solidhex
solidhex
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3v1 is the only way you can even win this game as killer against a good team (if you're not playing the top3 killers Nurse, Blight and maybe Billy), if you let 3 people survive until 1-2 gens left then you basically lost. The problem is that not tunneling gets punished very often once you're in the upper MMR regions.
If i play survivor and i see the killer 1-hooking the first 3 survivors, i already know we won, there is just absolutely no pressure in this situation.A 3v1 isn't lost for survivors if it is not happening as early as 5-4 gens left.
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I've played survivor yesterday and killer right now.
Survivor was mostly a stomp, skill of killer and other survivors was all over the place, we lost 2 games and draw maybe 1 but we won 10 games (with kills ranging from 0-3).Killer today has also been a stomp for the surv, we never got more than 3 kills until now. I'm playing my main (Spirit) but she just doesn't seem as strong in this mode with so much going on, survivors healing so fast and maps being so big. Since i don't wanna sweat like in normal mode, i usually go for whoever runs in front of me, but Spirit works better if you focus injured survivors. I'm gonna try out Wraith and see how this works.
EDIT: we just stomped a team, seems like Billy is the way to go for wins, incredibly powerful with his insta downs. Also, tag-teaming seems to be way better than just spreading out on the map
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I came back after a 2 weeks break only to find out my main is heavily bugged. There are moaning sounds (from the husk apparently) that are so loud you can't hear a thing. Unplayable for me at this stage.
Besides that, i found passive perks and M1 perks best on her. Things like Surge, Pain Res and Deadlock, because you can concentrate on chasing and snowballing instead of kicking gens and lose track of survivors.
Genetic Limits is a good Iron Will counter if you have problem with this perk (it also denies them Dead Hard or Lithe for 8 seconds or so after the hit).
M1 chase perks like Save the best for last are kinda fun on her, Rapid Brutality is also okay if you play without Recharge Addons.
Many swear by insta-down perks like Starstruck, i personally found them to be to unreliable against better survivors. -
@Ethromel said:
I'm sorry, but why does it seem like BHVR can't do anything right? What is going on? When some killers have to be restricted from the mode that's how you know it's not balanced, fair or fun. Anything built on a faulty foundation is going to continue to be faulty by design. Lights out is too survivor tilted. It's four against one with accelerated generators, an the killer has no way of tracking survivors while they speed their way through these gens. I'm good enough to at least get two survivors, but a 4k is out of the question unless survivors mess up. I deal with it though.
When you try and control fate you mess u your destiny. Every time BHVR try to appease the balance god they screw over the natural order of things. There is no such thing as balance. Stop trying to achieve it. The natural order is someone is ALWAYS going to be better than someone else. This boils down to character, and most of the DBD community don't have the honorable countenance to accept a fair 'L' so they rather come to forum to moan about the odds being stacked against them. I get so many players rage quitting on me its insane. They challenge me to chase them because they fancy themselves master loopers, and when I catch within the first 15 to 20 seconds they quit. Or I kill so fast that layers accuse me of tunneling despite the fact that I left them alone to get two other survivors and returned within 2 minutes. Somehow because I'm not gracious enough to give them breathing room or I strategically intercept the other survivor attempting to take them off hook, I'm toxic and tunnel.
News Flash: It's called an obsession for a reason. And even then I don't focus on the obsession. I'll give the illusion that I'm pursuing so that the others will come to their aid. Works every time psychology.
Instead of encouraging players to think, BHVR caters to players asking for a hand out in the win department.One could accuse you of basically the same, being salty for not being able to 4k every time like it has becoming the norm for sweaty killers in the normal game mode. Survivors can't see the killer too and you often get a free hit as killer. I think gen-speed bonus could be slowed down a bit, but the last time it seemed to be almost unplayable as survivor. The Freddy argument makes no sense to me, his dreamworld seems to be the reason why he got killswitched and i get that, it probably wasn't possible to implement this somehow.
I just see this game mode as what it is, a fun casual mode made for doing challenges and changing the routine. I don't really care if i 4k or not, or if i escape.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796909#Comment_3796909
People know what they are queuing up for - They actually don't? I don't know who the Killer is. I don't know if they Killer is going to turbo tunnel at 5 gens. I don't know if the Killer is going to spite bleedout everyone. I know those things can happen, but all should happen at <1% and those instead are happening at >10%. If I could lobby dodge Plagues when running a heal build, this wouldn't happen, however, it is better to still not know the Killer, so Killer bans is an even better system than that. If a Killer is turbo tunneling at 5 gens, they chose to get a free win (in soloq), so all a DC does is accelerate their win. If a Killer is bleeding people out - see prior answer.
A Killer shows up so you HAVE to play against them - Exactly this is a flaw that needs correcting! What happened to people with Photosensitivity against Trickster? They could die. What happened against Clown for people who get nauseous or a Plague for people with emetophobia? They puke their guts out on their keyboard. What happens with people playing against Skull Merchant? Taking off their fingernails seems like a logical alternative to playing out the match. Get rid of negative extremes, just put in Killer bans.
I disagree that having people ragequit, DC or otherwise sabotage the game is good in any way - The problem here is you are ignoring the natural alternative. With DCs as they are right now, we get a bad game. With less DCs, we get more game saboteurs, since they can't easily leave the match, and if they are gunna get punished, they will 'earn the ban' and do something worse. With more DCs, you can easily leave the match and get a reasonable match the second the opposition is acting unreasonable. If we don't have these basekit QOL features, DC is the only remaining alternative that people will take.
I can easily say things were far far far better with 0 DC penalties because I don't play like a jerk. People were never DCing in my matches as Killer (unless they were skipping the final hook for time or the like), because I wasn't making them hate their life for logging in to play a video game. I saw no DCs against Killers who were playing in a similar manner as I was, not being a jerk but still winning. So I don't know if that is a self-report on your end, or a massive cultural difference from where we play. I play on West Coast US, and there were no (game altering) DCs when Killers don't play like jerks.
The problem with a 'jerk' queue is Survivors are quarantined, but Killers aren't. Killers are far far far more often the ones being jerks, bleeding out for 4Ks without an adept to justify it. If you could adjust the report system to add a 5th option that players can report Killers into this 'jerk' queue as well, then I'm on board, but at its face, every Survivor would eventually end up in 'jerk' queue (because of server crashes counting as DCs, as well as DCing after 2 other DCs) and nothing would change.
At this point idr if I said it in this thread or another, so I'll restate. There are "I will always" DCs, "I will quit when there is no reason to continue" DCs, and there are "I will afk instead of" DCs. The middle category is the majority of the playerbase, and the first and last are exceedingly rare. The group you are talking about 'never being pleased' is the first group. I am only talking about QoL to help the 2nd and 3rd groups. As long as you falsely conflate all groups as the first one, you will remain black and white on this issue.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797407#Comment_3797407
This presumes a draw is a draw, not a draw is a Survivor win. It isn't clearly a Survivor win, because BHVR has never claimed 2E is a win for Survivor. They only claim win and loss for a 1v1. With the information we have been given, a win and a loss and a win and a loss is a draw for both sides (made up of a 2 wins and 2 losses for each side).
Now technically, to learn the actual win/loss metrics, we would need to see the MMR adjustments after a match. If net Killer MMR goes up, it was a Killer win (even if it was only a 1K). If net Killer MMR goes down, it was a Killer loss (even if it was only a 1E). Without that information, or BHVR outright saying 2E is a Killer loss, this (3K+ Killer win, 3E+ Survivor win, 2K+2E draw) is the most reasonable standard we have access to. If we were to use your method, we would have to split draws (2E+2K) 60-40 favoring Survivor. Going back to 22S/28D/50K, this yields 22+.6*28 and 50+28*.4 for 38.8S/61.2K, which is still overweighted towards Killer win rates with 60% killrates.
"A Killer shows up so you HAVE to play against them - Exactly this is a flaw that needs correcting! What happened to people with Photosensitivity against Trickster? They could die. What happened against Clown for people who get nauseous or a Plague for people with emetophobia? They puke their guts out on their keyboard. What happens with people playing against Skull Merchant? Taking off their fingernails seems like a logical alternative to playing out the match. Get rid of negative extremes, just put in Killer bans."
Sorry to specifically picking out this bit but this mindset is flawed.
What about traumatized people who had real life experience with murder (of a relative or close friend) or torture? What about people who are very sensitive to violence? They will never be able to enjoy this game in it's current nature, should BHVR now change the game to something completely different? What i'm trying to say is, it's impossible to please everyone.Yes, improving accessibility and reduce barriers is good and important, but only to the point where the character of the game isn't changed.
I'm afraid of heights and don't like the adrenaline pumping situations of a rollercoaster ride or similar amusement rides. That doesn't mean i'm asking the owner of the park to change the rollercoaster into going slower and remove the high loopings and stuff. It's just not for me, i have to accept that (or overcome my fears, if possible). -
@PuddleOfBludd said:
”Why do killers think the game is survivor sided?”
Because it is. You can eliminate every single persons argument in the fact that whatever survivors want to happen to the game does happen. If they complain that they are not being able to do generators without interruption, the game is changed to make it more so. Survivors ridiculously ask for the game to be tailored to the killer not doing anything that is favorable to the killer, but to play as favorably to the survivor as possible, and the game is changed in order to reflect that. That is why the game is survivor sided.You are pretty new to this game, aren't you? Because killers got so many buffs in the last 4 years that this narrative doesn't really hold up. I can list you a whole lot of things that got requested by killers and then implemented/ fixed by BHVR.
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@HexHuntressThighs said:
No real meta anymore after they gutted all Gen slowdown perks a few patches ago. I personally do Corrupt, Pain Rez, Rapid and STBFL on spirit. But Iron Will is super common now that it got buffed so maybe bring stridor?
yea i already realized that, it was one of my favourite survivor perks so i'm not mad, but since Stridor does seem to add 50% to 0 again now i could really start bringing it (back then i never liked it, it made me misjudge the distance because every grunt was so loud).
That Rapid + STBFL combo sounds good on paper, i don't know if it will be useful with my Spirit gameplay (i never chase M1 with her, but maybe it helps closing the distance and STBFL is always fun to play) -
I completely stopped playing in December 2023, but i already stopped playing on a daily basis somewhere in autumn 2023.
Mostly because i started to dislike the DBD-feeling (the feeling of being powerless and getting treated unfairly, only to switch sides and repeat the cycle again) and generally it just felt not fun anymore, the old coziness was gone after the introduction of MMR, new maps and new killers. The balance just didn't felt right anymore (you needed a good surv team to have a chance of winning against a mid killer, but i regularly stomped teams when i played sweaty as killer).
And the most efficient playstyle for each side (which was becoming the norm thanks to numerous tutorials and guides and lastly, MMR) is just unfun.
But, another big reason is the constant pressure of rifts and keeping myself up-to-date with the new content, balance changes etc. Once you're out of this loop it's hard to get motivated to come back because of all the stuff you've missed and all the work you have to put into it, it's like a streak that has ended. The game also got way too complex to just play it casually for 2 matches once a week. I mean surely i could just play my old loadouts and killers but it wouldn't be fun if i don't really know whats going on with that new killer power/add on or when things just don't work like they used too. And i'm too lazy to work through all the patch notes only to be frustrated anyway.The reason why i'm still here once a month is nostalgy and the small hope that things have been drastically changed to the better.
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I'm in no position to argue about the current state of the game, because i haven't played the game in months and can't really bring myself to come back because of all the stuff, perk changes and new content i have missed. It just feels very bad when you come back to your former favourite game and you don't understand what's going on, because 2-3 new killers have dropped and the meta has shifted, DBD has become way to complex… but anyways, my point is something completely different:
When people talk about how bad old DBD was i often see arguments like "there were infinite loops, insta-heals etc. …" but in order to make things comparable you have to keep in mind what both sides had back then and how the state of the game and the community was. I was able to win killer games when i started to play in late 2019/early 2020 despite all of these OP things.The playerbase back then was much more casual, there was much less information and content on the internet on how to exactly play each role the most efficient, the general vibe was more casual and partygame-like. One of the reasons probably was that there was no MMR, only seasonal ranks, so matches felt way more random. Sure, bully squads existed, but if those would have been the regular experience, this game wouldn't have grown to the peaks it later had.
So my point is, it was perfectly possible to play the game as killer even with all this OP stuff in it, because 90% of the playerbase either didn't know about it or just wouldn't use BNP, insta-heals or bully swf loadouts every match. Same goes for solo survivor, killers were much less focused on highly efficient gameplay, so having a weak link wouldn't automatically mean a 4k at 4 gens like it was when i stopped playing in December 2023.
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@Hunkulese said:
No. The game is in a pretty good spot right now. Probably the most balanced it's ever been. Gamers just want to complain.
Solo queue is also fine. I escape more often than not, and they already buffed it with the UI indicators. All they need to do is let us see everyone's build and it'll be perfect.
that's definitely not the higher MMR solo surv experience :D
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Just play out of the ordinary and learn how to locate the direction she's coming from via her whoosh sound, without headphones though this will be tough i guess.
Do different things and don't get predictable. Run through a pallet and start to walk or keep running if you think she's close, many will predict-m1 into the pallet. Don't just camp the pallets everytime, short loops can be mindgamed by her, she will try to confuse you by phasing around and wait for you to vault, so stay cool. Do sudden direction changes, then next time throw the pallet, mix up fast and slow vaults and fake vaults. Backtrack, double backtrack, confuse her. Once she's out of her power you have the upper hand cause she needs to eat pallets in order to get you (She is only 110% movement speed). If you need to camp the pallet, don't overreact and throw and fast vault immediately, try to be creative. It's still a bit coinflippy sometimes, but for both sides. Sometimes i guess every survivor movement right and somethimes they read me like a book. But for you, it's all about wasting time for your team, every mindgame can give you valuable seconds.
Most Spirits you will meet in pub matches aren't that good from my experience, most depended on very good add ons. If you meet one who's very good and has excellent tracking and maybe even uses an EQ, things will get considerably harder, but you won't meet those players regularly in low/mid/quite high MMR matches.
She's my main, tonight i got trashed (multiple times even) for the first time after i came back from my 6 months break, so it's definitely possible to escape with a combination of a-bit-longer-than-usual chases, no free hits and keeping a good gen spread over the map (her map pressure on big maps is kinda gone, but i also only play with yellow and green add ons). In my best times i could track healthy survivors via breathing, backtracking me was nearly impossible, but those times are gone unfortunately.
You can also use perks like Light-footed, Iron Will, Bite the Bullet, Lightweight, Fixated or Lucky Break which directly counter her ability and throw her off.
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It's like this since i remember, i don't think it's a bug. It's basically counterplay to Shadow Dance Wraiths
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@xEa said:
Just make them aware that the learning curve might be a little rough compared to many other games.
Also make clear that killer is the power role and therefore it is unlikely they will escape very often. If they lower their expactations, they wont find it that frustrating anymore.
"The power role" has become synonymous with "i'm entitled and supposed to win most of the time because i want to". No, i don't think that 80% of the participants of a match should just expect to lose because "well this is Dbd you're supposed to lose it's a dying-simulator" - no it's not, never has been and never will. Killer is expected to be the harder role, for the tough people who can handle the pressure, anything else doesn't make sense if you want this game to live. I play killer exclusively nowadays (came back after 6 months break) because it has become a walk in the park and is actually more chill than survivor if you're not playing in an experienced 4man on comms.
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Nowhere to Hide is a kinda cheap perk anyway and you're not supposed to go around and kick gens in order to find a survivor. If your tracking is so bad that you need this perk to find anyone, it's a you-problem. It's still good enough because even when playing this perk i never regressed a gen 8 times or more. No gen is worth to defend it so excessively and scratchmarks and noises are still a thing. I don't remember that i triggered Surge on any gen more than 8 times. Gens either get done or they get abandoned eventually if you defend them too hard.
When i read those threads i get the impression that people play gen defender instead of killer. You're supposed to defend (and let go) gens tactically, but it's always best to apply pressure via chasing and downing (and eventually killing) while regress gens in between those actions. It shouldn't be your main focus to just regress gens, any halfway decent team will you punish you for that eventually by pushing other gens.
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@mustdogen said:
Can't chase too fast.
Can't defense gens.
Can't defense hooks.
Then how should killers suppose to do?
Any advice ?
Killer is so easy nowadays that you can do whatever you want and still 4k, of course there will be a good 4man here and then but since i came back (took a 6 month break) i haven't lost a single killer game but escaped barely as survivor (made about 10-15 matches on each side), i can only play this game for 2-3 matches nowadays without getting tired). Any killer who can't win most of the matches is either playing low tiers exclusively or is making considerable mistakes
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535447#Comment_3535447
Which two comp players? It's okay, you can namedrop. Because I've talked with comp and comp-oriented players, to include exize, Array, KnightLight, Hens, and a few more about Xeno. Almost all of them agree Xeno is in a very good place, and the few that had something to say about him is making his missed cooldown recovery slightly less forgiving (you know, the thing that's literally bugged, that the devs are aware of).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535511#Comment_3535511
Survivor mains when you explain to them why they're wrong:
But no, those are not my "counterarguments", because that would imply you had any argument to begin with. You made an attempt at explaining what was wrong with Xeno, and I told you exactly why you're wrong and a lot of those things are BY DESIGN. If you don't like it, you're free to play a different game. Killers don't exist to be your helpless bully puppets and every once in a while, you have to adapt to playing against a power that's actually strong.
And to answer the question "what is wrong with Xeno", it's quite simple. The missed cooldown recovery doesn't apply properly, and the devs are aware. That's about it.
Actually one of those guys said that it's too easy to be good on this killer but i'm not gonna namedrop here and make you snitch. And that's also my opinion btw (ex-comp player with 4k hours, even though that doesn't mean anything). Xeno reminds me a little bit of old Freddy (not old-old Freddy), has much going for him but needs not much skill to properly use those things. He is not unbeatable of course. There is also nothing wrong with A-tier killers, but unlike Wesker you can just pick him up and instantly dominate most teams. There is this old game balance logic, things that are very good AND very easy to play will always break a game, there is actually even a yt video about this.
@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535825#Comment_3535825
M2 has a better cooldown than M1, and also may inflict Mangled with an addon.
Yes, Xeno can force lose-lose situations on dropped pallets/windows. So can a lot of other killers. If you let him get that close, you already screwed up.
Also I just posted a different thread showcasing that it IS indeed possible to react to Xeno's tail.
Those killers have to earn their "guaranteed" hits. Nemesis needs to infect you first and his tentacle builds up in strength over time. He is 115% but he has no map pressure, only the zombies for some minimal slowdown/ annoyance. Huntress is slower and needs to reload, absolutely no map pressure except for long shots. Same goes for Deathslinger, more reach and slightly faster projectile but 110%, no tracking and map pressure. There is no real comparison between those killers even though the "pallet-1v1" may be the same outcome most of the time. I'm not even mentioning the stealth part as this is probably his weakest aspect. But his tracking in the tunnels, the information you get, combine this with an experienced DBD player and you get a killer who is always where he needs to be and is obnoxious in chase, not on a Nurse/Blight/Spirit level but with no real downside (except for turrets) and many upsides.
Do you mean react or predict? Pretty sure you can't dodge his tail without predicting where it will go, distance is too close, hitboxes too big, movement too slow. Reacting to it would mean stand still and just start moving once he began the attack.
The turrets could be the gamechanger, but they need to be stronger. There have to be more of them and transport should be faster.
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I've talked with 2 comp players and both admitted that this Killer is just overtuned. Basically, it's too easy to have great results. He is better than the other "pallet-counter" Killers like Huntress, Slinger or Nemesis AND he is 115% AND he has mobility AND he has his Power relatively fast. There ist also no big mechanical challenge like with Blight or Wesker.
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Yea i kinda miss old Dbd but this could also be part nostalgia. I always found ways to play around old meta stuff back then and both sides felt more fun to me. I could play solo without getting mad every time. Killer was more of a challenge, sometimes unfair, but it was more exciting somehow. It feels kinda stale right now which is why i only play 1-2 times per week nowadays. I also think the old looks and animations had way more character, much darker and more horror, now the games looks more casual (some newer killers look like they're from Apex and some of the newer maps too, no horror feeling to it). The new map looks cool though.
It also feels to me like this game is putting out too much content, i can't really keep up anymore as there is just so many perks that i don't even know what they're doing. There are some killers that i have maybe played against like 5 times (Singularity) and that i have never played myself. Some killers where i don't know what their add-ons are doing. The game doesn't really need more characters and perks at this point, but i guess this is how the gaming industry in 2023 works and what all the kids expect, new content every 3 months...
@mizark3 said:
For the most part, I think the basekit changes were largely good, with the only questionable decision being not increasing hook timers to 65s when increasing gen timers to 90s. If they are working on the anti-facecamping countermeasures then this is being addressed... eventually. The only strictly bad basekit change was anti-tunnel Endurance not working with Deep Wound. If they wanted Endurance to shoulder all the burdens of anti-tunnel, then both BT and OTR needed to proc and defend someone from going down, but its fair to disallow Styptic/DH. Just because content creators made meme videos showing 11 Endurance hits at the exit gate doesn't mean that was possible in real matches, and this was the wrong message received by the Devs. OTR already is disabled in endgame, and that's all it needed. I'd even go so far as to make Endurance not Deep Wound, and a hit only takes 10s off of the timer. This would help make OTR more unpredictable in terms of how long it works, and a Nurse turbo-tunneling needs like 6 consecutive hits for a down. Wait out a Conspicuous Action if you want to tunnel the Survivor so badly.
The perk changes were everything that was wrong, with some of the most ludicrous choices I've ever seen. Best I can tell, they looked at the what while ignoring the why. What is the reason these perks are picked? Because 80% of perks are trash first off, and 15% are for niche circumstances. Then, even when it is a perk only good in niche circumstances (Calm Spirit), it isn't even proportionately stronger in dealing with that niche, so you might as well bring the generalist perks.
All of the meta perks that were nerfed arguably could have been single-nerfed, but instead were double nerfed. DS went 5s -> 3s, and lost endgame usage. In double nerfing it, they effectively deleted the perk. Pop went from 25% max -> 20% current, and now has been buffed to 30% current, so it is stronger than old Pop as long as the 4th piston is active. They managed to nerf CALM SPIRIT, like who thought that was a good idea?!?!? Heck, with the medkit changes as well, Pharmacy is now worse than Self-Care. It takes ~10s to open, with 24s to med-kit heal, so you better find a chest in less than 12s.
The worst offender to me was the nerf to Thana. They buffed Thana to 5.5% per Surv while also increasing gen times to 90s, this was obviously a bad idea, so they immediately nerfed that. How might you ask? By gutting the perk. They wouldn't revert the nerf so its back to 5% per like how it would still be buffed. It will now give 2% per Surv with a 12% boost only at 4. This makes it so as long as 1 Survivor is healthy, it is nearly a dead perk. This also encourages the current MfT Resilience overuse we are dealing with and people staying injured. If 5% or even 4.5% Thana was still in the game, I highly doubt MfT Resil would be nearly the same complaint factor.
Now there is an additional theory of mine that could explain our current scenario of Killer complaints. 6.1.0 needlessly buffed unearned regression. It was so bad, that a monkey with a spacebar could win with OC/CoB/Eruption. This means a lot of Killers were getting kills they didn't earn, and ascending their MMR to heights they can't compete in. Now that MfT comes out, the Killers that abused that 'monkey spacebar combo' can't compete against normal Survivors of their MMR, and the edge MfT gives now makes this large divide in skill colossal instead. They don't like losing, but refuse to lose enough to correct their MMR, so they play 1 bad match, call it quits, complain, and never reset to their proper 'rank'. I recognized OC/CoB/Eruption was a problem, refused to crutch on it, and I don't have that much difficulty against MfT, so that has to be the reason.
Edit: I think the fairest patch was either immediately prior to Mikeala's release (because her patch that deleted the hatch mechanic), or immediately after her patch while CoH was killswitched. Overall though there are a lot of problems 'fixed' by 6.1.0, with equally as many problems created by it. I'd have to say pre 6.1.0 was better solely for the soloq experience with less tunneling of yourself or a teammate.
Thana is this kind of perk you just can't make too good because it would be crushing and demotivating. The preconditions are very easy to meet for some killers and then having constantly 15-20% less gen speed would be too OP, especially since solos can't counter it as good as SWFs. The smarter killers also know that the survs will reset somewhere because they have to, which gives them another option to pressure (with Nurses Calling for example).
Same goes for Deadlock or Made for This, these perks are just very cheap by design and that's why they're regarded as strong and are getting used so much. Easy or no preconditions, relatively strong effect.
I think Pop or Pain Res are perks that are generally designed in a good way, they give you reward for achievements, numbers have to be properly balanced of course.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504341#Comment_3504341
Right, while we are at it, lets add :
- How often a killer loose a hook/carried survivor because of a blind or a sabo.
- How often slow moving killers win, when not doing the things you list.
There is no way you can put things like this into stats (this goes to Chaos_Brother and you). They probably only save the big data/ meta data, so things like pick rates, kill rates, perk/ add-on usage rates are easy to extract, but for things like those you mentioned you would have to watch the matches or analyze them in other ways, which is impossible since there are probably thousands of dbd matches each day.
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Same here, EU Server
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The feel of the game has changed compared to 2-3 years ago but i'm not sure why that is, probably a combination of things:
- old rank system made the game more casual and surprising, as rank was more a sign of high playing time than "skill" (not that the current SBMM is based on skill, but it made both sides sweat for kills and escapes). Going for Emblems (as it was needed for the old rank system) doesn't require you to sweat as hell and play "unfun".
- the general level of knowledge amongst seasoned and mediocre players has gotten higher thanks to all those tutorials, streamers etc., you will see more and more optimal strategies and less casual players who just dumb around
- the playerbase naturally adapts and those new rules and the balance changes forced us to become more sweaty and to focus on kills and escapes, which means unfun strategies like tunneling, camping and an optimal survivor team strategy have become necessary. Otherwise you will have to deal with low MMR teammates and boring matches
Besides that, there is and always was a part of the playerbase who wants competitive matches with ladders, SBMM and all that stuff. Back then people complained about the casual party game-nature of the game.
I think the biggest problem is, they stopped midway, they didn't took it far enough. You either make the game casual or competitive. Right now we have something in the middle of it.
If you want a truly competitive and fair game, you have look at comp DBD and their rules. They barely allow items, they have a map pool for every killer, they ban overpowered perks or only allow them on low tier killers. If you want fair competition, you can only allow a small amount of randomness. I mean, right now you can play Coal Tower and either get a busted setup or you get L-T walls. Yes, the game would be a bit more predictable but right now skill doesn't matter that much when the odds are against you and the other side just brings better stuff.
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In 99% of the cases were players use the term "genrush" it wasn't anything like that. Killers play not efficiently or have bad RNG (bad map, bad spawns etc) and think the survs did something extraordinay, but what are survs supposed to do if they don't get chased or have to unhook anyone? They just do the objective.
A genrush would be a swf squad that brings toolboxes with BNP, Deja Vu, Resilience, Prove Thyself and maybe Adrenaline and then completely focuses on gens and ignores unhooks until the end. That's not the case in 99% of the games. If you have a bad chase and don't switch early enough or no macro-control/game sense/decision making then survs will win rightfully.
Learn to ignore the "rulebook" and play killer efficiently, if you need to tunnel you just tunnel. Survs won't make gens slower for you or give you another chance by doing totems or opening chests. (Solo) Surv is hard right now and they learned to not goof around. So stop complaining and learn how to play killer efficiently. It's the Devs job to do something against it if it's against the rules to tunnel/camp/proxycamp.
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Killers don't need anything right now except for maybe changing unfun mechanics or perks.
If you can't win 7 out of 10 matches then it's a you-problem, sorry. Just play efficiently and you should win most games.
There was a time when this game was definitely surv sided and you could load into a solo surv match and have a good chance of winning, right now it's definitely not like that.
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same happened to me
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Spirit is also soundbugged again, survivors don't scream anymore when you hit them (not in every game but i had it happened today and a friend too, but i don't know what it triggered) which feels very weird and also takes away some of the tracking potential (especially if you immediately go into phase after the hit)
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@Frogsplosion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484875#Comment_3484875
There's a big difference between someone who plays 8 hours a day and someone who plays 4 hours every 2-3.days
true, but THEORETICALLY you should get worse opponents than those "8 hours a day"-killers. The thing is that MMR doesn't really do it's job right now because they want to get you into a game as quickly as possible. I stand by my point that killer is fine right now, it's not like OP or something but it's not horrible to play either. The amount of death squads i had in the past weeks was next to nothing, i remember a game against 3 polish comp tourney players where i got destroyed because i did a challenge and that's it. I'm probably more experienced than the core of the current playerbase (4k hours) but i rarely play this game anymore, maybe 2-3 times a week for 1 hour, and i still win the majority of my killer matches.
Survivor is a different thing (i escape maybe 1 out of 5 matches as solo player) but i don't want to start another "surv vs. killer balance" discussion so i leave it there.
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@Frogsplosion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484389#Comment_3484389
pain res is trash lol.
Pain Res is strong if used correctly. People only say this because they miss the times were perks would win them whole matches, but a perk should only support you and not be the sole reason you dominate a match. I'm not cool with all of their changes but i think the general idea of nerfing strong perks and buffing weak ones is fine, perks should complement your playstyle but their influence was way too high at times.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484586#Comment_3484586
Healthier but Survivor Queues were 10 minutes because playing Killer sucked even more back then lol
There are literally streamers who proved last week that you can 4k over 20 times in a row without any power (playing trapper without traps and add ons but with Pop+Pain Resonance). I barely lose as killer and i have played this game during times (2020) when i defo lost more games than i won. Killer doesn't "suck" right now, you can win fairly reliable if you play efficiently and use some of the better perks. MMR got gutted so we get shorter queue times, that's the reason. I haven't had this much of a skill discrepancy in my matches since i started playing this game.
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Wraith is good noob stomper. He will always 4k against unaware survivors who don't know how to m1-loop and how to play it save. That's why a lot of people think he is strong.
But (depending on the map) his anti loop is almost useless against good opponents, you will eat through a lot of pallets. Yes hit&run got buffed, but from my experience, if they play it save and use their ressources efficiently, it will take a long time till you get the snowball rolling, and sometimes it's already too late and Adrenaline kicks in...
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I think the killer meta (Pop+Pain Res) is very strong right now. I barely lose when i sweat, even with killers where i'm not used to the mechanics a lot.
Survivor on the other side is heavily focused on SWF gameplay, even more than before. 2 years ago you could carry a solo squad with a good chase and DS+DH. Now all of the good solo perks are gone and a lot of the buffed and new perks have their focus on comm teamplay. That unbreakable boon is a good example, it works great when playing with friends but is almost no option when you play solo.
They also have to work on tunneling meta and MMR. I wish they would bring back ranks tbh
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Tunneling is the only way to win against good teams who sit on gens. I've tried so many times to play fair and left the tunnel-out alone, only to be punished by those teams.
But in some games it's kinda unnecessary and i'd rather have a game with everyone being happy and getting some BP than finish the game at 4 gens left (with 2 DCs). You learn over time when to tunnel and when not.
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after a while, this appears
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Of course there are more skillful and less skillful players, but it's really hard to determine in a single game. I've stomped teams and got stomped by the same. It really depends on the loadouts and the RNG (maps, tiles etc). It's also hard for me to congratulate someone who's stomping public solo squads with Blight and Nurse, i don't see any skill in that with the current loose MMR system.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/374984/imagine
First I would say blight is the strongest by now. Second yes some of blights addons need reworks. Another point DH alone would counter the Addon change, because if you rlly want to 12 hook you need 24 hits with Dh the number increase to freaken 36. So giving the survivors +50% of chase time isnt overpowert.
Dude, no one gets deadharded that often. If people still get deadharded like 3-4 times every match after the nerf it's definitely a YOU-problem, maybe don't immediately swing if a survivor switches directions. There is only one situation where DH is useful and that is when running through pallets, and even that is kinda a mindgame / can be countered and is not guaranteed to work. And honestly, without these situations this perk would be complete garbage, because anyone should be able to wait out/bait DH in the open...
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i had (or have) the same issue, first i thought it was DDoS attacks by dead survivor (it always happened when playing against obvious swf's and trying to hook someone) but i never had any general internet problems, only Dbd crashed for a second ("Disconnected from the server") and put me into lobby again but i could immediately log into another match again, no penalty. It happens like once every 15 killer games, so it's not super common, but it happened a few times already in the past weeks. I play this game since 3 years, this kinda stuff never happened before.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407119#Comment_3407119
https://us.v-cdn.net/6030815/uploads/430D9WJNZJ8J/image.png
Meg & Steve death, I could slug Nea for Mika, but I refused to slug for 4K.
No tunneling, no camping. Only 1 time I went back to hook because I was in chase, but I go for the healthy unhooker instead of unhooked.
Normal solo squad, it gets bad If survivors combine actual skill with those items but if not then those items do nothing except maybe the survs are dying at 1-2 gens left instead of 3-4
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@coaltrain503 said:
Ever snce the new patch, I just can't find any fun anymore. If I play survivor, I just get immediately tunneled or left on the ground till I bleed out. My teammates have the iq of a brick and go for saves in killers faces, while they are injured and now that is yet another person needing saved. WHen I play killer, all I get are sweat squads with gen rush builds like Prove Thyself, Hyperfocus, and good toolboxes. And now slowdown perks are pretty much gutted and feel like they do nothing, so the game is pretty much over in two minutes no matter what i do. Wonder what went through the devs minds when they nerfed the last of the slowdown perks, and didn't even touch prove thyself and toolboxes. Oh, and chase are non existent no. Everyone just 99's their Sprint Burst and just hold W with massive distance gained between us and it is just no fun. I have been left to just playing bot matches because that is now the only way to have an enjoyable game that isn't over in two minutes.
Play Corrupt, it makes your early game much better, which is an essential part of a successful game
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@ViperTheCharon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404307#Comment_3404307
Overzealous works with blessing too, so you can actually have 10% every time with no limits.
oh ok, i skipped that...
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403862#Comment_3403862
Sadly, many survivors here really do feel that they should be able to beat someone who is better and more experienced.
The same can be clearly said for most killer mains. They lose to a coordinated team which played well or they messed up and then it's automatically the fault of some perk
@MaudetteClorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404226#Comment_3404226
Valorant, Overwatch, Phasmo... a lot of other games, you name it, that have voice chat and none of the factors that you mentioned really are that much of a problem and the majority of people still use it.
Language barrier? Again,other games handle that pretty well and the majority of the servers people are playing on share the same level of basic English.
Not wanting to speak with randoms? Turn VC off and play the game like you did before.
Toxicity? Very much present in any other game.
Lack of hardware? If you don't have a mic, you can still listen to your team's callouts.
You can opt out of it, but at least you would have the choice, as in any other games with VC.
It's all about OPTIONS and whether or not you make use out of it depends solely on your decision.
Probably wouldnt be an issue in NA but in Europe we have almost 50 different countries who all speak a different language. Some of those don't want or can't speak english that well and i'm pretty sure this would lead to an absolute mess where you get insulted with russian etc. slurs all the time. That's my experience from other games and it's already like that in the aftergame chat.
Botany Knowledge or We'll make it is much stronger on a coordinated team than CoH btw. It costs way too much time to set up which is also very risky.
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No one in public games ever flashlight-burned a Nurse or Artists birds. It was only a problem for Wraith and maybe Hag (the one in hundred times you see a Hag....). Only skilled players did this to Nurse and it felt fair because it was risky (if you fail you get hit) and she is already way too strong.
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@Phasmamain said:
It’s a great patch overall. New perks have risen to the meta like Gearhead or overzealous and this meta feels more fair and not just regression/Dead hard
The only major issue left is map design which they are still struggling with (Gas heaven has a ridiculous 3 gen set up)
Why should anyone play overzealous? This perk will never become meta. It's not really worth it, you have to find a totem first, cleanse it and then it's like 10% (hex totems are not that common anymore like they were 2 years ago) which isn't a great game changer. It also deactivates once you get a hit which will happen fairly often. They should change it to only deactivate when you get hooked.
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Let's just wait, it's the first days of a new patch, the game feels messy and everyone tries out new things, but soon it will be more balanced. But yeah in the few games i played they couldn't finish more than 1-2 gens every game...
Also i'm pretty sure MMR needs to re-arrange.
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no, it's not, it's not limited to 90 seconds and it doesn't deactivate when you touch a gen or heal.
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@Smoe said:
Old Billy was one of the most boring and unfun killer to play against and overheat made him more tolerable.
he was bit too strong back then after they nerfed most of the maps and buffed killers, but they nerfed him too hard
Maybe not really hot takes, but:
- there will never be a vital competitive DBD scene because this game isn't made for comp, that's why the tournaments have to create so many rules and ban lists
- the next patch will be survivor sided, because the nerfs to gen regression perks weigh more than the self-heal and DH nerfs. Too many maps are save af, so that you can't take advantage of injured survs. It will benefit killers who didn't need help while the M1 killers won't gain that much
- MMR is a unfun and inappropriate concept in a game that wants to be a casual party game and where the Devs refuse to properly balance things
- the game's main problems are in it's core, that's why it will never be properly balanced. You have to overhaul the whole concept of DBD to make the game more fair and erase unfun strategies like camping and tunneling
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it's still a useable combination because in tight matches you will have multiple gens being worked on
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@Remedicist said:
You only get better at looping with practice. You won't get better at it by avoiding it and relying on a perk. DS should be deactivated in EGC because it creates a nearly unwinnable situation for a killer if a survivor still has it during the endgame. Many people have experienced this multiple times before it got changed. That being said, the current stun time that DS offers is far too low for a single-use perk. The current duration does not give the survivor enough time to escape any killer virtually. It should be reverted back to the 5 second stun time imo.
i still use it and i think it's fine when you go down near a pallet or window (which happens fairly often) but i agree, stun should be a bit longer. The reason why i use it is, it counters early hits right after unhooks (eg if the killer camps) which make For The Record and DH worthless.
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@imakepeoplehateme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400672#Comment_3400672
What a good and detailed post from someone that knows their stuff and plays versus good survivors.People don't see the bigger picture that medkits are still the strongest item survivors can bring,Dh while still usable can easily be replaced by a different exhaustion perk of similar value,CoH still has value for good coordinated teams.
However killers lost all regression, and have barely a few blocking perks left.While we need to wait and test out the new Pr before an accurate rating can be made,i fear the high rng and poor perk synergy will make it unviable.(You need to mix hooks,hope you have a scurge hook near that survivors can't bodyblock or sabo,once you make it to the hook hope a gen doesn't pop,and hope you don't get denied by Deadlock a vastly superior perk).
You need to take advantage of the survivors either being injured all game, which is a quite underated advantage (i usually doing fine as legion because there will be the one moment where you see 1 or 2 survivors being outzoned, easy down), or having to heal for a long time which means they're not doing gens. That's at least the idea behind the update i think. We'll see if it works. I was trying out aura- and anti-heal builds and they're fun, but i think they should definitely up the basekit gen regression a little bit and rework Prove Thyself. It will all come down a little bit more to your skill in chase and your game sense and i think that's great.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400247#Comment_3400247
There's very few good gen regression/defense perks left. And the couple that are left are already starting to see complaints.
Lets look at the perks for gen defense at this point:
- Call of Brine
- Corrupt Intervention
- Dead Man's Switch
- Deadlock
- Eruption
- Grim Embrace
- Hex: Huntress Lullaby
- Hex: Pentimento
- Hex: Ruin
- Jolt
- Merciless Storm
- Oppression
- Overcharge
- Pop goes the Weasel
- Scourge Hook: Gift of Pain
- Scourge Hook: Pain Resonance
- Thanatophobia
Now lets look at the ones that are, after the next patch, are useless, or going to be useless, and why.
- Call of Brine - Default gen regression is 0.25 charges per second (a gen is 90 charges) CoB makes that 0.3125 charges per second. Which means to have a full 89 second gen regress basekit takes 356 seconds. And with CoB will now take 284.8 seconds. What a complete joke of a perk now.
- Eruption - Keeping eruption at 10 % total was a good change, but the reason eruption used to be strong, was because landing it, meant you downed a survivor, and if you hit survivors with it, you block them from repairing for around how long it would take you to hook the survivor you just downed, and start running over to the gen you are on. Now all it does is save you 9 seconds off the gen they were on, and show their aura. Meaning if you go for the downed survivor, you they will regain that 9 seconds before you even hook them, and the aura reading is useless. It only encourages slugging builds really, and the setup for it is too long for it to be useful now.
- Grim Embrace - What a complete joke of a perk, after hooking each survivor, you block every gen for 40 seconds and get to see where the obsession is. All this does, when it even actually activates in a situation that you want it to (I.E. The last survivor you chased isn't your obsession) it is super short and easy to just hide it out. Because you are blocking every single gen, so what else are survivors going to do? It technically saves you time, but it saves you time in a way that doesn't really benefit you and is easily countered. At BEST the perk is going to let you chase and down a single survivor without having gen progress happen which isn't really going to make much of a difference in a 12 hook game.
- Hex: Huntress Lullaby - Another complete joke of a perk, all it does is hurt low tier survivors. But even then, it takes so long to build up to being powerful, that by the time you do, the perk is already gone anyway. Compare the build up of this perk, with the build up of devour hope and you'll realize how useless this perk is.
- Hex: Ruin - Similar to CoB, base regression is simply too weak, maybe if base regression was stronger this would be good, but its too weak for what little power it gives, and on top of that, it can be cleansed. MAYBE if this wasn't a Hex perk, it might be decent for some passive regression, but that's still a big maybe.
- Merciless Storm - Completely joke of a perk, any decent survivor is hitting those skill checks, and even then if they don't the punishment is basically nothing, you get barely enough time to walk over to the gen and chase them off, but again, they can just hide out the perk, and now you either spend time looking for them, and the other 3 survivors finish gens, or you leave, and the survivor finishes the gen anyway.
- Oppression - This perk is another one that MIGHT be decent, if it didn't have some massive cooldown. Why does this perk even HAVE a cooldown at all? At most the cooldown for this thing should be 30 seconds, but even that is pushing it IMO. In general though, good survivors are hitting that skill check anyway, and as mentioned before, base regression sucks anyway, so the only real benefit is the skill check.
- Overcharge - Base regression sucks, and you are making it suck even more? And then its barely as good as the new CoB. The skill check again, will be hit easily by good survivors, and the worst part is, it doesn't even counter gen tapping because the skill check will "follow" the survivor, and allow them to hit it while they are getting chased off the gen, meaning you can't even use it to counter gen tapping. MAYBE if the skill check didn't follow the survivor, and it didn't start at < 100% regression it might be DECENT.
- Scourge Hook: Gift of Pain - With these new changes, survivors are more likely to just stay injured anyway. But this perk is so easily countered. As soon as you realize the killer has it, you just heal up, and then force the killer to hit you by body blocking for someone, and now it is gone. Even then, 16% penalty makes a 90 second gen take 107 seconds, or 17 seconds longer, which in the grand scheme of things, isn't that much longer, especially when there is an easy way to avoid it and remove it.
- Thanatophobia - Complete joke of a perk since its nerf. It is only good on really 1 killer, and the only reason it is good on that 1 killer (plague) is to basically force survivors to cleanse and actually give you a power. It is damn near required on her otherwise you are just an m1 killer with 4 injured survivors the whole game and then what is the point. Even with 3 survivors injured though, it gives 6% penalty to repairs, which makes a 90 second gen take 95.75 seconds. What a complete joke of a perk, all for 3 injured survivors? And if you get the 4th, all it does is make one of them heal really quick and you lose the big penalty.
So now the completely useless ones are removed, what does that leave us with:
- Corrupt Intervention
- Dead Man's Switch
- Deadlock
- Hex: Pentimento
- Jolt
- Pop goes the Weasel
- Scourge Hook: Pain Resonance
Now of those, which ones are simply DECENT or SITUATIONAL:
- Corrupt Intervention - The problem with corrupt is the same as it has always been, all it does is make it so you won't lose 3 gens at the end of your first chase, now you'll only lose 1 or 2, then the perk is completely gone and you have no perk for the rest of the game. If it had some other effect, maybe like lethal pursuer where it increased the duration of gen blocking perks by some number of seconds, it might get a bit more value. Additionally, it isn't actually as good as lethal pursuer because good survivors can hide out a significant portion of the timer, or sneak by the killer and start doing gens. If you run to the blocked gens, where the survivors probably are, good chance is they'll sneak by you. If you defend the unblocked gens, good change they'll just wait out the timer, and you basically bought "2 extra minutes" of game time, but with no progress happening on either side.
- Dead Man's Switch - Dead man's switch is really only good when paired with Pain Res, it COULD be good when paired with oppression if that didn't have a 6 year cooldown. But the main problem is, getting survivors off gens when you aren't a handful of specific killers isn't easy when you are probably on the other side of the map. And on top of that, the gen blocking starts taking effect immediately after you hook the person, meaning that, by the time you walk to another gen a survivor is repairing, you probably spend 10-15 of the 30 seconds. Then in blocks the gen, now what, good job, you just blocked a gen that nobody was working on anyway. So the value there is pretty minimal.
- Hex: Pentimento - Boons hard counter this, because it really is only good when paired with Hex: Plaything. Which, good players will often just completely ignore, because they know you will have pentimento with it, but even with that perk, activating pentimento is actually quite hard. You have to: Hook a survivor, then THEY have to cleanse the totem after they get unhooked, or some other survivor has to after 90 seconds, assuming anyone even sees it (plaything has a low impact against good players generally since most killers are loud AF anyway) and then you have to walk back to the totem and activate it. That is assuming that the survivors don't have a boon to make it so you can't activate it. THEN when you activate it, survivors will know where the totem is because they see the giant blob that shows them where the Hex was at when it was cleansed anyway, so it likely won't last long.
- Jolt - Jolt is highly map and killer dependent. If you are playing a killer who generally downs survivors with their ability you will get no value from this perk. Generally this is good on the "weaker" killers, but then those killers are already having to 3 gen anyway, so giving a 7.2 second gen regression on a few gens near you when you down someone isn't going to be adding any tremendous value. Because similar to eruption, all you did was buy yourself a few seconds to pick up the survivor you just downed and hook them.
- Pop goes the Weasel - This perk was heavily nerfed to be "current progress" what a complete joke, but this is where we are at. This perk is only decent when you factor in the fact that you get the 2.5% from the base kit plus the 20% current progress (no idea which applies first, but lets say it gives you the best version) that means that a gen at 45 seconds, is going to lose 11.25 seconds of progress. So really, the perk is still kind of a joke when compared to what we have had in the past.
So where does that leave us with "good" gen defense perks that are actually viable to use:
- Deadlock - This is really the only REALLY good one left, it gives you a full 120 seconds of gen defense, or 1.3 gens worth for a total game, and blocks gens with the most progress, allowing you to get the next gen that is going to pop. But similar to dead man's, this perk still isn't really THAT much stronger than it. Because it doesn't really offer much in the way of "gen defense" but it is more of a "gen rush" protection. But even then, 30 seconds is an extremely short amount of time for this perk to be nearly as good as old eruption, or Pain res/Dead man's
- Scourge Hook: Pain Resonance - This perk will still be decent, but not nearly as powerful as before. You'll still basically have to pair it with dead man's switch to be good. But given that you get 4 uses, all this does is help you when you want to "play nice". You'll get a solid 90 seconds or 1 gen of regression out of it, if you use it to it's fullest potential. And that is generally where i draw the line. If the perk can give you a full gen of defense, it is probably viable.
The problem with this game is time efficiency. Base regression is SOOOO slow compared to survivors PROgression. Taking nearly 360 seconds to regress a gen from 99% is so dumb, and most gen perks only shave off maybe 10 seconds if you are lucky of gen time. 10 seconds is not even enough time to pick up a survivor, wait for the animation, walk to a hook, and the hook them, then wait for the animation. That by itself is going to take 2.5 + ~8 + 1.5 = 12 seconds. So, while you might have just shaved off 12 second of gen time from some of the weaker perks. Hooking that survivor costs you 12 seconds. Meanwhile 3 survivors are working on gens, meaning they still gained 25% of a gens worth of progress between the 3 of them despite your 12 second reduction.
The only viable perks are the one that, over the course of a game, can save at least a full gen's worth of progress. And even then, they are only really useful if they offer some major BURST regression/defense. Because you always have to be thinking that, you have 4 survivors. So even saving 25 SECONDS, when you hook a survivor with pain res, you are still only GAINING a SINGLEsecond of time in your favor as the killer there. 12 seconds to hook the survivor, but 36 seconds of gen progress and 25 seconds of burst regession = 36 seconds - 12 seconds - 25 seconds = -1 second of PROgression on gens.
Once you look at the math, you can see how ridiculous it is. With how long chases can be, god pallets and such, a single pallet break in a chase, increases the length of that chase by a full 20 seconds AT MINIMUM. That doesn't even factor in if the survivor wins a mindgame, which probably adds another 20-30 seconds of chase time depending on the mindgame. This is why you lose 3 gens in the first chase, and why a single mistake in a chase often will cost you the entire game. And now you see why 3genning, camping, and tunneling is pretty much all you can do.
And if you are going to say: "i don't use gen defense perks and i do fine as *insert low tier killer here*" then post the receipts on youtube, so we can watch how terrible the survivors that you are going against are.
Jolt has been a joke for a while now, people are overestimating it's value. Most of the time you will not regress more than one gen and then the regression value is way to low. Corrupt is still a good perk in my eyes, if you're good at finding survivors, it definitely helps when you have a bad first chase, but can have no value at all if you get an early down. It's not gamebreaking but something literally every killer can still use to some value. Lately I was playing Grim Embrace with other "hook 4 people"-perks and was having a lot of fun, but against a good team it's nothing to write home about.
Killer has always been about gaining time and fast chases, i hope the new anti heal-meta will help here but i'm indecisive
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397314#Comment_3397314
According to the last published stats from BHVR, that simply is not true. On the top MMR AND the average MMR.
those stats don't say anything, and they're one of the reasons this game is unbalanced. You can not just look at numbers but don't know how to interpret and use them. Blight is one of the hardest to learn killers and according to the stats, Nurse is one of the weakest killers in the game, but i guess everyone with over 100h in this game won't believe that. But yeah maybe we should buff Nurse and nerf Sadako :D
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396004#Comment_3396004
Yea, the issue is me playing the killer I enjoy. Not the survivors who throw in the towel as soon as they face a killer who isn’t just an m1 killer.
No, I never played nurse. Don’t enjoy her.
Literally 95% of the people on these forums will agree that blight is fine, outside of 2-3 addons.
Yea…. People that put the time and effort into learning his mechanics and skill are going to know that blight is fine… kinda uh… how that works. And the people who don’t think he’s fine are the people who have no clue about blight, how he works, or his counterplay. Perfect example being YOU.
I've played comp for a year and blight is one of the few killers who has most good perks forbidden for him in tourneys. He is the only killer besides Nurse who regularly 4ks even the best teams. Yea it takes time and dedication to be that good but once you reached that level he is far from being "fine", either they nerf all of his add ons or they make his power not being available so fast after using it. For the regular pub survivors he is overtuned af and needs changes.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393185#Comment_3393185
No, I’m just a sweaty, good blight and survivors don’t like that. Lol
Understandable, there is no reason to play against a good sweaty blight because the chances of winning for solo survs are very low. It's just a fact. Downs usually come way too fast especially once the good pallets are gone.
