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danielmaster87

danielmaster87

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  • @GannTM said:

    They buffed so many basekit mechanics killers have and what did survivors get? A 5 second BT. It’s insulting how much they catered to just killers this patch, and it hurt solo queue big time, yet you’re still acting like the game is purely survivor sided.

    Oh yeah, JUST 5 seconds of BT for free.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098746#Comment_3098746

    Balanced and Overcome are not better than Sprint Burst.

    I can run with those perks without having to waste my exhaustion perks. That's what makes Sprint Burst the most skillful, but it also makes it the most risky. You're either gonna be walking everywhere, or you're gonna use it and then not have it when the killer comes.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098743#Comment_3098743

    EGC heavily favors The Killer. There's no question about it. The free hatch escape you seem to disdain is part of the game, it serves an important purpose. There are a lot more killers who are really effective at gate guarding. It's the opposite, it's the killer's game to lose.

    How is giving survivors a second and third chance to escape killer favored? If those weren't there to begin with, there wouldn't even be a discussion of if endgame is killer or survivor favored. The survivors failed to complete the gens, they're all dead an blown up, but because there's 1 remaining, he gets multiple free chances to escape. I don't even need to explain how it destroys the team dynamic and encourages selfishness.

  • People say every new killer is a copy though. Anything with map mobility or anti-loop, that's what they're gonna say.

  • Balanced and Overcome are better. Those are the ones I'm bringing every time.

  • They need to make them purchasable with shards.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098715#Comment_3098715

    You can't open an exit gate until the hatch is closed.

    Yes. That's the point. Killer closes the free escape hatch, and then they have to deal with the free escape exits, unless they're both within a stone's throw of each other. The survivor can get a gate to 25% or so, which stops the first red light from coming on, the killer checks it and assumes the survivor isn't there because the light's off, so they leave, and then the survivor finishes the gate and runs out. There's exceptions like Dredge and Blight who can guard exits better, but at a base level, it's the survivor's game to lose.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095760#Comment_3095760

    Botany was not a buff. At best it has a different use. Nobody in their right mind would use it for healing themselves anymore.

    I've used it for healing myself. Medkit + Streetwise to negate the efficiency debuff. It's fine.

  • No, it wouldn't be. Why does BHVR hate hexes so much? Every one that has been strong has been nerfed. If it's a hassle for survivors to break multiple hexes, then they see how it is for killer when they have to infinitely snuff boons. Even with Shattered Hope, by the time you've snuffed 4-5 boons, it's too much time waste and you've lost the game.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097199#Comment_3097199

    What about the free-ness of getting full kill credit for never hooking a Survivor during EGC? If that Survivor doesn't locate the Hatch in time and depending on The Killer, perks, and RNG of doors, that kill is a gift. The Killer does not need to chase and hook to get a kill. They become gate guardians.

    Why didn't the survivor go for one of the exits? There's no reason for them to die to the entity except for not committing to an exit. If they do, then the killer does have to chase, down, and hook them. You're basing this off the survivor not going for the gates and just wanting to die.

  • @JaviiMii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096726#Comment_3096726

    There's a difference between "giving hatch" and "hatch spawning". Even if it's a 1v1 for hatch between the killer and the last survivor the killer is at an advantage due to faster movement speed & no need to be careful about moving around. This last 1v1 is far from "a free escape".

    But why does hatch even exist? Why does it spawn to even give a survivor a chance to escape? That's the free-ness of it. Plus, killer might move faster but survivors can vacuum into the hatch even as they're getting downed, whereas the killer has to be right on top of it. In my experience it seemingly always spawns the direction the survivor's running, but never spawns on top of me, the killer. And even if you close the hatch, the exits are now powered for free. Killers just can't catch a break, by design.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096706#Comment_3096706

    Almost like that's the characters most people use..... Nea Meg and Claudette are the most popular characters..

    But there's also a correlation between DLC characters and invested players, mostly with a lot of hours and skill. Why would they mostly play the first 5 characters as opposed to the ones they bought? I know it's a reach, but it's less of one considering what you're showing/telling us.

  • I can't believe I'm still hearing this in 2022.

  • @JaviiMii said:

    I honestly think there wasn't a single match over the course of the past 50+ matches where a killer didn't slug to ensure there's not even the slightest chance for the last survivor to get hatch. So many games have been dragged out as a slug game for five minutes and more and while in principle it's a valid strategy to slug for 4k the frequency and ... dedication to this kind of excessive slug gaming is.... baffling.

    Anyone else having the same experience or am I just having weird killers the past few days?

    They don't want to give the survivors a free escape.

  • @M4dBoOmr said:

    it's weird I am playing Solo Survivor since 2016 (not continuous) and .. well I can count the times I've been Camped on my Hands, maybe it's the region? I'm from the EU, even now after the Patch I played one Week exclusively Survivor (normally I play Killer most of the time and Survivor occasionally or for Challenges) and since the patch, I've been Facecamped one time and "kinda" Tunneled ONCE!

    They're definitely exaggerating. "All I ever get is tunneled or camped."

  • Considering almost all of your teammates were Megs, Jakes, Neas, and Claudettes, it's safe to say your teams' average MMR was low. Especially seeing that one just running near you while you're on hook. It's no wonder you never get all the gens done. There's no cure for bad teammates either; it happens to the best of us.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/337621/tunneling-and-camping

    Because now the gens take so long that if they just camp on the first hook 2 players will die before all 5 gens will get done.

    That simple, huh? Maybe I should get on right now and get free 4ks if it's just that easy.

  • @I_am_Negan said:

    Because so many complained they had no choice but to camp and tunnel players out because the gen get done fast.

    But now with the killer buffs there is no reason to camp or tunnel it makes winning as a killer so much easier.

    Before it was just gameplay now it's brain dead gameplay😂

    There is plenty of reason to camp and tunnel still. The game has not changed for Ghost Face, Trapper, or Pig.

  • @M4dBoOmr said:

    Oh, and I don't think killers don't camp or tunnel, just not as often or dramatically as many people are making it out to be now

    Yeah, that's cap when they say "I get camped/tunneled EVERY game!"

  • People complain about things they didn't before, or complain extra compared to before, just about every patch that includes a killer buff. Sometimes literally nothing changed and they'll complain, which was the case with the Legion buff. "MeNdInG SiMuLaToR" yet nothing changed about mending in the slightest, just that more people were playing Legion. Or the infamous pre-nerf "Forever 'no-skill' Freddy", even though he was literally an M1 killer with a weak teleport that encouraged you to split up on gens, which was the way that you beat him. Or fixing old Ormond and old Haddonfield which were huge maps with loops endlessly connecting to each other.

  • I'm 100% expecting huge killer nerfs, huge survivor buffs, and nothing changed to the mandatory 20k bp nodes. Absolute circus.

  • @Boobookittymeow said:

    i think it is due to just about every killer running 3 slowdowns. the games all feel like forever freddy games

    Except forever Freddy was never forever, and there certainly aren't any forever builds now. A killer has a slowdown perk or 4. Big whoop. Now they have no info, nothing in chase, and nothing for endgame.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094539#Comment_3094539

    A good Sadako can mori you without going through hook stages.

    Take the L, go next.

    By doing what? Focusing on one survivor the whole game, and hoping they run to every activating TV and stay within range, as opposed to running out of TV range or to the turned off ones? And they never have anyone block for them and never put a tape in to take away their condemned? Let's face it: Sadako getting her instamori is complete luck and then some.

  • Case in point. The Ace ran to the edge of the map instead of a loop, and then once he got off the killer's shoulder on the left, he proceeded to run to the right. Of course DS looks weak here. The Ace got punished for playing terrible, even with his second chance perk.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095829#Comment_3095829

    I was hoping you at least had read the post before addressing it directly. I'll make it easier for you:

     Less and less frequently I've been seeing myself enjoying a match and I don't play to win, I play for fun.

    You're talking about perks and balance, and you're talking about being unhappy that you're not winning, but you're playing for fun instead of playing to win. You're not just sharing your experience. There's an underlying message that you're not happy, so therefore killer should be nerfed or survivor be buffed.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095842#Comment_3095842

    Is it really complete guesswork? You also factor in stuff like match time (if Myers shows up in the first 30s of the game, he's probably fresh, but if nobody's been injured and he shows up at your gen at 80s, be afraid.) Some of it is guesswork, but it can't be pure guesswork when I'd say Tombstone Piece surprises me about 30% of the time and Judith's surprises me 1%, that 1% being solely restricted to Myers getting a feast on three clueless survivors on one generator while I was somewhere else. Otherwise I find the behavior patterns of a player with tombstone are pretty telling provided I get to observe them at all before they hit T3. FWIW, they also won't lunge and want to get really close before attacking, and noticing they don't go for lunges at pallets can buy you enough time to get to a locker. And a Black Ward on a Myers game almost always signifies a tombstone.

    Whatever. I'm just gonna enjoy free moris playing Myers while I can.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093681#Comment_3093681

    Man, some of y'all are so fragile. "A survivor pressed control or M2, I'm suddenly blinded with rage!!!!1!1!!" It's BM in a video game, and comparatively tame at that. If any of you played an FPS, your heads would explode.

    That doesn't excuse bad sportsmanship or being a jerk for no reason.

  • Yep, you JUST get a 4k! No mind games or memorization needed. That's how a normal match plays out.

  • @HugTheHag said:

    Might be a silly thing to ask, but what's the problem with Adrenaline and Unbreakable? Both are perks used only once in the whole game ?

    Unbreakable especially, now that DS is nerfed to the ground and below, why would anyone complain about Unbreakable? Against a good killer, that perk is scarcely ever used. Against a tunneler / camper it isn't used either.

    There are more scenarios where Unbreakable is a perk slot lost than scenarios where it is actually used, that's maybe the opposite of a busted perk ?

    Unbreakable is polarizing because only the highest skill/highest risk-taking killers can pull off a mass slug near the end of the game, because you're gonna lose otherwise, and if 1 survivor has 1 perk (Unbreakable), you lose the whole thing, because they're all gonna get picked up, heal, and never let you slug them again. Sometimes it does nothing, and that's fine. But it's those matches right there that make it super frustrating. If it was going to be nerfed, the one I would suggest is you shouldn't be able to get the faster recovery speed after you've used it to pick yourself up. That's similar to how Balanced Landing was nerfed.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094433#Comment_3094433

    Not every game, but there's context clues. You'll notice that Myers is taking longer to stalk people if he's got Piece, Tuft, or Judith's - you can even roughly infer this for things you're not present for by seeing how chases with your teammates go (if he double injures a teammate in a chase that lasts 50s and some pallets got broken, he probably got some stalk in and under normal circumstances I would expect him to pop T3 on the next healthy survivor he meets, but if your teammate went down in 10 seconds, he probably didn't get anything out of them.)

    You should also pay attention to how and when Myers is stalking to discern if he's using one of the mirrors (brief pulses instead of prolonged stalk + always knows where you are), if he's prioritizing stalk over hits (likely has a tombstone), or will take opportunistic hits over stalk (probably playing normal.)

    If I think he has either tombstone, I start hugging lockers like safety blankets. This gen doesn't have a locker by it? Then I'm finding another gen.

    (Actually, that's not even necessary, because that's another tombstone Myers counter. He can't instakill you while you're on a generator; he can only grab you.)

    That cements that it's complete guesswork as to how much stalk he's gotten and how long he took to get it.

  • @Ryuhi said:

    you can jump in a locker to prevent the grab. It has the same counterplay its always had.

    So just give the killer a free down? What if they actually don't have it?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095801#Comment_3095801

    But thats not 50 seconds. Its 4 survivors. Not a single one who has to do all 5 gens alone.

    That's what I'm saying! People just blanket statement "the gens take WAY too long, bro." They're getting scared by looking at the numbers, and just like they were with pre-nerf Overcharge, they aren't understanding how insignificant those numbers are.

  • @lagosta said:

    Since we're sharing personal experiences, here's mine

    Context: Left for Elden Ring in February, came back for a few days on the Anniversary Event then left until this week. This are my first impressions after the balance updates. I been playing with the same casual build I've used before: Sprint Burst + Clairvoyance + Inner Healing + Small Game. I play SQ.

    TLDR: games have been really unfun.

    Most killers I've played against continue to double down on slowdown perks despite the increased gen time. What seemed to be an incentive to rely less on those types of perks and bringing forward builds focused on different playstyles became just another motivation to delay the late game us much as possible.

    Thanatophobia is the worst offender IMO. While most regression perks were nerfed to compensate, Thana became much better not because of its 0,5% per stack increase but due to base gen time going up. Combined with the cumulative nerfs to healing we've been seeing, survivors have to stay injured for longer, increasing the perk's value and indirectly the killer's lethality.

    On the survivor side, my experience probably biased as I was possibly deranked due to my time out. That said, teammates were what you can expect of SQ except they seem much more prone to disconnecting which caused most games to derail. Not sure what the motivation was until I started seeing the same boring experience of working on gens and barely seeing any progress. I suspect that before the update, one motivation to stay in a game was seeing that you managed to run the killer for 1 or 2 gens, but that is mostly gone in low ranks of SQ, so people just DC.

    Personally, playing SQ has been difficult. Less and less frequently I've been seeing myself enjoying a match and I don't play to win, I play for fun. Gens are taking forever and in the most boring way. Most matches feel like barely any progression was achieved before the first down it's like every killer I face is as boring as unengaging as old Forever Freddy or pre-nerf Ruin/Undying Blight.

    I really miss a more casual experience. I do not want to be forced into Second Chance or Repair Speed perks every match just to be able to live long enough to have fun interactions with my team or the killer.

    Then keep losing games until you're low MMR where you should be. You don't get to play casual but also try hard to win. It's an oxymoron.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095746#Comment_3095746

    So, you're thinking about this scenario in the sense that the killer is average and the survivors are perfect, which killers often do. Sometimes the killer is really good and the survivors are average. Sometimes the gens are super compact and the first chase isn't ideal. And yes, sometimes the survivors are great and the killer is average. There's a lot that can happen.

    But realistically, if the killer is any good, they aren't crossing the map when they have a preferable gen split, and they're going to hook near those gens. It's beatable, but I don't think anyone is looking to play a 20 minute public match. Remember that good killers weren't struggling before the update. And now those players have more tools.

    Good killers always struggled before the update, and they still do. The only tools they have, the only difference is, that hitting survivors and kicking is now worth it (barely). Survivors don't have to be good to win, as long as the gens fly. The killer usually isn't in a position to stop a gen split, no matter how easy you think it is.

    Even if you get a 3-gen and you've broken every single pallet on that side, the survivors can still overcome it. It's not just getting hit and running away, healing, and then coming back, because they can mix it up between holding forward as soon as they see the killer, and tricking the killer that they're doing that by actually hiding nearby. Sure, the killer can look around and check, but not without wasting game-losing time. The pressure is on the killer in a 3-gen, not the other way around.

  • The 50 overall seconds of the 90-second gens. People say, "but you didn't factor in slowdown, so it's actually longer." We didn't factor that in before, so why start now?

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095671#Comment_3095671

    I have absolutely no problems with the buffs killers received. I play killer, albeit very rarely, and have long held they needed to be buffed. My only problems lie in the speed on hit nerf, self-care nerf and the stun duration nerf to DS. Everything else is fine, though.

    The DS nerf is fine. Even if you're facing Nurse or Blight, and they're "right back on you", it's not a guaranteed down. There is always something you can do. Neither the Blight nor Nurse knows where you're gonna run from where you are, and they have to line up where they're going to go preemptively to hit you, and if they guess wrong they miss you.

    And the free sprint burst nerf is fine, because I'm playing with Overcome now, and am getting massive leads on these killers, even to the point of them usually wanting to leave me after hitting me. So how in the world did we think that the old sprint burst + Overcome was fine, or any exhaustion perk really? You literally hold forward and win from the time waste.

  • What are you trying to prove? That dumb survivors die to basement Ghost Face? Why? Why did they do that? It just doesn't reflect the gameplay of people who know what they're doing.

  • People are saying it's "ez 4k" because they can't stand the idea of killer in general getting buffed. Suddenly characters like Ghost Face and Freddy are S tier I guess, because they can't be beat. They're probably switching to killer, which they never play so they're MMR is low, so they get a bunch of 4k's. Or they just got lucky to face bad survivors over and over, which is entirely possible hence the "100 win streak on killer" MLG pros. The truth is the game hasn't changed much at all for 90% of the killer cast; they just can't be bullied as hard as before. Survivors have to exercise just a little caution when toying with THE KILLER.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095484#Comment_3095484

    Dead Hard's nerf was best part of update.

    But they nerfed Calm Spirit, Pharmacy, Botany for no reason. These perks were so rare already. And Self Care's nerf is joke tho.

    But worst part of patch was nerfing DS twice. End game part is fair but it should be 5 seconds again.

    Pharmacy and Botany are overall buffed. Sure, you have to be injured to get a green medkit, but you can get multiple. And Botany has a 20% efficiency penalty. So what? It's a 50% boost to healing speed, man.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095505#Comment_3095505

    Before the update, no one would have called Legion OP or Thana strong. But that 0,5% buff really got people rolling...

    Yep, and the match lasting a minute longer because of the gens? That was just too far.

  • @rvzrvzrvz said:

    "tunneling is over, gen regression is over" 😂, please delete this

    Play Wraith or Pig or something, and then "simply" run gen regression and tunnel. The results will shock you.

  • @Laluzi said:

    More than that, it's pretty stupid how doing a gen for 90s gets you 1250 points, but doing a totem for 14 seconds gets you 1000 points or 1500 points depending on cleansing/booning and whether it's a hex, and saving someone is another interaction that generally doesn't take you more than 20 seconds and nets you 1500 points. Gens are rewarding enough with teammates, but solo gen points could definitely stand to be improved, because they weren't proportionately rewarding even before the update made them take longer.

    Because we have to cater to bad solos who waste time doing chests and totems. How else are they gonna get bp?

  • @[Deleted User] said:

    I play on NA East. This patch really forces survivors to play optimally if the killer is. The problem is that at least 70% of survivors in that region are hyper casual. They just kind of do stuff. The window is even tighter now for countering tunneling and camping since hook timers didn't change relative to gen times. And 3 gen strats are crazy powerful with CoB/Overcharge. It's a perfect storm to make life difficult on that server. Survivors suddenly have to really think about their positioning and what they're doing every second of the match. Many are failing. And that's frustrating as a solo player with no control over my teammates.

    Games have been tough in my 4 stack that I play with. We actually had to run our old comp builds last night because we were getting really tough games. We're used to being able to 4 man escape with meme builds. Matchmaking is definitely giving us tougher games now. Not sure what changed there.

    I have to say something every time I see it. 3-genning is not a cure-all, even with "OP" Call Of Brine/Overcharge. The map will either be split, or the survivors will overcome the 3-gen. The only risk they have is needing to hit the Overcharge skill check, or else they lose extra progress. Otherwise, they can just tap the gen a few seconds and run away repeatedly, and the killer only progresses his objective by downing and hooking someone (who clearly wasn't playing safe), in which case a gen probably gets done, because it's not as if a 3-geb always starts out with all 3 at 0%. The survivors should* win the war of attrition, and they often times do.

    How you can talk about survivors needing to play optimal now to beat optimal killers, and then go on to say that killers can simply get a 3-gen and win, is beyond me. BHVR needs to stop factoring bad survivors into game balance, because it creates an unbalanced game.

  • You start talking about skill, we can bottle any killer power down to not being skillful. It's not skillful for someone to step into a trap with Trapper, it's not skillful for the infection meter to go up with Plague, and it's not skillful for Victor to see blood brighter. Just don't go there.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056888#Comment_3056888

    How on earth did anyone think this reduced the grind? It's literally increased.

    It's not increased, but it doesn't make the 20k Prestige nodes right.

  • @ashtonisfarout said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090156#Comment_3090156

    If the exit gates are open you lost. I could see maybe turning off the perks on survivors for killers that almost has everyone hooked all the way, but otherwise you lost because that's usually not the case. In my experience when the exit gates are powered the killers have got 3, maybe 5 hooks. It's just another way to reward weaker killers and keep them playing. But now it's bad news in the butt because survivors are quitting!

    No, we didn't. That's why perks like Blood Warden and No One Left Behind exist.

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092425#Comment_3092425

    No but with the new chase buffs there's no need for it.

    Hahahahaha.

  • @SpaghettiYOLO said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091790#Comment_3091790

    This is very true. The other side of that coin is more than likely, the survivors will then put themselves in a 3 gen situation if they aren't paying attention, which 85% of the time, they do. Hell, it happens against me all the time and I rarely tunnel unless the situation calls for it or it's the only option as there are some completely healthy and unhooked survivors that will hide after hooking somebody instead of drawing attention away from the person just unhooked. If the unhooked survivor is the only one I see, even after a quick lookaround for the person that I know is there somewhere, I'm not going to waste too much time searching lockers or watching for somebody Urban Evading away. But I'll slug the unhooked to draw someone out or allow myself time to continue searching.

    So the killer simply gets a 3-gen and wins, is that it?

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092464#Comment_3092464

    His second paragraph says he's being "some-what satirical"

    Why? Why do that if he's trying to make a point?

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092418#Comment_3092418

    Where? I'm a survivor and have never seen this promotion

    "People pick legion because it’s a guaranteed win. There’s always someone in solo queue who just doesn’t want to deal with ANOTHER 45 minute thana legion game. They either immediately dc or suicide on the hook."

    "There is nothing enjoyable about Legion in any capacity. No one likes mending simulator."

    These are quotes of players whose posts garnered dozens of upvotes, who basically say it's okay to DC if you think you can't beat a killer, or if it's simply too hard. And this is just on Legion. I shudder to think what they're saying about Nurse and Blight. Most likely more of the same.

    It's not the devs, but it's the community who are pushing this. Unfortunately, the devs listen to them.

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