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solidhex

solidhex

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solidhex
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  • Its not great still but its also not as terrible because the most frustrating things were the dead ends and those has been fixed mostly

  • He is very popular compared to other killers we got lately. I don't think that will change soon.

    Besides that he is strong too. Not S-tier, but low A-tier or highest B-tier. Yes he is no Nurse or Blight in loops but he can get save hits on vaults while he still has distance (compared to more basic m1 killers), you can also use his power to travel short distances and for zoning survivors. Throwing them around is quite fun and if you actually hit 2 it feels super satisfying. 8% Hinderance is a death sentence and survivors need to spray themselves.

    But yea playing around loops is kinda difficult if there is more than a 90 degrees angle, like i said he is no Blight or Nurse for sure. Still better than Onryu and much more fun to verse than Dredge.

  • this and a search bar for perks would be great QoL changes...

  • the old maps were much more atmospheric. not saying they weren't abuseable but i liked the general design more back then.

  • He is incredibly weak against good, mindful survivors, because he depends on you being out of position. You can loop him on most maps since he doesn't have a real anti-loop and is basically forced to break most pallets and play the catch game.

    He profits from badly coordinated solo squads and survs who do mistakes in chase.

    Playing him against good teams is very stressful because you have to run around the map and hope to find someone out of position or otherwise you will just eat pallets again.

  • i haven't read your text but generally:

    the game is more fun if you don't take it seriously and just "play". There is no win condition. Some say (like in comp for example) it's hook stages, some say it's kills. Some try to get high BP. But there really is non except the one you're making for yourself.

    If you play for kills, getting one surv out of the game is important because a 4v1 until endgame against a good team should be unwinnable (aka 3k-4k) if they don't make big mistakes. You should still try to pressure important gens but keep an eye at your hooks. There is a lot of decision making involved, but having your hook inside your 3 gen is always a good play. Sometimes you have to leave the tunnel to go for another survivor who is pressuring the important gens.


    But i wouldn't mind too much if survivors escape. If i dominated in chases and get around 8-9 hook stages but still 3 man escape, then i'm not mad because i know i played well. Playing for kills can be incredibly boring because it involves a lot of proxy camping and going for weak links instead of chasing that one good survivor who is actually a challenge and fun to play against.

  • As killer probably not more than 3 games. As survivor some more i guess, maybe 5-7

  • The rift missions generally have hurted the game especially on survivor side. My solo q games have been so horrible. I feel like the game is rigged from the start and i'm just there to gain some BP, with no real chance to win the game. I mean it has been like that as killer sometimes too, but at least i had action as killer. As survivor, you mostly sit on gens and hold M1, which feels like a total time waste considering my chances of surviving as solo survivor are rather low.

  • She is very good in theory but she is frustrating to play on some maps because if you only play her with yellow and brown add ons (like me) you basically have no map pressure (or no chase power, if you use your phase to travel all the time). Eyrie of crows, garden of joy and mothers dwelling are very annoying to play if your phases and chases are not perfect every time.

    She also suffers from the OTR meta. Tunneling was one of her main strategies due to being better against injured survivors. So when people say she's better now because no one plays IW anymore, i think that's not true. You basically have to keep multiple people injured.

    The new DH is also strong against her (if you're used to hit right out of her phase which a lot of Spirits do). You have to wait and bait which you can't afford every time when they're near a window or pallet already.

    I personally wished she would be 115% movement speed. I mean, Blight is 115... I would be fine with her best add ons getting nerfed or even add that dust FX they wanted to add at first, but making her 115% would make her less frustrating to play sometimes.

  • i see her much more often than Yoichi or Jonas. Yoichi is probably the rarest survivor next to Quentin.

  • @dugman said:

    The main building is strong for survivors but I’m not sure if the map overall is, the outside feels kind of weak. It’s a bit like Dead Dawg Saloon where if you mostly ignore the main building as killer and focus on protecting the outside it seems to go a lot better.

    there are way too many pallets that chain easily into another, the strange tiles are probably just a matter of learning but generally this map has only a few dangerous zones for survivors where gens spawn at the edge. The main building is ridiculous, saloon is weaker for me because it only has few options for the survivors that can be made weaker with wallbreaking. It's still annoying but i would say DD is generally slightly killer sided because of how small it is and you have great 3 gen potential. GoJ is very big and you can easily hold W straight to main and chain with the pallets outside. It will probably get easier once i played this more often but they need to change the windows in main and reduce the save pallets.

  • @JakeCannon said:

    I can't stand the Mental Institution map(as killer) It's complicated af , has a million windows/pallets and lately has the absolute worst gen layout .

    if you mean Lerys, once you learned it, it's generally killer sided (excluding some killers like Billy, Nurse, Huntress etc). It doesn't has great obvious loops, most survivors don't know how to run this map because everything looks the same, generators are hard to find (natural slowdown). Other survivors are harder to find for healing, navigating is generally hard with almost no landmarks in sight. Even with a normal terror radius the survs can't see from where you are coming until it's too late and if you play stealth killers this map is totally in your favour.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128385#Comment_3128385

    Resting place and suffo pit are survivor sided. Though they are the most balanced realms by far, they just both have a map that is killer sided and survivor sided. Oh wreckers yard is the killer sided auto haven map.

    if you get a hook inside your 3-4 gens than youre fine. They're very tactical maps

  • @Toaster427 said:

    https://forum.deadbydaylight.com/en/discussion/340760/who-thought-garden-of-joy-is-balanced-and-can-go-online

    If you're still having trouble as killer after all the buffs then it's a skill issue and you should probably reflect on the mistakes you made rather than blaming the game

    lol, i'm not having trouble, it's just a fact from a objective standpoint that this map is heavily survivor sided if you know how to run and chain those loops. I was playing a 110% killer btw

  • @FridayNightPizza said:

    None of the maps are balanced, I don't see why this one would be any different.

    i think all of the autohaven and macmillan maps are allright, except maybe shelter woods which is kind of killer sided. They're all playable for both sides.

  • The best gen regression combo seems to be Call of Brine/ Eruption. You can also take Overcharge instead of CoB if you think they gonna miss some skillchecks or are uncoordinated.

    Jolt is a fun perk but 8% regression isn't that much to be honest. Pop is still "ok" but not great and it only shines when you kick gens that are far.

    Corrupt is still ok. I still use it because when you have a tough first chase it's gonna be useful and you know exactly which gens they gonna pressure. It forces them to leave their starting area which often leads to them running into you. If you're in chase and they're still not on a gen it's very good for you.

    STBFL is very fun now and Brutal on M1 is also ok. Both are no gamechanging perks but fun to use.

    Noed is still alright because in most case you will only get one down either way. The only difference is that camping with Noed is more risky now that survs see the totem after a while.

    Sloppy is alright if you injure people with M1 alot. You can do nothing wrong with this perk

    To be fair there are no MUST HAVE perks right now, which is kinda good. No really strong killer perks but some are better right now, like Eruption or DMS.

    My go to builds on Spirit

    Eruption/ CoB / Corrupt / Sloppy

    Jolt / Pain Res / Corrupt / STBFL

    My go to builds on Wraith

    Eruption/ CoB / Corrupt or Nurses / Sloppy

    Jolt / Pain Res / Corrupt or Nurses/ Sloppy

  • @[Deleted User] said:

    Definitely less than I've played in the last 4 years. I think I'm just looking for something with more competitive matchmaking. I win 90+% of my killer games when I know I'd win maybe 50% if I was matched correctly like day 3 of the matchmaking tests. And the challenge on survivor doesn't feel organic. I die more often because of teammates than anything the killer did. I'm a bit bored.

    perfectly said

  • some of the "new" (except i think 1 they're all from other maps) ones are very unsafe, especially that strange one with the two 90 degree windows. I mean it's better than LT walls i guess

  • @ur_ex_wife said:

    Survivor is still easy af, stop being babies.

    Killer was unplayable for 4 years.

    no it wasn't i know many killer mains who loved playing killer, not just me. It's just you who can't take the stress and losing some games and accepting that some games you can't win, which is in the nature of dbd and hasn't anything to do with "toxic survs OP!", because in the next game after playing against those good swf's you would usually destroy a solo squad who can't do anything against a sweaty high/mid tier killer

  • @Tsulan said:

    Survivor is very playable but there is a risk, that you feel how killers felt for the last 5 years.

    that would be great because i really liked playing killer back then, at least in the past 2 years

  • He is right and his ideas are good, as usual. Of course the Nurse mains don't want to admit this. I have maybe 30-40h on Nurse and i stomp most public teams, i even get a lot of hits when i mess up because she always gets pokos. You don't need to be a god tourney player Nurse to win most matches in public games.

    I don't know if reworking her power like this will be a consideration but i guess making her add ons worse and maybe slow her blink time or give her more cooldown (like Spirit) would do the job aswell

  • @Barbarossa2020 said:

    So you're having to play how the majority of killers have had to play for the last 2 years and you don't like it?

    Lucky some of us have testicular fortitude.

    There always was a fundamental difference between both sides and you can't really compare them and say "you have to sweat the same as us!". One role is for one player and the other is for 4 players who have to work in a team.

    Killer has always been harder and that's fine and fair. It's a different role, it's not like you're playing Street Fighter or FIFA were both sides basically do the same in a match. Killer is for 20% of the playerbase and therefore it's fine if it's not for everyone. I liked it being sweaty, my winrate was fairly high besides that and if people didn't like the way killer was they should just quit and play survivor instead or something else, that's my opinion.

    Now that killer is a walk in the park to 4k the queue times have skyrocketed while solo survivor has become basically unwinnable because teammates are throwing left and right and killers still sweat and abuse every weakness they see. If some people really thought killers will play nice just because they could now, they were really naive...

  • @fixdeadhard said:

    Everyone seems to agree that solo survivors got destroyed with the last update (which is a fact).

    A lot people are suggesting to buff solo survivors next patch such as giving more info with the ui. These solo buffs WONT CHANGE A THING.

    The TOTAL game balance has been completely destroyed. Longer gens + faster m1 cooldown + shorter survivor sprint + faster bloodlust + endurance stacking removed + the ultra high survivability that DH gave to survivors is gone. They all work in synergy. the killer snowball effect has changed to an avalanche that happens the moment the first survivor is found. SWF was never the problem, seal team 6 SWF were, as well as killers that cry about getting beaten 1 game against normal SWF right after they 4k'd 10 games in a row.

    With this patch SWF even feels completely trash, its just, not fun. (pls main killers refrain from typing "No FuN Cuz yOu cAnT buLly AnYmOre?" i dont care about bullying killers, i just want to enjoy the game like before.

    Devs seem to be so out of touch and dont understand that we want balance and not a horror game that we should expect to die as survivor most of our games.

    Cant wait for next patch where they change gen times from 90 to 89...

    plz devs, understand "synergy"...

    This "it's a horror game so killers should be the power role"-argument has always been complete nonsense. It's a pvp game were both sides should equally be able to win and no one would play it if it was like a horror movie simulator were survivors are running away and try to escape but in the end they all die except maybe the main character. Not all Dbd players are horror movie fanatics and masochists who are into getting killed every match.

  • @Risky_Biscuit said:

    I think this comes down to survivor entitlement. They're whining about the changes to killers, who for the longest time have been on the receiving end of nerfs and changes, while survivors have gone relatively unscathed.

    With this patch, survivors finally got hit with the nerf bat, and it's looking like many of them simply aren't taking it well. They're refusing to adapt and instead think that by throwing a tantrum via dcing every match or killing themselves on hook, that they'll convince the devs to revert every change survivors dislike.

    Now, I'm not saying that this patch is perfect, as even killers got some heavy handed nerfs to perks that quite frankly, didn't really need nerfs. Survivors definitely got hit harder, and I can absolutely see a few perks that could benefit from very minor adjustments. Same for killers though. Both sides could be given back some of their perks:

    Killer:

    Tinkerer - Really didn't need the nerf. It was already fair, and simply ket them keep up pressure on the right gens, which is healthy for the game.

    Ruin - Completely gutted and useless now. There's zero reason to use this anymore, plus it's a hex perk, which already made it bad.

    Corrupt Intervention - Again, I see no reason why this was nerfed, considering it lasts a maximum of 120 seconds, then leaves you with 3 perks. It's an ok perk, but adding on an effect that makes it stop working once you down a survivor, on top of a timed effect anyway, what's the point ?

    Survivor:

    Decisive Strike - Probably the only survivor perk that actually does need a buff, I do agree with it going back up to a 5 second stun. This perk is worthless against those non-camping and tunneling killers, so that 5 second stun is honestly fair.

    Dead Hard - Yeah, this one can stay dead. If they do buff it at all, then it shouldn't be too much. I could see a tiny buff to the duration being up to .75 seconds from .5, but otherwise this thing needs to remain as is.

    Ultimately, survivors may actually need a couple changes, but the reality is that killers did need the help. Time will tell if the devs got carried away or not, and I'm ok with possible changes to both sides as long as they make sense hoing forward.

    lol i think you're the one entitled here. Survivor gameplay right now is just outright boring and unfun, that's why they do this. It also doesn't have anything to do with Dead Hard. There is not even a compensation for those ######### games in terms of BP. Saying that killers were the ones who got always nerfed is just pure "us vs. them" mentality. How long do you play this game, 2 months?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093714#Comment_3093714

    I was originally going to just write "board game" I should have. The point of my statement was not to compare DBD to chess in anyway - I could have thrown in any game/sport. The analogy still stands because I'm asking if people thrown tantrums when they are losing any type of game/sport or is it just in DBD. And yes, I have seen someone throw a chess board across the room in anger.

    Dbd has way too much RNG and unbalanced rulesets to compare it to any real sport. Tell me a sport were one side has an advantage because the referee picked a map and sporting equipment which one side can use better than the other

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093430#Comment_3093430

    Have YOU looked at the stats? Compare them to the playercount before the patch was released. 2 Weeks ago, player count peaked each day around 44 and 46k players. Since the patch was released, we have between 48 and 51k players daily. Thats an increase.

    Your argument was basically "the patch was a huge success because players are increasing"... which isn't true if you look at the stats and interpret them. There was an anniversary event and the biggest patch since years. Since last tuesday (start of the patch) the amount of players has slowly regressed (not by much though, but we will have to wait 1 month until we can interpret things correctly and see where DBD is heading).

    DBD has a huge followership and of course a lot of veterans are coming back and testing things, so of course the numbers increased first, and the playerbase will not go down immediately 1 day after the patch. But it also hasn't increased since last Tuesday like you said.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093471#Comment_3093471

    I can say the same for swf.

    For any killer aside from blight and nurse, you can't beat a good swf group. Prove me wrong.=)

    Pretty sure you can beat a swf group nowadays which is on your skill level. You shouldn't beat people who are on average better than you. It's like saying "pretty sure a third league team can't beat a first league team! which means it's unfair!"

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092936#Comment_3092936

    Anti-camping and tunnelling measures was never the sole reason for the patch.

    It was to address general game balance issues that were resulting in low kill rates, i.e. necessary killer buffs. Before this patch playing killer at a high level was miserable, and it was incredibly easy to abuse DS and DH to 'bully' the killer, forcing them to resort to tactics like camping and tunnelling. Killers should be able to eliminate a survivor if they choose to, killers have to be the power role in a 1v1 scenario, otherwise the game is fundamentally broken.

    Theoretically, the sort of buffs killers got were good, and should allow killers to performed better when not camping and tunnelling.

    The problem is that the very same changes also help campers and tunnellers, and just like survivors are now refusing to adapt to the changes and play more cautiously instead of expecting to be able to rush the killer like they used to, killers are also refusing to adapt and are still camping and tunnelling like they learned to before this patch.

    You can't expect people to not play optimally. It's the devs job to balance the game and not of the infamous "Dbd rulebook" which says "camping and tunneling is bad". Thinking that players will deliberately NOT use good tools because they have such a big heart for the poor survivors, is just naive... most people play to win and not to have a bit of a good time with the cute little survivor (but when they did 4-5 gens they have to die!)

  • Nurse was broken before if you have reached a certain skill level with her, now it's just a waste of time. I literally don't understand why good Nurses are still playing? I stopped playing Spirit because it seems impossible for me to lose with her right now. I don't have fun destroying people who try their best but literally have no tools to play against such a killer right now, especially since i'm usually playing "efficient".

    I mean why should i go for 12 hooks and give survivors the illusion that they can beat me? I'm not here to balance the game for BHVR.

    Playing Nurse right now is like playing football against 7 years olds, i mean you can do it and you will win most of your matches but there is no real fun involved because to have fun you also need a challenge. Everything else is just a sadistic joy in bullying others.

  • i normally don't suicide or DC but i'm so fed up right now that i just finished my challenges and then didn't really care anymore about the matches. I can understand everyone who does because a good start/ very early down for the killer means no comeback for the survivors right now. It was possible before, but now? Better go for the next game and hope it's not a Nurse or Bubba again...

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092883#Comment_3092883

    What do you mean? Patch was a full success, a part from the bugs and people throwing a tantrum. Player count increased since the patch was released.

    have you looked at the actual stats?

    grafik.png

    it hasn't increased?!

  • @[Deleted User] said:

    I've officially shelved playing survivor for the foreseeable future.

    The match incentives aren't going to be anywhere near enough for me to waste my leisure hours being tunneled and face camped almost every match.

    I'll stick the 8-15 minute wait on killer. For myself, and to give the survivors still toughing through the feces some actual matches.

    Same here, i tried again today because i had one survivor challenge left. 2 good Nurses and a Pinhead with best add ons (the Fang) who found me with Lethal Pursuer in a deadzone and downed me immediately... i was just so fed up at this point again that i used my toolbox (the one i needed for the challenge) and then suicided on next hook. Not gonna bother with this game until they change something. Killer queues are too long for me and its literally impossible to lose right now if you play sweaty. I'm now 100% sure it's not just me or that i haven't adapted yet, but the game is just in favour of killers especially if you play solo (nearly impossible to escape there against a good killer).

    To all the killers who still struggle, it's entirely on you. I have lost one single game since the patch, ONE! And that was with Wraith on Temple of Purgation...

  • The old maps had much more atmosphere to them. The game had a darker feeling and i liked that. Coldwind, Dead Dawg, Eyrie of Crows are so bright right now and while it's ok to have a little bit of mixture, the old graphic style was better for my taste. I'm not the kind of guy who needs state of the art graphics anyway to enjoy a game.

  • There is no help. You can run DS and OTR but it won't help much if they hard-tunnel. The buffs have been way too crazy. It's a mixture of things, one is clearly survivors moral is on an all-time low and they DC and suicide a lot, and they also have to adapt to new perks and playstyles, but besides that the 10 sec additional gen time is too much when combined with the new slowdowns, especially since chases are a little bit faster now with the other killer buffs.

  • i haven't seen a good 360 in ages, i think killers just adapted to it, but i remember when i started (early 2020) there were players who could unhumanly time and perform 360s that even a experienced player had to wait out. Nowadays i just swing with them and hit them everytime but back then there were survivors with such great movement. I guess they all quit with Dbd over time.

  • i don't need to do this because i have escaped maybe 2-3 times in 15 games since the update (as solo). I've quitted today, will come back if they change something but this game isn't worth my time anymore. I would play killer only but my games are way too easy, usually 4k at 3 gens (today i had two 4ks at 5 gens because survivors were giving up after the first kill) and also the queue times have become super long today, all the baby killers are coming back now because they finally get gifted wins.

    Maybe the Devs should listen to actually experienced players who play this game every day on a high level and who know how good players play this game, then they would have known that this patch was not a good idea in this form. The basic issues have not been addressed and they did go overboard with the killer buffs / survivor nerfs. Or, at least give solo a buff at the same time, this mess was completely foreseeable.

  • @Elessar93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088212#Comment_3088212

    Please tell me the op perks killer got in this patch. Are you really telling me ruin, pop and noed were op? Ruin and noed: hex perks, maybe survivors should also look for totems instead of just pressing m1 on gens. Ruin in particulare a very useless perk since its first rework. And pop... a perk requiring to hook someone, going to the gen and kick it to lower the progress of 25%... wow so op.

    i didnt really mean they're OP, i was just mimicking what killer mains say about every survivor perk. "Maybe just look for totems" doesn't work against strong killers (who were the ones profiting most from Ruin). Even when Ruin lasts only 2 minutes it was usually enough for strong killer players to gain value out of it, a good start is the foundation for a clean match as killer. Saying it was useless is just wrong, it was imo stronger than Pop on some killers. It's not worth it right now for sure. Pop was a very strong perk once you got the snowball rolling and enough information, it is still ok now i think.

    NOED was a crutch. It helped bad playing killers to get some kills. I mean i don't care, i played it myself sometimes on some killers. But it was definitely a strong, momentum changing perk. It's a free down nearly every time and a save kill if they don't find it, which is kinda hard in endgame in a solo team.

    I never said there are OP perks now, but there are strong perks especially in combination with each other (most killers still play mostly slowdowns). Saying that killers have no good perks anymore is just nonsense.


  • @Elessar93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087359#Comment_3087359

    I'm not saying the state of the game is as survivor side as before but these threads saying the game is super killer sided are just trash. The game is difficult to balance we already know that because it's an asymmetrical game and the skill of a single person can decide the faith of the entire game. And my experience as an high mmr killer is not easy at all. The devs stated the game is now balanced to prevent unfun matches with tunneling and camping spam. You want to know the truth? The killers are now more pushed to tunnel than before because it works even better. And yes, me as a killer main, I'm not having fun tunneling to even have a chance to win. It's unfun period.

    You can't balance the game around 12 hooks and hooking everyone alternately, because that would mean it will be very easy for "unfriendly" killers who want to tunnel someone out. You would have to make it impossible to hook someone who was already on hook before, and i don't think they will do this. I actually wouldn't say tunneling is easier, DS and DH is kinda dead but you have OTR and the holding W exhaustion perks. It's a bit easier but not by much. Camping is stronger now thanks to longer gen times and because perks like Deadlock exist.

  • @Elessar93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087527#Comment_3087527

    Ahah that's actually funny. But as I already said you are just looking at the survivor side of things. For example that 10% pop... Do you know that pop now is a crap perk because now it regresses just the 25% of the current percentage and not of 100%? Another perk made useless. But you don't mention it in you funny post.

    Killers got many strong new perks and the full potential of their synergies hasn't been unleashed yet. I can turn the table and say the same things "killers got carried by stupid OP perks like Ruin, Pop and Noed that had great impact for almost no investment". They got nerfed for a reason, because almost everyone used them because they were strong and reliable.

  • "just do gens, there is easy counterplay"

  • @Tsulan said:

    Is this a new trend? Killers complaining about easy matches?

    Maybe switch your loadout and go a little easier, so everyone has some fun. Just saying.

    That's the problem DBD always had. People think they are the ones who should balance the game for the Devs. Via "survivor rulebook" or now "nice killer rulebook". There are many people out there who don't give a ######### about other players fun. They will stack their 4 slowdowns and take the easy wins and feel good about themselves. Balancing means you have to take every possible loadout and playstyle into account. You can't just say "oh when the killers see they have easy matches now, they will go easy on the survs and have fun with them".

    Yea some people will play "fun perks" and go for 12 hooks, the same as not every survivor before the patch was a DH/DS/UB/BT playiing scumbag who t-bagged in the exit gates. But many won't, as there were many survivor swf's who played with 4x DH+DS before the patch.

    @Elessar93 said:

    You must have been so bad at the game you have the lowest mmr possible or you just installed the game if you face so many bad survivors and therefore you have no clue of what you are talking about. High mmr matches are just as hell as before. Stop spreading false informations about balancing when you clearly are not in the condition to speak for everyone. Talking about nerfing gen speed perks is just the next attempt to push devs changing the game in "SWF SWAT the Game" (a game when they can finish all the gens in 3 minutes and spamming gg ez at the end of the match. Wow so fun. But it's the killer's fault (just apply pressure 4head). (insert spongebob chicken meme here).

    If you play like before the patch the games are much easier now. That's just a fact. Not saying it's impossible to lose, i mean it shouldn't. A good team should still beat you. Taking a lose is part playing games. But in general playing killer is much more chill and you have much more second chances now after making mistakes.

  • They killed the perk with the exhaustion effect. Making survivors breath like when they're healthy would have been enough already. Or putting that exhaustion condition on it but making it 100% again. I'm a spirit main so i'm kinda happy about not seeing it anymore, but they butchered this perk way too hard.

  • @The_BiggCheeze said:

    I just don't see it.

    I've played 3 games of Legion with Thana, Oppression, Gift of Pain, Overcharge, No Sleep Pills and that add on that speeds legion up by .3% after each frenzy hit in Midwich, Pretty much everything was in my favor. Even with all that and all 4 of them injured they were still pumping out gens, even popping some right as I'm getting to them. It legit felt the same as it did before the patch.

    To be fair the game doesn't feel much different overall. Survivors can still hold W to a close loop (Which there can be a lot of), Survivors can still heal in an empty corner with a boon, they can still get a pallet drop with dh.

    The only difference I've seen is that all the people who RELIED on dh absolutely suck without it and the people who didn't rely on it feel the exact same to play against.

    So I'll restate the title but word it a little differently...

    I don't get the hype.

    Gift of Pain is still useless. I tried it in combination with Thana, i think the only killers that gains some profit out of it are hit and run killers and maybe Legion (and Plague but i don't know if cleansing counts as healing). To get value from it, you have to go out of your way and leave survivors that were scourge-hooked and just healed. The moment you hit them the effect is gone. But in order to win against competent survivors you have to pressure them via double hooking (they will play more careful then) and eventually kill them. 12-hooking is definitely easier now but you will need good slowdowns against a good team. Getting value out of this perk means basically that you play in a detrimental way.

    Thana is alright on killers that have 3-4 people injured all the time. 2% more doesnt sound like much but i played it in combination with other slowdowns. Together with the gen speed nerf it felt oppressive. I still think Jolt+Pain Res or Eruption+ Overcharge or +Call of Brine (+maybe Brutal Strength) is better on most killers.

    @firehorsey12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087198#Comment_3087198

    Yeah pal nurse is a different story. But any other killer and they will just pre-drop good/god pallets while their team mates pump gens.

    They still haven't fixed gen rush at all, its way worse than before now.

    lol. Gens are 10 seconds longer now, kicking takes 2,5% away, new slowdowns that aren't much worse than the old ones - "its way worse than before now"

  • @feruis said:

    It's minute longer than before. Killers did get deserved buff but they got their perks nerfed aswell, Ruin is destroyed, Pop is nerfed again, Corrupted is destroyed, Thana works on Legion and Plague not on all killers.

    It's so funny how people are making it out how it's impossible to survive, how they are camped every match without video proof, because i played 6 hours yesterday and I've been camped 3 times. Survived most of the times. But yeah, this community is full of sheep's, what did i even expect, ofc bunch of survivor mains will find themselves attacked and will insult me in the comments, like in the post game chat for the past five years.

    Corrupt is destroyed? You don't really need it after the first down. It should help you getting the first down without having the survivors jumping on the first gen they see and finish it. And it helps if you split pressure in the beginning. Lethal is another great early game perk for some killers but overall Corrupt is still stronger. Since you can have nasty stacks of slowdown perks nowadays you arguably don't need it on stronger killers who down quickly

  • I play since 2,5 years and both sides on a higher level, for me it is obvious that this patch is too much. Solo is literally unplayable, the only time were we even had a chance was when the killer was deliberately playing bad aka "fair".

    If the idea behind all this was "killer will play nice if they are still able to win then", then this was an absolute misjudgement. Most people like to win and will use every cheap tactic to reach their goals. I know this from any other pvp game if played on a higher level (Tekken, FIFA). And most killer mains are bitter from all the previous experiences. Why should they go out of their way, you can't just expect everyone to care about the fun of the other players.

    I've won every game as killer since the update except one (which was on badham and i tried out new perks and didn't tunnel). If i know from the start that i will just play and juggle with the survivors, not really having to make an effort to win in the end, killer will get boring really soon. On the other side, survivor feels unrewarding, i had excellent chases against a Ghostface (he left me like 3 times) but we still got 4ked at 1 gen left. He could do so many mistakes but he would still win just because 1. slowdowns have become obnoxious with all the killer buffs and 2. survivors are giving up quickly right now because of that overwhelming killer dominance. You can't make the "1"-role more chill than the "4" role in a 1v4, it just doesn't work.

  • it felt kinda good to be the only one who plays her regularly here in europe (i have never seen her and if then she had those dumb instinct add ons, meaning it's someone who is not maining her and just doing an archive)

  • @[Deleted User] said:

    The option to tunnel/camp should never be taken from the game. Because it is genuinely at times the smartest play a killer can do. It should not be an attractive option, but it needs to be an option.

    it doesn't need to stay if they generally make it not a smart play. Right now it's still smart but in a perfect dbd the killer get's rewarded for not doing it.

  • @Risky_Biscuit said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071527#Comment_3071527

    Killers are supposed to be the power role. That means that they shoukd have the tools to be capable of emerging victorious if they play well enough. If they capitalize on survivors' mistakes, they should be rewarded for doing so.

    This whole "2 escapes, 2 kills" mentality is ridiculous. That is a draw for both sides. The correct result should be 1 escape, 3 kills on average, with exceptions for good teamwork and communication.

    Survivors are mad because their broken crutch perks were taken away and made either less useful or simply require more skill and precision to use. They've been on top for so long that they believed they shoukd remain in an overpowered state. Obviously, the devs disagreed and adjusted balance accordingly. It probably needs some tweaking, in the case of DS being kinda too weak with a 3 second stun, but for the most part, this patch fixed alot of issues that finally made Killers the power role once more.

    It just shows the mindset of most killer mains. They just want power and the feeling of winning FOR FREE, because they deserve it for picking that role. You really think a 1v4 is balanced if the 1 person has a much bigger chance of winning? Even in a 2v2 game it would be hilarious if they give one side an advantage. Imagine counter terrorists in CS would be stronger than terrorists because they have more modern equipment.

    Why should the survivors keep on playing then, because they're all masochists? Do you really think the game would work this way, or do you even care about the game at all? Killers had better win ratios than survivors, it was fine and only needed slight adjustments.

    I got this power feeling many times before the update as killer and it felt rewarding because I knew I was better. Maybe you should invest in getting better instead of demanding something for free. The balance right now is just off

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/335167/pretty-sure-this-patch-destroyed-the-game

    Your MMR is still propped up thanks to your reliance on Dead Hard. Dead Hard was, and still is, an extra health state that regenerates over time automatically. Dead hard was, and still is, the best perk in the game, however it now requires much more skill to use.

    After you lose a few more games, your MMR should be adjusted appropriately to your skill level. You will start escaping more often when you are matched with killers who better match your skill level.

    Thanks for the great advice, I have rarely used dead hard because in my comp team I don't play it. I can pretty much tell when a killer is good or not and deserves to 4k. I also haven't lost a single killer game since the update. So yes, the balance is totally off and maybe you should learn how to play killer instead of thinking that you have always been the next otzdarva but dead hard was the reason you got only 4 hook stages every game...


    And btw if you really think dh is the best perk in the game right now then there is something off

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068147#Comment_3068147

    Five seconds while they have a Haste effect, and if they don't have any other perks that they can use in those five seconds. It's guaranteed to be enough to not be downed straight away, and there's far more uncertainty on the killer end as to just how efficient it'll be to chase someone after they're unhooked.

    Sure, maybe they don't have anything relevant, but maybe they've got Off The Record and you'll swing into Endurance. Maybe their teammate has Borrowed Time and they keep running at a faster rate. Hell, maybe they just make it to a window or a drop and proc Lithe or Balanced Landing to make chasing them even less appealing.

    Tunnelling will get harder in this upcoming update. Camping is a little more arguable, but tunnelling is not going to get easier.

    No it isn't harder, I can tell because I tunneled. Since Endurance can't stack anymore and you have to expect OTR/BT/DH, you just hit them immediately after 5 seconds or 15 if you know they have BT but not OTR. They get a little speed boost from OTR and that's it, much better than old DH and DS combo

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