amazing_grace
amazing_grace
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3096172#Comment_3096172
Yeah, I just wish they'd decided that before it was clear David was going to die. Like just say "escape or not, we shouldn't count this game. The killers ping is just really bad." Because now people will wonder if they would have counted it if they got David out.
I mean I've been hit after predropping a pallet before. I do wish we could see the killers ping. Not sure why we can't, even if they hide the username.
It's definitely not a fair hit. So I get why they decided not to count it. But would they have still not counted that game if it had been... Say a Sadako without the instadown, who they could successfully rescue against. That's what's left to be wondered. I guess we'll see if it happens again with a non instadown killer and they forefit the bp even if they escape.
Yeah, I feel like if they had all escaped, they probably would have still counted the game but then ruled for future games VPN killers count as cheating. Not sure though, maybe they would have agreed on not counting it because OTZ and Dowsey seem to be more cautious for later in the challenge.
It would have been interesting what would have happened if the killer's profile was private or if they couldn't tell where they were from to determine it was a VPN killer. It will definitely be interesting to see if this rule will come into play later on, especially if there isn't a distinct way to tell if the killer was VPNing.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3096172#Comment_3096172
Someone on the forums made a thread talking about how bad ping favours the killer and that clip is 100% a prime example of why
I think JRM also had a moment where he dropped a pallet, the killer swung at the dropped pallet and got a hit. Like what?
Yeah, that hit through the pallet was definitely questionable too, I guess some could argue he should have just dropped it a smidge earlier since it was established ping was bad. I was watch JRM POV during the stream and that pallet hit was one of those "feels bad man" moments.
I had a game last night with a huntress who i thought was cheating because their internet was so bad. They were lagging out so bad that it caused me to appear as if I was hooked 30 meters in the air on Ormond and I could move around floating at the speed of crawling. Literally had no idea where I actually was hooked.
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@Zexbunny said:
I kind of think they should have counted that Myers game. They knew he had a bad connection and could have played around it. Yeah, the VPN is kind of cheating. But they knew by then he had a bad connection.
I get why they didn't, but I feel it would be a bit more exciting if it counted. Leaves a slight bad taste, even if that hit was bad. It's part of the game. I don't think it taints the challenge. Hopefully it won't happen again.
I understand your argument that they could have just played it safe and taken it into account and be "accountable" for making mistakes by greeding stuff, but that hit that the myers got on Ayrun at the window was complete BS.
It was a swing and hit after he had already vaulted the window and was moving, it wasn't even the end of the animation, but his feet had hit the ground and started running. I'm glad they decided to not count that game because that hit alone was kind of the big downfall they had. It was right next to the hill and should not have connected at all.
I get people getting hit at the very end of the vault animation, that I can say is just part of the game, but a VPN killer isn't part of the game. The good thing is though, it has only happened once so far and since they set this as a precedent, hopefully it deters people from trying to VPN to ruin the challenge later on.
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Now that things are starting to become normal again, my games are slightly harder in soloq on average, but still possible to be done. I actually started tracking my games last night and I was escaping over 50% of the time.
It could be that the killer MMR got inflated a bit from last week disaster so I went against some killers too high or could be from the night before last night where I was dying almost every match (bad teammate night).
I'll definitely say that my perks have changed since the update. I can kind of run whatever perk I want now and it doesn't affect the game too much. Before, I pretty much always ran unbreakable, WGLF, and BT because I felt like I had to or risk losing the game. BT for unhooks obviously, and unbreakable/WGLF to deal with slugs. I'm not running unbreakable anymore because I found most killers aren't slugging like they used to, so I haven't found the need to use it.
Prestige Tax is annoying, the more annoying part to me is not only them adding a prestige node that costs 20k but essentially making you have to buy an extra bloodweb as well. Before you could prestige level 50 without buying anything, now it's an extra bloodweb plus 20k. Pretty steep ngl.
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The noise was a little annoying, didn't bother me too much. I did the challenge first try with Wraith so the visual effect is what annoyed me the most. I'm usually fine with the field of view in this game, but having the challenge on wraith was a bad idea. It gave me tunnel vision a little bit and it was actually mildly irritating to deal with. The speed and reduced FOV messed with my head. A normal killer and you should be fine if you're okay with the FOV being restrictive.
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It's been quite fun watching the series so far (been watching JRM view). I think they have a good chance of getting it for a couple reasons.
It seems that James and Ayrun understand more this year how the challenge works and how hard it is, but also, it seems that Dowsey and Otz aren't as strict with them (telling them focus or getting frustrated when they mess around/meme). There seems to be more trust in each other's abilities which is good for when James gets bored.
The keeping items from last match has also helped them because James and Ayrun do quite well in chase with flashlights as well as getting saves. I find this change fair because it took time to plunder those items and the rng to get them, also that's how the base mechanic works. You escape with the item, you get to keep it for next trial. It also takes skill to use them, more skill than a medkit so if the survivor is good, I find it fair game.
They're all amazing at survivor and knowing macro gameplay definitely will get them far as a swf. I think they'll struggle against certain killers, like instadown killers in end game who are actually really good, but that's when they know to cut their losses. Just shows what a powerful coordinated swf is capable of.
The stream delay definitely seems like it's helping them not get sniped. I feel like if they didn't have this delay, they would run risk of this just because how hyped up the season was, especially because a lot of people hate on Dowsey for their own reasons. A lot of spiteful people in the world, so hopefully they'll continue to dodge cheaters/snipers.
I'm excited to see if they get it, it will definitely be more of a struggle for them once they start hitting iri grades and the pip requirements are stricter. I feel like Otz and Dowsey might have some problems getting them because of their chaser not being good enough for higher grades, but in theory games should also get harder where everyone will need to take equal amount of chase so it should be fine... right?
I also love how James was like, I would rather have dead hard than sprint burst XD
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Bill, Felix, Jeff
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Damn, they weren't even subtle at it then. Probably didn't even hack in items from chests, why hack them in when you can just auto pick up. That sucks.
I went against a cheater for the first time in months the other day. I load in, start a chase with a dwight, then realize a few seconds later someone already escaped... I couldn't punish the 3 other survivors so I took some fun chases.
Hopefully you don't encounter too many of these games. Sucks a lot when you have someone just ruining the fun of everyone.
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Did they not have any healing perks on to help? A lot of people are running healing builds at the moment. Not doubting you, but just wondering since you didn't give much context. I've been running a lot of autodidact/solidarity combo which is why I asked about perks (always scared killers think I'm cheating).
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How do you know they were the best? Just curious
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3093450#Comment_3093450
I did the Hatch challenge last month or two ago , here is how I did it:
I ran Left Behind, Bond, Open Handed and Ace in the Hole and started the trial with no items as to not tip the killer off.
This build helps you survive via the big info the extended range Bond gives you, and Ace in the hole gives you a pretty good chance to find a key that can open hatches during the trial. If you find one you must play it pretty save, but still engage, obviously, or your team gets eaten alive with just a pseude 3v1.
With the massive range of Open Handed Left Behind you can pretty much bee-line for the hatch if you hear no terror radius, and then hide somewhere close to wait for the killer. Eventually they will find the hatch and head for the exit gates. Wait for a few seconds, then open the hatch and jump to your freedom.
You see, the main problem I have is I am very altruistic and generally get involved with chase a lot, so it's very hard for me to sort of throw the game for my team to get it done.
I've had a string of unfortunate games with killers who just want the 4k or they down me and give hatch to a teammate.
Your build is interesting, I assume you meant plunderer's instead of ace in the hole. I've been running Adrenaline, Left Behind, Distortion, and Sole Survivor. I don't really want to rely on opening chests anymore because that would be a total throw for not even a high chance of getting a key. New patch doesn't give enough time to search chests in my opinion.
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I'm trying to do the open hatch with a key tome challenge right now. It's pure pain. Literally changed my name in hopes some killer understands that the tome challenge is near impossible to do in normal gameplay.
I also was having a lot of problems getting an unhook during EGC. Simple enough, but literally my games would either go where we all die before EGC or no one ever gets hooked in a game.
These tomes can be pretty annoying and specific. Sometimes the stars have to align or when the stars do align, you didnt have the challenge selected.
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When a survivor only walks to unhook you because they have fixated and sprint burst and want to save the sprint burst, but the killer is coming back so they spring burst 3 m to the hook and unhook you.
I don't know what is worse, them wasting the sprint burst by using it right next to you for the unhook (meaning they could have just used it before an actually gotten a safe unhook) or them saving it and then unhooking you and sprint bursting away to leave you for dead. Both super frustrating, but any player who just walks everywhere to save the sprint burst is a bad sign to me.
Red flag for killer is a killer who can insta down who tries to farm with the survivors. I've gotten tricked by a few killers the first time it happened, now whenever killers want to farm, I just make sure I cleanse all the totems first and not get too close to them.
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I can definitely agree that Kindred benefits soloq a lot, I just personally stopped running it awhile back because I realized I was sort of using it as a crutch. Which, I didn't like when I realized I rely on certain perks to do well (Kindred, SB when I first started playing, etc.)
I enjoy the skill it takes to use game sense and gut feelings when you need to get the unhook vs when you don't need to get the unhook. There's certain scenarios where it only makes sense for a certain person to get the unhook anyway, no info needed.
I can say though that it would be a nice QoL change if there was a version of maybe basekit kindred. Something almost like Situational Awareness/Better Together where you get the auras of all survivors for x amount of seconds and maybe after the survivor has been on hook for 30 seconds another reveal of auras. Kindred would still be helpful because it would give killer aura around hook and constant aura reading, but having some basekit aura reading at least lets everyone know who's closest to the hook.
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I can definitely say as a survivor, the overcharge skill check can hurt when you're losing that extra 5% gen progress and there are multiple slowdown/regression perks, but I can also say that hitting that skill check can give the killer a false sense of confidence that no one tapped the gen.
I will usually hit it about 60% of the time (embarrassing for the hours I have but my laptop isn't the best sometimes) and I noticed that the killer will tend to just leave the gen if I do hit it, so it can definitely become a bad crutch if you rely on survivors just being unable to hit it.
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That was amazing. Thank you for sharing. Feels great knowing that some killers can see when survivors are trolling other survivors.
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I can say at least from memory that I get over 8k in category scores frequently enough that I notice it and think, cool, more bp than what i would have gotten.
Without any bp modifying perks (from me running them), usually boldness is the one I can max from chase. Second category would probably be objective from other people running prove thyself or when I run it. Then, my end game build with No One Left Behind, I can max out altruism in end game without over doing it in early-mid game with altruism unhooks.
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@BrowneChiari_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3090504#Comment_3090504
I think you're right, amazing_grace and your explanation to me made me understand the subject a little, and he even talked about a solution that streamers gave about decreasing the FPS, BHVR already knows about the problem Or just haven't found a solution for it yet?
And o know it has nothing to do with the subject, but... damn the Demogorgon is really cool to play from what I saw in the video! Is there any chance of him coming back?
This last mid-chapter patch they said they "fixed" it, but clearly it's still here. From what it sounded like, BHVR knows it's server issues, but fixing an issue like this is hard to fix without turning the servers off to really find the problem. They're working on it.
Demo will probably never come back to DBD. The only way to get the license back is if Netflix and BHVR strike up a deal, which is highly unlikely to happen, but not impossible.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3090437#Comment_3090437
Clearly just ping issues, and not the servers being garbage
All these videos you shared kind of proved that it's just your internet connection😅
You could argue that the second video it was a slight rubber band maybe, but I don't even think that one was a rubber band issue. That one was just a server bad and maybe you had a hiccup in connection because the game isn't optimized well.
You can see in the first and last video that you have the little connection meter thing at the top showing there was a dip in connection (only white, so not too bad, but still a dip). Rubberbanding generally isn't you teleporting positions but instead just stuttering in place, making a lunge attack a short attack when you're super unlucky.
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@BrowneChiari_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3090432#Comment_3090432
Ah, I've suffered from this a few times, but is it not just a connection problem? when the internet is slower for me that's when it happens
It's slightly different from just having internet connection issues because the actual jump back that your character has isn't related to a dip in your internet, although, it could maybe make you more prone to desync issues. No one really knows exactly the issue that is happening to cause the server errors, some streamers think capping FPS helps, but people seem to still have the issue with this "fix."
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@BrowneChiari_ said:
https://forum.deadbydaylight.com/en/discussion/337112/survivors-guess-what
what is the rubber-banding?
Rubber-banding is NOT teleporting all over the place.
Basically what happens is that the server de-syncs so that on your screen you're running forward, but the server thinks you are actually 1 second behind your location, so you kind of jump backwards (like a rubberband). It basically can deny killers a hit at vaults/pallets if they rubberband ever so slightly backwards and cause survivors to get hit at pallets or also at vaults.
It feels as almost your game stutters a little bit when you're running so you don't make any distance for a second.
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I think the category caps are fine.
In a lot of my games, I will either max out Objective or Boldness depending on whether I'm getting chased or not. Doing gens with Prove Thyself maxes out Objective category really quickly, and a lot of players are using it at the moment.
I don't really have problems with boldness category when the killer is taking chase with me and the game plays out normally (no one gets tunnelled/camped). I've even filled up my chase category 1/3 to 1/2 of the way from one chase.
When I run my end game build, which includes No One Left Behind, you can easily get your altruism points maxed out from that perk.
Yes, maxing out categories is easier with some perks, but it isn't impossible to max out a category, and realistically, that's the point of them being raised. You get an extra 2k bp that you would have missed out on before the patch. It would be a nice QoL change for them to relook at how many points certain actions gave, but it isn't a necessary thing.
I also don't have this problem that many people seem to complain about with not getting a lot of bp. I've gotten over 25k bp in a lot of games where I died but my team were still fighting and trying until the end. It's slightly on the survivor for not getting points in all categories. If you want bp, then sometimes you have to go out of your way to take chase. (Sometimes you can't if you are getting tunnelled.)
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I just need my soloq teammates to sit on gens and not give up when there are three hooks for 1 gen done. Pace of the game is different now and gens take a little longer to pop, but once you sit on them, they'll fly by and at least 2 survivors should still escape.
I'm not one to tell people what perks they have to bring because it makes it unfun from survivor side being "forced" to bring a select few perks to win. Every build has a niche and as long as they're not running self-care, I'm good.
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I feel like this one isn't that hard to do. It takes a bit of time and can't be farmed as easily as some per say, but I got this one a long time ago. Maybe it's because of my playstyle being super altruistic and always going for saves or what. I almost always get hit by the killer if I unhook a survivor and they aren't tunneling or taking protection hits during end game unhooks.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3082354#Comment_3082354
Gens were flying during the event. Most of the time 2 or 3 gens were finished by the time the killer got his first hook and 3-4 hooks by the time the gates were powered. Killes felt forced to stack slowdown perks to queeze just a couple seconds out of a match. This had to change.
The update allowed for a fresh start. No negative comments from the teammates for not running the meta build. No pressure to unlock certain perks to be able to "play". No urge to equip certain perks to have a decent match. Just a lot of different combos that can be fun.
I think its still to early to judge how the balance actually is. Most players don´t visit the forum or read patch notes. They still use their old build and wonder why things suddenly don´t work anymore. It will take time until everyone got used to the "new" perks.
But people have been jumping quickly to conclusions. For example, on the release day, people spammed the forum that no one is playing survivor anymore, because there was a 100% bloodpoint bonus for that role. Completely ignoring that killers had instant lobbies while survivors were stuck in 5 minute queues.
What i think will help, are some streamers that show how effective this or that build are and how survivor is still playable. But that also takes some time. So best thing right now is to have patience.
Yeah I agree. I'm hoping survivors realize that sitting on gens and playing how we used to play is still effective. There's honestly just not enough time to wander around, do bones, or open chests anymore which is sad. I enjoyed opening chests for "free presents" and getting bones for bp.
I'm hoping killers also realize that they can engage in chases more and aren't as afraid to leave hook or pressure gens now that they have a little more time to maybe push someone off of it before it pops. I'm fine with killers using tactics to win, it just feels like overkill when they stack regression/slowdown AND camp/tunnel. Of course, that will take time for killers to realize they can enjoy some chase and use their killer powers more.
Here's hoping that the game health will only be on the incline for the future...
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I would like to say this is normal. Back when I had less than 500 hours, I wasn't very good. I don't remember how long it took me to even move my camera around comfortably while in chase.
Hard to give advice without gameplay or more information on what you are struggling with, but I would advise you to not get too discouraged. Make your own win conditions outside of what the Devs believe is considered a win from a gameplay aspect. You can make daily challenges your win condition, tome challenges, or even certain aspects of the game like having a good chase.
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Yeah, I have no clue.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3082158#Comment_3082158
What i´m saying is, both sides had their meta removed. Both sides received buffs. But survivors behave like they only got nerfs and nothing in exchange. Which simply isn´t true. I mean, there have been several "i quit", "i uninstall", etc threads over the past days and it looks more like a tantrum for not getting enough cake.
My solo survivor matches have been fine. I´m testing different builds and overall the only negative thing i noticed is, that my teammates refuse to play normal matches. I don´t count those matches, just like i don´t count farming/friendly killer matches. But the matches where everyone played normal aren´t any different from my matches before the patch launched.
I posted screenshots of my matches and people instantly invalidated 3 or 2 man escapes. Because i didn´t play those against Blight or Nurse. Which is kinda ridiculous.
Yeah I understand that. I can agree that a lot of people are overreacting, but at least for me, I have noticed that the pacing of the game is a little different for the "normal" games. So the games that seem like everyone is trying and are at least average to decent players.
In my personal experience, these games that I have post patch will generally have 1 survivor dead by the time there's either 1-1.5 gens left, which pre-patch it felt like there might be one survivor dead when we're finishing up the final gen. Which, makes sense if theres going to be base 50 second more gen time.
In the games that aren't just stacked slow down or people giving up and DC/Suicide on hook, I have noticed this very small change which makes logical sense and would fit the "need to raise the kill rate a little bit."
I definitely think the casual and soloq player suffers more because they aren't used to all the small changes which give the killer a little more edge in chase, hence why people are really "feeling it." It also doesn't help when people stop doing gens to hide or run around or heal every time they're injured. I have found that healing now needs to be strategic and can't just be every time you're injured.
The only killer perk that I think needs to be reined in a little bit is eruption. Pain res is a little rough feeling sometimes, but even that I think is fine if it's not paired with other regression/slowdown.
Survivors are probably just complaining a lot because now survivors can't really stack second chance perks, but killer can still stack regression/slowdown.
I personally didn't use second chance perks pre patch (unless it was a rough night) so I haven't been affected too much. In fact, I've kind of been enjoying buffed No One Left Behind and using Desperate Measures. They're both feel good perks and I haven't run unbreakable since the update since no one is really slugging much.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3081973#Comment_3081973
Thana got buffed by 0,5%. Eruption 4%, Jolt just the cooldown removed, Gift of pain 7%.
None of those perks was meta. All meta slowdown perks were nuked.
Survivor perks that got buffed: BT 10 second movement speed bonus + stacks with the base BT. BK healing bonus increased by 17%. Deja Vu 5% (was 0). Distortion and Lucky Break can be used the whole match. OTR 80 seconds of endurance. Overzealung 2%. WGLF grants 10 seconds of endurance when picking someone up.
I don´t know man, but percentage wise survivor got kinda more...
Some may say though quality over quantity. You have to admit that some of those survivor perks either require a time sink to get them activated, were given a nerf, or were previously not good at all.
Overall, BT would get a buff of 3 seconds more endurance and while the speed boost is nice, it's not like they get a full sprint burst away from hook, just a good boost to get somewhere safe so they're not tunneled.
BK was buffed for SWF and altruistic heals, but got the hefty penalty to medkits, which is a decent trade off, but probably still one of the better survivor buffs.
Deja Vu is a nice temporary buff for survivors, although its active time is 60 seconds.
Distortion and Lucky Break still have to be refilled. Distortion is easier to refill on certain maps, but lucky break requires a time sink of healing others. So you get 16 seconds back for one heal, which in certain builds could let you escape a chase, but it's still time sink.
OTR is easy to tell a survivor has it and it either renders the survivor useless for 80 seconds if they want to keep endurance or you just hit them early and let them run off (or just tunnel them if they use it offensively to put themselves in a bad position).
Overzealous was barely worth it on its own before and still is barely worth it. The hex bonus is nice, but even then the killer knows where you were so theres a chance you'll get hit.
WGLF to my knowledge doesn't stack. Which is a bummer. So it requires activation and you can't even build up stacks to save multiple slugs.
Yeah survivors got things done to their perks, but a lot of them still come with downsides or time sinks or limited activation periods.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3081979#Comment_3081979
Auras are mostly intended purpose though, ability to open hatches are only for red key.
Don't forget the purple keys!!
But yeah, I agree that the main purpose of keys now are just getting aura reading on other survivors or killers. The problem I see is that green keys are kind of expensive to use if you want a limited time that you can see survivors at a limited distance. It has a lot of restrictions for an item that will cost you more than 10k bp to use.
They're kind of not worth it at the moment because of how expensive they are. It's definitely powerful information to have and I can understand the argument that there shouldn't be any rework to it, but the main reason I don't run keys is how expensive they are.
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Soloq has been rough, so far the first day it wasn't too bad, difficult but seemed manageable. The 2nd night it was super rough, didn't escape most of my games and frankly didn't get more than 2 gens done because of either killer perks or the team just gave up. Last night wasn't so bad, I had better games, but I think I was the soloq that filled a 3-man for the good games, hence why they went well... some games were absolutely awful.
Sadly, I actually enjoy survivor way more because I feel like it takes more skill and more interaction than killer, so I'm stuck in this weird place of enjoying survivor but not really enjoying it. I enjoy the role more, but my fun level is definitely lower than before when I play.
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I've been enjoying running Hope, No One Left Behind, BT, and Desperate Measures. It really helps getting end game saves (gives a lot of points too) and Desperate Measures helps get heals on teammates who really need it throughout the whole game.
I've noticed in a lot of my games as soloq that games that we escape are ones where 1-2 people have Prove Thyself and usually I have to stay injured. I trust myself enough in chase that if the killer is really putting a lot of pressure on the team, I'll just stay injured and try to pressure gens. Resilience would probably also be a good perk if you feel comfortable staying injured.
I'm a really altruistic survivor, hence why I'm okay with a build that isn't focused on gens or chase. I've noticed though that the games I have escaped, the other 3 survivors might have been 2 queued or 3 queued, which would make sense. It seems like successful games require at least 2 people good in chase, 2 people with prove thyself, and a killer who isn't camping/tunnelling.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3081681#Comment_3081681
Botany was a buff for SWF (surprise surprise) and a nerf for Solo Q. I used to bring BK all the time. Now it's pointless because of the reduced item efficiency. If I pull a brown med kit from a chest I can't heal myself if I bring BK. It was a perfectly balanced perk before, but it got BHVR'd.
On topic, old Decisive was way better than OTR imo. I actually haven't seen many survivors bring in OTR, many (including myself) opting for BT. One thing I haven't read anywhere- does Borrowed Time also deactivate at end game now? Seems like they're discouraging all end game saves. I find in Solo Q, the rare match the Exit gates are powered, no one tries to save a hooked survivor anymore and just run out the door.
I will say that end game saves are incredibly difficult in soloq, which is why I've been running an end game hook save build. Hope, No one Left Behind, Desperate Measures, and BT. Helps counter STBFL hits for the unhook but still super difficult tbh, soloq is rough.
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Yeah, I went against a clown who literally just protected a 4 gen on Family Residence. Hooked a survivor in the middle of it and just camped the gens and hook. I was able to unhook the survivor but he just tunnelled them out then. Clown didn't care to take chase outside of the four gen and he had overcharge/call of brine/eruption so it kind of was a lost cause from the beginning.
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This is hilarious. Production looks very good and I love the costumes. I've definitely had an Ace run by me doing a gen when the killer was chasing him, only he usually clicks his flashlight at me and my 90% gen.
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STBFL has entered the chat
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You shouldn't have lost anything with the update. If you did then maybe you want to open a support ticket about it.
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Had this happen to me last week. I tried a couple times to see if they were solid at flashlights or were just practicing. They were solid at it. I changed my gameplan which was just downing them a bleeding them out. They were stupid enough to stop doing gens and then harass me with my slugged bodies. I ended up 3k by bleeding them out. Kind of the only solution sadly.
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I would be quaking if I had to compete with that Dredge cosmetic. It's a shame too because I actually like all of the cosmetics and it's a shame that we have to choose. Poor Adam mains, maybe a Christmas miracle will give you a cosmetic.
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You can always see the glowing white of scourge hooks even if they're broken. It's confusing if you don't pay attention or forget where you hooked the person who died. You shouldn't be able to see the aura through things though, if that was the case then yeah probably a bug.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/3074191#Comment_3074191
I didn't say DH does not deserve any credit I said it's getting too much. Which it is. I get it. It's a visible perk. Changes that are not easily seen are hard to factor into what makes the differences in chases. At high MMR chases were extended because pallets could be looped maybe one or two more times before a forced drop. So yeah, they extended. I was a dead hard user myself with a fairly comfortable knowledge of looping and yet I didn't always get my dh off or was in a position to use it effectively. Equipping doesn't always mean it was used to extend anything. I'd say if you knew how to use DH effectively you had some basic knowledge of the mechanics of chase anyway. A new player that can't loop isn't going to throw on DH and become a God. A lot of people are saying DH is the only reason survivors were winning and that just isn't the case. It was the only reason killers could point to and say, see I saw them use this and they won but there are many factors to winning and dh is just one piece.
Yeah I agree. I wonder what would have been the difference in games if they only did the dead hard nerf. Because having eruption buff and gens take longer both hurt a lot when it comes to finishing the gen. I honestly think a big part of why games go bad is people just giving up, and when you have 3 gens that are almost done but not popping because survivors aren't pressuring them properly, the team will drop like flies with it looking like they got nothing done.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074011#Comment_3074011
I'm not sure that's true. If in the next couple of days survivor frustration peaks, and online player numbers tank. They may roll back some or all of the changes. There business is in keeping people happy and having fun and that only works if both sides keep playing.
I've played around 2500 hours, probably 2k as survivor and 500 as killer. My experience with this patch has been terrible as survivor. I often solo, or duo and I consider myself an average player. I can loop a killer for 40 seconds or 3 seconds. Since the patch I have yet to escape...which isn't the most important thing of course. I haven't felt like escape was ever even possible and that drains the fun rapidly.
I'm sitting here reading the forums and looking for something to play in my steam library because facing this game at the moment is not something I'm willing or desire to do.
Yeah... I barely escaped any of my games last night. It definitely was a bit of a bummer. It's the games where we only get 1 gen done for me that makes me feel kind of bored and sad with it. I'm running these fun perks and just not able to do much because it feels like the team is dropping like flies.
@feechima said:
I personally think DH is getting too much credit. It was a strong perk when used correctly but not many did that. I'm a survivor main but when I played killer the average DH user bought themselves maybe three seconds. Maybe high MMR reached a pallet. But people are forgetting that on top of DH nerfs killers got basekit buffs in every aspect of chase and survivors even got a nerf to distance when getting hit. Only a small handful of people got to play PTB so these are NEW changes for a lot of people. That pallet you might have made before the speed boost nerf, probably not making it any more. Killer throws on enduring or Brutal Strength means they're breaking a pallet faster than they used to and you don't have time to make it to another loop. Killer lands a hit, you get caught on all the trash devs put on loops nowadays and killer completes the swipe and hits you again. Don't get me started on STBFL. But anyway, the adjustment will take time. Not everyone used DH, and even less correctly.
While I agree that the basekit buffs to killers also help in chase, I definitely have to say that DH nerf does take some credit when it comes to buying time. My survivor games used to have on average at least 2 other plays running deadhard, and now deadhard is useless. Maybe in your games Deadhard was useless, but a lot of my killer games, deadhard was really significant in certain loops with windows. High mmr survivors know how to use dead hard well, so a lot of times it would buy another 15-20 seconds in chase if they were able to get to a good loop. Longer gens times also don't help, but when my teammate goes down in 40 seconds and would have been able to reset their chase and gotten another 40 seconds in the past, it makes a difference.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3074043#Comment_3074043
If you hate the whole argument, why are you using it in this thread? At least from reading it, that's what it was about?
I needed a catchy title 😅 but...
It was more just responding to killers saying that yes, survivors need to "get good" since the patch just dropped yesterday and people have to learn everything over again. Kind of stating and listing what survivors need to improve at for this patch and that the game has kind of changed so that killers have more power. There are some things that survivors still need to get better at because killers were buffed so interactions are affected, but not everything can be chalked up to the get good argument.
I mainly hate the whole argument when you attack one person telling them to get good when clearly it isn't a skill issue for that one person. They get screwed over by teammates or other forces. I've seen you a lot on the forums, so I know that you have a lot of playtime, hence why I can understand your frustrations as a veteran player. I also didn't want to make a post that just devolved into killer mains telling me to get good (if I say it first than they can't also use it as an argument.)
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@[Deleted User] said:
There's nothing to adjust to against the forever builds that killers are capable off in this patch. A 3 gen run is now a zero gen run when you factor in Thana+10 seconds base. I ran a Pinhead an entire lap around Shelter Woods for zero gens, and it wasn't for lack of trying on my teammates' part. A killer can now play awful and still beat objectively better players. This is what balancing around low level play looks like.
You don't fix the balance by negating the skill of one side because the other side couldn't be expected to play well. If killers were struggling before the patch, there were probably massive issues with their gameplay unless they were playing mid to low tier killers. And yes, killer feels better after the patch, but survivors straight up gave up in my games after a gen or two, and I was on Pig/Clown.
Yeah, I think the only killer that I crushed in a game yesterday was Onryo. I was running Quick n Quiet, Balanced, Vigil, and Dance with me. All other killers had a decent chance to win (I saw most of the rooster yesterday).
@rvzrvzrvz said:
It may be too early to tell for sure but it's not looking good for overall balance, from games I've played camping and tunneling are 100% worse now, some things are overtuned too like 10 stacks stbfl or forever legion. Killers needed a buff but they should have done all these changes more slowly they overdid it
Surprisingly, I didn't have one killer camp yesterday, hence why I felt compelled to actually create a discussion since my experience was a bunch of games that didn't use this tactic that would almost guarantee 2k-3k pre-patch. Even when most killers weren't camping or tunnelling, they were still able to win, so yeah, killer is a bit more powerful.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3074011#Comment_3074011
See that is my problem with this mentality is the "i agree this is bad but bhvr".
Killers complained everyday about things and got them changed, so why is it not ok for solo q survivors to also complain about things that aren't ok? Instead, we get other people just telling us to "get good".
Yeah, I hate the whole get good argument for survivors. It has a small point because yes, if you don't have many hours in the game and don't understand perks/interactions, then you'll have to learn like anything else in life. But, telling someone to get good when they have to work in a team with 3 other random people isn't entirely logical. I can "get good" as much as I want but if my team are weaker than there's nothing I can do with that sentiment. For killers, it always different because there is an "I' in team since the killer doesn't rely on anyone else.
Hence the big difference between killers getting called out for skill issue/get good instead of survivors getting called out to get good for having a bad team. Oh well, I'm not one to complain to get things changed when it comes to things like this, but I definitely support your sentiments. Guess we'll just wait another year until they tackle soloq QoL.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3073977#Comment_3073977
So me as someone with thousands of hours need to wait for the 20-100 hour players I'm getting in my lobbies to get better?
Me having to wait for other players to get better isnt a fix.
I agree, but at this point, I don't think BHVR will be doing anything significant enough until whatever time period they deem as enough time for people to adjust is surpassed. Let's just hope that things get better because I would love to not die because the team made one mistake in end game.
The request I would have right now is changing eruption to either have a little lower incapacitated effect or a little longer cooldown or both. Eruption makes soloq suffer much more than swf.
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@The_Krapper said:
I honestly haven't really noticed a difference I played a few solos and then teamed up with some friends for the rest of the night and I didn't notice any issue at all, I guess there are some people based off of the posts here on the forums that are having a big problem with their crutches gone, I've been running resilience, adrenaline, prove thyself and a random 4th perk
I've noticed that Prove Thyself definitely helps the gens go along and I think the games where I had it, they went better, or at least we got to end game. I played a few games duo, which didn't feel too different, but most of my commentary was on my soloq experience which was definitely different. It wasn't catastrophic as people are saying, but I can definitely notice the killers are a little more powerful.
I only played 1 killer game for a daily/getting the daily xp bonus and I 4k at 5 gens. They got two close to being done but that's it. Pre-patch those gens would have popped. It was the Game and I was playing Artist, so maybe you could say I had the advantage there already and they gave up once everyone was 1 hooked with no gens finished, but yeah.
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@Marigoria said:
What time do I need to adjust if my perk build before the patch was already kindred, bond, inner strength and lithe?
Because the issue is not the dead hard nerf, I'm fine with that.
The issue is everything else on the killer side got buffed and only thing survivors got to compensate was a useless 5 second bt.
You see, you're part of the population that didn't rely on dead hard to extend a chase, so that means you have to wait until your teammates are better at chase or at least get used to the changes. So with that in mind, time would become undefined and another way to describe undefined would be infinite. Thus, time to play killer.
The issue is a small byproduct of the dead hard nerf because dead hard being nerfed means that some survivors who were mediocre but good with the perk can't buy you time. With killers given more time and buffed a lot of aspects that save them time, it means that survivors have to do a lot when their teammates can't hold their own.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3073674#Comment_3073674
Exhaustion isn't excuse to be bad at loops but using 1 button have you 100% chance of getting to this window or pallet to reset completely a chase. It was unfair at it's best.
Ok so, what about regression perks that killer have being overbuffed? I only seen nerfs.
The only one that I can see being overbuffed might be eruption. It really only hurts soloq, but I found this perk kind of making and breaking games yesterday for killers/survivors. It does have a hefty cool down so that makes it more fair, but the time it makes you incapacitated is quite awhile, especially because of the buffed gen times.
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I feel like you have to remember that a good amount of people playing this game are still "children." Like actually still in school age and haven't matured yet. Of course, you'll see the few adults who act in a childish manner and seem entitled, but there are many people who play this game who just aren't mature.
People who rage quit are annoying and I agree, but don't get too steamed up over it when the simple explanation is that some people aren't mature enough.
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Time to get Bill to 100:)