eleventbh
eleventbh
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@Moxie said:
Not sure why tunneling is seen as a bad thing anyways. It's the most efficient way of removing someone from the game.
Yup, sucks for that single player but so do a lot of scenarios in any multiplayer game.
In fact, they have to nerf the anti-tunneling perks because the survivor being tunneled had too much power.
Take that as you will.
I feel like complaints about tunneling are actually issues with MMR. Tunneling does happen a lot but it only feels bad when the killer is doing it at 3-5 gens and the tunneled survivor goes down in 20 seconds every time. It's not really the weak link's fault they're matched up with a killer smarter and more skillful than them, nor is it the killer's fault they're choosing the right target, but casual players won't have fun so they look to blame the sweaty killer.
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I used to think everyone would just max out the slider. They probably will but it doesn't matter that much. If it did Shadowborn would be meta.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248413#Comment_3248413
The increased gen times has no correlation with the situation the OP is talking about. What you're suggesting punishes the killer for killing.
It keeps the game going for both sides*. Currently the issue OP is describing happens almost every game the survivors are losing. It slows down the game and is boring for both sides. Killers don't want to search the map for two survivors, and those survivors shouldn't be expected to get on a gen and basically kill themselves.
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It's annoying but an issue like this is a sign of something wrong with the game. A game shouldn't be over when only half of the survivors are dead.
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They would just DC instead.
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It favors whoever brought the better loadout.
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Trading hooks isn't that smart but yes, the amount of hooks you have versus the amount the rest of your team has is a resource to keep track of and affects how you should play, but a lot of people don't pay attention or care.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212094#Comment_3212094
But that doesn't mean it's the killer's fault. It's a mechanic that shouldn't be there, see? It doesn't matter if "the killer's probably winning anyway". It can take away a well-deserved down or even a kill.
I'm just curious to see what he says. There are some people who think that it's the killer's responsibility, on top of everything else they're juggling in their head, to know exactly which hooks to sacrifice people on so that in a hypothetical scenario later in the game, they can't just go down near there and be unhookable. Like, "Oh, that happened to you? Don't make that mistake next time." To me, that's nonsense.
That's more of a problem with hook dead zones. I've never understood why you can be punished for hooking in the same area unless they want to discourage 3 gens or something, which they clearly don't.
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I'm personally concerned because while slugging can be used to BM and waste survivors' time it is also apart of any snowball killer's kit :(
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@SOULWARRIOR71K said:
I mean who wants to play as mediocre killers? Survivors ask to get killers kits nerfed and then wonder why they don’t get played anymore? Lol.
Spirit, Twins and Hag aren't mediocre killers.
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@danielmaster87 said:
It only goes to show that the stats are still analyzing the wrong thing. The average kill rate tells us nothing about how the game plays out at high level, let alone tells the story of the match. A killer who got 2 kills could either have had 2 hooks or 10 hooks.
Yes; what difference in kill rate does MMR make? Hooks could be included, as well as average number of gens completed.
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@n000b51 said:
https://forum.deadbydaylight.com/en/discussion/comment/3161835#Comment_3161835
How can you know the ping of your killer please ?
The Project W patch introduced symbols that you can see in game for either ping, packet loss, or killer ping. The killer's ping will show above the survivor list in game when it's above 200 ms as a knife with a red bar. If it's a red bar without a knife or a double diamond symbol then it's your own ping. If your survivor teammates are having trouble with ping a red bar will display next to their name in the HUD in-game.
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I don't agree with them selling you out and it sucks that the killer sympathized with them instead, but if this is a common occurrence maybe you need to split up from teammates more. Also, you aren't supposed to win at that point in a game. It's based on luck and if you don't want to practice chase or finish a gen you can always let the killer catch you and leave the game.
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@GoodBoyKaru said:
If they buffed Distortion to 11 seconds then I'd consider it, but the fact that I lose 2 tokens at the very start of the match means that I'd rather use perks I'm able to get far more consistent value out of. Especially since I'm actually confident in my ability to last longer than my teammates
Is there a reason I don't lose more than one or should I be paying more attention?
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A lot of survivors that complain about her don't even know you're supposed to crouch walk to a hook. That's not entirely their fault because Hag is so rare, but quite a few survivors should know better. Some don't really like to think strategically when playing against her, like messing with her web while she's busy, and breaking a 3 gen the Hag might be trying to make, so it's still partly the survivor's fault.
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Also, to break a 3 gen with 3-4 survivors alive you have to split up 2 and 2 on the furthest gens. When the killer interrupts they will either hit you and you can heal and go back to work, or they will commit to you and then it's your job to lead them away from the 3 gen and distract them for long enough.
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It only is because survivors slam gens without caring. Do any central gens first, don't finish gens next to each other, and save gens that are in pockets, in houses, and on the edge of the map for last.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3161231#Comment_3161231
You pointing out how Survivors get hit by his Power nullify whatever you want to say.
I don't care how good his Power is against bad Survivors, good ones delete him from the game
That doesn't mean he's an M1 killer though. M1 means he can only damage survivors with his basic weapon.
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Almost every killer I played against yesterday had 200+ ping.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3158724#Comment_3158724
Right, but this is still probably how this perk should've worked to begin with.
A good additional change would've been to lower the requirement, I think that'd be a fair compensation.
It seems like an easy fix for me, or really if they want to test this out, they could make Blast Mine not despawn at all, but it has to stay on the gen it was placed on of course.
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Yeah I hid in a locker when I was injured and waiting for the other person to open the exit gate, not injured and I didn't run dead hard so I was hoping for a lucky escape if the killer came. Other person just stopped opening 2/3 of the way and stood there until the Nemo showed up and pointed at my locker. Nemo just ignored them and killed them. They could've just opened the door instead of trying to grief.
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DS is so bad and with Ruin nerfed and Pentimento in play there is no need to cleanse hexes anymore aside from Devour.
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I don't know if it means anything either but I've noticed hatch spawning next to me or my friend if we're the last survivor. I just assumed it was luck.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3099019#Comment_3099019
Survivors are not held anywhere near the same standards as killer. "You lost? Must be you. Must be that mistake or 2 that you didn't capitalize on." Survivors are never told that, outside of talks about punishing camping and tunneling, which they reject as "not real counterplay" and "not our fault". This is the irony of this game.
This may be your own personal experience because in mine, I feel like killers are given more excuses, or at least excuse themselves and people tend to agree and not criticize. A lot of killers blame any loss on SWF, both online and in post-game chat before crossplay was introduced. On the other hand, I have seen people tell a survivor to loop better to avoid being hooked and possibly camped and tunneled, because the game wasn't meant to have 3 hook states, which is holding them to a high standard if you ask me. "You lost because you went down."
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@Header said:
Please define what you mean with basekit kindred, because the aura reveal of the killer shouldn’t be basekit
Why not?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3082030#Comment_3082030
What are the complaints then?
- nerfing DS and DH
- Gen speeds
- Killer speeds
Anything else?
These things are not game breaking. But survivors refusing to play the damn game and sabotaging everything IS.
Camping and tunneling being more effective than before. I've seen more complaints about that that DH. Being angry about DS being nerfed is valid, not everyone has OTR and killers can tell so they know who to tunnel. I've also seen complaints about gen speed, but mostly with the new slowdown meta, such as Deadlock, Thanatophobia, Gift of Pain, Pentimento, Pain Resonance, Overcharge, Eruption and Call of Brine (Two of these perks cause permanent ruin as a bug when used in combination currently). Also, the decreased sprint burst after getting hit now is a great buff for M1 killers but it feels bad against any killer with a special attack. All of that with the severe tunneling that's been happening in my games, I can't blame my teammates for leaving or killing themselves like I did before the update.
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@PaintedDeath said:
Just make it a perk, you can recover other dying survivors while dying. Done.
Buckle Up buff??
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Either they should allow it to show undetectable killers to be an okay replacement for the information Spine Chill gives, or simply not activate at all if the killer is undetectable. It should also be based on you seeing the killer's aura and not them seeing your aura so Distortion can be compatible with it, or at least test this out in the future.
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@PerfectlyPink said:
https://forum.deadbydaylight.com/en/discussion/comment/3014999#Comment_3014999
Ive been playing solo survivor exclusively for a while now without dh, ds, or bt. There are tons of great non meta perks that will actually shine now that tunneling and camping aren't quite as good.
Tunneling isn't quite as good if OTR makes it to live the way it is, assuming everyone brings it every game. Camping is still the same. So I'm only 50% okay with those particular changes. Hopefully if the patch is well received they will get to anti-camping after this year.
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@TAG said:
What about Off the Record? The perk that now grants you Endurance effect upon being unhooked?
I think it's going to be great at preventing tunneling and a huge pain to play against a SWF with. In solo queue though, if people are going for their 5 stacks of endurance plays it's going to be a pain to play with as a survivor if you aren't apart of the fun. No one will be doing anything useful.
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Is that Mother's Dwelling? I've had a Wraith bodyblock the hook there, at a maze tile I believe.
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@Marigoria said:
2 perks to get a weaker effect of iron will. I already have 2 perk slots for kindred and bond.
What perks?
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I've stopped playing killer for the event because of rubber banding, but occasionally I experience issues as survivor as well, such as yesterday when I fully completed an unhook and the survivor got off but I got grabbed (with no ping issues as far as I know of).
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@akaTheBARON said:
so you want to know everytime if/how long a survivor has borrowed time so you will never waste a hit? Dead man's switch is like 45 seconds, killers can't count to 8?. I could care less if there was a perk notification in the HUD, but killers shouldn't get to see if a survivor has BT/DS and know when it wears off. Defeats the purpose. For dead mans switch, survivors dont get to know the killer has it until we see it. then there's nothing survivors can do about it. Then they have to wait it out. So what if they know when, so much time was wasted, huge value for the killer. Even moving forward, survivors knowing the killer has it, they can still be forced off gens. These are in no way comparable but ok XD
Yeah, I think that's the difference, you're not supposed to know certain perks until they've effected you. DMS countdown begins after you know the killer has the perk.
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Before 1.4.0 I think
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@Akumakaji said:
Let Hexes have full effect from the beginning of the game, but let The Entity only spawn in Hex totems 1min after the trial started max distance from all survivors and the killer, pretty much like Pinheads cube.
This alone would allow killers to always gain something from Hexes, while so inclined survivor groups could start the trial by cleansing any totems they see.
That's good. If that's too complicated, at least wait until hexes do take effect before they can be cleansed, like NOED, Plaything, etc.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3031156#Comment_3031156
They should run statistics on how many survivors escape in 3 and 4 man SWFs when the killer doesn't camp or tunnel. Probably in the 90% range
But is the tunneling/camping really hurting those SWFS, who are on voice comms? Or does it hurt solo queue, who don't have as easy tools for the coordination required for the save?
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3032589#Comment_3032589
Yes the killer will still be able to tunnel but it won’t give him any value. In fact, if the tunneled survivor has antitunnel perks he will have less value than going for someone else (right know tunneling is still the better strat, doesn’t matter how much DS you have to eat).
3 hooks might be a too low, that’s why I was thinking about 4 hooks.
Or maybe give 3 hooks restrictions like hooking 3 different survivors, but 4 hooks if you tunneling 2 survivors or less.
I think survivors will still have incentive to rescue because remember if they don’t and the whole team gets slugged / hook at the same time everyone will die. They wont rush the hook tho.
That's a good point about still having an incentive, but maybe everyone needs to be hooked a least once in order for someone to die. Assuming these changes do raise the kill rate like they intend to.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3032371#Comment_3032371
If you are playing with a baby meg, you are at the same MMR so you are a baby survivor too playing against a baby killer.
But yes, with this rework playing selfishly for whatever reason (blaming your teamates and calling them baby) won’t give you any value anymore. You will have to work as a team.
How is someone dying on their first hook better than how the game is now with tunneling and camping? And if it's every 3rd hook, can't the killer still tunnel the same survivor for those 3 hooks? Also, I do think the hook timer needs to be extended but consider that survivors will have less incentive to go for the save at all if there is no hook timer pressuring them.
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@DBDVulture said:
BT needs to be weaker if it's going to get a nerf. What you posted as a preliminary change makes it stronger than it is now.
It's not about balance, it's about making a new meta. Why bring BT when you have base BT, or even better, new OTR?
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Yes. I didn't even play when they used the old engine, so this isn't nostalgia speaking. The blurry watercolor effects and nighttime maps looked beautiful in my opinion. I know the new maps are objectively better detail wise but I wish we could have that with the old lighting.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3022284#Comment_3022284
A buff though. Might not be the perfect buff but Scratch Mirror Myer's got something.
The indirect buff will be less survivors running it.
Oh yeah, I forgot no one would run it in general. Did you see the updated changes to Spine Chill?
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@Mr_K said:
No, they buffed stealth killers. If perk changes are to be consider buffs to individual killers.
So not saying these are the only stealth killers, but it seems the nerfs were made to directly counter Myers and Ghostface, who need to have line of sight to stalk someone. They can get closer now but cannot stalk easily, so I'm confused and annoyed about that part because why make it useless except for two of the killers the nerf should've been for?
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The point is that they don't want people to run DS, even if it means making DS weaker at it's job and overtuning Off the Record.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3021379#Comment_3021379
The TR is not used in chase though. The problem with IW is that footsteps in chase are next to impossible to hear due to the loud music, and having grunts of pain removed like that heavily compromises the killer. When a survivor with current IW breaks LoS it's borderline impossible to know which direction he's running to.
A killer who doesn't have a terror radius is likely undetectable, and being undetectable means you don't have a red stain either, which is used in chase. (I thought)
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Play Ace or bring more COH I guess.
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I'm noticing some nerfs were really overkill. Why does Iron Will need both a number change and incompatibility with exhaustion? Why does Ruin need another way to deactivate as well as a number change? Why make Spine Chill completely useless by removing the awareness aspect and also removing the vault speed?
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Ruin: Is it deactivated by cleansing the totem or by a survivor dying? Pick one. It was already weak since Undying's nerf.
BBQ: Not a bad perk but many people only used it for the bloodpoint bonus.
Dead Hard: Sounds like it will require the most skill out of any exhaustion perk.
Decisive Strike: It's definitely frustrating to get DS'd in endgame but they brought their perk for a reason, y'know? Also they reduced the stun for some reason. Killers already ate the stun and dealt with it anyway.
Borrowed Time: People will likely bring Off the Record instead since it benefits yourself.
Iron Will: No one uses T2 Iron Will for a reason, and the exhaustion part is overkill.
Spine Chill: Along with Ruin and Iron Will, this perk was also nerfed twice. If Killer has line of sight then you should already see them and not need Spine Chill. They also are trying to kill the vault speed build, making Resilience less useful as well.
Dead Man's Switch: Not directly nerfed but lost its synergy with Pain Resonance.
Calm Spirit: It is literally a nerf. Why would you be opening a chest or cleansing a totem within audible range of a killer in the first place? Now people who brought the perk before can't even bring it without a penalty.
Self Care: Also nerfed twice for no reason, they could've nerfed the medkit efficiency aspect and it would've been fine, but now they killed the perk.
Pharmacy: If I am reading this right, Pharmacy will only activate when you are injured. It is more efficient to already have a medkit and start healing, not wander around injured searching for a medkit.
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They're fun to practice but there is definitely a right and a wrong time to use them.
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I'm predicting a part 1 post Thursday and a part 2 post Tuesday