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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3049273#Comment_3049273
There was even a lower effort reward that would have probably been better.
Reaching P1 means you waste 1.5 million bloodpoints.
Giving out 500k bloodpoints per prestige level would have been better at this point if you ask me, and they wouldn't have wasted the effort to implement the setting to turn off the stupid filter.
To me, even 1 BP is better than the pimple filter that will be turned off immediately. Why would anyone want to stare at pimples growing and then popping? It's not even random. It's just the same repeating animated texture loop.
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@Gary_Coleman said:
Design the rewards that you want and show them to us.
Sure, I can give it a try. It would obviously have to be something that they don't have to spend much time on. So, how about ability to turn on gold sparkle effect that they had during the event, since it's already implemented.
Scroll to 19 seconds:
https://www.youtube.com/watch?v=Dc51tuQccnE -
@DemonDaddy said:
😭 -> me thinking about all the event items and cakes lost because they delayed the reveal
Seriously wouldn't have bothered just for a pic pee filter that is only for me to see.
Yeah, if it was at least the same sparkle effect as they had in game during effect, I'd be happy. I wish I could associate it with golden shower, that wouldn't be so bad as yellow acne. But all I see are faces covered in pimples that are bursting. I wish I could unsee it in my mind.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3024015#Comment_3024015
Well, I always reach Iri ranks with survivors, but with killers I normally just reach gold ranks, because I just can't muster the strength and mental endurance to do so. But I guess it can easily be reversed.
I'm the opposite. Could never get past gold on solo survivor, but killer is easy Iri every month. Can we trade for a month?
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I know what you mean and I have a solution that works well for me. When you are at the next grade, do a few losing matches without killing anyone. Then, get your weakest winning build and keep increasing sweatiness every match. So, for example, I would start with 1 gen slowdown perk, then 2 next match, then 3 next one, then add proxying and tunneling next one. Then, as soon as you get to next grade, ease up again. Lose maybe 5 - 7 matches when you can't depip. Rinse repeat.
Edit: Adding another important detail. Change your killers all the time. Because killer MMR is somewhat separate, your MMR increases slower.
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@rvzrvzrvz said:
No I don't like the basekit buffs for all killers at all it's too much with the increased repair times, I hope these changes don't go live personally.
I think it's better to only touch perks but we'll see PTB. Strongest killers will be even more oppressive, solo Q will suffer even more, gens are longer but hook timers are still the same, facecamp is buffed, it's kinda bad overall
Facecamp is not buffed at all. It's trivial to unhook against any killer without a chainsaw when you have base kit BT.
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@cburton311 said:
Agreed, every killer just having brutal strength tier 1 and 2 stacks of save the best for last AND survivors speed burst after hit being reduced and generator times on top of that....this is looking to be a bad go of it for survivors.
All those changes will make chases less interesting, shorter duration, and less successful for survivors. This may be the beginning of the era of full stealth play style.
And something that is getting overlooked with Dead Hard. It was strong in the right hands, but it was also by far the most FUN perk in the game for survivors. It was something active that allowed a variety of interesting, heroic, and hillarious outcomes that are just not going to be part of the game anymore. And with every chase ending more deterministically, is this patch just going to assassinate survivor fun?
"hillarious outcomes" - yeah, that's the problem. Some killers were just "hilariously" bullied. I hope the changes actually bring some horror into horror game. I mean, deadharding through trap is hilarious for survivor, but not so for trapper and just plainly didn't make any sense.
"All those changes will make chases less interesting, shorter duration, and less successful for survivors."- not sure about less interesting, but shorter for sure. That's the objective. BHVR stated that they want to increase kill rates. So, naturally chases are going to get shorter.
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022333#Comment_3022333
I think it will fundamentally change how the game needs to be played making it a more chase heavy rather than stealthy game
Yes, but not by much. You can still hide while uninjured. Hopefully it will slightly reduce meta of genrushing against Plague and Legion, where most high MMR don't bother to heal.
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@Bardon said:
Prove you wrong?
BHVR: We want to change the meta
Also BHVR: We buffed BT in both duration and added haste.
You got it wrong, but don't worry, I fixed it for you.
BHVR: We want to change the meta and reduce camping and tunneling.
Also BHVR: We changed the meta and we buffed BT in both duration and added haste which will reduce camping and tunneling.
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@Firellius said:
Post-patch OTR fills the same role as pre-patch DS, even bringing back the EGC problem they tried to fix for DS here.
OTR is slightly worse though, because an OTR bait can't be punished like a DS bait can.
It's not exactly same problem. Old DS was annoying on both sides. Some killers would slug for entire minute just in case survivor has DS. It's not fun to wait as a killer and it's not fun to be a slug as survivor. Now there is less time waste. You either escape immediately or you don't.
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@Taxman232 said:
Spine chill and iron will nerf makes the stealthy survivor less of a possibility going forward.
Less of a possibility, but still possible. The perk was overused, which is what they wanted to reduce. It's not possible to make it less used without affecting its uses. That's how you shake up the meta. You shake it up by reducing possibility of some things and increasing possibility of other things.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/330526/every-upcoming-change-is-good-prove-me-wrong
I'm worried about Knockout (the most obnoxious perk to face as a solo) and Off The Record (everything they nerfed DS for, and more).
I barely ever saw Knockout in use. I remember seeing one a few months ago. It was completely useless against SWF. At least now there will be some use. And I never noticed it being too hard to counter in solo. I'd prefer killer use it anytime over any gen slowdown perk.
Off The Record is a hard counter to tunneling and was sorely needed. DS is just a tiny nerf. If they didn't nerf it, you could probably stack DS on top of OTR and that would be annoying.
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@loothound said:
https://forum.deadbydaylight.com/en/discussion/comment/3022100#Comment_3022100
camping is less penalized as "just do gens 4head" is harder now with increased gen speed, more hook grabs as less m1 cooldown, 5 second bt and haste doesn't matter when bubba doesn't allow you to get the unhook in the first place.
Buffed thana is even better for tunneling now as its a perma 5.5% debuff to gens while you tunnel a survivor out and increased gen speeds dont help. 10% buff to chase + buffed bloodlust help end chases faster, nerfed DS, OTR not working if you're already deep wounded from the killer hitting you in the face while you have the mini bt.
While it doesn't stop all kinds of camping, it stops the most common one: proxy camping and at least it gives a chance. In the past, if Bubba proxies you and no BT. Chances are both people go down. Now there is an opportunity for exchange.
"Survivors will receive a 5 second Endurance effect after being unhooked. This gives the unhooked Survivor an opportunity to reach a nearby window or pallet, or for another Survivor to position themselves for a Protection Hit. " - it's to give "opportunity", they never promised guaranteed anti-tunnel.
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@GreyBigfoot said:
Calm Spirit. Unless the wording is unclear, and you can choose to do it silently or not, then there's an arbitrary downside, just like Technician has.
Yes, I agree, the arbitrary downside is not needed and the perk is still not very good. But... Is it better than before? I think so. With IW nerf killer doesn't expect silent survivors. So this gives opportunity for interesting mind games.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3022047#Comment_3022047
That's fair, and I think they had good reason to look at the Perk for changes, I just don't agree that nerfing it into being literally only better than a blank perk slot was the right call.
In higher MMR, it's primarily used for solo hook saves and to increase the power of other heal sources. If anything, the second portion is probably what would have needed to be addressed in order to chill the high MMR use of it. It's used to get more value and speed out of Medkits, CoH, etc.
A simple but more effective change would have been to let it allow players to self heal as normal, but when healing others, the speed is normal. It would then generate more Skill Checks that give larger percentages when hit. This adds a (slightly) less mindless application of the bonus it provides, and can still cause a player to fail if they are trying to use it in a tense situation. On top of that, it could use Hard Skill Checks if the person using it is also wounded, which would definitely affect higher MMR more.
Maybe that's a bad change. Dunno. I just think their current change is making the Perk next to useless in most situations, while not really addressing WHY the Perk was so prominent.
Also, I still want Blendies to seethe. Whatever they do with it, Blendies must seethe.
All great ideas, but with so many perk changes, my guess is that BHVR didn't have any time for more complex changes and just went for something that was quick and simple just to stop high MMR overuse. Yes, hopefully they will come back to it and do another review later.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/330526/every-upcoming-change-is-good-prove-me-wrong
Tunneling and camping got buffed tho.
How so?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3022050#Comment_3022050
See, I don't disagree those perks needed nerfs, but there's a middle ground between their current state and completely useless. We shouldn't be trying to create F-tier perks, and that goes against the whole idea of this update that more perks should be viable and they want to see build variety. The goal was to bring the meta down on the level of other perks, not down to the very bottom of the barrel.
Also, Spine Chill still counters Ghostface and Myers, who were the two killers who suffered hardest from it. It's just that nobody's going to run it because the perk is now like Calm Spirit (which also got inexplicably butchered in the name of a buff) - very helpful versus one killer in the roster and basically useless for the other 27, and you don't bring perks expecting a specific killer unless you're streamsniping.
Spine Chill nerf was done to address 2 specific situations and it does exactly that. It's in the description. It was not to make it completely useless against GF and Myers.
"This perk excels at alerting Survivors when a Killer is approaching, and in high skill lobbies, the vault speed increase becomes the primary draw. There are a few aspects of this perk we would like to clean up.
Spine Chill will now only activate if the Killer has a clear line of sight to the Survivor. This will remove the awkward counterplay where the Killer must look away to ensure a stealthy approach. "
I personally hated doing crab walking. It's just silly.
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@TheArbiter said:
Why is Self-Care being nerfed to 35%, a perk that can only be used by one survivor, when COH is 50% for every survivor?? Seems like an awful change
Like COH should've been reduced if anything
My guess is that COH's time just hasn't came yet. They added perk to destroy it and will probably address COH later when stats on the new anti-boon perk come in. In other words: we just need to have patience.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3021992#Comment_3021992
While Self-Care is bad, no Perk should be so completely detrimental that NOT running it is better.
I honestly never liked Self-Care. It's a perk for Blendies that never touch a gen or get a hook save to try and ninja the hatch at the end of the game. It has a few niche uses which I am fine with (healing for a late game hook save for example), but most people used it for immersion gameplay that ruined the competitive nature of the game. That said, it shouldn't be so bad that replacing it with almost any other perk is the better option. It should have been reworked better while making the Blendies mald. The devs have said they want to do more changes like this, though, where they throw things at the wall and see what sticks. I'm all for this. I just hope Self-Care gets back on the list for throwing, cuz this isn't going to stick. NO perk should be completely useless or entirely overshadowed by all other options. Self-Care still has a few niche uses, but they are so limited that they barely factor into consideration.
I agree with you that no perk should be completely detrimental. But BHVR clearly explained that according to their stats it's OP in high skill matches. I don't have any data to prove them wrong, so I have no reason to doubt it. That's how I interpret this:
"Though Self-Care has a divisive reputation among the community, we were surprised to find that its usage peaks in the highest skill matches. Having a consistent and reliable way to heal at will is a powerful tool in the right hands. On top of that, Self-Care increases the efficiency of Med-Kits, allowing Survivors to squeeze additional heals out of them. "
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@versacefeng said:
Your telling me that IW deactivating when exhausted and the new OTR are good?
BHVR clearly stated that their objective is to buff killers, so, yes, nerfing IW helps achieve that objective. Now using IW will actually require thinking and planning instead of enjoying passive effect.
OTR is good at reducing camping/tunneling. Maybe 80 seconds is too long, but they said that they will monitor and adjust values.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3021943#Comment_3021943
It does exactly what they nuked DS for, better, on both hook states, that doesn't go away in the endgame, and can be used far more aggressively. You don't even have to be injured to keep the endurance.
It's stupid abusable and it doesn't make sense from the devs.
It's a better version of anti-tunnel perk. People were asking to stop tunneling and camping. Not sure what the problem is.
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@Laluzi said:
Can't go that far. I like most of the upcoming changes and I'm really happy about the game health update as a whole, but some things got nerfed too hard, and I don't feel like they did very much to dissuade camping or tunneling.
Iron Will, Spine Chill, and Self-Care got nerfed straight into never-used territory when arguably only one of them even needed a nerf to begin with, Ruin's close behind, and DS got nerfed hard while they buffed another perk to do exactly what it used to do, which makes no sense to me.
Iron Will eliminated Spirit almost entirely. This wasn't healthy for the game.
Spine Chill was making stealth killer walk side ways, which is just silly.
Self-Care is bad for your team. Bring COH instead.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3021947#Comment_3021947
They're anti-tunnel, they're not anti-camp.
They are anti-camp against any killer without a chainsaw.
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@humanbeing1704 said:
Disagree on the camping thing
Pretty much nothing in the future patch is anticamp
BT base kit and buffed Off The Record.
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@Grandpa_Crack_Pipe said:
https://us.v-cdn.net/6030815/uploads/U69H2NXEKYL0/image.png
Wouldn't go that far.
And what's the problem here?
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If I'm nice, I get tbag dance at the gate. If I camp&tunnel, I get salt, but I can just hide chat. Can't hide tbags though. And if I don't go to the gate, they waste just waste more of my time. So the choice is easy: camp and tunnel.
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Is that how weak links are coping now? Interesting... Sigmund Freud would love to hear from you.
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@FeelsBadMan said:
I had the exact same today. Nurse, Blight and Legion over and over again...
You only have yourself to blame for MMRing into that territory.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/2987481#Comment_2987481
I did. If everything has a counter, then it leads to boring and sterile gameplay.
You explained why it's boring to you personally. You didn't explain why it's better for everyone. Are you saying changes should be done based on your personal desires?
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You never explained why it's better the way you want it.
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@PowerLine_444 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987421#Comment_2987421
I still have my hope because this is exactly why they delayed the system in the first place. I know BHVR makes bad decisions but they also make a lot of good ones too that nobody gives them credit for. I get the feeling that the community thinks BHVR are way more dumb than they actually are.
They delayed MMR multiple times. And look what we ended up with. Community thinks that way not without a reason.
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@PowerLine_444 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987377#Comment_2987377
I'm not new i just refuse to believe that devs can be that stupid to implement a traditional Auto ban system with a community that mostly has the "us vs them" mentality.
Well, you better start mentally preparing yourself. This is what it's going to be. I have zero doubt about it.
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@PowerLine_444 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987261#Comment_2987261
I really hope they aren't THAT stupid and naive to make the system work on "X amount of reports = ban" but this is literally the definition of an Auto ban system.
You hope? lol. Are you new? Just look at their absolutely basic bottom of the barrel MMR implementation.
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@FeelsBadMan said:
My experience is basically the same as yours, OP. BUT on weekend it's just garbage all day long with Sunday being the worst day. I play since about 4 hours now and I think I escaped two games in this time...
Yes, weekends are the worst for me too.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2981150#Comment_2981150
This is wrong. What most people don’t talk about is that the ads nerf made many loops ALOT stronger against him. It is now impossible for him to hit at some corners because he raises the gun too slow and is a slow walking killer. This isn’t “fair counterplay”. He is powerless in these situations.
Agree. Plus he is weaker even in straight line. Survivors couldn't just run in straight line before, because they could be shot easily. Now, they just look back and run in straight line, thus harder to catch up, because looking back gives enough warning when to start moving randomly.
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@GentlemanFridge said:
I'm having the exact opposite. Around noon, survivors are substantially weaker than at night.
What's your time zone?
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/2979624#Comment_2979624
You see, the problem with that is you don't know what is too many gens for a killer or if the killer would normally camp anyway. Sometimes I'm in situations where I pop the first gen, get into chase, and then my chase lasts long enough so that 2 gens pop and the fourth gen is almost ready to go. It doesn't necessarily have to be a long chase, but by that point, it would just be the best scenario for them to camp me. I also don't know if my teammates are doing gens or running around the map doing side objectives when I'm in chase. I'm not looping the killer to be mean, and I don't think giving them the hook to be "nice" is a thing I should have to do. I've gotten camped and tunneled for only having a 20 second chase because I won a mind game (or they didn't like Bill). It's very hard to use psychology when this game is not meant to be mind gamed at that level. I try to buy my team as much time as possible because I never know what efficiency they're completing the gens.
I do understand that if a killer invests too much time into one survivor. Their best chances at getting a kill is camping and tunneling that one survivor to death. I can't blame a killer for doing that if they're that desperate for a kill. If you couldn't tell, my response was mostly sarcastic when I was replying to the other person. I'd rather get camped at the end game and have my team escape because I know I wasted enough of the killer's time to merit that response.
" I don't think giving them the hook to be "nice" is a thing I should have to do" - of course you don't have to be "nice", and that's fine, but then it doesn't make sense to complain that killer is not being "nice". You want to give your team time, that's fine if you are having close game or losing. But if you are dominating killer and forcing him into camping, what does it achieve you? Others don't get unhook points and don't get chase points and killer gets no points. What's the point? Best teams don't care about hooks as long as it's within the hook budget. I've seen people giving killers hooks just stop them from tunneling. If you want to get camped to death, that's fine too, but then, just as BHVR said, you have no survival skill and if you can't strategize beyond that. The win condition is clearly defined by devs now. It's not how long you loop or how little hooks you give to killer. It's whether you survive or not. And SBMM is based on the win condition. You are free to make your own win condition, but SBMM is not going to be based off that. It is what it is.
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/2979356#Comment_2979356
You right. My mistake. How silly was I to forget I was playing hockey?
To be fair, whenever I get face camped on the hook because I ran the killer too long I just think, my fault I wasn't skilled enough to run them for 5 gens and escape. If you don't want to be camped/tunneled, just never get caught. Not being able to escape is just a skill issue. 🤣
There is nuance to it. I usually play nice as killer, i.e. by survivor rule book. But if I spend too much time on 1 person, and can't find anyone else near by quickly, you will be proxy camped and/or tunneled. It's just how the game works. Sometimes being nice is just not affordable. And yes, it's your skill issue. You need to think strategically. When I'm survivor and 1 gen left and killer spent too much in chase, I let killer catch up to me, so he can feel that leaving me and defending that last gen is good choice, because I know if that last gen is done, chances are I might be camped. In other words, be nice to killer and he might be nice to you.
In summary: skill is not just looping, but also understanding psychology and using it strategically.
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David.
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My solo q experience is similar to yours. That's why I stopped playing survivor and only do it for rift challenges.
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@DangerScouse said:
If I know I'm not as good as I think I am, can I still complain?
Not before you ask permission from a random forum member obviously, at least according to OP.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2969083#Comment_2969083
*Unproblematic Perks*.
LOL. This guy thinks he is the authority to decide what is "unproblematic". I wish truck scales had ego measuring mode. Why don't you go with your own suggestion "You are probably not as good as you think you are." to be an authority.
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@keepingitril said:
"In this game killers are designed to kill."
"If you want to let last survivor leave, don't down him. It's that simple."
Ok then.
*
"If it doesn't accommodate your specific personal wishes about nice merciful killers,"
I never said this, nor implied it - I frequently don't give hatch escapes. Take another read of my theoretical scenarios. I suggested why "not downing the last survivor" isn't as simple as you make it out to be, given the clearly new direction the game is taking.
If you have specific concerns with the new functions, you should take it up with the development team, of which I am not. I am an anonymous person on an internet forum sharing an idea that I thought through quite a lot. If you don't like it, that's fine.
I can't make any sense of it. And I never said I have any concerns. What exactly do you want me to read in your examples?
Let's see... "Maybe I won't realise they are the last survivor because I am distracted elsewhere." - than don't be distracted elsewhere? Or are you saying that developers should spend time adding features just to accommodate someone not paying attention? You will be able to practice paying attention in bot matches soon.
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@GentlemanFridge said:
“## ##”*
Reported /s
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@keepingitril said:
https://forum.deadbydaylight.com/en/discussion/comment/2959861#Comment_2959861
Nothing complex about it.
If anything this complicates things.
Maybe I want to hit the survivor. Maybe I'll want to save them but hit them first. Maybe I won't realise they are the last survivor because I am distracted elsewhere. Maybe they were a bad sport and I might have wanted to save a survivor but not them. Maybe I chainsawed them "accidentally" with the second last survivor. Maybe they are hiding in a corner bleeding out. Maybe I am not wanting to spend 3 minutes roaming to map to find the hatch. Maybe I am not willing to wait 3 minutes for the survivor to roam the map to find the hatch. Etc etc etc.
Not downing someone intentionally to work around the game itself is poor design. There are too many niche possibilities that means the killer "just not downing them" (what the killer is actually designed to do) shouldn't get through QA.
It's quite obvious the devs are taking the game in a stated direction. I'm just trying to make an improvement on it.
If the game is now saying that I have to down the person to end it, let it not be dragged out. The above way gives me as the killer still a choice and though it's not as elegant as the hatch, the outcome is still the same.
In this game killers are designed to kill. If it doesn't accommodate your specific personal wishes about nice merciful killers, that's not a game design flaw. But you are welcome to try "Hooked on you" this summer if you want a game designed around friendly killers.
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What's the point of added complexity? If you want to let last survivor leave, don't down him. It's that simple.
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What do you mean? It's actually amazing, Every evening I get bunch of easy 3k and 4k. Lots of DCs though. During day time I mostly get 2k and 3k though. So thinking about it, you right, I want to get 4ks during day time too.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2956322#Comment_2956322
shown to friends right.
What about killer?
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@IlliterateGenocide said:
It probably wont do anything. Just a bragging thing i guess.
you dont lose addons items and such anymore so whatever.
How do you even brag if prestige level is not shown to others?
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I want. But never going to happen because everyone will be able to point how crappy matchmaking system is.