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jesterkind

jesterkind

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  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151348#Comment_3151348

    Remember that it would only be within the boon’s radius, while the killer can also snuff the boon or break it with Shattered Hope.

    I still think it'd need a tell, so the killer can make that decision where applicable. Either a tell, or make it intermittent- not all boon spots are one where you can just go snuff it, after all.

    It's a good idea, but it could easily be far too strong.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151322#Comment_3151322

    A secondary effect would be good. Reading the perk’s description, it honestly sounds like it should show the killer’s aura while they’re inside the boon area. Thoughts?

    Might be a bit too strong, but maybe if it's intermittent?

    Permanent aura reading with the killer having no way of knowing that it's there would be pretty insane, but seeing the killer's aura for a second every six seconds or so seems like it'd be very useful without being broken.

  • I wouldn't buff its effect at all, as that could too easily snowball it out of control when paired with other haste tools.

    What I'd do is look at giving it some kind of secondary benefit, the way Shadow Step hides both scratch marks and auras while in its radius. What that'd look like, I'm not sure- maybe highlighting pallets/windows a la Windows of Opportunity, or something? Faster vaulting? Whatever you pick, it should do two things, since its main effect is both far too weak to be worth running and a boost in an area where you can't safely buff it.

  • I'd like to see the second one, personally.

    The duration it has is pretty okay for the point in the game where it normally activates, and with proper aura reading instead of only showing you the Obsession (if they're not already dead or the one on the hook) it'll be a nice boost to ensure you can use that time effectively.

    I wouldn't call Grim Embrace bad, though. Just undertuned.

  • To keep it strong on the killers that need it due to a slow start, without it being too oppressive on the killers that can get quick downs and start generating pressure very early.

    That's why it was nerfed the way it was, though. The reason it was nerfed in general is because it was very commonly run, and the entire purpose of that update was to get people to run different perks.

  • Because Dead Hard was unbalanced and uncounterable, neither of which apply to Sprint Burst.

    You absolutely can play around Sprint Burst, it's at best mildly annoying.

  • This is something I'd like clarification on as well- it's the difference between the perk being "good" and "great" in a situation where it should very much be the latter.

  • I'd also like to see some clarification on exactly how this works, and I absolutely agree that it should be hook state and not hook instance.

    The change they put forward is a reasonable one if it is once per hook state, but makes the perk weaker than it needs to be if it's once per hook instance.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147640#Comment_3147640

    It should just not have been nerfed in this way. All it needed was a way for the hooked survivor to disable the effect and it'd be done. But instead they just nerfed the perk to crap, making it specifically less effective against camping. 30 seconds may not be nothing, but a bunch of that time is spent on moving to and from the hook, so you don't get the full benefit of it anyway. Now that you only get one use, its value has just been cut dramatically.

    This was the only thing the devs have tried in 5 years to address camping and it didn't even make it to live.

    That time is spent with you moving to the hook, not your teammates, who are (at least in theory) doing generators for that time and the extra thirty seconds they get. It still is absolutely a strong tool against camping, but it could stand to be a bit stronger.

    I'm on record here saying this wasn't the change I wanted either, but even with no further tweaks it's still clearly a strong tool for camping when you stop and think about it. If this is the fix that they want to implement, then it should be changed to once per hook state, which would be a perfectly acceptable end state.

    With their change, it'll make camping far less viable as a tactic. With it being once per hook state, it'd make camping damn near throwing the game.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147252#Comment_3147252

    You can still use it twice per survivor if they're being facecamped

    You can't. It's per hook instance, not hook-state. Max you can extend hang time now is 90 seconds. It's specifically the anti-camp part that got hit with this nerf.

    Hmm, you're right, I misread that.

    It's still very very far from dead, or even dead for solo queue, but it is a little weaker than I first thought. Thirty seconds isn't nothing, it's quite good and still the worst case scenario rather than the reasonable norm, but it should still be once per hook state, not hook instance.

  • Yes, like every other killer in the game except him on the PTB.

    So he has the very strong effects he had on the PTB with the sole caveat that you have to aim a little better, and also he can now play around vaults properly. Certainly, this is a situation which warrants the vitriolic sarcasm you're flinging at me, and isn't a situation that would lead to you looking very silly.

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147332#Comment_3147332

    How is better than new still somewhat useful. They took away what survivors would use it for, and that is gen repair speed

    35 seconds wasn't long enough for that incredibly minor boost to actually be usable. I know it feels like that perk would've been usable before because it affected repair, which is the most important boost you could give a teammate, but it realistically wasn't ever actually going to be useful in pretty much any situation.

    Now, at least you know your teammate will do a handful of things quicker until they're injured again. I'm not saying it's good, I'm saying that it's a guaranteed but minor effect as opposed to an extremely inconsistent and minor effect.

    @Rick3543 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147410#Comment_3147410

    Pal it's not perceived as a buff when you actually understand the game. The bound attack was super strong out in the open because you "couldnt miss" with it, now it's worthless and more like a demo-shred. The problem with it for anti-loop is that you needed more than 2 charges, atleast 3.

    They didn't do that and he now has 2 blight rushes, which is useless for countering pallets/vaults most the time.

    He is a noob stomper and nothing more. Devs looked too much at potato survivors in PTB to design him, and he is essentially going to be a complete crap killer like the last few they have released.

    We haven't played with the new hitbox for grabbing, "pal", and the one on the PTB was pretty insane. Tightening it up so you can't grab someone nearly off your screen entirely is a very minor nerf unless they (by which I mean the devs making this change) mess it up really badly, and they buffed him quite nicely in a lot of other areas. The ability to hit through windows and post-vault if a survivor is too close alone are more than enough to compensate for this change.

    @Ginnypig said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147410#Comment_3147410

    In what was was he buffed more then nerfed? plz enlighten me

    See above.

  • @Ginnypig said:

    Wesker got nerfed badly in favor of survivors. Once again the tears of survivors played on a ptb played a role for possible A+ tier killer to be a B tier at best. Congrats, Now let me get back to nurse lol

    Wesker was buffed, what on earth are you talking about?

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147357#Comment_3147357

    Yes but you are ignoring the part you can use it multiple times in PTB. But now, it is only one use for each hook state.

    What? No I'm not?

    Once per hook state is sixty seconds, that's still a lot of time. The way it's worded also implies that it's once per hook state per Reassurance, since it says "up to a maximum of 90 seconds". So if anyone else did bring Reassurance, it's still an insane amount of hook slowdown and a ton of generator progress.

    This wasn't the change I wanted to see, but acting like it kills the perk, even if just for solo queue (somehow?), is being overdramatic. It's still very good and it'll still do a lot to combat camping, especially facecamping.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147314#Comment_3147314

    First, you have to trust your solo teammates also will bring perk. If they won't, you can not make any difference.

    Second, you still have to be around hook (6m). So you still will waste your time to run hook for activate it. And it is pointless for 30 seconds.

    If it is one time use for each hook state, fair. But it needs buffs like that:

    +Now you can activate it in 32m range of hook.

    +Time is 60 seconds for each hook state.

    First, no you don't. Sixty combined seconds of time is enough to make a meaningful difference even in the worst case scenario where you're the only one who brought the perk.

    Second, that was the case before, so I don't really see why that somehow counts as evidence that the perk is "dead for solos". I wouldn't mind seeing its activation range increased, but that was a facet it has before as well.

  • Very good!

    Big fan of the basekit changes for anti-tunnel and for the grind reduction, the Wesker changes seem very solid, and the perk changes seem pretty alright. Better Than New probably got hit worst? But it'll still be somewhat useful, arguably more so than before, so I'm glad it's hitting live.

    Reassurance is not a dead perk nor specifically the domain of SWFs. While I would've preferred to see a different change, this one is obviously fine and will still obviously do a tremendous amount to combat camping.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147252#Comment_3147252

    Reassurance can only be used once by a survivor to help a particular survivor in a match. So the same survivor cannot use Reassurance on the same survivor more than once per trial.

    Once per hook state, so twice for each hooked survivor.

    That's a lot of time, and that's the worst case scenario where you're the only one with Reassurance.

  • No, it isn't.

    This wasn't the best change, but there's no point in getting over dramatic about it. You can still use it twice per survivor if they're being facecamped, and that's enough time that even if none of your teammates have brought Reassurance you'll stand a way higher chance of getting all the generators done with enough time to spare that you may even be able to get the save too. Coordination makes the perk better, but it's plenty useful without it too.

    It's not dead. Let's really not start this based on a knee-jerk reaction this time.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146993#Comment_3146993

    You're right in that its not a clear cut solution to solo que however it would help a lot. Just because people suffer from language barriers or any of those reasons you listed, that just sounds like a problem for them and isn't enough of a reason to hold back voice chat for all the other players who would actually use it. Like I said, introduce voice chat and give people an option to disable/opt out or even mute specific players. If you don't want to speak, thats fine. You can still listen and gain info. If voice chat isn't for you & you like playing immersed and w/o talking, then just stay out of it. Let the people who want to actually use a tool that would help communication, use it.

    Until I see voice chat experimented with, saying all this means nothing because we have no data to go on besides what has been a staple in other games. & yes other games do have in-game tools to use for comms but those games heavily rely on call outs and voice comms over pings/in-game indicators. Not that they're useless, just that voice comm is a lot more useful.

    Voice chat should be an option and thats my stance. Even if it doesn't apply to 100% of the playerbase, it would still be a great tool for the people who would want to use it. & that doesn't mean we can't keep addressing solo que if its still so incredibly bad. I just want an experimental phase on PTB, I get being cautious and worrisome but not even trying something and avoiding it like the plague while not knowing how truly constructive or helpful it could be, is not the right decision IMO.

    You're still missing the point, friend- this isn't about the personal experience of any given player, it's about the balance issues that arise from solo queue players not having information. If you implement something that only sometimes gives information to some players, the problem has not been fixed.

    It's not about whether you personally like or can use voice comms. If anyone in your lobby doesn't or can't, that means you have the current solo queue problem again, and it has not been fixed.

    If someone opts out of voice chat, you have the same current solo queue problem. If you have any situation other than every player in the match liking and using voice comms, you have the current solo queue problem.

    At bare minimum, voice chat would have to be implemented after the kind of changes that would actually fix the problem. It's not a solution and can't be implemented as one, if you want it that's totally fine but it's a separate thing to fixing solo queue.

  • Given that Left Behind ONLY shows the hatch, which requires you to be the last survivor standing, I think it could be made stronger than it is.

    One thing I'd like to see is to have Left Behind be the equivalent of Self-Care and Saboteur, in that it lets you open the hatch again without a key, the way SC and Saboteur let you heal yourself and sabotage without a medkit and a toolbox, respectively. Arguably, Clairvoyance is that for maps, so the pattern continues!

  • As others have said, it'd be too exploitable.

    Personally, I'm wondering if it might be worth making his chainsaw stop when it hits Endurance. Might be too harsh since there are a lot more sources of Endurance now, but if the devs can code it so only the post-unhook Endurance triggers it, that'd be damn near perfect; forces Bubba to trade and nothing more, just as any other killer.

  • @vanhoya said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146175#Comment_3146175

    Under what circumstances would someone be unable to use voice comms? And what percentage of people would be unable to benefit from voice? You can't fix the game for everyone, period. But you can help most people.

    Language barrier, lack of microphone, social anxiety, any facet to your voice that would invite harassment, noise pollution in your area, lack of interest, hell, even not being able to speak at all.

    It's not a statistically insignificant number of people who would gain no benefit from voice comms, and if your solution only works for some people some of the time, when the stars align and everyone in the lobby has a microphone that they're willing to use and are literally able to communicate with the other three players, it is not a good solution. In fact, it's not a solution at all, since the problem clearly still exists in all but the perfect scenarios I just described- even one player in a lobby who can't benefit from voice comms means the exchange of information is not functioning.

    Passive information will always be the better direction to look, because it doesn't require anything from you or your teammates except the ability to read a UI.

  • Absolutely, I plan to buy the entire DLC.

    Both survivors have at least one perk I'd really want, and I have been playing enough RE recently to just be stoked about seeing Rebecca in general. Ada's cool too, of course.

  • General bugfixes for Wesker, tightened collisions, and the ability to hit mid-vault are what I'm hoping for on the killer side.

    On the survivor side, buffs to Better Than New and a way to stop Reassurance from being used to troll teammates.

    Honestly, not that much, overall.

  • @JoByDaylight said:

    Did OP get their answer? I can relate to much of what’s been said in this thread.

    I've got some interesting ones.

    None that changed my mind, but it certainly helps me understand where other people are coming from.

  • I have been, since before the patch hit.

    I made it clear that my experience doesn't match the norm. If I hadn't been playing solo queue, I wouldn't have an experience to contrast, would I?

  • @Tangible_Teddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146350#Comment_3146350

    I’ve never used Off the Record. Looks interesting! I was dismayed earlier when I tried to run DS during the endgame and saw that it no longer works. Cost me an escape lol.

    Yeah, a few perks have been changed to no longer work in the endgame, but a few perks got turbo buffed too- Off The Record is one of them, it's really nice right now.

    Though, head's up, OTR also doesn't work in the endgame!

  • Thank god... I've missed my notifications.

  • Right now, the two best perks for solo queue are Kindred (which has always been nigh essential) and Off The Record (which is now the best anti-tunnel tool, and honestly in my opinion is the best anti-tunnel tool we've ever had).

    As for Exhaustion, if you want to run one you can honestly run nearly any of them, most of them are quite good. Even Dead Hard is still pretty good, if you're good at timing it!

    There's quite a lot of perk variety that's viable right now, in my opinion. Quite a good spot for the game to be in.

  • To be fair, "the grind" did refer to perks. Specifically teachable perks. That's the entire thing that caused such a bloated grind in DBD to begin with, and that's the thing they (successfully) tackled - for everyone, not just veterans.

    Though, to speak on the addon situation a little bit, BHVR seem to agree with you, as they made it that successive prestiges change the rarity distribution cumulatively. I've yet to prestige that many characters multiple times post that patch, so I can't speak to its efficacy, but it does seem to be on their radar.

    Personally, I'm on the fence about it being an issue. On the one hand, rare and very rare addons probably should be rare and very rare respectively, but on the other... eh, people should have the ability to use them a little more than they can under the current system, that doesn't seem too unreasonable to me. Thankfully, most killers (and I believe most survivor items?) have plenty of usable brown/yellow/green addons, so it's not a huge problem right now. Heck, some killers' best addons are browns and yellows.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146184#Comment_3146184

    People have been talking about this topic endlessly since all these changes were in the PTB. If you simply disagreed with the opinion that solo is worse, then fine, I think you're wrong but everyone's entitled to their opinion.

    But that you are pretty active on these forums and have somehow been unable to grasp any of the many, many complaints about the patch's negative effects on solo players, to me, shows that you are simply choosing not to understand because it doesn't suit you.

    Some people on the forums seem to play devil's advocate a lot and I don't think it's sincere.

    People have been mentioning that they think solo queue got worse, but nine times out of ten - at least that I've seen, I'm not trawling the forums 24/7 - they don't actually back up why they think that. It's mentioned in passing as though it's an objective truth, and a bunch of people agree, and not much else is said on the topic.

    To be clear, I'm not playing devil's advocate to the idea that solo queue isn't substantially worse off. I wholeheartedly and sincerely agree with that statement.

    I already knew some of the knee-jerk reactions from when the patch first hit, but I wanted to see if that had changed and new arguments had formed. I didn't expect to have my mind changed, but I wanted to understand the thought process behind the opposing argument a little better - there might've been something I missed, and just because there wasn't doesn't make my question purposefully obtuse.

  • @brokedownpalace said:

    Honestly it just seems like you're being deliberately obtuse.

    Kinda rude.

    I'm asking honestly, because my experiences don't match up with a popular sentiment. This thread has been quite productive so far, I got some decent indications of what might lead people to say solo queue got worse when my experiences don't match up at all!

  • @vanhoya said:

    I dont get the issue. It's simple... add voice comms and balance the game around the assumption that survivors are communicating. Either folks decide to use it or continue with self inflicted punishment by getting steamrolled by killers.

    What if they can't use it?

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146016#Comment_3146016

    I'm not missing it, I just don't agree with it. How would it be horrible & toxic if you aren't using it? I hate the assumption that voice chat would be horrible when it hasn't ever even been tested in this game. When other games have it (and yes some people are toxic in those games too) and they more often than not help a team out rather than hurt them. The pros would outweigh the negatives. Of course it would address a lot of the problems happening in solo que. Knowing what killer it is early on, knowing who is being chased and who is doing which gen, letting your team know you're being tunneled and to do gens, when to go for saves, etc.

    You say voice chat brings uncontrollable factors, but the same can be said for literally every other game that employs voice chat. It would definitely alter data since people would at the very least, try it out once. Acting like everyone is toxic and voice chat is fundamentally awful and not going to work, is just counterproductive. There has been no testing of it in this game.

    Do you get all of that information if you play in servers where it's very likely not everyone speaks the same language? Do you get it if your teammates don't bother to use the voice chat, or don't own a microphone, or own one of such poor quality that you're not quite sure what they're saying?

    Do you get to convey that information yourself if you don't own a microphone, or have too much noise pollution to use one properly, or if you have any facet to your voice that would invite harassment?

    Do you either get to use or convey that information if you've had to mute the team?

    And after we've cut out all of those players from using this new feature... have we fixed the lack of information to all players? You say the same is true of other games, but I can say two things to that- first, those games aren't suffering from the balance issues a lack of communication is causing for DBD specifically, but more importantly, those games have other, non-voice information tools.

    Just to be clear, my take here is specifically about fixing solo queue. It may be that voice chat would have some pros in other areas, but when it comes to fixing the lack of information that solo queue suffers from, it is not fit for purpose as a solution, period.

  • @Volcz said:

    Voice chat is mocked but its actually pretty sad that we don't have it in a 1v4 game w/ 'MMR' when almost every other game had it and this games been out for years. Even Evolve Stage 2 had it, lol.

    If you aren't a fan of voice chat, then opt out. If you experience a toxic player, can simply mute them. I don't understand this whole 'voice chat will be horrible and toxic!' mentality when there could be a simple option to disable it if you aren't interested in comms.

    Hell, even a experiment or test phase on PTB would be a start to gather data. I'd be all for it.

    You're missing the second half of the objection- voice chat would be horrible and toxic, and, it wouldn't fix any of the problems that solo queue is currently facing.

    If your proposal to fix the lack of information solo queue faces hinges on as many uncontrollable factors as voice chat, your proposal will not fix anything. New problems crop up, no old problems are fixed... from my perspective, that's a net negative.

  • You can't make random teammates cooperate, so that's out the window already, but there are things that can be done. Information sharing is one of the benefits of SWF that can be given to solo queue, albeit in a lesser form.

    Status icons would help a little more than you're making out, but they're not perfect on their own. I'd also suggest the ability to see your teammate's perk builds both pre-game and in the mid-match details screen, two more gestures (thumbs up and arm-waving to convey 'stop'), and something akin to a basekit Kindred. What that'd look like, I'm not entirely sure, but something to know roughly where your teammates are when it's time for a save is the part of Kindred that wouldn't buff SWF, the way the killer aura would.

    I'd also like to see more perks and items that help with solo queue specifically, without becoming the single must-run option for its type. For instance, stuff like Bond would be much less necessary if keys were retooled to have like five times more charges and showed you teammate auras without the use of any addons. That way you could have a full build of perks like any SWF player without needing to give any up just to know what the hell your teammates are doing.

    At the end of the day playing solo will always be weaker and more frustrating than playing in a group, as it is for every other team-based online game, but there are things that would help improve it.

  • @Hes1hp said:

    Let's make it short:

    Solo Q was already unbearable and frustrating. But many handled it because if you were extremely good and a mediocre killer had to much ego chasing you all the time you could solo carry the team to win. But other than that scenario it's usually slaughter fest.

    Now the survivors overall got efficiency nerf for chases aswell as gen speed. And solo Q was already lacking at efficiency due to bhvr balancing more and more around swf level of efficiency over the time.

    Now you can be the best survivor and all it takes is a mediocre bubba catching one of your mates and facecamp with dead lock

    I'm not seeing how your conclusion there matches with your arguments. If you were the best survivor in the world prior to the midchapter and one of your mates went down to a mediocre Bubba with Deadlock, it was basically the same thing? I'd buy that the extension to generator times makes getting all completed before your teammate dies harder, but that's a problem that affects SWF quite a bit too, it's very much its own thing.

    As for chase efficiency, only kind of? Your post-hit sprint was reduced, certainly, and the killer wipes their blade almost imperceptibly faster, but tiles weren't changed (in fact, new ones were added!) and the only Exhaustion/chase perk that got changed was Dead Hard, so you still have all the tools you'd need to run the killer for a fair while. I guess you're a little more at risk of Bloodlust, but even with the buffed values it's not a net win for the killer to hit Bloodlust 3 before getting a hit, especially if that hit isn't a down.

    Basically, in summation... things only changed a little bit in that regard, nowhere near enough to make running the killer in solo queue impossible. Maybe I'm missing something about your argument here, I'd love to see it if so.

  • @Biscuits said:

    Everything that allowed you to avoid being tunneled got nerfed. Playing solo you have very little chance of living if you are being tunneled, all the perks that helped you live got gutted. Mainly it was the nerf to DS and Dead Hard but the killer buffs made it even worse. This didn't hurt SWFs because they will just protect the person you try to tunnel, but very few teammates will help you in soloQ.

    They also loosened up MMR parameters to reduce queue times, so weaker survivors are being introduced into the MMR cap games. Add on to the fact that there is a abundance of killers and not enough survivors to go around. The games being played right now are far from fair. Add all these things together and you have a death fest for anyone not playing in a group.

    So, first, when you say that every perk that helped you live through tunnelling got gutted, you mean... Decisive Strike? That's the only anti-tunnel perk that existed, period, and it did get nerfed. Dead Hard is not an anti-tunnel perk and is still pretty good if you know how to use it, so that one doesn't count, and even those two are the only ones you mentioned- what about Off The Record? That'll give you a ton of opportunity to outplay a tunnelling killer. On top of that, you literally cannot be downed immediately off hook anymore, so you always have agency when you're tunnelled.

    The MMR part I can't speak to, I've not personally noticed it but that doesn't mean it isn't a thing for other players. Fair enough, maybe you're getting mismatched enough that it's more frustrating, I could see that.

  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145509#Comment_3145509

    Because they have a recent history of nerfing mid tier killers simply because average skill survivors didn't like playing against them.

    Do you have any examples of that? The only one I can think of even slightly recently is Wraith, and calling that a nerf because survivors "didn't like" playing against him is an extreme stretch.

    What other killers have they nerfed for this reason?

  • There's really no competition, it's Myers. The only even slight inaccuracies are that he has stun sounds, everything else about his power was translated absurdly well from his source material's structure and pacing.

  • Generalist, but with a skew towards healing. My usual build is Kindred/Off The Record/Botany Knowledge/Circle of Healing, and the first two there are for general-purpose survivability and solo queue information, whereas the second two are designed to give me reliable self-heals while also being more effective at healing my teammates.

    It works pretty okay, honestly.

  • I have to disagree with two of your points here.

    First, if you're within six meters of a camped survivor, you may not be able to unhook them. You may, in fact, only have the ability to take a hit and give them the drive-by thumbs-up while zooming away, because going for a save might've ensured you go down too. This is mostly against the better facecamping killers, like Leatherface and to a lesser degree Huntress or Trickster; going for a foolhardy save against them is a death sentence, but you stand a far better chance of getting a Reassurance play off.

    Second, while there is no way to coordinate that you're going to use Reassurance... that perk still telegraphs itself quite nicely, so if your teammates are paying attention they'll see that you've used Reassurance. If they're not paying attention, or they're the kind of player to divebomb a camped hook... well, you've got more problems than whether or not you can tell that player you've got a certain perk lol. Otherwise, they're gonna be lingering near the hook, and they'll see the white outline of Reassurance.

    Obviously, there are a lot of perks that are more useful if everyone knows it's in play, so in general you should see your teammate's loadouts, but I don't think Reassurance is going to be too harshly hit by that lack of information.

  • That isn't really the point, though.

    Yes, making solo queue feel less obnoxious to play in is a nice benefit of buffing it, but the point is to bring the information exchange closer to SWF for balancing purposes. Balancing both killer and survivor tools is difficult because there are three distinct groups who are all affected by those changes differently, and if those three were merged into just two, it'd all be a lot easier and smoother.

    Knowing your teammates are intending to be useful is always going to be the benefit of SWF that cannot be gifted to solo queue, but you can at least know what your teammates are doing and what they brought to the table (wrt perks and such) so you can make decisions accordingly. That's a lot better than nothing.

  • Assuming basekit killers and no DLCs, I'd say probably Trapper. Unnerving Presence might be bad, but Agitation and Brutal Strength are both perfectly serviceable perks that'll help pretty much any future killer they play.

    Assuming all DLCs... probably Nemesis. Lethal Pursuer is incredible for new players and pretty damn solid for everyone else too, and having Eruption unlocked later on for when you're more comfortable with managing it would be a nice bonus.

    Partially it does depend on what killer that new player likes playing since they'll want teachables that synergise well, but those are pretty solid options for most killers.

  • For Oni specifically, I think the answer unfortunately is just "git gud", since his power is one of the stronger ones in the game and he isn't really the kind of killer that you need to complement with perks to get good chases. Not a judgemental statement, I'm rubbish at Oni myself.

    For other killers, things that break pallets and things that block windows are good. Brutal Strength, Dissolution, Enduring/Spirit Fury, Bamboozle, even stuff like Blood Favour and Crowd Control aren't awful. Save The Best For Last is also good for ensuring you can catch up quicker after a hit, and instadown perks tend to make chases a lot shorter if you can get them to activate at the right time.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142826#Comment_3142826

    "To shake up the meta" isn't really a valid point when Pain Res is still meta and actually had part of its changes reverted because of a weird but ultimately counterable interaction with merciless storm.

    Self-care wasn't used because it was a good perk, but for its reliability. While there are better perks for healing, those perks aren't nearly as reliable. Even a medkit with Built to Last isn't nearly as reliable. It only takes a killer with Frankie's for you to lose your medkit, and that's happened to me a lot, which is mildly annoying.

    Self-care was and still is, by far, the most reliable self-healing perk. It's just that now it takes so long it's really hard to justify using it.

    One perk still being meta doesn't invalidate that the point of the update was to shake up the meta. The worst you could possibly conclude from that is that they failed, and I'd hardly consider one or two perks still being used an abject failure. At least Pain Res is a newer perk and not one that's been in the game and in the meta since release.

    It was really hard to justify using it before, on account of it being a bad perk. As I've gone over above, it's my opinion that Self-Care wasn't even a viable self-heal tool without a build around it, let alone the most viable self-heal tool.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142894#Comment_3142894

    It did help with medkit efficiency also, which helped with solo-queue. Another reason to revert the nerf. Your argument isn't invalid because of what I've already said. 1 person healed at 32 seconds, 2 people also waste 32 seconds of time. It's the exact same amount of time Self-Caring as 2 people healing. If Self-Caring is inefficient, then healing other teammates is also inefficient. Do you feel that healing a teammate is inefficient?

    Two people waste sixteen seconds of time. Just because two people are doing it doesn't double the amount of time it takes.

    As for your question, depends on the scenario. There are absolutely times where spending that full sixteen seconds to heal someone is inefficient, or at least a bad idea, hence why healing speed boost perks like We'll Make It and Botany Knowledge are so useful. Anything that shaves time off that action is good, and anything that makes one person stay static for longer to complete it is usually not good.

    Again, its efficiency with medkits was its only saving grace, that was the only thing that made it slightly passable in solo queue. When some time has passed and the meta's been more static for a while, I wouldn't even mind seeing that part of it come back! But even then and especially now, there are better options.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142845#Comment_3142845

    When you talk about perk slot efficiency for solo-queue, then yes, it's the best. It was meta for a reason and the reason was perk-slot healing efficiency in solo-queue.

    Only when used for its medkit efficiency. If it was brought as the only source of self-healing, then it was a noob trap for people who think they're being efficient with perk slots but are actually harming the team by taking themselves out of the action for too long to heal themselves up again.

    (And even then, if you want one perk slot and one item slot, Botany Knowledge was the far superior choice.)

    I've already gone over why it has plenty of valid replacements, so I won't repeat that again.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142826#Comment_3142826

    Before, Self Care let you heal in 32 secs, the exact same amount of time for 1 player to heal another (16 to heal * 2 people just healing = 32). So it wasn't the greatest thing, but it was valid.

    Strongly disagree. Spending that much time healing yourself made it a usable but weak self healing tool, and that's assuming you're not using it to heal every single injury by running fifty miles to the edge of the map first, which was a pretty common sight. Maybe I'll grant you "valid", but there's no universe where that translates to "best".

    Even so, there were and are better healing sources, even for solo queue. You just have to think a little more about what you're bringing.

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