WesCravenFan
WesCravenFan
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@dictep said:
I can’t understand bhvr. It they were so low, why don't show them so survs can accept this patch? Or if they are over 50% and they want 75% then say it
Let's not pretend you would accept any data they gave you. They could show that demons were getting a 10% kill rate and you'd STILL start threads about how YOUR games are still so awful and unfun.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3101169#Comment_3101169
This forum is filled with Killer mains. So yanno...lol.
As a fellow Bill main, and I mean, I LOVE his chain smoker cough, he is pretty loud with it LOL. I ran iron Will a lot before the patch because Bill loves his Lucky Strikes.
But yeah- they purposely obliterated Iron Will. It's useless now. Solo Q is depression. Idk what to say, man.
I mean we can enjoy Bill's Christmas sweater. That's what they left us with. Cosmetics! Even tho Bill has next to none.
Hey, I'm sure Feng will have a new hat or 7 soon.
If this forum is filled with Killer mains, why are there so many threads about how this game is ruined because of this killer sided patch?
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/3100821#Comment_3100821
Otzdarva, Hexy, Umbra, Dowsey, TrueTalent, ScottJund, ZubatLEL, OhTofu and many others didnt have any problems to win most of their games unless they used obvious meme builds.
Also is JRM dying in most of his matches.
"These people with 9000 hours have no problem. What is your excuse?"
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The nice thing about the "You did nothing" crowd is they are easily silenced by the scoreboard.
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With the all the whiny cowards in this game the DC penalty should start at 30 minutes.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3101216#Comment_3101216
It’s pretty silly to single out one piece of a suite of changes and act like that’s the thing he’s talking about. It’s the whole package of changes, small, medium and large, that are imbalancing the game. The bloodlust buffs shorten chases. Shorter chases equals quicker hooks and less time for survivors on gens. Gens that are already now taking much much longer due to the changes and slowdown builds. If you don’t grasp that concept theres really nothing more to talk about.
Bloodlust shortens LONG chases. If every chase that gets started goes to Bloodlust, your Survivor game is going GREAT.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/3100400#Comment_3100400
They'd have to revert any gen regression nerfs then
Are you REALLY losing games to Tier 3 bloodlust?
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I'd be fine with this reversion as long as it dumped the stacks. Honestly the main reason for this nerf was Ruin, and Ruin just got beat down.
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@UnluckyDucky said:
https://forum.deadbydaylight.com/en/discussion/comment/3101155#Comment_3101155
Yes, I relied on it to HIDE. Because not everyone has grinded 2000 hours into this game to god loop. If I'm fresh off of a hook and I dont have time to run a reasonable distance away from a hook, your only chance was to hide. If youre yodeling from a bush the killer is gonna find you instantly. Iron Will made it possible for a wider choice of evasion, and the fact that it can't even be used while Exhausted? There's literally 0 reason to even consider running this perk. It's become completely useless. For the year I've been playing this game Killer Mains havent shut up about DS and Dead Heard, this is the FIRST im hearing of "over powered iron will"
Iron Will has always been overpowered. Lots of people hated it, myself included. Scott Jund did a whole video on it ages ago. It was beyond broken and deserved to get pulverized.
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While I understand that some characters are louder than others, what I am reading is that you overly relied on this perk.
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Trapper. Anyone that says Blight is high.
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I read it. Doesn't change what I said. Stalking is a non-interactive mechanic regardless of add ons.
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My grind PLUMMETED. I don't know what you guys are on about.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3099493#Comment_3099493
Bubba can guarantee, at least one kill.
Oh, I have seen more than enough Bubbas absolutely screw that up to use the word "guarantee".
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3099501#Comment_3099501
It’s not worthless if it entices survivors to take riskier paths away from dropped pallets. The goal of the perk isn’t to actually destroy a pallet with it, it’s to keep survivors from being able to safely vault them in the first place. So if I hit a survivor with this perk, and now nobody can fast vault a nearby pallet for the next 20 seconds or however long it lasts, then I get value when they had the opportunity to vault one but didn’t and I get a hit because of it.
I’m not saying it’s a universally awesome perk or anything. But there’s too many people who think that if it doesn’t literally break a pallet you got no value which isn’t the case.
You are getting SO LITTLE value out of this perk that I would literally rather put every perk in the game on a piece of paper and draw one at random from a hat and run THAT perk instead of this one.
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Yes, for some stupid reason.
The perk was BARELY worth anything as printed, but throw in the fact it literally tells the Survivor when it is on and it makes the train to Worthlessville.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3099487#Comment_3099487
What is killer's reward
One kill. Maybe. But even that is not guaranteed. Which is why this whole "I am being punished for running the killer a lot!" mentality is such a joke.
This is like coming in first place in a NASCAR race and then complaining about the state of your tires.
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@tendyhands said:
Anytime you do a 3+ gen chase you always get camped after. Should you just go down after 2 gens are done?
Your reward for running a killer for 3 gens is that 3 gens got done and all he got was one measly hook. You came out ahead in that trade deal. By a lot.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3098934#Comment_3098934
Not just looping, juking, kiting, taking aggro, fighting for gens, protecting others by bodyblocking / saboing, any instance where the two parties actually interact with each other, try to mind game / trick the other one, outsmart them etc.
Being stalked is hardly "interactive", esp. when you don't recognize it. And even if you recognize and run away or hide, when Michael decides to not go after you but searches for someone else, you also don't get any real interaction.
I'm not blaming the Michael player here for playing that way, bc he has to if he wants to get anything out of double iri addons. It's the addons that create such "uninteractive" trials.
You realize that stalking is a core Myers mechanic with or without an add on.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3092788#Comment_3092788
That's all good and well, but we have hit a point where survivors would rather give up than play. And instead of asking why people are giving up people on here are calling them whiners and that they are just throwing hissy fits. Let's not forget the people whining right now make up the majority of the player base (soloQ survivors). Would be a shame if we all just stopped playing and killers had 20 minute killer ques... oh wait.
My how the turntables.... for the last several years that was the killer experience, and they were told to stop being such dramatic crybabies.
Iiiiiiinteresting.
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@ShinobuSK said:
I would never in my dreams think of adding prestige tax during grind reduction operation.
And I still cannot believe it
Taxation is theft.
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It cheated you out of downs in chases you won. It was bad on every level from a game design standpoint. It rewarded failure, and punished a player even when they played correctly.
This has nothing to do with generator speeds.
A generator took 80 seconds to complete when no one ran Dead Hard.
A generator took 80 seconds to complete when someone did run Dead Hard.
At no point did the perk magically alter the number of seconds to completion.
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If you can consistently nail the new Dead Hard, good for you. At least I know you timed it properly and didn't just use to reach a pallet or window.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3099133#Comment_3099133
By your illogical delusions pre nerf Dead Hard had zero effect on generator speed and the present Dead Hard has no effect either.
Somehow that's not how buffs and nerfs work for Killer but thats how they work for Survivor?
I cannot fathom how you could be that stupid.
Correct, pre-Nerf Dead Hard had zero effect on generator speed.
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Best patch ever!
Dead Hard is dead, which is GREAT for me on both sides.
As Killer, my matches are actually fair now.
As Survivor, I have fewer teammates out there trying to "juice the killer" and are actually avoiding contact with the killer and doing gens for a change.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3098507#Comment_3098507
Which leads to boring gameplay on both sides. The fun of the game is in the chase, the looping and the mindgames.
Not for me.
When I play Killer the fun is making you eat dirt. I don't want to "loop'. It looks and feels silly and stupid.
When I play Survivor, I evade, immerse, and duck the Killer. I don't want to "loop". It looks and feels silly and stupid.
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@Dead_Harder said:
What if they made it so other endurance effects arent effected by base BT and increase base BT to 7 seconds.
So lets say some one gets off the hook and the killer hits them right as they get on the ground ie, no way to avoid it. This doesnt feel fair game play wise and it doesnt feel fair that this unavoidable hit deactivates both BT AND OTR.
Instead of that being the end of the survivors protections, what if they made it so if the survivor has OTR or any other endurance effect going, those would be intact.
This would be a single exception to endurance stacking. It feels like it makes sense imo. Tunneling shouldnt be this easy and i think the idea behind OTR was for it to be a safety net after the base BT.
So you get to keep Borrowed Time AND Off the Record?
LOL NO. I don't need double bodyblockers.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3099016#Comment_3099016
Except mostly Legions are the one who use it. Adding roughly 8sec on 2-3 survivors average (~20sec total of mending) once per minute.
People doesnt complain Thana alone, they question why they buff Thana when they buff Gen after they buff Legion.
..... because it's Legion.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3099016#Comment_3099016
Sorry I'm done playing Math teacher for the night
If you can't understand that because 90 is a bigger number than 80 that percentages of those numbers differ then I can't help you
Thana before added 20 seconds at 4 stacks to make 100 seconds
Thana now adds 25.38 seconds at 4 to make 115 seconds
A net increase of 15 seconds. If you remove the buff, it'd be 112 seconds, a net increase of 12 seconds.
You are trying to attribute a base kit change as a buff to Thana.
That is not how buffs work.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3098984#Comment_3098984
??? That doesn't make any sense
I'll explain it again crystal clear
80 second generator. 1 charge a second. Old thana at 4 stacks reduced this by 20%. This increases the generator repair time by 20 seconds, maxing out at 100 for a single survivor.
90 second generator. 1 charge a second. Old thana would have reduced this by 20%. This would have increased the generator repair time by 22.5 seconds, maxing out at 112.5
However, they also buffed thana by adding another 2%.
So, the final version:
90 second generator. 1 charge a second. New thana reduces this by 22%. This increases the generator repair time by 25.38 seconds maxing out at 115.5(ish seconds)
In conclusion:
The thana buff adds 3 seconds
But the increase to gen times adds an additional 12 seconds for 15 seconds total.
Thana was buffed both in numbers and in efficacy because it's a % of a bigger number.
So the answer to my question is... 3.
3 seconds.
That is how much they buffed Thana.
3 WHOOOOLE seconds.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3098940#Comment_3098940
I already posted that math: (This is at maximum strength of course)
80s gens. Old thana = 80/0.80 = 100 seconds.
90s gens New thana = 90/0.78 = 115.5 seconds
So a net total of 15.5 seconds.
If you're curious how the math works, the 0.78 is the survivor repair speed (1 charge a second with the debuff penalty)
No, you posted OLD gens. You are trying to factor in the ten second change to gens into Thana.
How many seconds have changed as a result of the PERK being changed?
Stop adding the basekit change.
What is the difference between OLD THANA and NEW THANA in terms of the changes to the perk itself?
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They had us in the first half, not gonna lie.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3098931#Comment_3098931
You can't talk about the thana buff without taking into consideration the fact that increased gen times indirectly buffs the perk.
Old thana with 80s gens was 100 seconds
Old thana with 90 gens would've been 112.5 seconds
For some reason they also decided to buff thana by that extra 2%, making it 115.5 seconds.
No matter how you slice it, Thana at 4 stacks adds 15 seconds to a gen. That's not insignificant in the slightest.
If I've done my math right, every stack of thana adds roughly 5 seconds to each gen.
Okay, this is the math I want:
Tell me how long a gen would take to do right now if someone had OLD Thana.
Then tell me how long a gen would take it do right now if someone has NEW Thana.
How many seconds of difference is that?
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Bruh, do you want me to stop tunnelling or NOT?
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3097810#Comment_3097810
Being stalked does not count as interaction for me. Double iri mikey won't attack at all until he got P3. SO if anything he starts a chase to get PWYF stacks. Thats why its so boring, or "uneventful".
I'm starting to think that when people say "interaction", they really just mean looping, and literally nothing else.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3098908#Comment_3098908
Technically thana was buffed twice
80s gens. Old thana = 80/0.80 = 100 seconds.
90s gens. Old thana = 90/0.80 = 112.5 seconds
90s gens New thana = 90/0.78 = 115.5 seconds
So the buff to thana added 3 seconds
But the increased gen times also added an extra 12 seconds because of math for a total of 15 extra seconds total. Not a tiny buff if you ask me.
By this very post, isn't the change to Thana a change of 2.5 seconds?
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3098908#Comment_3098908
Wes Craven would hate you siding with killers not very girlboss of you
I see you have the gaslight part down.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3098887#Comment_3098887
Never used dead hard the thana and dying light thing are my issues gens take to long and the tunneling has gotten worse since ds nerf also making survivors slower was so so dumb
Survivors move at the same speed as before. The Sprint Burst on hit was reduced by 10%, it was literally one-fifth of a second.
If you look at Thana before and after, the total buff increase is tiny.
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"Slugging excessively"
LOL. I love how the wording of this implies there is a "just right" amount of slugging. Not too little, not too much!
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@Erukani said:
https://forum.deadbydaylight.com/en/discussion/comment/3098761#Comment_3098761
Replace the word 'players' with 'killer mains', and you're spot-on. ;)
As a Survivor Main, I no longer have to deal with forever Ruin or the full length of Corrupt. Plus Pop Goes The Weasel was nerfed. And Pain Resonance / Dead Man's Switch is dead.
God a lot of other Survivor Mains act like we got nothing.
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@Tiufal said:
Let's be honest. The midchapter is a desaster on several levels. When do we get some statements on the miserable situation? Will they try to sit it out? Do they think data will change miraculously if they waitlong enough? Feedback from ptb was ignored, they purposely forced their "balancing" unto the community. How long do we have to suffer from this disastrous midchapter? How many players are they willing to sacrifice for their unreasonable changes? They really need to put up some extraordinary statement to justify this mess.
*disaster
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"Killers trying to kill me isn't fun!"
In other news, water is wet.
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Every day we see more and more how bad people were crutching on Dead Hard for distance. People didn't want to admit it, and called me a liar when I told them the use rate. Then BHVR came out and released the data and it was even worse than we thought.
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@Neyar said:
https://forum.deadbydaylight.com/en/discussion/comment/3097330#Comment_3097330
In hockey, a tie occurs when both sides have an equal score at the end of regular game time. It requires an additional tie-breaking round to be added beyond the regular game in order to resolve, or else the match is considered a draw in most contexts.
Not sure why this came to mind, but it seems relevant for some reason.
No, no. I think you are on to something.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/3097333#Comment_3097333
You're so predictable. Not even worth to answer.
Predictable is the use of Decisive Strike in end game. EVERY. TIME.
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@ZVom said:
I honestly feel like it was the worst and best patch in the history.
It's the best because balance was finally brought to DBD - no more unpunishable t-bagging, bullying etc. by the survs
It's the worst because the grind was increased to the point I cannot even estimate how many hundreds of games will it take to get 1 char to P3 to get his perks.
This is a fair take.
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@SaltyNooty said:
Right, so after my first PSA, I just happened to be scrolling on tiktok and watching streams on twitch and I just HAPPENED to come across this gen.
https://www.tiktok.com/t/ZTRDfsHgv/?k=1
Why is this acceptable? What makes killers that running these slowdown perks makes the game fun? Makes the match WORTH playing, muchless the game?
Once again, I will preach, if perks and ONLY perks had been nerfed. These problems such as DC/AFK/RQ, wouldn't have started to become such a massive issue, but here we are...
I see a Survivor get the gens done, teabag the killer at the exit gate, and escape.
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I don't miss 4 minute gen rushes.
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@ThanksForDaily said:
That bad state of the game is gonna change a 100%, and soon.
STBFL obviously needs a rework, Thana needs its numbers toned down because on certain killers is actually stupidly strong and no gens getting done. Jolt idk why it doesn't have some short of cooldown. Killers stacking whatever slowdowns they want without downside.
DS needs the time back to 5 secs and not to deactivate at the end game. No one complaint about the pre nerf DS but they totally murdered the perk anyways.
The 5 sec built in BT didn't solved anything and made the things a lot worse. Camping and tunneling increased because killers know that the game doesn't have anti tunneling protection. My idea about the built in BT is to make it terror radious based. If the killer is facecamping give it more seconds, if they're outside, less. And the list goes on.
DH apparently the 1 sec window was "too strong". The current 0,5 is a joke, so give it a buff to 0,75. The perk is trash anyways.
Why should Decisive Strike work in the end game again? So you can teabag outside the exit gates knowing there's nothing the killer can do about it because it's literally an unstoppable escape? Yeah, no. Good riddance.
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@Jinxed said:
I could be wrong, but I was always under the impression that survivor players on average play more casually than killer players.
Where a lot of killer players take the game much more seriously and consider nothing less than a 3k a loss, survivors tend to play the game to chill out and have fun and dying half of the time is okay as long as you got to do a few fun things in the game and give it your best try, even better when you get your teammates out.
The main problem with this patch in my eyes, is that survivor players now have to sweat profusely in order to get a win. Slamming gens, being an extremely efficient looper, being able to read every mind game. I just don't think that the majority of the survivor player base plays the game that way, and that's one of the main reasons that so many are threatening to leave or have already left.
For the top 10% of survivor main SWF who already loved to bully killers and were really good in chase nothing has really changed, but for the average survivor the entire game feels unbalanced.
Killers are still tunnelling, gens take forever to complete, and survivor perks aren't rewarding anymore. Not to mention the amount of rage quitting that happens in solo queue. There just isn't much fun to be had if you're a solo survivor anymore, and that is the main issue.
Less than 3K IS a loss, though.
That is not Killer mentality, that is BHVR's own decree in the way they made the MMR system.
