116
What if they run dying light? And gift of pain slower healing that will waste more time and half the team is dead.
COH won’t stop the other 2 perks and legion can just instantly re injure you and COH doesn’t work against plague.
Do i see a upcoming "legion OP, pls nerf" thread?
Btw. The situation you described didn´t go away. It just got worse with Legion feeling forced to keep all survivors injured at all times.
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Not gonna lie. You had me in the first half.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3108863#Comment_3108863
To be fair, they already can.
The developers changed OoO because it was deemed "unfair", but the information the perk provided was only slightly more precise than what a 4-man SWF already has by default (if they want to really take advantage of it, which most do not).
So, even if those changes go through, the strength of SWF will not change much. Old OoO has always been possible to defeat.
So will this combo.
Patch just went live.
We´ll see how it affects SWF.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3108856#Comment_3108856
It is nerf? You are joking right.
MoM nerfed.
PR buffed.
Only Thana nerfed. You need to adept.
MoM + OoO = old OoO. SWF will feast on always knowing where the killer is.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3108824#Comment_3108824
Okay yes, I can still see it being strong in that scenario. I don't know if that's enough to justify running it for many players though. 3 gens also happen more often from survivor carelessness than the killer forcing it, and even with full thana stacks a 3 gen with 4 survivors alive is far from a guaranteed winning position for the killer.
Yep, the upcoming patch is a nerf for killers, solo survivors and a buff for SWF.
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Altruism kills. If rescuing 1 survivor risks the escape of the 3 others, then its best to cut the losses and leave.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3108796#Comment_3108796
The usual counterplay of staying away from other survivors will help with that, if they're regularly able to get all survivors in frenzy, so 3 injures and a down, they would probably be winning without perks.
If they want to drop everything to scour the map for the healthy survivor every time they heal that doesn't sound like a particularly long game at all, more just throwing
Until it reaches the status of a 3 gen. Since the survivor who is far away will most likely repair those gens.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/338723/the-way-bhvr-thinks
Because a lot of changes, like the base changes, probably need more time to see how they're working out. On the other hand you don't need months of data to see that thana legion is a grim experience.
The only thing that changed for Legion players is, that they´ll keep survivors even more injured. Means less actual downs and way more mends.
Those are going to be really loooooong matches.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108743#Comment_3108743
Really?
didn't expect it to be abrupt
At least thats how it looks like
Earlier this month, we launched our largest balance patch to date, making changes to 40 perks- including the meta- and various base game mechanics. With such a major shake-up, we have been keeping an extra close eye on feedback and performance since the update released to ensure that nothing gets out of hand. Now that… -
@humanbeing1704 said:
Considering there's been absolutely zero positive feedback about these changes I hope they are scrapped before a ptb even begins
What PTB? Those changes go live either today or thursday with 6.1.2
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I just want that they stop buffing SWF like they´ll do with the upcoming patch.


