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jesterkind

jesterkind

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jesterkind
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  • I'm really not sure why people keep saying solo queue is getting harmed unduly by this update. Longer generator times are going to hurt a little, sure, but solo players no longer have to rely on their teammates bringing BT, they have more viable perks available to them that don't require coordination with other survivors to use effectively, and they won't have to suffer through the slowdown meta making generator repair even more difficult.

    Like, this update still mostly comes out in the killer side's favour if you really must measure it that way, but solo's looking pretty good too.

  • How could it be used for distance if it no longer lunges? I'm not sure I follow.

    If the survivor is close enough to run to a pallet, they wouldn't be using DH for distance anyway, they'd be running to the pallet normally and then presumably greeding it for a bit.

  • I can wholeheartedly recommend the joys of being a Trapper main for a time... so long as you don't mind losing a few games while figuring out the good trap placements.

    ...Then some more games after you know the good trap placements.

    .....Trapper's fun, I promise.

    Whoever you try, though, good luck and have fun!

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021199#Comment_3021199

    Off The Record isnt stealth and Lucky Break was already a thing, and everyone with 2 functioning ears and a headset can still hear you so it's still useless. Lucky Break was only good paired with Iron Will.

    Bite The Bullet was good with self care.... which was nerfed.

    Dark Sense isnt a chase perk. I dont run dead hard, I run lithe and killer's chase was buffed basekit.

    If this is your "as well as they can" for tunneling you have really low standards.

    ...No aura and no grunts of pain isn't stealth? What do you mean?

    Lucky Break is also very very good if you know what you're doing with it, it just requires more thought than simply being silent. Bite the Bullet is good with all self healing, not just Self-Care, Dark Sense is an info perk that only activates when the killer is likely to be on you and aura reading in chase is very powerful.

    Great, keep running Lithe. Most survivors ran Dead Hard, though, so they have more viable exhaustion perks now.

    What more do you want from tunnelling? Like, literally- if Endurance and Haste basekit plus a ton of options for giving you more of both aren't good enough anti-tunnel, I genuinely want to know what you think would be good enough.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021167#Comment_3021167

    Where's the more viable stealth and chase options?

    Tunneling did not get addressed effectively. You're Delusional.

    Hi! So:

    Stealth: Off the Record and Lucky Break are also being changed in this very patch and are shaping up to be very strong, Shadow Step is pretty decent but has downsides, Bite the Bullet provides a particular type of stealth, and probably a few more that I'm forgetting.

    Chase: Literally every exhaustion perk that isn't Dead Hard, though Dead Hard is looking to still be pretty decent, arguably Dark Sense, and all the tools that they already had for chase that were overshadowed by either Dead Hard or meta perks they felt were necessary to run that no longer are.

    Tunnelling got addressed about as well as one can, pretty obviously. If the killer tries to hit you after you're unhooked, you get a speed boost, and that duration can be extended massively with one of a surprising number of sources of Endurance coming up.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021150#Comment_3021150

    It's my argument that the somewhere they should start is not changing a game mechanic that makes weak perks even weaker without compensating those perks. I don't really understand how you can defend the incompetence of these decisions.

    Because it's not an incompetent decision? Like, yes, it is a shame that two neat perks were made slightly less useful overall since a new mechanic hard counters them, but like... who actually gives a damn about Resurgence and Solidarity? They already weren't run, so it didn't have a huge effect on them.

    I completely, 100% agree with the statement "I think Resurgence and Solidarity should be changed next so they fare better against new hemorrhage", because that's reasonable. I cannot begin to understand the attitude behind the statement "they should've ignored the pressing concerns of the current meta to address two random perks basically nobody uses, and not doing that is incompetence".

    Again, I agree they're due for a change, but so are fifty other perks that haven't been addressed yet.

  • Agreed.

    I think a lot of the "this update kills solos" uproar comes from people assuming that specific perks are necessary to stand a chance in solo queue, and not perk types. Solo gets a buff in the form of not having to worry about their teammates farming or simply not having BT, they get more viable stealth and chase options, they get a neat new form of information for when the killer is coming at them (info that's much less useful in a SWF)... gens taking longer is gonna hurt, but clearly it needed to due to how fast gens were going.

    Tunnelling got addressed very effectively, which helps solos since it's harder to coordinate a defence against that right now. Camping not so much, but hopefully that comes soon.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021131#Comment_3021131

    They are already non meta perks and Bhvr made them even worse lmao. How's that for shaking up the meta

    I imagine they'll get buffed eventually. Maybe they'll be in the next patch to contain balance changes, maybe not.

    They have to start somewhere. Perks that got made slightly worse by interacting unfavourably with a new mechanic could be argued to be of a high priority, but certainly not higher than addressing the slowdown meta.

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021111#Comment_3021111

    The Hemorrhage update caused these perks to become useless because the heal regression applies to them. I'm not 100% sure of the interaction with solidarity, but I know that it destroys resurgence. Basically, resurgence gives you the 50% to your health bar when you get hooked, so sitting on the hook will drain your health bar.

    Oh, I see what's being said here.

    ...Ehhh? I mean, if you're hit with that status effect, sure, but not every killer is running that every match.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021103#Comment_3021103

    Yeah but they killed these two perks a few updates ago. I think they should be a priority. Unfortunately it's more important for them to absolutely gut perks.

    I don't remember those perks getting changed, what do you mean?

    And, well, yes, the priority was shaking up the meta more than buffing random perks.

  • They couldn't possibly get to every perk that needs work, to be fair. I imagine those 39 already took up a lot of time, between the actual coding, the testing, the bug fixing, etc.

  • Except that it'll heavily disincentivise tapping the generator to stop the regression, since doing that means the killer can kick it again for another 2% progress chunked off.

    The problem with the base regression speed isn't really that it's too slow, though that might end up being true as well, it's that it never sticks around for that long since it only takes a second of survivor time to stop it completely. This won't be a substitute for a regression perk, but this combined with the longer generator times in general mean that kicking a generator achieves something.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020885#Comment_3020885

    I'm playing Killer exclusively right now.

    So, what I'm saying is this nerfs solo queue and does nothing to SWF. None of the options you mentioned bring the same value as Self-Care does for solo queue. Solo queue needs a way to heal by themselves because solo queue players are unhooked and left to fend for themselves. In SWF, your teammates will follow you and heal you or heal you at the hook.

    But alright, you want one perk and you want it to have comparable value to old Self-Care. I got one for you: Built to Last. Bring that and a good medkit, and you're set.

    Self Care requires 1 perk, then you are allows to choose whatever item you want. For solo queue, you have to have a self healing perk, Self Care is the most slot efficient. SWF doesn't even need a self healing perk.

    Survivors have a ton of options for healing, even in solo-queue. But sure, if you want to use Self-Care, nobody's stopping you- you'll just need to dedicate two slots to stubbornly insisting on using the same old perk for another six years of the game's life, instead of updating your loadout entirely. That option is still there for you.

    Yes, but all those options are worse than Self Care for solo queue.

    Pharmacy is also easily on par with Self-Care, especially now that it's getting buffed in the next patch.

    For solo queue, Pharmacy is no where on par with Self-Care. If Pharmacy is the best new healing perk for solo queue it means that multiple solo queue players will use it, meaning you won't have enough chests available for it to be a good healing perk.

    You keep very confidently repeating that Self-Care is the best self-healing perk for solo queue, and I'm still not quite believing it. I also question that you need a self healing perk at all-- I would agree that it's the safer bet, but you do still get healed by teammates in solo queue, you simply can't rely on it happening at crucial moments. Frankly, the need for self healing is 100% covered by a good medkit if you don't have good self healing perks available to you; anything else is a safety net, not required.

    Let's tackle your first point here for a moment- Self-Care requires 1 perk then allows you to choose whatever item you want. Should it? Should you be able to heal that efficiently on your own? If nobody can heal themselves that efficiently, surely that means that everyone else is going to also be looking for teammates to heal them, or bringing more altruistic healing perks like CoH?

    Your last point is flawed, by the way. Not everyone uses the single most effective perk, and not everyone plays in solo-queue, so the number of chests matters less. Not to the point where it's irrelevant, but it doesn't automatically disqualify what is clearly a very good self-healing perk.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020585#Comment_3020585

    All of the perks you mentioned are worse than Self-Care use to be, hence the reason Self-Care is used so much as show by the percentage of use at high levels of play. And it's solo-queue that uses Self-Care.

    It's a straight up nerf to solo-queue.

    Not really, they just provide their value in different areas. Pharmacy is also easily on par with Self-Care, especially now that it's getting buffed in the next patch.

    But alright, you want one perk and you want it to have comparable value to old Self-Care. I got one for you: Built to Last. Bring that and a good medkit, and you're set.

    Survivors have a ton of options for healing, even in solo-queue. But sure, if you want to use Self-Care, nobody's stopping you- you'll just need to dedicate two slots to stubbornly insisting on using the same old perk for another six years of the game's life, instead of updating your loadout entirely. That option is still there for you.

    The point is for you to look at your options with fresh eyes now. Start from scratch and ask yourself what value you want, and which options would provide that for you most effectively. Ideally, that option won't be Self-Care anymore.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019846#Comment_3019846

    But it does not reward playing well I have lot of matches first down in 10-20s so corrupt will not give me any value in these matches. It's valuable only when you take lot of time to get that first down.

    Well, yeah? It's use case is going to decline sharply because of that.

    It's now useful for killers that take a while to get going. Oni, Myers, Ghostface, arguably Nemesis, any killer that can't instantly start pressuring with downs will have a little more time to get that early pressure going, that is now what Corrupt is for- it's not the one-size-fits-all best slowdown perk anymore.

  • Iron Will: Your version and the dev's version are on equal grounds, as far as I can see. 100% reduction is absolutely insane to have with zero downsides or requirements- other perks that even reduce it by any amount often have very obvious requirements or limitations, so Iron Will simply cannot have 100% reduction without giving something else up. Either 75% reduction that goes away while exhausted, useful but no longer near-perfect stealth for one perk slot, or 100% reduction and you can't use any exhaustion perks, those both seem fine in theory- I lean more towards the dev's version, though, because totally silent survivors just aren't that fun to go against, it's pretty free and passive stealth even with downsides when it's permanent.

    Decisive Strike: While I like it, I'm somewhat wary of perks directly affecting powers like that- it seems like it'd be a nightmare to define and maintain, especially for killers with multi-part powers. What gets disabled for the Pig, for example? What about new killers that haven't even come out yet? I don't mind DS doing something else designed to deter stronger powers from catching up again, but I'm not totally sure about this one specifically.

    Calm Spirit: Silent cleansing is stronger than people give it credit for, albeit not crazy, so some reduction is fine. I'd just knock it down to about 15%, that seems more fair.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/330370/the-thana-and-botany-knowledge-buffs-are-misguided

    Buffed Thanatophobia on Legion, Plague, Blight, Wraith and Nurse will be insta-wins now. What a stupid perk to buff.

    Botany Knowledge was buffed so that when paired with nerfed Self-Care, it gives the same bonus healing. The problem is it makes Botany Knowledge required if you run Self Care. So solo-queue now has to run 2 perks instead of just one.

    This whole patch is screwing over solo-queue. Good job Devs, glad I switched over to Killer.

    ...Why would solo-queue have to run two perks instead of one? If you only want to run one, why not Inner Healing or Circle of Healing, or Renewal for hooks, or Pharmacy, or just bringing a good medkit in yourself?

    It's only two perks if you insist on bringing Self-Care. Which, if you don't want to bring two perks... don't bring Self-Care?

    Solo-queue players also now have the knowledge that farming them is much less impactful, so I wouldn't say this patch screws them over. None of their necessary tools got nerfed outside of Self-Care which has a ton of alternative options anyway.

  • @Mozic said:

    The deaf friend I had didn't even want to make it far enough into the game to unlock spine chill before dropping it due to the inability to hear terror radius or skill check prompts - I think relying on perks to bridge the gap is entirely the wrong way to resolve these problems, though.

    Accessibility features absolutely should not tax disabled players perk slots!

    For that reason, I don't think it's appropriate to clutch onto Spine Chill's current effects out of concern for its value as an accessibility feature. The devs have a responsibility to address accessibility issues in other ways than perk balance.

    All of this, plus, there are still perks that'll cover for an inability to hear the terror radius - ones that, as someone with intermittently terrible hearing myself, I may even start using.

    Those who are inclined to stick out a lack of accessibility will still have options until that lack is addressed, so it's not really relevant to the topic of Spine Chill.

  • The part that gets me about these kinds of comments is that it's not as though you have no tools to replace these new changes.

    Liked how Spine Chill showed you when the killer was near you through walls? Dark Sense. Is it as powerful? No, but nothing should've been. If not that, how about keys? How about Alert? This option went down in strength, sure, but it also needed to.

    Liked the stealth of Iron Will? Lucky Break and Off The Record are looking completely bonkers after this patch hits, and that's just the stealth perks that got touched- there's more already in the game.

    Liked the reliable self-heal of Self-Care? Botany Knowledge pairs with it even nicer now, and you've got Inner Healing, Circle of Healing, Renewal, and a host of other options.

    They didn't nerf playstyles. They nerfed perks that overrun those playstyles by being objectively the best pick for that playstyle, so that you actually have to think about which options are going to suit you best. That's a good thing.

  • I agree! It's a very strong first step, and while there are a few things I'd like to see tweaked after the PTB, most of it is very very promising.

  • This might be useful for players with those issues: https://twitter.com/PixelBushYT/status/1539780019299442688


    But yes, this kind of accessibility shouldn't be a perk, especially a perk that caused as many problems as Spine Chill. I am 100% in favour of pushing for something like DBD Mobile's visible heart icon, as an optional element for players who need or want it, but we shouldn't be conflating that need with the balance change for Spine Chill that is absolutely warranted.

    Also, as the tweet lays out: SC was never the best perk for that to begin with, so you've still got options.

  • @Nameless said:

    I'm not sure tbh. Dead Hard for distance might still exist but have a different shape.

    https://forum.deadbydaylight.com/en/discussion/comment/3015157#Comment_3015157

    Are they though?

    Like, what's stopping survivors from using it the exact same way?

    They get injured, loop around and when they can't get to a pallet just in time, they activate Dead Hard and get invulnerability for a second which gives them enough time to get to safety. Just like before, the killer either has to swing and eat the endurance effect and giving the survivor an extra speed boost, or they don't swing at all allowing the survivor to get to safety.

    It's something that I'll need to test on the PTB because I'm not convinced the change is actually that much healthier for the game.

    If one second of running at normal speed is enough to get to the pallet or window, it wouldn't be a Dead Hard For Distance situation. The entire point of using it for distance is that it takes you further than you'd get by simply running, completely for free and with no counter on the killer side.

    Now, if they want distance, they have to get hit and waste time mending. Now it has a requirement, and can be played around by the killer, unlike before.

  • While I'd say camping wasn't addressed at all in this dev update, tunnelling was. There is an "and" - AND, survivors get free mini-BT and a Haste effect when they're unhooked, basekit.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019846#Comment_3019846

    10 seconds wont make much difference though since every regression was nerfed which is why the gens was increased. That 10 seconds is a killer walking to a few gens and that doesnt stop X progression on 3odd generators

    https://forum.deadbydaylight.com/en/discussion/comment/3019850#Comment_3019850

    Well nurse and blight never needed, and when they get nerfed which they will gens will still lose too much progress at the start of a match

    Not every regression was nerfed? Ruin, Pop, and Pain Res were nerfed.

    Thana, Overcharge, Eruption, and Jolt were buffed.

    Not that any of those perks except Ruin would actually help you in the early game, which is what we're talking about here. A flat time increase will help you in the early game, as it means you're more likely to get a chase and hopefully a down before a generator is finished.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019824#Comment_3019824

    Imagine that situation in a solo Q i cleanse a totem in a corner of the map.

    My teammates did nothing so they think it may be in the place i did cleansed a totem.

    Meanwhile I went to opposite corner and cleansed another totem.So... we have 2 places where my team will search and lose time.

    Except that they'll see the totem aura now. They don't have to run around blindly checking all totem spots, they can get within 24m of it- which is a pretty generous radius.

    And if you're still alive, you know those two spots were already cleansed. So, you can start checking other spots and probably find it faster.

    in Devs Comment by jesterkind
  • I'm not sure I agree. While survivors spawning on separate generators is still going to be a problem, especially on larger maps, the extra ten charges required to finish repairing any given one gives killers more time to actually start a chase and begin pressure. Combined with Corrupt now deactivating on your first down, I think you will see its use case decline sharply.

    It is still a decent perk, though. It wasn't sledgehammered the way others were, and the way it maybe should've been.

  • I saw someone else explain this pretty nicely- basically, if you know you're going to see where the totem is once it spawns, you can feel more confident cleansing the dull totems you come across because you're not going to end up with absolutely no idea where the lit totem is at the end of the trial, if you only got four totems instead of all five.

    It means that you can see a dull totem spot, think "this'd be an awful place for NOED to spawn", and cleanse it. You'll still know where NOED is after thirty seconds if it's in play, so you aren't harming yourself the way you are currently by forcing NOED to spawn somewhere you haven't seen the totem yet.

    in Devs Comment by jesterkind
  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019718#Comment_3019718

    There won't be any animation. It will be invisible as BT unless you launch the hit.

    The old DH animation was the going forward one. Survivor won't go forward anymore so no animation left. Good luck baiting it :)

    image.png

    If I had to suffer through twitter putting this specific reply back up at the top of my feed fifteen times, I'm gonna at least get some use out of it, lol.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017930#Comment_3017930

    Whatever. Any action that requires other survivors to be involved into it benefits SWF in the first place. 5 seconds Endurance effect will mainly benefit SWF.

    It only requires other survivors to be involved as far as unhooks, and soloq players do still get unhooked. Again, I don't see how it could- beyond a little bit of bodyblocking, SWF are already coordinated enough that post-unhook protection is less necessary to begin with.

    Compare to SoloQ, who have no coordination, no guarantee that their teammate is going to stick around and help them or have any perks that protect them. This clearly helps the solo player more.

  • I strongly disagree that the new anti-tunnel measures will benefit SWF more than SoloQ. SWF don't need it at all- it's for SoloQ players who can't rely on their random teammates to have BT, to take a hit, to not just farm them and run away immediately. With five seconds of Endurance and five seconds of Haste, the solo player now has the tools they need to make a sprint towards a loop or other structure that'll help them not get downed.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016388#Comment_3016388

    Ok I'm shocked this is genuinely incredible base game changes. A base game bt effect what in the hell I swear I don't work for behavior they actually did it. Self care nerf is an overreach imo but so many perks look really good. Overcharge looks nuts, monstrous shrine hag might be a problem. But a dead hard nerf that cuts the i frames and rectifying (hopefully) distance issue is bp from heaven. No WAKE UP pls pls just this once let it be real.

    Agreed! These are some really good changes, I can't wait to test them on the PTB.

  • I don't know about useless, but it's definitely going to not be used anywhere near as often- which, y'know, is the point.

    Still, though, I quite like BBQ's aura read, I might still use it on some killers. Mobile ones, or just ones where I don't have much aura reading available...

  • Killer action speed increases, that's gonna feel soooo good- I already run Brutal Strength on a few killers, that might increase if this all hits live.

  • I've always liked Lightburn, it incentivises newer Wraiths to play sneaky and go for weird angles instead of running full tilt at someone while ringing their bell.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015829#Comment_3015829

    Come on were not goldfish here. We spent 2 years waiting for that ds rework. A lot of updates have been gruelingly slow. The mc lean patch was the last really big patch and even then they half assed it with widespread changes that needed so much more tweaks Cough slinger cough spirit. I will give props to the ghostface, legion update there was a lot of genuinely smart improvements added to there kits. But its worth reinforcing just how important it is to get these perk shake ups moving. We have stared at ds dead hard bt/coh for so long its very frustrating its taking this long.

    It's- bro, the Developer Update for the perk shakeup is out right now, you can go read it. PTB in a week, update a few weeks after that. It's on track, it's happening right now.

  • I'm mostly concerned about it in the endgame- 80 seconds of Endurance basically means they get to escape for free if they're unhooked when the gates are nearly opened, after all.

    Other than that, though, it looks mostly fine.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014100#Comment_3014100

    If you know your current mmr is high you can avoid playing weaker killers till you feel its at a level where your not gonna get stomped for playing a weaker killer or running a meme survivors build. Even then people can at least go in with the expectation they are gonna have a harder time. You obviously wont know a survivors or killers mmr till post game. So no dodging will not be made worse people will know beforehand that when they queue up to bring the appropriate build. If anything it will encourage higher mmr killers and survivors to play more meta which wouldn't be a problem if this company would do some big balance tweaks instead of lounging around letting the meta stagnate.

    Sure, but your MMR on the weaker killers isn't going to change if you aren't playing the weaker killers, so there isn't going to be a point where it's at a level you're more comfortable with?

    Also, kinda wild to say the devs are "lounging around letting the meta stagnate" on the day they give the dev update on the big meta changes, lol.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015200#Comment_3015200

    I'm sorry how on earth is a 30% speed debuff worth cleasning/blessing totems silently ? Not to mention it most definitely will stack with killer's speed debuffs. Also saboteur's buff is absolutely useless the aura being yellow won't change anything. Iron got nerfed to the ground as well, there's absolutely no way you've played survivor in your life and actually think these changes are good and necessary.

    Well, remember what number that debuff is affecting, it's already quite low. But, even with that in mind, I don't think 30% is appropriate, I'd want to knock it down to at least 20%. A debuff is appropriate, but this one feels a little high.

  • ...I'm really curious what changes those with this attitude towards the nerf wanted. This completely removes the uncounterable free value and requires survivors to time their use of the perk with the swing, thus making it something the killer can bait out.

    It's clearly a nerf.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015243#Comment_3015243

    Silently cleansing and blessing a totem is useless since most of the time your cleansing and blessing away from the killer. This effect isn't strong enough to justify a slowdown

    @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015243#Comment_3015243

    I can't think of a single time where I wished I could cleanse or bless silently.Opening chests silently is nice but it's too niche to need a debuff.

    Speaking as someone who plays killer more often than survivor by a wide margin, you would (apparently) be amazed how many injures/downs I get from following the sound cues of cleansing or blessing.

    Trust me, this is a huge buff. With a little less of a penalty to the speed, it'll make Calm Spirit genuinely quite good.

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015243#Comment_3015243

    U use the word “gigantic” very lightly, my friend

    ...Silent cleansing + blessing isn't a gigantic buff? You can cleanse/bless right next to the killer now so long as they don't have line of sight. That is gigantic.

    Chest opening maybe less so, but that's nice too.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015200#Comment_3015200

    There was absolutely no need to give calm spirit a downside

    They didn't. They gave its new effect a downside. I'm personally of the opinion that the downside might be a bit steep, but considering the new effect is a gigantic buff, it having that downside at all is perfectly justifiable.

  • Calm Spirit still provides the exact same value as it did before, even if it now has a downside (paired with a gigantic buff) to another area, Saboteur is just purely a buff, and Iron Will was always going to be nerfed. I'm not sure I see what the problem is?

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014996#Comment_3014996

    You cannot bait DH against a good survivor. A good survivor use sound to trigger hit.

    Sure you can. Everyone makes mistakes and the average survivor is going to mess up and reveal that they have Dead Hard pretty reliably. Even good survivors get flustered.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014947#Comment_3014947

    Yes they nerfed it to 1.8s at 6m/s.

    Killer stun has been reduced as well to 2.7 sec.

    After a successfull DH, survivors will draw a :

    6x1,8 + 0,9x4 = 14,4 m

    It is way more than the current DH... They clearly buffed it.

    After a successful Dead Hard. Which is not guaranteed, because they have to actually time it with the killer's swing, which is something the killer knows and will be baiting out.

    Compare to before, where you were guaranteed value just by pressing the E button. The best case scenario for DH might have gone up, but the best case scenario is also dramatically less achievable.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014894#Comment_3014894

    No they combined both way to make it a more OP perk.

    Before you could avoid the hit with two ways of using it :

    • dodging the hit when launched
    • preventing a hit to be launched by using the distance gain to reach a safe place

    Now they combine both and it is even worst.

    A well timed DH will now allow the survivor to tank the hit and the surv will be granted a speed boost to reach a safe place. It was impossible with the old DH.

    They really didn't. The two ways before were to dodge a hit, and to make distance for a free chase reset. The latter was problematic because it was completely uncounterable on top of both being a very strong effect.

    Now, it only dodges hits. You'll get a little speed boost, but they nerfed the on-hit speed boost too, so it won't be much. Basically, they empowered dodging a hit (which you can counter) and completely removed pure distance (which you could not). It's a good change. Not perfect, but good.

  • @Babadook83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014827#Comment_3014827

    sounds more like a noob perk now. who doesnt look around while doing gens.

    Is that a bad thing? It's a generic perk, it should be useful for new players instead of giving them very inconsistent information and a wildly strong chase effect they won't know how to use properly.

  • No. What they did, at least imo, was incentivise using it one of the two major ways it was used, while completely removing the other major way it was used.

    New DH can be baited out and played around, it'll require skill, timing, and good reads of the killer before you'll get any value out of it at all. It might still be annoying, but it won't be a free chase extension.

  • It makes perfect sense. The point of these nerfs wasn't to tackle overpowered perks, it was to tackle the current meta. Self-Care is one of the most used survivor perks of all time, of course it was going to get a nerf, or some kind of rework that made it less viable. That's the whole point here.

    Also, people did bring it at top level, a lot. The dev update even says that's where its usage peaks.

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