feechima
feechima
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Some popular gen regression perks were nerfed while others...looking at you overcharge and baskit kick regression were buffed. Gen PROGRESSION has also been nerfed except in the case of overzealous.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3074911#Comment_3074911
Hexy.
Survs should get a surrender option once all of them are hooked or downed. If they all surrender, they all get sacrificed. Simple and straightforward.
Agreed. Killer still gets the kill but you don't have to bleed out for 4 mins. It's the norm but it is amazingly boring when it happens.
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Whoever has the most skill.
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Thana buff. Completely makes two already annoying killers more annoying and then the synergy with other gen regression perks is ridiculous. Gate powering deactivating perks. If the definition of tunneling is being targeted after being unhooked, why does an antitunnel perk suddenly not work anymore when the same condition applies? Oh, I forgot, devs are trying to help with kills.
No option to bleed out completely and go onto the next game. Devs have stopped survivors from holding up the game by making hook death instant if there is no possiblity of escape, even denying the chance of a last 4%. Also EGC has stopped hostage situations. All good changes, and yet survivors have to bleed out on the ground for 4 minutes if a killer decides not to hook. Yesterday, I watched a streamer go into youtube while he bled out two survivors on the ground because the possiblity of one of them 4%ing was apparently too much to stomach.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3072858#Comment_3072858
This game is still incredibly survivor-sided--even in solo queue.
I'm sorry, but the average survivor is a complete airhead. That, or they play this game with a fraction of their brain, because the game has repeatedly rewarded them for doing so.
Basic concepts like "divide and conquer/split pressure," "take aggro/play safe" or "create space/don't loop near the f'ing hook" are completely lost on 90% of the survivors I come across.
I was in a lobby earlier today where the Jake stared at me doing a gen for 30 seconds, then deliberately walked into a zombie and tanked 2 hits before urban evading into the corner. I followed him, and we wasted the next 2 minutes together as I tried to deduce if he was AI or an actual player. Jake survived for at least 8 minutes, and finished the trial with 4k bp.
We completed 4 gens, and I died on first hook. How do you think that game would have gone if our Jake had even half a brain? My poor teammates are probably crying "this patch stinks, the killer is too strong!" when the problem is clearly not the killer.
This was an extreme example, but I see player behavior just as egregious on a daily basis.
Survivor is still a joke, and those that struggle to learn simple concepts should not be catered to. Learn how to play the game.
I feel this, but I think we are under the impression that every player--killer and survivor is supposed to be an adult. When in fact, you have little kids playing this game. I saw a post a while back where this guy let his son play killer. His son didn't even have two digits on his age. It has been said before that console survivors are the worse. I happen to believe they are more likely to be the not yet 18 variety. Also, the more casual the player the more clueless they are. Not everyone watches twitch and comps. The extent of their game knowledge is solely their own. Not to mention you have people that take massive breaks and come back with the idea that it is still 2017 and pallets are plentiful.
Next you have your trolls. Sometimes killer mains that just want to sabotage the other side out of spite, or sometimes just people bored with the game and want to wreak havoc anyway they can. And lastly you have your sore losers. Those that will DC for no reason or maybe had a spate of bad games and yours was a last straw.
Whatever this game lacks, it has not failed in farming salt from most of its players.
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@Hatty said:
https://forum.deadbydaylight.com/en/discussion/comment/3074250#Comment_3074250
I genuinely don't understand how people can enjoy playing against the same perks over and over again for years and years.
Killer experience before was miserable, with a single dead hard costing you 1 or two gens because of the extra chase time.
About feeling bad about all survivors escaping when I'm surv, If the killer only got a few hooks on me, I would show some pity and gift them a Kill because that's ######### rough and we all been there at least once. If a match was already good to me (bp-wise), I don't see any reason why I shouldn't give the killer some points.
You're right going against a scourge hook, ruin, corrupt intervention, franklins, undying, tinkerer, etc just about every game is boring. So is every nurse that runs starstruck, demo that runs STBFL, Trapper that runs 1-2 iri add ons and corrupt, Thana Legion and Plague, MYC hag etc. But you know why those perks get so much use on those killers? Because they work for them. Survivors are all the same, you know what works against tunneling? DS or being able to heal. Being camped in basement? DS or BT. Getting out of the gate while being chased by a killer in a deadzone that is faster than you? DH. Survivors are all the same, makes sense they would gravitate to perks that actually work for them most games. Same as killer. Now, I'm not saying that perks didn't need changes/nerfs. Most of them did but I am saying, don't act as if survivors are the only ones overusing perks for each and every match.
Such a double standard among players. If used by killers a lot it is necessary because of 'genrushing'. If used by survivor a lot its a crutch or free win.
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"Survivor before this patch was literally so stupidly strong that all my matches lasted 5 minutes going and playing against the same perks -- it was a miserable and frustrating experience. Now, killer feels more balanced and I love it!
Personally, when all survivors escaped (which was REALLY often) I just felt bad as killer. Now, they're all struggling and at least someone dies or escape with everyone at 2 hooks and it's great! It's tense, it's FUN, specially because everyone else has perks that you don't really expect and that's actually awesome.
Best of all? I now go against survs that actually loop rather than just press E to win. As pressing E was the sole reason they won against me.
Idk that's maybe just my experience, but after playing since 2016, it's so cool to finally feel that win again rather than just being frustrated for being "dedicated"."
I fixed it for you. :)
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3074087#Comment_3074087
Yeah... I barely escaped any of my games last night. It definitely was a bit of a bummer. It's the games where we only get 1 gen done for me that makes me feel kind of bored and sad with it. I'm running these fun perks and just not able to do much because it feels like the team is dropping like flies.
https://forum.deadbydaylight.com/en/discussion/comment/3074111#Comment_3074111
While I agree that the basekit buffs to killers also help in chase, I definitely have to say that DH nerf does take some credit when it comes to buying time. My survivor games used to have on average at least 2 other plays running deadhard, and now deadhard is useless. Maybe in your games Deadhard was useless, but a lot of my killer games, deadhard was really significant in certain loops with windows. High mmr survivors know how to use dead hard well, so a lot of times it would buy another 15-20 seconds in chase if they were able to get to a good loop. Longer gens times also don't help, but when my teammate goes down in 40 seconds and would have been able to reset their chase and gotten another 40 seconds in the past, it makes a difference.
I didn't say DH does not deserve any credit I said it's getting too much. Which it is. I get it. It's a visible perk. Changes that are not easily seen are hard to factor into what makes the differences in chases. At high MMR chases were extended because pallets could be looped maybe one or two more times before a forced drop. So yeah, they extended. I was a dead hard user myself with a fairly comfortable knowledge of looping and yet I didn't always get my dh off or was in a position to use it effectively. Equipping doesn't always mean it was used to extend anything. I'd say if you knew how to use DH effectively you had some basic knowledge of the mechanics of chase anyway. A new player that can't loop isn't going to throw on DH and become a God. A lot of people are saying DH is the only reason survivors were winning and that just isn't the case. It was the only reason killers could point to and say, see I saw them use this and they won but there are many factors to winning and dh is just one piece.
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I personally think DH is getting too much credit. It was a strong perk when used correctly but not many did that. I'm a survivor main but when I played killer the average DH user bought themselves maybe three seconds. Maybe high MMR reached a pallet. But people are forgetting that on top of DH nerfs killers got basekit buffs in every aspect of chase and survivors even got a nerf to distance when getting hit. Only a small handful of people got to play PTB so these are NEW changes for a lot of people. That pallet you might have made before the speed boost nerf, probably not making it any more. Killer throws on enduring or Brutal Strength means they're breaking a pallet faster than they used to and you don't have time to make it to another loop. Killer lands a hit, you get caught on all the trash devs put on loops nowadays and killer completes the swipe and hits you again. Don't get me started on STBFL. But anyway, the adjustment will take time. Not everyone used DH, and even less correctly.
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@CaulDrohn said:
I gotta admit, most of my killer games yesterday felt a little bit to easy. It was/is really eminent how powerful DH for distance was, when that does not happen now anymore. So many situation were I thought like "and another loop", only to realize that thats no longer possible.
I also had one particular Leon that seemed to be very determined to get value from his OTR, even if it did not give him any real advantage. Like tanking a hit while I try to hook someone, although it was a hook trade. Instead of just leaving with his OTR active and having it ready if I followed him after the hook, he practically wasted it with this move. Two times.
I think you are underestimating the less distance survivors are getting when hit. Even the faster pallet break when paired with enduring or brutal strength a lot of killers are using, are making getting to another pallet when a killer breaks the current one harder to do. Its not just DH which is a one time use that has somehow caused survivors to lose. Its a combination of several factors which was the intention of the devs to help killers end chases faster. Less distance when getting hit, faster swipes, unsafe loops, faster second tier bl, and longer gens.
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I think they will add the full healing deactivation by teammates.
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Distortion (Jeff) is getting a buff and actually does more to stop aura reading than you think. It also let's you know aura reading perks or add ons are in use from the killer when losing a stack. With lethal pursuer getting a buff it will probably be more impactful and after the update you'll be able to replenish tokens. Definitely going into my regular builds.
Breakdown (Jeff) is good with a hook saboing build and an offering to spread out hooks. I had a game on Midwich where I used such an offering and a tunneling nurse put me on the middle hook in the courtyard. After breakdown she could not hook any of us because of hook spread and the regeneration on breakdown is 3 mins, so I got the whole team up but that is rare.
Deception (Elodie) takes practice to use and requires LOS blockers but killers rarely see it anymore. It is often forgotten about until they see you use it. Deception can still get value from hiding scratch marks even if killers don't fall for the checking lockers. Pairing it with quick n quiet and Head on is often done.
Fast Track & Desperate Measures (Yun-Jin & Felix) are perks that get more powerful the more dire your situation is. Both are severely underestimated and underutilized.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3036782#Comment_3036782
Honestly? that might as well be true, because literally everyone waits in the gates as much as possible.
It's game problem really.
https://forum.deadbydaylight.com/en/discussion/comment/3036784#Comment_3036784
Yeah, it's just extremely strange when you see it from PvP game perspective, probably sandbox things.
https://forum.deadbydaylight.com/en/discussion/comment/3036796#Comment_3036796
It's a chance handed for free because it's a chance for escape literally came from nowhere.
I NEVER fail at 4k if I really want to, so I'm not complaining it has no counterplay, just saying all those "counter" things are literally waste of time for everyone and better not be encouraged.
Also, considering emblem ALWAYS appears after you finish a match as a killer, I'm pretty sure there is a lot more people caring about emblems than someone who don't care about it.
We'll just agree to disagree then. If you're still alive once the killer kills the other four then the killer both failed to find you and remove you from the game. Is that a survivors problem? Hatch was built into the game as an alternative way to escape. You might power the last gen right before the third survivor dies. I've done this many times over the years. Now, have I earned hatch? If I do two-three gens, make saves, run the killer have I earned hatch? The concept of 'free' is a made up terminology to excuse any game mechanic killers don't like.
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OTR will likely not launch as is. Devs make perks designed for a purpose but sometimes cannot see a 360 viewpoint on how they will be abused, thus the PTB to find these things out since this community is so good at exploiting every d*mn thing on both sides.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3036737#Comment_3036737
Since emblems encourage you to try getting 4k instead of 3k, it's definitely expected to have a complaint like that.
If hatch is REALLY that negligible aspect, BHVR should've removed everything that requires 4k long ago.
Hard or not doesn't really matter, it's literally a win handed for free, like survivors can literally hide entire matches within lockers and still deserves to "escape", which just doesn't makes sense.
It is not handed for 'free'. If you don't kill the fourth survivor before they found hatch that is you 'failing' to get the 4k. That survivor survived. And who even cares about emblems anymore? Hatch has been an option since the beginning of the game. Surviving has been built around leaving the trial optimally by gens powering the door but alternatively through the hatch. Just because you kill 3 survivors and stop the final gen(s) does not entitle you to a 4k. Just like powering the gates does not entitle survivors to a 4 escape.
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Are you really complaining about losing one survivor to hatch? A hatch killer can close. A hatch which killer most times finds first because they move faster and don't have to worry about being chased while finding it? The grab was removed because killers can close hatch. Even if a survivor has a key they added an animation for them to be able to open it so its now even harder. And even with all that plenty of killers still slug the third person and look for the fourth. Such fun. Hatch is fine.
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I've got all the masquerade cosmetics for Dredge and Haddie. I can care less about charms.
I'm on tier 65 in the normal rift so I went ahead and bought it. I'll finish it up tomorrow.
I've hoarded a good 40-50 flans on my three mains plus over a hundred spread out on other survivors. No count on flashlight, toolboxes and medkits yet. Would have had more flans but I actually used them in game instead of kept them to look at. O_O
Faced way more nurses than I have seen in all of 2021.
P3'd Quentin. Learned we were getting jack all for P3ing characters and if I do it now I will lose all my stuff so I stopped.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3022870#Comment_3022870
I'm still experimenting but I'll probably end up with Call of Brine, Discordance, Darkness Revealed and probably Sloppy Butcher.
Discordance I find to be fantastic on Dredge since the time to get to the gen is so much lower than any other killer. I can actually do something with that information now instead of having the gen pop while I'm on the way.
Darkness Revealed also pairs so well with the teleports and Call of Brine gives me info as well as being gen regression.
Sloppy will probably beat out BBQ and Floods of Rage since, unlike Killers like the Artist, the Dredge can't do anything more than a regular killer if survivors aren't by lockers and I already have two pure info perks. Besides, my playstyle has a lot of gen defence and knowing a survivor is a 20 second walk away doesn't do much except give more gen time for survivors. When I run Tilling Blade (which gives Sloppy when a survivor is injured from healthy during Nightfall) I can experiment. Tilling is a purple though so I won't have it for most of my matches.
Also, there's an add-on I like that significantly increases the speed at which having survivors injured contributes to Nightfall. Having as much Nightfall uptime as possible is extremely helpful since the teleport is practically instantaneous and stealth is nearly impossible in Nightfall. To help maximize my time in Nightfall I keep survivors injured as much as possible and, unless there's a need and it's the right call to walk, I teleport for my patrols.
Also, teleporting to a locker to cut a survivor off or change the angle of approach is really good for mind games since the Dredge is Undetectable during Nightfall as well. If I'm not in Nightfall it's not as good as in Nightfall for mind games but that teleport just helped me get to Nightfall sooner.
Thank you, you've been super helpful. Good luck in your games!
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I think the removal of the speed boost when the killer was looking your way was enough of a nerf. The speed boost aspect was the most powerful thing about the perk.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3022221#Comment_3022221
Thanks, I find a lot of people aren't familiar with the Dredge and the Dredge is pretty good. There's as good map mobility as Blight and Nurse ( but both Blight and Nurse are better in chase) and isn't as strong as the Artist (who can damage at distance and is very hard to loop) but I'd definitely say somewhere around top B to medium A.
Two other items I forgot that you may find useful is that while the Dredge can't see anything but gens or lockers while teleporting the Dredge can still hear everything. So, if convenient, I set up my path so that it crosses a gen if I'm not going to that gen. That's also why gen distancing from lockers is so important in later parts of the game. If the gen is by a locker and I'm not prioritizing something else I'm there in a couple of seconds. If the gen is far away from a locker now it takes time to get there. In the early game you also have more resources so that helps to do gens close by lockers at the beginning.
As well, with Flashbang, Built To Last, Inner Healing or just being a locker gnome that's incredibly risky especially out of Nightfall. The Dredge can see lockers opening while teleporting so, while I don't know which survivor it is, I know a survivor is in a locker and an easy grab and hook. Lockers are death coffins against a Dredge.
The reason why I say it's more dangerous out of Nightfall is that the teleport takes a lot longer so I spend more time seeing locker activity. In Nightfall, I'll use up all my tokens in a few seconds and now I'm probably chasing someone.
I don't think Dredge is really strong but requires situational awareness and strategy to overcome. I've beaten SWFs on my Artist that would have wrecked me if I had played Dredge but the Dredge is super fun. I think I've escaped from about 80% of the Dredges I've played in solo (generally I'm about a 55% escape rate) because the Dredge is new and his potential isn't always used. As well, I understand the mechanics pretty well so that helps to counter.
Also too, I've been able to kill most groups I've faced as Dredge but part of that is also because when I see 3 or 4 survivors play flans during this event I two hook and let everyone go (unless they BM or let a teammate one hook) so my MMR might be lower than normal.
Since the Dredge is new, I've also seen survivors try to hide behind a small tree or in a bush, etc in Nightfall. It's like you're glowing so bright I practically need sunglasses to look at you; do you really think I'm not going to see any portion of your survivor that isn't totally obscured? If the Dredge has line of sight in Nightfall and the player isn't visually impaired you've just been spotted. A lot of players don't seem to know that.
Anyway, I hope that was helpful as well.
It is all very helpful. I haven't played as Dredge yet but I've gone into KYF to see how the mechanics of him work. Mostly I was testing what the difference locking lockers made in the time he comes out of lockers. From one I can tell its the difference between 1 sec or 3. I tested the range on Killer instinct when teleporting. I found that Distortion was really powerful against him due to many of the early Dredges I faced who used aura reading perks and add ons.
What is your favorite build on him? I'm looking to try him out.
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@TheSubstitute said:
One thing that I forgot to mention since I was thinking specifically of the Game is that, in the start of the trial you want to prioritize the gens that are the closest to lockers. I find a lot of survivors don't plan their gen order but the more spacing between gens as the game goes on, the better.
Why? Because the early game gens are the most likely to get done and the more spacing between the gens in the late game the longer it takes the killer to patrol.
With the Dredge, there's amazing map mobility as long as there are lockers. Quite commonly, survivors leave me with three gens at end game right by lockers. I've gone from 4 hooks with 0K to 4K and 12 hooks and I can't think of a game where my 3 gen was broken.
In Nightfall, it takes seconds to check each gen. The Dredge has 3 tokens to teleport and can see and hear the immediate vincinity. So, check a gen, teleport, etc. In less than 10 seconds I've checked all 3 gens for survivors in Nightfall and a few seconds later I repeat.
Out of Nightfall, it takes longer but less than 25 seconds for all 3 and each teleport advances Nightfall.
I run Call of Brine and Discordance so as soon as 2 survivors touch a gen I know. As soon as 1 survivor has a good skill check I know. As well, with Darkness Revealed I see any survivors by gens as long as there's a locker nearby.
So I pop out, hit the survivors, kick the gens and by playing a patient game the survivors will try to do the gens injured. If not, they lose so much progress with Call of Brine they'll never finish a gen.
If the gen is far away from a locker, I have to walk there and I won't see survivors hiding by lockers like I will with gens by lockers. Now it takes time to get hits and down survivors since I have to first get there from the nearest locker and then down a survivor. It becomes more like a regular 3 gen against most killers and the Dredge is loopable.
So, if you have a gen away from lockers at end game you now have time to finish it. If all the gens are by lockers at end game hope for a mistake by the Dredge because the Dredge now controls the map.
For solo queue, I find doing the come with me emoji, Situational Awareness and Blast Mine (for the yellow aura) helps me herd my teammates away from doing the closest gen everytime.
As well, with Nightfall, a lot of survivors don't realize how bright they are in Nightfall. If the Dredge has line of sight they've seen you because you're glowing like the sun. If the Dredge gets los in Nightfall, don't try to hide. Run.
With the Game most of the gens are by lockers. If at all possible, do not do a gen that is not by a locker until late game. Stick to a rougher early game so you have a chance in endgame.
I've been playing the game for years, but this was useful info even for me. Survivors seriously underestimate gen placement until they three gen. That is why perks like visionary and rookie spirit see little use. I usually prioritize what I call unsafe gens at the start of the match. Deadzone gens, gens with LOS blockers where I could get pulled off, or just highly patrolled areas but I didn't think about leaving gens far away from lockers until last against Dredge. Good tips.
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The Dredge isn't OP but he is more powerful on inside maps. There are just an obnoxious amount of lockers everywhere. But I rather face him on the Game than RPD any day. At least you can actually see the locker he may teleport to, on RPD locker's are usually out of sight, pallets are scarce or unsafe and you're liable to run into him going down a hallway. Not to mention it takes forever for you to unhook a survivor on a different level, meanwhile he just teleports in seconds.
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I don't think self care needed a nerf, but they are sticking with nerfing the 'meta' perks as an argument for changing things that didn't need changing so because it is the 3rd most used perk it had to receive something or else the entire community would have gone, "So why didn't you nerf self-care since it's meta?" As for CoH, which has been nerfed three times already, you've got to understand that a substantial change to one boon means a change to all boons. If killers could snuff out CoH permanently they could also do that to all other boons which would effectively kill about four perks in usage just to mollify half the community about the use of one. Presumably, they have other boon ideas on the backburner just like they have more scourge hook ideas. Would you want to jeopardize a perk that hasn't even come out yet?
There is a lot of planning we don't see behind the scenes and set up for future changes. Now, I'm looking at the perk Overcome thinking they knew the distance nerf when getting hit, was coming all along.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020317#Comment_3020317
I play both sides so i see the struggles on both and honest i have way more struggles on the killers side that i have on survivor side.
Sometimes i feel like playing a survivor is just bullying the killer.
I've played killer myself as most mains have played the other side but still tend to lean to one side or the other. Killer bullying is because of actions, not perks, as is survivor bullying, while rarely talked about does happen and is often excused as part of the game. Unfortunately, player actions is one thing the devs cannot control.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020146#Comment_3020146
Agreed but most of us have the same thoughts than him, and he is more in a position to give out the feedback from the community than any of us are.
And by most you mean mostly killer mains. They have to take into consideration all feedback, not just a streamers and a biased one at that. Killer or survivor main opinion is bound to be biased.
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Since the devs haven't addressed the issue of camping I propose:
Perk Benevolent: 1.) survivors being camped within 10 meters with no other survivor within that range get a boost in bloodpoints for every 15 seconds they are camped. (Points can go into the altruism or boldness category 2.) If the survivor on hook is being camped, all survivors on gens work at 6/7/8% buff in repair speed. The survivor on hook also glows orange/gold to let the team know that benevolent is active a long with the icon on screen of course. The survivor on hook will also gain 20 extra seconds of hook time.
This will encourage the survivor being camped not to give up because they aren't getting shafted in bp, it will alert solo survivors that camping is taking place especially against killers like Bubba where rescue is impossible. It will encourage the killer to go after someone else when they realize they are about to lose all gens and the hook stages are taking longer.
Benevolent comes into play because the survivor on hook is self-sacrificing for the rest of the team.
Perk description: Your sacrifice will not go without reward. While you face danger your teammates will be encouraged to work harder repairing gens at a rate of 6/7/8% faster until the killer is beyond 10 meters of the hook.
Perk is not affected by undetectable status. First activation occurs after 20 secs of killer staying within 10 meters which is why the extra 20 seconds of hook time.
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I think we might see an uptick in Ace and Kate users as they are quieter. I personally use Iron Will on Jane and Elodie without exception because they are loud and annoying. While 75% may turn them down they'll still be much too loud. Now Spirits mains will be rampant again with gamers using $400 headsets on max volume. (sarcasm). That being said I think this nerf is completely unnecessary. Survivors are still loud just breathing, running, dropping from a fall, cleansing totems, opening chests, etc.
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Curious why do you call her Hattie Mae? And most likely she burned coldwind because she's sick of the 'voted' maps coming up. I went to Ormond 5x in a row no maps played, and Coal Tower 4x in a row in the last two days- rotate maybe 3 other maps. Also, could be because Dredges are quite common and Coldwind is one of the few maps with decent visibility in Nightfall.
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@Araphex said:
It certainly is when you go against a 4 man SWF where they all have self-care and they stick together like glue.
Why would a 4 man swf that sticks together need self care when it would be more expedient to just heal each other?
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2990497#Comment_2990497
I had a game exactly like that last night on RPD, I can't help but wonder if that was the game I was in but you're right about RPD being really powerful for dredge. Wouldn't be surprised if a lot of people experienced that.
I was playing as Jane with the red/gold top from the New Year event and red shorts. Couldn't work on gens because I had to spend so much time running across the map to unhook or pick up. He finally got us all by slugging two and popping out of a locker while I was rounding the corner down a corridor. I did find one thing that sorta helps out against him and it isn't on the chopping block for nerfs because it just got a buff.
Distortion. BBQ is just a powerful perk on him because it keeps him constantly onto a survivor after hooking because of his map traversal. Also his perk Darkness Revealed and at least one of his add on's reveal you quite reliably. Until Dredge use cools down it's part of my kit instead of an exhaustion perk. I've taken off all exhaustion perks to get used to not using them anymore.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/2990497#Comment_2990497
Imagine playing as killer against 4 swat SWF. Is it OP? Damn yeah. Do I have fun being blinded after chasing some guy looping a rock for 2 min? Nope.
Do you have a perk specifically to stop blinds? Two actually. Do I also have fun being camped at 5 gens and brought to basement with IG and Agi. No. But I don't DC I let my team do gens. Playstyle and game mechanics are two seperate things. One can be changed by the devs. But I'm not calling for change. I'm saying it's not fun for me.
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Well they tried to change it with CoH but they nerfed that twice, then you bring a medkit and it gets hit with Franklin's so yeah. Still a time waster. And with the change to Hemorrhage even more so. I don't see a problem with it, as is.
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I know Nightfall was made darker after PTB feedback. And it's a fun mechanic, and a scary one. But really I can't see a GD THING when it comes down. If you need to mend from BT, forget about it. I was in nightfall on Dead Dawg which is a light map visually. Nightfall came, barely could see the Dredge. I threw a pallet, he literally just walked around it and killed me. I could not see where he was around the cactus and tents. Our team only survivored because the killer was new to playing Dredge. At the end of the game we powered the gates and nightfall happened again. Literally no one even went for a door. We couldn't see them. We all hid and waited for nightfall to end before we got out. Dredge on RPD is a NIGHTMARE. Starting the map on nightfall was horrible. And while I had to run up and down flights of stairs and down long corridors to unhook my team or pick them up from the ground, Dredge simply teleported to a locker I had no idea about. And because its a hallway with sharp turns by the time you realize what locker Dredge came out of you've run into him. Team died with 5 gens up. I haven't experienced that since 2018. Needless to say, I went into my settings trying to brighten my screen. Nightfall is like the Dead Dawg map when it was a first released and bugged to be dark for some viewers. Is Dredge OP? NO. Do I enjoy going against him? Also, no.
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The map sucks for both sides. Small so killers like Doc, Demo, Hag, Plague, Trapper, etc can lock down 50% of it at any given time with infection, traps, or range on their power. Myers and ghostface have constant visuals on survivors. Main building gen and gallow gens are super strong, but guess where MOST survivors do gens IMMEDIATELY leaving easy 3 gen or sometimes 4 gen strats down on the more managable gens below. Honestly, if I am playing killer i don't even protect the main building gen if they're on it first. Teleport killers lol on this map. Bushes are still a pain for killer. Lately door spawns haven't sucked, but killer almost always finds hatch first on Dead Dawg. Most pallets suck on this map, windows are stronger until you break a wall. Pick your poison.
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I'm on the fence about dissolution. Knowing the killer has it could mean future survivors set themselves up in an area where pallet hopping won't be an issue,but for the ones in chase you either need to jump the pallet or not. Don't slide across and get hit and then the pallet get's broken or slide across and break the pallet and then get hit anyway. Honestly, this perk is bloodlust's evil twin. I think it was introduced to the game way too soon. And personally, I don't need the icon to tell me killers are running this perk, 9/10 killers I faced yesterday had it on.
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@JimbusCrimbus said:
Is Dead Hard/Unbreakable/CoH now a staple in survivor matches?
Spoiler: On bad survivor players, yes.
Sure bud. Whatever helps you pat yourself on the back.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2875442#Comment_2875442
right because Call of Brine taking away 30 seconds of 1/4 survivors time on 1 gen if left alone for 60 seconds is clearly better then CoH completely invalidating an entire playstyle and running the meta ever since its creation, letting people heal in 10 seconds in an AoE. /s
So you're saying you've seen drastic changes in your games where you are losing because CoH was brought into it? And what playstyle is it nerfing, the hit and run? Slugging? Sloppy Butcher?
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@remoirel said:
https://forum.deadbydaylight.com/en/discussion/comment/2874129#Comment_2874129
but whats the excuse for people camping when theres no CoH in play :|
COH is not the reason killers camp. Camping started to increase when MMR was introduced but it has always been complained about. Also, many streamers feature some form of proxy camping or promote getting one survivor out of the game immediately. Monkey see, monkey do.
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Uh, she just got buffed from the PTB. Her condemned was made more threatening, her TR was reduced in size, and her demanifestation was also tweaked. They'll need to collect more gameplay data to determine what spot she is in before a rush to judgment. Our opinions are great but even rough data is better than individual game outcomes.
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I vote devs pin a thread to the top of the forums page where game quitters can sign their last words, since this thread is made about five times a week.
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Curiosity to see what is on the chopping block next for most hated survivor perk or killer.
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I"m not saying that boil over is not overtuned, but I am saying no one is complaining about the miserable experience with iron grasp, agitation guaranteed to get you camped in the basement from almost anywhere on most maps. But ...just do gens.
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Not possible. You can only dodge against lobbies that you 'think' are swf, while in fact ,playing against swf anyway.
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This game would be balanced if they would only...... [insert opinion]. Hot take, balance is an opinion and not a fact, therefore this game will NEVER be balanced.
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Vigil- I started to run this perk on my Leon along with Sprintburst, Hope, and Resilience. Really good recovery time that has gotten me out of some tight spots and it also reduces exposed status effects which is just an awesome bonus. With the plethora of perks and killer powers that cause status effects you almost always get more than one value in a match. Another bonus is that it is one of the few perks that benefit everyone.
Built to last- hardly see this one and a good thing too because I think it would be nerfed with the amount of value you can get out of toolbox and flashlight.
Spies From the Shadow- survivors just never expect this perk and especially for inexperienced/oblivious survivors who like to hang around the outskirts of the maps where there is likely to be rocks or walls with crows on them. When they are found there is nowhere to run.
Forced Penance- rarely see this one, but when it does show up in games I always see it take effect. I want to try it out myself, since survivors usually spawn together or near each other, a discovery of three or four survivors in close proximity could result in early game pressure with them being unable to heal, loud, and bleeding. For survivors who are scared to do gens until they are healed, they waste time waiting for the status effect to go away.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2669956#Comment_2669956
He doesn't have a built in one-tap, it is almost impossible to fully stalk survivors unless they just aren't paying attention. Also being 120% isn't even close to guaranteeing a hit. I also like how you think that Wraith takes more skill to play than Ghostface ??
He does have a 'built-in' one-tap, as that is his power where other killers such as Huntress and Blight need add ons. I don't know who you have played against or how hard it is for you to play gf but the ones I go against get stalks off left and right, even multiple survivors at the same time. Now, securing the down against a good looper is a different story. At 120% movement speed after a stalk, he would be all but certain to get a down every time. Also, I never said Wraith was harder to play than GF. I was pointing out his movement speed was balanced. He can't expose you, then zoom across the map to down you with ONE hit.
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I agree, great idea but bad perk. If it had been released before boons maybe it would have some viability as inner strength and NOED caution was at an all time high. Now with boons the incentive to cleanse is even lower.
Sidenote: Does anyone know if small game numbers go back down if a totem is resurrected?
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Uh, how about no. So he has a built in one-tap, and now he gets to go faster to gurantee to hit you with it, unlike Wraith who has to position himself to still reach you after coming out of cloak and has to hit you twice. I agree he needs a pass over to buff him, especially against skilled swfs but this ain't it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/297313/we-100-need-built-in-anti-tunnel
Sigh.
Okay.
Let me see if I can explain this.
'Tunneling' doesn't exist. What you are describing is just the meta.
The way this game works, for the most part (excepting endgame builds etc.) is by The Rule of 3. If only 3 survivors remain alive by the time 3 gens are done, the killer usually gets at least a 3k.
If there are more than 3 survivors alive at 3 gens, the killer usually gets a 0-1k. DbD, by it's very nature, is snowbally.
Once you get into even intermediate MMRs, you'll see that trying to 2 hook everyone before killing is a near guaranteed way to get teabagged all the way to the exit by 4 survivors. The killer absolutely has to try to delete someone as soon as possible, so that they don't just get bum-rushed on the final gens and can effectively contest the gates. And when a chance comes to down someone - they need to take it.
Now, as per your case:
- Why are you complaining about killers, when it was one of your own teammates that did you dirty? The killer was doing what they should do. I'd probably have given you a break if you had a silly/trolly teammate - but I'm under no obligation whatsoever to do so.
- 'Built in anti-tunnel' would be ridiculous. You'd have to substantially increase gen times or buff the pants off almost every killer in the game to compensate. Again, if 4 survivors are alive on the last few gens, you've lost.
- If you are worried about being tunneled, you have multiple anti-tunnel perks at your disposal.
- If a killer is able to follow you for 12 seconds after an unhook, you've been massively outplayed.
I get that you had a frustrating match, but again - one of your teammates let you down. Complain about that, if you have to complain about something.
https://forum.deadbydaylight.com/en/discussion/comment/2668869#Comment_2668869
Whatever happened to Sluzzy?
Haven't seen her since a red shut down one of her threads.
That was a very nice scholarly way to say I'm not tunneling because its optimal to play. It's still tunneling. (Note: I'm not arguing right or wrong just pointing out your ridiculous attempt to try and change the definition of a thing for purposes of your gameplay.) Just own it. Tunneling helps you to win so you do so. Is genrushing not genrushing because its optimal? If the killer is going to tunnel should the survivors not rush gens to increase the likelihood of escape? It's a good thing they released the Artist, this game is really going to the birds.
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@Veinslay said:
All exhaustion perks should require a safe unhook before they're available
The way these killers are camping. That's a big no.