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  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090905#Comment_3090905

    Just because something is by design, doesn't mean it can't be flawed or refined, Legion being able to have this information is causing the current m1 simulator we are in atm, it's by far the strongest part of the perk. Which I've repeated a few times now.

    I don't think it would effect the other killers a great deal as I've said, in most cases killer instinct interacts they don't have time to get into a locker lol or make a noise notification, we already have idle crows for lockers and can hear survivors in them. I don't think it would be an issue to remove it.

    It is unempathetic, a well designed killer should be easy to acknowledge how to play against them, not cryptic and I do feel some mechanics should be global an encouraged, as it stands Legion comes with a locker perk and doesn't even encourage survivors to go in them LMAO

    It's not a poor arguement, it's a solid one, you'd see the killer instinct before it suddenly stopped if you could have capitalised off of it "By design" as you'd say... and how would it be horrible design if they aren't doing gens, its applying indirect pressure? it doesnt deny their power if you find them in the locker you got a reward from it.

    But you can't mend if you need to wait out the duration of feral frenzy at risk of being hit a second time, and it's not the same as playing normally, because you can't currently play normally against current feral frenzy. Everyone running around waiting for the power to end, there needs to be more ways to end the power early.

    I've already mentioned about the risk reward to legion, especially when it comes to information and what you do with it. So you are repeating that already, but the issue is people aren't calculating any risk atm, they are repeating the feral frenzy over and over until they finally get their 4 down and extending games to irritating amounts of time.

    I am getting exhausted of repeating myself atm, seeing people come in as Legion Apologists instead of refining the killer is bugging me, there is an issue with legion, you just need to look at the general forums.

    https://forum.deadbydaylight.com/en/discussion/337028/anyone-else-tired-of-legion

    https://forum.deadbydaylight.com/en/discussion/321714/legion-needs-to-be-changed-from-a-legion-main

    https://forum.deadbydaylight.com/en/discussion/322943/oof-legion

    https://forum.deadbydaylight.com/en/discussion/335502/legion

    https://forum.deadbydaylight.com/en/discussion/324449/legion

    I'm tired of people like you pretending there isn't an issue, and coming up with zero solutions. lmao

    Just FYI quoting a bunch of threads complaining about something doesn’t actually mean there’s a problem. I can’t count how many threads there are of people who think slugging is unsportsmanlike or whatever for instance even though it’s not.

    Legion is getting a lot of traction currently because they just happen to be really popular at the moment. But honestly the Legion Thana combo didn’t change all that much from what it was before the patch hit, it’s just being used more often now that Ruin is gone and because popularity feeds on itself. It may be that this combo is overpowered, but if so it was probably overpowered before but nobody complained about it too much. And if it’s not overpowered, but people just think the matches are “too long”, that’s not really a reason to nerf it.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090406#Comment_3090406

    Why do I need to time it?

    I sit on gen, killer comes towards me, I walk away a little, then as he closes in I sprint burst away to the first pallet preventing the first hit.

    Same for DH, I'm injured, killer closes in or I won't make the next loop, dead hard, preventing the second hit.

    Because there were a lot of situations with Dead Hard where you were already midchase and in a loop and the Dead Hard allowed you to get another full loop out of it by reaching a vault you wouldn’t have gotten otherwise. Spirint Burst is good for having extra distance at the start of a chase which is definitely useful but Dead Hard was much more flexible. Also you’re not invulnerable while Sprint Bursting so the killer can still hit you if you are too close or they have a ranged attack, unlike the old Dead Hard.

  • @Laluzi said:

    I could take notes. I find that I'm often maxing one category in a good game, though Survival never comes close - it's usually Altruism or Objective, and sometimes Boldness if the killer is on me all match or there's Plaything/Penti.

    Sounds like about what I’d expect, although I’m a killer main so that’s just a guess. 🤷‍♂️

  • @realflashboss said:

    I actually cant believe people are so up in the clouds they believe that people are playing killer because its 'bareable' now lol.....

    People are playing because its easy and survivor is awful. Simple as.

    Im still waiting to see how many people can screenshot survivors taking advantage of that amazing 40k bp limit lol.

    You’re not going to see maxed out games post patch any more than you saw maxed out games that often pre patch. What you could see, though, is people getting 10k in one to three categories in a match where before they got 8k in those categories.

    In fact as an experiment it would be interesting to see good survivors track how many categories per match they get between 8k-10k baseline points. That’s the indicator for how much the change actually increases your base scores.

  • I’m not really motivated to play survivor either but the system did get a lot of people playing survivor while it was on and stuck on that role. So while some people like you and me aren’t as motivated by the bloodpoint bonus a lot of other people apparently are.

  • @Kira4Evr said:

    I don't think giving them extra BP's is gonna work. Cuz survivors did get 100% bonus BP's for a while, but killer ques were still really bad.

    The reason survivor queues were bad while the matchmaking bonus was on was because the 100% bonus was stuck on survivors so everybody was playing survivor to get the bonus. In other words the bonus was very definitely getting people to play that side, it’s just it was stuck on survivor so it was actually shifting things the wrong way.

  • @MikaelaWantsYourBoon said:

    Even free aurics will not make me to play this garbage role. They should fix survivor problems, who cares about 100% BP bonus while you are dying with 10k.

    If you’re often dying with only 10k the issue is probably ragequitters rather than what changed in the patch. If anything because the BP category caps went up you should be getting 1k-7k extra points on average since the 1-3 categories per match you used to typically cap at 8k now earn more.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088288#Comment_3088288

    I disagree i am having tons of fun playing survivor without the queue timez being terrible.

    Now they just need to crack down on all the people dcing and killing themselves on first hook for no reason.

    I’m not sure they can do much about people suiciding on hook. They’re not going to ban people who die on hook since it’s impossible to tell if it was malicious or just someone who wanted to try and pull themselves off and failed (which isn’t an uncommon new player mistake). The only way to stop suiciding on hook is to get rid of the ability to try and pull yourself off and I don’t think the devs are interested in doing that.

    As far as disconnects go, I’m all for increasing the penalty for having multiple DCs in a week. I don’t think they should increase the penalty for the first DC in a week though since internet hiccups do happen sometimes. So a five minute timeout is fine for a first offense, 15-30 minutes for a second DC in a few days, and then scale up quickly from there.

  • The matchmaking bonus will be back on in about two weeks or so. We should see queue times normalize when that happens, based on how much that bonus seemed to impact them when it was on.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089714#Comment_3089714

    The other thing too is that consider that even at its lowest Dead Hard was still the third most perk (assuming some others that weren't mentioned didn't rank higher) and was used 1 in 5. That's still rather high considering how many perks are in the game. True the fact Dead Hard belongs to David who is available at the game from the start does inflate it's numbers and it's other two counterparts Self care and Spine Chill are also available at the start but unlike the other 'only available at the start' perks, Dead Hard's numbers go up, not down with MMR.

    The fact it gets as high as 50% is absolutely laughable never mind getting as high as 75% at highest mmr. Especially considering it's also an exhaustion perk and thus competes with all other exhaustion perks, in other words, it's not like self care or Iron will. You have to not run other perks to use Dead Hard, or well they don't work :D. It is utterly stunning to me that it was left alone for so long.

    Honestly considering how huge a part of the game Dead Hard was, nerfing it was always going to have earth shaking effects on the balance. Personally they probably should have been more conservative overall and I usually like my changes drastic. Shake ups are good and all but this one was always going to be massive and considering they just shuffled the killer slowdown perks around (buffed some nerfed others)... I dunno that felt off for a shake up considering they passively added extra gen time so people wouldn't feel the need to run them...

    Mind you I still think Dead Hard is the best exhaustion perk. It just can't be used mindlessly anymore.

    Personally I’m betting Sprint Burst might now the best exhaustion perk. Dead Hard is still usable but it’s always been tricky to time to block attacks (hence why dodging for distance was so much more popular). It’s a fairly reliable way to get a lot of extra distance right at the very start of a chase as it works in pretty much all chases (as opposed to say Overcome requiring you to be healthy or Lithe and Balanced Landing requiring you to vault or jump off something nearby.) I think Sprint Burst will take the top slot among the exhaustion perks, maybe even be the top survivor perk overall give or take Off the Record.

  • Looks like they have a disconnect between the text in the ingame Unsportsmanlike section and their support website.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089776#Comment_3089776

    Whats weird tho is they seem to have a grasp on the best perks to have rn as survivors, had new skins, and were prestige like 10 . I know sometimes numbers don't mean ######### in terms of actual experience and knowing what to do but I know certain matches like that piss people off enough to where they uninstall

    Honestly if they didn't finish even a single gen while you were setting up traps and not directly chasing them then that's 100% on the survivors not even trying to do gens. Hag is many things but having a lot of early game pressure is not one of them.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089756#Comment_3089756

    rage quitting is indeed against the rules look it up please.

    Actually what's listed as resulting in a temporary ban is "Disconnects (leaving the match before killed or sacrificed)". The phrase "rage quitting" doesn't appear in their reportable guidelines at all.

    https://support.deadbydaylight.com/hc/en-us/articles/4408581146516-What-actions-will-result-in-a-temporary-ban-

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089702#Comment_3089702

    You cannot control how anyone plays on either side.

    If someone wants to kill themselves on the hook and move on to another game it is NOT against the rules.

    Stop saying this.

    To clarify

    • Suiciding on hook isn't bannable, that's true. It's still a dick move to quit right off the bat on the first hook when the game is still very much in play. I have no sympathy for survivors who do this.
    • Disconnecting during the match outside of dying normally is obviously against the rules and results in an automatic temporary ban.
  • This video has almost nothing to do with the actual changes in the patch and everything to do with ragequitters being super annoying.

  • Yeah, I'm not sure why they added the action speed slowdown to that perk. It seems like they could take that off entirely and it would still not be overpowered.

  • I just finished Assassin's Creed Black Flag this month and am playing Stray currently.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089356#Comment_3089356

    Just to clarify - the chart showed 75% usage in high MMR, about 45% in mid MMR, and about 18% in low MMR. That doesn't come out to 1/3 players. I know you said above average, but i see alot of people claiming the high MMR stats cover all survivors, which isnt true. The devs said only a very small percentage of players are in high MMR too.

    I double checked and I was off on the 70%, it looks like it's actually 50% is at the thickest part of the lines (i.e. the median MMRs is where the lines are thickest in the middle of the graph) and above average players beyond that would be in the 55-60+% range. It's hard to tell exactly what the weighted average over the median would be but 60% seems like a pretty good guess.

    So you're right that I was off on the 70% number. It's still a really sizeable chunk of the player base though, in the vicinity of 50%.


    Untitled Image


  • Just to clarify a couple things though

    • 70% of above average survivors did use Dead Hard per the perk usage by MMR charts in the dev blogs. So yeah, that means almost 1/3 survivors didn't use it, those people exist, but it's still a solid majority of survivors that did. So for Dead Hard to go from that much usage to being used kind of occasionally is a pretty huge meta shift.
    • I've seen a handful of survivors literally post that Dead Hard was fine and shouldn't have been nerfed, but most of the survivor posts don't mention Dead Hard either way. They seem to be focusing a lot more on how long it takes to finish gens, particularly against that Legion/Thanatophobia/etc build.
    • That said I'm positive some of the increase in kill rate going on this instant is a bunch of those survivor who used Dead Hard have to relearn their pathing. I've had a lot of instances as a killer where I chased a survivor and got a hit before they reached a pallet or vault that I'm 100% positive they would have gotten to safely if they had the old Dead Hard. It's definitely a factor in the short term. In the long term that will go away, though, as survivors play better using other perks and/or get used to timing the new Dead Hard to block incoming attacks. From the unofficial numbers I saw I think it went from something like 49% kill rate pre-patch to about 64% now, and I'm guessing as the dust settles over the next month or two it'll drop down to 58% or something like that.
    • While the matchmaking bloodpoint bonus was briefly active last week it seemed to have a big impact on the queues, since the bonus was permanently stuck on giving points to survivors everybody was playing survivor all the time and the survivor queues were really long. As soon as that bonus was killswitched to fix the bug that made it always be for survivors the queues flip flopped and now killers have really long waits instead. So I wouldn't be surprised if in a couple weeks when the matchmaking bonus is reinstated we see the queue times shift again, hopefully to be a little more even.


  • @ashtonisfarout said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082452#Comment_3082452

    Those statistics were cooked and paid for by behavior. It's a lot worse.

    No, the stats someone posted weren't from Behavior.

  • Could be as soon as May-July 2023, their current roadmap chart only goes through April and the HUD icons are already partially developed.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088147#Comment_3088147

    There is because that is not fun nor skillful.

    You are once again wrong.

    No, once again you're wrong. A killer with a passive main ability still needs to actually get downs to win which takes skill and is fun. Just because YOU don't like playing as a killer with a passive ability doesn't mean you speak for everybody.

  • @kizuati said:

    Y'all forgot that the mock-up they showcased wasn't even theirs,it was a REDDIT POST.

    From the way they talked about it,it looks like the survivor action icons are not even in the pipeline.

    Per Peanit's quoted post above they're not in the pipeline for 2022 but they will be out eventually.

  • @Zephinism said:

    its not on the roadmap so if we do it'll be july 2023 or after.

    I think the roadmap just went through 2022 so it's possible they'll show up before July, maybe Q1 or Q2 2023.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087758#Comment_3087758

    "There's absolutely nothing wrong with having a strong passive power"

    Actually yeah there is, it shouldn't be stronger than their MAIN power.

    So you're wrong.

    No, YOU'RE wrong, there's absolutely nothing wrong with a killer's main power being passive.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087867#Comment_3087867

    The issue I have with the placement of the animation timing is that in DbD, quick attacks have very little commitment. They come out fast and can be stalled. It makes parrying without being almost frame perfect difficult. With lunges or projectiles, as well as special attacks that telegraph, current DH works fine because it gives the Survivor time to react. However, in the scenario where you'd want to READ the incoming attack, said attack comes out almost too fast to react to and, in the event of an animation that telegraphs the parry, is easy to hold. If quick attacks had a bit more time before hitting, then the current DH would be fine, as the Killer would be committed to the quick attack and couldn't prevent it from activating the DH. As it stands now, however, the attack has very few start-up frames and a long cooldown. Essentially, DH is now a parry in a game with a lack of attack commitment. The other games you listed, Souls and Tekken, either have longer start up frames to make attacks a commitment (Souls), or other defensive measures where parries can be used after the opponent has committed to a combo or block chain. DbD has none of this.

    Sure, reading quick attacks is harder, but it's not impossible. I've definitely seen survivors who can dodge quick attacks. (Whether or not some of them are using an auto-dodge cheat is another story.) And there is commitment to do a quick attack in that you have to close additional distance versus using a lunge. You're sacrificing extra time to get closer before attacking in order to increase the chance they don't block it.

    Mind you, I'm not saying the new version of Dead Hard is or isn't a good perk. It's quite possible that blocking attacks on animation alone is just shy of being good enough to be worth a perk slot, in which case I could see them either lengthening the protection window to, say, 0.75 seconds and/or giving the survivor an increased speed boost after the block to make the reward of the block better. I don't think, though, the perk should be invisible to the killer when used, you should be able to see the survivor has just done something and react accordingly if they mistime it.

  • @EternalSinOfCain said:

    I dunno. I'm going to be frank, i've seen quite a few cheaters as of late. Subtle hacks are kind of out of control. Survivors with subtle 3-5% speed hacks. Killers with NO aura reading perks picking me out of a locker, even though I hid there a minute ago and they walked from across the map. (No Lethal Purser, Darkness Revealed, BQQ). Subtle Speed hacks on Killers ( I play a lot of killer and I know when a Killer is going 120% or more.) Lot of things just not adding up. Then I check and see they have the console icon, which makes me doubt myself, then I remember the Epic Games Store free accounts. Truthfully you can't blame folks right now, the subtle hacks are going rampant right now.

    Regarding lockers, I’m in the habit of, if I get the sense a survivor was working on a gen and I see no scratch marks, I check a locker just in case. And I’ve caught quite a few survivors that way. (And that’s just healthy survivors, if they’re injured you can even still hear them inside.)

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087120#Comment_3087120

    And that change happened simultaneously with Moris getting overhauled and significantly nerfed as well. (Prior to that patch Red and Green moris let you kill a survivor after only one hook.)

    Small correction, they did not happen simultaneous. The Mori change happened in patch 4.4.1, which was released December 8 2020. While the key/hatch change was in patch 5.3.0, which was released on October 19 2021.

    It took them almost a year for them to get to balancing the key/hatch with the mori change.

    I stand corrected, I remembered they announced both were undergoing changes at the same time but I forgot one took longer to implement than the other. (Probably because the key/hatch change was more fundamental than just changing a single parameter like the mori changes were.)

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087839#Comment_3087839

    It does a start up, then plays a different animation on success. In those games, the parries animations are often as fast or faster than the attack animations, allowing someone to pull them off at the beginning of an attack. Those attacks are also slower in Souls, and in Tekken, you can clearly see what the other person is doing on account of the camera. All of this is to say that parries still mostly work by not broadcasting they are going out before the attack is in motion.

    The speed at which DbD works makes that harder to do, since fast attacks happen, well, fast. In any case, I don't think it would make DH broken to have it move the dab animation. It would just make it better for Survivors to use while still requiring skill and a good read.

    I’m not against changing the animation for Dead Hard to be something other than that dab, it definitely looks silly. It should still show an animation when its used though.

  • You’re definitely not the only player who plays survivor who likes the patch, I’ve seen a few streamers who play both sides saying they like it, or at least that they like it overall even if they have specific issues with specific changes. Scott Jund, who definitely plays a lot of survivor, for instance has said a few times that he think the patch is good overall and people are overreacting, and has himself been doing fine as survivor even against the dreaded Forever Legion build. Coconut also posted a compilation the other day showing himself still doing fine as survivor in response to all the people commenting that it’s “impossible to win now”. (I think he also was showing off how he can still use Dead Hard to block attacks.)

    Mind you, nobody is saying it wasn’t a buff to killers. The devs even said in their update blogs that buffing the kill rate was an intentional goal of the patch, so it’s not surprising that survivors are escaping less often. But there’s definitely people who just haven’t adapted to the new environment yet and so the short term effects are more pronounced. Once people get used to, for example, not using Dead Hard for distance and the new recovery times of killers and stop wasting Endurance charges on pointless bodyblocks, etc, it’ll even out a bit.

  • For reference they already announced in January they want to add icons to the HUD for survivors to see what the other survivors are doing. It just got delayed because of everything else in the pipeline this year. I’m sure it’ll be back eventually though.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087796#Comment_3087796

    Ya, I'm not arguing that. I just want the dab animation moved to "on hit" instead of "on perk activation" so it behaves more like a parry.

    I’m not sure why you think parry animations in other games aren’t shown when you press the button. Dark Souls, for instance, does their parry animation the instant you press the button, not “on hit”. Same with fighting games like Tekken.

  • The BBQ change isn’t a huge factor in the kill rates. For one thing, almost half the people that used it are still using it now because they liked its auras, the bloodpoints was just icing on the cake for them. Especially with killers that can traverse the map quickly it’s still showing up in loadouts of people who like that consistency of seeing the aura right after a hook.

    I think the much bigger factors are

    • 10 seconds extra per gen is significant. Imagine all the times you walked to a gen early in a match and it finished as you went there. Now those gens have up to 10 seconds left to go, it’s turned those from being the gen being done to you driving them off it. It’s not a small change.
    • The shorter stun times for killers after hits and pallets and breaks and such helps a bit. It’s not as big as the gen timer change but it’s not totally trivial.
    • 70% of above average MMR survivors used Dead Hard. Now the perk is seeing much, much less use. And it shows because I’m often seeing survivors not reaching pallets and vaults that, had they had Dead Hard for distance in their pocket, I know they would have gotten to it before I could hit them. I guarantee some of the kill rate increase is solely because survivors are still getting used to routing without that perk.
    • Decisive Strike was nerfed into the ground, I was already not really paying much attention to it pre-patch and post patch it seems totally useless, that 3 seconds gives them very little distance. Hypothetically it’s been replaced by Off the Record, but again I think survivors are still getting used to that shift so are misplaying Off the Record by, for instance, intentionally using it to bodyblock when its not necessary.

    I think the first two factors above (gen speed and faster recoveries) are what will keep kill rates higher post patch, probably by about 8% or something. I think the latter two factors are short term changes, they have more to do with people getting used to the changes and the loadouts and tactics adapating, so they’re probably increasing the kill rates another 8% or so right this instant but eventually that will go away.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087791#Comment_3087791

    Eh, I thought it was at the very least implied. I can't remember which dev post this was on, but they did invoke 'new ways to earn bonus BP' when people expressed concerns about BBQ and WGLF, and that's the incentives (since they didn't raise the cap until afterwards.)

    Either way, it’ll be back in probably two weeks.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087786#Comment_3087786

    Same timing, but the original gave distance and played the animation on button press, ensuring it did something regardless of the situation. The new version only reacts to Killer input when activated. Therefor, moving the animation would not only be fine, but make the perk work better as it wouldn't broadcast its use before providing a benefit.

    The original was more of a pure dodge. The new one is a parry. Dodges and parries are treated differently mechanically, and get separate telegraphs as a result.

    And giving distance was the issue and why it was overpowered. Now you actually need to time your Dead Hard correctly to get the value of blocking the attack versus always getting value regardless.

  • @Hex_Ignored said:

    If their goal really had been to decrease the grind, then they would have done that.

    Truth is, the grind reduction is meaningless because they increased the grind in other areas. Prestige tax, no bonus bp from BBQ and wglf and the incentives, which they said would balance this out apparently won't always be at 100%, increased bp caps without changing score events, meaning only farmers will ever hit those caps.

    In the name of the oh so important "Bp EcONoMy" we are bound to suffer forever. I mean god forbid I earn enough bp to buy one whole bloodweb in one trial

    They never said the matchmaking bonus had anything to do with the BBQ and WGLF bonuses.

  • The new Dead Hard has literally the exact same animation timing to dodge an attack as the old one (they both last 0.5 seconds). If you could dodge an attack with the old one you can do it with the new one, there is zero difference in that aspect, including that they even have the exact same animation.

  • In another thread someone posted stats from an unofficial aggregate site showing kill rates from April to May verus June to July with three days of post patch being in the June/July chart. (Unfortunately they didn’t include a link to the site itself and I couldn’t find it on Google so I don’t know the name or address.) When you crunch the numbers it came out to something like a roughly 16% increase from 48% to 64%.

    Now some of that is definitely growing pains of survivors getting used to playing without Dead Hard for distance and getting used to the new killer recovery times and such. My guess is over time that number will go down as survivors settle in to new loadouts and tactics, so it’ll probably end up being more like a 10% kill rate increase to 58% on that site.

  • There’s absolutely nothing wrong with having a strong passive power. It’s not as if he can win by doing literally nothing, he still needs to be able to actually win chases and get downs.

    It might be that his Chain Hunt is slightly overpowered against solo survivors, he does I think have the highest kill rate across all games based on the last data chart the devs released, but that’s not the same as saying that in principle a killer who is mostly a basic attack killer but has a strong passive ability is bad design. It just means that his specific ability might need a tweak.

  • I like the aesthetics of all the new maps better than the old ones, just my opinion. I appreciate that they look more polished and have more details in the content.

    Also this notion maps aren’t still dark is odd. Garden of Joy is their newest map for instance and the interior of the house is so dark in places I literally can’t see the walls at all. And some of the interiors of the new Haddenfield houses are likewise really dark. There’s obviously also some really bright maps like Eyrie and Ormond, so there’s plenty of spectrum.

    As far as the mist goes… 🤷‍♂️ I never really cared about or noticed the mist personally.

    P.S. and by the way, The Game’s lower level used to be WAY too dark. To the point I literally was running into walls while trying to maneuver down there, it was super annoying. I have zero issue with that one being lightened.

  • what can be more satisfying that after being pummeled an entire game to pull a DH and make the killer miss when they though they had the down?

    Just for the record, if what you liked about old Dead Hard was making an attack miss by dodging it just as it happens that hasn’t changed. The protection time frame of the old version and the new version are identical, 0.5 seconds, so you can literally just block an attack with the exact same timing you would dodge an attack previously.

    What they removed was the ability to dodge forward for distance completely out of the killer’s reach. In those cases the killer isn’t even swinging at you, you’re just outrunning them briefly. Obviously that’s also super useful, and the reason Dead Hard needed the nerf was that aspect combined with the above made it basically two really good effect combined into one perk.

  • Hopefully once the stuff on the current roadmap is mostly done the devs will finish the new HUD icons they announced were in early development in January. Those would give some of the information to solo survivors you’re talking about (who’s on a gen, in a chase, etc)

  • @VcatoV86 said:

    Developers have been listening almost exclusively to killers. For years.

    Don't believe me?

    1.) "Maps are too dark. I can't find Blendette!" Maps were redesigned and brightened.

    2.) "Loops are too hard! They are godloops!" Almost* (all?) godloops were erased. Most decent loops were taken out as well.

    3.) "Gens pop too quickly! I can't do anything!" Gen time was increased.

    4.) "Hooks are too far apart! Survivors are abusing this!" Hooks were brought closer together.

    5.) "Deadhard is too much! They get 2 seconds extra time in a chase/miss my hit (even though they gained exhaustion)!" DH was nerfed.

    6.) "Decisive strike is not fair! If they are down, I deserve to get a hook!" DS was nerfed.

    7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled.

    8.) "Keys and hatches are not fair! I deserve to kill everyone!" Keys and hatch were nerfed.

    Now before you say: "Well, killers were a little underwhelming and SWF was too strong"--I agreed! But gain some perspective on just how much the devs always, for years, have catered to the killers.

    Complaining about forever Legion is the least of your concerns.

    Way to cherry pick

    1.) "Maps are too dark. I can't find Blendette!" Maps were redesigned and brightened. 

    The only map that I can think of which was “brightened” was the lower level of The Game, and frankly that level was way too dark. I literally couldn’t even see where I was going in large parts of that level, running into walls because it’s too dark is ridiculous.

    And if you think there aren’t dark places in maps, maybe go check out the house in the newest Garden of Joy map. There are parts of that house where it’s so dark you can’t see the walls, it’s almost as bad as the old Game lower level in those sections.

    2.) "Loops are too hard! They are godloops!" Almost* (all?) godloops were erased. Most decent loops were taken out as well. 

    Are you actually saying you think taking out infinite loops is a bad idea? Not to mention, in what world are “most decent loops” not still in the game? Virtually all the maps have sections with strong loops, what map are you thinking of that doesn’t have them?

    3.) "Gens pop too quickly! I can't do anything!" Gen time was increased.

    That’s true, they increased gen times. They also in the same patch buffed survivors in various ways. It’s not like his midchapter patch only buffed things on the killer side, even though the net result was an overall killer buff (which they said was intentional because of apparently lower kill rates than they are looking for.)

    4.) "Hooks are too far apart! Survivors are abusing this!" Hooks were brought closer together. 

    I’ll take your word on hooks being brought closer together, I don’t remember that change. I do remember issues with Boil Over being exploited when they buffed that perk and they had to scale back the buff a bit. (Which, by the way, was a decent survivor perk buff, again an example of them buffing something on that side of the fence.)

    5.) "Deadhard is too much! They get 2 seconds extra time in a chase/miss my hit (even though they gained exhaustion)!" DH was nerfed.

    Dead Hard was probably the most overpowered survivor perk in the game, there’s a reason literally 70% of above average survivors were using it. It deserved a nerf, no question

    6.) "Decisive strike is not fair! If they are down, I deserve to get a hook!" DS was nerfed. 

    They nerfed Decisive Strike because it was too popular and too good in the endgame. Personally I think they overnerfed its stun duration, it should probably be 4 seconds instead of 3, but I get why it was nerfed.

    7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled. 

    I don’t remember flashlights getting a nerf. Heck, in fact they most recently got a bit of a buff in the form of Haddie’s new perk that inflicts Blindness on the killer when you flash blind them (by any means, doesn’t have to be a flashlight).

    8.) "Keys and hatches are not fair! I deserve to kill everyone!" Keys and hatch were nerfed.

    And that change happened simultaneously with Moris getting overhauled and significantly nerfed as well. (Prior to that patch Red and Green moris let you kill a survivor after only one hook.)


    Long story short the devs make changes all the time on both sides. They don’t “just listen to killers”.

  • Just for reference Pebsie posted a video today showing the actual longest possible time to solo repair a gen assuming you hit every Good skill check and have no interruptions. It clocks in at almost exactly 4 minutes (the video is literally him repairing a gen for four minutes straight.)

    Of course, like the original poster talks about, this is an idealized case that never happens. Also if you performed this experiment pre-patch the result would still be a ludicrously long time (not literally four minutes but I think about 3 1/2 minutes? I think the difference post patch is basically that 10 seconds extra base gen time multiplied by roughly x3.) So it’s not as if this particular combination of slowdown effects wasn’t already something with potential to make fixing a generator solo seemingly take forever, it’s just now the combination happens to be in vogue so it’s getting more attention.

    https://youtu.be/ulF9ucsSMfw


  • Yeah, they probably should just tweak STBFL so that at 8 tokens the total hit recovery time is the same as it was with 8 tokens before the patch. The perk was pretty solid before the patch, so returning it to that maximum total speed at full tokens would just be going to that pretty solid state.

  • I don’t really like BBQ much since it never show auras near you, it makes it harder to react quickly to the aura unless you happen to be playing someone like Dredge who can get there really quickly. When I want a similar effect I use Scourge Hook Floods of Rage. But mostly I’m not even really running those sorts of perks at the moment, I’ve been having fun running all perks that directly help in chases. 🙂

  • Not so much the length of the DC penalty should be changed, but I do think the penalty should apply starting when the lobby ends and game loading screen starts. There’s a few too many people who intentionally disconnect based on the offerings or as soon as they see what the map is but before they “start the match”. As a practical matter though disconnecting during the loading screen or the instant the map is shown is as bad as disconnecting 5 seconds into the start of the match, you’re wasting the time of all four of the other players who’ll have to sit in queue to get a full match again.

  • Mazel tov! 🎉

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