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The first few weeks after the Killer patch was live “scared” a lot of survivors because everyone was still learning to use DH resulting in chases ending much faster. The counterplay to this was to focus more on gens instead of trying to take chases.
Fast forward a few months, some survivors had learnt to use DH but had already gotten used to ending games as fast as possible especially if Eruption/Overcharge was in play leading to a boost in gen efficiency.
The nerf to Corrupt Intervention also played a part in affecting generator progress in the first two minutes. Previously with old CI, Killers only had to patrol 4 gens for the first two minutes which meant that Survivors had to do gens in more dangerous locations which led to more chases. However with the nerf, more Killers stopped bringing CI because the value was 50/50 given that it could last as short as 15 seconds if one survivor happened to spawn extremely near the Killer (RPD Hallway)
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@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326694#Comment_3326694
You don't "loop" a Nurse. Also she's the same as she was on PTB so it hasn't been "less than 24 hours".
If OP had tried going against the nerfed Nurse in the PTB, OP could have complained about it earlier but chose to wait till the PTB changes were live to do so.
Going against a Nurse may be difficult because of how different she is from other Killers but it’s not impossible. The skill ceiling to do so is much higher because it requires for the Survivor to actively predict the movement of the Nurse and react accordingly rather than the usual camping at a tile and react to the red stain.
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If you find that waiting for 4 minutes (which does not occur every match) is too much for you to handle, I would suggest closing the game and spending that time on something much more productive like learning a new skill/spending time with loved ones.
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Maybe take some time to learn to loop a nurse instead of just complaining?
It’s been less than 24 hours since her changes were released but I’m guessing that you’ve already played 50 games against her and lost every single one of them for you to come to this conclusion.
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@littlepaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320561#Comment_3320561
i agree with this 1 million times over. people would find a way around it unless you're SUPER harsh on it, and if you're super harsh on it and don't let people afk, don't let people give up so easily and so on and so forth, odds are it'd end up banning innocent people in the process because not everything in this game is as black and white as "ban all people who go next immediately". if it were that simple, they would've done that already, they're in an absolute hellscape for solo survivor fun right now.
If innocent people end up getting banned as a result, they could appeal their ban for BHVR to review accordingly. This would also help BHVR to improve on their ban automation (If they introduce that).
They will probably not get it right on the first try but it’s definitely a step forward rather than doing nothing because of all the “gray areas”. If BHVR decides and properly defines what sort of behavior will be punishable, that wouldn’t be so much argument over when suiciding is “justified”. It’s their game, they should decide what is enforced and what is not, rather than the community.
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@OogieBoogie said:
If you punish people for killing themselves on hook they'll just start going afk while doing something else or deliberately throwing the match to get out quicker. You can't force people to play a match they don't want to. And frankly, there are times where suiciding is perfectly justified. An automated system wouldn't be able to distinguish between rage quitting and peacing out because killer's farming, other survivors are just hiding in the corners, etc. Manual reports would require video evidence and going through their report system, which is already tedious enough when reporting cheaters. Plus it would add way more work from their support team having to manually review a bunch of videos.
That’s on BHVR for not having a much more reliable system to detect cheaters/griefers. Given that this game has been around for 6 years, the company definitely isn’t some small indie company who has no idea what they’re doing.
Suiciding deliberately should still be penalized, if said player gave up just because the game wasn’t in their favor, then the player shouldn’t even be playing in the first place. Once players understand that suiciding/griefing offers no form of actual penalty, they will continue to do so as long as the game is not in their favor.
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320537#Comment_3320537
i definitely don't think a minor change like this is going to affect escape rates that drastically, in fact it will probably barely affect them at all
It’s not minor, information is still information. Now the average player will know to push gens if they know someone is being chased by the killer rather than hiding. When player A knows Devour Hope is in play and sees that player B is cleansing a totem, they can deduce that B has probably found the Totem and can start moving back to a gen. All these little improvements may seem minor on their own but it can add up quite a bit over the course of a match.
The inexperienced players will still crouch in a corner or get into a locker regardless of the change because they are new, but the HUD update isn’t for them, it’s for those players who know what they are/should be doing depending on the situation. It won’t be enough to drastically lower Kill rates, but the average Killer may end up with more sweaty matches due to improved gen efficiency.
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It just means that games will be much more closer for solo queue instead of a 3/4k with only 2-3 gens done
So Killer will have lesser room for errors in a solo queue game as compared to now.
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Map offerings are fine, it’s the maps and their interaction with some offerings (Hook distance) that are problematic.
Take for example, 3 Petrified Oaks and a Midwich offering.
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A jack of all trades like Onryo will have issues dealing with a team who knows what they are doing. You did well for getting 7 hooks
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@[Deleted User] said:
Or....I just don't think DH is all that difficult to play around and it's a completely different thing than Eruption. I seriously don't understand the difficulty players are having with it. I chalk it up to lack of experience I guess. You can tell a player has it or wait it out 90% of the time.
You are thinking of a scenario whereby the Killer is chasing the Survivor in an open area with no pallets or windows. Only then does “wait it out” make sense. Experienced survivors will try to bait the DH at pallets. If the Killer swings at the DH, the Survivor uses the speed boost to make distance, saving the pallet for later chases, If the Killer “waits out” the DH, the Survivor drops the pallet and leaves the tile with DH still intact. It’s a lose lose situation unless the player messes up their DH or fails to drop the pallet in time.
Not to mention that it’s not one player whom you have to wait out DH, it’s not uncommon to see 3-4 DH users in a lobby.
All that “waiting out” leads to a longer chases overall and lesser time to pressure other survivors.
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The funny thing is that both perks have the same effect, wasting the opposing side’s time.
i highly doubt BHVR would nerf Dead Hard because survivors would just complain instead of trying to work with other perks.
Dead Hard nullifies mistakes at the lower levels of play (Losing a mindgame at a tile) and becomes a free health state at the higher level (Bodyblocking, Pallet Baits, Generator rushing in front of the killer).
But of course “Just bait it out” is the only answer people will say to DH. If BHVR added a Killer perk that applied Deep Wounds on an m1 hit, the amount of complaints would probably rival that of current Eruption
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Hook grabs are fine. It’s one of the few remaining tactics against altruistic survivors.
Survivors trying to bait out the m1 before securing the unhook is not much different from Killer having to bait out DeadHard.
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Old Pop was much more reliable because it had guaranteed progression reduction value. Eruption’s value can fluctuate but gets more dislike because it makes survivors “useless” which falls in line with being slugged and hook camped, two other greatly disliked aspects of the game.
The complains about Eruption are more pronounced because the current meta prioritizes gen efficiency and Eruption has the potential to cripple that efficiency quite a bit.
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Don’t let the gaslighting from the haters get to you, play who you want however you want.
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Prior to the nerf, it could be used offensively instead of “preventing tunnelling”
Some survivors with DS would deliberately body block the unhooker from the Killer or attempt to get the Killer’s attention immediately after being unhooked. When the Killer took the bait and downed said Survivor. The Killer would be forced to decide between looking for another survivor or eat the 5 second DS, either option meant that the Killer had failed to pressure the unhooker/unhooked survivor and the other survivors were free to do gens during this exchange.
Second chance perks were supposed to give survivors a chance to escape from a vulnerable position, but it also led to more experienced survivors make risky plays deliberately and not get punished for it.
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@steamed_hamzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317786#Comment_3317786
I don’t know what kind of bot lobbies you play in, but generally speaking most survivors aren’t experiencing 5 gen chases in 100% of their games. Eventually someone’s gonna do down, there’s only a finite amount of pallets in a match
Yes, someone will eventually go down, but when said survivor goes down matters in the outcome of the match.
A Bubba will have more incentive to camp at 5 gens because there is enough time to see the camped survivor out of the game and pressure the remaining survivors afterwards. However if said survivor goes down after 2-3 gens have been done, the pressure is on Bubba. Camping the hooked survivor will probably mean a 1k in this situation. In order to turn the game around, the Bubba will have to consider leaving the hook to pressure more survivors.
Not all Bubba load into the game with the sole intention of camping one survivor out of the game, but some will use camping to help them get the 3/4k especially with passive perks like Corrupt and Deadlock to delay gen progress because it’s an easier strategy. The counterplay to this would be for the first chase to last much longer so that Bubba will have to decide between securing only one kill or pressuring the remaining gens and potentially lose the first hooked survivor.
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There is a counter, it’s called get better at looping Bubba.
Survivors don’t start the game on hooks.
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Be it SWF or not, I don’t see why Killers have to be the one making concessions and going out of their way to change their gameplay for the sake of the Survivors.
Even suggesting that Killers should look out for the speed of survivors loading into the lobby and adjusting their strategy around that fact makes no sense.
Tunnelled/Camped players keep focusing on what happens after they get hooked for the first time but there’s hardly any mention of how they ended up on the hook in the first place. If the Tunnelled survivor got first hooked after 2-3 gens were done rather than 0 gens, it would be much easier for the remaining 3 survivors to finish the gens, get the unhook and body block to the escape gates if needed. Learning to loop the Killer for starters would go a long way in determining the outcome of the game rather than demanding that Killers play nicer.
If all Killers were forced to play nice and go for 12 hook games, Survivor skill level on a whole would stagnate, there’s no reason to get better at looping for the first or second chase if they had 3 lives to work with.
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The most efficient strategy would be to locate a 3 gen and hook someone within that 3 gen spot. Avoid spending too much time in the main building
Doesn’t change the fact that the map is too big and survivor sided
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Get BHVR to ban every player who has camped/tunneled before for a month.
i wouldn’t be surprised if queues go up to 20-30 minute per game for that time period.
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More incentive needs to be given to justify not tunneling/camping such as several Killer basekits (Mini Corrupt Intervention/Deadlock/Grim Embrace etc)
There is a good reason why the developers have not made tunneling or camping actual bannable offenses but instead introduce perks/basekits to counter such strategies.
If a ban wave was handed out for campers and tunnelers, Survivor queue times would see a huge spike and players would complain again.
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Botany + Selfcare or COH for healing
PTS/Hyperfocus/Saboteur for toolbox related actions
Flashbang/Blast Mine for blinding the Killer
If every Survivor got hit once and lost their item, the Survivors still have 4 perks apiece to work with while the Killer only has 3 perks until someone picks up an item again.
This isn’t a 1v1, it’s a 1v4
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If you’ve played a lot of Killer, you should know that from the Killer’s perspective, they can’t tell if you’re running a meme build from the start. So they will probably play as if they’re facing a team set on winning.
Also, your sentiment of “goofing” off may not be shared by the Killer so you might want to elaborate more.
I’ve come up against 3 Claudettes with No Mither and Diversion sending me to Dead Dwag throwing pebbles near the shack while crouching in the grass. They thought it was “fun” but I don’t share that sentiment.