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Xernoton

Xernoton

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  • Basekit BT was a very healthy change for the game. However making more perks base kit is really not a good idea. If you want to benefit from a perk you have to equip it. That's how it works. Base kit Unbreakable and the Mori changes should not go to live like this.

  • Hatch size is fine, this person's attitude however is not. You can report them for that btw since they were technically holding you hostage.

  • MMR now basically works the same as the old rank system. I don't think that's a bad thing necessarily. Some games are super sweaty while others are more casual. It's definitely less predictable than before and my games have overall been more enjoyable.

  • I don't like the idea of a perk, that is weak against SWF but super oppressive against SoloQ. I hope they'll rework that perk.

  • @GrimReaperJr1232 said:

    Medkits have been subject to a lot of scrutinies lately. The subject was already becoming contentious not long after Wraith was nerfed, but then CoH came out and dialed everything up to eleven. Love it or hate it, the survivor meta has more or less transitioned from the non-healing meta to the self-healing meta.

    Healing and efficiency

    How long is a typical heal? 16 seconds, but it's 16 for two survivors. So collectively, that adds to a total of 32 seconds, the same pre-nerf Self-Care. (insert explanation why Self-Care didn't deserve to be gutted here)

    Standard Medkits

    With a standard medkit, it's still 16 seconds but it's 16 seconds on one survivor. So in terms of efficiency, you effectively save 16 seconds because your teammate can still do gens, unhook, be chased, whatever they need to do.

    So the math is simple. Brown has 16 charges for a 16-sec heal that only requires you, so 16 seconds are saved. For a yellow, it's 24 (assuming you commit to a half-heal). Purple would be 32 if you healed with it twice.

    Green Medkits

    Now, this one is a bit more complicated. Not only are you healing without a teammate, but you're healing 50% faster as well. I'm going to be sharing my methodology behind this simply because I'm encouraging you to try to do your own math as well; this was really hard and I'm willing to believe I may be off. Feel free to correct me.

    Alright, 32 seconds. Cut it in half and we get 16. Factor in the 50% speed boost, so 16/1.5, and we get 10.7 (rounded up).

    32-10.7, and we get a difference of 21.3 seconds. So 1 heal from a green medkit effectively saves 21.3 seconds for the team.

    Excluded Variables

    Obviously, none of this includes the time you cost the killer in the chase that you effectively nullify, the killer could ignore you and tunnel a teammate, etc etc. There are also no add-ons being taken into account atm.

    Toolboxes

    Why do I mention toolboxes? I thought the best way to put this into perspective.

    The best toolbox is a commodious toolbox. Gives you a 50% repair boost and has 32 charges, effectively saving you 10.7 seconds off gen.

    10.7 vs 16, 24, 21.3, and 32.

    Add-ons

    Both of these have add-ons. I know many of you are thinking of BNPs right off the bat.

    Fortunately, when BTL was reworked, I went through the effort to see how much a toolbox saves when used with a +8 charge add-on (not the best, tbf, but minor difference), a BNP, and a single Streetwise.

    With some rounding involved, I concluded that this combination saves... 31.7 seconds. All of that for 31.7 seconds. Now, obviously, if you use BTL, this gets higher, but let's ignore that for a bit. 31.7 seconds on a decked-out toolbox with a perk vs a base purple medkit that saves 32.

    How does this compare to a Green medkit with add-ons? With 50% heal speed, you might as well just use charge add-ons. So let's say you're using a +16 and a +12 charge add-on. How much time do you save?

    First, how many heals is it? 16+16+12 equals 44. 44/16 would be 2.75 heals. If a heal is 32, then 32*2.75 would be 88 collective seconds spent healing.

    Whatever, it's cut in half so back to 44. 44/1.5 = 29.3 (rounded down). 88-29.3, and you 58.7. Yes, 58.7 seconds have been saved.

    CoH

    I won't be on this long. I've ranted on CoH a ton but since we're discussing medkits, I thought I'd bring it up.

    It has Self-Care's old 50% penalty, so the numbers aren't nearly as ridiculous as a green medkit since it's just as efficient as a teammate healing you. So 32/1.5, and you get 21.3 (rounded down). 32-21.3, and you end up with 10.7 seconds saved.

    Not as strong, but it's infinite. But the real kick is that it stacks with medkits. So, you can turn that Brown into a Green if you want! You can turn a Purple's painful 32 seconds saved into a painful 42.7! Green? Now it's 24 seconds saved (this is an example of diminishing returns when it comes to stacking action speed buffs).

    Nuances and the problem

    Now, obviously, there is a lot of nuance to this.

    A killer can chase, hit you, and then be forced to leave. Not only did you get a fast heal, you effectively made the killer waste their time.

    You could never be seen by the killer and never use the medkit.

    But here's my problem with this. Patch 2.3.0, heal times were increased from 12 seconds to 16 seconds. The stated reason for this change was to give the killer a form of slowdown through gameplay without touching gen times. This change enabled the ability to spread injuries to build pressure; either they risk staying injured trying to do gens, or get off and spend a long time healing.

    This is gone. Medkits throw this out the window. One on its own is fine, but just like Old Toolboxes, when you get a team of them, it's a problem. You cannot use injuries to spread pressure. The only thing you can do is commit to chases (since they'd heal quickly if you leave them) and to tunnel survivors out because you lack slowdown outside of your perks.

    Wraith is described on the official DBD website as a hit-and-run specialist, and his playstyle is broken. It doesn't work. Sadako is another hit-and-run killer, and there's a literal #buffSadako movement.

    Why do I bring them up? They're hit-and-run because they lack oppressive chase tools. They suffer the worst.

    Nurse? Blight? Spirit? Artist? All four of them have extremely oppressive chase powers and are top (or at least high) tier killers. They can commit to chases. If they want, they can tunnel through any defenses the survivor may have. They can brute force their way through medkits if need be, something the lower-tier killers simply cannot do.

    With 6.1.0, I believed we were finally taking steps to narrow the gap between the high tiers and low tiers, giving buffs that primarily affected the lower-tier killers while barely benefiting the high tiers. I hope some sort of solution can be found to make medkits/self-healing less oppressive, even if it requires nerfing higher tiers in the process.

    Good job putting all of this together. I would add that there won't be just 1 medkit in most games. It's mostly 3-4.

    Survivors have a lot of tools to be time efficient. This effectively means that games become faster not just shorter. Many killers struggle to keep up with survivors in general. Adding medkits means they can't build up pressure, which means they have to rely on other ways to compete (mostly tunneling and camping) because they have no way of gaining momentum.

    I recently had a game where I hit a survivor, they had Overcome, made distance and before I could even catch up to them they were already healed. This wasn't a medkit used for self-healing but the combination of another survivor healing them with their medkit, CoH and We'll Make it. This happened multiple times. How is anyone supposed to know what is going on there? I thought they were cheating but no. Turns out that this was legit. Needless to say I was pretty much done by this point and didn't play too serious anymore.

    Of course I understand that this is not normal but it is still possible and it is something that heavily impacts morale during the match.

  • BHVR's data don't indicate that Nurse is problematic. That is probably the main reason. Also they don't focus too much on individual killers right now. They have their hands full with cheaters, the event and the PTB stuff.

    Though I do hope, that once they dealt with this they will do something about Nurse. The reason they are reluctant in changing her at all is probably because there is not really a simple solution to please everyone.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230090#Comment_3230090

    Should huntress not see auras while charging her hatchet? Should Pyramid Head not see auras w/ his ability activated? Why just nurse? Your proposal for nurse nerfs are too restrictive in my opinion, which is only going to force nurse players hands into using all slowdown and tunneling/proxying.

    Are either of the killers you mentioned even remotely near Nurse in terms of strength? It takes much more skill for these killers to get a hit and the survivor can see the hatchet flying towards them and anticipate Pyramid Head's attack. How much counterplay is there to a Nurse that basically hits you from 20 meters away with no warning?

  • A voice chat is a bad idea. Not everyone feels like talking to complete strangers and it would also be used for harassment. Instead a wheel of options for communication with comments like "Gen nearly done.", "Killer is on me.", "Going for the unhook." etc. would be perfectly fine. No harassment, no language barrier, no reason not to communicate since it's less personal.

  • You might be right about the community. But the devs wouldn't need to nerf perks like Awakened Awareness if it wasn't for Nurse. Nurse isn't a problem because people complain about her but because she effectively holds balancing back. The game is not survivor-sided nor killer-sided. No map is survivor-sided either. It is all Nurse-sided. Nurse always has the advantage.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226226#Comment_3226226

    The problem is, Trickster is a 110% killer that charges main event by simply using his damaging ability. That leaves you with little room to control when to charge it, and after it charges it's gone after 30 seconds and there is a good chance you will be in no good position to use it during this time.

    That is exactly what I meant. You sometimes need to play M1 killer just so you don't waste Main Event. Other times you need to throw knives to charge it even though you could go for an easy M1. But having Main Event at the ready for the right moment means you shred through health states.

  • I'm conflicted on this. On one hand it would be nice to see something like Kindred implemented as a base game mechanic. On the other hand this would increase the number of perks survivors have to 6 each. Also it would elevate Open Handed to one of the best perks in the game. Anyone who has ever tried this combination before will know what I'm talking about. You see the killer over a huge part of the map and it just wouldn't be fair.

    The main problem I have with this, however, is: Where will this end? We can't just implement another perk and then another and another etc. to the base kit because then eveything is going to be base kit soon. It's a slippery slope. Creating precedence unfortunately is enough for people to ask for more and more. After Kindred people would ask for Bond and so on. That's why I believe doing that with any more perks (even in weaker forms) is a bad idea.

    Instead of adding Kindred they should implement a way for SoloQ to communicate and delegate. Maybe with an emblem system or something similar.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229390#Comment_3229390

    Yeah Its tiresome dealing with obnoxious players. I'm not gonna deny that. The anonymity of the online world turns people into right wankers too.

    But bad winners tend to go hand in hand with sore losers, so they taunt when they win and they tantrum when they lose, all you can do is see it for what it is.

    Get what you can from the scenario i.e. farm up points by breaking stuff or chase em out and move on.

    Agreed. It's just too bad this actually happens. When I have a match where everyone is a good sport it's the most wholesome thing and no one really cares who won. I always try to spread a bit of positivity because of that (praising people, giving hatch or gate etc.) but sometimes people just want to be rude. I don't get it.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229378#Comment_3229378

    epileptic seizures in the case of DBD context would be the flashing of lights. (i say "in the case of..." because flashing lights is not the only reason outside of DBD)

    I think that's why they had to change Sadako because her "flashing in and out" was so frequent that it potential gave off the same effect.

    so by delaying the flashlight light beam by even a couple of milliseconds. it would make the spam clicks not give off a beam so no strobing.

    by decreasing the brightness it would make the strobing effect even less likely to cause harm if someone it was activated (cheats maybe)

    Doctor is another thing that could be looked at but they could put these options in accessibility to give people who don't need them the full experience. (though it might be harder because color blind modes are more of a filter from what I can tell)

    I also think they need to change to pulsing that being blinded/Blast mine has. I think in general that's a crappy feeling.

    Thanks for the info. If it really is as simple as simple as delaying the light by just a few milliseconds, then obviously I am not too against your suggested changes. However, I do trust BHVR on this one to work out the safest and (hopefully) most unimpactful change to the game there is.

  • @pseudechis said:

    You have a big weapon in your hand, you can put an end to button mashing in a second using it to chase people out the gate.

    It’s so stupid, so why let it upset you.

    I mean think about it, it doesn’t cost you anything, but the person doing it commits time, wear and tear on their controller/keyboard and future RSI in their hands.

    How is it an effective taunt if the cost is born entirely by the taunter?

    You either farm up points while they mash buttons or you chase them out and move on while they mash buttons. You win that scenario either way independent of what actually happened in game.

    While I do agree that it shouldn't upset people too much and I personally am over it, I also know that some people are a bit more sensitive to these things. A few months back I was just like that and even going there to force them out would force me to look at them doing it, making me upset. What got me upset wasn't the teabagging itself but more that they had to go out of their way and try to be ***holes about it. Of course you shouldn't take everything to personally but sometimes you just can't help it.

    Why do we need to BM each other? Can't we all have fun and respect other people? It's just common decency.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229348#Comment_3229348

    first of all I never said anything about removing light and sound. Change was my word of choice.

    Changing how bright the light is for one. Delay the light beam by even a couple of milliseconds so clicking fast wont cause a light stream (should help with people who cant handle strobe effect) or better yet put these in accessibility settings.

    making it so doing 3-4 clicks in a row overheats (similar to hillbilly) the flashlight for 10-15 seconds or even 20 seconds if you really want to punish it (punishing's for clicking)

    Sorry, my bad. You're right. I should have read again.

    I don't exactly know how sensitive these things are or how exactly you would need to change it so that it wouldn't be a problem anymore. But I know that what they added is very safe. I'm not even sure how much the brightness of a flashlight contributes to the issue. It's more about the strobing and contrast than the color and brightness, right? Although there might be differences depending on the individual as well. So we would need to change that to a point where you almost can't see the light anymore, wouldn't we? I might be wrong about that (pls tell me if I am) but this would need quite a bit of fine tuning so that the light doesn't become invisible but also can't cause seizures.

  • My thoughts: Oooofff!

  • How exactly would you fix it? I'm not sure simply removing the light and sound effect of flashlights would be a good idea. It would look stupid as hell for one and otherwise you'd need to think about what you want a flashlight to do while these effects don't occur. You shouldn't be able to blind the killer with an invisible light at least. Holding a flashlight until the light comes back would be just as stupid.

  • Not sure what's going on with aiming flashlights right now, it's just weird. But fix that and then maybe add an extra 2s of battery to every flashlight and really it should be fine. They are also removing some exploits which I think is perfectly fine. Other exploits are getting fixed as well, so why should this be any different?

  • As a killer, don't ever go to an opened exit gate! Just don't, really. There are just too many bad sports in this game and granting them any attention at all is just adding fuel to the fire. Instead let them dance for themselves and go look for some left pallets or breakable walls. That will at least give you some more points.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229326#Comment_3229326

    The price of that is getting a 2 second boost instead of 3

    Still, I wouldn't want to promote it too much. It doesn't need to be some kind of budget Sprint Burst for newer players.

  • Overcome isn't really meant as an anti-tunnel perk, is it? I think they should just change OTR so the survivor loses collision with the killer and cannot get hit in the first place.

    I think Overcome shouldn't be quite as strong as other exhaustion perks as well. There is no special condition in activating it other than getting hit, after all. You can fail DH, you need a window or pallet for Lithe and you need some kind of elevation for Balanced Landing, not to mention how hard it is to manage Sprint Burst perfectly. With Overcome all these things don't apply.

  • I think Hag is fine in terms of strength. She has a limited range for her teleport so she doesn't want to spread traps too far. She also is too slow for that and because you only lose 1 health state with each hit she needs to set her trans in a very tight net so that she can actuall down you. Otherwise wouldn't survivors just run away, heal rinse and repeat? I don't see her getting a down if she can't place her traps in close proximity.

  • Because the game can't distinguish tunneling from downing a survivor that runs in the killers face, I'm affraid this wouldn't go too well. DS was often used in an aggressive way just like OTR is now. Even killers that try to go for someone else would be affected by this.

    Instead I would like to see some kind of encouragement for the killer to go after someone else (for example show the aura of the nearest survivor for 3s) and make a recently unhooked survivor lose their collision with the killer completely until they do a conspicious action or get fully healed. The problem is how that would work out on S-Tier killers.

  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227539#Comment_3227539

    it's not even just people dcing or killing themselves, its also sandbagging team mates and the Sole Survivor/ Left Behind/ Wake up survivors that are also a problem. Selfish survivors is a bigger problem than the hook suicides/dcers which has gone down dramatically of late.

    Yesterday I didn't have anyone dc on my team or hook suicide. But in 1 in every 2 games there was that sole survivor who would do anything they could to get their team killed so they could escape on their own.

    Now survivors can't really be toxic to the killer so instead they've completely turned around and started being toxic to their own team. For instance you can be on a gen repairing it and they will walk up and instead of helping, just spam crouch spin around then they will get on the gen blow it up on purpose(you know it is on purpose when it happens twice in a row almost instantly) and run away.

    I only had that happen to me once or twice and I didn't realize it is that common. I just don't get it. If you can't be happy with a game because you don't like it's core mechanics, then maybe you should play something else instead of only going in to ruin another person's experience. Why do people feel like they need to do that?

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228546#Comment_3228546

    i know people dont like garden of pain, but my only gripe is the main bulding. sometimes is fine. but most of the time it can create a semi-infinite especially against slower killers

    Don't forget the hitboxes. There are some killers that really struggle with those like Huntress, Blight, Bubba, Billy, Deathslinger, Demogorgon etc. There is also a problem with windows that connect into pallets that connect into other pallets that connect into strong tiles and so on. Meaning just like Eyrie it's great for Shift + W.

  • 6.1.0 was a long overdue patch. It didn't fix the core problems but it helped. Survivors were wating 10+ minutes for a match before because no one even dared to play killer. That shows exactly how fun the game was before. Survivors were having a good time casually destroying killers with their fun and very varied builds. Who didn't love the 70% pick rate on DH for example? Or loading into a match knowing that you lost right there and then because you got a bad map and a bad spawn? Killers got some slight buffs. It's not something insane.

    The problem is however that SoloQ is worse than ever because of people dcing or killing themselves. Don't blame that on a patch that had very little impact on that. The reason these people give up is they want to dominate and bully the killer. Even before 6.1.0 you would see people dc as soon as they realized that their idea of a fun match in which they could ruin someone else's experience without any trouble at all was not going to happen.

    6.1.0 was not perfect. It buffed some killers more than others. Some killers are now even less fun to go against, I know. But it also helped weaker killers a bit. Personally I would have preferred to see some more SoloQ buffs before the killer buffs. But let's not forget that 6.1.0 did not just buff killers. It also introduced base kit BT which is a huge deal. It nerfed Ruin, Pop and some other gen regression perks that survivors did not like and it even made some perks that no one was ever using viable and strong on both sides.

  • Am I the only person genuinely enjoying her new music? I think it fits her well and I love how abrupt it ends in chases because that also suits her. Although it is a bit fast which is weird considering that Hag moves at 110% speed.

  • Good job, BHVR! These are some really nice changes.

  • I agree that it's not particularly fun to be camped or tunneled but what can they do about it? To really stop killers from camping and tunneling you would have to massively overhaul the game. Just punishing a killer is not the right way. Killer's do it because it's their best option in many cases. If I can defend a 99% gen, a basement hook and have lines of sight with anyother few nearby generators why would I leave? Why would I not tunnel one person? It is literally the best play style for any killer. What we need are incentives against this, not just punishment.

  • @[Deleted User] said:

    This update is really disappointing for anyone who enjoys using flashlights.

    it was really unnecessary to nerf flashlights as much as they did and this patch feels rushed and unfinished. Why do survivors hold flashlights like samurai swords in the lobbies now lol? I thought that was just a ptb thing.

    Before you say "just because you cant clicky doesn't mean its a nerf"

    I am not talking about the clicky (strobing), here is why this patch nerfs flashlights.

    1.) The flashlight angle is now terrible, its extremely low and you have to aim really high to get blinds, what is the point of changing the aim and f***cking with everyone's muscle memory for no reason?

    2.) when you click you are forced to hold out your beam for a long time even after letting go of m2 meaning you can no longer use flashlights to help with 360s nor can you readjust your timing with a reclick.

    3.) the cost of clicking your flashlight consumes so much battery because you no longer stop flashlight-ing after letting go of M2. You press M2 and it keeps using the beamer for 2 seconds even after you let go of M2

    The solution:

    -Allow survivors to use their flashlight and immediately turn off their flashlights when they let go of M2 just like how it used to be except now don't let them re-click immediately after letting go of M2 to prevent strobing.

    -general buff to all flashlights charge sizes (increase the battery of all beams)

    -stop changing the flashlight aim and revert it back to what it used to be.

    It seems like with every patch bhvr is trying to make this game less fun.

    I agree with the first point and I hope they will fix this. It doesn't really make sense to me why they would change that part. At least I don't see it.

    The second is a bit different. It might be good that this is gone now. How often did it really work? How often do 360s in general work? It fails against any experienced killer and actually messes the survivor's movement up because they make even less distance. This is not even taking into regard that it was technically an exploit. It was not a big deal but since BHVR decided to do something about these things, that were even supported before, it should be removed. Otherwise what would be the point in removing some fun and equally strong killer exploits earlier this year?

    The third point should be manageable, I believe. You can still blind the killer even after letting go of M2. But I would be indifferent about maybe adding an extra 2s to every flashlight. Much more than that and we're all gonna need lightborn and sacrificial wards every match just so we can deal with bully squads profitting of it. Believe me, I know exactly what this could be used for and it's a nightmare for every killer (especially those that don't play Nurse, Blight and Spirit with their best addons).

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226509#Comment_3226509

    That's not correct. It used to be resolved purely in the killer's favour, now it's the server's discretion. What you're referring to is false feedback due to killer lag.

    Yeah, no. You're wrong. The patch when DH and pallets got validated purely in the survivor's favor did happen, unfortunately. That was last year I believe in summer (I could be wrong about the exact time, though). I remember that still being a thing when Nemi got added. It was designed in a way that would have the survivor stun the killer the moment their animation for the pallet drop started. It even looked faster than normal. There were some instances where survivors got hit on their own screen and validated as well. That happened to me once. I don't know if it was purely in the killer's favor before that. That would be just as bad as said patch. I can't remember for the life of me how exactly they handled it before.

  • They tried that in the past and designed it strictly in the survivor's favor. It was the most horrible experience you can imagine. Survivors were screaming and killers even got the splatter effect but they were always getting validated. Very frustrating. Over time they tried to balance it out a bit more. I'm not sure there is an easy solution to the problem since it's completely dependent on latency which can never be removed entirely.

  • @danielmaster87 said:

    Try linking it into other tiles or using it for Lithe.

    I thought the same thing. But these things might be too large to even chain them. The pallet and the window are not going to buy you too much time and getting to the next loop will be very close at best and impossible otherwise. They might need to tweak these tiles a bit.

  • @Pulsar said:

    It's from people who have gotten stomped one too many times.

    I do genuinely feel for them because what do you do when you really try to have fun/win and you still can't?

    Anyways, the game promotes a toxic gameplay feedback loop where it feels so ######### to lose that you'll stack everything in your favor to avoid that, hence you get matches like this.

    Killer players experience the same but I see a way lower percentage of them dc. In my oppinion you can at least stay in the game and get it over with. Sometimes these matches end up being not as bad as it felt at first. Although I do understand the sentiment that it can be very hard to genuinely enjoy the game at times.

    Then again, looking at the perks and items it seems more like a case of "Can't bully the killer? Just dc."

  • Trickster's main event is not weak. You shouldn't underestimate the damage you can deal with it. The main problem is that you have to micro manage exactly when you want to charge and use it. Charge it too early and it might run out without you getting any use out of it. Use it at the wrong loop or tile and you can't really hit a survivor. But if done right, there is pretty much no chance the survivor gets out of this situation without at least getting injured. Have you ever seen what main event does in basement scenarios? It's incredible how strong it gets.

  • I wouldn't say DH is op anymore but the main problem this perk had, besides its uncounterability, still remains. It's not fun. I'm not talking about the kind of "not fun" that Ruin was and other slow down perks are now (although the definitely are unfun). DH means that killers need to wait in every single chase until the survivor uses it. Its pick rate is not 70% anymore (thank god for that) but until they show you another exhaustion perk you just can't hit them. I still have to wait and watch them try to spin and FOV-tech and whatever else. It kinda kills the momentum and the feeling of finally getting the survivor. I mean what is it with watching a survivor run in circles, klick their flashlight, and do whatever else until you think they have a brain aneurism, just so they don't DH the hit? It throws me off a bit but overall DH is in its most healthy form since it got introduced. Further nerfs would make it pretty much useless and a buff would inrease the pick rate to ungodly levels again.

  • Thanks for the QoL improvements, BHVR.

  • I don't know how anyone can simply describe Nemi as annoying. I think the word you are actually looking for is "inconsistent". Sometimes everything works perfectly for Nemi and he becomes a monster to deal with. Other times he can't seem to do anything right. His zombies are the worst kind of drug addicts you'll ever see. Walking in a direction then forgetting why, getting stuck on every imaginable object completely unaware of their surroundings. BHVR gave them the good stuff.

  • I think reassurence is mostly fine. But better than a perk punishing camping would be a base mechanic that incentivises not camping and balancing around it.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224953#Comment_3224953

    The killer he is playing regardless of his skill with that killer is still a pretty significant factor. If I am winning 99% of my games as even the best clown then that's surprising. If OP is winning this with nurse then its to be expected if he is good, the killer he is playing good or not is a pretty huge factor.

    Well said. Though a 99% win rate would be impressive even on Nurse if a large number of games was played.

  • @ihateboons said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225314#Comment_3225314

    As much as I appreciate your apology, that's not on you. That's on the development staff.

    Their own Fog Whisperers have come out and said they don't listen. Like, how they said Rubberbanding started way later than it actually did. People were experiencing Rubberbanding for almost a year and a half before they even addressed it. Then it took 6 months to "fix" it but its still happening, just not as bad. So, to say I'm beyond fed up with how BHVR has gone about things is an understatement.

    The few things they HAVE actually listened to, have come literally years after it was suggested. I understand they have licenses with due dates they need to make... but they put that stress on themselves and they shouldn't have done that. I would love to go back to buying all the DLC and wasting my money on probably the best Horror Title on the market, especially for how old it is. But they are breaking more and more when they try to fix things. Its frustrating to watch, and literally maddening to play more than 70% of the time.

    The recent PTB is a great indicator of how well they listen. When I'm not playing, I'm watching several streamers play(2 fog whisperers, 1 ex fog whisperer, and several smaller dbd streamers). They have all said the same thing. BHVR is messing the game up with changes nobody asked for in an attempt to balance the game. But they need to play their game on the same level as the people who are abusing things.

    I've been suggesting things to BHVR since before these forums were ever created, and I've deleted my account several times over Moderator abuse, and its about to happen again... Since i just had a post "censored" by a mod when trying to tell someone about what happened to me and WHY i'm pissed off. I was one of the people who got hacked in the PTB back in April. I left to go play other games and about a month later, and came back to test the PTB. I got maybe 3-4 games in before bad ######### happened(I wont say what happened, because i'll probably get banned since its a sensitive subject and bad for their player PR).

    The Shrine needs to be moderated. Not RNG. They have full control over what goes up in their game and people have been screaming at them for years and years to balance it. They're more focused on sales and don't want to put the perks up there because it will affect license sales. Wesker is probably the most fun killer they've released in a while, but it was immediately overshadowed by heavy SoloQ nerfs.

    Edit: typos

    While I do agree that BHVR are slow on fixing things they are still fixing those things. Sometimes it takes them years but I think it's rather obvious they have a bit of a hard time making decisions for the game as they can't really look elsewhere. DBD is not like CoD or Battlefield where there are others that successfully do it. It's quite unique. By no means do I think the devs are doing everything perfect but I'm not sure how hard we can be on them about this. The thing about Fog Whisperers is a bit like what I said earlier. There are some things that I am glad don't get implemented. Also no matter what they do, someone will still complain about it. Even the grind reduction got a bit of negative feedback from some people. And since you don't need to have a lot of experience or meet special criteria in terms of skill and wether or not you play both sides regularly it's hard to decide how much they should rely on their Fog Whisperers in terms of game balancing. I guess they could introduce some kind of hierarchy among the Fog Whisperers but that would betray its initial purpose. But it would be nice if BHVR decided to be a bit more open about their working process and maybe told the Fog Whisperers some more details they could spread.

    I think the shrine is almost fine as it is. If BHVR were to pick the perks they would get so much negative feedback every week no matter what and sometimes for no good reason. However I think a positive and healthy change would be to increase the probability of a perk getting in the shrine based on how many times they have been in the game and how many times they have been in the shrine before. For example it seems like Dead Hard is in the shrine every other week while Lethal pursuer did not occur and therefore should have a higher chance. Don't get me wrong though 2 survivor and 2 killer perks are fine, just couldn't couldn't come up with a better example from the top of my head. I know that perks can not get in the shrine within 12 months of their release which is understandable as perks are sometimes the reason we buy a dlc and I'm not sure what changes to make to that part.

    I have no idea what they were thinking when they worked on this PTB but you're right. No one asked for that. I mean, it would be more than enough to give killers the the choice to mori the last remaining survivor after downing them. That would still allow to give people hatch (which I think is a good thing as it spreads a bit of positivity) while still satisfying the idea to make moris a more present part of the game. Why would they still work on the rest?

    Something they could however do to please a majority of players (at least in theory) is share the data on their occasional surveys and adjust the order of future content a bit to it. Like for example I'm pretty sure many people had SoloQ QoL improvements as their number one priority. If they went through with that first and buffed killers after I reckon at least some players would not be as disappointed as they are now. However the people that constantly complain about the entirety of killers being completely broken would unfortunately remain.

    Looking back on the things BHVR did this year I think they really did a good job. Could it be better? Definitely but I'm not going to pretend like all the good things didn't happen. The meta shake up worked exactly as intended and any criticism about DH or DS being too weak doesn't change that they met the actual goal and made games way less stale and predictable. The anniversary and Dredge were very well received by a vast majority of players. I might not agree with everything and I still think a standard cosmetic for every non-licensed character in these events is a nice thing even if they are lower quality that I would prefer to a few higher quality cosmetics but if the majority of players like it just the way it is, then so be it. They reworked Haddonfield and it's visually stunning and gameplay wise better than before at least. And they aknowledged the cheater problem and gave us information on how they are going to handle it.

    Lastly about the forum. There are sooo many new posts every hour that they could never hope keep up with it. The DBD community can best be described as passionate. We all care about the game and we all have our unique perspectives and often want to voice them. Even if they had 100 people reading through posts on the forum I don't think there would be any way to evaluate it all. Instead it would be nice if they collected hints on generall thoughts of the community (though maybe they even try and do that) like on the upcoming PTB. Our feedback can probably be summarised in 2 sentences. "We don't like the new mori system and base kit unbreakable will bear some issues." and "We are mostly happy with the flashlight changes or at least understand where you're coming from but we would like some adjustments."

    I definitely changed my tone on BHVR over the year but honestly it's shameful how much negative feedback and how little positive feedback they get from us (myself included, sadly) and how resentful the community's tone can get sometimes. It's not like we all hate the game. Then we wouldn't be playing it and even voicing our disagreements in the forum.

  • I'm not a Hag main but I do have my share of experience on her. The best tips I can give you are:

    Really thinking about where you place your traps. Unlike Trapper the Hag's traps do have a lot of range so you can place them around corners and make it harder for survivors to remove them. Make sure you don't place your traps to close to each other as survivors then have an easy time removing them after they got hit.

    Always make sure to have a web of traps set up. If survivors harrass you, replace the traps and try to go for easy hits only. They'll eventually burn through their flashlights or become more aggressive making it easier to get a hit.

    Decide on an area that you want to defend at the start and don't leave it. You can step out of it a few feet but ultimately you don't want to chase anywhere there is no trap.

    Leave chases early. If you can get an easy hit or down that's great but otherwise let your traps do your job. You can chase survivors into them but otherwise you don't really want to chase.

    Be patient. Many Hag games can take quite a while. When there is only your 3 or 4 gens left and survivors start harassing you again always reset your traps. Even if you could maybe get a hit it's not worth losing 3 or 4 traps. Always remember, even if you can't down or hit them they cannot finish the gens either as long as you protect them.

    For perks I can recommend Safe the best for Last and Sloppy Butcherer. STBFL might not sound great as you can't really decide who you want to hit most of the time but even 3 stacks make quite a difference on her. Sloppy will help you deal with healing.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224941#Comment_3224941

    I'm not that good. I'm above average that's about it. I wouldn't make the post if I had 70% winrate but 99% is the weird thing

    Ok...Let's do some maths and determine how good you would need to be. That should convince you. I'll even pick the numbers heavily in your favor.

    Say you are in the top 3rd of killers (above average but definitely not comp level). Now since all these other killers should be around the same skill or better than you their win and kill rates would match yours to a large degree. In a moderate case these killers would then kill 85/100 survivors (85% kill rate). That would mean mostly 3ks and the occasional 4k. Players in the average 3rd should have a kill rate somewhere between 55% and 60%. For your sake we'll say exactly 55% (which would be the best case for your placement slightly above average). Now the lowest 3rd is generally perceived to dominate their respective survivors. Which does make sense considering that killer gameplay is more intuitive than survivor gameplay. Say they kill about 65% of the survivors which again could be way higher as survivors in the bottom 3rd have mostly rough games. Now let's calculate the average kill rate. (85% + 55% + 65%) / 3 = roughly 68%. Even with the most optimistic calculations I can do for you we don't come close to 61%. That means you would need to be a lot better. I gave the benefit of the doubt with the top and middle 3rds by pretending killers would only occasionally go for the 4k (which is not the case when you take the word of a large part of the community) and average killers would be in more or less even matches. Scratch that and the number goes way higher. I tried to take into consideration everything we know about how MMR works as well.

    The way I see it you should either go comp since a 99% win rate is far off from what every other killer seems to experience or rethink that number.

  • @ihateboons said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225006#Comment_3225006

    I don't care about queue times. If i had to wait 15-30m to get into a game that didn't have a huge chance of having cheaters, VPNers or anything else shady that would imbalance the game, i'd be all for it. But as it currently stands, that is not the case.

    I took a LONG time off, only to Come back and its worse than it was. I haven't cared about "Winning" in a very long time. BHVR has had so many ignored suggestions its absolutely staggering. I alone have given them PLENTY(a lot would make them $ too). But they don't listen. They ignored our complaints until 3 days after Otz posted a YT video complaining about cheaters and started streaming other stuff. THEN they released a statement.. that wasn't even that impressive.

    I found turning crossplay OFF drastically increases the quality of the games I played in the last 48 hours. Unfortunately, you can't get BP incentives with Crossplay off.

    I stopped playing in February of this year, and only came back as of yesterday morning. The game is in a worse state. While I understand everyone's game experience is going to differ, mine has been laced with too much cheating for me to give BHVR any type of "kudos". Then when looking up what these cheaters can actually do, it made me immediately stop playing. The game is going in the closet for me until they do something and get a different anti-cheat. I'm only on the forums because I want BHVR to do better because DBD has a vast amount of untapped potential. Then, between failed games like VHS and GTFO, they don't even have competition... which is a big factor in how they operate right now. Sadly they can't do better until they start listening. They don't even listen to their Fog Whisperers.

    As far as builds go, until they put -all- the perks on the Shrine to even the playing field, you have to Pay for perks. The good stuff is locked behind Auric Cells/Real money(ie: Lethal/Soul Guard). Like, how did Flashbang hit the Shrine before Soul Guard? BHVR's priorities seem to be the equivelant of shrapnel from a bomb: its all over the place.

    I'm sorry you had such a bad experience with the game. I also understand your frustration. But saying BHVR don't listen might be a bit too harsh. Sometimes I'm really glad they don't add every suggestet mechanic and feature to the game. We don't know exactly what they did about cheaters up until now but we do know they identified the problem and they are working on it, which is a huge win in my books. Their road map on the problem gave me hope.

    At the end of last year I was in a similar position. I had very unbalanced matches and quite a few cheaters. I didn't enjoy playing DBD anymore. A friend of mine showed me a video however. It was a compilation of Hillbilly curves that impressed me so much I wanted to learn this. I stopped focusing on most of the issues this game had and instead only tried to get better with this 1 killer. When I encountered a cheater I would practice to 99 the chainsaw and do curves around random obstacles. Maybe something like that would help you too.

    As for the shrine I agree it's quite frustrating. However the perks in the shrine are randomly generated. BHVR rarely decide which perks come to the shrine directly. I remember some event where the community got to decide and only one other occasion when they for whatever reason switched BBQ to some other perk. They went back on it though.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/350142/guess-who-is-the-killer

    A first step would be making blink hits M2. That would at least shut down all the Starstruck, Lethal, Awakened Awareness ######### I see lately (Yes AA and Lethal still work together somehow...) Also Jolt and Sloppy would be not as present.

    I think the reason why Lethal and AA still work is because they didn't remove the lingering effect. They just turned it down to 0s.

    I agree Nurse needs a nerf. Not sure if M2 blink attacks would suffice. But they have to deal with her. A single killer cannot be the reason we nerf a mediocre perk like AA so it's useless on everyone else (except maybe Spirit idk).

  • @TheArbiter said:

    I also have a 100% Winrate.

    Did I mention I play with a blindfold on?

    I pledge my allegiance to you!

  • Relax. It's just a game. Take a little break and come back tomorrow. Or play a different killer and focus on fun rather than winning. Winning does not make a game fun necessarily and playing for the win can be quite stressful. Maybe try a different build, think about why you actually lost. Was the game maybe rigged from the start? That can happen occasionally. Or did you make a mistake and couldn't recover? Killer queues are not as bad. They're not instant anymore but surely you can wait 1 or maybe 2 minutes.

  • Holy crap! That #### is scary!

  • @MrFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224114#Comment_3224114

    I've played with jane from the most recent tome skin and I can confirm some skins do in fact change the survivor footstep sounds, thought I'm not sure which or how many of them do.

    I had never noticed that before. Thanks.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224826#Comment_3224826

    Nope, Im asking why my kill rate is that high despite me not being a crazy comp player. Far from bragging. I want to know if the game is unbalanced or did the good survivors leave the game

    Take the general messages you've been getting. A lot of people asking you to share your wisdom, what killer you're playing (mostly because we can only imagine that on Nurse) and that your MMR would maybe need to catch up. Since you seem to have no idea of when MMR was introduced or how it even works I'm struggling to understand how you've "been playing for years". MMR was introduced a bit over a year ago so it didn't matter how many years you played before. Since then it had changed drastically. Now we are at a point where all players are divided in 3 groups and only play in these 3 groups with no further restrictions or impact from MMR. Also you go on about a 99% win rate without any proof when people start asking how you would even do that and you still don't think you got your answer?

    The answer is: You are the best DBD killer to have ever graced this community and we all want to learn from your impressive skills. As it is so easy to you to completely outdo everyone else we just can't help it. There is no one as good as you and our beta instincts tell us to worship the mighty god like creature that wins 99% of their matches as killer.

    That means the good survivors didn't just leave, the game is not so inbalanced as that win rate of yours would suggest, you are just too good.

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