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  • You mean the 5 second cooldown per charge?

    Seems completely fine to me considering that it's a strong ability.

    I think 5 seconds cooldown per chare is a good thing. Makes dodging his ability as survivor a bit more meaningful.

  • @Gylfie said:

    As sad as it is to see an underused perk nerfed, I'm actually with BHVR on this one. The first time I used this perk and I noticed that my mine had failed but that I was able to immediately place a new one, I was like what? That can't be right?

    It's like missing your flashbang save and immediately receiving a new one to try again.

    Edit: and now it's consistent with Dragon's Grip, which also goes on its huge cooldown even if it didn't hit anyone.

    I mean is that a good thing though? i don't consider Dragon's Grip to be a good perk either.

    They should have given the perk a compensation buff instad, but not leave it at 66% repair progress.

  • @dspaceman20 said:

    I genuinely want to hear an explanation for the nerf. Like why???

    It's 100% just because of consistency, so it works the same like Wire Trap. The same thing they did with MoM, which is being reverted funny enough.

    I hope they revert that nerf, or reduce the required repair progress to 33% or something like that instead.

  • Leon said something when I switched to him in the lobby. But that's it. I think it's pretty rare for them to say anything.

  • Does he throw them or let them go? Haven't played with him yet, but my first thought would be that this has something to do with the reduced collision box of wesker.

    In the PTB he could sometimes slam survivors into thin air pretty much, and I would guess that was because of his big collision box. Not hit box though, collision box.

  • They didn't. The basekit BT was buffed, BT still adds 10 seconds like it did before. So it will simply be less necessary now.

  • Yeah, that perk cleansing you from at least hemorrhage would be awesome. Hope they could buff the perk that way.

    I am happy that it received a buff at all though, 35%, was not enough.

  • I'm going to guess it's because of consistency, so that it works the same as Wired Trap. Ironic because they just reverted the nerf of MoM that happened because of consistency.

    No idea why they didn't give it a compensation buff either, like decreasing the required repair progress to 33% as well.

  • @VideoGameMage said:

    They got time to nerf blast mine , but didn't think to adjust BT.

    The Blast Mine nerf was completely unnecessary, but BT did not need to be adjusted. It's fine with extra 10 seconds.

  • Dude, this will shake up the meta. BT was used so much because it was necessary.

    It's the same reason why DS shouldn't have ever been nerfed.

    Now BT will still be a viable and strong choice, which I think is good, but it won't be necessary.

    5 seconds and very few people would have continued to use that perk.

  • @Mandy said:

    Hi, we added this in just now, sorry it was left off the initial patch notes.

    Yeah ok I was wondering, glad to see it's in the patch, and thanks for the info.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158583#Comment_3158583

    They nerfed Blast Mine, the meme perk. They don't care about survivors, so don't expect any love from them for survivors.

    Lmao I love these exaggerations so much. Like what? They care about both sides, it's so obvious as well. The nerf to Blast Mine is more than questionable, but that doesn't mean they don't care for survivors? Hello? Tunneling is being nerfed at base.

    So yeah, I do expect them to continue improving the game for survivors as well. There is no need for me to participate in this ridiculous exaggeration.

  • @Marigoria said:

    Because no fun allowed.

    Yes, because of one perk nerf, as stupid as the nerf is. Why do people exaggerate so much on these forums lmao?

  • Yes, the devs don't want us to have fun because of one perk nerf. The average exaggeration on these forums might be reaching a new high.

    With that said, it was nerfed, and it's another perk change that can be added to the insanely questionable perk changes we have seen in the last few months.

    Not a single soul has complained about Blast Mine, so the only reason I can see why they nerfed the perk was to make it more consistent with Wire Trap, as in they both work the same way now. The ridiculous part is that they didn't give it any compensation buffs. 66% repair progress is now way too much for Blast Mine.

    And it's funny, because MoM was nefed for consistency reasons, and that nerf is being reverted in this update. So who knows what the hell is going on when some of these decisions are made.

  • Are we sure that's what it means? That nerf would make not sense at all, why wouldn't it be once per hook phase?

    I would have thought those two mean the same thing.

  • Definitely. Wesker looks amazing, and it's been quite a while that I've been this interested in the perks of new survivors. Wire trap and Reassurance in particular.

  • I disagree, because these type of perks are much harsher on newer players than experienced ones. Kill rates are already higher at low mmr, this would just further increase that problem.

    If anything, it would be nice to see some changes that help out beginning survivors without buffing survivors at average or higher mmr.

  • @crogers271 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151797#Comment_3151797

    Let's go through the points.

    1: Players get better over time.

    Sure, that should be expected, but that's one of the reasons I posted data as a new player. I gave an equal spread to survivor and killer. Killer takes a couple games to get the hang of and suddenly you are on a run stomping survivors. Survivor has a wide array of elements to learn plus you need to hope for team synergy.

    2: DbD is known to be more killer sided the lower in rank you go.

    A couple people have had this response. Which amounts to: 'everything you say is true, but it changes if you are playing 1000+ hours with a dedicated team'. You actually spend three paragraphs saying my post is correct and expected for new players.

    Some responders have been open about the game being balanced around top players team playing. That actually seems to be one of the most agreed points in this thread; if you want to win as a survivor, get a ton of hours in and SWF. If you want a win as a killer, click the play as killer button, and you will win until you have a ton of hours in.

    3: You think you can make judgements just based on 30 hours of gameplay?

    The 30 hours of gameplay is the point. I've played very little. Killer is ridiculously straight forward (which you even point out), survivors have a lot to learn/master.

    4: This has nothing to do with handholding, its just vital information for killers-

    Finding gens is vital for survivors. Knowing the location of the killer is vital for survivors. Knowing where your team is is vital for survivors. But, unless you burn perks, none of that is shown in bright colors; its things that need to be learned off sound ques, remembering spots on the map as you run around, and harder to pick up visual signals.

    So yes, I'd call that handholding.

    That's also something that could be fine. Just say: for game balance, the killer role needs to be much easier than the survivor. That would probably be an ego hit to killer mains, but it seems to be true.

    -

    One other note to add, I don't think I'm anywhere close to a good killer. I mistime swings, run into walls, and forget about my special power. Even with all of that, and even if I hit a good team, I still feel like its competitive. As a survivor the game frequently turns into a rout.

    https://forum.deadbydaylight.com/en/discussion/comment/3151930#Comment_3151930

    So a couple observations after some more hours as killer:

    1: Time of day seems to be critical for the chances of hitting a team working together and/or I've just hit the level were that is becoming common.

    2: I started playing trying to defend all of the gens from the get go. One of the strategy decisions I think is obvious for the killer is to ignore a few of the gens. The survivors need five, don't waste time chasing down the far off gens, let them come to a smaller area of the map that you control. I've tried to play as if I have to defend all the gens which makes it more challenging.

    3: Finishing chases. If I run into a survivor clearly trying to loop me away from the gens, I ignore them. Go back and chase the survivors away from the gens. Perhaps something I realized early that maybe helped me as killer is that time is really on my side. If they're not working on gens, I'm winning. They run out of items, pallets, lives, etc. while I remain strong.

    Anyway, instead of drawing out matches, I've committed more to finishing chases. Good for bloodpoints, not as good for 4ks.

    Well the thing is that you made it sound like you are judging the game's overall balance after just 30 hours. If your argument is that the game may have a problem at low ranks, that I can understand. But to conclude from that, that DBD is extremely killer sided, is just false.

    Now I do understand that at low ranks, the game is rather killer sided. I honestly don't think it is as killer sided as you think it is, because I don't think the game would be doing so well in that case, but it is.

    But that's less because of balance, actually.

    The thing is, at the most fundamental level, the chase depends on the survivors skill. That's because it's up to the survivor to use resources in order to get away from the killer. And then the killer's skill comes into play, having to outplay the survivor. And the better the survivor is, the more challenging that becomes for the killer. But if the survivor does not know how to loop at all, the killer won't need any skill to begin with to down the survivor fairly quickly. Obviously skill will still matter a bit, but not as much.

    I think that is one of the main problems as to why killers have a higher kill rate at low ranks. Then there is also the fact that, yes, at the lower level, survivor takes longer to learn than killer. That's because survivors have to learn about many different tricks and tipps, and killers not as much. With killer, you just play the role and become naturally better. Obviously you will want to learn and get better at chases, especially mind games, using the killers power, and applying map pressure. But those stuff don't matter as much at lower ranks.

    With survivor, it's harder to learn that role naturally, because instincts tell you to be very careful, and hide as much as possible. Which is very ineffective to do. That's why I really believe a better tutorial for survivors would be one of the most helpful additions to low mmr, a tutorial that teaches survivors a bit on how to use resources well in chases, and how to loop to an extent. And it should also teach how to play survivor more efficiently.

    I do think that saying killer is incredibly straight forward, while survivors have a lot to learn and master, is a severe exaggeration however. Especially because you are talking about mastering. People have just as much to learn in order to master killers, as with surivor. Maybe even more if you play a bunch of different killers.

    I also really don't think you need 1000 hours of experience to start having a good chance to win. That surely wasn't the case with friends of mine that started playing DBD. If you only gain somewhat experience in DBD, you should definitely be able to win against killers that are also not crazy experienced yet.

    Now if you say that the game could need some improvements to balance it out more for lower ranks, without affecting average or high mmr, then I would definitely agree. But I am not sure what that would look like, at least for the most part.

    I guess that's one of the reasons why it's so important to nerf camping and tunneling now. Those tactis in particular take much less skill to pull off, than to counter. Especially camping. So the devs really need to nerf camping soon at base level in some way.

    Finding gens is vital for survivors. Knowing the location of the killer is vital for survivors. Knowing where your team is is vital for survivors. But, unless you burn perks, none of that is shown in bright colors; its things that need to be learned off sound ques, remembering spots on the map as you run around, and harder to pick up visual signals.

    So yes, I'd call that handholding.

    That's also something that could be fine. Just say: for game balance, the killer role needs to be much easier than the survivor. That would probably be an ego hit to killer mains, but it seems to be true.

    If you are arguing that people don't want to admit that killer is much easier than survivor because of ego, than you are just being dishonest here. I get it, it's a classic argumentation strategy, but it's simply not true. The informations killers have are vital, they surely aren't handholding, and that's because the game is balanced around killers having those informations. If killers couldn't see where gens are, and if they couldn't see scratchmarks, the game would have serious balance problems, and queue times for survivors would be insanely high. The game is not balanced around survivors seeing the killers aura, or being able to see the aura of gens for example. The latter though wouldn't be much of a deal. Could actually help lower mmr survivors out, without helping higher mmr survivors, but I don't think BHVR is to keen on overusing aura abilities for survivors.

    One other note to add, I don't think I'm anywhere close to a good killer. I mistime swings, run into walls, and forget about my special power. Even with all of that, and even if I hit a good team, I still feel like its competitive. As a survivor the game frequently turns into a rout.

    Ok, something I definitely have to say here, and I am sure you won't take this personal, but if you walk into walls, mistime swings, and forget about your ability, then you are not winning against good teams. You simply aren't. Of course it depens on how often you make mistakes, but in general, you shouldn't be winning against actual, decent survivor teams.

    Also, based on your reply to the other comment, you seem to already have a good understanding of how to play killer effectively. I do feel like you have already more knowledge than most people at low mmr to work with. It would be at least my guess. Which again circles back to one of the issues I have mentioned. Because it is true that for beginners, there is more to learn for survivors, regarding basics, than for killers.

  • You don't need to be a survivor main to understand when certain things on the killers side are overpowered, such as Nurse for example.

    I am a killer main, I want to see some nerfs to camping still, and solo queue information buffs. I also think certain slowdown perk synergies need to be toned down a bit, and Blight and Nurse also need some form of nerfs.

    If killers get some other improvements along the way, that are however more healthy for the game overall, then I am all for it.

  • For me it's still going to be Wesker, but Reassurance and especially the tunneling nerf are a close second. Finally I won't always have to run 1 or 2 anti-tunneling perks.

    I do hope we will be seeing some baseline nerfs to camping as well. Nothing crazy, just some decent nerfs that help with camping.

  • @Tsulan said:

    I´m curious how long it takes until the kill rates drop again. Basekit BT will see a lot of SWF action.

    I doubt the kill rate will go down noticeably. Surely not as low as it was before the 6.1.0 update.

    And you know what, even if it does, that shouldn't be bad. Because Queue times right now really need to become more balanced again. THey were before the 6.1.0 update. I also seriously doubt the kill rates were much lower than 50% at average, considering the kill rates were above 50% at average 6 or 9 months before the 6.1.0 update released.

    Queue times play an important role to keep track of. I honestly even think that we'll need to see some camping nerfs before queue times go back to normal. Even if queue times go back to normal after the upcoming update, I hope the devs still finally nerf camping in some proper, fair way, just in that case, some killer buff would probably also be required. Hopefully in form of map improvements. I would also love if they increased the instant base regression on kicks to 5%, as long as they finally town down some of the slowdown perk synergies, as well as Eruption and Pentimento, but just slightly.

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156712#Comment_3156712

    I´m amazed at videos, where a streamer got 2-3 hooks before the gates were powered but then only a 4k, because the SWF team was to cocky/altruistic and everyone claims that the match was fine, because the killer got the 4k.

    Kills/escapes shouldn´t be a measurement of skill.

    Kill rates should be the measurement of skill, it's just that kills should depend more on skill than they do now.

    Killers got a bunch of buffs that helped with that already. But camping and tunneling still remain problematic, though luckily the latter is being nerfed.

    I hope the devs continue to balance the game in this direction, so killers are encouraged to win by going for hooks primarily (doesn't mean they need to be forced to 2 hook everyone before getting a kill), and are discouraged to win in any other way. Something about end game has to be done at some point as well, it's not very good design wise if you ask me. Though it is a big misplay by swf survivor teams if they all go down after the exit gates are powered.

  • @emetSdidnothingwrong said:

    They need to remove collision to the unhooked person as well because I'm not in the mood to deal with body blockers literally every unhook.

    I really don't see that as a problem. If you are constantly being bodyblocked by that, then you seem to be staying close to the hooked survivor a lot. If the ability to body block further discourages killers to camp, I am all for it. Not to mention that you can then just tunnel the survivor that is bodyblocking again.

    Killers got a bunch of nice buffs in the last midchapter update, they can deal with such stuff much better now.

  • To be fair, the variety for survivor, at least for me, comes from all the different killers, because you play differently against each killer. I think that's the main source of variety for most survivor players.

    I wouldn't mind some new mechanic for survivor though, as long as it wouldn't change up the balance of the game. The problem with giving survivors unique traits or abilities would be that there would probably be a set few of survivors that would be better than all the other survivors, and everyone would only use those few survivors.

  • I sure will be using it in solo queue as well. 30 seconds per hook instance is still going to be effective. Just a real shame the perk even got nerfed, and without any compensation buffs.

  • @Chaellooo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156851#Comment_3156851

    Hopefully the killer queues will go back to normal after the incentives come back, 5-10 minute killer lobbies suck.

    @Grandpa_Crack_Pipe said:

    I'm excited for BP incentives to return.

    I can play killer again!

    I am sure Bloodpoint Incentives and the tunneling nerf will improve queue times, but I wouldn't count on queue times going back to completely normal again. I think survivors will need just a bit more before that happens, either a camping nerf or solo queue info buffs.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156853#Comment_3156853

    Unlikely. 100% extra bloodpoints just put survivors about 5-10K over what they usually make and the gameplay is still… questionable. Also Wesker is going to make the queue times longer.

    The tunneling nerf will surely help with queue times as well, but I do believe we'll need to see some nerfs to camping or some solo queue information buffs before we go back to some perfectly balanced queue times. At least I kind of hope that will be the case.

    And a new killer increasing queue times has always been the case.

  • @Biscuits said:

    You can patrol a 3 gen from the start and never lose. It's pretty nasty on killers like plague. I tried to warn people about the kick meta but they were too busy making fun of people for using dead hard.

    Really? Even when it means you only got like 1 hook or two hooks before 4 gens get repaired? I feel like if the survivor team is efficient, they should still have a chance to win against that.

    But even more reason for BHVR to add either some large, diminishing returns on stacking effects like action speed buff/debuff effects or regression, or add a cap to how far such effects can stack with each other. For Regression it could be 200%, for example. Or 250%, if Overcharge and Call of Brine should still stack a bit.

  • @Deathstroke said:

    It's too powerful in 3 gen situations so to solve this I think last gen needs to be back 80s and I would be fine overcharge getting nerf. I don't think anyone wants to play games which last almost an hour.

    So only when 3 gens are left, they take 80 seconds?

    To be fair I kind of would find a system where gens take 10 seconds less for every gen repaired, starting at 110 seconds, interesting. But could end up nerfing killers again, because killers are the strongest at 2 or 1 gen left to be repaired.

    Personally, I would prefer the devs to fix the actual problems in the game directly, instead of changing other aspects that indirectly fixes certain problems.

    I feel like in general, people dislike how multiple slowdown perks still synergize well. It's rarely a complaint about one particular slowdown perk. So before nerfing any slowdown perks directly, I feel like BHVR should maybe try some changes that make slowdown and regression perks stack less effectively. That or add some cap to certain stacking effects, including action speed buffs and debuffs, as well as caps to how high regression can go. Maybe cap it at 250%, so Overcharge and Call of Brine have at least a bit of synergy, but not as much as they currently have.

  • Yeah I do not think "lazy" is the right term here, considering all the balance changes we have been getting lately.

    Maybe they haven't had time yet. They did have to work on 2 new survivors, a new killer, and a reworked map, that is reworked into two vartiants. And they are now adding a nerf to tunneling that wasn't even present in the ptb.

    But maybe they are also afraid of nerfing Nurse, I don't know. She sure does need a nerf, and it's really sad to see a potentially decent perk to be nerfed because of one, overpowered, stupid killer. I really hope they nerf her soon, and revert the nerf to Awakened Awareness. Really all it would have needed just for the perk to be fine was changing her blink attacks from basic to special attacks.

  • 7% running speed would be much crazier than CoH. CoH is fine, but survivors gaining a 7% haste status effect within the area of such boon totems, that could become very problematic. Especially when totems like the shack totem are blessed, the killer will just have to leave the survivor everytime they go there, or they snuff the totem, but then the survivor can gain a lot of distance to you, and another survivor can easily boon that totem again.

    I think buffing it to 4% could still work, but 7% seems way too much.

  • The announced nerf to tunneling was already an awesome surprise for me. Or even the fact that they changed wesker in all the right ways, not overbuffing him in any way.

    But if there is one thing I maybe would still hope for, it would be some compensation buff to Reassurance, like a longer hook pause duration, and the activation range increased. Or the nerf reverted, but not sure if that could even happen within one week before the update releases.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155464#Comment_3155464

    So I don't like to play killer unless I have very strong addons, I find it pointless to play killer with weak addons and a load out that doesn't complement it. If I am also doing a build that requires smaller maps (like doctor or legion), I will bring a map offering. I can't be bothered to leave things up to chance, I just want to hit rank 1 killer as quickly as possible. I do not enjoy playing killer very much so I try to get it over with by spending blood points on good addons.

    Call of the Brine and Overcharge are a really nasty combo right now. Pain Resonance and Dead mans is back as well. Discordance is extremely strong right now. There are little to no killers that I don't run corrupt intervention on. The only time I don't use corrupt is if I am running lethal pursuer. And I only run lethal pursuer on aura reading builds with killers who have the ability to get around the map quickly.

    My survivor queue times have never been as long as the killer queue times are right now. It is to the point that during the day I just can't be bothered to sit around and wait in queue.

    The reason my matches as survivor has been worse is because they introduced lower MMR people into the cap. On top of queue times being long so MMR is essentially being ignored past a certain point. I have games against killers who play like they are getting paid for the match. And the very next game I will play against a killer who I can run for 5 gens.

    The biggest issue with soloQ right now is unquestionably just tunneling. If they actually addressed tunneling there would be half the DCs we are seeing right now. And literally all that needs to happen is a 5 second DS returning to live. In my experience true face camping happens once every like 15 camps. Good killers will proxy camp but at least you can hook trade.

    I am also in the boat of thinking the game would be in a better spot if they balanced around SoloQ. We know the majority of players in this game are soloQ players, I think the last statistics they released it was 52% of the player base. You balance the game around the majority of the player base and then reward killers for playing against SWFs. Give them more blood points, make it easier to pip so that it doesn't feel as bad if they end up losing. You could even look at increasing gen timers for SWFs to see if you could even out the survival rates between SWF and SoloQ.

    So I don't like to play killer unless I have very strong addons, I find it pointless to play killer with weak addons and a load out that doesn't complement it. If I am also doing a build that requires smaller maps (like doctor or legion), I will bring a map offering. I can't be bothered to leave things up to chance, I just want to hit rank 1 killer as quickly as possible. I do not enjoy playing killer very much so I try to get it over with by spending blood points on good addons.

    Well fair enough. I have long stopped using addons that seem op to me, or perks that seem op to me. To be fair, I do not see too many killer addons as op at the moment. But ironically, Blight has a bunch of them. And I don't even play Nurse. Suck with her, and even if I didn't, I just think she is pretty op. And I do not use Pentimento or Eruption at the moment, even though I would love to use both again, but right now they are just too strong in my opinion.

    I also go out of my way to not camp and tunnel, though obviously I won't ignore an unhooked survivor if they run right at me. But that's it. So maybe I am making the game more challenging for myself, but I still believe, that even if you use the best options on most killers, you will still be in for a challenging time if you go up against good survivors. Matches are still fairly balanced in my opinion, if people of similar skill levels are matched up. With camping and tunneling being the clear outliers here. Survivors do have very strong items and addons as well, that's the thing.

    But sadly current matchmaking isn't working that well either.

    Call of the Brine and Overcharge are a really nasty combo right now. Pain Resonance and Dead mans is back as well. Discordance is extremely strong right now. There are little to no killers that I don't run corrupt intervention on. The only time I don't use corrupt is if I am running lethal pursuer. And I only run lethal pursuer on aura reading builds with killers who have the ability to get around the map quickly.

    It's hard for me to imagine the Call of Brine and Overcharge combo to be op in any way. For me, the problematic perks are Pentimento and Eruption at the moment. I actually feel like Gift of Pain might be one of the best and most balanced slowdown perks. Especially because it encourages the killer to not tunnel.

    I think one thing that the devs should try and nerf further is the synergy of slowdown perks. It's clear that people are having a bigger problem with the stacking of slowdown perks than just one particular slowdown perk. I hope, before BHVR goes on another nerf wave of slowdown perks, they add caps to stacking effects. Action speed debuff and buff effects for example should have some cap when they stack. I do not think action speed debuff effects should go higher than 30% for example. Obvious exceptions are effects that are already higher, like Coulrophobia, but those effects then also shouldn't stack with any other slowdown effects.

    The same could be done with regression effects. Maybe cap it at 200%, or 250%, so Overcharge and Eruption have at least a bit of Synergy. Or they just need to find a different system to have such effects stack with diminishing returns.

    My survivor queue times have never been as long as the killer queue times are right now. It is to the point that during the day I just can't be bothered to sit around and wait in queue.

    The reason my matches as survivor has been worse is because they introduced lower MMR people into the cap. On top of queue times being long so MMR is essentially being ignored past a certain point. I have games against killers who play like they are getting paid for the match. And the very next game I will play against a killer who I can run for 5 gens.

    I remember survivor queue times being very long after CoH was released. Worse than killer queue times now, for me at least. Playing SWF was annoynig at that time. How long are your killer queue times? And in what region are you playing? Because you are right, that does affect matchmaking. And might explain why you are winning so many matches as killer, if you say that you aren't that good.

    Matchmaking is definitely a problem. And it's true, they did reduce the max mmr cap at some point. If I remember correctly, it was especially because too many killer players were complaining that they had to sweat too much, and had unwinnable matches. That has clearly been improved now, so they should increase the mmr cap asap again. That would probably help.

    The biggest issue with soloQ right now is unquestionably just tunneling. If they actually addressed tunneling there would be half the DCs we are seeing right now. And literally all that needs to happen is a 5 second DS returning to live. In my experience true face camping happens once every like 15 camps. Good killers will proxy camp but at least you can hook trade.

    This I also agree with. Though I personally think camping is almost just as problematic. Which is why I wouldn't expect queue times to go back to perfectly balanced until camping also gets nerfed. To be fair, I am kind of hoping that will be the case at least, so people disagreeing with nerfs to camping have nothing in their hand against camping nerfs.

    I do think that the upcoming nerf to tunneling will be very helpful though. It's the main thing here that really is giving me more faith in DBD than ever before. Because BHVR is showing that they are clealry listening, and understand the problems survivors have to deal with right now. But I 100% agree that DS needs to be reverted back to 5 seconds, and I hope it will happen at the latest in the next midchapter patch. At this point BHVR must have clearly realised that the vast majority was particularly unhappy with that nerf.

    To be honest, at some point, I hope DS can become basekit. With a 5 second stun, and activateable twice. It would nerf tunneling into the ground. But I do think the game is not there yet for such a drastic nerf. Killers would still need some improvements as well.

    I am also in the boat of thinking the game would be in a better spot if they balanced around SoloQ. We know the majority of players in this game are soloQ players, I think the last statistics they released it was 52% of the player base. You balance the game around the majority of the player base and then reward killers for playing against SWFs. Give them more blood points, make it easier to pip so that it doesn't feel as bad if they end up losing. You could even look at increasing gen timers for SWFs to see if you could even out the survival rates between SWF and SoloQ.

    I mean, I really just hope we get the information buffs for solo queue at some point. A very small part of me is hoping that the reason certain features from the roadmap were delayed is because they wanted to focus on those survivor icons first.

    I do agree that solo q should be at least one of the main priorities when it comes to balance. But it is hard to perfectly balance around solo queue without making too many killers unhappy. Which is why I think the right thing to do in the future is simply buff solo queue, by giving them more information. It's a no brainer for me. And killers can get some improvements as well if they still need some. At least some maps should still be looked at.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155464#Comment_3155464

    Very cool perspective. I would also buff some weakest killers, but otherwise fully agreed

    Buffing weak killers is definitely also needed, but as much as it hurts me to say this, I think that has lower priority than all the other changes I talked about.

    For me it would go like this:

    1. nerfs to camping: hook phase duration increased from 60 to 70 seconds and hook grabs removed
    2. nerfs to Blight and Nurse
    3. map balancing, and solo queue information buffs, maybe a few other very small killer buffs, and more nerfs to camping and tunneling
    4. nerfs to op addons and items
    5. low tier killer buffs, and further nerfs to camping and tunneling

    Though 2, 3 and 4 might even be interchangeable. Hell even all of them really, except 5. I just want to see the game improved further and further with such changes.

    I think once only camping also gets nerfed, if it does happen, the game will be in the best state it's ever been. Normal gameplay of killers will be more viable, and the cheap tactics like camping and tunneling less viable.

    But even after that, the game would still need a lot of other changes to get close to an optimal state. And of course that all can only happen step by step. But I am optimistic with DBD right now, especially because we are getting a tunneling nerf in the next patch. It shows to me that the devs are listening. And I hope they continue to do so.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154724#Comment_3154724

    I don't consider myself a good killer, I just abuse things that are strong. I adapt very quickly to the meta and take full advantage of the strongest addons and perks. But even when doing the same thing as survivor, I have a third of the success. Despite playing survivor 10 times more often.

    Well clearly my experience has been different, and again, pretty sure I am better with killer than survivor.

    When you say abusing the strongest stuff, what exactly does that mean? Because I do agree that camping and tunneling need to be nerfed. Blight needs his techs removed and op addons nerfed, and Nurse just needs general nerfs. Eruption and in particular Pentimento are also the 2 slowdown perks I still think need some small nerfs as well.

    And I would love to see solo queue information buffs as well in the future, but that would perhaps have to happen alongside, or sometime during map balancing, otherwise queue times could become too long for survivors again, which I don't want either.

    Though to be fair, I feel what would help solo queue the most at the moment is better matchmaking. That and maybe even better tutorials for survivors, that teach people how to play survivor more efficiently, and don't only teach survivors the absolute basics. Sometimes I fear that there are simply too many survivor players that don't know how to play survivor more efficiently. Considering all the complaints about bad team mates.

    But yeah, there are a bunch of buffs that survivors could still need. I do agree there. In my experience though solo queue is just not as bad. Again, I have been having decent success even with solo survivor. What I also surely don't want is for any of the killer buffs to be reverted, except the bloodlust buff of course. Instead, I hope the devs continue on their current path and try to improve the game for both sides step by step. Really happy about the upcoming anti-tunneling buff, and I hope we get some decent nerfs to camping next.

    Killers being improved is a great thing, now they simply need to improve the game for survivors as well, addressing the frustrations and weak points of survivors, instead of nerfing killer in general in any way.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154978#Comment_3154978

    SoloQ will always be screwed to some extent, because that's what happens when you put 4 random strangers together and tell them to work together. Plus there are Rift Challenges and people have different motivations. You should lose more as a solo, just like every single other game. A 5 man premade wrecks 5 randoms every time assuming they're roughly equal skill.

    There's a point where you give solos so much power the game is unwinnable vs groups. Unless there are separate queues this problem is always going to exist between Solo vs SWF.

    Some of it could be resolved with better matchmaking for 4 randoms. They're trying to navigate a delicate balance between SWF, Solo, and Killer which is pretty much impossible.

    It can definitely be improved though. The most important part would be to work on matchmaking and improve it. Though at some point I wonder if too many survivor players just aren't that good, which would mean one thing that could improve solo queue is in fact better tutorials, that actually teach survivors how to play more efficiently.

    The other improvement would be information buffs to solo queue, such as the survivor icons BHVR talked about early this year. Those would go a long way to help out solo queue a bit more.

    If they just found ways to reduce the gap between solo and swf survivors, it wouldn't be much of a problem anymore.

  • @friendlyant1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154958#Comment_3154958

    not everyone. They just wanted to please the 'top' performers on the platform, which are a small percentage and just put them in with everybody else. As a result, they might have better matches, but a lot of the matches for average people are frustrating because of it.

    They did decrease the MMR cap. Wasn't it especially because killers at high mmr were complaining about too challenging matches? I can't remember exactly anymore, but that's at least how I remember it.

    Now that killers are in a better spot, they should really increase the cap of the MMR again, that would maybe help at least a bit. I guess Blight and Nurse would still be a problem then, but now because they are just too strong. Nurse in general, and Blight because of weird techs and overpowered addons.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154975#Comment_3154975

    Exactly, and they don't. Because unhooking should have counterplay. It is one of the signs that they DO understand game design better than your average forum goer.

    @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154981#Comment_3154981

    Yep.

    It's a Catch 22. They know camping pisses off a large portion of the player base. Even maybe pushing them away from the game (Solo survivors).

    At the same time, they also know many Killers depend on camping (for whatever reasons, not all to be a-holes, sometimes if they're new, or at endgame, etc). So if they killed it completely, probably afraid of the consequences.

    So we get lots and lots of bandaids! Then they nerf them and make NEW bandaids.

    How exactly would removing hook grabs make unhooking uncounterable? You can still just down the unhooker, but you can't prevent the unhook from happening as easily anymore. Which is a good thing. Because in 98% of all cases, this only ever benefits camping killers.

    So I think removing hook grabs is a must. That and increasing the hook phase duration a bit, from 60 to 70 seconds.

    Also, killers are in a better place than they have ever been. They really don't need to camp and tunnel nearly as much anymore to have a chance to win. Sure, there are still situations where that can be necessary. If you are on a very survivor sided map, or sometimes when you are playing a low tier killer. But this game can't be balanced around the worst case scenarios for killers. Instead, bad maps or low tier killers need to be addressed seperately.

  • The suggestions you are making are more nerfs to camping than tunneling. Inrceasing the hook phase duration would mainly nerf camping, as killer would have to camp longer for the survivor to be sacrificed.

    I definitely think that each hook phase duration should be increased from 60 to 70 seconds. I would also love to see the unhook animations have their duration reduced a bit, but I think far more important would be to remove hook grabs. That is an absolute must in my opinion.

    I do think that the nerf to tunneling is good at the moment. Survivors need this big time. Maybe there could be better solutions down the line, but survivors being able to take an extra hit after being unhooked for a long enough duration is very good in my opinion. I also don't think it's bad that survivors can bodyblock with it. It just discourages the killer a bit more to stay near hooked survivors, or return to them immediately after they have been unhooked. And if they bodyblock, they are free to be tunneled again.

  • @SpaghettiVase said:

    I personally find it funny that they labelled it "camping and tunneling" in the patch notes but it really only affects tunneling and proxy camping, nothing about face camping which i would say is the worse issue. Maybe not on a wide enough scale but it always guarantees a hook trade.

    Well it does nerf camping indirectly, but only barely.

    I do think that if survivors manage to trade hooks often enough, they can still win by getting at least 3 survivors out. That's also one of the reasons I really want hook grabs removed. It's such an outdated mechanic.

    Add to that an hook phase duration increase from 60 to 70 seconds, and I think that would be a good first nerf to camping. It would surely balance out the queue times again.

  • What region are you playing in? My killer queue times are at worst 5-7 minutes. Which you know still isn't ideal, but sure as hell better than 19 minutes.

  • Camping and tunneling are surely frustrating, especially for solo queue. Matchmaking can also be rough on solo queue. And it would be nice for solo queue to get information that swf survivors have.

    But I feel like I am playing a different game at the moment. I still have enough good matches in solo queue. And honestly, I kind of doubt its as bad for a lot of players as the few people here on the forums make it out to be, because then player count and queue times would be looking far worse.

    Again. I agree that survivors need help in some areas. Now with killers being buffed survivors at least need buffs against camping and tunneling, so they have a better fighting chance against such cheap tactics. The latter already happening in the next update. And then I think alongside balancing some of the more survivor sided maps, solo queue should then also get the information buffs they need, so the gap between solo and swf survivors is shortened.

    Though to be fair, one of the biggest improvements for solo survivor would probably be to somehow improve matchmaking. That and honestly, probably better survivor tutorials as well, that teach survivors how to play more efficiently. Something about the survivor role seems to make it harder to get going with that role, than with the killer role.

  • @SgtMittens said:

    Rift challenges are one of the worst inclusions in the game. Sure, it's nice to earn bonus points, but it causes people to play in a way they normally wouldn't to fulfill some stupid and arbitrary task. The worst case is they outright tank the game. Dailies at least require an aspect of normal game functions.

    This is a negative of solo queue I always forget. Survivors playing ineffective because of badly designed archive challenges.

  • It would never be a solution to shorten the gap between solo and swf survivors, because some would simply not want to communicate with strangers. We definitely need information buffs for solo survivors, like the suggested survivor icons displaying what each survivor is doing. That would be such an awesome feature. A ping system would also be awesome, but kind of doubt the devs would want to go there.

    A very small part of me is hoping that they delayed certain things they talked about in their anniversary presentation to work on these type of solo queue buffs instead. Probably being too optimistic though, but who knows. To be fair, BHVR has been doing good work lately.

  • @itsquiet27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151593#Comment_3151593

    they also made a lot of mistakes. You can't just say it's my fault. the point of this video is to show map design not awesome gameplay. Watch my other videos I promise you I have played better than this. Don't judge my play in this video. They also made loads of mistakes.

    I am not judging your gameplay, I am just pointing out that you could have definitely gotten some more hits where you didn't. From what I could see, the survivor did play a bit better than you. But fair enough, that's always hard to judge. You always do have to keep in mind that killer is a bit more punshing than survivor however, because of the nature of the game.

    I still stand by the opinion that Rancid Arbattoir is a fairly balanced map. Unlike Fractured Cowshed or Troment Creek.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153309#Comment_3153309

    So as someone who gets grade 1 killer and survivor every month killers are definitely coasting to grade 1 compared to survivor. I went from having around a 35-45% escape rate as soloQ survivor before the patch, to around 25% and below (I am sweating my balls off too). On the other side however, 3-4k 90% of my killer matches where I even remotely try.

    Killer is probably the easiest it has ever been in the history of DBD.

    My queues range anywhere from 5-20 minutes as killer depending on the time of day. My survivor queues have been instant since patch.

    To your last point that the game needs 4:1 ratio, correct. And right now there are not enough survivor players that is why queues are so long. Everyone either swapped to killer or straight up stopped playing the game (survivors).

    Yes, I get there is a shortage of survivor players. My point was that there are still more survivor players than killer players in general.

    I would love to see your killer gameplay though. If you are extremely good with killer, then it makes sense for you to win a majority of your games. I am going to assume these are accurate numbers for now, but people have the tendency to exaggerate. Also, matchmaking is screwing over solo survivors somewhat, but that's a problem of matchmaking, not balance.

    Killer is the easiest it has ever been in the history of DBD, but that doesn't mean it's easy. It's still challening when going against good survivors. Very challenging when going against a real good survivor team. But to be fair, that is ignoring camping and tunneling just a bit. Since those strategies do not take nearly as much skill as playing killer normally.

    My experience has been different. Admittedily, solo queue has become a bit tougher. Though again, I do believe that matchmaking is one of the biggest problems for solo queue, not only balance. Of course camping and tunneling are also particularly problematic for solo queue, another reason for those tactics to be nerfed.

    But my escape rates are definitely higher than 25%, and my kill rate definitely lower than 90%, and I am positive that, while not being incredible at any of the roles, I am a better killer than survivor player.

    I do feel sorry for your queue times though. Mine have been ranging from 30 seconds to 6 minutes or so. Still a clear sign that survivors need help now, but I don't think it's as bad as some people make it out to be.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153325#Comment_3153325

    itll only be 30 though? because its hook instance not hook stage? so if the killer camps to second state it doesn't reset the use?

    That would be beyond stupid if that was the case. I don't know of course, but I would very much expect that they meant hook phase. That would be such backwards logic to have the perk be less effective if the killer manages to camp a survivor into the second stage. Almost like a reward, so that the survivor that already used Reassurance can't use it again on the same survivor.

    If not, BHVR would have to change that asap.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153325#Comment_3153325

    Not enough, a camping killer will get a 2k at the end of the match most likely

    Depends on how efficient survivors are. Unless it's a Bubba, he will almost always get a 2 kill sadly, but that's also a design problem with Bubba.

    But I do think that BHVR should definitely still nerf camping at base, that's for sure. It's nice we are getting a nerf to tunneling, but camping needs it as well. Increasing the hook phase duration from 60 to 70 seconds, and removing hook grabs would go a long way for the start.

  • Really? Like that does seem very close, but it's definitely manageable. You just have to force a pallet drop and break it.

    I have seen two pallets spawn at the same loop on the Badham maps once or twice. That was rather weird. Though I would love to have tiles with pallet loops being pretty much connected to each other, but each of them individually being rather unsafe. I feel like that would create some interesting gameplay and mindgames during chase.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152992#Comment_3152992

    Killer main streamers: "Well, chat, we got so bored just winning, so let's start a challenge with 100 win streak as a perkless addonless killer with standing AFK for 2 minutes at the start of every game! Oh wait, we already did it last week, let's make it 200 win streak then!"

    Survivor soloQ main streamers: "Well, we died again, but at least it was funny!"

    Sure, totally not killer sided.

    What are you even on about? I have seen 100+ escape streaks of streamers as well. Lmao stop viewing these things in such a biased way.

    Not to mention the streamers you are talking about, that went on 50+ or 100+ kill streaks, are still sometimes losing matches, even after the patch. Because guess what, the game isn't actually that killer sided at all. Camping and tunneling just need to be addressed, because they are too effective for the little skill required, and for how unfun they are to go against. Tunneling is being addressed, now hopefully they will nerf camping as well in some adequate way, and the game will be in a good state.

    I believe I even remember Otz saying that the kill streaks were much easier before SBMM was introduced, because matchmaking with grades often gave him survivors of very different skill levels. Which is crazy when you consider that the current matchmaking is still not good.

    Also, streamers like Otz are of course going to be better than 98% or the playerbase, so it only makes sense for them to win the majority of their games. But I also know that it generally took someone like Otz many tries until he was able to get a 50 win streak on most killers.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153325#Comment_3153325

    But for each time you use it, you'll probably waste about 30 seconds just going over to the hook and back to wherever you came from. It would literally be more efficient to just not even go over and use it. At least with the first iteration, someone standing by the hook and using it would actually buy their teammates time, rather than just stalling progress for killer AND survivor.

    That would make it inefficient only if you were the only other survivor in the match. But that's not the case. What you are doing in this case is buying your other teammates 30 seconds of extra time.

    Also, I don't think you will be in that situation so often, where you will waste 30 seconds just going to and away from the hooked survivor. That should only be the case when the survivor is hooked fairly far away from you.

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