twistedmonkey
twistedmonkey
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The same has been said by many over the years. Any and all changes to the game has been met with those who believe they know what's best for the game and that the devs don't but at the same time the game has stayed just as popular as players have always adapted.
What it comes down to is what one feels over what is best for the user base.
Now the most vocal are always those who dislike changes and they always divide players on social platforms. What we have to remember is that these platforms are a tiny fraction of the overall user base.
Deathgarden never gained any traction from the get go no matter what they tried as the original concept just wasn't that great and with the rework it just changed the objective from trying to win by doing a goal to a hiding simulator and escaping. They never seemed to have a clear vision from ghe get go and it changed so much over time but in the end it was too late. The problem with Deathgarden is they listened to much to those who complained about certain aspects from the get go. It was no where ready for release and the players leaving showed that.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1042749#Comment_1042749
Your first post was a large misunderstanding, and the latter half of your second post about the basic attack cool-down was as well.
And I want to make a point: this isn’t meant to fix everything.
The main issue with Gen speed and pressure is that most of the maps are too large. Yes, I agree.
However map changes are going to take several months or years to complete. This is something that could be implemented much sooner and help alongside it.
Well you can't blame one for misunderstandings as you didn't define how they all worked initially and it was left to interpretation.
The attack cooldown then doesn't really do anything for the killer.
As I said I feel it's nerf to things which are not needed for very little benefit as lets be honest with what you gain doesn't warrant doing them initially before 3 gens which means you need to be lucky with spawn close to you and what gens are left so it doesn't give you any more pressure than there is now front the start.
Overall I don't see trying to force survivors to do these as a healthy change as it either removes more choices from the game or makes them rush gens even faster which just makes matches even less diverse in loadouts and how they play out.
Yes maps will take time to be fixed but making a change which doesn't really help killers with early game pressure who dont have it doesn't warrant putting the time in to work on it imo.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1042721#Comment_1042721
Many of his issues were misunderstandings.
So after reading our comments, do you still feel the same way?
Only one post was a misunderstanding which was given them power over the power the present by doing them. But the point still stand over the swf v solo scenario. Anything which gives the killer power like this is inherently stronger with comms.
The others such as nerfs to devour and NOED for example stand as these could be taken out quicker as survivors now have a need to do them.
I dont see it changing much in early game as it is now someone sees a totem and destroys it then jumps onto a gen. The issue is about pressure with slower killers for some players by getting to gens before they feel they can pop.
Personally the devs and what others have said for a long time regarding wanting to make maps smaller overall is the right action.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1042635#Comment_1042635
If you just wanna throw 400 survivors and 100 killers into a pool and make the fairest lobbies possible I’m on board for that! It’s this extra hidden stuff that makes me and others uneasy and nervous.
I agree there should be an indicator at the end or its just blind matchmaking.
They don't have to show an actual skill rating in numbers but like others do just where you are matched into like bronze, silver, gold and iridescent.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1042597#Comment_1042597
You're making a fundamental misunderstanding:
It’s per totem that’s not cleansed, just like Thrill of the Hunt.
Ah I see it now thanks.
I still don't think its a great idea.
When you have perks which need totems to last until end game you dont want too make survivors hunt them too much when running certain perks or its instantly nerfing devour hope and NOED along with inner strength as survivor will want to do all they see and actively look for them or use perks to find them.
50% cooldown on hits is also way too strong. It's like the old machine gun build and why that was nerfed long ago.
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I feel the used the term skill based as its a known one many use.
Right now the emblems are what they use to determine ranking and I think they may well use the same system or something tweaked but similar.
From my perspective this is just a way to make matchmaking faster as it could be 4 or 5 pools of players instead of 20 ranks.
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What this does is make survivors not want to do totems. If doing each one makes the killer stronger you are given them the power to not allow it to happen.
The thing about a second objective is it should want to be done by survivor as it slows the game down. Every action survivors do apart from gens is a slight slow down of the game. Chests, totems, healing.
The other issue I see is swf v solo. SWF can call out where they saw totems so they can leave them all bar hex ones and do them before popping the last gen. Also if NOED activatesd they can coordinate checking those spots to break it.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1040507#Comment_1040507
There are posts about on these forums saying "ranks aren't being removed from the tally screen". It wasn't specified whether or not it was in the Doc patch. Some may have specified, some haven't. It doesn't invalidate my argument.
Of course it does as all it means is they weren't ready to release the info.
I will quote Peanits from a post stating ranks were being removed when it was all happening.
" I don't want to be that guy, but ranks haven't been removed from the tally screen. You'd have known that if you gave it a try first."
Does this say they won't be removed as you are implying or that they haven't been removed on this patch?
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/976361#Comment_976361
I don't want to be that guy, but ranks haven't been removed from the tally screen. You'd have known that if you gave it a try first.
Peanits post is on the first page of the thread above.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1040461#Comment_1040461
They also said they had no plans of hiding ranks in post game lobby after the patch notes leaked.
They actually didn't. They said they were not being removed in the 3.5.0 patch nothing more.
They were actually very careful with how it was worded and why some of us posted that but also after it that its possible in the future as it wasn't written as a closed case.
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To be fair this is something many of us has asked for.
An mmr system for matchmaking and the ranking just becomes a monthly goal as they have said these will have some sort of incentive recently in a post.
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/1039531#Comment_1039531
That doesn’t mean they don’t get to pick out the questions they want to answer that help out their view and ignore the ones that they don’t want to answer.
Why was ruins power gutted but it remained a hex? If old hex ruin was powerful enough to be a hex why is this new and incredibly weaker version still a hex?
The theme of the hag? Sure but for a competitive game it’s a poor excuse to make something high risk low reward.
And going with your post, I could easily say your just being a contrarian to space coconut.
They can’t answer every question yes, but they could easily answer the important ones and not the ones we already know the answer to. Unless if they didn’t want to answer those questions.
Why make an archive with DLC characters after having disabled splinter offerings? Well the answer is obvious even if they won’t answer it.
Well it could be very strong if it was not a hex and a 3 gen strat could be overly strong. What you don't want is someone finding three gens and just chasing players away from them for one. While its not exactly a good change imo you can see some reasoning in it along with it having continuity with the Hag herself. What the devs may believe is or can be strong is up to them. Think about lullaby for instance.
It also depends on what info they wish to share or are able too. The streams have always been about answering questions the community asks which they choose. I think the main issue at times is they actually do this so people expect more where as the majority of game devs don't even bother and do what they please addressing concerns with blog posts.
The splinters were disabled long ago for non licensed dlc around patch 2.0 in June 2018 the same time as they started to make chars available with shards.
@not_Queen said:
FEATURES & CONTENT
- Content - Added a new head customization item for Dwight for players who own the Dead By Daylight: Leatherface™ DLC
- Content - Added new idle animations for Killers in the offline lobby & store sections
- Content - Added new main menu music to tie in with the DLC Chapter
- Content - Added new sounds when Emblems appear in the Tally Screen based on their quality
- Content - Integrated Simplified Chinese, Japanese and Korean community localization
- Content - Removed the RedShell third party tool from the game
- Feature - Added Tutorial levels to explain Survivor & Killer gameplay
- Feature - Added an in-game Store to purchase characters and cosmetics. The store now also hosts the Shrine of Secrets.
- Feature - Added the Player Level functionality. This is an account based progression that rewards the player with Iridescent Shards upon leveling up.
- Feature - Re-designed all confirmation prompts
- Feature - Updated the main menu and player loadout button layouts to accommodate for the newly added Store and Tutorials.
For more details on the Upcoming content and changes, please consult the 2.0.0 Dev Message
BALANCE
- Adjusted the level requirements for unlocking perk slots. The 2nd, 3rd and 4th perk slots now unlock at levels 5/10/15 respectively (down from 15/20/25)
- Adjusted the red aura intensity for killers on totems, bear traps, hooks and generators.
- All characters now start with their 3 personal perks unlocked by default (at level 1)
- Changed hook auras to always be visible from the Killer's standpoint while carrying a survivor. Prior to this change, hook auras would only be displayed if the hook was hidden behind another object.
- Decreased the Wraith flashlight uncloak stun time from 4 seconds to 3 seconds
- Decreased the range of activation for the Killer pick up interaction
- Fixed an issue that caused The Wraith's red stain and terror radius to remain for several seconds after successfully cloaking. This change gives the Wraith the bit of a boost that he needs, and also applies when damaging generators and destroying pallets.
- Removed the acceleration curve when the Survivor was hit by the Killer. Removing the acceleration curve should allow the Survivors to use their default acceleration and have more control over their character during the speed boost.
- Removed the possibility of spawning the Doctor or the Hag splinters in the Bloodweb because these characters can now be purchased for Iridescent Shards.
Map Adjustments
- Added a few totem spawn points in the buildings of Macmillan Estate
- Adjusted Torment Creek and Rancid Abattoir map layouts to create more distance between the maze tiles
- Changed the number of hooks for each map to be based on its number of tiles (Total Tile Count / 3)
- Improved totem placement in various maps
- Pallet loops in the maps of Macmillan Estate, Autohaven Wreckers and Coldwind Farm themes have been tweaked in order to increase their fun factor
- Relaxed the default Survivor-on-Survivor spawning rules in order to minimize the occurrence of killers spawning close to survivors.
- Updated pallets within Badham, Hospital and "map" The Game to use procedural distribution system. This should result in a more fair pallet generation.
Iridescent Shards
The shards economy has been reworked completely:
- Shards are now obtained by leveling up your Player Level
- The maximum cap for the Shards has been removed
- Shrine of Secrets teachable perk costs have been increased to 2700/2000 (previously at 750/550). Note that the Shrine of Secrets will remain empty until this update is released on all platforms.
- Shrine can now be used to purchase certain characters and cosmetics from the Store, in addition to purchasing teachable perks from the Shrine of Secrets.
*The amount of Bloodpoints received when purchasing an already owned Teachable Perk from the Shrine has been reduced to 200000 / 150000 (from 250000 / 200000) for new and old perks respectively
Scoring
The following scoring events have had their initial Bloodpoints reward increased but adjusted with diminishing returns when triggered additional times during the game. This will increase Bloodpoints gain in general, particularly for those who were consistently receiving a low amount of Bloodpoints at the end of a trial.
- Objectives, Coop (increased from 10 to 25)
- Boldness, Chased (increased from 20/sec to 40/sec)
- Boldness, Escaped (increased from 250 to 400)
- Brutality, Hit (increased from 300 to 500)
- Hunter, Chase (increased from 5/sec to 10/sec)
- Hunter, Survivor Found (increased from 200 to 400)
Emblems
Benevolent
- Increased the starting amount of Benevolent points (from 20 points to 35 points)
Lightbringer
- Reduced the requirement to attain Bronze quality (from 50 points to 30 points)
- Reduced the requirement to attain Gold quality (from 230 points to 190 points)
- Reduced the requirement to attain Iridescent quality (from 310 points to 270 points)
- Reduced the requirement to attain Silver quality (from 130 points to 100 points)
Evader
- Increased the requirement to attain Bronze quality (from 200 points to 230 points)
- Reduced the requirement to attain Gold quality (from 700 points to 560 points)
- Reduced the requirement to attain Iridescent quality (from 1100 points to 880 points)
- Reduced the requirement to attain Silver quality (from 400 points to 380 points)
Chaser
- Increased the requirement to attain Bronze quality (from 550 points to 650 points)
- Increased the requirement to attain Silver quality (from 1100 points to 1230 points)
- Reduced the requirement to attain Gold quality (from 2200 points to 1800 points)
- Reduced the requirement to attain Iridescent quality (from 3300 points to 2550 points)
Pallets
Pallet Interaction & Stun Zone changes
- Adjusted the dimensions of the pallet stun hitbox. The hitbox was larger on one side than the other and encompassed both the standing pallet and the fallen pallet. It has been reduced to only encompass the fallen pallet.
- Removed the ability to drop a pallet and rapidly cross the zone, what is often referred to as the pallet vacuum. With this change, a survivor will always stay on the same side of the pallet when triggering the interaction.
- The way survivors drop pallets has changed, the interaction is now input based rather than velocity/ direction based. If you want to drop a pallet from a standstill, you simply need to be on the side of the pallet that you would like to stay after dropping the pallet, and press the drop pallet interaction key. If you would like to drop the pallet on the opposite side of you, as there is no longer a vacuum to take you from one side to the other, you must run through the pallet and press the drop pallet interaction key when you are on the other side of the pallet. *We are looking into fixing an issue where you cannot drop the pallet if you are holding the rush key (SHIFT key on PC) while dropping the pallet.
Perks
Dead Hard:
- Added an new animation to indicate that the perk is active
- Removed the speed boost from Dead Hard while in the air. This change aims to fix a variety of game hostage issues in multiple maps
Balanced Landing:
- Added sprint of 150% for 3 seconds for all Tiers
- Sprint causes Exhaustion for 60/50/40 seconds
- Stagger effects from long falls are reduced by 75% for all Tiers, without cooldown
Stake Out:
- Stake Out's progression is not lost anymore when a token is consumed
BUG FIXES
Killer related
- Fixed an issue that caused Bloodlust to be reset at the end of a Chainsaw Sprint with the Hillbilly. Bloodlust will now reset at the start of the Chainsaw Sprint instead.
- Fixed an issue that caused The Doctor's Maple Knight add-on not to work properly
- Fixed an issue that caused The Huntress' hatchets to hit a collision over a picnic bench in Lampkin Lane
- Fixed an issue that caused The Huntress' hatchets to hit a collision when thrown over the engine part of the generators
- Fixed an issue that caused The Huntress' hatchets to hit a collisions when thrown over the flatbed of the pick up truck asset
- Fixed an issue that caused The Huntress' red stain to flicker while idle
- Fixed an issue that caused The Wraith's red stain to be visible for a few seconds after successfully cloaking
- Fixed an issue that caused blood splatters to appear on the Huntress' screen when successfully hitting a Survivor with a hatchet
- Fixed an issue that caused players to become stuck if attempting to cleanse a totem that has a bear trap in front of it
- Fixed an issue that caused the Killer Burn score events for The Wraith and Nurse not properly trigger
- Fixed an issue that caused the Survivor to briefly go flying when a Survivor dropped a pallet on the Killer during the pick up animation
- Fixed an issue that caused the Survivors camera to become offset when being pulled out of a locker or interrupted by the Killer
- Fixed an issue that caused the Trappers add-on Logwood Dye to take priority over the Tar Bottle add-on
- Fixed an issue that could cause The Hag to fall out of world when teleporting to a trap with the Mint Rag add-on
- Fixed an issue that could cause a client to be unable to interact and repeatedly teleport from their location if the Killer had interrupted their exit locker animation
- Fixed an issue that could caused a non-host Trapper to be launched in the air when picking up a trapped Survivor
- Fixed an issue that made it impossible to heal, Snap Out of It, or use Dead Hard during the Killer stun animation when getting free from their shoulder
- Fixed an issue that made it impossible to hit a Survivor that was underneath the Killer
- Fixed an issue that made it possible for The Huntress' hatchets to hit Survivors through walls
- Fixed an issue that would cause the nurse blink destination (and thus the plaid flannel's target blink indicator) to wiggle around obstructions while moving/charging blink
- Fixed an issue where The Doctor's illusions did not match the equipped customization items
- Fixed an issue where hair was not highlighted when stalking a Survivor as the Shape
- Fixed an issue which caused the Hag, the Nightmare and the Pig to vault windows slower than intended. All killers should now vault windows in 1.7 seconds.
Map specific
- Changed the position of the white arrows on the ground in The Game map to properly indicate where the stair cases are
- Fixed an issue causing too many pallets to be spawned in the Pale Rose map
- Fixed an issue that allowed players to walk on a rock in the Autohaven Wreckers maps
- Fixed an issue that caused an impassable gap between a chest and a hedge on Lampkin Lane
- Fixed an issue that caused an impassable gap between a chest and a row of seats in Lery's Memorial Institute map
- Fixed an issue that caused an impassable gap between a hill and a tree in the Red Forest map
- Fixed an issue that caused an inaccessible Jigsaw box or chest in Mother's Dwelling
- Fixed an issue that caused an inaccessible Jigsaw box or chest in the Coldwind Farm maps
- Fixed an issue that caused an inaccessible Jigsaw box or chest in the Grim Pantry map
- Fixed an issue that caused an inaccessible Jigsaw box or chest in the MacMillan Estate maps
- Fixed an issue that could cause Killers to become stuck when hitting a Survivor in the corner next to one of the exit gates in Lery's Memorial Institute map
- Fixed an issue that could cause an impassable gap between a brick wall and a tree by the exit in the MacMillan Estate theme maps
- Fixed an issue that could cause the generator in the Vat Room of The Game map to be inaccessible from one side
- Fixed an issue that made it impossible for The Nurse to use her blink power to get on top of assets in the Autohaven Wrecker's and Coldwind Farm themes
- Fixed an issue that made it impossible to cleanse a totem between crates and a small log pile in the Suffocation Pit map
- Fixed an issue that prevented Killers from damaging the generator in the Foundry building from one side
- Fixed various LOD issues in the multiple maps
- Tweaked the brightness in a few of the darker rooms in The Game map to make it more visible when in the Dream State with The Nightmare
Audio & Localization
- Changed the requirements for unlocking the Adept achievements for Dwight, Meg, Claudette, Jake, Trapper, Wraith and Hillbilly to keep consistency with the other Adept achievements. Please note: If there is partial progress on the achievement, it will be lost since the unlock requirements have changed.
- Fixed an instance of an issue that could cause a client to get kicked out of a lobby, followed by an Easy Anti Cheat error message
- Fixed an issue that caused The Shape's Vanity Mirror add-on to use the wrong description when the language was set to Polish
- Fixed an issue that caused the unhook audio to play shortly after hooking a Survivor
- Fixed an issue that could make the heartbeat extremely difficult to hear when the Killer had the perk Monitor & Abuse equipped
- Fixed improper formatting in the Dead Hard perk in English
- Fixed the description for Claudette's Myopian Frohawk head customization in French, Italian, German and Spanish
- Fixed the improper values in the Bloodhound perk for Tier II in English
- Integrated some missing localization for Italian
- Misc UI and icon improvements
- Tweaked the hatch audio to be a bit louder and fixed sound occlusion
Miscellaneous
- Changed the report icon from gray to white
- Fixed an issue that allowed Survivors to escape with a reverse bear trap on their heads under specific conditions
- Fixed an issue that caused David Kings jacket collars to remain floating after being sacrificed
- Fixed an issue that caused a desync in animation when Killer picks up a falling Survivor
- Fixed an issue that caused cleansed totems to fall through the floor/ceilings when cleansed on a 2nd floor
- Fixed an issue that caused the Survivors health state to appear as Dead when crawling through the exit with little health left
- Fixed an issue that caused the auto-save icon to appear after tapping a generator
- Fixed an issue that caused the disconnected Survivor body to remain floating when disconnecting from the Killers shoulder
- Fixed an issue that caused the player profile to open when reporting or giving props to a player
- Fixed an issue that could cause Survivors to be pushed into a generator when failing a skill check while the Killer was too close to them
- Fixed an issue that could cause a crash when the match ended while a Survivor vaulted over a pallet
- Fixed an issue that could cause a desync in animation & health states when the Killer hit the survivor at the same time as they were going through the hatch
- Fixed an issue that could cause the moon to appear through trees and other assets
- Fixed an issue that could cause the scratch marks to generate through walls and floors
- Fixed an issue that could cause the survivor to teleport back to the side of the pallet/window they vaulted from
- Fixed an issue that could rarely cause the interrupt animation not to play
- Fixed an issue that made it impossible to blind the Killer with a Survivor standing in front of them
- Fixed an issue that made it impossible to make progress on the Taking One For The Team achievement
- Fixed an issue where The Cannibal's chainsaw didn't make noise during his memento mori if he hadn't previously used it
- Fixed an issue where pips for players at rank one would be displayed on the Tally screen page (causing an inconsistency with the rank display at the top right)
- Fixed multiple instances of character customization stretching from other players point of view
- Improvements to customization clipping and skinning issues for multiple characters & customization items
- Misc stability improvements
Known Issues:
- Kate's hair and t-shirts are stretching when running or performing an action
- The Clown's reload related add-ons are currently affected by the Tinkerer Perk. We're currently in the process of changing the mechanics for the Tinkerer perk and this will result in it not affecting add-ons directly in the future.
- The Hag's killer stain is too pale.
- The Hillbilly's First Anniversary weapon doesn't display in the inventory
This is where they disabled hag and doctor ones and they made no new ones going forward.
This splinter change in this patch then is only for licensed characters then and they have been stated to not be part of the rift as they are working on non licensed ones.
The answer then isn't obvious as they were not made for almost 18 months prior to the archive itself. That statement then is highly speculative since we know it was long before the archive and netease making an investment which has been mentioned in some.
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What platform are you on? If its PS4 for instance dedicated servers were activated so it may not be the patch.
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The issue started with he move to dedicated servers and then was made worse with the swf matchmaking change.
The dedicated server issue came more to light when ps4 was recently changed over and queue times went up.
The swf change means more players are being matched within those ranks so logically it will increase the queue times. I've laid this out before.
400 survivors all 4 man swf. 1 red rank in each means 300 survivors being put into red rank matchmaking. This takes 100 killers to fill. What this means then is another 75 killers are needed for the true red ranks just to compensate for this change.
This is also by low ranked killers have really long queues as the survivor who should be playing in that area are being pulled away by playing with friends and what the matchmaking was widened pre Christmas which causes the lower ranks to be paired with high ranks.
I am sure many would like the issue to be all the killers leaving but since the change the players number haven't really changed much and these would probably be more affected with loss of players due to those longer queue times than changes to the game.
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Sorry but you are asking for players not to use something because of a bug which would be nice but it won't happen.
What I prefer in the near future for these scenarios is that perks, items or add-ons etc which are bugged would be disabled so non usable while waiting on a fix.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1029292#Comment_1029292
Recently, survivor things that are meta haven't been nerfed, or even none at all, that I can think of.
That's probably because they have already received changes and were done over time well before the killer ones.
Since the usage isn't as high or the impact they give now is acceptable for them (bar probably DS and why they are keeping an eye on it) They are now working on making other perks more attractive to help change up the meta instead. It's kind of common sense tbh as you either nerf or make things more attractive.
Things constantly go round in circles when it comes to balance as any changes can and will shift it. It's only by making these can they then get the data needed to decide what needs to be done if it shifts it too much in one direction.
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He is a lot stronger now with the recent changes. Many are having a lot more fun with them.
It's not an easy one to say if it will be worth it for yourself as it depends on what killers you like to play.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1030481#Comment_1030481
You can say whatever you like, but making the post at all says otherwise lol.
https://forum.deadbydaylight.com/en/discussion/comment/1030501#Comment_1030501
The problem with Deathgarden was probably that it was impossible to balance. If a hunter had amazing aim they were unstoppable and then if their aim sucked (like mine) the game wasn't fun.
I honestly think it wasn't going to make it and I actually have the same feeling about the Predator game coming out. Aim is going to be a big deal and it might not be possible to balance well. I hope I'm wrong because I'm absolutely hoping it's done well.
@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/1030481#Comment_1030481
What like coconut said, just responding to him is just proving his point.
And the way you just responded to him...that tone and slight attitude, is proving it more.
Well if saying how it is is getting under someone's skin.....ok then lol. Seems some have a lot to learn about the real world.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1030197#Comment_1030197
It's nice to know I've gotten under your skin to this degree for you to make assumptions about my motivations. I make enough from the videos to buy a nice dinner from McDonalds once a month... it's a good thing I have a real job lol
https://forum.deadbydaylight.com/en/discussion/comment/1030180#Comment_1030180
I agree, Whispers is good if you can 3k on a regular basis. It's not so good with all the survivors on the map still.
https://forum.deadbydaylight.com/en/discussion/comment/1030179#Comment_1030179
The toolbox thing is more of a prediction. I wish I could tag this for a reminder if they ever change toolboxes to see if I was accurate or way off.
All in all, I'm enjoying the infamy this style of video is creating. I suppose it'll continue when the subject matter warrants it.
Oh you can't get under skin its too thick. I just say how it is with these videos. I would never dream of trying to tell someone how to do a job they know far more about it than I but some are different I suppose.
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Yes there is an issue with matchmaking. There has been since they made some changes pre the Christmas holidays which seemed to widen the search more so low ranks are getting high ranks a lot.
They are working on it and a fix it coming anf hopefully will have some info to share on that at some point next week. (It not guaranteed for next week but im hopeful)
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There is only one way to fix a meta and its to make those perks so bad no one uses them or rework other perks so they are more used. I thought that would be common sense.
I thought the meta is what people have wanted changed up? I could be wrong but I'm sure it's been mentioned quite a few times.
Remember its not the first time this has happened for either side.
I wouldn't put to much faith into a random person who makes videos for money as they will automatically jump in the latest bandwagon and say what they think some want to hear for views. The person in question doesn't play survivor and has admitted they have never made it past rank 15 for instance so they wont have an unbiased viewpoint.
Always remember these content creaters are not game developers and most don't have even a slight bit of knowledge about what goes on or what it entails to actually make a product. If they did they wouldn't be making videos afterall. They know as much about it as an average gamer does.
At the end of the day it's just speculation for views.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1029858#Comment_1029858
You're actually comparing kicking gens to cleansing totems? Kicking gens does practically nothing without pop, while doing just one totem gives the survivors 1500 points and sometimes gets rid of a hex. Most hex perks are immediately cleansed when a survivor finds them as a low mobility killer even with thrill of the hunt, because the moment you pick up a survivor, the rest of their team will swarm to the totem like flies to a carcass and you won't get back in time to stop them. You also seem to underestimate how powerful NOED is, especially against bad survivors. It can completely turn the tides of the game and give a killer a 4k even when the odds are stacked against them. You already have a good incentive to do totems, you get free points, and possibly get rid of a hex, NOED, or you could get Inner Strength. You just want to have no risk to doing totems instead of the minimal risk there is only when the killer has Haunted Grounds or Thrill of the Hunt.
It's not about what they do or the strength. I'm not comparing those of course 🙄 but both take the side away from the overall objective.
Kicking a gen breaks momentum and doing a totem means they are not doing the gens.
Of course NOED is good against bad survivors was that ever in question? The key word is bad though.
Exactly there is an incentive to do totems and it should stay that way so they are not constantly on gens so if you get more punished for doing it then alternatives ways will be found instead.
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I'm not a fan of this idea as totems should be something they want to cleanse. It's like punishing a killer for kicking a gen since that could be considered a second objective for them.
It could mean removing power from some hexes since there is now more of a risk in doing them. I.e. devour hope. So the risk can't be too high.
There are already thrill and haunted grounds and it doesn't stop them cleansing. If anything thrill makes the killer patrol totems and haunted grounds well it screws over someone else rather than the person on the totem almost all of the time.
They want to do something with totems so these should be something survivors feel like they should do. Too much risk and they won't care and just rush gens and get straight out instead risking NOED since its a mechanic which is known.
It could also make an swf even stronger over solo since they could communicate when best to do them.
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Sometimes one will only see what they wish too and not actually listen to what they said.
They never said they are nerfing these perks but they want to make the synergy between them less while keeping the idividual strength of each one which may not be for a while.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1026588#Comment_1026588
It also synergize with new players and their cash, which BE really likes.
But that will be less so for new players.
The slow down build was made up of 3 DLC perks afterall.
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I don't think they will as like the blood letting shirt etc they have a monetary value attached to them.
I think it's also fair to think once the game actually shuts down those who played after the 22nd when it went ftp who didn't buy it may lose the skins again. This has happened afterall with each free weekend the skins were useable and then taken away again.
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Your best bet is to just not reply to these players. You are giving them attention which is what they seek.
You will be damned if you do and damned if you don't with some so just click continue and move on to the next match enjoying playing how you wish.
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I would buy pig and or demo as they offer a different playstyle over the cannibal.
Its cheaper to buy them outright than using cells overall which then leaves the option to keep getting the rift for free if you complete it and enjoyed playing through it and you can also keep the cells for future ones if the next doesn't have anything to offer for you.
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Wow always on the ball and going above and beyond. Huge thanks for taking the time to write all this up.
I think you should become the official stream writer as its always on point with every little detail includes. Great work as always for the community.
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/1025277#Comment_1025277
https://i.redd.it/d5thibz82kt31.jpg
Really? So killers get the short end of the stick because "well, regulations" meanwhile survivors get, Adrenaline, Hope, etc and all these other perks that work at endgame very well, such as DS
But killers can't get Rancor? How exactly was there enough time to make sure these perks worked but not rancor? How difficult would it be to just code in a new condition for Rancor, surely not more than a day's work at best?
I don't see how it's the short end of the stick.
For one Rancor only works on the obsession so a dead perk if they are not.
Second the egc is more in favour of killers at that point with being able to move faster. Do you think an aura reading perk is needed if they were the obsession? I mean DS you can slug for one min.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026635#Comment_1026635
I'm not tryna argue but can you please show me those statistics ?
They are on steam achievements. When you look at your own there is an option for global ones.
https://steamcommunity.com/stats/381210/achievementsLink above so you can see them all without having to do that just in case you are not in steam.
2.4% of killers compared to 4% survivors (now 3.1% compares to 5.3% due to the bug) doesn't actually fit the argument though as the players had different ways to pip over the years which could cause the tiny differnece.
The victory cube was a pip for 2 kills and a double for 4 kills as killer for months while survivor still earned them by getting blood points which was the easiest way to ever rank up.
I also would say 1.6% isn't exactly a huge number to use as for their argument.
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@BigFudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1026401#Comment_1026401
Yea they did work really well together. But thats the point i tried to make, that synergy has been taken away in the name of balance
Not really as they want to make it so they aren't overly powerful when they synergise together.
Old ruin, pgtw, dying light, thanatobia was mentioned in the stream as an example of that.
So to stop this idea you either nerf each perk or you make them less strong together and better alone. That's what they discussed.
They don't want to remove them all from being able too hence the new ruin can synergise well with surveillance which they like.
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That's it what they said.
They said its too early to tell what impact the ruin change has had and are keeping an eye on it.
They said they want to work on totems for a sort of second objective.
They talked about perks and didn't say they want to change them but how they synergise with each other as sometimes it has too big an impact from what is designed. This was part of the ruin change as they didn't like pgtw for instance working with it.
They also said they have been discussing DS due to the aspect of players not tunnelling falling foul of it.
They are looking at toolboxes and wanting to make maps overall smaller.
Remember this was a q&a primarily about the ptb and patch changes they can't speak about every single thing.
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There is an issue with servers where players can get desynced from them. This causes you to see them at a different location from where rhey actually are.
Some are also using vpn's as I've seen a few names that have no characters. A bad ping on the killer or survivors can cause issues again from where you see them on your screen and hits can seem like very far away.
I'd report them anyway just in case though as its better for them to be aware just in case.
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No they don't and I can understand why as a gigantic demon running at such speed having that tracking ability with a one hit down would be extremely powerful.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1021752#Comment_1021752
"Actually the definition of tunnelling is going after the same survivor over and over to rehook them."
Rehook being the key word here. Downing them is not tunneling, hooking them right after would be.
"This can be done in a few ways and but the most common is hitting them after being unhooked. This is exaclty what DS is designed for so you cant rehook them again after doing that. To allow you to hook the other and then hook the other again with no downside basically goes agssint what the perk is supposed to do."
If you hooked someone else while they were downed and then came back to hook them because their team did not pick them up that is not tunneling. The team had plenty of time to help them and either chose not to or they misplayed hard.
"The game is a 4v1 yes but you are not a team. As solo you are a bunch of randoms who are out to save their own skin. If someone dies in a match an you escape how does it affect your outcome? Teams win or lose as one they arent rewarded seperately."
Being randoms doesn't mean you aren't a team. Most people don't go back for a save at end game when the killers camping because they want the blood points, they go back because they don't want to leave a man behind.
Here's a quote for the definition of team:
"A team is composed of members who are dependent on each other, work towards interchangeable achievements, and share common attainments. A team works as a whole together to achieve certain things. A team is usually located in the same setting as it is normally connected to a kind of organization, company, or community."
Winning or losing as a whole has nothing to do with the definition of a team. You simply share a common goal in wanting to all escape. Your most important goal may be your survival, but it is a team game.
"Sorry but you are still advocating the use of these strats which the devs clearly made these perks to disuade people from doing."
The devs also clearly condone the behavior and accept it as fair play. If you hook someone to turn around and see 3 survivors running circles around the hook that is a scenario you have to camp in unless you want to purposely play dumb. My point is not that survivors shouldn't have counters to tunneling and camping. My point is simply that those perks are currently too strong and need more counter play.
"The perk is desgined to combat camping."
And my point is that is does so too effectively. It is a game swinging effect with zero downsides and zero skill involved. My change keeps its purpose of saving the camped person but simply asks the rescuer to make a save with even a tiny bit of thought involved.
"A save while someone is being camped is never be truly safe as in most cases you will take a hit or swap places on the hook."
Many of the camps are indeed saveable if done properly as very few are actual face camps. Even if the scenario does go as bad as possible and it is simply a hook trade, if the rest your team is freely pounding gens in this time yall will have won the game anything in the time the survivor is sitting on the hook. Hooking trading in a camp scenario if done properly as the rescuer is a losing scenario for the killer.
"It seems you want players who use it to get actively punished by campers?"
Only if they make a stupid save.
"no DW means you can be slugged and they have a free hit on the other. which can reward a camper with 2 hooks."
That's only happening with a stupid save.
"Camping should only really be non punishible by BT at end game imo as once the gens are powered I feel securing a kill should be warranted."
Camping shouldn't be punishable in the first place. The devs have stated many times that it is a valid strategy. Face camping you should just be doing gens because he is throwing the game. If he's just regular camping then my BT changes would work perfectly well as there are windows to make good saves if played properly. This is also the majority of the camp scenarios.
Now what I would argue for is that killers need more incentives to leave hooks so that it is not as good of a play and people do have more fun when there is no camping.
But if you downed them and then hooked the other then the intention is to rehook them. The rehook part is what DS is to try and help with. Give the player some time or a chance before happening.
Actually it is. A scenario. A camper hits the unhooker. Hits the one that was just unhooked and slugs. Goes after the unhooker and downs them. The time it takes to do this is probably less time than it would take for a survivor to get to the person on the ground and pick them up by any competent player. The map can play a factor but not as much as people think it does. What you have then done is tunneled the person by initially going after them and then rehooking. Its rewards plays such as this and I would say why the perks themselves were devised.
You just stated why people go back. For bloodpoints. This is the main reason players do risky saves for the BP and WGLF stacks. Its not for the team itself as a risky save would actually go against good team play but for themselves. That alone says its not a team game but a game where people will die for the grind.
That definition yes implies survivors can be considered a team yet they are not. They dont have to work together and they can work apart. They have a common goal to power the gates and open them but they can also wait out the hatch. They dont have to do anything to benefit the whole and just themselves. In a normal team yes they will always win as one or lose as one. In a company setting a team is there to make something happen by working together on a common goal even if seperate. If it doesnt get completed does one fail or do they all? You have aspects of team work in DBD but you are not in a team. The game itself is sold as work others or alone the choice is yours.
Think about the horror movie aspect. Are those teens just a group of randoms with a common goal or a team? Sure the friends maybe be (swf) but the randoms well they work together when it suits them but when it comes down to it they will sacrifice others to guarantee their own escape.
If three are around you then its not actually camping its playing smart as lets be honest no gens are being done. Thats not the point I was making. Its for those that camp regardless if anyone is around. If they see one they stand there. Of course players will come for the save as they want the bloodpoints. Camping is preventing that from happening for no reason but because you can.
I personally do not think it is too strong as it does what its designed to do. To say it takes no skill well it takes alot more than camping itself you have to agree. At least someone using it has to time the save and possbily swap themselves on the hook. A camper just stands there.
Of course they are but that isnt the point. The perk should be able to provide a chance for the worst possible case scenario. You keep going back to this team and thinking players will do gens. Well for one no one knows unless kindred or an aura perk is in playapart from SWF if someone is going for the save. No one knows if they are camping until they get close enough and that is if they have a heartbeat. You can have two players with BT trying from seperate angles not even knowing they are both there. Sorry but hook swapping is not a losing scenario. You gain a hook and it applies more pressure to the other. The one who got away is not on a gen and you effectively ended a chase and got a hook in a fraction of the time without having to hunt. I'd say thats a pretty big win for any killer.
But any save versus a camper is stupid in reality but they can be done with smart play. Your change effectively want to remove that and reward that camper.
Well the devs decided it should now be penalised and why they implemented the emblem penalty along with a perk to help with it. While they have always said its a strat they have obviously decided its now a use at your own risk strat.
The thing is risky saves can be done and yes facecampers should be punished but that doesnt mean at certain points you should never try. If they are proxy camping then the change to BT doesnt make sense as if you go after them straight away then you are then tunelling. Why do you think the killer should be rewarded in that scenario over the person running a perk to stop it from being so?
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@AhoyWolf said:
I think 80 seconds base is fine, what should be done is do decrease the gen speed when 2 or more people are working on the same gen, it takes 44 seconds btw for 2 Survivors to finish a gen. And toolboxes need a rework too.
You don't really want that as it forces survivor to split up more meaning gens go faster.
Two survivors working on two gens together means a total of 88s.
Them working on two separately is 80s for both to be done.
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@FleshTorpedo said:
https://forum.deadbydaylight.com/en/discussion/comment/1021707#Comment_1021707
Mostly because my main hag, is bugged, so im extra salty and because they claim ruin is now a late game perk.
They claim Ruin is a late game perk as there is now no urgency to find it anymore. Most will stay on the gen until done or chased off so it kinda makes sense but at the same time it doesnt stop people from instantly finding it. It being able to be destroyed within 20s of a match starting nulify's the idea that its for end game imo and does need looked at. Especially since some perks actively promote survivors hunting totems like Inner strength.
I play Hag aone of my mains as well and the bug is annoying and hopefully will be fixed soon.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1021643#Comment_1021643
"Hitting someone immediately after being unhooked would fall under the definition of tunelling."
I disagree. Hooking someone immediately after being unhooked is tunneling. Only downing them is to create pressure to make other survivors get off gens to come save them and to punish the rescuer who made a bad save trying to farm them.
"You mention the word team which I think is a common mistake. DBD is not a team game its 4 people with a common goal but if you escape it has no bearing if the others dont. This is to stop some random from ruining someones match. As the killer you are in control of your choices while as survivor you aren't always."
I think you are wrong with this. It is a common mistake to say this is a 1v1, it's a 4v1. Your goal may be your escape, but you aren't accomplishing it alone and however solo your mindset may be, the killler is going against all 4 of you. Your last sentence is also wrong, you are in complete control of your actions as survivor. You can choose to let them die for gen time or just to wait for the hatch.
"This is why my proposal means you shouldnt want to slug as its not beneficial. What is beneficial is not hitting the one unhooked as you can remove DS from the game."
And by following this advice you lose the game. You are creating zero pressure playing like that. Against an optimal survivor team you aren't winning like that.
"If you feel you have to tunnel and camp in some games then tbh these perks are actively designed to stop you from doing so. What you are then asking for is a way so you can do those if you feel you need too. Unfortunately this would be abused by those who just want too and dont need too. I am giving a solution to those who fall foul of them by not actively tunnelling or camping and randomly finding survivors again which is the main issue imo."
If you don't feel that some scenarios require camping or tunneling then we aren't playing the same game or at the same ranks. Every perk should have counter play. You are giving a solution to those being punished who aren't actively camping or tunneling but at the same time weakening killer pressure in a world where most killer pressure is already too low. We don't need that last caveat included.
"What if the player is already downed? Do they still get the mend timer?"
They would still have the hit blocked, no DW, just blocked. If the persons already downed then they can't be injured again.
"It also makes it less of a perk for solo players as without being full health it no longer does what its designed to do but punish the player who uses it directly."
It is doing exactly what it was designed to do, which is protect the person being unhooked. This just prevents completely unsafe unhooks with zero thought involved. It's also important because it's adding some risk/reward with the perk seeing as it is a game swinging effect currently with zero downsides and just strong in all scenarios.
"That could also be abused by campers by hitting the unhooker letting them unhook and then hitting the unhooked one hooked one so you have one more hit and then both would be down. Swf sure they would risk it as always but they can coordinate saves anyway and shouldn't need it."
Exactly! That's entirely the point of the change. It's supposed to make the rescuer actually make a good save and not just yolo in with zero thought for anything and have no cost whatsoever. Current BT has allowed survivors to learn nothing about timing a good save because of this perk, they have no reason to. They make a bad play and don't get punished for it.
Actually the definition of tunnelling is going after the same survivor over and over to rehook them. This can be done in a few ways and but the most common is hitting them after being unhooked. This is exaclty what DS is designed for so you cant rehook them again after doing that. To allow you to hook the other and then hook the other again with no downside basically goes agssint what the perk is supposed to do.
The game is a 4v1 yes but you are not a team. As solo you are a bunch of randoms who are out to save their own skin. If someone dies in a match an you escape how does it affect your outcome? Teams win or lose as one they arent rewarded seperately.
I never camp and tunnel and play at red ranks and most of my games are 3k as I like to give the hatch a lot. i dont feel I need a 4k each and every game. Yes I get beat a few times but I take that as I was outplayed which will happen. Sorry but you are still advocating the use of these strats which the devs clearly made these perks to disuade people from doing. If you choose to play that way and they activate then you alone allowed these perks to be used.
Your whole argument with BT doesnt really make much sense. The perk is desgined to combat camping. A save while someone is being camped is never be truly safe as in most cases you will take a hit or swap places on the hook. It seems you want players who use it to get actively punished by campers? no DW means you can be slugged and they have a free hit on the other. which can reward a camper with 2 hooks.
Camping should only really be non punishible by BT at end game imo as once the gens are powered I feel securing a kill should be warranted.
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Then you need to adopt a different playstyle and play around with more builds.
I dont understand why you say now as this would have been the same game with old Ruin as like you said it was gone within 30s.
BT as well will only activate if you are close to the hook and go after the one unhooked. If the game lasted 30m im surprised as they couldnt have been hook rushing with BT. It sounds more like you spent most of the game waiting for them to touch a gen before leaving the hook and couldnt find the survivors and kicked it instead over and over.
Maybe if you commited to more chases then yes some gens would get done but you would have been able to natrually lure them away from doing a gen to save and heal giving you time for a longer chase. Just a thought.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1020658#Comment_1020658
"If a killer choses to slug the hooked one first they get punished by having to wait longer to pick them up as in essense that us by definition tunnelling. This makes tunnelling less viable overall."
If they downed and hooked someone else after you were slugged then that was not tunneling. He hooked someone else and they had time to be saved while he was after the other guy.
"If you just deativate it completely then a killer can slug the unhooked one first, hook the other and then rehook them in essense tunnel the unhooked player. It's no longer anti tunnel as its very easy for campers to adopt this strat."
That is not tunneling. They had plenty of time to be saved and the team chose not to, that was their misplay.
The problem with current DS is how abusable it is in many situations that aren't camping and lack of counter play. Just slug isn't enough counter play as many times you are not able to do that as slugging itself is a very high risk play, not to mention everyone running Unbreakable now so you get left with no option. Against good red rank survivors there are times you have to tunnel or camp, if you play completely "fair" against good survivors you are losing or they are playing dumb.
I'm not crazy about that BT effect on DS as then it doesn't feel like a unique perk any more. A BT hit does still punish the killer btw.
I think BT should act as a hit trade. It transfers the hit from the person being rescued to the rescuer. This preserves its purpose of protecting the person on the hook while stopping the completely unsafe unhooks that have zero downsides and is game swinging.
Hitting someone immediately after being unhooked would fall under the definition of tunelling. What would you call going immediately after the one off the hook instead of the unhooker? DS is after all to try and avoid that strat. If you then went after the unhooked instead then you effectively nulifty DS with the time decrease. It's a way to get the player to actively not chase the one unhooked to death.
You mention the word team which I think is a common mistake. DBD is not a team game its 4 people with a common goal but if you escape it has no bearing if the others dont. This is to stop some random from ruining someones match. As the killer you are in control of your choices while as survivor you aren't always.
This is why my proposal means you shouldnt want to slug as its not beneficial. What is beneficial is not hitting the one unhooked as you can remove DS from the game.
If you feel you have to tunnel and camp in some games then tbh these perks are actively designed to stop you from doing so. What you are then asking for is a way so you can do those if you feel you need too. Unfortunately this would be abused by those who just want too and dont need too. I am giving a solution to those who fall foul of them by not actively tunnelling or camping and randomly finding survivors again which is the main issue imo.
I don't think BT can work with swapping hits. What if the player is already downed? Do they still get the mend timer? It also makes it less of a perk for solo players as without being full health it no longer does what its designed to do but punish the player who uses it directly. They are risking themselves for others alot more as yes thet can be hit but then the skill of the random player affect them. That could also be abused by campers by hitting the unhooker letting them unhook and then hitting the unhooked one hooked one so you have one more hit and then both would be down. Swf sure they would risk it as always but they can coordinate saves anyway and shouldn't need it.
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I don't quite understand what you are trying to say as it's a safety pip up until red ranks when it's a depip.
It's 8 emblem points out of 16 which isn't hard at all to get at any rank.
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I'm not a fan of giving them more time to use such as this as it just gives the killer more time to find them and remove its use just for walking around and finding the hatch.
Imagine if using a mori it didn't work if another survivor could see you. It's the same in principle as finding a survivor on a hatch removes its use.
Maybe just make it so you have to do actively something like hitting a survivor to stop a key from being used for 30s and a mori can be interrupted with a blinding item for 30s. This way both have some counter by the other side but also are strong when used in a smart way as they will still work.
I do think they should first and foremost be made a lot more rare. They should be set spawns in bloodwebs imo like one in 20 or 25.
Due to the change in the rarity of pink items/offerings I also think slight changes could be made to the purple key so it can can only be used by the person who opened it to escape and the hatch won't open again for 30s even if the egc is active to stop it opening automatically and the last two escaping.
I'd rather keep the strength of them while adding a little counter to them at the same time.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1020686#Comment_1020686
while I know you are just sharing info and not starting an argument, I do want to respond to such a statement with:
If your game crashes that often that the DC violation system triggers....then maybe you should fix that instead of attempting to playing the game at all right?
Crashing that much. that often, something is up with their PC at that point.
The issue wasn't just someones game crashing as I agree it gives them time to try and sort it but the game itself timing people out for such simple things as the lobby connection error or the game not loading in due to a server issue.
If it punishes for anything at all that is not the users fault and the game itself then it isnt ready to be released imo.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1020587#Comment_1020587
"If you reread my post you will see the timer only goes up when slugged if they are downed before the other person is hooked. This is to stop someone farming them and the killer downing the farmer and then the one unhooked one instantly."
I did read it multiple times. That's why I said "There's no reason the time should increase for a person on the ground after another hook as that is in fact not tunneling" I am referring to exactly what you just mentioned. As I mentioned this is unnecesarry as that is plenty of time to be picked up at base and would not be farming because of that.
"If the person is hooked before you down them the timer even on the ground is halved 😉."
That isn't realistically happening unless they're dumb.
"BT well its strong but I would argue not as strong as before as both had the effect so you got three hits as an unhooker where as now it should be more about swapping the hooked person."
It went from busted OP to just slightly OP. It still rewards bad saves with zero thought or cost and asking nothing of the survivor with any downsides.
Just make hooking a different survivor deactivate any active DS's and I think that would be good enough.
You seem to be missing the point.
If a killer choses to slug the hooked one first they get punished by having to wait longer to pick them up as in essense that us by definition tunnelling. This makes tunnelling less viable overall.
If they chose to go after the unhooked one or hook them when they are downed after saving they get rewarded as the timer goes down by half.
If you just deativate it completely then a killer can slug the unhooked one first, hook the other and then rehook them in essense tunnel the unhooked player. It's no longer anti tunnel as its very easy for campers to adopt this strat.
Another change could be a BT hit. It doesn't punish the killer and the timer still halves since they have the extra hit.
What the change should do is give players a chance versus certain strats as its designed to do but not punish the killer as heavily for not hitting them. It needs a certain amount of protection but not so it gives 2min immunity in the match when the killer is not tunnelling.
The DS change should help with BT in this scenario as they would have under 26s and counting which is nothing. BT is op as it is due to DS as it is now imo as many just instantly unhook knowing they can't be picked up for at least 50s.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1020444#Comment_1020444
The post was at the same time as this post so at the time I had not.
However I don't agree your change would be a good one. There's no reason the time should increase for a person on the ground after another hook as that is in fact not tunneling. 60 seconds to be got up at base is ridiculously long and since he downed someone else you had plenty of opportunities to be picked up. There's no reason for a time increase in that scenario. A time decrease for others after a hook would make sense though as those others were not being tunneled, so that part is good.
I would also apply my original statement to more than just DS even though it is the main example with BT being another.
If you reread my post you will see the timer only goes up when slugged if they are downed before the other person is hooked. This is to stop someone farming them and the killer downing the farmer and then the one unhooked one instantly.
If the person is hooked before you down them the timer even on the ground is halved 😉.
BT well its strong but I would argue not as strong as before as both had the effect so you got three hits as an unhooker where as now it should be more about swapping the hooked person. The only issue is a DS user and why my proposed change to this is to help with this exact scenario.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/1019180#Comment_1019180
They got nerfed for a short period, then buffed again.
As i said I never saw the buff to SC or exhaustion perks? Don't focus on silly perks like DS which need some kind if change or you Miss the bigger picture.
@DeathBeam said:
https://forum.deadbydaylight.com/en/discussion/comment/1020469#Comment_1020469
Many people still use Self Care and nearly every purple/red rank survivor uses an exhaustion perk. The only perk that doesn't see much use after being nerfed was Mettle of Man and people agreed it was BS.
That's because something being nerfed doesnt mean it's not useful at all and players adapted a way to still use it.
SC is better paired with botany imo exhuastion well its good for a little distance but its no where near the same as being able to get the same distance multiple times in a chase.
The point is these were to makes chases shorter and also take survivor off gens to heal themselves. If they do this better than before it helped the game.
When you look at these changes they decreased chase time and took the survivor off gens for longer. Then we look at general game chnages. Less overall pallets than before, more unsafe pallets, vault system changed, better hook placement for faster hooking, faster pick up animation etc etc.
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@AlbinoViera said:
https://forum.deadbydaylight.com/en/discussion/comment/1019564#Comment_1019564
Good point. Think it's because back then I was still pretty new and was barely into green-ranks so there wasn't as many decent survivors. Point still stands in some regard however. There was counterplay, however minute it might have been. Now you just have to wait for 60 seconds. You can't let them stay up if you catch them, they'll do gens and/or heal. So you have to slug them or eat it.
I feel that version of DS has one major flaw and that's to do with how long a typical chase is. By the time you hook a different survivor. DS would be halved by about 1 second, meaning they have 1 second of DS left instead of 2. Or they would have 3 seconds of DS if they're slugged. I think a more simple number change would be perfect for it.
Yeah I was annoying quite frankly I never liked DS and didn't think it was an addition the game needed.
My change was to make survivor want to run away from the hook.
It's 60s and once you run the timer starts. If another is hooked even instantly then the max it should be is around 26s time left. The reason for the slug idea is so a farmer doesn't punish the DS user and the killer doesn't want to hit them.
I feel this would stop them from using it as it is now. A tool to get saved over and over as they waste half its usefulness.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1019180#Comment_1019180
Yeah, they got nerfed and then they got buffed back to full strength or even better.
Self Care is better than before?
Exhaustion perks are better than before?
I never knew those perks were buffed back to full strength again.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1019459#Comment_1019459
The difference is we're talking about nerfs, you are listing perks that were buffed. No one is against more variety of viable perks for either side or arguing who got more new ones recently.
What they are saying is those S tier survivor perks got "reworked" for being too strong and yet are still basically S tier.
Did you look at the post I replied too?
@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1019180#Comment_1019180
They were changed. They all STILL kept their core functionality.
Ruin was COMPLETELY deleted and re-implemented. Nothing about it is the same. Poor argument.
That depends how you look at it.
SB for example was originally 20s and recovered while running so could be used multiple times. It's a far cry from what it was a it gave multiple sprints in one chase. All the exhaustion perks also had a separate cooldown so you could chain them. That's a pretty major change to them which was needed but major none the less.
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@AlbinoViera said:
https://forum.deadbydaylight.com/en/discussion/comment/1019180#Comment_1019180
I kind of find it funny that the Decisive Strike "nerf" was more of a shadow buff.
Think about it. Before, you could dribble a survivor to the hook to avoid him getting the skill check. It was rare you could do it, sure, but at least there was counterplay. Now, they basically have 60 seconds of "don't pick me up" time after getting hooked. I mean, personally I think DS is fine as is, good anti-tunnel perk, but 60 seconds seems a bit much. Couple times I'm playing and I think "I/They still have DS?"
Not saying "All survivor stuff, Nerf them all" or something like the OP. Just pointing something out.
It was and it wasn't as dribbling should only have possibly worked on the last survivor. The issue was you could use it from the start so any competent group could easily body block or have a flashlight ready so you were forced to slug which means it's the same situation as now. At least this one you get your first hook and after 60s you can pick them up freely where as before you couldn't as they would crawl further from a hook and get its use. So many left them to bleedout instead.
I also think DS does need looked at and why I proposed a change so if someone is hooked and you are up the timer halves what is left but if you are slugged before the player is hooked it adds 50% time.
Just something to make its purpose truly anti tunnel and not punish those who randomly catch them and it should also stop them from wanting to Insta unhook.