cburton311
cburton311
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@GoodBoyKaru said:
Now I just know you didn't completely ignore every other basekit killer change including longer gen speeds to try and pass the Thana change off as nothing but a 2% buff. That would be simply absurd, surely nobody would be that desparate for meaningless Internet points right?
honestly I'm not sure he understands how all those things work together to make the issue. It sounds like he's just looking for a punchline to make the counter arguments look stupid.
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@JakeCannon said:
So if a team absolutely destroys me , and I get literally 0k I'll just open the gates for them . However 9/10 times they just tea bag and run in circles literally forcing me to smack them out of the gates . I get it it's only 2 min of the game where I can just go and break pallets or whatever but I'm ######### done with it . I wish there was some type of forfeit thing where I can just leave endgame early (without a penalty and to where the surv still get all the points they normally would) so I can move on to the next match quicker without as much frustration .
you do realize they they get points for that....bold for being in your terror radius, and distraction/protection hits. I don't condone the tea bagging but I will stay until pushed out for the bloodpoints. Survivors have so few ways to earn them especially if the match was lopsided.
I used to leave the exits to give the killer a hook, hoping to trade hooks a few times for the altruism and the killer would get bloodpoints for all the hooking and hitting to. It's risky now with the camping and soloq team mates that will just leave you there.
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@MommyHunktress said:
I will go out of my way to camp and tunnel each and every one i find. It is the easiest, most bs gameplay in my opinion. you make the killer waste all of his time and because he cant find you your teammates get juggled. its a selfish way to play and very unfair in my opinion. if my mmr is high enough to where i have to be on my toes at all time the fact someone can just hide is really annoying. I just had a girl working on a gen on dead daweg and go for saves but i could never freaking find her. its the worst feeling in the game
This is hilarious...aren't there like 20 perks and addons to help killers find survivors. Maybe stop stacking so much gen slowdown and chase perks. Maybe you should try to slot in a whispers, or iron maiden, or spies. This just might be a you issue.
And at the same time, its ironic. Killers get buffed on all their actions so chases will be quicker, and our now surprised the survivors are choosing to engage in chases less. Hmm....I wonder why that would be.
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@BlazePyron2 said:
Mine are Clown (he's not free on pc), Artist, Blight, and maybe bubba now that bbq isn't required for leveling.
Blight I'm just bad at, but I genuinely don't understand how clown and artist are so underpowered. Especially artist considering she's fairly new. Maybe I just don't understand how to play her but her power seems completely useless.
honestly if asked right now, I'd say all of them. Let me get me money out of this game. My more hopeful view of course, is that the future finds the game in a fun state to play.
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@AarcvanDemen said:
Oh this is fun. Let's now complain about every killer perk that got buffed! They're about to post it all and they have started already. Thanatophobia was first, next will be Lethal Pursuer. The nerfs are going to be worse than the buffs are given to these perks. This just happened to Thanatophobia who nobody batted an eye when it was at 20% but when it got to 22% and everyone loses their mind. Now it's the most garbage perk in the game.
conveniently omitting that most comments were with 90 second gens thanatophobia was oppressive feeling. The devs could have reduced then gen times to 80 seconds and kept thana at 5.5% / injured. That would have been fine...better probably. Instead they nuked from orbit the perk.
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@NightmareKT said:
Can someone actually give a valid reason why we killers should not camp or tunnel when that's the best way to win? A reason that does not involve "cause it's not fun for the other side" nonsense like that? Why should we care about survivors fun when they always try to make us have bad experiences?
Here's my reason. I will not engage in that gameplay. If a killer runs around me to down a recently unhooked person, I just follow them to the hook and exit the game by hook suicide. If the killer refuses to hook me, I just alt-tab out. I'm sick and tired of it, whether I'm the victim of it or not, it ruins the game for me. Yay I can sit on generators with nothing interesting going on or I can get downed trying to force a rescue. Either way that game is bad.
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Probably an unexpected turn of events spawned from the recent killer buffs. Survivors lost a bunch of tools, so they are playing sweatier and bringing better stuff to the matches. I know I never used to bring items or offerings, now I feel forced to bring a medkit or be removed from the match early.
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I got a little offtrack there. I'd really like to hear from folks. What has been the coolest play you've pull off with the 6.1 game? What creative use of perks made something crazy happen? Where's the fun at for you?
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@cluxdx said:
https://forum.deadbydaylight.com/en/discussion/comment/3112043#Comment_3112043
Camping is and always has been an absolute throw for the killer. Now you went from a guaranteed 1k doing it to a guaranteed 1k and maybe a shot at a 2k if you have Deadlock, NOED and/or No Way Out. If the killer gets more than 1 kill camping, it's probably because you gave them more than 1 kill.
Tunneling is in the exact same spot is was before if not marginally worse because, in my opinion, OTR is better than DS was. If a killer tunneled you through BT and every single predropped pallet in the past, DS may well only have 10 seconds left by the time you went down. Slugs you for a bit, comes back and rehooks you.
Now with OTR a survivor is essentially healthy off hook until they themselves decide to disable the effect. Better yet, have Resurgence or a teammate with We'll Make It and you can get healed to full and have 3 health states, so if you get tunneled the killer will just end up throwing and giving your team loads of gen time.
Killers who tunnel will tunnel, and killers who camp will camp. Camping is still not an effective strategy to win unless the survivors enable it, and tunneling is even riskier than before.
90 second gen time + gen slow down, buys enough time to actually camp survivors successfully. SWF's or very efficient players can still get generators done but camping got improved dramatically this patch.
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@cluxdx said:
Lately I've felt my kill rates have been very high, so I sought to find out why. I tracked 4 different sessions on the last patch (6.1.1), each spanning 5 games. I played Blight every game, no add-ons or offerings. My build was Shadowborn/Agitation/Pain Res/Tinkerer, and I did not camp or tunnel.
Combined results below:
-Average 8.9 downs per game
-Average of 4.1 times per game that a pre-patch Dead Hard would have gotten someone to an additional pallet or window
-Average 3.1 gens completed before first kill
-Average 3.1 kills per game (77.5%)
-Average of 1 forfeit (DC or suicide) every 3 games
-Average match length of 11 minutes (all values rounded to nearest minute)
These kill rates seem pretty high, but when put into context they're not as bad. I'll go into that more below:
-In the majority of my 4ks I noted exceptionally poor teamwork at points, like leaving someone to stage 2 or death, or not working on gens for extended periods.
-Dead Hard's nerf is likely a small factor in increased kill rates. I noted many instances in which I got downs off of mindgames that possibly could have been negated by DH pre-patch.
-The biggest factor in kill rate was match forfeits. When discounting all games in which someone forfeited, my kill rate was 61.7% across 15 games.
-When survivors work as a team and play efficiently, my games are still very competitive. I had a lot of really good players giving me a hard time, often with some really surprising builds.
61.7% isn't the huge jump everyone was expecting. In fact, it's fairly on-par with what you could expect from a Blight pre-patch. To be fair, I used no add-ons. That said, 61.7% isn't a big difference from what I at least felt like I was getting before, and I rarely ever used add-ons on Blight even before 6.1.0.
All-in-all, I believe the main factor in why survivors are doing so poorly right now are forfeits. When you have a nearly 16% difference in kill rate between when a survivor isn't throwing the match and when one is, that's probably the issue. If you have forfeits an average of every third game, of course kill rates are skyrocketing. So to the ragequitters out there, if you think a match is hopeless, it probably isn't. Don't DC every time you're losing, because if you do then you're the reason every match is hopeless.
What would the results have been had you used good addons and try harded with efficient tunnelling and camping survivors to death? I bet they'd be higher....a lot higher.
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@Raccoon said:
After the BP bonuses AND MM Incentives were removed, I've noticed a downswing in my game time.
I guess I just don't get enough 'fake rewards' for my time investment, currently.
Probably just going to be focusing on tomies for a while, I guess.
Just a weird shift I noticed in my own gameplay habits @_@
Haven't played since last thursday and I don't think I'll be playing soon.
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@EntitySpawn said:
No idea how you manage to take the concept of buffing a perk and making it in the worst shape it's ever been...
Seriously devs you need to stop over reacting and gutting everything people complain about.
Theres 0 point in most killers using this perk, 3 consistent injures isnt just given to you and as a reward you give killers 6%? Like what even? You talk about having to put in effort for a reward but that's not a reward... especially when RESILIENCE GIVES 9% FOR GETTING HIT....
Only killers that may get use is legion and plague, which most people complained about for some reason but even now its only a plague perk as shes the only one who may get a benefit from survivors trying to counter it.
You took a perk you wanted to buff and killed it... at times I wonder if anyone understands the game and what risks/rewards is.... ruin, high risk completely pointless, thana high input to just get 6% because let's be honest 3 constant injures is hard enough, not gonna act like 4 injures is gonna happen often or even long
How is the meta ever gonna change if you just kill perks completely, thana could have just been reverted but nope kill it.
I agree with the sentiment, and thana by itself wasn't the issue. Its gen speeds in general + stacking slow downs on legion and plague. It can be beaten it just sucks to play against. Literally, no fun to be had. So something had to be done...
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/3105957#Comment_3105957
If you DC because the game got more difficult, more frustrating then you are making the case for the argument you oppose. As that means they DC because they cannot win as easily anymore, need to adapt, they feel entitled to an easier time, their ability to flaunt infront of a killer and still win.
The simple answer to the underlying reason people DC is entitlement and unwillingness to adapt. It is just sore losers that want to ruin other people's fun when things don't go their way.
I see it more like knocking your king over in chess. You may not have been checkmated but the other side got their win, no need to play it out. It's respectful for the othersides' time.
If you like to play for the wins, it is predictably a lost game if the first survivor is dead and you are still at 5 gens.
If you like to play for bloodpoints, it is a waste of time if you are the victim of a camping (proxy or no) killer within the first 30 seconds of a match. You could struggle until the entity claims you and you might only get 5k bloodpoints. Better to start a new game and unhook one person, you will get more for your efforts.
I don't like the recent wave of disconnects but it is rational. These people are making choices that are inline with their goals. It's time to stop demonizing them, and try to understand how to realign the game to all of our goals.
And since I hate to be the guy that just complains without a solution, give the camped guy on the hook a significant chunk of bloodpoints for hanging there. It is something small that would encourage the kind of player that we want....someone that will stick the game out. That's a carrot. The stick...make it so a DC or a suicide makes you leave the game, but you MUST spectate the game until it is completed. You are locked to that match until it is done.
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@Mavericks said:
https://forum.deadbydaylight.com/en/discussion/comment/3100982#Comment_3100982
True. I don't hook survivors who give up, let them lie down and think about their behavior
Your not punishing them, they've alt-tabbed to respond to forum posts...
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@GrimReaperJr1232 said:
I really want to know the reason.
At first, I thought it was my killer/perks of choice. I'm an unrepentant Thana Legion main, so people giving up made sense. Okay, fair enough.
Then I played Blight without add-ons and barely any slowdown (BBQ, Discordance, Pain Res, and NWO). I had people consistently giving up then too.
But the crown of all "why would you quit?!" moments goes to my games of Myers. I used Thrilling Tremors, Corrupt (cuz T1), Jolt, and Enduring. What add-ons? Just stalk speed. No Tombstone, infinite T3 or any of that. People were giving up on first hook then too.
So what is it?! Literally, what is it? I play M1 killers with barely any slowdown, I get DCs/giving up. I play reasonably balanced killers (without add-ons), with the same result. In fact, oddly enough, I get LESS DCs when I'm playing Nurse.
Literally, what is going on?! Why is everyone quitting?! Is this what it was like when Legion was first released?! I just want to play the game!
here's the real reason. Once hooked, the chances of getting any more bloodpoints that match goes down dramatically. Between face camping, tunnelling, or dumb teammates, the odds of the match being good for that dangling victim is low. If the perception is the match isn't worth continuing and survivors have instant queues why not give up and get a better more fun match. It's a rational choice.
Don't get me wrong, its cancer for the longevity of the game. If match quality goes into the toilet because of suicides or disconnects the other folks will be inclined to play less. Match quality has to be good and matches fun for both sides for this game to exist in the long term.
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@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/3097790#Comment_3097790
I agree generally with point #2, but it may be that the chase buffs for killer are just a bit overtuned (thus making lots of average surivors feel like they're getting completely destroyed in chases now compared to before). Yes, people will get used to the changes over time, but some slight number tweaks might be in order to make things feel just a little bit better.
For point #3, I think OP was talking about saving teammates during the endgame. Endgame saves feel much harder to pull off than before (especially for Solo Queue) due to perk changes and killer chase buffs, so people are more likely to just leave than try to help someone off the hook in endgame. Basically, that makes endgame less exciting.
Exactly what i meant
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I think it may be hard, but game developers have to do it. It's WHY people play.
And while it may be hard to optimize for fun, i think it is easier to say these changes moved the game in a direction of less fun.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3097504#Comment_3097504
It's certainly more balanced for both side, and also fair amount of people have fun in the risk.
I just see more people leaving immediately now. Gen pops, 20 seconds later first person is out the door. Before, the doors would get 99'd more and whoever was still alive would come back most of the time. Now whoever is on that last hook...well they are just going to die there.
That's just one aspect of it though and I don't necessarily even believe that is the biggest thing. The game just feels more...meh. There really isn't a better word for it.
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@Sludge said:
Endgame actually has some risk for survivors now instead of being completely safe, that's all.
But has that made the endgame more fun for you?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3097277#Comment_3097277
If you go by actual time efficiency, then those 5 seconds are more than all what killers got combined.
um...no. Just the 10 seconds added to EACH generator dwarfs the 5 second built in borrowed time.
But you can't look at it this simply. Breaking the pallet faster, recovering from swing faster, and survivors getting a speed boost after hit for less time all work together to DRAMATICALLY shorten chases. The chases are especially affected at lower MMR where the survivors don't know how to squeeze every second out of a loop. Admittedly, it's hard to put a number on how much time these changes took off chase, but I would guess its in the 5-10 second range.
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@TheDappaScrappa said:
But no matter what BHVR does some killers are going to camp and tunnel. No matter what you tell them to do or changes to make it will still happen. People wanted BT to be basekit to stop tunneling/camping. It still happened. Whatever they come with next it'll still happen. It won't ever stop. Just take the L and move on or hope you have a somewhat decent team to help.
Hate to disagree, but survivors have solved this issue for themselves. Camping results in a match with no bloodpoints. So suicide and queue for the next match. You earn no bloodpoints while you hang, so survivors move on.
Give the hooked person a portion of bloodpoints earned while dangling from a hook. The longer they struggle the more they earn.
Or make hooks work like pyramid head's cage.
Or Add incentives to generstor speeds while killer face camps. These gen speeds could get faster and faster the longer the killer is camping without another survivor hear the hook.
There pick some of those, i bet the problem is much reduced.
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Survivor role became more boring from slow gens, more difficult from the good perks getting nerfed without suitable tools to replace them, and we also earn fewer bloodpoints for our efforts.
Aside from that Mrs. Lincoln how was the play?
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@Aneurysm said:
I do lose more as survivor. I'd say as solo I'd previously escape about half the time and now it's more like 35-40%? I do like to do risky endgame saves though, it would probably be a bit higher without doing that.
I should have noted the endgame behavior in my post as well. Now when the gates are powered, I leave immediately unless there is a virtually free unhook. This is sad because these last minute saves, successful or not were where a lot of the memorable and fun moments were made. End I just can't risk this anymore because the success rate is abysmal now.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3092963#Comment_3092963
Yeah the issue with that is they still wouldn't, and let's be honest you shouldn't have to tell your team to do the only objective
There is an assumption here that the teammates don't know that they should be doing gens. What if instead they just don't WANT to do them?
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@johangpx said:
Since the new update i loose a lot. Am i the only one?
Do people see what i mean 100 x level 50 up to reach goal 100 is work for years. In the old system you where done after 3 x level up?
perks are bad
gens are slow?
At the end of the game dbd did you have fun? press the first dot if you agree even the game was good.
Thanks for replying
I lost a ton at first, but presumably my MMR tanked and now I'm facing killers that aren't very good a chase. I believe survivors on average have lost MMR and killers on average have gained it.
I think this has created a weird dynamic where the games are less interesting due to lower skill killers in the match. Additionally, m1 simulator is more boring than ever due to gen slow downs and longer repair times.
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@Llokki said:
https://forum.deadbydaylight.com/en/discussion/comment/3081502#Comment_3081502
Uh, what?? Where on earth are you getting your numbers from?
Old Thana and old gens: 80s + 20% at four injured survivors = 16 extra seconds per gen.
New Thana and new gens: 90s + 22% at four injured survivors = 19.8 extra seconds per gen.
Difference is 3.8 seconds taking both into account. 3.8 seconds assuming worst case scenario. This is what people are up in arms about...
for the math impaired.
Old Gens & Old Thana > 80 seconds x 1.2 = 96 seconds
New Gens & New Thana > 90 seconds *1.22 = 109.8 seconds
109.8 - 96 = 13.8 seconds
Did that explain the difference in what I said sufficiently?
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@D3spair said:
Just for Discussion, Let's be generous and say that 50% of all DBD Players are Solo queue players. Of all the complaints here saying that Killer was overbuffed as Solo queue is much more miserable.
My opinion is to have Solo queue get buffed so that SWF should be more aligned to Solo queue and Killer can get buffed more. but I see a lot of People here voicing that Killer should get nerfed instead.
Ideally, solo queue should be brought up to be equal to SWF in strength by means that won't affect the swfs. Then the game could be rebalanced fairly.
I'd settle for using data to determine the difference in success rate and applying a modifier to the effective MMR used to form the group. SWF's have an extra +100 MMR or something. Or solo's get a -100... you get the point.
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This argument was made by myself and several others prepatch. Same logic applies to lithe too. Any ability that aids the survivors is op and must be neutered. It should be obvious, survivors take perks to help us escape. When they work they are taken away or turned off in the end game.
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dead perk
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@GooseMan said:
BBQ nerf feels like one of the reasons why killers are stronger now, in addition to other buffs.
Most killers were running BBQ to get more bloodpoints, only few of them were actually using aura reading to their advantage. Now when there is no extra bloodpoints they just slap extra slowdown instead - basically, the same effect as extra perk slot, which would be a massive buff for either side.
And another thing - without BBQ there is no reason to leave the hook to patrol gens far away, so camping and going back to the hook is more appealing now.
Discuss?
Hmmm, interesting. I agree.
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@fulltonon said:
Hey, you should try to believe the devs, they made a good change.
haha good one. What in our history with this game, including the last patch would make you think the dev's know what they are doing?
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3085669#Comment_3085669
Sluzzy you said the majority of killers won their games when old DH was a thing
If what you said is true, then the they wouldn't have said killrates are too low for them.
dead hard has been around for years. the change that effected kill rates were the boon totems not dead hard.
which is why coh got nerfed into the ground and only appears in 1 out of 3 matches now...
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3085561#Comment_3085561
yea no evening and day time the game always feels dead before or after this patch, i recommend playing from 9 pm to up, you can find games easily
I'll stick to my normal play times which get me matches in 5 to 10 seconds as survivor. But I'll wait until the corrective patch, that fixes so much of this BS
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This has been very nearly my exact same experience. The only difference is I've been on vacation this week and played a lot more matches and my escape rate might be slightly lower. Interesting note, killers seem to be especially blood thirsty at the beginning, but by the end they've started giving hatch a little more often.
At least some of them out there might be realizing that survivors are not having much fun.
The other thing I'll note because I haven't seen it mentioned, my total blood points is lower by 20% to 30% per match. I used to reliably score between 20k and 25k and now I'm lucky if I can get to 18k but most matches I'm nearer to 12-15k range. I think this just goes to show the killers are able to keep pressure up and more of my matches are spent hanging on hooks than accumulating bps.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3085518#Comment_3085518
tunneling and camping are hard to fix, and again dead hard WAS A AN EXAMPLE
and third my queues are still the same 10 seconds i find a game, im not sure why people say that QUEUES ARE LONGER, because they ARE NOT
and if u don't consider killer complains legit, you obviously never touched killer before this patch or before boons were a thing because playing killer was a nightmare or u just spammed bubba, nurse or blight
Your drawing a lot of conclusions based on nothing that I said but here are my opinions on that stuff since you "asked". I think a nerf (deletion) of dead hard might have been enough to try for this patch alone. The basekit buffs which help the strongest killers too (nurse, blight) were absolutely unnecessary.
The other perk changes are irrelevant since BHVR basically bricked them. I mean calm spirit and Pharmacy were worse after the "buffs". Iron Will is dead with the exhaustion addition.
If the devs felt the need to increase gen repair speeds, they should have paired that with longer hook timers to make camping at least the same effectiveness.
I have played killer, Doctor and Hill Billy are my two favorites. I'm ok with them and could reliably get to purple ranks back in the old rank days.
If your queues are instant I am curious what hours you play, cause my experiences are instant queues in the morning, day time, and evening with survivor. Maybe the graveyard shift hours are better for killer now? /shrug
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/3085505#Comment_3085505
BT basekit, OTR mega buff, 10sec plus on generators.
What do you want ? Invincibility ?
OTR is not as good as it was being portrayed on the PTB. Most killers I face, score the hit and then chase down the person anyway. Faster hit recovery, and shorter speed boost times just make that even easier. So it is not the end all defense for the average survivor and killers appear to know it and use that knowledge to continue tunnelling effectively.
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@AcelynnBen said:
beside the fact that its really not
its the still the same for people who didn't use the "crutch perks"
sure SoloQ might be a bit rough but the game still feels the same in fact i've seen more ghostfaces lately, even i enjoy playing him atm, you know things have changed when you see ghostface which was extinct before this patch
I played serval games on survivor today, and honestly i manage to escape and the killers weren't bad hell they were cancerous but not to the point of unplayable
So my dear tryhard sweaty devoted survivors, learn and adapt, just like you told every single killer mains here who complained about something that was obviously broken or saying JUsT GiT gOoD, well maybe its time you do the same
and im not seeing people here complain about perks, im seeing complain in GENERAL, so you wanna return to 30 mins of waiting for a game on survivor and 4 seconds on killer, and more games of only blight or nurse, because if that's the case i mean....we might as well limit the game to only those 2 killers
im gonna be honestly i can give hatch right now and feel good, hell if you use dead hard and somehow manage to get it, you HAVE MY RESPECT, you managed to pull something really hard and i might even lay off you, unlike before where i just see a dead hard and just die inside
TL:DR ADATE ya damn genrushing, epilepsy causing, pallet dropping, snoot booping, tweaking near the exit door with an obvious bloodwarden numnuts, seriously just wait a bit and someone will find some broken build and everything will go back to how it was
probably
No it is not the same regardless of crutch perks. with Killer base kit buffs, gen repair speeds are longer, gen slow down meta stronger then ever, and tunnelling and camping are worse than ever.
It's fine though disregard the experiences being shared all over these forums as senseless blathering by a whiny player base. You'll note however that almost NONE of the feedback is lamenting the loss of dead hard. That's a self satisfied killer piece of nonsense drummed up to diminish the reams of legitimate survivor complaints. But, whatever makes you feel better while you wait in your 5 minute queues.
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@Llokki said:
I don't care if they change Thana back to what it was for the same reason that survivors shouldn't care about the buff...it's 2% extra at 4 injuries. So on the new 90s gens, your reward for injuring all 4 survivors is a whopping 1.8 seconds extra repair time on each gen.
Big. Deal.
But that's not quite the whole story....new thana plus 90 second base gen repair time is 14 seconds more effective than old thana and old gen speeds at 4 stacks. Couple this with faster patrol of gens because chase ends 5-10 second quicker, and you begin to see how all of these changes are working together to be a f-in HUGE buff to killers.
I've played 40 or so matches since the patch rolled out, yay vacation. And after losing the first 20 or so, my MMR is now matching me with killers that can barely track me through T & L walls. I can loop them at shack until they give up to find someone else. To be clear, I am not good, but these other buffs have shifted the MMR balance dramatically. Now low skill killers are getting higher MMR than they should, and survivors with higher skill are getting there MMR driven down. These trends continue until wins and losses more or less balance out.
This is horrible state of affairs because now the victories feel hollow and the defeats feel cheap. There is nothing fun about that.
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@danielmaster87 said:
It's funny that survivors have all these tools to make gens go quicker like toolboxes, Prove Thyself, Deja Vu, Overzealous, Resilience, but nobody's using them. Maybe that's why your gens "never" get done, and the games are "easy." Trust me, I've played Demogorgon against good survivors WITH slowdown, and they had no problem getting gens done and people out. You still have to tunnel to win with him.
Exhaustion perk, aura reading, anti tunnel, 1 utility.
Not a lot of free space to run all these gen repair time reduction perks.
I could run toolboxes with brand new parts but i hate wasting it if i get tunnelled out so i generally dont bring good items. Thats a me issue i accept that my mmr will be lower for not bringing those items
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@Murgleïs said:
Iron will and DS were not fine. You need to adapt to the new meta and stop playing like you have all your 2nd chances like before.
The problem with that statement is it is factually incorrect. He does not NEED to adapt. If it isn't fun, one of his completely valid options is to provide feedback and if necessary seek other entertainment.
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3073984#Comment_3073984
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.
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.
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@Hawk81584 said:
they literally lost all confidence anyone had to fix solo q......this game shelf life is coming to a close
I would suggest that to kill a game this efficiently would require sabotage, but I think in this case they just failed to listen to the feedback since they legitimately thought they were improving the game. See you all after the roll back.
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@RisingTron said:
Nothing changed.
"If we had a reason to stop camping and tunneling we would! We HAVE to camp and tunnel!"
BHVR: Okay gens are slower and chases are faster, DS & Dead Hard are nerfed. Go crazy.
Killers: Okay actually now I'm just gonna camp and tunnel but better. Thx.
It's actually funny.
So much this...it's actually funny how accurate this is.
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SO far there is nothing redeeming for my games or gameplay. As a survivor main, my options are fewer and less effective in general. I've played something like 10 matches and had 0 exciting narrow defeats or escapes. We've just been mercilessly oppressed with gen slowdown and slaughter by the killers. The matches are so boring compared to 2 days ago.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/335181/the-new-killer-buff-is-too-much
It's really not, survivors can still win if they actually stick to gens, the problem is casual players make up a good number of the player base and they're gonna quit playing because they were already barely winning the games they managed to escape, the only thing that's about to change is survivor is gonna have a genrush adrenaline meta make a comeback and you'll be seeing people complaining about genrush and probably sprint burst or lithe for the exhaustion side of it, just give it a week and watch the threads start rolling in.
Maybe when my mmr falls enough the game will be fun again, 5 matches and 0 escapes. for the record, i didn't use dead hard before.
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@Alphasoul05 said:
Any time any drastic nerfs have ever happened in this game it's what the people upset about say. But they continue to play, the playerbase continues to grow, and people realize.. that a vocal minority does not represent the majority of the playerbase.
Some people would rather do the same thing for 10 years straight because it's strong, than ever accept that it's a problem
Don't remember the animation change patch do youi? they BROKE decisive strike to only have a 3 second stun and the animations prevented 360's and survivors stopped playing in DROVES. Killer queues went to 20 minutes. I've never seen BHVR move so fast to roll something back.
This may be a repeat of that disaster but I suspect it will be even WORSE!
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@DemonDaddy said:
Solo is no worse off with this update.
Since camping as a strategy got stronger, solo q is definitely going to be weaker. To say it won't be worse off is just incorrect. 50 seconds of generator time added with no additional hook time = buff for camping, plus killers got the 2 stacks of save the best for lest which will make hook defense a little easier too
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I think this might be the rational (yet undesirable) reaction to killer camping or proxy camping.
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@Phasmamain said:
How many games actually allow you to see it? I can’t think of any off the top of my head.
Don't most of them?!, at least indirectly...like you've achieved platinum or gold tier?
That being said, i want to see my number. I want an absolute evaluation of my performance so I can see it go up or down...
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3062971#Comment_3062971
By that logic killers should also ban swf because it isnt fun.
dude you need to read more than the first sentence....