fulltonon
fulltonon
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@Huntressmain_1223 said:
https://forum.deadbydaylight.com/en/discussion/336930/dcing-and-suiciding-on-hook-is-a-symptom
Ya I agree with this, it does show the health and state of the game and every body that's is sitting here saying it's not and just excusing it for "free kills" is immature
Honestly it shows health and state of the players than game.
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Just ######### remove the hooks.
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with current system, mori or not you gonna die.
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@tamsmi said:
if people are in a miserable solo queue game that feels impossible they wont stay in it. make the dc penalty longer and they will just kill themselves on hook. fix it so they cant kill themselves on hook and they will just afk all game or take the now longer dc penalty and play something else entirely. making dc times longer is not the answer. improving the game so that solo q teammates wont feel the need to dc would probably be a better solution
I doubt it since DC penalty actually manages to stop people from DCing, punish them and they will play like normal for most of the time.
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It is, their "compensation" is not working as of now.
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@CyberRoninX said:
The biggest issue that killer mains don't seem to understand is the soloq is suffering big time. Most of the games that killers get paired with are soloq. It will be interesting to see what people have to say when soloq is dead and they are getting paired with nothing but SWF.
Hmm hexes broken in 30 seconds, last generators will be focused, people try to light save/stun save, body block for those who gonna die... nothing new, honestly, like more than 40% of matches are like that.
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@Sadako_Best_Girl said:
I think people are missing the point of the thana complaints. It's not the extra 2%, but the added 10 seconds of gen time that came with this patch on top of the slowdown. 115 seconds of gen time is indeed pretty painful, and even if you take into account that you need all 4 survivors injured to get the most value out of it you can't forget other perks that also increase gen times even further. I don't want to bring extremely specific perk combos that might help me mitigate this massive slowdown when the main attractive of the game is the actual chase against the killer.
115 seconds of gen time is only about 15% more painful than 100 seconds of gen time though.
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@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 think mid MMR is biggest playerbase and 45% is still laughably big.
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As long as they play solo q, biggest difference between before and now is still dead hard.
Literally every other change is not a game changer tier, people can still loop, people can still finish gens, and slowdowns aren't as strong as before even with 10 more seconds.
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@Sadako_Best_Girl said:
Yikes and here you had me thinking the forums were any better than reddit, you guys can't just drop the us vs them tantrums for a minute can you?.
Literally no one can, lol
I'd even say reddit is better because I think us vs them is actually banned there?
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People throwing the game/abusing a feature is symptom of the game health, I don't think that is a valid logic honestly.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/3089447#Comment_3089447
Did you not read the post or even the TL;DR? Read through it and come back to me, because it seems like you didn't.
I'm talking mostly same thing as you wrote, I think.
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@I_CAME said:
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.
19/20 survivors I fought did not dc or suicide even with legion and I doubt I'm on high MMR lol
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@thrawn3054 said:
So shut up and play the terrible match. Got it.
Or... don't, like if you don't want to play the match, don't que up.
@Biscuits said:
I don't see people having a problem with killers letting people escape or giving hatch, because both of those things also mess with data.
You only care about survivors giving up because it ruins your own experience.
Yeah and that's very important lol
like killer giving hatch hurts pretty much no one, but teammates suciding hurts 3 people, which is a big deal.
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We should do ######### wait before we say anything about game balance tbh.
literally no one has adapted yet, literally no one.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3087960#Comment_3087960
He is joking. But in every joke is a lump of truth. Killer "do gens" pretty seriously. In one match, that lasted more than 30 minutes, killer repeatedly kicked last gens with CoB, Eruption and Overcharge and withered us in the end. War of Attrition tactic.
How long it takes before we consider it a "holding the game hostage" lmao
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The answer is yes, if killers can wait it out, they deserves to swing weapon without fear of dead hard.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087949#Comment_3087949
I was gonna say wasnt overcharge dead on arrival? But then yeah you have the other 2. Lol.
seems like It has a bug now lol
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@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3087876#Comment_3087876
Ok ? If he was at 60% killrate in january he's not at 60% now after multiple buffs that's all I'm saying, I don't really care about what they stated everybody knows solo Q was already weakest role and they still nerfed it, there are good things in the update but also bad things not everything they do or say is necessarily true
In january, that's the point.
He can very well be 50%, or 55% in may, and if you ignore their "partial statistics" you have no reason to care about statistics released in janurary either.
And again, I'm not talking about individual kill rates, so your argument is just missing my point.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3087929#Comment_3087929
Probably you right. I wouldn't play survivor on my own free will, but Rift won't wait and book challenges must be completed. Killer ones I did long time ago.
Seriously make a petition to let BHVR do something for the rift lol
The change is too big to have time limited content like that tbh.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3087909#Comment_3087909
Rock bottom is having teamates under 100h, trust me I did some tests.
Lowest MMR is when we start seeing survivors who slow vault in the face of killers and killers outright afk lol
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Okay, your issue is playing solo q before anything settled down, if you don't want to play in messy MMR and messy teammates, don't play soloq until a month or two.
There is actually too many survivors who relied heavily on all the meta perks, they don't really know what to do and trying things now, I'm not even sure how much people are seriously trying to win.
Btw I do still escape in like 5 or 4 matches, and 2 or 3 of those will finish all the gens, and I'm not even best survivor player, probably it heavily relies on region.
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If everyone is PC player, loading will be quite quick, I think.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3087684#Comment_3087684
Well here it is.
80/0.8=100 seconds (20s added)
80/0.78=102.5 seconds (22.5s added)
90/0.8=112.5 s (22.5s added)
90/0.78=115.3s (25s added)
You get the drill right? Because of increased gen times, those 10 seconds being reduced by 22% already adds another free 2.8 seconds to thana after the buff.
In short, before the update Thana added 20 seconds to 80 seconds, 100 seconds.
After the update, thana adds 25 seconds to 90 seconds, 115. That's a pretty significant buff, right?
Yeah it's big TOGETHER, but you should cut the baseline generator buff when we talk about thana buff.
Thana got a 2% buff, which is still 3 seconds and pretty negligible for the gameplay, 20% penalty and 90 seconds gens still takes almost 2 minutes, not a buff issue.
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3087653#Comment_3087653
Judging from your use of "probably" in this sentence, I'm going to guess you have yet to play AGAINST it.
Go against a Legion running Thana, Jolt, Eruption, and either Overcharge or Pentimento and come back and tell me about the joyous experience and how it supposedly isn't busted
Sorry, that still worked with like 80-90% efficiency even before the patch, especially when we talk about the legion which got rather small effect from all the baseline killer buff.
So yeah, this is nothing new, same old infinity legion, if we gonna say he is busted now, we should've said that when he got a rework too.
Also I didn't really had problem with thana, in most matches when we lose with thana we gonna lose without thana too.
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@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3087651#Comment_3087651
No way pinhead was highest at 60% in january, I would like to see his stats now especially vs solos, it must be 75%
"No way" when they specifically stated average kill rates has been low even for their standards.
Things will change, especially with span of half a year.
Also I thought it's about average across the board and not about individual killers with highest kill rate?
@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3087573#Comment_3087573
So never?
Mmr only measures escape rate. No matter how good you are individually, it's a team effort to get out. You can run the killer for six minutes, but your team doesn't do enough gens you aren't escaping. Cause according to our devs, if you don't escape, was it really a skilled play?
Alternately your team can pound out those gens as you run the killer for 5 gens, then you get facecamped to death. According to the devs, you just weren't good enough. Should have been better at hockey.
If you can run the killer for six minutes, you have way above escape rate than anyone else and will get escape a lot more than those who can't run.
You really should try to see big picture than each individual matches in this case.
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I doubt it, they would play slightly better but not a lot better.
Nothing can fix blendette crouching at the edge of maps.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3087653#Comment_3087653
The thana buff is 2% max, which translates to 2.5 seconds if gens were still 80 seconds, but 5 seconds since gens are 90 seconds. Gens take 115 with Thana maxed, rather than 100. That's significant.
80 seconds with 2% is 2.5 seconds, but 90 seconds with 2% is somehow 5 seconds? that doesn't really makes sense.
I asked it to google and I think 2% is 2.5 seconds prior patch and 2.8 seconds post patch, 3 additional second is pretty small.
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087653#Comment_3087653
I dont think it needed buffed in the same patch that they increased the gen time.
Probably, but buff is so small to the point it pretty much has no effect on actual gameplay.
maybe it should've been nerfed just like all the strong slowdown perks because it worked fairly well for certain killers even before patch, but I doubt it is anything new because gen time increase is only 1/8 of actual gen times and slowdown itself only got 3 seconds worth of buff.
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It works well for SWF too though.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087402#Comment_3087402
haha good one. What in our history with this game, including the last patch would make you think the dev's know what they are doing?
Well definitely not the off the record in PTB which nerfed in live server, with exact same reasoning why DS got nerfed in PTB.
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Even though build itself exist since forever and nothing really changed except 2.5% thana buff (which translate to sub 4 seconds), and worked for like 80-90% efficiency even before update.
It's stupid but probably not strong or oppressive, tbh.
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even with all the chaos we have, 60% or so.
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This nurse build seems extremely oppressive to everyone:
Darkness revealed, double range.
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@Pulsar said:
Petition to rename Dead Hard to Dab Hard until they new animation arrives
Petition to rename dead hard to dab hard and keep it's animation.
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Survivor has been nerfed but I suspect your MMR to be rather low too.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3087412#Comment_3087412
I don't think anyone would be upset if facecamping was fixed.
It's just the issue of how to fix it that generates debate.
I don't think any players can came up with great conclusion for that at this point, every idea has been already brought up and denied by developers, we are out of luck lmao.
When will BHVR gave up and have the abusable fix, or reach a some genius fix that somehow doesn't affect usual gameplay? that's a question.
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Well if one is complaining about soloq, it's pretty obvious that is caused by DH nerf.
There is 3 other people in your teams and 70% of them used dead hard.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3087384#Comment_3087384
There weren't masses of AFK Pig's but that was changed.
at this point I wonder how long it takes till we finally manages to fix facecamping.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3087379#Comment_3087379
Sort of.
Overcharge skill checks are the same size as DS but they have different modifiers.
IIRC (and it's been a long time since I heard this) Overcharge skillchecks are slightly faster and have a much larger radius that they can spawn in.
For example, DS can spawn, at the earliest, at 8'oclock on the skill check wheel. Overcharge can spawn at 4'oclock whilst moving faster than a DS skillcheck and having a smaller success zone.
Huh, didn't had much knowledge about skill checks, interesting.
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@Canas said:
Isn't it ironic how this meta rework only made things even sweatier? They tried to open up the pool of viable perks but in the end they only did the opposite. Soon we'll be seeing the same 4 perks being picked on everyone else once the experts have figured out the most optimal build for survival against these new odds.
They managed to mix it up, I don't think there is anything ironic.
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Hey, you should try to believe the devs, they made a good change.
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https://breakmedown.github.io/dbs-release/@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3087317#Comment_3087317
Some one should really make an Overcharge skill check simulator to give to those people.
Isn't it same as DS skill check? if then, there is already one.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3087272#Comment_3087272
I have yet to see a single person in my games hit them reliably.
It's especially difficult when you aren't expecting them.
We should just expect it to happen on every games, then.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/336830/i-dont-get-the-thana-hype
Gift of Pain is still useless. I tried it in combination with Thana, i think the only killers that gains some profit out of it are hit and run killers and maybe Legion (and Plague but i don't know if cleansing counts as healing). To get value from it, you have to go out of your way and leave survivors that were scourge-hooked and just healed. The moment you hit them the effect is gone. But in order to win against competent survivors you have to pressure them via double hooking (they will play more careful then) and eventually kill them. 12-hooking is definitely easier now but you will need good slowdowns against a good team. Getting value out of this perk means basically that you play in a detrimental way.
Thana is alright on killers that have 3-4 people injured all the time. 2% more doesnt sound like much but i played it in combination with other slowdowns. Together with the gen speed nerf it felt oppressive. I still think Jolt+Pain Res or Eruption+ Overcharge or +Call of Brine (+maybe Brutal Strength) is better on most killers.
https://forum.deadbydaylight.com/en/discussion/comment/3087276#Comment_3087276
lol. Gens are 10 seconds longer now, kicking takes 2,5% away, new slowdowns that aren't much worse than the old ones - "its way worse than before now"
New slowdowns ARE much worse than old ones, though.
literally everything is worse version of old one, maybe eruption is decent but anything else is pretty much trash.
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It's just people trying to find the new great perks that suits them, I think.
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I'm a evil killer and you can't stop me from letting you escape!
I will open the gates, carry you up and repeatedly drop you at the front of exit until forced wiggle out eventually manages to let you escape!
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It's counterable and theoretically do not even need a perk, I don't see big issue.
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Game is much more fun thanks to the freedom of choices.
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It should be in feedback tbh lul
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8 hits aren't few at all, maybe fix tunneling camping synergy but that's about it.
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Hiding is very well an interaction with the killer tbh.