Yords
Yords
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@TotemsCleanser said:
I've barely seen any survivor mains complain about the nerf? Am I missing something here?
Have you seen the forums lately?
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@Moundshroud said:
Because they liked abusing both Perks in the ways that are being cauterized. Talking about DS as an anti-tunneling Perk and OoO as just a fun Perk for a Solo was always just "cover" for how they were really being used by a SWF. I play both Killer and Survivor. While I play mostly Solo Survivor, I've done my time in a SWF and I know exactly what I'm talking about. These changes are a huge kick up the backside of some teams who base their entire strategy around abusing them.
True, but I really do believe that some survivors just used it because they felt safe with it and couldn't figure out how to loop and be chased. However, by relying on it they never developed the proper skills to survive against a killer. Of course, this is a small minority and I feel that most players ran it just to play aggressively with it. But not everyone running it was out to get you and some used it just because they just weren't that good at survivor.
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@Shirokinukatsukami said:
Funny thing about this game.
Historically, the more killers get the nerfs they want, the less killers proportionally play the game.
This game used to be a lot tougher for killers, but back then there were too many killers and not enough survivors. Killers got all the nerfs they wanted. Brighter maps, brighter clothes, removal of palette vacuums, bloodlust, removal of most god loops, auto window blocking, Exhaustion nerf, Mettle nerf, BL nerf, DS nerf, another DS nerf, etc.
Yet somehow instead of improving the play experience for killers it actually made it worse.
Who knows why, but judging from the queues there are less and less killers playing the game compared to survivors.
So strictly speaking killers getting the nerfs they want might not actually be the right direction for this game.
You have a point, and I feel many problems can be attributed to just plain map design for both sides. Ormond is a little more killer sided, but it can still suck since the map is so big. Autohaven is still strong, but it can spawn some pretty nasty dead zones for survivors.
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I would LOVE Jason to come in, but I understand why he is probably not going to be next. I feel like we are done with the licensed killers. I would be more interested in an original one (just not another twins) to see what the devs can come up with.
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@Jejune said:
The upcoming change is horrible because before you could do a gen and maybe never use the DS.
Now I can't see why would people pick DS without UB and without trying to force killer to chase them.
DS never worked as anti tunnel perk. Now it still doesn't work as anti tunnel perk and you can't do anything while it's activated.
So you are telling me that DS, a perk that discouraged the killer from going after the same survivor is not an anti-tunnel perk? Also, if you are working on gens or healing, you are not being tunneled. Case closed.
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@FilthyQuentin said:
Actually you can still get the old OoO after the nerf :P. But its going to be quite hard.
Step 1: Use OoO and MoM.
Step 2: Waste you time getting MoM stacks.
Step 3: Use your MoM protection hit without getting downed.
Step 4: Heal your self.
Step 5: Well done, now the killer sees you and you see them if 16 meters apart.
Bold of you to assume survivors can get at least 3 protection hits in a match lol
but seriously, I am pretty sure this won't be a problem.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919692#Comment_1919692
Mimimi
Your exemple is unclear so I can't say anything.
I don't see what was unfair about pallets before Clown, tell me what you mean here.
Oh my... Every exhaution perk, Ds like 5 Times, MoM, BT, BL like 2 times, plunderes, the new one which allow to open a chest more then ones or some add ons ....instaheals, BNP, toolboxes heavy.
Infinits are not a big Deal because good Killers know how to deal with it. And it makes sure that on the map is always something to Loop, which is the best part of the Game.
And wow more "balence" for KiLlERs but now survivor have No Fun anymore... Nice :P
My example: A blight hooks Meg, and then zooms to a nearby gen downing a dweet. When he dashes to the generator, Meg is unhooked with DS active for the next minute. The blight then hooks dwight, this process takes about 24 seconds. The blight then goes to another generator and happens to find Meg hiding around, he then downs her easily and picks her up, but is hit by DS. Tell me, is this tunneling?
You are telling me you don't see how teleporting on the other side of a pallet was unfair for killers? Probably because the killer would be robbed of a hit they should have gotten.
DS was hardly changed each time they "nerfed" it until they added the part where you were unhooked. The current DS is stronger than the old one since it has no counterplay.
Insta heals, the old BNP, toolboxes, and the exhaustion nerfs were VERY good. It was a nerf, but it made the game more balanced. If 4 survivors used the BNPs, they could LITERALLY do 3 gens in less than a minute if they used it properly no matter the killer. Please tell me how MoM was balanced btw since you still seem a bit upset by its nerf. BT was changed for the better in case you didn't read my reasoning in my last comment. You also didn't tell me how BNPs or insta heals were fair, please do I would love to hear your reasoning for that.
Also, BL was nerfed because it was stupidly powerful on Haddonfield especially.
Infinite were still a problem for even the good killers (except nurse). The best killer player in DBD playing a killer like Wraith would catch the survivor running an infinite only after all gens were done. All maps always have something to work with, you just have to be good to find and use it. Take lery's for example, most survivors have no idea the special spot on the map where there are always guaranteed pallets and strong windows. Infinites were still a problem for good killers (except nurse) especially if the survivor running them was good.
You seem to be upset that you can't rely on anything but your skill now, especially after the DS change I would assume. Survivor is still very fun, I don't know what you are talking about. Also, does survivor fun HAVE to come at expense of the killer's fun? Because that is what old Mom, BT, Bl, BNP toolboxes, and infinites did.
I will wait on your well-written response and arguments. However, you seem like a bait-poster.
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Yeah, I heard the reasoning and was frustrated by that. It was a bit annoying, but I feel that it was not too big of a deal.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919618#Comment_1919618
You mean like killer Mains who don't stop to tunnel then crying to the Devs, so they Nerf it? Like everytime? Pallets, Perks, Maps etc???
There are a lot of times when a killer picks up a survivor and gets hit with DS even though the killer wasn't tunneling. For example, if you hook someone else and happen to find the first survivor you hooked. Tell me, is that tunneling?
Pallets were nerfed because it was literally straight up dumb and unfair, the survivors literally teleported to the other side of the pallet before the Clown update.
I can't remember that many survivor perks that were nerfed except for BT. The old BT made survivors brainlessly save others on a hook with no fear, it protected both instead of the one on the hook. Now, it is better since it works infinitely, but it only takes effect on the hooked survivor.
The infinite on many maps were also ridiculously stupid, are you actually upset by all of these changes? It was literally unfair for killers. Your comment is a bit unclear so sorry if I come off as overly aggressive, but you seem to be upset that all of these were changed for the better to be more balanced.
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@JudyIscariot said:
I am probably most excited by the potential OoO change. Just from a theme and feel perspective, it's weird to give a survivor constant knowledge of the killer's location. A regular interval check in is way more balanced and keeps the flavor while removing an obnoxious SWF tool.
Exactly, I wonder how this will actually look in game.
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Huntress, her perks have very little use
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@Aven_Fallen said:
"With this change, it becomes an actual anti-tunnel perk."
Not really, because you can still get slugged instead of being picked up so that the timer runs out.
Or, you get chased for 60 seconds so that the timer also ran out. It is more anti-tunneling, but it only benefits the killer-side of "anti-tunneling".
If you are slugged, then the slugged survivor still comes out on top since it is better than a hook state. Also, if a survivor is chased for 60 seconds after being unhooked, the other survivors should be working on gens and get a LOT of progress done which hurts the killer.
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lmao no, but it will make a lot of survivors who use DS as a crutch leave if they can't git gud
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The fact that a killer will slug you because of DS is more beneficial than getting hooked. The perk will not be useless, just more fair for killers since it is a bit dumb how it works now.
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@MrBuffalo said:
Well sorry to hear object pissed you off that much but that perk was legit only used in 4 man swf (which made it op af) this nerf/rework isn't going to make it perk useful or not fair. Its just made it obsolete
As for D strike I do like change to stop those cock survivors buut they forgot 1 thing that was the biggest issue was hiding in the locker with d strike. At least if they repaired a gen in front of you, you could slug them. Again good idea to nerf the perk but they've nerfed it incorrectly.
True, but I don't think it will be nearly as much of a problem as before because currently, they have full protection if they get out and heal or do a gen. With the nerf coming, they will still have a locker to use, but the second they progress the game they will lose DS. So if you are like a stealth killer you could just break LOS and use your stealth to bait them if you want. Point is that you can no longer be put in that situation where you hook another survivor and still get hit by DS. It could probably be better, but hey it was still a great nerf.
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That is why I record my games, so I can see what I did wrong and improve. Although, there are some times where it really was the game that screwed me over.
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@CornHub said:
The new clown music wasn't goofy like I thought it'd be. Alot of scary clown themes sound too funny to be intimidating, but this one's amazing.
ikr, it still feels like it would be clowns music (obviously because of the circus drums)
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Ladies and gentlemen, we got ourselves a master baiter.
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It isn't exactly in a good spot, but it is so much better than before.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1918297#Comment_1918297
Thats funny coming from someone with The Oni as their forum avatar. I sense a hint of bias in your reply there. Me on the other hand is speaking from a fairness point of view. You're being totally extreme to think a change like this is comparable to deleting or gutting him altogether. The Oni is too powerful. He should not retain it after downing a survivor. That is my opinion and my suggestion. If that bothers you, then you can make a counter argument but your last reply seemed more focused on mocking my suggestion rather than offering anything of substantive value. You can try again if you like but I tend to ignore people who reply like this.
Actually, I had only recently switched my profile picture to Oni, before it was Spirit. I also felt that I did not write a biased comment, I don't think I usually do. I very much disagree with your statement that Oni should lose his power completely after downing a survivor. I was mocking you and I apologize for that since I had to assume it was a bait post with such a controversial statement. However, if I see a statement I believe is wrong I will disagree with it and explain why.
The strategy against Oni is to play it very safe. If you are at a loop where he can mind game, drop the pallet early. Doing this will make the Oni take a much longer time to get his power. If all survivors (who don't even have to be really good) do this and just play super safe, it will take ages for the Oni to get his power to finally get the snowball rolling. I am not sure if you know how this looks, but let me tell you it is not exactly the most ideal situation for the Oni. Imagine if you had to do this every time you downed one survivor with your demon strike. It just doesn't make sense to punish the Oni for doing well with his power. He would have to build up his power from scratch every single time he downed one survivor. Never give the Oni that initial hit at the start, ever. Make sure you drop that pallet only if you are unsure if you can loop him without taking a hit or he can mind game that pallet (take a pallet gym for example, the tile with only a pallet in the middle of a long and short wall). Without his power, he is an m1 killer with little element of surprise if any.
There are some things you can do if he is in demon mode. Know that when he is running straight, he can at most turn about 60 degrees for his flick. Running past an object or wall such as at a T and L tile wall will make it so that he has to stop his power. Constantly break LOS and hide behind walls that are out of his range when demon dashing. If he is chasing you normally while in his demon mode, just drop the pallet and never greed against him (and by greed, I mean faking a pallet drop or continuing to run to conserve a good pallet).
He isn't always able to get more than one survivor with his demon dash anyways even with infectious or other generator tracking perks. Even when using all meta perks and the strongest addons, he can still be dealt with and I can show you a video of me playing survivor against an Oni (assuming I am actually put against one, I never get to go against oni's which is surprising since he is a very good killer).
It will take some skill as survivor to do this all swiftly and efficiently, but of course, practice really helps. I suggest playing a KYF game with someone who is an experienced killer player and constantly learn from that person over voice chat. That would be the best thing to do so you aren't helpless.
I can even post a game I have played as Oni and while watching the game I will list the times explaining what the survivor could have done or what they did that was good against me playing as Oni if you would like.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1918315#Comment_1918315
Yes I know, and? I don't understand the annunciation sorry.
I mean that teammate-induced tunneling happens so much, and many survivors don't understand that it isn't the killer's fault if they tunnel in a situation where say a survivor rescues another survivor when you are still close without BT.
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@[Deleted User] said:
I like the term "Teammate induced tunneling" for things like that.
However, a lot of survivors just want to complain. You do not have to have done anything wrong. That being said, killers also use that fact to shrug off people pointing out when they actually are doing that lol.
bruh the teammate-induced tunneling happens quite often and survivors still blame the killer for it
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Didn't you just write a post saying that DS is also an anti-slug perk because it can be used with lockers?
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It will not affect it a whole lot, but it is pretty inconvenient how I have to look all around the screen for information that could all be shown in the bottom left corner.
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"The Oni is too OP plz nerf. He has white hair meaning he must be old so every time he instantly downs a survivor he should have a 30 second stun period where he recovers since he should have osteoporosis. After about 10 seconds of using demon dash, he should be immediately killed after having a heart attack to give the survivors a chance to escape. It isn't fair how a killer can use his insta-down potential in his power to insta-down survivors."
You might as well just delete Oni or gut him completely with your suggested change.
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@Aven_Fallen said:
Yep, big disappointment.
I made a thread here:
And one statement was that they dont ignore constructive criticism. And yet, they are ignoring it.
As much as I was disappointed by them ignoring it, keep in mind that they did reach out for our feedback and let us see their work in progress for object of obsession. It is a start, and things will probably get better if they see that letting us "in the know" of what they were doing to something in the game if they see mostly positive feedback. Again, I am not saying that BHVR still sucks, I am saying we should be a little more patient. The fact that they did this proves that they are currently trying to be better which is HUGE news for this game.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1918268#Comment_1918268
it prevents slugging if you hop in a locker. So it has anti-slugging purpose and it should go
With the DS nerf incoming, I believe that even though survivors can do this still, it will not be that big of a deal. Right now if a survivor pulls the locker BS DS, then yeah it will suck for you. However, when the nerf comes it will be much less powerful since the second they do anything that progresses the game the timer will be paused, meaning if you come back and they thought you had left, they will be completely unprotected by it.
I wouldn't really say that lockers make it an anti-slug perk either. Just because you can't slug them if they jump in a locker doesn't necessarily mean that it is also an anti-slug perk.
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@Cornpopers_Evan said:
Seriously, this could all be the start of a new beautiful level of honesty, transparency and a stronger bond with the devs so, please, please be kind and respectful.
Exactly
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1918191#Comment_1918191
slugging is not tunneling, my friend
I am confused by my own comment, I wrote that half-thought out.
DS is an anti-tunnel perk, not an anti-slug perk. It does nothing when you are in the dying state and not being picked up.
Unbreakable, tenacity, WGLF, and flip-flop even are anti-tunnel perks.
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Because they probably just aren't the best nurse. You should play a few games as nurse with no slowdown and see why they do it.
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but... DS is an anti tunneling perk already...
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@solo_survivor said:
How can a solo survivor survive?
Be good
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@hex_cringe said:
Okay, these are all great, but have you ever ran face first into Ghostface while rounding a corner in Hawkins?
Pretty sure we both ######### our pants but it was funny.
No, but I have run into a Mikey with M&A with dead rabbit as he popped a tier 3 on me on lery's while he impaled me with his large knife.
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True, the fact that they opened up to us shows they are willing to change for the better. I really think that if everyone encourages them to keep doing this the game will receive many more good changes.
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@bpat1928 said:
Ok I'm going to be real if you nerf ds for the fourth time and I read,what it does its completely useless now if that deactivates it if you do anything up the time then and also if you nerf it and its useless I'm being fr your not only going to lose me your going to lose alot of surviour mains ds is fine the way it is so please don't ruin the game and don't nerf ds
Not sure how it is useless now if it is an anti-tunnel perk. What it seems like you want is for it to offer a full minute of protection while you do a generator or heal while the killer can do nothing.
Bye, no one will miss a person who needs DS as a crutch and can't play good enough without it.
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@AChaoticKiller said:
it activates every 40 seconds for 3 seconds.
pretty sure when your aura is revealed you see the killers aura for the same duration i don't think that affects its cooldown.
i mean i would rather have this than that OP sweat squad clutch, this also is awful against stealth killers which is great!
Oh shoot nvm I forgot it automatically does that it lol I guess it is fine then. Although this completely leaves you very vulnerable.
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ikr it is amazing
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@MostWantedByMods said:
Where did you get that info from?
From the QnA earlier today.
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But they still said that they are going to change it.
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@Katie_met said:
I can't even tap a gen otherwise it will deactivate it
If you can tap a gen you aren't being tunneled
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1917570#Comment_1917570
I mean, they kind of gave a yes-no answer like, we like where she is but maybe we'll change her. It was pretty brief and they went into killers they were definitely going to change some aspect of next immediately.
Cool thanks
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Very happy with it
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I am scared that they will gut Freddy. He doesn't need nerfs, he just needs changes that make him more skillful to play.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1917446#Comment_1917446
https://www.twitch.tv/deadbydaylight/video/900872762
-https://www.twitch.tv/deadbydaylight/video/900872762 (in case if doesn't load)
it's at 48:22.
Pig isn't getting any changes, they say her performance is good and that they like her. But they do add that it doesn't mean that changes are out of the question for killer that are already good by their standards.
Freddy, Demo and Huntress are next for changes though. What? Didn't say anything.
Really? I thought they mentioned them all but just said they were getting small changes eventually. I will have to check the stream.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1917434#Comment_1917434
Hm, hm. I see. Did they go into any details?
Not that I remember, I am pretty sure they only said that these killers would get some changes in the future.
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@TAG said:
I didn't watch the stream. Did they say something about Pig?
they said that Pig is going to get changes soon, I think in the next chapter for all of them if my memory is accurate.
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@Rydog said:
Freddy needs just a little bit of tamping down on his overly robust "does ALL the things pretty well" toolbox. I'm thinking some sort of cooldown on his snares to keep him from just plopping them down mindlessly and constantly, or a return to the "he has to hit you to put you to sleep" logic (although this would sorta turn him into an M1 killer until he sleeps people, which I don't like).
I feel like he should be an m1 killer and weak when chasing a survivor who is awake, that would make him rely more on his powers in a chase and encourage Freddy players to constantly keep survivors asleep which would add a struggle to him that would increase his skill cap. I just reaaaally hope they don't gut him and leave him for dead.
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If you are doing a generator, healing, or anything else you are not being tunneled.
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Survivors are fine, it is the perks, maps, and weaker killers that are the problem.
