jesterkind
jesterkind
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Pallet density is a giant problem on that map, and it's a shame because I genuinely think the layout and size would make it one of the better and more enjoyable maps if that were fixed.
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Dead Hard for sure. There are a lot of small details that I'm not sure on right now, and I'm definitely going to be keeping a very close eye on it...
Other than that, I wanna see how the basekit buffs to killer interact with perks that do similar things. Brutal Strength and Save The Best For Last, in particular... gen kicking could get real fast on Legion with BS + Frank's Mixtape, or even more nutty than it is right now on Wraith with Shadow Dance.
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Agreed.
I've proposed a toggle before, but a slider between the current value and the Shadowborn value would be perfectly acceptable too, maybe even better. There's really no reason for a perk to provide this kind of service- hell, it's not as though having Shadowborn FOV actually incentivises anyone to use that perk unless they have to for accessibility reasons.
I have no idea what Shadowborn would do after this, but I'm sure the devs could come up with something.
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I'd wait until the prestige rework in the upcoming midchapter, personally. It'll get dramatically easier, especially for unlocking perks and such.
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@Avocium said:
https://forum.deadbydaylight.com/en/discussion/comment/3027304#Comment_3027304
imo the idea it needs to be balanced around something is wrong. Of course we don't want the killers to be impossible to win against so they should individually be adjusted so that they're both fun and possible to win against.
A major problem however is that there isn't really a definition of what a "win" is in this game. Many people think the two out two dead is fair because.. well... on the surface it seems like 50% of kills would be fair. The issue is that to most killers this does not feel like a win, at least it doesn't feel that way to me. If I was responsible for this game I would place much more incentive on trying to escape as a team and have different degrees of winning - right now bloodpoints are the only validation players have for whether or not they've won and ideally I would change that. There are varying degrees of victory in this game so there should probably be varying degrees of rewards as well - some variation of team points awarded based on how many of your team escaped that could be spent differently than bloodpoints. This would be the bare minimum for me however, I think the blood web/ bloodpoints/purchasing perks is terribly outdated and gatekeeps new players too hard
For the record I have more time as survivor than I do as killer, I think my hours are probably something like 140-90 so I wouldn't presume to call myself an expert on either, I'm just saying what I've felt over the last few weeks as I've put most of my hours on killer recently and overall I would say the experience is much more frustrating and much less fun than survivor overall.
Just to head one thing off at the top of the order here- there is a defined idea of what a win is. Three or more kills as killer, escaping as survivor. Those are the win conditions, it's not ambiguous.
To tackle everything else: When you say that killers should be adjusted so they're possible to win against, that's balancing. The game needs to be balanced or the people who want to approach it more casually are going to have a worse time, not a better one.
As someone else pointed out, the 50% escape rate isn't actually two out, two dead in every match, that's partially my bad for phrasing it that way. It's an average- two games, one where every survivor escapes and one where every survivor dies, would still give a 50% kill rate on average, and that's more where the devs seem to be looking. Which is a good thing, because you're right- a 2k is a draw for the killer, not a win, and that'd suck.
There are also degrees of winning and losing, to be fair. The emblem system will give you different score depending on your points, so there's absolutely such a thing as winning with high points and winning with low points.
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The game has to be balanced around something, e-sport or no. Two out, two dead seems like a pretty decent target to me, that allows both for the competitively minded and the more casually inclined to have a shot at enjoying the game.
What alternative did you have in mind?
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I'd imagine they didn't add basekit Corrupt because it wouldn't uniformly benefit all killers, and therefore isn't as objectively a good idea as basekit BT.
I do think you're perhaps being premature, though. A cumulative extra 50 seconds before all generators are done is pretty nice, it'll give killers more time to interrupt a repair and get some pressure without really making it super noticeable on the survivor side; an extra ten seconds isn't that much when you'd already be committing 80, and that's only if you're doing it solo start to finish.
There are also still plenty of gen defence perks? Heck, even some of the nerfed ones are still good- Corrupt is still going to be fantastic on killers with a slow start, and Pop will still be pretty okay. It's basically only Ruin that got sledgehammered here.
Maps do need work, but this change isn't useless- especially combined with the chase buffs.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3027117#Comment_3027117
Future Thana with three stacks and 90s gens will be stronger than current Pentimento with 80s gens. If it weren't a hex, current Pentimento would be the strongest perk in the game.
Right, but everything else scales too, so that's kind of a silly comparison? Future Pentimento is still going to be stronger than future Thana, and the most effective regression perks were nerfed too.
It's also not really a nerf to solo queue any moreso than it can be harder to complete generators in solo queue, depending on your teammates. The actual changes in this patch that directly affect solo queue are mostly buffs.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3027043#Comment_3027043
Three stacks of Thana is now stronger than Pentimento. Against randoms, any decent killer should 4k without too much effort. It's not fun gameplay, either. Deathslinger with 10 stacks of STBFL is not going to be fun or balanced. It's all sweat, no skill.
Just to add, the bubble that appears when a survivor is hooked has been blocking the killer's aura on Kindred for about a month now. I often pair it with Open Handed and you still have to wait too long for the killer's aura to appear. I'm guessing it's a bug. Who knows, though? Knockout was buffed in this update, and that's only used to grief solo survivors.
Pentimento is 30% slowdown and four stacks of Thana is (going to be) 22%, so where on earth are you getting that from? Thana got buffed by 2%, I don't necessarily agree with it but it's also pretty laughably small.
The only thing that changes in regards to solo queue being made weaker is that Knock Out got buffed, that's it. I still don't think many killers are going to run Knock Out, but in fairness, that one thing does make solo queue weaker.
Basekit anti-tunnel and more perk viability still works out to a positive.
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I really don't understand how basekit anti-tunnel measures and more perk viability translate to solo queue nerfs.
Even if the anti-tunnel measures don't go far enough, that's still a net neutral, not a nerf. They didn't nerf any of solo's more heavily incentivised tools like Kindred, and the perks that they did nerf have clear alternatives, so where exactly is the nerf? What, exactly, is going to lead to a "massacre" in solo queue?
To be clear, while I still play killer most, I've been getting more into survivor recently for archive challenges and the like- I play solo, and I'm going to do it more after these changes hit, because the experience should improve. I'll certainly be testing survivor on the PTB.
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Seconded.
Perks to cover accessibility gaps is bad, and while hard of hearing survivors do have other options without Spine Chill, they shouldn't need to rely on them. Something like that heart would be a great optional element to help those with hearing issues, and I doubt it'd provide that much of a benefit to other players.
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I would imagine that was one of the main reasons they planned a stream to show off the new changes, which I'm given to understand is not a common thing at all.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3025376#Comment_3025376
Self-Care is the most slot efficient and reliable self-healing tool for solo queue.
Circle of Healing isn't good for solo queue because other players break totems and you have to bring either a map or a totem finding perk for it to be reliable.
Pharmacy isn't a good replacement because other players open chests and you have to run around trying to find those chests while you are hurt.
Inner Strength isn't good for solo queue because other players break totems and you have to bring either a map or a totem finding perk to be reliable also.
This is a very bad nerf for solo queue, which is already the weakest players in the game. Why nerf an almost required perk for solo-queue which can absolutely be ignored by SWF.
You are right about tunneling, it will be slightly better. But I don't think there was enough done for it. And when I mean tunneling, I mean tunneling someone out of the game at gen 5, regular tunneling is fine and required sometimes.
How, though? You can't bring Self-Care on its own and expect the word "efficiency" to even be visible from the gigantic time investment that perk makes you pony up before you get a heal, so you clearly need to bring at least a medkit.
If bringing a medkit is acceptable, then why not run Botany Knowledge, or Built to Last? Either of those combined with a medkit will give you comparable value. Sure, you won't get an unlimited number of heals, but you shouldn't need an unlimited amount of heals solo-- because again, the point of the self heal is to use it in crucial moments, not to never get healed by your teammates ever.
As for the why of it getting nerfed, you know why. Because it's been one of the top three survivor perks for six years. If an update dedicated to changing the meta didn't touch a perk like that, it'd be wilfully failing.
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"What will replace Spine Chill"
Dark Sense, Alert, Object of Obsession, Stake Out/Diversion/Distortion. None of them are as strong as Spine Chill because they shouldn't be; that perk was too strong. Also, you by no means need Spine Chill to play solo queue, what are you talking about? It's nice, certainly, but it's not a requirement.
"What will replace Iron Will"
Off the Record, Lucky Break, Shadow Step, any number of stealth perks that I'm forgetting. See again: Complete silence is too strong, and not required for stealth play.
"What will replace Self-Care"
This one I don't get at all. Self-Care isn't even the best self healing perk now and there are clearly a thousand alternatives. A good medkit alone will give you more value than Self-Care overall, especially if paired with perks like Botany or Built to Last, and then you've got Inner Healing, Circle of Healing, Renewal, Pharmacy... Like for real, solo queue is not lacking in options for healing themselves, on top of the fact that you do still get healed in solo, you just can't rely on it.
Not to mention that solo players now have the peace of mind to know that an idiot random teammate farming them won't lead to immediate tunnelling, and they'll have both endurance and haste to get to a loop. That's just a benefit to solo queue players no matter how you slice it, even if it's only a minor buff.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3025356#Comment_3025356
The developers nerfed solo queue hard. Self-care, the goto for solo queue players being nerfed is devastating. Basekit BT at only 5 seconds is worthless, you still have to bring some type of anti-tunneling/anti-camping perk. Camping and Tunneling have been shadow buffed with the extended gen times.
I won't be surprised when there's a lot of solo-queue survivors just quit the game and move to Evil Dead.
Self-Care is not the only self-healing tool, nor is it the strongest or most reliable right now. Pick something else. That's the point.
Basekit BT and Hope for five seconds may be worthless, but I somewhat doubt it. In a lot of situations, it's going to be the difference between reaching a loop and just being downed again. But hey, if you don't think that's enough, you now have an actually consistently effective personal anti-tunnel tool that isn't countered by slugging, so that's a benefit! On top of that, there are some really nice perk buffs, none of which rely on coordination to use; that's a benefit to solo.
Camping yes, at least maybe, but tunnelling is unambiguously taking a hit this update. It's going to be harder to tunnel people, not easier.
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I'm definitely happy with it. Killer basekit buffs and help for solo queue survivor, that's very good in my book- even if certain parts end up not affecting much, it's great to see such big swings being taken.
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@c0ug4r said:
https://forum.deadbydaylight.com/en/discussion/comment/3019967#Comment_3019967
https://forum.deadbydaylight.com/en/discussion/comment/3020046#Comment_3020046
Dead Hard lunge according to various sources is somewhere between 4m and 4.4m
Survivor movement speed is 4m/s. So 1 second of Endurance equals 4m.
Maybe I am missing something, but that still looks like Dead Hard for distance for me... only worse thanks to possible Endurance speed boost.
It's distance that you can only use when the killer is right on top of you, not at any time completely for free- consider that the 4.4 meters or whatever that you get from the current Dead Hard also pushes you further away from the killer than you'd get by running normally, because it's done much faster. It's also less impactful distance since it doesn't stop powers, doesn't stop grabs, and doesn't let you reposition through the killer.
How much of a nerf this is will depend on stuff we simply don't know right now- like, are you animation locked and prevented from interacting with chase objects while DH is active? If so, it's a pretty huge nerf, and if not then the perk's still going to be very useful for preventing a hit that would otherwise land.
... But Dead Hard right now does way more than just that, so it is still a nerf.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3021497#Comment_3021497
What anti-tunneling perk is there that you can equip and use for yourself? Don't all the other anti-tunneling perks require someone else to have it and rescue you from hook.
Off the Record.
After this patch hits, anyway.
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@[Deleted User] said:
isn't that basically just advocating for people to do the job BHVR's QA testers should be doing
Do you think Dead By Daylight is the only game that has a PTB, or that the function of a PTB is somehow different in other games?
Internal testing can only go so far, the chaotic variety and unpredictability of a live environment are very very useful in identifying bugs that'd otherwise slip through the cracks.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3024108#Comment_3024108
Spine Chill is still more reliable. The way I said it could be nerfed would make it fair for everyone.
But that's getting away from the point and just back towards Spine Chill as a perk you like. If the problem is really, truly just that you want to know when you're in the terror radius, Spine Chill is worse at that job, not more reliable.
The only things it's more reliable for are the effects that it has independent of being a bandaid accessibility fix.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3024101#Comment_3024101
Not just TR, it's sounds in general. TR was just one example.
And I know those other perks, just today someone told me I needed to use 2 of them just to have a weaker spine chill. Yea no thanks. I already have to have kindred and bond on my build, I dont want to have to use 2 more perks for the weaker effect of one.
You don't need two? Stake Out, Diversion, and Distortion on their own will all tell you - much more accurately - that you're in the killer's terror radius. Why would you need two perks to get that information?
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3024089#Comment_3024089
Yeah but I just don't understand why they would make it a lot worse. Once Wesker comes out, by the time I even hit P9 or 6 a new chapter will already be coming out. I just think the new grind is gonna be very annoying. You'll also be spending more BP than before since there isn't perks to help eat other perks and chunks up as much. People will be stuck buying iridescent and very rare add-ons over and over for a longer period of time for some that was decently fast before.
Because the point of grind reduction and progression in general is about perks and other gameplay aspects, not cosmetics. The cosmetics exist as a reward for grinding, so it makes sense they'd still take a while to get to.
You're also gonna have role queue incentives to help out with BP gain, on top of offerings. I don't think BP gain is going to go down that much, you just won't get it from BBQ anymore.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3024084#Comment_3024084
Like people have said before, the only thing spine chill needed was it not working on killers that are undetectable. That would be fair for people with hearing issues since it would affect them the same way people who don't have them.
Making it only work on LOS defeat that purpose since my problem is with all killer TR and not just some and it also doesn't help Ghostface and Myers since they need to be in LOS to stalk anyway. I do not care about the vault speed, at all.
I had the same problem when they nerfed Stridor since I had to use it on all my builds.
If your problem is terror radius, there are three other perks that do that job just straight better than Spine Chill does even now, that's the thing.
Spine Chill doesn't tell you when you're in the terror radius, it tells you when the killer's looking at you. Perks that start charging when you're inside the terror radius are much more accurate towards giving you that information.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3024024#Comment_3024024
It's not about the perks. It's about the bloody cosmetics. They just increased the grind I think.
If it's just about the bloody cosmetics completely agnostic of perks, then yes, I think that'll be a little worse. The characters you're prestiging are at least still fully playable with no loss of progress while you're grinding, though, so that part's a little easier.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3024077#Comment_3024077
I have hearing problems, the only tasteless person here is you for assuming I'm using it as an excuse.
Fair enough, my bad.
For the record, me too.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3024034#Comment_3024034
Yes, people with hearing disabilities got boosted by spine chill, now they should get some better hearing aid. /s
Needing to rely on a perk because accessibility options are lacking is a bad thing, and hard of hearing players have at least three other perks that can help them with not being able to hear the terror radius, so like... idk man bringing up hard of hearing people because you don't like a balance change feels really quite tasteless imo.
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Long have we waited...
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3024031#Comment_3024031
Yes, i think so too.
For new killers it is less and if you only do certain things - and some perks you don´t really need (this might be difficult for new players to know).
But if you want to max out - i am not so sure if this is much less.
I think it's still a lot if you want absolutely everything on absolutely every character, but for more practical purposes it's absolutely less, right? Maybe I'm missing something but I really feel that's the case.
Even if you do want everything - like I said, since you never have to grind for any perks that aren't generic and just get characters to p-9, I think it's going to work out to less anyway. You're "done" with a character at P-9 and won't have to spend hours grinding for specific perks after prestiging other characters because they're automatically added.
And in fairness, there are a lot of perks, I think if your goal is getting Absolutely Everything it's always going to be a considerable amount of work.
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I think this is a bit of an overreaction.
Hope is only active in the endgame and already had a pretty generous timer, this is a nice little buff but it doesn't supercharge the perk or anything.
Lightweight, I'll have to see what exactly the "sporadic" scratch marks look like, but I bet it's going to be fine. There's perks that remove scratch marks entirely and those are hardly OP, so more infrequent scratch marks should be fine.
Off The Record is only 80 seconds of bodyblocking if that survivor does literally nothing else for those 80 seconds. OTR is gonna be a problem in the endgame if it doesn't deactivate, but not for the rest of the trial.
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Getting absolutely everything unlocked on every character gets progressively easier the longer you do it though, right?
Because for every character you get to P-9, that's three perks you don't have to grind to get unlocked on any other character. The only perks you'll ever have to grind for are generic perks, and that seems pretty likely to happen on the way to P-9.
And that's just for getting everything, if you're newer or only want certain things unlocked, it's reduced to an even more staggering amount.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3022741#Comment_3022741
Unfortunately there will be a DLC called Mercenaries that allow yu to play as those.
In fairness, Nemesis has been playable in a few games at this point, iirc. I don't think they necessarily mind that much, when it comes to doubling up.
Probably less likely all the same, though.
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At the start, and in the match details screen that you can bring up with the escape key, too.
That is the kind of communication SWF get for free that Solo should have. It'd be a great change.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/3023339#Comment_3023339
Why? Why the point was to stop people to run it? I don't think we needed another useless perk.
Now, we will see the same few perks everytime, but there will just be different ones.
I agree with the fact Spine Chill needed something. It was annoying for stealth Killers. But now, there is no reason to use it.
As I said, most people wanted diversity. Here, it doesn't create diversity. It just encourages to change the meta instead of having more perks to play with.
Because the point was to change the meta. People were sick of the stale meta, and you fix a stale meta by nerfing the current strongest stuff and buffing weaker stuff.
Opinions as to how effective the buffs are (or the nerfs, in some cases) are all valid, but both of those things did need to happen. It's why Self-Care got nerfed despite being kind of bad; it's one of the top three survivor perks of all time, so it needed to be made less appealing.
Honestly, the why of it isn't my question to answer? It's explicitly and literally what the point was from the beginning, I'm not here to justify it.
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I mean, if you still want to run Spine Chill after this update hits, whatever the nerf is, then they'll have failed. The point is to get people to stop running it.
Also, while it being strong isn't the reason it gets nerfed, it is very strong, so some kind of nerf was still called for.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3023222#Comment_3023222
I'm saying you DON'T have to get hit by the killer to get the distance because they have to respect one second of invulnerability. That's 4.0 meters.
Are you getting it yet? I'm going very very slowly for you. Sadly I left my crayons at home so I can't draw you a picture.
Survivor presses E, unequivocally gains 4.0m in any direction they choose. If the killer hits them, they get even farther. Are the gears meshing? It's almost impossible to mess up assuming that you hit the button.
The only caveat is whether survivors can perform actions during the 1s. If they can't, it's still just at obnoxious as old dead hard but manageable. If they can? On demand endurance? That's a buff.
Which is less than they'd get with old Dead Hard, so it is a nerf, and it is still - STILL - only one of DH's uses because you must use it in hit-dodging range, instead of being able to use it to extend your chase before the killer is in swinging range.
This kind of condescension is already a bad look in general, but it's especially bad when you're clearly ignoring the points being made to you.
Current Dead Hard does three things. New Dead Hard does one; guarantee you either aren't hit or get a speed boost for one second. That is a nerf.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3023199#Comment_3023199
..... It doesn't change how it's used at all. The effect of the distance in dead hard is to reach a vault or pallet you wouldn't have otherwise. With new dead hard...... You press E, reach a vault or pallet you wouldn't have otherwise. It doesn't make your immune to killer powers anymore which is cute, but in so other ways it's functionally the same or a buff cuz survivors can't misuse dead hard and hit walls or trees anymore.
You're pretending like pressing E when a killer swings is some sort of big skill cap. It's not. You can tell when they swing cuz they either lunge or you put them in a position to where they have to swing to secure a down.
There is absolutely no way to spin the removal of free, on-demand distance as a buff. You have to get hit by the killer and you have to deal with the downsides afterwards, even in the best case scenario for this new version of the perk that is a significant step down from what Dead Hard currently does.
You cannot get free distance on demand and you cannot negate (as many) killer powers. That's a nerf. It doesn't matter that you can use it in chase to be a bit more greedy because that was never really the problem; that one effect might end up still being annoying depending on things like whether the animation locks you out of dropping pallets and vaulting, but even worst case scenario, only having that one use instead of all three plus whatever other cheeky things you could pull off is a nerf.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3023017#Comment_3023017
..... When you get hit by the killer, you get a speed burst. This is distance. So what you do is greed the loop like right now, press E when the killer has to swing and enjoy your free distance. Or they don't swing and you throw the pallet or vault the window or whatever. It's not explicit distance, but tacit distance. Same effect, different mechanic.
Exactly. So you don't get distance unless you use it to dodge a hit. You can no longer get distance for free, to immediately dash to a pallet or a window; you have to actually get hit, which risks the killer simply not swinging. Not to mention that it's Endurance, so chances are very good it'll put you in Deep Wounds afterwards.
It's not even close to the same effect. Even if it were, that's still only two of Dead Hard's three current uses, so it's still a nerf, even if not as big of one as it deserves.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3022939#Comment_3022939
24 meters is like 5 seconds away from the shack.
Even less if you're a high mobility killer.
I'm not saying you can't get back there, you can obviously still contest the unhook, but you can't camp it and force hook progression because you have to be far enough away that a save can be attempted.
At worst, that's neutral. It clearly isn't a "buff" to camping.
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None?
The point was to make these perks less desireable so people run different builds. That requires nerfing them, and quite hard too. Maybe some of these will warrant cautiously buffing back up in the future, but for now, all of these nerfs were fully deserved- the only way they'd be a failure is if people still wanted to run the perk in question afterwards.
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They'll help, but they won't solve the issue.
Catching up to survivors faster will help on Red Forest, and breaking pallets faster will help on Gideon's. Those maps will still need to be addressed down the line, hopefully sooner rather than later, but it's a bit reductive to say these buffs won't help at all.
Heck, even just ten seconds longer on generators will be nice on bigger maps.
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Because I don't agree with that assessment in the least, lol?
The game's not in nearly as bad a state as some make it out to be. It has frustrations, but it's still fundamentally a very fun and well designed game.
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I really don't understand how people think its a buff.
It has no distance, it can't dodge certain killer powers, it can be baited out and countered, and it requires good timing on the survivor's part. It now only tanks a hit, instead of tanking a hit and giving a ton of distance and providing immunity to powers. Even if it's better at dodging a hit, that's still a considerable nerf.
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@whammigobambam said:
Gen times increased and hook times decreased by monstrous shrine basement seems like a huge step in the wrong direction when it comes to camping and tunneling.
This wouldn't be an issue if bhvr hadn't just stated that camping and tunneling is something they're looking to fix in their game.
Monstrous Shrine deactivates if you're within 24m, so that one won't make a difference for camping- in fact, if killers are running it they can't camp.
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Trust me, you don't players with ISPs like mine to not have a lobby where they can see if they get to play, or if they magically have 600 ping out of nowhere.
If that's maintained, sure, but honestly I think the root cause of why certain lobbies are dodged should be addressed instead.
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I'm surprised nobody else has aired the same take as me, but that just emboldens me to talk about it: The best picks for a Resident Evil killer (outside of ones I might be unfamiliar with) are Lady Dimitrescu and Jack Baker, with Heisenberg and a few others floating around in third place a few feet below them.
Both characters have excellent energy and aesthetics, both have a perfectly acceptable canvas to build a power from, both are from very popular games with one being the internet's darling for a good while. Either would make for an excellent addition to the game.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3021495#Comment_3021495
I respectfully disagree.
If the devs refuse to acknowledge that solo queue has issues and keeps rolling out patches like this, might as well make SWF mandatory in order to play survivor because solo doesn't look appealing at all right now. The base kit BT is very laughable unless the killer keeps forgetting it exists and the only perk that will come in clutch for solo queue is Off the Record. Nerfing Self Care is just them taking a fat dump on solo queue.
Sure there was a lot of content in this patch and they can only do so much, but if the NEXT patch doesn't do anything to help the solo experience then Idk what to say regarding the dev's priorities.
Why is everyone acting like Self-Care is the only reliable self healing perk, and somehow is mandatory for solo queue...? It wasn't even that good, its obscene pickrate was inexplicable.
And no, the basekit BT + Haste effect isn't laughable. It's enough to make it to a loop of some kind while the killer waits it out in a lot of scenarios- not all of them, you might be hooked in a deadzone or in a basement, but in a lot of scenarios it lets you get somewhere where you'll be able to make a play. It's quite a decent buff to anti-tunnel without making it literally impossible for the killer to chase an unhooked survivor, and it fully means you no longer have to rely on a random teammate bringing BT or taking a hit.
Like, this patch wasn't dedicated to helping out solo queue so it's not a miraculous transformation, but there's some really nice stuff in there for solo players.
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@imnotcampingplz said:
https://forum.deadbydaylight.com/en/discussion/comment/3021513#Comment_3021513
Was I wrong to assume that an injured survivor using it to get to a extra pallet or window when they otherwise wouldn't be able to without the perk essentially acts as a third health state already?
If they're literally one second away from the pallet or window, that isn't what Dead Hard used to do. It's a massive reduction in how safe a survivor is during a chase with the killer, because they have to be very, very close to a loop before the new Dead Hard will allow them to get to it.
Anything that prevents a down is "a third health state". Looking at the new Dead Hard through that lens is going to be misleading, because it's about what the perk actually does for the survivor-- and in this instance, it will do dramatically less even for survivors who can use it well. Exactly how strong it is will depend on some specifics that we don't know yet, but it's absolutely a nerf and it's absolutely a healthier design.
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Well, using it as a third health state wasn't the most popular way of using it. If people used it to dodge a hit more consistently, it wouldn't be anywhere near as obnoxious, because that use can be countered and is inherently a little weaker.
Using it to lunge to a pallet or window is the far more popular use of Dead Hard, and that use is both uncounterable and no longer possible with the upcoming change. Dead Hard is still going to be good, if you can pull it off it'll give you extra distance after getting hit at the cost of putting you in Deep Wound, but it can now only be used that way and cannot be used without that risk or cost.
It also cannot be used to dodge bear traps anymore, which is fantastic.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3021497#Comment_3021497
The problem is, there'll be only one other anti-tunnel perk, and it's going to blow DS out of the water with the cut-down stun. OTR will activate off both unhooks, last longer, and work during EGC.
DS was meta because it was the -only- anti-tunnel perk, so nerfing it to incentivise other anti-tunnel perks makes no sense.
As I said, it'd be fine and its pickrate would still lower with the five-second stun.
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I'll have to test it in action on the PTB, but that change does feel questionable to me too.
Maybe it's to further incentivise other anti-tunnel perks? Still, I think DS would be fine and its pickrate would still drop even with the five second stun.