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almofan1001

almofan1001

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almofan1001
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  • Obligatory response to all the replies saying "get good" and amusing visual representation of the community's double standards.


    double_standards.png


  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214759#Comment_3214759

    Well, I don't know what to tell you at this point other than skill issue if you are getting looped for an extra 30+ seconds

    Also I never realized telling someone to calm down was an insult, I'll have to take note of that, have a good day 👍

    Well, I don't know what to tell you at this point other than skill issue if you are getting looped for an extra 30+ seconds

    Hold W + any pallet drop + break is easily 30 seconds. And that's one of the best case scenarios assuming you can end chase fast.

    Also I never realized telling someone to calm down was an insult, I'll have to take note of that, have a good day 👍

    Me neither, but I got accused of saying an insult by typing "go outside" in the nicest way possible. So just using the same rules as they are applied to me.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214749#Comment_3214749

    Oh my gosh, you're all about this pallet situation, that ever rarely happens that they pull it off cause 0.5 second window, and then they also reach a pallet, calm down, holy heck

    Happens more than often in my games. And no, 90 % of the time they would go down without DH in the way. A 30+ sec extended chase multiple times per game is 1-2 gens additionally popped.

    And I am calm? Please stop with personal insults and stay on the topic.

  • I gave you an argument (+ a hefty description in the initial post). And you are telling me that "I can't be reasoned with" when you don't even provide any counterarguments or explanations. Super ironical.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213751#Comment_3213751

    I mean, yeah, it's far weaker than old DH obviously, it can't counter every power now at the click of a button or completely ignore a bear trap, it just requires quick thinking

    It can still counter almost all of the powers - Wesker's dash, Nurse's M1, Oni dash, Spirit post phasing, Huntress hatchet etc. Absolutely nothing has changed, with the EXCEPTION that countering those powers is even stronger now as you gain sprint burst. They actually buffed this aspect.

    It cannot counter the trapper's ability anymore, but then again, you don't need a dead hard in this game to destroy the trapper.

    "It requires quick thinking" - disagreed, all it requires is to mash E when you are close to a pallet. Other scenarios - absolutely, but in the pallet scenario, there is no thinking involved besides calculating if you can make it to a pallet before pressing E.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/349169/dead-hard-rework-failure

    It's fair now, unless you use the script that auto DH for you, other than that I'd play against 4 DH any day

    I don't see "lose-lose" situations as being fair but to each their own.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/349169/dead-hard-rework-failure

    Lmao cope, what are you even asking for?

    Your solution (not you) is dumb, a good survivor is not going to drop the pallet after taking a hit anyway lol not to mention you can use blood favor to block the pallet after the hit to achieve the effect of your "solution", the perk is fine where it is at and the counter your asking for already exists in the form of blood favor maybe just run that gamer?

    Is what you want a revert to old DH or just delete DH from the game completely?

    This perk got nerfed from old DH to New .7 seconds DH to .5 seconds DH that does not work 70?% of the time, you're complaining about people using a nerfed perk; which is designed to allow the players to take a hit because they're using it to take hits, get good.

    Just come out and say you want the perk to be deleted from the game because you're not skilled enough to play around it.

    I remember when all the killers said after the survivor nerfs and killer buffs that survivors just had to adapt and re-learn how to survive with the new perks, now that they have killers who get outplayed want more nerfs this community is silly asf and part of the reason why this game is going downhill with every patch.

    The perk is fine and is very easy to play around and if you cannot secure kills, wins, and downs after all the killer buffs and survivor nerfs that is completely on you. Just adapt.

    that does not work 70?% of the time,

    Are you basing this on your own plays?

    the perk is fine where it is at and the counter your asking for already exists in the form of blood favor maybe just run that gamer?

    Running a hex perk to counter dead hard is like telling me to run Shatter Hope to counter boons (actually, even worse)

    Is what you want a revert to old DH or just delete DH from the game completely?

    Didn't say that it should be reverted to old DH or deleted. Please read it again if you missed it. The perk is in a good state if the uncounterable mechanic gets removed.

    which is designed to allow the players to take a hit because they're using it to take hits, get good.

    If you say to me "get good", I'll also say to you to "get good" when getting tunnelled or camped.

    Just come out and say you want the perk to be deleted from the game because you're not skilled enough to play around it.

    The projections... Jesus Christ.

    I remember when all the killers said after the survivor nerfs and killer buffs that survivors just had to adapt and re-learn how to survive with the new perks, now that they have killers who get outplayed want more nerfs this community is silly asf and part of the reason why this game is going downhill with every patch.

    I can't even understand what you wrote here...

    The perk is fine and is very easy to play around and if you cannot secure kills, wins, and downs after all the killer buffs and survivor nerfs that is completely on you. Just adapt.

    There is no adaptation to that specific element of DH. The most adapting I have is to pray that survivor is stupid and messes up :)

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213697#Comment_3213697

    OP does not like getting outplayed by dead hard. He wants dead hard to be disabled when survivor is within 5 meters of a pallet/window.

    the successful version of dead hard rework is being useless.

    Yeah, I don't like being put into a "lose-lose" situation, as probably most community doesn't. I think that's what they call "no counterplay".

    Preventing pallet drop is a suggestion to tackle that specific element of dead hard. I don't really care what they do as long as that specific, unfair mechanic is gone.

    And stop exaggerating with "within 5 meters of a pallet/window.". I never said this, and you're outright lying.

  • @Pumpkinbros said:

    You're stretching so hard, that you might break your back, take a rest for a second, just wait dead hard out, everyone knows it's possible, and there's no reason to make excuses, otz actually gives compliments when someone does it well, as do I

    "Just wait it out" doesn't work all the time in case you haven't experienced a survivor using new DH properly. I bet you also said "just wait it out" with old dead hard too...

  • @KayTwoAyy said:

    I disagree with your propsed change.

    However, I do personally believe Dead Hard is now a better perk than it was prior.

    It doesn't look like people are struggling to get value out of new Dead Hard, so I assume the only thing that is holding it back from being as popular as old Dead Hard is its anti-synergy with Deep Wound. The perk is significantly LESS effective against a tunneling camper, making Off the Record & Lithe a more attractive combo for survivors trying to prepare for the worst case scenario.

    No, it's not popular as old dead hard (yet) because of the community's overreaction "dead hard is now dead perk" which still lingers to this day. It also requires some brain cells to use now, so it takes a bit of time to learn. With that being said, it's already super meta at high level and wait a few months (+ a popular youtube will make a video using DH) and everyone will follow.

  • @Rulebreaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214036#Comment_3214036

    I'll take that as a yes

    Is there counter arguments to the counter arguements?

    Accuse another party of what you are being accused of, great strategy mate. Working well.

  • @Rulebreaker said:

    First off aren't you the one who made that bait post on how camping and tunneling is skillful?

    1. It's a risk and reward situation at pallets. I've seen just as many successful uses as extremely funny failures. It boils to who flinched first and how.
    2. Your correct that some situations you can't wait it out, but in other situations it's better to get it outta the way asap. I rarely wait for dh and I'm at least successful roughly 1/2 the time if for no other reason than sheer surprise.
    3. While new hard is stronger in the open, it's just as easy to bait or hit out in the open too. I prefer hitting but I'd think baiting is easier.
    4. Doesn't remove the fact that no more dh for distance. A major pain for all m1 killers.
    5. So people are doing what smart people will do. Adapting. Now killers are going to adapt ( or whine) and back and forth ping pong. As a personal opinion, I believe it definitely takes skill to use new hard, especially compared to old hard.

    Survivors (at least that I've seen) can't immediately dh and throw a pallet unless hit. If they can't then it's not an uncounterable situation. If they can, I'd think that actually would take some skill to pull off. May be wrong about this but this is our opinion.

    Explain how my post was a bait considering it was all fair arguments and lots of thoughts/effort put into it.

  • @AcelynnBen said:

    Dead hard went from the most hated perk to the most respected, because when someone pulls it off (not near a pallet or window) i actually respect them for it

    so no its fine

    Yes, the perk is balanced and very skilful (maybe even the most skilful survivor perk) if used in the way you described - baiting an M1 attack. It feels fair, and I genuinely feel outplayed because I had the tools to counter this mechanic but didn't do it properly because of disrespect/lack of attention/etc...

    Now what is not fair is when people just use it near a pallet to get a win-win situation for themselves. If they removed/patched this mechanic, the perk is in a great state and healthy.

  • @KreeG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213753#Comment_3213753

    Yeah it's a skill-less perk, definitely no issues on your end at all... /s

    If it's that meta then play as if every survivor has it, or you test for it and if they have it then great you now know and can play around it/bait it out. Yes sometimes they are going to time it into a pallet drop, but stop pretending like that is the only situation people are using dead hard in and claiming that it's un-counterable or too strong of a perk. You aren't trying to have a civil discussion here, you are just trying to get people to pander to your opinion, which in my opinion isn't a good take on the perk.

    Old DH was also useless in most situations besides near pallets and/or windows. You know, the same perk which had an 80 % pick rate at high MMR. So really, you're not making any argument.

    you are just trying to get people to pander to your opinion, which in my opinion isn't a good take on the perk.

    Please tell me where I discussed something in a non-civil way or demanded people to agree with me. Most of my opinions are unpopular, so I don't know how I can expect people to pander to me. As far as I can see, I am only interested in other people's discussions regarding my points.

  • @DEMONANCE said:

    idk who brainwashed people into thinking this perk takes "skill".

    like literally it's just a react perk it doesn't take skill all it takes is you reacting to a killer's lunge and it's just luck whether you manage to do it or not barely any skill involved.

    and now survivors use it in situations where you're forced to lunge or when using your power (pig's dash - wesker's bound - bubba's chainsaw..etc) and you have no way of countering that so where's this "skill" exactly??

    many perks that were changed with the perk reworks were changed in the wrong way like (self care - calm spirit - dead hard) and they need to be looked at again.

    Thank you. Seems like most people in this thread play a completely different game based on naive responses of "get good" and "skill issue". I'd really like to watch their games to see what survivors they play against :)

    There is no skill, you are correct. It's basically a "get 2nd chance" perk (just as it was the same before). The mechanism of using it has been changed, but it still has the same broken mechanic of creating uncounterable situations that act as a free 2nd chance opportunity for survivors.

  • @tippy2k2 said:

    There are situations where Nu DH isn't counterable but those situations are far rarer, they don't hurt you nearly as bad as Old DH, and Old DH was that way in EVERY situation where Nu DH is just in some very specific situations that takes either great skill by the survivor to setup or incredible luck. Every single perk in the game has some kind of situation where it's not counterable, that's not special for Nu DH.

    I would take every single survivor running Nu DH over old DH coming back and just being an option for survivors to run

    Maybe? It's hard to say. But old DH wasn't 100 % of the guaranteed distance to the pallet/window either. Sometimes you dashed too far, sometimes too little. You had to have good timing (same as the new DH), so really, not that different?

     Nu DH is just in some very specific situations that takes either great skill by the survivor 

    How is using it a pallet is "very specific situations"? It's a very common occurrence, and if they didn't make it to the pallet, then they had bad timing. Disagree though about it taking great skill, baiting M1 takes great skill, while pressing E at pallet is not much skill involved.

  • @Akumakaji said:

    While you are right that DH is becoming meta again and there are quite a few "damned if you do, damned if you don't " situations, there are also a lot of situations were the survivor loses their nerves and dab ineffective before your very eyes, always the most hilarious thing to happen.

    When I now get hit by DH, most often the situation isn't lost and I can get a down soon after, were in the olden times I died a bit inside with every single use and quite often survivors could get away completely.

    Also I now see way more other exhaustion perks, with Lithe and Sprint Burst being both pretty common and a regular occurrence.

    I see. DH is not used properly yet to the extent compared to old DH, but I am already seeing even average survivors using it effectively. I think in a few months' time the DH pick rate will be even higher and it's already a top 3 used survivor perk.

    I don't know though why you prefer old DH if we actually look at what happens afterwards when using DH properly. With old DH, you would gain a short distance and a pallet drop. With new DH, you save a pallet, and you gain sprint burst. It's just not even comparable in terms of benefits. Maybe a placebo sense?

  • @KreeG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213699#Comment_3213699

    It's a skill issue on your end, DH doesn't need another nerf. Although I will agree with you that in some situations like dead zones this version is better than old DH and can get you more distance to make it to a safer loop, but overall the perk seems to be in a fine place at the moment.

    It wasn't even nerfed in the first place lmao. Any survivor who uses it properly is getting more value out of it than old DH. And using it properly is not hard.

    "Skill issue on your end" sounds like a low MMR issue on your end. I am sure you are fine with new DH because probably survivors you go against are using it randomly in the open. In such scenarios, the counterplay is extremely easy.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213699#Comment_3213699

    If you quick swing without lunging after the dead hard you hit a survivor while they're still animation locked (that works even without dead hard)

    This is common knowledge for any experienced killer

    And what if a survivor uses dead hard properly? In other words, you don't have a time window to swing "after dead hard" because you got stunned.

    Your suggestion is based on assumption that survivor can't time DH properly.

  • @egg_ said:

    No one over reacted and no one said it was a bad perk after the rework, it's just fair. If you get hit by a dead hard now, that's on you

    Explain to me how it's on me when I either have to choose between swinging at a pallet (and proccing dead hard) or eating a pallet stun. Where is the counterplay?

  • @AverageAshEnjoyer said:

    You know survivors have to be good in chase too, right? You know survivors have to make important decisions just like killers do?

    There's more to survivor than doing generators

    There is more to survivor, but most of the game is decided on how fast you can do generators. Survivors have the most control of the game flow by using the least skilful mechanic (generators).

    Most of the games that I have to sweat (incl. tunnel and camp) are not because a survivor looped me for a very long time or they did super sick stealth play. Most of the time it's cause they decided to push gens very fast and the game had a very low chance of being winnable without using strategies

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212803#Comment_3212803

    Yeah, you do see people complaining that gens are ######### boring.

    Nobody wants to sit on them for 90 seconds.

    You're going off-topic here. Saying something is boring, is not equivalent to it being skillless.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212723#Comment_3212723

    The thing is it doesn’t. Doing gens take more skill because at least they have skill checks, knowing what gens to do first, and having to check surroundings. Camping is just waiting, that’s literally it.

    brb turning on DBD, hooking survivor and then just waiting and doing nothing. HOW did killers not get this easy and fast trick to win every game?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212783#Comment_3212783

    It's crazy how I read it already.

    This is an awful argument.

    "Because X isn't skillful, Y is skillful and you can't complain."

    Surely you can do better.

    It's massively more skilful compared to another side of the coin. That was the whole argument.

    I am glad you finally got it.

    I don't see people complaining about generators being a skillless expression, but I see plenty of people complaining about tunnelling and camping being skillless. Time to end such hypocrisy and double standards.

  • @Pulsar said:

    Just because doing gens is low-skill doesn't mean camping and tunneling is high-skill.

    This is one of the worst arguments I have seen in a bit.

    Maybe read the post instead of making your opinion just based on the title alone. It's literally written in bold for you.

  • @Nirgendwohin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212663#Comment_3212663

    Facts don't start with "As far as I can see", but opinions do.

    Figure of speech, regardless, you can count on things you have to do as killer face camping/tunnelling and as a survivor doing a generator. These are just pure numbers and I can't explain it easier to you.

  • @Aurelle said:

    Ah yes, because standing in front of a hooked survivor is very skillful. Tunneling I can sort of understand because you have to commit to one survivor. But camping? No.

    Just cause a person stands in front of another person on a hook, doesn't mean he can just turn off his brain and wait until the person dies. In fact, it's one of the highest pressure situations for a killer not to mess up.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212742#Comment_3212742

    I did read the last paragraph.

    It takes no skill to camp a survivor just like it takes no skill to do generators :)

    You can't compare both just purely based on things you have to take into account and watch out for when doing a generator vs when camping a survivor.

    The only time this comparison is reasonable when comparing to a bubba face camping (1/28 of existing killers)

  • @Libragod90_neamain said:

    Ok so it's like you're having two diff arguments with all due respect. Your statement is "Camping and tunneling is actually skillful" while comparing it to sitting on gens?..No one has ever made that comparison or argument that doing gens is harder than camping and or tunneling. Arguments however have been made that chasing survivors, using mind games and chase perks are more skillful than sitting at a hook at five gens with a Bubba. But hey, your opinion

    Plenty of survivors make that comparison, albeit not directly - that was the whole intention of the post. A Nancy who has had 10-20 second chases, and did nothing but gens whole game (and got rewarded for it) is telling me that I am a "no skill killer"

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212732#Comment_3212732

    Idk where you saw I said that considering I never claimed that doing gens took skill

    Then read the last paragraph of my main post and understand my main point. Camping and tunnelling are not the most skilful activities, but it's massively more skilful than generators.

  • @dspaceman20 said:

    I really don't see how standing in one place by a hooked survivor takes skill

    It's funny you say that considering doing a gen is literally sitting in one spot and checking your screen every 10 seconds.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212699#Comment_3212699

    Well if it provides that much of a disadvantage then why do you killers keep doing it???

    And how many killers get punished for it/get 1k at max? You're implying as if tunnelling is a free win for every killer when probably in a lot of cases it results in one survivor killed, and 3 others escaping.

    I do think though a lot of killers do it cause they are salty/annoyed and they don't really care about winning the game. They just want to make the other person feel bad.

  • @GannTM said:

    There’s nothing skillful about standing by a hook or deciding to target one survivor. Sure you can say tunneling requires skill because you need to chase, but chasing is in the game regardless of tunneling or not. Lmao this post makes no sense.

    If you are focusing on one survivor, everyone will rush gen as they feel no pressure. Additionally, a tunnelled survivor has BT, potentially off the record and DS. Sometimes you have to end chases 2 times, potentially 3. You tunnelling one survivor is giving the other 3 survivors free reign to do whatever they want, so no - it's not the same chase.

  • @BenOfMilam said:

    There's also the matter of knowing when to camp and tunnel.

    Recognizing that multiple survivors are around, or having a hook in your three gen. Camping at the wrong time against the wrong team WILL lose you the game. Camping against survivors that rush hook or survivors that happily cluster around the hook so they can stand there and watch their teammate die while they do nothing is a good play. If you leave your queen in killing range of my pawn, why would I not take your queen?

    Knowing who to tunnel and when to tunnel, as well. If someone is a little too eager to take chase after getting unhooked, they are probably running OtR + DS and you should drop chase. Tunneling very early is also a pretty bad idea, since you are only pressuring one survivor at a time and the other three are free to do gens until you have him on hook.

    That being said, saying doing objectives as survivor doesn't take skill is a little misguided. Knowing when to commit to gen with the killer close, knowing which gens to do and which order to do them in, knowing when to get off your gen and go for unhook, ect. Survivors have a constant balancing act of being altruistic and doing gens. Too much altruism, no gens are done and everyone dies. Too much gens, everyone is injured and people are going to second stage for free or dying on hook. Survivor takes just as much game sense as killer.

    Actually first fair reply argument in this entire thread, and I agree with most of it.

    I think in terms of generators taking skill, it mostly comes down to preventing 3 gen and knowing when to let go to go for a save. With that being said, an SWF eliminates the 2nd point completely and preventing 3 gen doesn't take much brainpower.

  • @prion11 said:

    I mean this is obvious bait, but facecamping does not take skill. Knowing when going back to the hook is the most efficient play, and avoiding body blockers to tunnel someone out, those are skills

    The title can be considered bait, but I didn't want to have a super long title to tell my point.

    Facecamping is overrated on anyone besides instal down killers. It's quite easy for survivors to play around it, especially in the end game. Takes a simple strategy really.

  • @Nirgendwohin said:

    I disagree with your opinion.

    Not an opinion really, more of a fact. If you have arguments to prove otherwise, please let me know.


  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/348263/killers-are-the-ones-who-should-get-base-kit-perks-not-survivors

    I mean, you've exemplarily provided why basekit unbreakable won't break the game - unlike giving the power-role that is dominating in the win-rates base-kit perks (On top of Unique powers).

    1 in 20, but I'd probably say 1 in 30 or 40.

    If you don't slug, this change won't affect you.

     power-role that is dominating in the win-rates base-kit perks (On top of Unique powers).

    Citation needed for "power-role". Survivors are by definition of a power role (with exception of Nurse) as they have all the tools to win the game. They just need skill and Discord installation.

    1 in 20, but I'd probably say 1 in 30 or 40.

    Have you read my post correctly? Survivors literally don't need this base kit perk for the purpose it was created, therefore, it's not needed at all. Yet they are still getting it for some magical reason and will most of the time use it for different reasons than intended by the developers.

    If you don't slug, this change won't affect you.

    Not an argument. Sometimes you are forced to slug, and sometimes it's a voluntary strategy. This affects both non-sluggers (but forced to slug), and sluggers.

  • Sure, I'll give you some responses...

    When they have 55 different gen regression perks

    Massive over-exaggeration, ignored.

    When killers can still hit you on the other side of a window you vaulted 2 seconds ago and were already far from?

    Skill issue and/or fix your connection.

    When the perk excuse you are using, Dead Hard, still doesn't work much of the time, just like old Dead Hard

    Massive skill issue, even more so due to the fact that you say old dead hard didn't work.

    When the last 3 gens can still be next to each other, and a sweaty killer will make a match like that last ages more than it should?

    Skill issue, learn not to 3 gen. It's super simple.

    Buddy, I haven't seen (reassurance) once, not even on full teams of Rebeccas.

    I swear you are trolling.

    Remember that you are just a single person, not the media, there is no need for you to say fake stuff or make it bigger than it really is, as you have no need to get views. Now, to your other "points":

    OK, you are trolling. And if you are not, then just admit that you are bad at the game and want survivor buffs because the game is too hard for you. Your position would actually make more sense that way.

  • @AverageAshEnjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205013#Comment_3205013

    There have been a bunch of times where I caught a survivor holding W just before they got to a pallet. If it wasnt for the -10% recovery and the shorter speed boost that wouldnt have happened. Same can be said for the 90s gens. Ive seen so many gens get stopped at like 99%. Again, if it wasnt for the buffs those scenarios would not have happened

    There have been a bunch of times where I caught a survivor holding W just before they got to a pallet. If it wasnt for the -10% recovery and the shorter speed boost that wouldnt have happened.

    I can relate to this on some maps, but only on a few. I think the more accurate reality is that "HOLD W to gain distance" was nerfed, but there is really no significant and consistent difference in getting to a pallet/window. On most maps, this is not an issue.

    Same can be said for the 90s gens. Ive seen so many gens get stopped at like 99%. 

    Not sure what survivors you're playing against, but most survivors in my games stick to gen to complete it even if it costs them a down (as they should). I rarely see 99 % of gens left alone.

    Some scenarios got buffed, and some nerfed. For example, a nerf of corrupt pretty much killed early game gen pressure of a killer. In 80 % or so games, 2 gens are almost guaranteed to be popped after 1st down (+ injury if you're lucky). Lots of global gen regression perks have been nerfed (ruin, corrupt, thana), and the killer gen meta has been moved more to control 3 gen with individual gen kicking perks.

    I personally liked the global regression/slow meta more, because it incentivized the killer to pressure multiple survivors/locations. Nowadays though, the meta is more of camping/patrolling specific generators and focusing survivors smartly.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206455#Comment_3206455

    Not exaggerating. Increasing the killer animations on everything is almost a game breaking change. Survivors don't make as much of a distance after a hit which is not necessarily game breaking but it is too much of a buff for killers.

    Yes, only a couple of gen regression perks were "slightly" nerfed but then other gen regression perks were massively buffed.

    What did survivors get? No Dead Hard replacement. No Iron Will replacement. No Decisive Strike Replacement. DS couldn't be exploited like Off the Record. It doesn't punish tunneling which is why there are so many more tunnelers now.

    Survivors have been nerfed since the game came out while killers have been constantly buffed. I don't see that much back tracking, they still haven't reverted the gens back to 80 seconds or the other killer buffs. It is so easy for killers to down all the survivors, they have got to add a way for survivors to get back up. Killers don't have these issues.

    Not exaggerating. Increasing the killer animations on everything is almost a game breaking change. Survivors don't make as much of a distance after a hit which is not necessarily game breaking but it is too much of a buff for killers.

    "Game breaking change" in what world? Most of the time you still make it to the pallet or window, and if you didn't - you're likely in dead zone which means that you chose the wrong pathing (i.e. your mistake). These "shorter animations" literally don't do anything significant because survivors can still get to safe spots and continue looping as per usual. That's the only thing that matters - if a survivor can get to another loop or not and most of the time they can.

    Yes, only a couple of gen regression perks were "slightly" nerfed but then other gen regression perks were massively buffed.

    "Slightly nerfed", let's see:

    • Ruin from 200 % to 100 % (literal 50 % nerf) + adding auto deactivation after someone is killed
    • Pop relative % value instead of a flat value. Even at 99 % of gen progression, you still get less gen regression than the previous pop.
    • Corrupt auto deactivates after the first down basically preventing any killer from getting a snowballing early game. Huge nerf.
    • Thanatophobia is dead lmao.

    Some of the killer perks were buffed decently (eruption only comes to mind). But I'd take old Pop over Eruption any day, same as an old ruin. It's still not as strong pre-patch gen repression perks. Jolt without cooldown is not a significant buff (with some exceptions, like Nurse)

    No Dead Hard replacement.

    Dead hard is arguably even stronger nowadays. You just need how to use it, and it's really not that hard.

    No DS strike replacement

    You literally got DS 2.0 - Off the record. In some ways, it's even stronger than the old DS. What are you talking about?

    DS couldn't be exploited like Off the Record?

    And somehow, this is a BAD change?

    Survivors have been nerfed since the game came out while killers have been constantly buffed

    I mean, for a good reason lol? Have you seen the early DBD? Why is this even a discussion?

    It is so easy for killers to down all the survivors, they have got to add a way for survivors to get back up

    If you constantly get slugged as 4 people, then honestly you're really awful at the game. Instead of asking Behavior to add base kit perks to help you with your bad gameplay decisions, I'd suggest using it as a learning experience and getting better. It's REALLY not that hard to not get downed 4 people at the same time lol.

  • @Sluzzy said:

    Killers got an overwhelming basekit buff last patch when gen taking much longer, STBFL built-in. Killers have been getting perks base-kit for years and survivors have not gotten any until now because BHVR is finding the game is not balanced and survivors are leaving.

    Killers are more than OK.

    STBFL built in

    The absurd implication that measly 2 stacks (i think it's even lower than 2) is "SBTFL built in". Stop exaggerating.

    Gens taking longer

    In practice, survivors rush gens even more now, so the real difference is negligible if even existent. Lots of good regression perks and gen slowdown perks were nerfed too. So just saying 10+ seconds without taking the whole patch into context and reality of games is ignorant.

     Killers have been getting perks base-kit for years

    What? I am still waiting for the so-called "early game collapse" 😚 Any moment now...

    Survivors have not gotten any until now because BHVR is finding the game is not balanced and survivors are leaving.

    Are you seriously implying that survivors were getting worse treatment over the years until now? It took 5 years to nerf DH, most maps are survivor-sided, DS was meta for god knows how long, infinites, instant flashlight saves, the list goes on and on... They literally nerfed DH, and still made it strong. They nerfed DS and still added DS 2.0 (off the record). And in a few weeks' time, they massively buffed base kit BT, and are now planning to add base kit unbreakable. The so-called "killer patch" didn't even last a month lol.

    In all honesty, I feel like 6.10 wasn't even the goal of buffing killers, it was more of "let's change the meta so the game feels fresh, but continue following the same direction and make the same mistakes afterwards in subsequent patches". It was a bluff, the game will feel the same very soon as it was in pre-patch. They're already back-tracking on some of the changes they've made.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205090#Comment_3205090

    LOL what? Reassurance seen in most of your matches? Buddy, I haven't seen that once, not even on full teams of Rebeccas. Don't spread fake news just to give yourself something to talk about. Remember that you are just a single person, not the media, there is no need for you to say fake stuff or make it bigger than it really is, as you have no need to get views. Now, to your other "points":

    • Because the base BT only really allows you to put some distance between you and a killer who will, more than likely, tunnel you again. And until the game remains like this, where even the weakest player will eventually get you because of Bloodlust ALONE (no skill involved), there is no denying that. And that is IF you manage to get to a pallet, considering some terrible maps can even generate no more than FIVE pallets. FIVE. Hear me? FIVE. But I guess that thing didn't make it in your brainstorming.
    • Even if said numbers were to be lower now, and I can assure you that they are not, since every single killer is a sweaty tryhard nowadays, 61% is still a tad too much for anyone that considers the wider perspective of a game's general balance, and not only that of the side they play because they like to have it easy. 61% kill rate is way too high. 61% escape rate would be too high, although the vast majority of killer players deserve to suffer.

    You want killers to get BUFFED? When they have 55 different gen regression perks, while survivors can only really count on a few good ones? When there is the Nemesis' perk, Eruption, which makes you not do ANYTHING for TWENTYFIVE seconds? When now gen regression perks not only don't need you to kick gens, anymore, but also tell you where survivors are, eliminating even the hunting part of the game and reducing stealth even more than the awful state it always was in? When killers can still hit you on the other side of a window you vaulted 2 seconds ago and were already far from? When the perk excuse you are using, Dead Hard, still doesn't work much of the time, just like old Dead Hard? When the last 3 gens can still be next to each other, and a sweaty killer will make a match like that last ages more than it should? When stuff like 3 genning and exit gates being next to each other shouldn't even exist? When you are rewarded for failing to hit a survivor in 15 seconds, so you become faster? Buddy, trust me, get a grip on reality.

    I was going to address your points, but after reading all of it... this is either a massive bait or you're actually delusional. The sad part is that I can't quite figure it out which one it is, but this is some S-tier comedy material. A copypasta if I may so.

  • @[Deleted User] said:

    Can we please stop, at least without irony, referring to the changes made in the summer as “mini pop”, “mini brutal”, “mini STBFL” etc etc. These were minor QOL buffs and do not compare to tier 3 perks being made base-kit. Whilst the base-kit UB will take longer to activate, the fact it’s unlimited balances that out.

    The most egregious and disingenuous of all these comparisons is “mini pop” which is just laughable. Kicking gens without Gen kicking perks before the update was worse than pointless. Now, without perks, it’s graduated from worse than pointless to just about worth your time if you’re lost for things to do but really it’s still not going to do much.

    This is not a point about whether these perks should or should not be base-kit. But please stop making ludicrous false equivalencies and revealing your own biases. You discredit any point you’re trying to make when you do this.

    Completely agreed. It's hilarious that people say 2.5 % regression (which takes 2 seconds to kick + time to get to gen) is considered "mini pop". 2 stacks are mini STBFL. Talk about massive exaggeration...

    I feel like the numbers don't matter and most people are just pushing the narrative "well, the killer got massively buffed".

  • @anestis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205184#Comment_3205184

    If you were good at chases they wouldnt have time to make gens? i dont run any gen defense, its boring

    Send me a VOD of you playing your average killer match, we'll see what survivors you go against and what is your killer skill. I doubt it's high, but who knows, you might be one of the brightest DBD players to play the game who doesn't need anti-gen perks to consistently win the game at high MMR. The prodigy.

  • @VideoGameMage said:

    First of all, Survivors aren't getting the basekit unbreakable because of nurse. They're receiving it because bhvr knows killers would be encouraged to slug more with the new basekit Mori rework. Second, killers have been receiving basekit perks like tier one of brutal strength and stbfl, and a mini pop (emphasis on mini). Bhvr obviously isn't done with buffing killers and the Mori rework is still a work in progress.


    First of all, Survivors aren't getting the basekit unbreakable because of nurse.

    How many killers can slug 3-4 people effectively except Nurse? You're lucky to get two (maybe except blight) If it's not because of Nurse, then it's just a general buff for survivors without logical reason.

    They're receiving it because bhvr knows killers would be encouraged to slug more with the new basekit Mori rework.

    Good luck slugging 4 people on everyone except Nurse/Blight. The survivors have to be HORRIBLE and literally throw themselves into you. Literally would happen maybe 1 in 50 games where you can slug 4 people as any other than top 2 killers. And if they got slugged like that, they absolutely deserved to lose.

    Second, killers have been receiving basekit perks like tier one of brutal strength and stbfl, and a mini pop (emphasis on mini)

    Not comparable with base kit bt + unbreakable. Not even close.

    and the Mori rework is still a work in progress.

    Mori at end of the game is irrelevant, the killer has won the game by then. It's a pure cinematic, nothing more. Mori offerings do nothing except small BP gain.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205004#Comment_3205004

    IF it was not killer sided, why did the kill rate rise by 8%? That patch was designed to increase kill rate, and did it, and you say it wasnt killer sided?

    Maybe get a hold on the games basic concepts before posting false statements?

    Maybe read patch notes. The 61 % is applicable to 6.10, we've already had several killer's nerfs and (strong) survivor buffs since then.

  • @Tony_ said:

    https://forum.deadbydaylight.com/en/discussion/348263/killers-are-the-ones-who-should-get-base-kit-perks-not-survivors

    Look, i was once just like you but then i realised. Is 45 seconds really meaningless? I mean, survivor bleedout timer is 4 minutes which means even tho he will get up, he lost nearly 1/4th of his bleedout timer. This basically means you can have 4 hook stages but without hooking them.

    But i still think NOBODY should get any basekit perks. The only exception i think of is kindred, becouse it wont affect SWF but will impact solo queue. Kindred basekit is just healthy for the game, but UB and BT both aren't really healthy. I think from all the perks, theese 2 SHOULDN'T EVEN be considered making basekit

    My biggest gripe with base kit UB is that:

    1) It limits killer strategic play. Now killer most of the time is forced to hook and is forced to play a certain way (almost AI-like). They just destroyed some of the killer strategic gameplay elements, while at the same time giving more strategic options for survivors. I like to have options when I play killer, and one of those options is severely hindered. Adjusting the killer's strategy as the game goes by is one of the most fun things for me and this is telling me "no you can't do that".

    2) This really does not do much for solo and in turn just buffs SWF to an even stronger level.

    3) Another change that should give survivors a helping hand in "unfun scenarios" but will be abused by SWF/competent players. They keep adding defensive things to the game for survivors but in reality, these changes are more used offensively rather than used defensively. You can abuse this change very easily with some strategic gameplay from the survivor side.

    In the end, they had tens of ways to solve this issue, but chose to do the easiest, most short-sighted way possible.

  • @ElodieSimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205010#Comment_3205010

    Killers don't want to admit it and like to dance around this argument but when the stats show in their favor they are all over the place complaining. Slugging may be a legit tactic in some peoples minds but it is one of the most boring things to have happen to you, now with the uptick of killers slugging at 4-5 gens "to put pressure" on survivors it is insane and it's finally being addressed, like it or not.

    And how do you get slugged so easily at 4-5 gens? If it's against every other killer than Nurse, then that's just you being horrible at the game. And even against Nurse, it takes some really bad plays to be slugged more than 2 people at 4-5 gens.

    Slugging is boring, but most survivors who get slugged do usually deserve it by either disrespecting killer or making mistakes:

    • Doing gen in their face and ignoring the killer's presence
    • Doing stupid stuff (bad flashlight attempts, trying to unhook straight after other person gets hooked, general messing around)
    • Grouping up together (survivors' fault)
    • Rushing gens (fair play for killer to slug)

    Avoiding slug is quite easy, you can literally play safe and hide. But instead, most survivors do stupid mistakes and don't respect the killer enough which gets them to 4-man slug on the ground. I can bet that 90 % of such situations can be avoided by playing smartly and safer.

    And "Nurse" is not an argument to screw other 28 killers in the game.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/348263/killers-are-the-ones-who-should-get-base-kit-perks-not-survivors

    It's harder for killers because basekit means nurse and blight get whatever everyone else gets, so if people say asked for basekit lethal, nurse and blight would have an amazing perk basekit that is already great on them, whereas if doc got a basekit lethal, it'd make him more mediocre

    Sure? Then add base kit perks and nerf top-tier killers. What's stopping them from doing that?

  • @Zexbunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205004#Comment_3205004

    Yeah, totally a neutral patch. Must be why kill rates went from 53% to 61% 🙄

    Read my previous replies. The 61 % number is likely to be lower by now (even devs literally wrote that on their post to understand that this data will be outdated soon and does not include recent changes).

    For how many months are people going to use this number to support their claims? My guess is 6 months.

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