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  • Wait what? What are you talking about?

    Is this referring to me wanting Pentimento and Eruption nerfed? Because if you have to rely on those two perks currently to win, you might not be as good as killer as you think.

  • Really liking these suggestions. These solo survivor buffs would be great. But realistically, that will still take some time to implement.

    What I am hoping for at the moment, because that could be done much more easily, are nerfs to camping and tunneling. Those have absolute priority in my opinion. And those strategies hurt solo survivors in particular.

    And some of the slowdown perks, like Pentimento and Eruption, still need some nerfs.

  • I think they nerfed Thana in the wrong way, but honestly, I am just happy they nerfed it. It's definitely also going to be weaker on Legion and Plague. I just hope it will be enough for those two killers.

    Meanwhile, it's completely useless on every other killer.

    The other two perk changes are just bad though. And perks like Pentimento and Eruption also still need to be nerfed.

  • It really shouldn't, what should happen is that the base endurance and haste status effect duration should be increased, to 10 seconds or so.

  • @Marigoria said:

    I used to have a lot of admiration for people who play killer. I was not happy at all when the developers decided to nerf Billy, Freddy and Deathslinger. I've posted my opinion about these multiple times in their respective threads.

    But now that solo q is once again being left behind and forgotten, even thought it was already the most miserable role in the game, I don't see that many killer mains having at least a bit of empathy towards solo q players, quite the opposite actually.

    Pretty sure there are a lot of killer mains that sympathize with survivor right now. I have seen a lot myself, and I am one of them.

    Of course people only identify those people that think survivors should not receive any buffs as killer mains. Not to mention that negative comments that can make one upset generally stand out more to people.

  • @Beatricks said:

    Up until this patch I tried really hard to see things that way. But I just can't anymore. Killers are so insanely unreasonable that I can't put up with it anymore.

    SoloQ needs a little loving, because it's miserable.

    ~No, every survivor is a toxic 4man SWF with 4 toolboxes who BM at every opportunity and now cry because we don't have dead hard.

    Maybe at least Nurse's addons can be looked at?

    ~Nope, we are whiny survivor mains who are salty that without DH we can't bully killers.

    Literally nothing gets through to their heads. Literally zero empathy. I'm done being nice.

    if you actually generalize all killer mains like that, then that's pretty sad. It's not hard to understand that there enough people that main one of the other side that do not think this way, and do care about both sides.

    So if you really support this us vs them idea because of certain killer mains, then that's just dumb.

  • @GiveMeTheBox said:

    Wait, everyone's freaking out and MoM is apparently also being nerfed again. The hell did I miss?

    A very weird dev update.

    Thana now only slows down action speed by 2% for every injured survivor, but that is increased by an additional 12% when all 4 survivors are injured. So 1 Survivor: 2%; 2 Survivors: 4%; 3 Survivors: 6%; and 4 Survivors: 20%.

    Mettle of Man now only takes two protection hits to activate, but the killer can see your aura while you have the endurance status effect active, and it deactivates once you do any conspicuous action. So it's so beyond useless now.

    And PR got changed to have gens explode again, and survivors let go of the gen, because apparently that was the only fix to Merciless Storm not deactivating when PR regressed a gen that was above 90%. Which I do not understand. It still doesn't give the killer a noice notification, but the PR and DMS combo is back because of it, they did however nerf the duration of DMS to 30 seconds now.

    Really questionable stuff honestly.

  • The balance changes are not very good. I am happy Thana is getting nerfed though, even if it's not nerfed in a good way. MoM nerf is just hilarious though, and PR and DMS combo coming back is also bad. It's at least nerfed, but it will still be very similarly strong like it was before the big update, because the extra 10 seconds on each gen make up for the time reduction of DMS.

    But, the fact that we are getting balance changes to three perks in a hotfix update is also a good sign in my opinion, because it shows that the devs are focusing on balance much more now than they ever did. And this hopefully means we will see other balance changes very soon. I am at least somewhat hopeful after this update that we will see some balance changes in the next chapter, especially nerfs to camping, tunneling, Pentimento and Eruption.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107200#Comment_3107200

    https://forum.deadbydaylight.com/en/discussion/comment/3107204#Comment_3107204

    Do you deny that pre-patch Legion and Plague were the best users of the perk, and post-patch they will be by far the best users of the perk due to the bonus of having all 4 survivors injured? And therefore, the perk was nerfed harder on every killer except for those who can consistently injure all 4 survivors, even if not keeping them injured?

    Like, overall it was a nerf, yes. I agree. Across all levels it has been nerfed. However, it's now even better on Legion and Plague relative to all other killers due to their specific ease of injuring people and keeping them injured, while becoming a lot more of a situational gimmicky perk on all other killers.

    Yes, of course Thana was nerfed on every other killer harder than on Plague and Legion. But I still think it will not be as oppressive on those two killers anymore. Not sure if it's enough, and I do think they should have nerfed Thana in a completely different way, but at least it's nerfed, even on Plague and Legion. It's just going to be useless on every other killer.

    And again, I don't think that's optimal at all. However, I'd rather have it useless on every killer except Legion and Plague, than be op on Plague and Legion.

  • @Anghroth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107059#Comment_3107059

    So let me get this straight...just because YOU want it, BHVR should ignore buffing "low tier killers" and only adress tunneling/camping, because you don't like it? Sometimes I really wonder how entitled people can get

    What on earth are you talking about? Are you that desperate that you have to throw the "entitled" accusation against me just because I have voiced my opinion that there are other issues that are more important to resolve? Are you kidding me? Do you just accuse everyone of being entitled that dares to disagree with a certain post and have a different opinion? Like I kind of wish you were trolling, but I am pretty positive you are not.

    My comment wasn't even expressed arrogantly in any way. All I said is that there are more viable killers now, besides Blight and Nurse, and that there are more urgent issues that need to be addressed. How does that make me entitled?

    Also, not sure if you've been living under a rock, but if you've looked at these forums, or reddit, or most likely any place in the internet where you can find feedback, this is obviously not just about me, and what I want. Are you not seeing all the mountains of complaints about killers being too oppressive? More precisely, certain slowdown perks being too strong, and camping and tunneling being huge problems that now really need to be addressed since killers got a bunch of buffs? Survivor issues are by far the most complained about issues at the moment.

    Or how about the really long killer queue times since the patch dropped? Which kind of indicate that there are not enough people playing survivor. Unless you are enjoying those queue times?

    Believe it or not, despite playing both roles, survivor especially because of friends, I am more of a killer main. But one that believes that both sides need to be able to have fun, and not deal with BS like camping and tunneling.

    So again, how exactly am I entitled?

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105929#Comment_3105929

    Old Decisive Strike when the gates were open wasn't free?

    It wasn't, the survivor could still be slugged. More importantly, you could go for a different survivor, especially with a killer like Huntress, Trickster, Clown, Leatherface, the list goes on. So yes, 4 man escapes were never free. And frankly I do not see a reason why the hatch mechanic exists, so that killers have a fairer chance of getting a 4K, yet survivors shouldn't have a fair chance of getting a 4 man escape.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107119#Comment_3107119

    we love them nerfing it on everyone except the 2 killers it was actually becoming problematic on

    It's still nerfed on Plague and Legion as well. No doubt. It's not that uncommon for at least one survivor to be healed against Legion, and it will take longer for the perk to actually make a big impact.

    Not to mention the max action speed debuff is decreased from 22% back to 20%.

    If that's enough for them who knows. But the perk surely will be useless on every other killer.

  • There are other killers that are also very much viable now. If anything, blight and nurse are overpowered now.

    This game has some other issues that have higher priority than low tier killers. Camping and tunneling in particular, and certain slowdown perks being too strong, although at least thana might be addressed now? Very weird nerf though, because its going to be useless on most killers but still potentially strong on legion and plague.

  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106019#Comment_3106019

    I agree with you on Thana and Pentimento. This is something the devs need to take a look at and I'm sure they will. What would u change to prevent camping?

    Camping can be a tricky thing to address. I hope that in future, if maps become more balanced for example, the devs keep looking at camping and tunneling, and nerf it as much as the game's balance allows them to nerf it. These strategies need to be discouraged as much as possible, but without making killers too weak again.

    I think right now, they should simply increase the hook phase duration from 60 seconds to 70 seconds, or 75 seconds. That would already be a bit of a nerf to camping, compared to how it was before the patch. To keep camping just as it was before the patch, you would have to increase th hook phase duration to 67,5 seconds, so 70 or even 75 seconds are more than reasonable. And then, very important, hook grabs, at least on healthy survivors, need to be removed. And also increase the unhooking time of survivors from 1,5 seconds to 1,2 seconds, because the hit cooldown was also decreased from 3 to 2,7 seconds.

    However, the increased hook phase duration and removal of hook grabs are the most important changes in my opinion. And they really shouldn't take a lot of work, like at all. So a very small part of me is hoping they'll nerf camping with the next chapter release, but I seriously doubt it. Which in return kind of kills all the hype I would have for Wesker.

    And when it comes to tunneling, the ideal solution, at some point, would be to have some baseline DS, with a 5 second stun duration, that would work after both unhooks, with a huge skill check so everybody could hit it. This way survivors would all have great chances to stay alive for long enough, and killers would be heavily discouraged to tunnel at all. It would be awesome. Because the game is the most fun for both sides, at least to a majority of players, if all 4 survivors can remain for at least a decent amount of time in the match, and killers are encouraged to go for hooks.

    However, the game is not there yet for such an anti-tunnel mechanic as baseline. It would take a fair amount of maps to become more balanced, and arguably some buffs to low tier killers, or maybe even some form of early game slowdown, before something like that could be added. However, increasing the endurance and haste status effect duration to 10 seconds would go a very long way, and that should definitely be ok with all the buffs killers received in the last patch.

  • I have no problem with killer instinct. I think it's completely fine, and definitely not the problem that Legion currently has.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106007#Comment_3106007

    Ah ok.

    I have seen the tweet, but since it started with "Tinfoil DBD conspiracy of the day", I thought that it was obvious sarcasm.

    The post started with tinfoil dbd conspiracy? Because if so, I am actually relieved. Otz isn't the person I would expect to actually believe something like that.

  • The stuff survivor got in this patch don't even compare to the stuff that killers got this patch. At least in my opinion.

    The killer baseline buffs were great. All of them, except the bloodlust buff. It's great killers have a bit more time for their objective now at base, without slowdown perks. That was very much needed. The chase buffs were also all fantastic, especially since they help M1 killers in particular.

    However, the increase in gen times simply caused some other slowdown perks to become too strong. Thana is a problem, it shouldn't have been buffed, but nerfed. Pentimento is another big problem. And there are other slowdown perks that are currently just too strong.

    More importantly, in my opinion, Nothing was done about camping and tunneling.

    Actually, that's not quite true. Camping was actually buffed. But that's kind of it. The basekit endurance and haste do nothing way too often. Even on Eyrie of Crow, a map known to have loads of pallets, I had a Spirit easily waiting out the 5 seconds before I could reach a pallet or window. It's just not nearly enough.

    And camping being buffed is just as bad, if not even worse. When getting tunneled, I can at least play the game in some way. When a killer camps, I either just stare at a hook or at a gen.

    One very frustrating part for me regarding this patch is that it could have been so great. Killers got the buffs they needed, making them less dependent on slowdown perks, and generally making their normal and fair gameplay more viable. But survivors didn't get the same treatement. They have to potentially suffer through insane slowdown builds as well as camping and tunneling.

  • @Aven_Fallen said:

    Who the heck startet this conspiracy theory?

    According to a Coconut video, it seems like Otz actually posted such a claim. Not sure if he started it though.

  • Are we talking about the dc's, that might also be done to inflate kill rates?

    Not sure if I would call something like that blackmailing.

    Even though there might be some survivor players that are actually doing this to inflate kill rates, I have a very hard time believing that more than only a very small fraction of people are doing this with that intention.

    The new patch just caused some serious issues that need to be resolved. That's what the devs really need to understand. It has nothing to do with bending to blackmail.

    The killer buffs were all great, but sadly, they caused other parts of the game to become very problematic. 90 second gen times are fantastic, but only without slowdown perks that are very strong in addition to the 90 second gens. Thana and Pentimento in particular are a serious problem. Pentimento increased gen times to 114 seconds before the patch, and in my eyes, was already a bad perk design wise because it's harsher on solo survivors than on swf survivors. Now it increases gen times to 128 seconds. That's just ridiculous for one single perk. And it gets even worse when coupled with Thana. And maybe even Gift of Pain. Increasing gen times to 150+ seconds. Who the hell wants to play against that?

    Camping and tunneling are also more of an issue than they have ever been. At least for many people. And it's no wonder, pretty much nothing was done about tunneling, and camping was actually buffed.

    These issues need to be resolved. I can just pray they will actually address these issues, and not just revert some of the killers buffs, like the 90 second gens, because then we are just back to square one.

  • @Roaroftime said:

    If you're not getting 4k's after the patch then it's a skill issue as the kills are being handed on a silver plate.

    That is not even remotely true. Yes, survivors definitely need some help, especially against camping and tunneling. And some slowdown perks are too strong at the moment. But against competent survivor teams, you are still up for a challenge. You are certainly not being handed a free win as killer now.

    The survivor team just actually has to be good. But the argument that killer is now so ez is just pure BS, and honestly won't help you and your criticism to be taken seriously.

  • @Beatricks said:

    I mean they wanted to shake up the meta and increase the kills on average. You could just introduce a new killer perk that deactivates all your other perk but puts all the survivors into the dying state at the beginning of the trial. EVERYONE would be running that and most games would be even more of a 4k than they already are. Just because you achieve your stated goal, doesn't mean you made the game fun or balanced.

    In regards to SoloQ, the devs overnerfed survivors, especially their ability to combat tunneling and camping. These need HUGE buffs without making basic M1 killers useless again.

    Also, map balancing, MMR, killer ability/addon strengths are still huge parts of the balancing of this game and these were completely neglected.

    This patch honestly should have come in piece meal and they should have monitored the stats to stop when the killrates reach the point where they are satisfied. But no, lets just completely change everything and then untangle this mess in the next five years! Pretty good job so far.

    There's one issue with this. If the devs would have just buffed killers in pieces, and stopped when the kill rates that they wanted would have been reached, then killers would have just gotten a few buffs and the devs would have stopped there, not doing anything against camping and tunneling, because that would decrease kill rates again.

    The killer buffs are great, the only problem are certain slowdown perks that are too strong at the moment. The big problem here is that they didn't give survivors anything in return, especially something against tunneling and camping.

  • @IronKnight55 said:

    Idk. I'm not having fun even if I'm escaping, especially if the killer throws on a bunch of gen slowdown perks. Gens need to go back to 80 seconds, tunneling/camping needs to be looked at and maybe a few changes to some of the recently changed perks on both sides (DS, SC, Overcharge, etc). I'll be happy if they at least do those things. Longer gen times are killing it for me... it's just sooo boring.

    Why on earth would they revert the gens back to 80 seconds? That would be the dumbest thing the devs could ever do. Especially if they then also looked at camping and tunneling? Then we are just back at 80 second gens, but with the strongest slowdown perks being nerfed. They couldn't then nerf camping and tunneling, or queue times would probably just switch.

    Increasing gen times to 90 seconds was one of the best changes of the last patch. It gives killers a bit more time at base to deal with their objective, which is exactly what killers needed. It makes them less dependent on slowdown perks, and also encourages them to play more fairly and skillful, because they have more time now to go for chases, and apply map pressure.

    The problem is that certain slowdown perks are just too strong at the moment, now that gens take 90 seconds. Especially Thana and Pentimento. You even mention it yourself. Those perks need to be nerfed, not gen times reverted to 80 seconds. Reverting gens back to 80 seconds would just make killers more dependent on slowdown perks again, and then that's all you are going to see. And killers will be less encouraged to play normally and fair.

    I swear, if the devs actually, unironically nerf gen times back to 80 seconds, instead of just nerfing problematic slowdown perks, and then taking the opportunity, now that killers are buffed, to nerf camping and tunneling properly, I am going to lose my mind.

  • I definitely agree with the issue of camping and tunneling. It's a serious problem that should have also gotten addressed in this latest patch.

    I would throw in slowdown perks that are too strong currently as well. Thana and Pentimento in particular just have way too high values at the moment, now that gens take 90 seconds. Pentimento alone increases gen times to 128 seconds. I mean, what the hell?

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103889#Comment_3103889

    I think you confuse "having a chance" and "it's free".

    4 man escapes are never free, never have been. Especially against killers that are good at camping.

    But now survivors have even less chance of getting a 4 man escape.

  • @ThiccBudhha said:

    Eh... Survivor entitlement is definitely an underrepresented topic; however, I think the losers threatening you are not really a prime example of that in particular. Perhaps they were also entitled survivors... But you know, not every entitled survivor is a complete baby raging psychopath. Conflating the two is a bit unnecessary.

    Entitlement is just something you can find in any video game community. I would argue there is no reason to even distinguish between survivor and killer entitlement.

  • @danielmaster87 said:

    This is where we are: Complaining about Dying Light. And nerfed Pain Res. And Jolt. And Plague. But the teammates, that you admit caused you to lose more than anything else? A mere honorable mention.

    I'm tired of seeing this every post. First, it's the teammates that caused you to lose. Then, by the end of the post, it's the slowdown perks that caused you to lose. I mean, which is it?

    Lmao that just hints at the fact that many people are unhappy with the new patch, and that something needs to be done to help out survivors.

    Some slowdown perks, especially Thana, are just too strong at the moment, now that gens take 90 seconds. Camping and tunneling are also huge problems. Until these issues get resolved, killer queue times will surely stay very long.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102741#Comment_3102741

    The dust has settled, people don't want to play survivor. I don't know how much more dust you want to settle.

    Lmao this is 100% true. It surely doesn't take 3 months to tell that survivors are unhappy with the patch, and that something needs to be done about camping, tunneling, and overpowered slowdown perks.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/337949/remember-me-exit-gates-now-rapidly-regress-if-when-not-being-activated

    I'd rather this be base kit tbh. I don't like how end game you need perks to even justify doing anything but standing still and waiting for the match to end.

    Kind of like how survivors need endgame perks to have at least a bit more of a chance to get all 4 out the exit gates. And even with perks that is a very unrealistic scenario seeing as how DS and Off the Record actually deactivate during end game.

  • Gens themselves are not too slow. The 10 second gen time increase was absolutely needed, giving killers a bit more time for their objective, and therefore giving them a bit more of a fair chance to win, even against well coordinated teams. Making killers less dependent on slowdown perks is just generally very important.

    The problem are certain slowdown perks, that together with the 90 second gens, are just too strong at the moment. The biggest problems in my opinion are Thanatophobia, Hex: Pentimento and Eruption.

    Chases are also not too short now. The baseline killer chase buffs are nice, and help, but certainly don't make a huge impact themselves, survivors can still waste time of a killer if they are actually good at the game. I guess there were some survivors that relied too much on Dead Hard before the patch? Not sure, but you can still waste enough time of the killer for your team mates to make good progress on gens.

    Of course the Dead Hard nerf also helped killers with chases, but that was absolutely needed. Dead Hard was just a cheap crutch perk, nothing else. All these chase improvements for killers are also good because they very much encourage the killer to play normally, trying to apply good map pressure, and going for chases instead of camping the hook.

    The chase to gen ration has shifted a bit in the killers favor, and again, that was 100% needed. It lets killers go for more chases and still have a fair chance to win, which means killers have less need to camp and tunnel. This ratio only becomes problematic when certain slowdown perks come into play, especially together. That's when gens just take too long to complete, and why certain slowdown perks need to be nerfed.

    The other big problem with this patch was that, even though killers got a bunch of baseline buffs, making normal and fair gameplay noticeably more viable, the devs did nothing against camping and tunneling. Those are the strategies that really need to be nerfed, as they are both cheap and incredibly unfun to go against. Encouragement to not camp and tunnel alone won't do the trick. Especially when these encouragements also buff camping.

    If they revert the baseline buffs to killers, instead of taking the opportunity now to actually, finally nerf camping and tunneling properly, I am going to lose it. Again, some of the slowdown perks need to be nerfed, but the baseline changes were all great.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102370#Comment_3102370

    Buddy im not going to lie to you, i enjoy the game immensely compared to before the patch.

    I can not put into words how good it feels not to care about dead hard in a game. To just ... hit somebody when you are on top of them? Simply Divine.

    For that alone i wouldnt care if the queu times were 10 minutes which they are not. I'm going to be perfectly honest with you. I care not one bit about queu times or anything and for that im genuinely sorry.

    No cheap Dead Hard for survivors is something I am absolutely loving as well. The nerf was so important.

    90 second gens giving me more time as killer, just as fantastic. I feel like I can play fair in general and always have a chance to win. Might still need one or two slowdown perks, depending on the killer, but nothing crazy.

    The chase buffs to killers, just as great. Holding w was nerfed a bit, and breaking pallets a bit faster also helps. It feels great, and encourages killer players to go for more chases, and play normally. This is of course especially further improved by the Dead Hard nerf.

    If you are willing to wait 10 minutes for one match every time, then good for you I guess. But most people are not a fan of this. The thing is, all of the stuff mentioned above, we could still have, with nice and short killer queue times, if survivors just got the buffs they need as well. Nerf camping and tunneling, now killers are also discouraged from not playing normally, which will make the survivor experience immediately better.

    And then some of the slowdown perks just need to be nerfed a bit, so gen times don't get too out of hand. The game would be better for both sides, noticeably.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092848#Comment_3092848

    One thing I've been saying for a while is they should not allow slow down perks to stack, but increase gen speeds and super buff the slow down perks since they no longer stack. They would obviously have to be careful how they do this to not make one feel required and super easy, but this is just a suggestion. It would also free up A LOT of killer builds and allow for so much more variety.

    Or adversely, they could slow gen speeds even more than than above, keep slow down stacking, and absolutely gut the heck out of slow downs to be a lot more niche, which also opens up more killer perk variety, as killers no longer want to run slow down together after they're gutted, but also no longer need to with gens also being adjusted more heavily at the same time.

    That could work, but people would still have the feeling that they always need to use one slowdown perk.

    And when you say increase gen speeds, you mean increase the repair speed of survivors, or increase the time it takes to repair gens?

    I think the 90 second gens need to stay. But some slowdown perks need to be nerfed, and there needs to be a cap for how much slowdown effects can stack with each other. I think 30% would be fine. And then the devs can see how that plays out.

    I am not sure if having slowdown perks not work together at all is a good decision. Some people might not realise this, so BHVR would have to make sure you can only use one slowdown perk at a time. I also don't think it's a good idea to buff slowdown perks, because they will be the most impactful perks by a long shot. I just think bringing slowdown perks in line with other killer perks is the way to go. And right now, some slowdown perks together with the 90 second gen times are just way too strong.

  • @Marigoria said:

    You're making it worse.

    People using these strategies aren't the problem in the end. It's the devs not doing anything about it.

    Honestly I am all for it. I am happy to see people complaining about how long killer queue times are. They should be. And maybe BHVR will realise they need to do something, hopefully before at the latest when the new chapter releases.

  • The problem is that Self Care even got nerfed at all, besides the removal of healing item efficiancy. Circle of Healing shouldn't suffer from that as well.

    This was a classic nerf because of usage rate, not backed up by any logic. It still absolutely baffles me that we have medkits in the game that let you heal at normal healing speed, yet Self Care was nerfed to 35% healing speed.

  • I am happy to see when people are still able to do well after the patch in solo queue.

    To be fair my problem with this new patch is not so much about the general balance but just the balance of particular strategies, camping and tunneling. They need to be nerfed properly.

    The only other problematic part are slowdown perks that are just too strong at the moment, now with the 90 second gens. Thana and Pentimento are the biggest problems in my opinion. The baseline killer buffs were all great on the other hand.

    Even though I am more of a killer main, I have to say, it makes me happy seeing so many people complain about long killer queue times. It makes me hopeful BHVR will do something soon enough.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102228#Comment_3102228

    Too bad thats probably not gonna happen and you'll have to keep facing same old boring nurse isnt it <3

    No they don't. They can just stop playing the game. Like many survivor players already, which can be seen in the long killer queue times. I am sure you enjoy those.

  • Cowshed is arguably the most survivor sided map in the game. I agree that maps like it need to be made more balanced, but these maps are a very bad representation of the game's balance, because most maps aren't that bad.

    Also, Otz played a Trapper without traps, so just an M1 killer without any power. So fo course chases will take longer.

    But Cowshed is definitely an awful map. That map and Eyrie of Crows are the two worst maps in the game in my opinion.

  • @Dsnooz said:

    I still want to see non-obsession survivors get mini-tentacles around their portrait like the obsession, so solo-queue survivors know who is in chase just like SWFs do. Before and balance changes are made again.

    100% agree. That is one of the most obvious changes the devs could do to help solo queue. And I don't see how that would be a lot of work either.

  • @YOURFRIEND said:

    Ah, I see you want to put killers back to square one. A brilliant idea.

    How? How exactly would this put killers back to square one?

    All these changes would do is nerf camping and tunneling, the two cheapest strategies I have ever seen in a video game, and nerf some of the slowdown perks that are just too much at the moment. Even after the nerfs, gens with these slowdown perks would still take longer than they used to pre patch. Just right now, some slowdown perks, especially Thana and Pentimento, are too strong.

    Gens now take 90 seconds, that's a noticeable buff. Slowdown perks shouldn't be as strong as some of them are currently. Killers shouldn't rely on stacking slowdown perks like crazy, and to get to that point, the oppressive slowdown perks need to be nerfed, so that other perk options become more attractive in comparison. Obviously there are also enough killer perks that could need some buffs as well.

    I am getting the feeling people like you want to keep these long, juicy killer queue times. Is waiting in lobbies really that fun to you?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101797#Comment_3101797

    I think the biggest issues would be fixed by turning the base "BT" into a different health state. Thats not affected by a Enduring timer + increase DS to 5 seconds.

    Those changes sound good. So you mean the baseline health state could be used, and then after getting hit, survivors could use the endurance effect as well? Though even I admit that could lead to some annoying bodyblocking. I don't think bodyblocking once with an endurance health state is much of a problem, but having to go through 2 health states could definitely become a problem.

    So in that case the survivor would have to lose their collision. And I am really not positive that the devs will do that.

    DS absolutely needs to be 5 seconds. However, these changes all just address tunneling. Camping needs to be addressed as well. The devs should increase the hook phase duration of survivors from 60 to 70 or 75 seconds, and remove hook grabs. That would definitely help against camping killers, especially solo survivors.

    Such changes would definitely help even out queue times again, but I still think some of the slowdown perks killers have would need to be looked at a bit as well. Some definitely need nerfs, especially Thanatophobia and Hex: Pentimento.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100063#Comment_3100063

    It didn't take them 3 months to nerf CoH. (several times without hesitation).

    If survivors repaired gens fast, that was due to the killer not an issue with gens.

    This is a major issue now with the imbalance and health of the game, whereas CoH was negligibly good if that. It was clearly a perception but got nerfed hard anyway.

    It did take them 3 months to nerf Circle of Healing for the first time. It released in October, in patch 5.3.0, and then received it's first nerf in 5.5.0. Then it got nerfed to what it is now in 5.7.0. So it actually took them 6 months to get Circle of Healing into a relatively balanced state.

    Here is the link to the perk's Wiki page, you can see for yourself:

    Boon: Circle of Healing is a Unique Perk belonging to Mikaela Reid.Prestige Mikaela Reid to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Boon: Circle of Healing for all other Characters. Nerf: reduced the Healing Speed bonus from 90/95/100 % to 65/70/75 %. Nerf: further reduced the Healing Speed bonus from 65/70/75 % to 40/45/50 %. One Health State requires 16 charges to heal: In the code, Boon: Circle of Healing unlocks the same ability as the Perk Self-Care , which appl

    And no, I am not considering the nerfs boon perks got in general when they released to live in patch 5.3.0. The range reduction and increased time to bless a Hex totem did not do much at all.

  • @UlrichSA said:

    I read the whole thing and the problem isn't around the endurance, the perks or the nerfs to them. You need to fix this at its source and the source is the sacrifice system, pyramid head has a good anti-camp thing within his power, I feel like instead of patching a problem with perks, adding endurance and making certain anti-tunnel/anti-camp stronger, how about they just rework the hook system?

    The problem with endurance is survivors won't use it to run away, they'll just body block you so they can avoid a trade/injure on another survivor cause you get something nice and then they do that and then its back to square 1. You could say just to make them have no collision right? guess what? they'll stand on the unhooker so you can't do anything without these dudes just abusing the whole feature.

    Perk nerfs/buffs seem fine, its just I don't want a dude off the record bodyblocking me and hitting me with a 5 second ds stun when I down him.

    The gen 8% seems like a small amount, I can tell you comfortably that overzealous is terrifying on 1 survivor, imagine that on 3.

    Now when it comes to bodyblocking with Endurance, I personally just don't see the big deal. If the unhooked survivor throws themselves in your face, you just go for them and down them, and not pick them up, in the worst case scenario. Though in my killer experience, you can often just ignore them. So I have never had much of a problem with that.

    And if this also discourages killers to stay at hooks, I am all for it.

    Maybe, instead of increasing the endurance status effect duration, they can also just give survivors a 5 second Sprint Burst, of 150% movement speed. That would also help survivors get away from the killer, but I just fear that would be an anti-tunnel measure that new players couldn't use as effectively, because they are more likely to get stuck somewhere with the high speed boost. Though maybe it would still work.

    However, I definitely wouldn't mind them reworking the hook system, so that camping might not even be a thing at all anymore. I would love that, but I also think it's incredibly unlikely that BHVR will rework such a fundamental system, especially with all the other stuff they still have planned.

    So I think the best they can do is nerf camping and tunneling more noticeably. Especially camping. It wouldn't be impossible to camp, but increasing the hook phase duration, and removing hook grabs would go a very long way.

    Also, I very much disagree that Overzealous is very strong. Gens take 83,3 seconds with an 8% repair speed buff, and more importantly, it would only happen when one survivor is dead. Which right now always pretty much guarantees that the killer will win, unless survivors are at 1 gen maybe. Or 2 gens if they play very, very well, but even then it's already incredibly unlikely for survivors to still win.

  • @Tsela said:

    1. you are playing against complete beginners, since you are a beginner as a killer yourself
    2. in higher ranks, your facecamping killer play would be completely obliterated, since people would pop gens and escape while you are hugging your one and only hook. Of course killers with experience know all this and they will not waste time with a single survivor and will keep up the pressure on all of them. But you are a beginner trying to troll other beginners. Not an actual "experiment"

    That's just not true. With gens being 90 seconds now, camping even got buffed. The first down is crucial, but if you can get a down fast enough, you have pretty much a guaranteed kill. And that means you will be getting at least 2 kills with very little effort, if you don't suck at killer that is.

    However, killers can throw on Deadlock and NOED, and pretty much guarantee a 3K. Especially if you pick a killer like Leatherface as well. It's absolutely ridiculous.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099782#Comment_3099782

    This is such a bad argument.

    Killers still got 4ks before the update, even when everyone had dead hard. Exceptions exist everywhere, they just aren't realistic to the general view of things.

    Yes this is true, and while I do think that survivors need some help very fast, especially against camping and tunneling, the argument that killers now just get free wins and that killer is easy is just way exaggerated, and just not true. A good survivor team can still be very challenging to go against.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099448#Comment_3099448

    The issue why survivors are unhappy is mainly other survivors. That sabotage the game in the hope that the devs roll the patch back. Ruining the game for everyone.

    Lets say for a second, that the devs actually give in. That they roll the patch back. That killers get the short end of the staff once again, like so many times. What do you think, how killer players would react?

    If they nerf the proper aspects, which is camping, tunneling, and certain oppressive slowdown perks, then both sides should be pretty happy. There will still be people that will be unhappy, of course, especially those people that use camping and tunneling as an easy way out and don't want to lose those skillless strategies. But in general I am posititve that both sides would be happy.

    What the devs shouldn't do is revert the baseline buffs killers received. Those were good. Now survivors just need help against the cheap strategies, and some slowdown perks just need to be toned down a bit, so they aren't as crazy strong.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097748#Comment_3097748

    Oh so now that killers have queue times, the devs need to help out survivors. But when survivors had a queue of the same length, there wasn´t an issue...

    Of course there was. Who said that wasn't an issue?

    And as far as I remember, that happened last when Circle of Healing was released. Survivor queue times went up noticeably, and for good reason. That perk just took away too much potential map pressure from killers. But it has been nerfed twice now.

    Maybe the Dead Hard validation was also a problem, but that too was improved for killers afterwards.

    Not only is this just whataboutism, but it's not even right.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097730#Comment_3097730

    The patch wanted to achieve 3 things:

    1. grind reduction = fail
    2. break up the meta = success
    3. increase kill rates = success

    Now what we do with this patch, well survivor used to be the chill role and has become more challenging. Many people didn´t like that, so they started to ruin the game for everyone else out of spite. What we will end up with? Honestly, no idea. Skilled players have no issue as solo survivors. But will the not so skilled ones buckle up and try harder or will they continue to ruin the game for themselves and everyone else?

    Lmao not everyone has the time to put into the game to become "skilled" at it. The game needs to be balanced for less experienced players as well.

    And I seriously doubt everyone who complains about solo queue is simply not "skilled". There are simply aspects of this game that are pretty problematic at the moment. I've already listed them.

    I also don't really see how the meta was broken up in a significant way. Former meta slowdown perks were just swapped with other slowdown perks, and survivors now use Off the Record instead of DS. The meta was shaken up a bit, but not enough in my opinion.

    Again, the killer queue times speak for themselves. The devs will need to help out survivors now, and not only because they are catering to the "not so skilled" survivor players. Otherwise you could just as well make the argument that this patch catered to the not so skilled killer players in particular.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092855#Comment_3092855

    The 5 seconds of Endurance is better than nothing. It combines well with BT or OtR. I agree on giving DS its 5 seconds back. Will probably happen in a future update, since DS stun time has gone up and down over the years.

    Thana isn´t as problematic as everyone claims. Its only useful on Legion and Plague.

    5 seconds are better than nothing, but not much. Definitely not enough for all the buffs killers got. Survivors need more help against camping and tunneling at base, not just with perks, because then they are forced to use those perks.

    The entire point of this patch was to have more perk variety, and for both sides to not be dependent on certain perks anymore. For survivor this changed not at all. And for killers, while they are less dependent on slowdown perks, the best builds are still just multiple slowdown perks stacked, because some of the slowdown perks are still too strong at the moment, now with the gen times being increased to 90 seconds.

    I do think at the moment the game's balance is problematic. Tunneling needs to be nerfed more, camping needs to be nerfed, and certain slowdown perks also need to be nerfed. Then maybe we will see more balanced queue times again. I think the current killer queue times speak for themselves.

  • @Adjatha said:

    +10% faster kicking pallets is not a "huge buff" when there are 20+ pallets on every map.

    And I'm not your buddy, guy.

    10% faster pallet kicking, plus 10% faster hit recovery, plus 10% less sprint burst duration when a survivor gets hit, are definitely noticeable buffs for killers. Especially the faster pallet kicking speed can make the difference between a survivor getting to another pallet or window, or not. Especially with the Dead Hard nerf as well.

    And then there is the 10 second gen time increase, which has the most impact of all the killer buffs.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091554#Comment_3091554

    • Base BT + speed boost. BT buffed, OTR buffed.
    • There probably come some icons
    • Won´t happen, especially after they nerfed the meta slowdown perks hard.
    • With the current line of Boons/anti Boon perks. Highly unlikely that they remove COH.

    The 5 seconds of endurance and haste just don't do anything way too often. Bad counter. Bt is nice, so is off the record, but in the flip side, DS has been overnerfed hard, it needs its 5 second stun duration back. And those are still just perks you are forced to use to have some sort of protection against tunneking killers.

    And camping actually got buffed.

    I also hope they don't nerf the gen times back to 80 seconds, but some slowdown perks at the moment are just still too much. They nerfed the meta slowdown perks, which is good, but there are still some problematic slowdown perks, especially thana at the moment.

  • @Jasonisanicefella said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091232#Comment_3091232

    A clear way to really punish camping and tunnelling (as promised)

    Solo survivors better communication and buffs

    gens back at 80 seconds

    COH removed or nerfed into oblivion

    I seriously hope they do not revert the gen times. That would be so stupid, making killers more dependent on slowdown perks again.

    Instead, they simply need to nerf the problematic slowdown perk, especially thana. But I also honestly doubt they will revert such a baseline change after a few weeks.

    Camping and tunneling nerf is a must. And I definitely want to see those solo queue buffs. But reverting the most impactful buff that killers got as well? Then you'll also just revert the queue times, and survivors would have to deal with really long queue times.

    The problem with this patch was that only killers got nice buffs to help with their frustrations. Survivors didn't. There is no reason to change it so it's the other way around.

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