Tsulan
Tsulan
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- Tsulan
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Thats very interesting and looks similar to what i´ve experienced as solo survivor.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3029765#Comment_3029765
Hopefully just in time for me to be sick of going up against an endless barrage of Sprint Burst, Lithe, and Balanced Landing 🤣
You forgot Overcome.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3029717#Comment_3029717
Do you predict it'll continue to crowd out every other exhaustion perk in its updated state?
Just like CoH. Usage level will go down for a short period after the rework. But then it will be back where it used to be.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3029641#Comment_3029641
The sense I get is that it will be a much more high-risk, high-reward exhaustion perk compared to its peers, which is a huge pivot from its place as currently one of the most reliable and safest.
Dead Hard has zero use outside of chase, now. You can't use it to race out of the exit gate to avoid a potential blood warden play, and you can't use it to clear that little bit of extra distance to save someone from hitting stage 2 on hook.
Dead Hard users are probably going to feel a bit less mobile and may even start to stack exhaustion perks again, which would be a win for killers in terms of putting stress on the survivor's loadout.
What i see is, that its still meta. Other meta perks have been nuked to be completely useless, which DH will still serve its main purpose of giving decent survivors a third health state.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3029641#Comment_3029641
I think you should be a bit positive, we need to see DH in action first. I will test it in PTB, so i have not final opinion yet but for now, it looks better than old version.
Nerfing the whole slowdown meta after recognizing that gen speed is an issue. Didn´t really wake the optimist in me. Tbh
But we´ll see.
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It would have been better, if they had made time to answer questions. Instead of just reading the dev notes.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3029604#Comment_3029604
No. We’re claiming some people can dead hard on reaction to a killer’s lunge, meaning you can’t bait it out at all with those survivors. Those survivors are waiting for the killer to lunge, so there’s no baiting.
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3029604#Comment_3029604
Old Dead Hard had not any counter when you use it for distance. But now it is for 1 second and you can not use it for vaults. Looks baitable to me.
Iiii´m not convinced.
Still looks pretty strong to me. When the point of the update was to change the meta, then DH will definetly stay in the meta.
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@MikaelaWantsYourBoon said:
So Dead Hard is almost dead. I mean if i am seeing you used Dead Hard (thanks to animation), i will just wait 1 second and hit you.
Dead Hard needed nerf, so i will not complain. Pretty healthy change for game.
Isn´t that exactly how people claimed, that you could just wait DH out before the change?
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/3029345#Comment_3029345
Yeah but that doesn’t change the fact people dislike playing against her. Bhvr needs to change her so people aren’t annoyed by her sheer appearance. And she’s also overpowered, so who could blame people disconnecting against her? 🤷♂️
People disconnected against Legion when their rework went live. Does that mean Legion is OP?
Just because you don´t like playing against something. Doesn´t justifiy disconnecting.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/3029325#Comment_3029325
Nah she’s overpowered no matter how many survivors are playing. Her core mechanics need to get nerfed.
I think its more a skill issue.
She has the lowest kill rate of all killers.
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Since you all talk about @Sluzzy why not invite him?
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/3029280#Comment_3029280
Because she’s overpowered and unfun to play against.
I mean, if you dc against her...
Any killer is OP, when one or two survivors disconnect at the start of the match.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/3029254#Comment_3029254
Not ok but I don’t blame people disconnecting against nurse.
Why not?
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@legacycolt said:
On high mmr you see them very often. What you also see often is people disconnecting against her. I hope the devs do something against nurses overpowered nature.
But the disconnecting is ok?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3028829#Comment_3028829
You got the wisdom of the ages, old man, but no one wants to listen and they call you an ol' fool. This is the oldest tragedy thats gonna repeat itself over and over and over again. So lets just kick back and enjoy the show.
Great... now i feel even older
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IW is for killers what Spirits phase walk was for survivors.
I tried to warn people, that insisted on nerfing Spirit. But well, no one listenend.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3026669#Comment_3026669
But even with that extra info, there is no coordination, and coordination is truly what makes SWF powerful. SWF can basically have permanent kindred of info available, except whenever they have vision on the killer rather than the killer being near the survivor. I could be chased, see the killer on the second floor, deciding to go where my teammate claims he was working on a gen, and BAM, this situation was basically 50% of the perks in the game. The only perks they would need are Dead Hard, DS, BT and Kinship, any other perk would maybe speed up the game, but ultimately unneccesary as the above perks would prevent any kill in the first place. CoH? Nah, they just call out where they are and you can be healed up in 16 seconds, maybe even do a gen faster too since you're already there.
https://forum.deadbydaylight.com/en/discussion/comment/3026817#Comment_3026817
Except you're forgetting this:
A swf has a greater chance of a 3-4 man escape, even if this is a 2-man swf, a full team of solo's is very likely to have a 0-1 man escape. This alone would mean that 3-4 man escapes happen slightly more often than a 0-1 man escape. SWF also means 2 man escapes are practically guaranteed, where a 2 man escape would be quite rare for a full team of solo's.
This means that based on that alone, SWF's together would have an escape rate of 2.8-ish, Solo's would have an escaperate of 1.3-ish per game, The rate of SWF's overall is about 50/50. This would mean that on average, based on this alone, while solos have a horrendous escape rate when put together, the survivor total average would be 2.1 escapes. And this isnt even considering deathrates of individual survivors. SWF's are more likely to save whoever they teamed up with, and rather let you die on hook. So in those games where 3 survivors escape, in a 2-man swf, that means you have a 45% chance of being dead. In 3 man SWF, thats a 95% chance that you are dead.
This combined, would have average killrates being 1.9 kills per match, while the solo deathrate can be as much as 75%. Thats a possibility where killrates are too low, while solo survivor is still horrendous.
No one knows the rate of SWF vs solo players.
Also I don't know where you got this solo escape rate from. Playing solo isn't a death sentence.
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Do boons count?
If no, then... no.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3026943#Comment_3026943
My guess is it dipped below 50% I predicted between 40-50
Probably even lower. I mean, they didn´t had an issue with showing the stats, when they were around 60-70%.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3026918#Comment_3026918
I'm implying that every time they state something about stats they show a graph, and this time, they did not.
Maybe the stats are so bad, that they prefer to not show them, because they would cause a major uproar.
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Thats a terrible proposition.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3026907#Comment_3026907
They already know that solo q is awful, they just dont care, that's why they nerfed perks that also helped mostly solo q players like self care.
So what is it, that you´re implying? That kill rates aren´t low?
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@Ayamir said:
https://forum.deadbydaylight.com/en/discussion/comment/3026814#Comment_3026814
why are we talking about comp Nurses ?
You don't get 4 man SWFs in most of your public matches the majority are SoloQ players with no comms Nurse will always stomp in pubs no matter what you say.
Tournaments and public matches are very different I think you already know that.
We talk about tournament nurses because you said that she has the highest kill rate on high mmr.
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There's 2 possibilities.
1. The amount of SWF is so high, that it drags the kill rates down, even for solos.
2. Solos aren't as bad as you wanna make them.
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@Ayamir said:
https://forum.deadbydaylight.com/en/discussion/comment/3026802#Comment_3026802
Blight is actually a fun killer to face unlike Nurse.
Nurse's kill rates are low beceause of the low MMR nurses and the new players trying her out.
She has the highest kill rate in high MMR for a reason.
Tournament nurses even out at 2 kills with NOED and camping against tournament squads.
I wouldn't call that high.
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Yes, I always will assume Blood Warden and leave before the hook.
Especially if it's a death hook.
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Solo against nurse can be great. IF my teammates don't sabotage the match by instantly running to her, to get downed...
She has the lowest kill rate for a reason. Yet, some people don't like even the slightest challenge and give up without even trying.
The fact that I see so many nurse threads these days is just sad. People want her gone. Only to face blight 24/7.
But then I'm sure, blight threads will rise.
All while the devs themselves admitted, that kill rates are to low...
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3024907#Comment_3024907
can't be assed to disinfect my phone regularly; phones be nasty
gaming makes me want to touch my eyes/bite my nails so the thought of that is revolting haha 😅
If it makes you feel any better. Keyboards and controllers aren't much cleaner.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3024579#Comment_3024579
I'm imagining the stun was also decreased with the new distance gains from innate BT and actual BT in mind.
Probably. The DS stun timer went up and down over the years.
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Balancing around low mmr is never a good idea.
But i agree, that it could have been solved better, by giving survivors an additional objective.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/3024926#Comment_3024926
With Jolt and Overcharge buffs I don't think Slowdown was nerfed that hard tbh.
Neither was meta.
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@Oiry said:
Can someone explain to me, why CoH is not getting touched? I don't get it.
Like, leave self-care as it is and make CoH provide everyone with self-care in its radius without the healing speed bonus. People have been asking for this since its release.
Because, apparently, CoH isn´t meta enough to get nerfed any further.
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@White_Owl said:
all the strong slow down perks also got nerfed
They also got all indirectly buffed by the 12.5% increase to gen times.
Which doesn´t compensate the hard nerf to the whole slowdown meta.
If the aim was, that killers use less slowdown. Then i´d say mission accomplished.
But if the aim was to increase the kill rate...
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@fulltonon said:
or just remove skill check, so you can watch your phone while playing this game.
Wait... you don´t watch your phone while going gens?
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Haven´t seen her since Dredge made it to the PTB.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3024837#Comment_3024837
1,7 seconds are not enough to get away. 3,7 seconds are already not enough against the strongest Killers, with only 1,7 seconds you wont be able to get away against any Killer.
So the Meta will shift to Off the Record because BHVR failed to implement anything against Anti-Tunnel, except for another Perk which will be run.
Of course the meta will shift to Off the Record. But runners will still use DS in combination with OtR, Adrenaline and MoM.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3023494#Comment_3023494
If you want to remove the Perk, sure. Then you can call it "justify".
I mean... people called it useless whenever it was "nerfed" and yet it still remained like a unmoveable object in the meta.
Decisive Strike is a Teachable Perk unique to Laurie Strode .It can be unlocked for all other Characters from Level 40 onwards: Nerf: slightly reduced the original stun times of 3/4/5 seconds to 3/3.5/4 seconds. Rework: Decisive Strike is now an Obsession Perk . No change: Decisive Strike remains unchanged in functionality for the Killer's Obsession. Nerf: Decisive Strike now requires non-Obsession Survivors to progress the wiggle meter to 45/40/35 % first, before receiving the Skill Check. Qual -
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3024579#Comment_3024579
They need to see how the Survivors who used perks outside of their normal parameters use them again.....4 sec might of been a better change but everyone has to remember that Das causes you to get off behind the Killer so that 3 secs or 2 secs is plenty of enough time to reach a safe spot to lose LoS.
But that might be hard to spot
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Remember the questionnaire where we had to introduce our bloodpoints and rate how balanced and fun the match was?
Saw a streamer rate the most toxic and unbalanced matches as fun.
So the devs might get mixed signals here.
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They were probably just trying to tell you something via Morse code.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3024548#Comment_3024548
The killer doesn't lose much time to a DS bodyblock, because it's just the hit cooldown. Yes, if that three second delay is enough for the actual target to reach a new loop, that can make a difference, but that is garbage levels of situational, and it still lays out another survivor for a minute, leaving them unable to contribute.
Hit cooldown's also been reduced, so that nerfs the only use for the perk that doesn't rely on full killer cooperation.
I'm sure the devs will adjust the timer depending on how the perk performs on the PTB or after the change goes live.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3024539#Comment_3024539
Outside of end-game, it won't fire against a competent killer. It won't do anything for you. The killer will just chase the other person or slug you out. It doesn't save you and your team any time.
Depending on where the survivor gets downed. It can start a complete new chase. Another 30+ seconds of chase make a huge difference. That could mean enough time to repair the last gen, or reach said survivor for a body block.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3023311#Comment_3023311
I rarely kick them, but sometimes it’s a good play, namely when you’ve already downed or chased off survivors from a gen so it’s reasonable to expect the gen to stay regressing for a little while. But yeah, 2.25 seconds of regression isn’t enough to just kick every gen.
One of the biggest issues could be solved by also having a fixed animation for survivors. 2 seconds to stop the gen from regressing. Instead of tapping it mid chase.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3023494#Comment_3023494
It doesn't. DS is not a strong perk, since it requires active cooperation from the killer which can't be forced outside of the post 5th gen situation. That's getting addressed (Though poorly), so DS is in a considerably worse state than it was when it was buffed to 5 seconds. But now it's focused much more tightly on just punishing an early tunnelling killer, but then the punishment got cut by 40%.
It was already bad, now it got a fair nerf and should've gotten a fair buff to compensate. Instead it got a second nerf, and is now basically trash tier, even if OTR didn't get reworked into a more broken version of current DS.
DS is not a strong perk?
Yeah, this totally explains why it was meta... even after several "nerfs".
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@Mewishis said:
I wasn't going crazy patch notes 2.6.3 Ash VS Evil Dead
BALANCE:
- Changed the Decisive Strike stun time to 5 seconds, with the Survivor being free to move after 1 second.
- The Enduring perk now affects Decisive Strike's stun.
With feedback from the PTB and Live, we have changed the Decisive Strike stun time to 5 seconds, with the Survivor being free to move after 1 second. This should allow for the survivor to have ~ 4 seconds at a base to try and escape the killer after the stun is successful. When Enduring is used, the stun will be reduced to ~2.8 seconds. Of those 2.8 seconds the survivor will get a head start of ~ 2.28 seconds which makes escaping possible but much harder.
(Later on, enduring was changed, but DS wasn't reduced back to the original stun amount when it should have when enduring was changed.)
Which justifies, that they now toogle it down to 3 seconds again.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3023442#Comment_3023442
Did you know that changes in the game also affect solo q? almost like solo q is... part of the game?
Want to play dumb, I'll answer in the same way
Ohh since you mentioned reading the wrong patch notes. I thought you meant some other patch notes.
Cause the ones i read, contained tons of buffs for survivors. Also for solo survivors...
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@Marigoria said:
You might have read the wrong patch notes then. Survivor, specially solo q, were nerfed in this patch.
I totally missed the solo queue section. Could you link it, please?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3023039#Comment_3023039
Compared to the current kicks which are 0 regression, 2.25 seconds is obviously a mild improvement, I’m certainly not going to complain about it even if I wouldn’t typically go out of my way to kick a gen solely for that with no other benefit. I don’t think anybody is shouting about how “awesome that 2.5% is”, but nobody is turning it down either.
With Pop though it’s just 2.25 seconds extra on top of the perk’s regression. So it’s just a free bonus that improves the perk a bit.
But it's so tiny and meaningless. Sure, it's better than before. But doesn't solve the reason why killers rarely kick gens outside of using some perks.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3023013#Comment_3023013
But killer enjoys a bunch of other innate advantages during the match, such as being immune to elimination. Just because it’s 4v1 doesn’t mean it’s necessary they see the survivors in advance.
It would be interesting to see stats on how many killers actually bother to change loadouts in the lobby based on what they see. Obviously some people do it but I suspect most don’t bother.
We just got 3 different loadouts that can be switched easily.
It's obvious, that killers can prepare for the match. Just like survivors could do during the lobby. With the chat.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3023008#Comment_3023008
Killer slowdown wasn’t nerfed. Pain Resonance actually slows down gens slightly more in total seconds now (15% of 90 instead of 80) so I’m still definitely using it. And Pop Goes the Weasel likewise gives slightly more total regression in seconds if you catch a generator when it’s close to completion, it’s only worse when you kick a gen which doesn’t have much progress yet (and the extra 2.5% baseline all kicks do also helps that perk as well.)
In fact the only killer slowdown perks which were significantly nerfed were Ruin (which sounds bad now) and Corrupt Intervention (which actually sounds like it’s still ok on killers with a slow early game or who do hit and run to injure rather than down at first). All the other slowdown perks are either the same or buffed. Thanatophobia, Jolt, Eruption, Overcharge, for example, are all buffed. (Overcharge in fact got a major buff, it’s on par with Call of Brine and even stacks with Call of Brine!)
Yeah about that 2,5% regression per kick. I really wondered, why no one is talking about how useless it is. The killer is in a locked animation for 1,8 seconds. While those 2,5% regression are basically 2,25 seconds. So he gains 0,45 second per kick. Since the killers time is 4 times as valuable as the survivors. Means, its still worthwile for a survivor to loop the killer around the gen and tap it mid chase. Even with the additional regression, the rest of the team benefits from those extra time.

