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Llokki

Llokki

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Llokki
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  • I was thinking for the bodyblock/sandbagging issue (because I have definitely run into this issue myself), perhaps they could do something like make so that if you're pushing up against another player's model for ~3 seconds, it will let you clip/push through. That way you still have the collision, but it prevents a lot of the more egregious sandbagging that can happen.

  • @SailedSavage said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175133#Comment_3175133

    I literally hit drop from where I was and it sucked me back to the other side.

    You really need to go back and watch your own footage, because that "literally" is not what happened. I've watched the part in question several times now, and you were definitely on the side you dropped it on. WAI as far as I'm concerned.

    Pretty funny how adamant you are about being in the right when your own evidence doesn't support you...

  • I don't think it's only anti-quit vigilantes. I've had toxic survivors do that to me . . . just because. I wasn't sacrificing on the hook, I was waiting for a save.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165911#Comment_3165911

    People hatch escaping doesn't hurt my ego. It just denied my points and partially my win. What other game out there says, "Sorry, you're not allowed to make more points than this"? But I think the hatch is very much responsible for survivor entitlement in this game. The game gives them a free escape for playing bad, so now they expect that, and they're gonna expect the devs to balance the game so that it becomes a reality. Pop Nerf, Pain Res nerf, Wraith nerf, Pinhead nerf. We've seen it play out.

    Sorry, but there is simply no correlation between "survivor entitlement" and hatch escapes. A survivor player would have to be massively deluded to think they're amazing for getting a hatch escape after a 3K.

    From a killer perspective, I have zero cares over the last survivor getting a hatch escape. As far as I'm concerned, I've already won after the 3rd kill - anything beyond that is just gravy.

  • @Hensen2100 said:

    I think it's even more disheartening to think that if your second attack there worked, you would have downed someone after DS within two wesker dashes which is beyond broken and highlights how OP tunneling is right now

    Correct me if I'm wrong, but Nurse and Blight would be able to do the same, no? Yet on Wesker, it would be considered "beyond broken"? Am I missing something here??

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164489#Comment_3164489

    I'd go ahead and agree that he's a little overtuned; However, that doesn't mean, he shall be nerfed.

    There're literally no other killers, who do apply debuffs from their base powers even without add-ons to survivors, are there? Although Nemesis applies virus infection aswell, it does nothing.. If we'd get to be honest, his infection shall also hinder survivors.

    Besides hindering survivors, there's also the fast vault once per X seconds. No other killer has this ability, and I'm not taking in mind the Legion, who may have the ability, but he or she has to switch back to M1 and face quite a long delay after fast vaulting, so it's really not as reliable as Wesker's vaulting power.

    Don't get me wrong, though.. I don't want Wesker to get nerfed. He's actually pretty well balanced. Some of his add-ons are a little bit problematic, but it's nothing as extreme as Blight's Alchemist's Ring, for example..

    Sooooo true! Legion and Deathslinger literally don't apply Deep Wound, Plague literally doesn't apply Broken, Freddie and Clown literally don't apply Hindered...

    The list literally doesn't go on!

    Yes, indeed, Wesker absolutely needs nerfing because he's the only killer that can apply a debuff without addons or perks.


    (sorry about the sarcastic reply, but I literally couldn't help myself :P)

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/343706/the-ragequitting-dcing-is-out-of-control

    Increasing the penalty is not a solution, the problem is that the game is boring to play solo, The devs need to give more value to those who play alone, why don't they put native voice chat or intuitive, kindred hud as base kit? penalizing more will only drive people away from the game, but it won't solve the problem

    A game should have fun and not become a virtual penalty

    If you think native voicechat would solve the issue, you are incredibly naive. Given how toxic survivors in general can be, all I'd expect that to do is result in people turning it off rather than be bombarded by expletives and general nastiness. And in case I'm not being clear about it, I'm talking from the point of view of playing as a fellow survivor. I once had two survivors (pretty sure they were playing together) body block me into a corner and teabag during endgame collapse because I beat one of them to a totem to be cleansed. They only let me go once they had timed it so that I died from the collapse immediately before hitting the exit. I've never experienced this sort of toxicity from killers, only survivors.

  • @PBsamichShoe said:

    imo if people want to complain about players dcing then it's better to investigate why players dc and attempting to address their concerns rather than punish them for it more than they already do.

    Odds are if there's a lot of dcs happening its because people aren't having fun. If they're not having fun to begin with introducing more severe penalties to dcing will only make more players quit the game altogether.

    I don't encourage dcing but people will always do it to some degree, but if the frequency of it becomes abnormally high then it's probably a sign that something is out of balance with the game and causing people to have such a poor experience they'd rather throw the game than see it through.

    I disagree. Sure, if a huge percentage of the entire playerbase is disconnecting/afking then things definitely need to be looked at. But imo, if you're not having fun then just stop playing altogether. If you are going to play, then put in the effort and tough it out to the end rather than ######### over the rest of the players in the game. Those who ragequit absolutely should be punished for it, because their selfishness and lack of resilience affects everyone else. Another point to consider is that if there is the perception that you can ragequit and get away with it without any sort of noticeable punishment, then more people will likely do it ("why wouldn't I if I can get away with it?").

  • How long until the forum isn't full of repeat threads of people somehow surprised that a lot of people are playing the newly released content?

    People want to use the new shiny they payed for. Boggles the mind, I know...

  • 100% this needs to happen.

  • @Neyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120079#Comment_3120079

    True, healing is always an option, but Thana encourages survivors to prioritize healing. There are some times where it's better to stay injured, and perks that only work while you're injured (Resilience and DH). Even the psychological idea of seeing a "red slow" gen bar will cause some people to spend 16 seconds healing themselves to save maybe 10 seconds added by that Thana stack on a generator.

    The 25% slower isn't an actual "slowdown," but an effect of tunneling. If one survivor dies, then the survivor team only has 3 players to progress the game instead of 4.

    Put another way, let's say you have three injured survivors and one is tunneled out immediately. With the 6.1.0 Thana,

    No idea where you’re getting that 10s added. A single stack is worth less than 2s, and four is worth more than 10 - which may sound like it’s feeding into your argument, except it’s not. Do you know how hard it is to keep all four survivors injured? And your argument about the slowdown that naturally occurs when stopping to heal (which I will admit, is an excellent point that should be taken into consideration) fails to take into consideration that the killer also needs to take time to run around and injure everyone. If they stop doing that to down and hook a survivor instead, that’s plenty of time for other injured survivors to heal up…or the survivors can just eat that 1.8 – 5.4 second slowdown from the new Thana. The slowdown that of course ignores all other perks, including survivor perks and items, not to mention survivors simply working together on gens.

    The reality is, Thana didn’t do as much as people like to think it did, and if it hadn’t gotten a buff, I wouldn’t at all be surprised if people had ignored it as much as before the update. Before this nerf, you needed to keep as many survivors as you could injured at all times to get the most bang for your buck out of it, but at least you got something for an injury. Now you need to keep ALL survivors injured at all times to even make it worth the slot. Three injuries now (quite difficult on most killers) grants only 1% more than a single injury before, 4% less than two injuries before. It is a massive nerf to Thana, and it feels like a slap in the face after the Devs were the ones who buffed it in the first place despite the fact nobody was asking for it.

  • @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109538#Comment_3109538

    they didn't fix what made it exploitable that people hated so much

    What were they supposed to do? Nerv legion and plague? Jesus, there are easily 6 other alternatives if you want passive slowdown and you cry about the nerf to the one perk that only really worked too well on two killers.

    Congratulations, you stated the entire point of this thread while missing it completely. We’re “crying” about the nerf precisely because of that reason: it was only really good on two killers, even pre-nerf. I never wanted the previous buff it got in the first place - now, because of that and the survivors subsequent crying about it, it has been nerfed to uselessness on all but two of the killers, and even on those two just one (ONE) survivor needs to heal and you’re back down to a paltry 6% debuff (something very easily done against Plague with the cleansing), making it almost not work a perk slot.

    I also love survivor mains are coming in here calling calling killer mains hypocrites for telling survivors to adapt and “git gud” before, ignoring the fact that they themselves are hypocrites for doing the exact same thing now…

  • @BenSanderson55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081001#Comment_3081001

    "2% is 2% no matter what base numbers you're talking about" You do know how percentages work right? lol 2% of 80 is not the same as 2% of 90, X5gens. Just like 15% (pain resonance) isn't the same.

    Uh, yeah, I do. Do you? 2% of 80 and 2% of 90 are still two...freakin...percent. This whole thread is complaining about two...freakin...percent.

    I've argued the whole time that I don't care if it stays or is reverted, because 2% (at full stacks, which is rarely going to be the case outside Legion and Plague) makes no difference to me, whether I be playing killer or survivor. What is hurting survivors so much with regards to generators is the extra 10 seconds it takes at base level, not a piddly 2% (again, at full stacks) increase to Thana.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087069#Comment_3087069

    for the math impaired.

    Old Gens & Old Thana > 80 seconds x 1.2 = 96 seconds

    New Gens & New Thana > 90 seconds *1.22 = 109.8 seconds

    109.8 - 96 = 13.8 seconds

    Did that explain the difference in what I said sufficiently?

    Dude, read all my posts. I already admitted my mistake and apologised.

    Also, someone else already pointed out that it is 20/22% removed from the gen repair speed, not 20/22% added to the gen repair time, so those numbers aren’t accurate.

  • @Neyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087183#Comment_3087183

    The percentage is missing the effects of the patch as a whole.

    Before the patch, an 80 second gen with 4 stacks of Thana took 96 seconds to complete.

    After the patch, a now 90 second gen with 4 stacks of Thana takes 115 seconds to complete.

    So, with all of the combined changes in the patch, this scenario takes an extra 19 seconds per gen. That's the part people notice and complain about.

    Not to mention, Thana used to be more of a niche perk, but now everyone and their mom runs it.

    The "effects of the patch as a whole" is there regardless of whether or not you take Thana. The main point of this thread was that Thana shouldn't have gotten buffed. My point was that the buff equates to a very small portion of your total gen repair time, even at max stacks, and that for that reason I don't care if it does get reverted because it makes no difference to me, and I don't understand why people are inflating the actual effects of it.

    I'm a killer main (which I'm sure most already guessed), but I also run solo survivor at least once a play session, and while the new gen times are definitely felt, I'm not railing on Thana or any other perk because of it. If you really hate Thana that much, there are plenty of counters for it.

  • @Llokki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087141#Comment_3087141

    Thank you for the correction, my mistake. Still, that's 5.3s difference taking the generator change into consideration as well, not 14s like that other person was claiming. And given that the main complaint on this thread seems to be about Thana, it really shouldn't. So reverting to old Thana, we'll have 90/(1-0.2) = 112.5, so a difference of 2.8s. 2.8s extra time on each generator assuming you are able to keep all survivors permanently injured. That's what this thread is complaining about (going by the subject heading and many of the replies)...

    I'm not saying that the new generator times don't take an age compared to old, but blaming it on a 2% increase to Thana is just dumb.

    Aaaand, I just realised where @cburton311 got their 14s from (2.8 x 5). My apologies! I don't quite agree with the rest of what you said, but your numbers were accurate after all. This is why I shouldn't post when I'm in a hurry... 🤦‍♂️

    @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080250#Comment_3080250

    So what you're saying is you won't mind repairing gens for 30 - 40 minutes because that's what new Thana does on killers like Plague and Legion when combined with other slowdown perks. I used Call of Brine + Overcharge + Thana on Plague and mostly exclusively defended gens.

    Game went on for a good 40 minutes against a 4-man SWF. They were by no means terrible at the game, they just couldn't counter the slowdown. Gen speeds were increased so that you don't have to run builds like this.

    No, what I'm saying is that Thana's 2% buff is not what is causing that. Is it contributing? Yes, a minuscule amount. But trying to make out that a 2% Thana buff is the cause of all your woes as a survivor is complete hyperbole. Once again, I have no issue if they were to reverse the buff, because I honestly believe it makes so little difference.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087069#Comment_3087069

    That's not how Thana works. Thana slows the speed you repair generators, not increase the base time it takes to repair a generator.

    Normally, a survivor repairs a generator at 1 charge per second and a generator takes 90 charges to complete. Thana reduces this by 0.22 charges. So the calculation is 90/(1-0.22) = 115.3 seconds. So max stack Thana increases gen times by 25.3 seconds, assuming it was at 4 stacks for the entire duration.

    Old Thana was 100 seconds as 80/(1-0.2) = 100, which was a 20 second increase.

    Thank you for the correction, my mistake. Still, that's 5.3s difference taking the generator change into consideration as well, not 14s like that other person was claiming. And given that the main complaint on this thread seems to be about Thana, it really shouldn't. So reverting to old Thana, we'll have 90/(1-0.2) = 112.5, so a difference of 2.8s. 2.8s extra time on each generator assuming you are able to keep all survivors permanently injured. That's what this thread is complaining about (going by the subject heading and many of the replies)...

    I'm not saying that the new generator times don't take an age compared to old, but blaming it on a 2% increase to Thana is just dumb.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080250#Comment_3080250

    But that's not quite the whole story....new thana plus 90 second base gen repair time is 14 seconds more effective than old thana and old gen speeds at 4 stacks. Couple this with faster patrol of gens because chase ends 5-10 second quicker, and you begin to see how all of these changes are working together to be a f-in HUGE buff to killers.

    I've played 40 or so matches since the patch rolled out, yay vacation. And after losing the first 20 or so, my MMR is now matching me with killers that can barely track me through T & L walls. I can loop them at shack until they give up to find someone else. To be clear, I am not good, but these other buffs have shifted the MMR balance dramatically. Now low skill killers are getting higher MMR than they should, and survivors with higher skill are getting there MMR driven down. These trends continue until wins and losses more or less balance out.

    This is horrible state of affairs because now the victories feel hollow and the defeats feel cheap. There is nothing fun about that.

    Uh, what?? Where on earth are you getting your numbers from?

    Old Thana and old gens: 80s + 20% at four injured survivors = 16 extra seconds per gen.

    New Thana and new gens: 90s + 22% at four injured survivors = 19.8 extra seconds per gen.

    Difference is 3.8 seconds taking both into account. 3.8 seconds assuming worst case scenario. This is what people are up in arms about...

  • @DbDPlaya said:

    As of (7/19/2022) with the 6.1.0 patch, developers took away how some of us used to play. If you take away something, you should give something back in return. This patch gives nothing but insignificant tweaks here and there. I'm just glad I had the time of my life when the game was fairly new and it was just getting popular. The developers don't even know how to properly execute things.

    Dead Hard did not need a nerf, everyone pretty much knew how to play around it. And if it were to change, it should have never applied Deep Wound status effect. It should have worked like Mettle of Man where it negates the killer hit, gives you speed boost without giving you Deep Wound status effect. Dead Hard was meant to assist the survivor, not turn the screen darker and waste one's time by having to mend. It's not even worth taking up perk slot anymore.

    Spine Chill was completely changed into a useless perk. Its purpose was to give survivor an early warning to getaway (that's at least how I used it). Now it lights up based on terror radius and if the killer has direct line of sight on you. (??? What the hell is the point of that?) On the other hand, Whispers, aka the killer version of Spine Chill remains untouched and works the same way the old Spine Chill did. See the hypocrisy there?

    Iron Will, one of my all time favorite perk has been nerfed because of people insisting not to learn how to play against it but demand an easy solution by modifying the perk.

    Self-Care, a perk that was barely alright-ish if you were playing solo survivor is now completely useless. I can't remember know how many times Self-Care saved my life regardless of when I was playing either solo or in swf. I pulled off so many plays taking a hit, healing myself away from the killer and jumping back in action either to tank another hit for a team mate or to rush for an unhook while being healthy to take a hit after unhooking my team mate. (wasn't much fan of Borrowed Time). Not to mention Self-Care countered Franklin's Demise really good not having to worry about losing a medkit and being unable to heal yourself in case you thought about bringing a medkit.

    These 4 perks were my unchanged perks for many years. Now BHVR wants me to play differently and I am not going to play differently. If it ain't broke, don't try to fix it. These perks were never broken and they functioned the way they did for years until recently.

    I hope queue times to find a lobby as killer will take a huge impact and increase over time. I'm expecting player count drop and interest to play survivor is going to decrease over time.

    After 3130+ hours (Devotion 13) since 2018, I've come to a conclusion that I am uninstalling this game because of developers not nerfing but killing perks. I never thought there would be a day that I would consider giving up playing DbD. This patch marks the day.

    Good luck catering to new comers BHVR. Nothing stays forever. Time for me to move on to something else.

    Note: I'll leave my DbD stats link for those who think I only played survivor because I know there will be claims. (https://dbd-stats.net/profile/76561198090221481)

    By all reports, Spine Chill was actually buffed, not nerfed. It lights up if you're within a set radius from the killer (32m I think?), regardless of them being undetectable or not, and then additionally (and separately) gives the action speed bonus if they have a clear line of sight to you.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080250#Comment_3080250

    The perk was also buffed by the increased gen times. People love to glance over this detail and act as if the small number buff to the perk's text is the only thing that changed.

    Read my comment again. I didn't glance over anything, I literally talked about the new gen times. And 2% is 2%, no matter what base numbers you're talking about.

    Again, I don't care if they reverse the buff they gave Thana, because it makes so very little difference. That was my entire point.

  • I don't care if they change Thana back to what it was for the same reason that survivors shouldn't care about the buff...it's 2% extra at 4 injuries. So on the new 90s gens, your reward for injuring all 4 survivors is a whopping 1.8 seconds extra repair time on each gen.

    Big. Deal.