Zexbunny
Zexbunny
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3120765#Comment_3120765
Yeah just I hook them, they have a tendency to go and ruin the game for the others if you don't. Option B is to slug them and bleed them out, but honestly if they just want out of the game and are giving an easy hook and sacrifice, fair trade. I just go easy on the remaining survivors if they are being cool.
Please don't slug them. They may have a reason for wanting out of the match. Yeah, most of the time it's just raging. But holding them up for four minutes isn't going to stop them in the future. And if they do have a legit reason, it's just the right thing to do. It doesn't really hurt your chances to win. So I don't think it's asking for too much.
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Sounds like a you problem, not a Spirit problem. Spirit is easily the 3rd strongest killer. You use her power in short bursts and you can catch survivors very easily.
I get better results as Wraith than Blight, but that doesn't make Wraith stronger.
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They need a much better reporting system. Problem.is people abuse it and so it's completely useless. What they need is a specific option for cheating and only cheating. If you abuse the system you can no longer report cheaters for a month. A second time prevents you from reporting for 3 months, and everytime thereafter.
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Thana was a problem. They didn't implement a good solution, but it was certainly a problem.
I feel like a lot of gen regression perks need nerfs, and killers need a reason to run perks other than regression. Ruin should be buffed on the other hand, because it's honestly a more fair regression perk than most of what we have.
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Why shouldn't I team up with three friends on comms, bring 4 bnps and rush the gens with prove thyself, off the record, DS and Sprint burst? Every game 4 bnps. It's fun! Just a strategy.
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I remember being told don't worry! You'll have matchmaking incentives to get more bp! Well.. now it'll be another month before that happens.
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BT is your only hope in end game now.
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I don't think M is dead. Huge buff if I'm understanding right.
Take a protection hit. Heal up. Body block the killer. Take a second hit then mom activates and you take a third hit. It just works a little differently.
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I saw one today!
Yeah, I'm calling cheater. Don't blame the killer for leaving during the loading screen. I would have too if I had noticed
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BHVR: we reduced the grind... Well, sort of. You'll making a lot less BP now, but hey! If you want perks, it's easier... Unless you only played a couple characters that is.
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@MikaelaWantsYourBoon said:
The perk, which helps against tunnelling is crutch perk now. But killer slowdown perks are not crutch, they are alright!
What i can say, enjoy with longer killer queues.
Survivor: I need DS or I just get tunneled straight out of the game and leave with 7k bloodpoints.
Killer: stop relying on crutch perks!
Survivor: okay, so why do you run three slowdown perks?
Killer: I NEED slowdown or the now 90 second gens still go too fast!
Survivor: so would you say you're crutching on them?
Killer: it's totally different! I swear!
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@TatsuiChiyo said:
This patch did 2 things, did them really well, amd its throwing a lot of Survivors into a panic.
1- It showed a LOT of players have been carried thanks to DH. And before anyone jumps down because I DARED mention that perk, read. DH allowed players to extend chases they otherwise wouldn't have been able to, either thanks to dodging a hit or gaining ground to the next loop. And even IF you are on of the majority minority who claim they never used DH, I guarantee you have had teammates who did, and you were able to reap the benefits.
Now chases are ending quicker, allowing Killers to have a momentum. This leads into the 2nd part.
2- M1 Killers have become more viable. In the past few years M1 Killers were weak simply because if you couldn't chase you were at a disadvantage. This patch now allows M1 Killers to better perform. No, they haven't jumped forward in tier lists, but now chases are no longer heavily reliant on either a Killers power or lack of DH.
As for all of these other "problems", I promise you they have existed before this patch. Killers still camped and tunneled (and those strats were still viable and legal than) Thana Legion and Plague did exist (I would know, I ran them and good teams still beat them). Games are just now ending quicker cause people quit on first hook, or quit cause they dont like Killer.
bUT i DonT LIkE X KiLl3R/StrAt. Its a game, I recommend getting over it.
The only issue is indeed SoloQ, but again, Devs cant really buff SoloQ without buffing SWF with them, and thats not Killers fault, thats the Devs problem.
Why this is absolute bunk: Those who used dead hard well were already good loopers. Yes, it could extend a chase. But, survivors who used it knew they had it. They always planned around it. I know killer mains like to think it was just some mindless perk survivors used to get out of a situation they got themselves out of without any planning. But that's simply not the case.
Dead hard on a bad looper delayed the killer maybe 5 seconds. It was not some escape chase free perk. You had to know what you were doing. The problematic survivors were the ones who used dead hard with a plan. Those same survivors are able to adapt without dead hard. Chances are they even played games without dead hard before the patch was even announced. They might have used it a lot, but they probably occasionally took it off and played without it.
Now, some of the other stuff will take some adjustments. Such as new bloodlust, new cool down, and reduced distance on hit. But dead hard was not the crutch everyone thought it was. It was strong, in the right hands. Maybe too strong. But the better the player, the better use they got out of it
The problem with the patch is the excessive regression. Want proof: look how few complaints that ruin got MASSACRED there are. The last ruin change had everyone up in arms. This one, even though the perk is now essentially useless? Crickets. Because they have stronger, non hex slowdown and regression to take it's place. Instead of ruin and undying, they can run call of brine and overcharge, no need to worry about a survivor eating two perks fifteen seconds into the match.
The massive regression is making the game worse. Combined with lack of buffs to solo queue (even some basic information would go a long way. Like showing your teammates perks in lobby. How does that buff swf in any way? And a chase indicator for all survivors would assist in letting them know they need to go for the save. Again, info swf already have for free)
It's not even about escape rates. Even when I escape )usually through hatch because killers give up on me and focus on my teammates) games just aren't very fun because of the levels of regression some killers are using and are able to use now that other perk slots have been freed up. Games are just a bit miserable.
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So before it required a perk slot to make it 3 seconds and now it doesn't. Yeah, totally no reason to complain.
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Killers I love going against:
Huntress - Probably the most fun killer to play against
Myers - who doesn't like going against Myers?
Dredge - Lock those lockers!
Blight - so long as they aren't running compound 33
Billy - Very fun, if rare these days
Sadako - keeps you on edge
Hate:
Trapper - You can't see his traps. If you could he'd be way too weak. He's already not strong. But removing a lot of the chase just takes the fun out of the match.
Trickster - too many knives.
Artist - can hit you from way too far through solid objects. Takes a lot of the chase out of the game
Pinhead - chain hunt is annoying.
Clown - takes a lot of fun out of the chase when the killer can just slow you down.
Nurse - I mean it's nurse. Usually with range addons.
Legion - they all rum thana now. And 3 other slowdown perks. Complete snoozefest
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@humanbeing1704 said:
That seems pretty bullshit if you accidentally disconnect from say a console update or a power outage
Or if your internet goes out. Or the game crashes.
Example:
July 10th - internet goes out for 5 minutes.
July 16th - Power goes out for an hour
July 29th - game crashes
Oops guess you should be banned for 24 hours cause you're clearly a problem.
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If you're a legion who needs thanataphobia, you aren't a good legion. Stop using crutch perks and git gud.
Isnt this the attitude killers had toward dh users? Why shouldn't it be returned in favor?
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Regression and slowdown weren't appropriately toned down to account for longer gen times and less need to run chase perks.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3101954#Comment_3101954
Camping and tunneling is an issue, even before the patch dropped I shared my concerns with it and explained it would be bad without additional changes.
But that's not the patch being imbalanced that's the devs not addressing tunneling and camping which they need to do.
And killers will always run slowdown because at base it's just not good enough especially as you climb higher in mmr.
I'm a sweaty survivor main or whatever I'm classed as, but a killer without gen defense/regression has and always will be easy. But tunneling and camping is the biggest issue currently
The issue is that killers no longer need anything but regression perks, which absolutely need toned down. As someone who, before this patch, mainly played killer, I can see just how they're too strong with the additional 10 seconds on generators. And I only switched to mainly survivor this patch due to long queue times
Three regression perks is overkill. Without toning down things like call of brine, overcharge, eruption, thanataphobia and pain resonance, this patch will continue to make survivors miserable.
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Why this argument doesn't work: this would have corrected itself after about a week.
But it hasn't. Because it won't. Because it isn't the issue at all
The issue is that camping and tunneling were given massive buffs, and killers were essentially given an extra perk slot by removing the need for chase perks and removing BBQ and chili's bp bonus.
With the new chase powers killers have, they can feel free to run 3 or 4 slowdown or regression perks. Throw this on top of the extra time it takes to do generators and you've got a recipe for disaster. Throw in a removal of fear of decisive strike, along with faster chased and if course survivors aren't having a good time.
The funny thing is BHVR said they wanted to make it so killers didn't feel the need to run regression perks, and instead made it so they don't feel the need to run anything but regression perks.
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Guys! Old Object of Obsession wasn't a problem! Their escape rate was low. It was totally fine and not op!
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/3097277#Comment_3097277
DH nerf was the only change that helped killers at all, the basekit "buffs" are useless.
So you're okay with reverting them, then? I mean if they're useless...
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3100715#Comment_3100715
In a 6:1 knife:hatchet ratio of losing a health state, they have a similar number of ranged ammo in their arsenal. I honestly feel like any situation Trickster would have injured someone, Huntress would have as well anyway. Maybe faster or slower depending on the obstacles. Although the same cannot be said the other way around since Huntress has way more long range potential. Main strength I would say Trickster has over Huntress is his ability to throw his knives through small holes and windows more freely and quickly, making for some creative shots whereas Huntress has awesome amazing shots from her long ranged throws. I think people though don't see this all the time as they may be irritated from being hit with knives over and over despite not actually losing a health state. Basically, no other killers make me feel as tense in a chase as dodging projectiles from the ranged killers I love playing as and facing against.
I could tell you that the key to beating Trickster is having an efficient escape route in mind that involves tall walls or weirdly shaped structures like rocks and trying to chain them. Especially if you are in a dead zone, you should be prepared to run to that escape route when you hear the melody. Although this goes for Huntress as well as Huntress could definitely down you all the same in the same situation as Trickster can as I said before.
I completely disagree. Trickster has spray, making it much harder to dodge. If Trickster has no obstacles, you're pretty much dead. If huntress has no obstacles, you can try to avoid her hatchets and not have it be a waste
Also, while they're even on health states, a huntress wasting 4 hatchets on you is much more rewarding than Trickster wasting 12 knives on you.
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I do feel eventually lower MMR killers will suffer by being put against more experienced survivors. Their MMR will rise faster because they can camp a couple if kills. While other survivors MMR will drop due to being camped by other killers or dying due to incompetent teammates.
Already see it happening as killers get mad at me for looping them for minutes, and then they slug me and leave me to bleed out because they're frustrated. And then I get frustrated with constantly losing.
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A tunneling nemesis? Must be a day that ends with y.
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Huntress. Strong enough to deal with a lot of stuff, but no ridiculous addons and is 110 and isn't immune to most of a survivors defenses. Yeah, the hitbix can be a tad wonky, but it's still fun to go against a huntress as long as she doesn't camp, but camping isn't fun on any killers.
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Lol let's not act like some killers aren't absolutely the type to want to make survivors miserable. Just look at some streamers who play (I won't name them obviously. That's naming and shaming)
The ones that aren't are already adjusted. Had a decent match against a bubba who had one slowdown perk. He facecamped me for a bit, but I had run him quite a bit, and he eventually gave up on it. I died in the end. He got a 3k. But the match wasn't miserable like the match I had against a Demogorgon who had eruption, call of brine and overcharge and put portals on each of his gens. He got a 4k, but mostly because my teammates gave up after about 10 minutes.
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Killers: boy, I wish survivors would run more variety of perks instead of the same builds.
Those same killers: let's play legion with thanataphobia, scourge pain resonance, call of brine and eruption!
Yeah, apologies to my teammates, but as soon as I find out the killer is a legion with thanataphobia, I'm hopping in a locker and unhooking myself to death. I'd actually recommend all survivors do this. Queue times are short for us. They'll be spending 10 minutes or more in queue just to have the game over in 5 minutes. Hope they enjoy it.
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@GentlemanFridge said:
Nothing else to do + no risk whatsoever since they're getting off anyway.
There's a risk of upsetting your teammates. If so.eone attempts to unhook themselves as I'm coming for them, I'll just leave them up there and not heal them the rest of the game. Sometimes it's not about winning. It's the principle
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If it's a thana legion or plague, I just want to go to the next match. They can enjoy their super easy 3v1 game and head back to the lobby simulator faster, and in the meantime I can move on to the next match and have a much better time. My survivor queues are instant so it's more bp, more fun, and I don't have to play mend simulator.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3096339#Comment_3096339
And people are telling a killer to ignore their objective and end the game earlier. The killer's objective is to kill as many survivors as possible, and slugging for the 4k is fulfilling the killer's objective.
It's not ignoring the objective, but whatever. It's clear you're just biased so I can just disregard your opinion
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3096316#Comment_3096316
That's true as well; they should have been stacking on the gen.
Gee, it's almost like coordination in solo queue is impossible! Who'd have thought?
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3096222#Comment_3096222
The last survivor is waiting out the 4 minute timer too. The last survivor could just walk up to the slugged survivor, if they wanted the game to end earlier. Both people are equally at fault. The killer isn’t entitled to the last survivor, and the last survivor isn’t entitled to a hatch attempt.
This isn't logical. You're telling a survivor to ignore their objective and just give up. Hooking the second last survivor does not prevent the killer from achieving their objective.
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Solo queue should be brought up a bit. More info. Icons telling what your fellow survivors are doing. Chase indicator for non obsession. And basekit kindred. Maybe make the killer immune to kindred and only kindred for 10 seconds after a hook to make it more fair. Those would be massive help to solo.
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3096158#Comment_3096158
I understand your argument that they could have just played it safe and taken it into account and be "accountable" for making mistakes by greeding stuff, but that hit that the myers got on Ayrun at the window was complete BS.
It was a swing and hit after he had already vaulted the window and was moving, it wasn't even the end of the animation, but his feet had hit the ground and started running. I'm glad they decided to not count that game because that hit alone was kind of the big downfall they had. It was right next to the hill and should not have connected at all.
I get people getting hit at the very end of the vault animation, that I can say is just part of the game, but a VPN killer isn't part of the game. The good thing is though, it has only happened once so far and since they set this as a precedent, hopefully it deters people from trying to VPN to ruin the challenge later on.
Yeah, I just wish they'd decided that before it was clear David was going to die. Like just say "escape or not, we shouldn't count this game. The killers ping is just really bad." Because now people will wonder if they would have counted it if they got David out.
I mean I've been hit after predropping a pallet before. I do wish we could see the killers ping. Not sure why we can't, even if they hide the username.
It's definitely not a fair hit. So I get why they decided not to count it. But would they have still not counted that game if it had been... Say a Sadako without the instadown, who they could successfully rescue against. That's what's left to be wondered. I guess we'll see if it happens again with a non instadown killer and they forefit the bp even if they escape.
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I kind of think they should have counted that Myers game. They knew he had a bad connection and could have played around it. Yeah, the VPN is kind of cheating. But they knew by then he had a bad connection.
I get why they didn't, but I feel it would be a bit more exciting if it counted. Leaves a slight bad taste, even if that hit was bad. It's part of the game. I don't think it taints the challenge. Hopefully it won't happen again.
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I want to know where this version of dbd you are playing is. Regression is over? Where? Every killer I run into now essentially has 3 or 4 slowdown or regression perks.
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Gotta slug for that 4k. Especially if there's a dc. Hoo boy, do killers this patch get super sweaty when there's a dc now. And I'd get it if they just wanted the match over. But these are the same killers slugging for that 4k. So instead of making hatch spawn and let it become a hatch race, with the survivor who's teammate abandoned them have some shot at getting points, they leave someone on the ground for 4 minutes to bleed out. Super engaging!
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Nobody wants all the changes reverted. We just want some. Reduce the slowdown perks. Nobody wants to spend 2 minutes doing a generator. And then having to do it again because of regression.
Calm spirit should lose the downside, and speed self-care a bit. Make DS 5 seconds again because it's useless in it's current state.
Then actually buff solo queue information. It would take maybe a week to make kindred basekit and give all survivors a chase indicator. They already have one for the obsession. The icons can come later to let you know what your teammates are doing. But those things alone would massively help solo queue without doing much for swf.
The problem with this patch is that they made solo queue more unbearable and barely gave them crumbs in exchange.
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Whether it can be done or not is irrelevant. They should adjust the challenges because they made them harder than when they were released. It's unfair to newer players.
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Yep, they should. Took them a bit too long to Killswitch clown. Overcharge should be killswitched as well. I personally won't use it until it's fixed, but I know others will. Either without knowing it's bugged (not their fault) or knowing it's bugged and taking advantage of it
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3093110#Comment_3093110
Eh, I don't see it any different than a survivor playing stealth mode. But, yeah, each to their own.
Depends on if they're doing gens or not. If they are doing gens, stealth is fair, if annoying. If they aren't doing their objective, as I've seen survivors do,then they are wasting the killers time. When there's two survivors left, and they just hide in lockers, not even touching generators are they really playing the game?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3093092#Comment_3093092
How is playing the game "wasting someones time"?
Leaving a survivor on the ground for minutes is wasting their time. Just hook them and let them move on to the next match. If one survivor happens to find the hatch, it's not the end of the world.
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I'd say it counts as half a kill. Not a win for survivors, but they do get to waste the killers time. Which is fair, the killer wasted theirs.
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Kindred should be basekit. But the devs refuse to do anything to make solo queue more playable. Why should solo survivors have only 3 perk slots?
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They should add this if a killer is camping tbh. If you're around the hook for more than 15 seconds and not in chase, the orange glyph will affect you. Does not trigger after 5 gens are done.
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@The_first_ghost said:
We just need to wait until everybody is in the right mmr
So never?
Mmr only measures escape rate. No matter how good you are individually, it's a team effort to get out. You can run the killer for six minutes, but your team doesn't do enough gens you aren't escaping. Cause according to our devs, if you don't escape, was it really a skilled play?
Alternately your team can pound out those gens as you run the killer for 5 gens, then you get facecamped to death. According to the devs, you just weren't good enough. Should have been better at hockey.
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Survivor bad. Give me upvotes please.
Survivors don't like this update because it went overboard in the nerfs and regression meta. Some of the killer buffs were needed. But they overdid it. Making the game miserable for survivors in the process.
Oh well. Enjoy your long queues I guess.
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It's funny how people claim you need to camp and tunnel every game if you want to win. That's just not true. Maybe if you want to win consistently. But it's funny how we tell survivors not to expect an escape every match, but don't tell killers not to expect a 3k+ every match.
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Solo queue got hit much harder because swf was already stronger than killer, while solo was already weaker. So while swf are brought closer in line with killer, those same nerfs/buffs bring solo further from killer with only 5 second BT in return. And swf get that too.
Not to mention buffing things like eruption to 25 seconds. Swf can call out when they're about to go down. Solo can't. And the buff makes it even worse for solo.
"But the devs didn't intentionally nerf solo"
Doesn't matter. Unintentional is still a problem. They might not have set out to do it, but the end result is the same as if they had. Even moreso that they still aren't going to do anything about it for a year.
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Killer now: we're just playing to win. Nothing wrong with that
Killer before patch: ree! How dare survivors have so many second chance perks! It's not fair! Nerf dead hard, nerf DS! Nerf nerf nerf! Ree!
I swear killers just want survivors to spawn on hook so they can be the "power role" without having to actually work for it.