Tsulan
Tsulan
About
- Username
- Tsulan
- Joined
- Visits
- 14,849
- Last Active
Comments
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623757#Comment_2623757
Oh, imagine having ruin inside your 3-gen every time.
It's the survivors own fault if they 3 gen themselves. Having ruin in the middle would be like having a survivor hooked in the middle.
Nevertheless, survivors could still cleanse that ruin.
-
@dugman said:
Being able to replace a Boon and boons stacking aren't actually problems in an of themselves because boons can be balanced around those general features by adjusting their specific parameters. For example, if Circle of Healing is too powerful in its current form it can be balanced by simply turning down its healing speed. And if Shadow Step is too power it can be balanced by reducing its radius of effect. Also, as was pointed out above, in order to allow survivors to each hypothetically have multiple boon perks simultaneously they have to have all the boon perks on a given survivor stack on their one boon totem. (Otherwise you'd need up to 16 totems on the map for up to 16 simultaneous possible boon perks if all four survivors brought a full set once more Boons are eventually released.)
And note that Boons are intentionally made to not work like Hexes since Hexes, unlike Boons, start off the match in play immediately with no action required on the killer's part and Hex effects are map-wide with respect to where their totem is. Since Boons don't have those advantages they are given this ability to be replaced after being snuffed to compensate.
So while Circle of Healing and Shadow Step may need to be adjusted in their next balance patch (probably in January or so) they'll probably just need to have their effect or radius adjusted with no particular need to change how the Boons are placed in general.
Killers will happily start the trial with hex perks unlit, if they could choose the spot and lit the totem several times.
No killer would complain about this "nerf".
-
Ah yes, I remember a match where a bubba camped the hook and my teammates camped bubba instead of doing gens.
They didn't see the problem or the irony.
-
Undying was nerfed under the premise that cleansing the same hex 4 times (ruin) is unfun.
So they'll either bring old Undying back or nerf boons to the point where they can be used only once.
There is no in between.
-
@Clowning said:
It's genuinely true. And there's always the same argument of 1v1 having to have a "counterplay" and it has to be "fun to face", which means Killers either end up either feeling janky as hell or straight up don't stand a chance. I really get the issue that it should be fun to verse a Killer, but this is a 4v1 game, not a 1v1, there has to be a better way.
I never understood the "fun to face" logic behind killer nerfs. Because let's face it, SWF isn't fun to face. But the devs won't do anything about it.
So why nerf killers that aren't fun to face?!
-
All I want is that the guy who explains the killer/perks does it during the reveal instead of the release. So we don't have to download the PTB or watch streamers in order to find out what's coming.
But my prediction for the perks are:
Killer = a perk that helps finding boon totems, one that makes skill checks harder for 10 seconds when the killer clears a boon totem and a tracking perk that builds on crows.
Survivor = 2 boon totems that are even more OP than the current ones (maybe one that protects the boon) and a crow based tracking perk for survivors. Something like the killer is revealed every time he disturbs a crow.
-
The game used to have a hard entry for survivors and a easy one for killers. That progressively changed the higher the rank of both sides.
Which looked something like this:
Low ranks = killer>survivors
Mid ranks = killer=survivors
High ranks = killer<survivors
Now it looks like survivors are the dominant role, even in low ranks.
Interesting
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2621591#Comment_2621591
I never had problems with camping/tunneling when Undying was nerfed. It got pretty bad after the DS nerf. I seen the survival rate. That doesn’t really mean much. I think DS should work twice. It’s an anti tunnel perk and it should do its job better than it currently does.
I wouldn't mind DS working after each hook state, IF the game was properly balanced.
But not with the current state of the game.
People asked for a additional objectives for survivors, in order to reduce the pressure on killers. What we got instead was a additional objective for killers which have already to little time and end up doing the most basic thing to "secure" a kill: camp.
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2620949#Comment_2620949
It's exactly the same for me. Camping/ tunneling has been pretty bad since the DS nerf (pretty obvious why killers wanted it gutted, lol). The only thing boons have made killers do (more) is abandon less chases so that survivor's don't get away and heal. That's the only difference I've noticed.
The complain threads about camping increased shortly after the Undying nerf. The DS nerf was later.
Oh and the devs showed survival rate with/without DS both before and after the nerf. They looked exactly the same.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2621403#Comment_2621403
hey welcome back!
Thank you!
-
@Yamaoka said:
I don't play survivor too frequently anymore because survivor gameplay bores me but last night my wife and I decided to go for a survivor session and played 13 games.
We get matched with EU streamers like Tru3 on a regular basis and have around 5000 hours so I suppose we're high MMR on both sides.
For once we didn't exclusively get Blight and Nurse players so it was kinda fun.
The matches and results we had:
- Hag (killer gave up and kept slapping trees as I kept popping her traps to get her to chase me)
- Deathslinger (killer disconnected after 3 gens popped with 0 hooks)
- Freddy x2 (4 man escape, 2 man escape. Second match would have been a 4 man escape with 3 hooks total but NOED helped him get the 2 randoms)
- Tombstone Myers (4 man escape)
- Bubba x4 (1x 4k because both randoms got downed at 5 gens next to each other then both of them rage quit on hook, 2x 4man escape, 1x 2 man escape [the randoms died early on but we somehow still did the last gen and both got out])
- Slugging Sally (4k)
- Pig x2 (both times with the iridescent tape. 4 man escape, 2 man escape as the two randoms died again)
- Trickster (4k). Both randoms were together with similar names and immediately pointed at hooks when they saw it was Trickster. Selfish people. Me and my wife still ran him good and did 3 gens on our own. Would have been another easy 4 man escape if it hadn't been a 2v1 match from the start.
These results aren't really supposed to mean anything because it's just 13 games but I thought I would share them anyways because I usually don't keep track of any game results.
So anyways we played 13 games and died 3 times.
Escape rate as an experienced 2-person-SWF without full meta builds*: 77%
My build was: Bond, Kindred, DS, Dead Hard
What are your survivor experiences since MMR regarding escapes? Do you escape more/less frequently?
This sounds pretty much how my matches as solo survivor go.
At this point of the game, the biggest threat for survivors are other survivors. People that straight up sabotage the game by disconnecting or suiciding. If my teammates don't do something like that and instead do gens. Then it's usually a easy escape.
-
If you want to know why so many killers camp and tunnel, I'd recommend you to play only killer for a month. Not just a killer daily every few days, but dedicating a whole month to the killer role.
I guarantee you that you'll understand why killers camp.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2528955#Comment_2528955
Ok regarding the perks, they give up a perk slot for a perk that helps them find totems. So that's not a biggy.
What do you mean when you say stack? You mean when multiple survivors run that boon perk and have a boon totem activated? Because that sounds quite situational, however I do agree that could definitely be a problem. They probably shouldn't stack.
Now, I have to admit I did underestimate the range of 28 meters, because it's a radius, so the effective area range is actually 56 meters.
Of course, I think we still have to play the ptb to make a final judgement. But I do actually agree, at least the Boon perk that hides scratchmarks and aura will probably be busted and too strong with that range.
They need to tone down the effect in some way or reduce the range by quite a bit. And probably for the healing perk too. But again, this is not my final opinion on the matter yet. I also don't want them to be perks that nobody uses after the first few days.
These perks would be fine though arguably if survivors had a second objective to do. I am still hoping that the Mori changes will have some second survivor objective tied to them, and that they happen soon.
Survivors don´t get a secondary objective. Instead, killers will have to deal with even more. Just imagine that all 4 survivors use boon perks. The killer will either have massive drawbacks or cleanse the boons non stop. Which will leave him with even less possibilities to slow gens down.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2528224#Comment_2528224
You will never give up the idea that BHVR cares much more about survivors, do you?
Now, the perks do sound strong. The healing one in particular. But better than or just as strong as a map wide regression on any gen that isn't being worked on? I'm really not convinced.
Self Care takes 32 seconds to heal yourself. If you instead bless a totem and then heal yourself that way, you're going to heal yourself at quite the similar speed.
It will be good once you get more usage of it then just the initial heal, but at that point, I'm not convinced yet that it will be stronger than meta perks survivors already have. But even then, place the totem somewhere near your objectives, and it will be easier for a killer to snuff out. Place it somewhere farther away, and survivors will waste a bit of time running to the boon totem.
The second boon totem that hides scratchmarks and auras I can hardly judge at all. It could be good, but having such an effect restricted to a certain area, could also make the perk not worth it.
I'll have to see how it plays out in the ptb. But I hope the devs are open to feedback if they do turn out to be too strong, because they certainly don't sound weak, that's for sure.
The heals of the first one stack. The second one can be applied to 4 totems if every survivor equips them. Turning huge areas of the map into scratchmark free zones.
Oh and Hex perks are gone once they are cleansed. Boon totems are not. Survivors have perks to find totem spots, killer gets just a sound when he´s close to a boon totem.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523387#Comment_2523387
I hope they will have strong effects. Otherwise there would be no reason to use them. But probably not as strong as the effects of Hex perks, that was what I meant.
Turns out they are stronger than Hex perks. What a surprise!
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2523299#Comment_2523299
And yet in order to have “infinite” flashlights and medkits that do anything, it means survivors are healing, blinding, then sitting in lockers, etc. instead of doing gens. Isn’t that what we want? Incentives for survivors to not just sit and do all the gens as fast as possible? Longer, slower paced games?
I feel like some people will only be happy if the devs just straight up add 30+ seconds to the generator repair bar and then delete all non-meme-tier perks. “Shake up the meta but absolutely do not buff any perks! Slow down gens but not like that!” If you want the game to be rebalanced and become less samey then you have to accept that that requires things being changed, including some things being buffed into being more viable or more fun to use.
Oh wait... so a survivor who goes full speed healing build but "wastes" 12 seconds in a locker is slower at healing than a SC user? lol
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523313#Comment_2523313
We don't even know the "reward" yet. I'm guessing the effects won't be as strong as with Hex perks.
Also, survivors blessing totems multiple times will surely consume a bit of time as well, acting as a small second objective.
It all depends on how strong the perk effects will be. They can definitely balance these perks properly. Hex perks, at least the strong ones, are balanced around the idea that they can be removed from the match completely. Boon perks will need to be balanced around the fact that killers have to find these totems, and around the fact that they can be reactivated.
Since survivors have to "build up" the boon totems, they will be strong. You´ll see.
-
@Laurie268 said:
Maybe playing against him now will actually be fun. He will no longer be able to zone survivors making them lose distance for an easy m1.
Maybe playing AS him should be fun.
No?
-
So killers have high risk, high "reward" perks and survivors low risk, high reward perks.
Makes sense
/not
-
All i see are "infinite" flashlights and medkits. This will be like the old SC meta times.
-
@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2514870#Comment_2514870
Ever find it kind of sus that the most picked killers in red ranks have the lowest consistent kill rate of all the killers?
Almost....as if...the data is slightly skewed or off....
Or because the data is unconclusive, because of the wide variety of builds/players. Remember, the red rank kill rates only consider the killers rank. But not the survivors. We have been getting rainbow matches for a while now. So no surprise, when a rank 1 killer stomps rank 12 survivors. Or when survivors don´t like the killer/map/offerings and run straight to the killer to end it.
-
Very satisfied with mine. Sure,occasionally I get afk survivors or some that want to lower their rating. But mostly it's fine.
-
You reached the sbmm rating where you only get matched against nurse, yes?
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2519292#Comment_2519292
So just use perks to fix problem with the game? That’s some good design.
Then again killer is the exact same
Once he gets matched with better survivors that actually know what to do, they can switch that perk for something different.
Unlike killers...
-
Solo queue is fine.
I would recommend some aura reading perks like Bond or Kindred if you have this issue for a prolonged time period.
-
@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2519233#Comment_2519233
I'm playing survivor aswell, i have always played survivor more often but the global state of the game is concerning me.
Without killer the game is dead. And i don't see how ppl will continue to play killer with the current state of the game.
I play both sides at a fairly high MMR (survivor i'm at the top, killer a little lower but not that much).
And i have noticed that gen rush is present in almost all trials, even good nurse are ending up with 2 kills only and are forced to camp and tunnel... it is so sad.
We have reached the point where survivors are the biggest threat to other survivors. When playing solo, i sometimes get matched with people that disconnect on the first down, followed by a hook suicide of the second survivor and another hook suicide of the third survivor. Even when 2 gens were completed by the time the killer got his first down.
So i can understand when people want to play with friends, where something like that won´t happen. Which in turn makes the game harder for the killer, because even a little coordination makes the game so much harder for killers.
In the week Pinhead was released, people complained about the sbmm and killer queues. Obviously the killer queues were caused by the new killer. Now that some time has passed, queues are going back to normal. Means that survivors have to wait a couple of minutes, while killers get instant lobbies.
Usually game health can be easily watched by checking the queue times for both sides during prime time. The side with the longer queue is usually the stonger one (exception is, when a new chapter/killer launches). So far it also looks like the survivor queues will continue to increase. Because the gen rushing has become unbearable for killers.
Hell, i´ve even seen survivors escape with 11k bloodpoints. I´ve seen "tunnel or camp" complaints from survivors that died with 11k bloodpoints. But escaping with so little points seems to be no issue. Which is worrying.
-
@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2519220#Comment_2519220
Yup and half the time, survivors will spawn directly in front of Ruin & Undying.
Playing killer became just impossible. Most of the trials are totally impossible to win without camping/tunneling.
I´m sure the devs will do something about camping and tunneling but nothing about the current gen speed. So my best advice is to simply switch to survivor.
-
Why play killer if you can play survivor and win easy? What other game lets you win easily just by holding m1 twice for 80 seconds? Usually when i see Undying Ruin, i laugh to myself, because the killer wasted 2 perk slots. Especially since Ruin can be completely ignored and it won´t slow down the gen progress.
Maybe the killer even wasted a third perk slot by equipping PoP. Which will never come into play as long as Ruin is active.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2517094#Comment_2517094
Do you have statistics to back this up, or is this just that one killer streamer being upset again?
Last stats we got was 70% kill rate at red ranks. Bit at odds with these forums' insistence that not a single killer can ever take down a single survivor.
It was more a direct response to the message I quoted.
But since you asked. I'm currently experiencing a 70 to 80% escape rate.
What's also fascinating is the amount of keys I find in chests with a full farm build. My last 6 matches had: 1, 2, 1, 1, 0, 2 keys. Red or purple keys.
But no, that's not representative.
-
@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2516954#Comment_2516954
That's deemed as toxic though 🤣 I played v that last night and he got all 4. Last person even gave themselves up with half the ECG timer left and the gate 75% open.
Myers is brilliant fun to face
I wished there were more killers like him. That can really scare you. You know? When you are on Lerys and suddenly Myers grabs you off the gen.
No running in circles, no pallet camping, just jump scares. I love it!
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2515919#Comment_2515919
This is assuming there's a locker nearby and he does have tier 3 99%.
You can always hope that your teammates dont feed him.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2517090#Comment_2517090
That’s why we then balance survivors so that A tier killer can beat them. Nurse and spirit were a problem because any general killer buff/good perk became insane on them
I don´t see any survivor nerfs coming. At least no significant ones and especially none to the survivor meta. Which hasn´t changed in 4 years.
Right now, the biggest threat for survivors are other survivors. When it should be killers.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2516950#Comment_2516950
How is that a troll comment? What on earth is up with you? You really think people will keep playing survivor if killers are handed the 4k every single game?
You really think people will keep playing killer if survivors are handed the 4 man escapes every single game?
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2517061#Comment_2517061
Yeah it is. Problem is they either have to nerf the S tier killers and balance around A-B tier killers or make every killer nurse strength which is essentially impossible
But when the A tier killers already struggle, whats left when they nerf them?
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2516961#Comment_2516961
Honestly the bracket is so low that I think killer variety will remain fairly similar
Isn´t that a shame? With the amount of killers we have?
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2516902#Comment_2516902
Actually joking aside tampered timer and crate of gears might but I suspect her other useless add ons will become better
We´ll see. I guess you meant Spirit, but i don´t see her as problem. But that might be subjective. One less killer to care about in high skill ratings, right?
-
@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514135#Comment_2514135
When was the last time you played against a Myers not using infinite tier 3 or tombstone? He's mid tier but he's always armed to the teeth when I face him.
I love playing against jump scare Myers!
When he has tombstone, you better hide in a locker. He can´t kill you that way.
-
@Phasmamain said:
So nerfing a blatantly broken killer is a bad thing? Guess a balanced game isn’t a good thing to strive for
Pig is getting a nerf?
-
@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2516593#Comment_2516593
Kill rates are irrelevant, we need red rank kill rates, or high MMR.
Those are the red rank kill rates.
-
@Angelicus23 said:
Over the years:
Pallets have been nerfed
healing has been nerfed
vaults have been nerfed
loops in every map have been nerfed
footstep sounds have been nerfed
every item has been nerfed
And you want more?
Maybe because survivors still are the absolute uncontested power role in this game.
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2516689#Comment_2516689
The main issue is the idea that the pickrates stayed anywhere similar is a gigantic assumption. Which, to be fair, my statement is too.
I don't think everybody will ever agree on Spirit. There are already people saying her nerf isn't enough, it's too much. Everything in between.
Right now its a wild guess. Since we´ve only seen 2 of her addons and how her phasing changes. Ultimately we will only know for sure, once the changes hit the live servers. Because even the PTB version can change last minute.
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2516612#Comment_2516612
Strength, sure. But pickrates, we have no idea.
People that play Spirit could have gone to Wraith when he got buffed, maybe the people who play Bubba went to Trickster or Nemesis.
This was at a time where Blight was bugged to all hell, so he wasn't played nearly as much as he is today. It's entirely feasible that Spirit mains went to Blight after his changes. Not to mention the matchmaking changes.
Nothing changes the fact the stats are incredibly old as far it goes to this game. The HUD hadn't changed yet, the Realm Beyond had just started, Pallet Validation wasn't a thing.
Nothing you stated had any impact on Spirit or Bubba.
Sure, the stats are old af. But its everything we have. Because lets face it, OPs experience with Spirit is subjective and skill based.
My experience when playing against Spirit is very different and yours probably too. So some sort of baseline where we agree on is a must.
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2516593#Comment_2516593
God I hope BHVR learned their lesson and never show stats again, this community can't handle it.
It's been over a year since these stats were released. Four killers have been released, with a bunch of buffs and nerfs alongside. The stats are outdated, and they don't matter anymore.
Neither Spirit nor Bubba have been changed since the release of those stats. So they are still representative on their relative strength.
-
@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2516349#Comment_2516349
And killers relying on an easy killer, old Freddy, spirit lose. If they’d put a shred of effort into a killer that takes skill that won’t be changed, they wouldn’t have this issue, but they couldn’t possibly do that. They’re all switching from spirit to cannibal/wraith now since they are the only killers they can play.
I mean, Spirit didn´t had a high kill rate. She was below Pig and Bubba. So enjoy encountering more Bubbas!
-
@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2516423#Comment_2516423
Idk about before, 2 months ago was my breaking point when I had again donkey team mates. Haven't touched since then. But if MMR really gives team mates on the same skill level Im excited to try out.
Solo Q just was hell for me
Its really rare to get bad teammates. Maybe once per 10 matches.
-
Even before, but yes.
-
@Apexgnifrums said:
Lmao get a grip!!
Imagine wanting a survivor nerf while solo Q is absolute hell right now. You want to force the last solo Q warriors to play swf aswell?
Get a grip!
@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2516399#Comment_2516399
Idk, I haven't played DbD for months. I'm only active here because I heard about the spirit nerf and that's the only motivation why I'm considering to install DbD again and play once the patch is live.
Without that spirit nerf I wouldn't have found a reason to start up DbD again.
But I'm glad solo Q is better for you, seems like MMR finally helps us solo Q warriors. Got so tired of doing 400% of work all the time and losing braincells watching my random teammates being donkeys
Dude...
Solo survivor has never been easier
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2516064#Comment_2516064
It is fun as the survivor, at least. And that is what truly matters.
Yes, holding m1
So
Much
FUN!
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2514870#Comment_2514870
Half of the rooster need nerf so.Next objective is doctor.
Pig first. Clearly OP.


