Vetrathene
Vetrathene
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- Vetrathene
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Well, good to know they made stealth killers even more useless against spine chipp then before by just announcing they are close without even looking at someone
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/335311/youre-bad-if-you-run-the-meta-apparently
You are right to some extent, any dancing gleefully on the ashes 8s probably not good form or a show of good character, BUT there is the thing with options in games. There will always be something that's mathematically better then other and this will eventually form the meta of a game. If everything is well balanced and designed then you can pretty much make anything at least somewhat workable.
But if any option is way, way, way stronger then comparable other options in its class and if it becomes a no-brainer or auto-include for the vast population of the game, then you normally have a boosted or runaway option.
I will go so far and name a certain perk: DH. This was all discussed to death and you probably know all the ups and downs, but DH was such a runaway option. It stood head an shoulders above the rest (at least after BHVR adjusted the validation thing) and it was way more flexible and useful in nearly any situation, giving survivors a out-of-jail card if plaxed right and lead to a whole lot of very unfun situations were survivors escaped that should by all rights have gone down.
DH was in fact so strong, that it covered for a lot of mistakes and even boosted a lot of survivors over a long time. It consistently let them survive situations that they shouldn't have and became a crutch without even realizing it. A lot of survivors of medium looping skill still got out of tune pickle just because of this one perk.
On top of this you also head extremely good survivors, who could literally run some killers for 4 gens, who actually didn't needed this perk, bit ran it just in case. This survivors became nigh untouchable, because the strong effect was added to their considerable skill.
Now the new patch took away DH from most of the playerbase. The erstwhile amazing players are now still amazing at looping and will now just go down when they commit a mistake.
But the players who were only in their MMR bracket because DH boosted their survival rate beyond their skill? They get their crutch taken away and now literally planted their face nosedeep into the ground. They never learned how to loop beyond some basic tricks or how to escape a chase with trickery because they frankly never had to. This players are now in for a rude awakening and it sucks, but playing without DH is very possible, you just need to develop the proper skills. This will mean dying a good amount of times, and some players hate this, but the playing field has finally been leveled for the first time in years.
DH was so dominant and such an oppressive factor on the game that nearly everyone is feeling the Shockwaves right now. Again, I agree with you that its not good to rub it in and I try to make it easier on those players by playing, for the first time in month, by the survivors rulebook and going for maximum hooks were possible and by not tunneling. It feels like a gigantic slap of stone has been lifted from my shoulders and I can honestly enjoy playing killer again.
Exactly! I can finally try fun builds on killers instead of hardcore meta, just like I could and can continue to do with survivor and do just fine.
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@drakolyr said:
Killers will find either way DH still OP or get a reality check and its not because of dead hard they lost... just sayin.
Actually I’ve caught so many people out of position because they don’t have the old DH to save them, it’s made an extreme impact and goes to show what happens without a get out of jail free card. I for one am so happy it’s gone and my skillful play is rewarded and not stolen by an OP perk.
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@HATCH said:
https://forum.deadbydaylight.com/en/discussion/comment/3071830#Comment_3071830
thats what ım talking about survivors are way weaker then killers now
So now the table is turning to the other foot!
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@BringShaggytoDBD said:
Any tips for perks and strats to use for killers?
Mind gaming is your friend. Don’t break every pallet, just strong or safe ones and try to play around weaker ones to force the survivor to stay close to you. Jolt is a great perk on all killers. A tracking perk is a good call too, I recfokend whispers or nurses calling myself.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3071724#Comment_3071724
Not comically close. Comically weighted towards one side. Killer. This is a low-effort, low-skilled game.
I think your talking about pre patch survivor
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3071743#Comment_3071743
Well, you brought up DH not me. I'm glad the perk got nerfed
"More prominent" Yes, in more ways than one
90s gens, which means % based slowdown perks are more prominent
On top of that, they buffed two perks that applied % based penalties
Also it's funny, you talk about DH being a get out of jail card (It was) but at the same time you're confused why ppl are annoyed that gens are taking 100+ seconds, because the killer brought a perk that rewards these two killers for just using their power. There's no skill to using Thana on these killers, because it's counterplay is counter-intuitiive against them
I'd hesitate to call it a lose/lose, but
It kind of is?
Fair enough on the DH, I did bring that up. And yes, slowdown is stronger now, but again, it’s not insurmountable, and in comparison is nothing compared to old forever Freddy. And if you want tha a nerfed that’s fine with me, I don’t use it on legion, it’s never given me enough bang for the buck, and I still feel that way even after the change.
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I’ll buy more stuff just to help out BHVR as I approve of this patch
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@indieeden7 said:
How many of these "um actually this update was good 🤓🤓" threads are you going to make? We get it, you don't play solo survivor, no need to keep telling us.
I dunno, how many “survivors are ruined forever” threads am I going to see posted?
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@Brokenbones said:
It's not as black and white as that
Personally speaking I'm not frustrated, I just don't think having two killers who 'force' you to be injured all game (Which in of itself could be considered slowdown since faster chases, esp without DH) should also have the ability to make generators take upwards of 115 to 130+ seconds.
I say 'force' because you CAN heal, but it wastes even more time/gives them a super oppressive power
And yeah I could dedicate my build to gen repair speed, but that's equally as boring is it not? Faster gens = More boring game for the killer. Are you sure you want to encourage people to do that?
But nothing has changed about the killers themselves, they already deincentivised healing as a matter of course, now it’s just slightly more prominent? So what’s the issue? That DH isn’t a get out of jail free card anymore? I just don’t understand the issues besides “it’s harder to play survivor now like it always should have been and I am upset because I don’t want to get better.”?
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3071655#Comment_3071655
No. Killers got what they wanted. An easy, single player game. No more complaining about SWF.
If you want to put it to the test, BHVR can run a solo survivor escape streak versus a killer 4k streak. Take the best survivors, playing solo, and the best killers. See what their streaks amount to. Both you and I know that the results would be comical.
Comically close? Because 4 of the best solos must be able to run the killer just fine still while the rest do gens, and do hook saves since survivors get a free endurance state off hook now?
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3071209#Comment_3071209
No not at all. I never even considered of dying on hook early before this update
I can't believe people are actually defending gens that take 160 seconds to complete against plague and legion. This is not balanced.
You mean on any killer that uses thanataphobia? With its whole 2% total buff?
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So wait, your saying the killer is the power role now and the survivors actually have to try and struggle to escape? Like...kind of the feeling the game is supposed to have. Weird. Better uninstall now that they are finally finding the right tuning because my DH got nerfed. Oh wait, I never used DH.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3071128#Comment_3071128
There is a reason why I stopped playing killer. It was too easy to get at least 2 kills per game. If you can't get 2 kills per game then you are bad at killer but when the devs give killers buffs every patch it makes it easy and not fun.
Playing Nurse huh? ;)
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3070972#Comment_3070972
At the end of the day killer was already easy to play before the update.
Yes, mind gaming is super easy, as is monitoring all your gens, figuring out where you can get on the map, watching the survivors play style, doing your best to turn it against them, getting stuffed by unmindegamable and/or completely safe pallets, and having to deal with a get out of free card called DH. Super easy.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/335185/survivors-just-because-your-not-as-powerful
Said the person that has never solo queue as a survivor. Killer mains complain they cant get 4 kill wins every game and BHVR just gives them what they want. Its been that way for the last 5 patch updates.
@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/335185/survivors-just-because-your-not-as-powerful
Well maybe that hits the spot for certain players, for solo q overall its just not true.
Solo Q is getting hang over now for a long time and this time, they dont even looked at it in the slightest.
Solo Q was always a little bit unfun with some selfish teammates, but right now its just worse.
I understand that things as killers are frustrating, but the developers could atleast bring also something for solo q. But they said, its not the main thing they are working on. Sadly.
I literally just did 3 games as a survivor in solo queue. Its pretty much the only way I play survivor, I play stealth Cheryl with her white coat and everything and am always one of the last few hooked and usually pip. Thankfully the last game I played my team didn't kill themselves on hook and we almost won.
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Great! Killers are finally in the power role and survivor has the challenge I've been looking for in it. I can use fun builds on killers and on survivors now, and don't really have to try hard with either. I never used DH to pad my lack of skill, so I just got good at actually looping, running, hiding and doing gens. My life on both ends feels amazing!
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Nah, killers have been suffering for awhile, this was a long time coming.
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@Aven_Fallen said:
Playing Legion or Plague, eh?
No, a survivor against an Onyro
Edit: My entire team forced themselves to death hook.
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Yes, they need to add voice chat to the game and then they can just buff the killers to deal with SWFs since everyone will have the same advantage and will no longer be unmonitored cheating.
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The horrible thing about HIllybilly, was in the post about him getting nerfed, they started by saying he's in a good place and dosen't really need any changes. Then went on to explain how they where going to nerf him. It was such a slap in the face and just such a strange and move made by obvious survivor favoritism.
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They are just finally doing what they should have done awhile ago out of desperation with people leaving and survivor queue times being especially long since there isn't enough killers. They should buff killers first and then buff SoloQ, they've been trying to do the opposite for years and just made killers feel overlooked and underappreciated, while just giving more power to Survivors in general and even more to SWF.
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@FFirebrandd said:
Let's see...
1. Camping getting buffed via the gens taking longer but not lengthening hook states.
2. Killers getting multiple base kit buffs while survivors get a buff of questionable use and a nerf to the post hit speed boost.
3. People's favorite meta perks getting nerfed and they don't like change.
4. People's off meta perks also getting nerfed for various reasons... some questionable some not.
5. Grind reduction changes are of dubious usefulness or can be straight up worse depending on how the person spends their bp.
Take your pick? Like... yeah there's good stuff in this update but there's bad stuff too.
Survivors don't need a buff to hook state time, they already got a massive buff to them without the change to generators at the time being equivalent to the time survivors got. So now its just finally catching up to where things should be.
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We need changes on survivor side, there are too many and not enough killers. So this will make queue times go down for survivors and be a good thing for the game Sorry you can't deal with things changing and survivors getting the short stick for once. Killers have been getting it for quite some time, with minimal buffs and plenty of nerfs, while survivors have gotten plenty of buffs, some nerfs to the buffs they got, more buffs, some nerfs to the buffs they got, having equivalent items (keys and moris) with the survivors nerfs to them coming months later after TWO nerfs to Moris. So no, this is all fine.
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That Unbreakable falls in the same category as old MoM in that it requires very little skill to use. But it at least does require the killer to not pick you up? I'm not saying its a broken perk, but it does feel weird to reward a survivor for losing a chase.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3061503#Comment_3061503
this
and then change the tar bottle or whatever that add-on is into "Invisible Paint".
"Invisible Dye":
A mysterious clear liquid stored in a fist-sized glass bottle. It reeks of ammonia, sulfur and metal. When using it to paint various objects it changes color as if to hide the object it was painted upon.
- Upon setting down a Beartrap, it changes in color. adjusting to the ground it was put on.
since some places have different colors (Eyrie of cringe for example is very sand colored but the shack for example isnt) this would probably be bugged as hell but I'd like to see if that would actually be a good add-on.
Honestly I just think it should be base kit for the trapper
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@TragicSolitude said:
I don't uninstall anything unless I am absolutely done with it and know I won't be playing it again for at least year. Installing most games takes too damn long and uses a huge amount of bandwidth.
I mean thats fair, which is why I find it such a good stop gap method for me
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From what it sounds like is its the people who don't feel likes survivor was the stronger role of the two and don't want to give up some of that power so the balance is actually closer to what it should be. And even with these changes it still feels like survivor is going to to be the stronger role, because map design is still #########.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3061021#Comment_3061021
tbf the skill check wiggle is actually a really well made feature. You either concentrate on hitting only greats to wiggle 1 sec faster or you sacrifice that so you can look around you better and make maybe calls for your mates.
So you admit to using comms with SWF teammates to give knowledge that the killer has no idea you have or any way to counter play against?
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@Marik1987 said:
And why do u tell it us? Its your Decision.
Im really looking forward to the patch, even if it means that I have to look for a new Main-Build on my Freddy, because PR, DMS, Tinkerer and Ruin will no longer be good enough.
Like I said, just needed to vent mostly. I find it better then screaming at myself in my own head?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3061584#Comment_3061584
Double XP weekend will be missed. Swap to survivor and mess about if you really can’t help yourself from playing.
I have no real desire to play survivor, its not exciting to me and the queue times take forever.
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They did it because players where leaving and there was not enough killers for survivors to play with. I'm guessing they figured they finally had to change something to have more people want to play killer. I'm all for it as killer main, I'm not going to miss DH.
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@[Deleted User] said:
why uninstall if the patch is in like 4 days and you’re gonna play anyway? lol
Mostly just so I won't just be able to hop on and frustrate myself while waiting for the patch. I wanted to try and get some of my prestigieng done but I just had a couple of rough matches and figure a few day cool down period will help keep my head on straight. I know its weird but it helps me.
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@Chocolate_Cosmos said:
Imagine if his traps would be like Chameleon.
Each map would have different paint of color that fits the general ground. So for example Eyrie would have like sand themed traps so they are harder to spot. Etc.
I actually really like that idea, it would be an easier change then trying to change all the maps and help the Trapper as an overall buff as well.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3056940#Comment_3056940
An idea I'd had in this regard is make the Prestige Cost a choice. You either Prestige for free or pay the toll.
Prestige for free and for that stage of Prestige you get the standard 1-50 Bloodwebs that are generally cheaper and faster to progress through. Pay the toll, and you get all level 50 Bloodwebs for that stage of Prestige, which is slower and more expensive, but offers greater opportunity to farm those Pinks and Purples.
At least that way the Prestige Toll (a) is entirely the player's choice one way or the other and (b) gives you something you may actually want for the trouble, as the other main issue I've seen mentioned for Prestige is how it makes getting certain levels of addon harder.
We already have tolls in the battle pass, and its a terrible idea there, we don't need a toll gumming up the works for a redesign thats supposed to speed up the grind. Making it so you can do free or pay is also classist and I'd rather everyone just be on the same level
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Its been dominant for 5 years, its fine if it gets nerfed into oblivion and lets other perks shine
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3040135#Comment_3040135
…but legion is still bad bro. Ghosty was buffed but hes still bad as well. Both need other buffs 👀 not gen slowdown indirect crap
Oh I agree, I would like to see both of them get some serious retooling, I'm just amazed people are complaining about one of the lowest tier killers getting a little bit stronger.
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I agree, being healed by teammates or healed to full should deactivate endurance and second chance perks like DS and OtR.
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Oh. My. GODS. Legion has been bullied and beaten ever since they came out, and they have never actually been an amazing killer. With the perk changes they are finally getting some indirect buffs that make them stronger, and people are freaking out about it? About LEGION? Let the poor little teenagers shine for once, everyone should get their day in the sun.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3039851#Comment_3039851
The NOED nerf was hardly a nerf in the first place. And no, survivors don't deserve free escapes but killers don't deserve free kills either. For example, Rancor is completely fine but OTR isn't? Rancor is completely uncounterable during endgame, all you can really do is hide and hope the killer doesn't find you. With OTR you can just tunnel the person using it out of the game.
So your saying hiding is a counterplay to Rancor? Tunnel them while they are opening the gates or leaving out of the gates? Or someone opens the gate, you hit them, they have enough to get to the gates and you can do nothing? No, its the same problem as DS has had since its inception, and we don't want to replace one problem with the exact same problem
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3039862#Comment_3039862
Was it really only 30 seconds? I thought it was bumped up from 45 to 60, could be wrong though.
Maybe? Either way it was a significant change and I feel the game was never quite the same afterwards. Also I miss when killers and survivors had the same hit boxes and there was no looping.
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I miss when hook states only took 30 seconds instead of a minute. It made it so you had to make quick and important decisions as a survivor to either finish a gen or go rescue your friend on the hook. I miss old trapper traps with hit boxes that actually blocked off avenues of escape instead of doing basically nothing.
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I sure hope so! We members of the Legion have been suffering for a very, very, very long time, and it will be nice to finally have SOMETHING! :D
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I really wish they had just made it so when you activate DS you cannot use interactbles for 1.5 seconds after your run had been completed. So it would let you avoid a hit as intended, but even with the distance gained you couldn't vault a window or throw down a pallet.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3039829#Comment_3039829
Killers don't deserve free kills in Endgame. NOED is still a big problem, so something is needed to counter that. And since DS is getting thrown into the dumpster, the only option left is OTR. If killers want every second chance perk to deactivate in Endgame, then their second chance perks (such as NOED) should be deactivated in Endgame as well.
So survivors deserve free escapes from OTR? And NOED got nerfed already, it already had counter play, now it has more. And I never use it anyways, it was always a risky perk and even more now. OTR in its current state at end game has no counter play, and is the true free escape over the gamble of NOED.
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Map Design is number one, It can and usually does give some ridiculous setups for survivors. Number two disparity between killers. The power level is just way too stratified and most killers need to be reworked to fix that. And then large groups of SWF can be a problem, though its by no means universal, but instant communication and coheshive play makes it very challenged for many killers, see problem two.
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@Aurelle said:
Off The Record is fine, don't tunnel and it won't activate. Besides, it disabled whenever you progress the game. Overcharge is the real problem here.
Its not fine, it needs to deactivate when the gates are powered just like DS will now. Otherwise its just the new, better DS, and makes endgame for killer a nightmare.
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I'm always waiting for another game, but nothing ever is quite as good...somehow.
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I just complain and play sporadically. And I mean every few months if even that.
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I have no hope (hence being a killer main), But I'm curious to see just how much they set things on fire.