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SheepWolfe

SheepWolfe

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SheepWolfe
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  • @JacobiusWick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171377#Comment_3171377

    Old DH was two abilities in one. Endurance, and a distance dash. New DH is just one, and only works if you actually take the hit. Even if you get the timing right, (extremely finnicky with a small window) you have to be close to a pallet for any real value. Old DH could almost guarantee another tile, loop, etc.. New DH gets you a pallet drop or maybe a protection hit at best, and dead on the ground the other 95% of the time. Therefore, higher risk, lower reward.

    you get a burst of speed from getting hit that is much much greater than the old deadhard 'sprint' or whatever you want to call it, giving you huge distance between you and the killer. With that burst of speed, you can easily make it to another tile and if you're good, extend that chase another minute. High risk, high reward. DH shouldn't be a get out of jail free card, you should have to take that hit to get that distance.

    And for the sake of argument, the whole 'high risk high reward' thing is a saying assuming something goes right. The 'high risk' part of the statement already attests to the possibility that you could fail and go down. The 'reward' is in the case of success- so a successful deadhard being pulled off, which is very rewarding in a chase. So it's high risk (there is a chance you can go down as a result) and high reward (if you do it right, you get a burst of speed and make a lot of distance, possibly to another window or pallet)

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170038#Comment_3170038

    That's unfortunate for you i suppose but I have a friend that can only play one day a week and he was able to get value out of dead hard in most matches. Now before anyone reading this freaks out I'm not saying DH didn't deserve the nerf it got, I'm simply stating that it gave new players an advantage to be able to get out of a few hits from the killer. Maybe not every game but there was still value to be had from it.

    well in that case, shouldn't it still be just as good? old DH and new DH have the same 0.5 second window, so if survivors were previously able to use that window to dodge a hit, they should still be able to use that exact same window to tank a hit. In fact, if the killer DOES swing for the dead hard, you get even more distance than old dead hard. You get the speed from being hit and the killer still has their cooldown from hitting you, you can make it easily to a window or a pallet with that. The only problem with deadhard is killers waiting it out, which from what I've seen and experienced can be a pain in the ass to do, but that was also a thing with pre-nerf deadhard too (unless it was used for distance). Though most survivors will spin into you when theyre about to do it, so there's a cue.

    Ill agree with one thing tho, deadhard does seem a little buggy right now. In 1v1s with my friend they tell me they often press e, get exhausted, but nothing happened and they go down. So yeah, there's that, but that doesn't mean it needs a buff- it needs to be FIXED.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170007#Comment_3170007

    "Survivors don't need anymore stuff for free," they said, after one of the most killer sided patches in history that increased gen times, buffed basic attack recovery speed, buffed gen and pallet kicking speed, added a base percentage progress reduction to gen kicks, buffed bloodlust, and nerfed survivors' post hit speed burst.

    In return, survivors got 10 seconds of endurance and haste after being unhooked. And, their biggest incentive to not get camped (the bp bonus from BBQ requiring that you hook each survivor once) got removed.

    You need a reality check bud.

    Killers are tunneling and camping more than any time in recent memory, and solo queue is miserable because of it.

    There's a reason why the queue bloodpoint bonus stays on survivor for 95% of the day, where as previous to the mid-chapter patch, in my area, survivor queues would be good during the day, while killer queues would get better at night.

    Solo queue needs help, and badly. They've partially addressed the tunneling problem, but have done nothing about camping, and actually made it worse by extending gen times and changing BBQ. And I shouldn't have to bring a mediocre perk (behind a paywall) every game just to have some small way to discourage it.

    a lot of good survivors who still play survivor adapted to these changes and continued playing survivor, now in my killer games gens get done even faster than before the 10 second gen time increase. ######### gets done in like 20 seconds and I see 3-4 prove thyselfs post game. A lot of the killers who are tunnelling and camping are survivor mains who aren't happy with the perk nerfs/killer buffs from the midchapter and are taking it out on other people, which is super ironic.

    I find it so frustrating when I tunnel/camp because gens get done quickly - I have to, it feels like there's no other way to win. Of course I want to chase players and play fairly, the chase is like 90% of the fun with killer, but you can't always win like that. If I play as fair as possible, everyone is tbagging me at the exit gate and it's gg ez, if I try to win I have people in the endgame chat calling me horrible things and slurs just because I camped or tunnelled them to get the upper hand in a ######### video game. sure, the game has issues, but so do the people who play it. Honestly I think we need to stop treating tunnelling and camping like a dark horse or something - maybe it's not the most fun to have to deal with as a survivor,but neither is dead hard the most fun to deal with as killer.

    Also, for my fellow killers out there, if someone bodyblocks with basekit BT, OTR, whatever the hell they have, you are allowed to tunnel them. They asked for it!

    It's totally a scale - not every single tunnelling or camping killer is a bubba, not every tunnelling and camping killer will start it right off the bat at 5 gens.

    anyway to finish my rant with a joke, if y'all want basekit reassurance, killers need basekit corrupt

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167953#Comment_3167953

    Hence why I said that this game has never been good for new or casual players. If a game requires you to have thousands of hours to be able to play and not loose every single match then there is a fundamental problem with the game. Dead hard is now one of those perks that if you don't have thousands of hours in the game you will probably miss the activation therefore the devs are further alienating new and casual players.

    I get that SWF is op but SWF is only a small portion of the games that any normal killer runs into. Even in high MMR I would be surprised if a killer was running into SWF in 50% of their games, its probably a lot less than that. So I guess you haven't been on the forums that much since the update and seen the massive outcry of people saying how soloq is terrible? Saying that people losing all their games in soloq is the common denominator is a farce because I've seen streamers with 6k hours lose on soloq because either MMR pairings are garbage or the killers are just too op that they can't manage.

    deadhard was never a beginner-friendly/casual perk. I remember when I first started playing the game, my more experienced friends would tell me to run deadhard and I would literally never get value out of it. EVER. the only plausible part where a beginner or casual player would get value from DH was towards pallets or windows, which as we know, is not really the intended purpose of the perk.

    if you're using it to tank/avoid a hit (as intended) it required at least a relative amount of skill and timing to get that value. And it still does require skill and timing, as it should. I still don't know how to use deadhard, and I know before the nerf that casual dbd players who weren't the most experienced in the game struggled to use it to efficiently dodge hits. It's never been a casual or beginner friendly perk, let's not lie to ourselves

  • i literally made a forum account just so i could reply to this thread and complain. for real, the orange glyph is so bad it legitimately gave me a headache that stuck for a little bit. i know most people don't have this issue and most people probably don't care, but for the sake of us neurodivergent folk or people with migraines and all other sorts of ailments that could be affected by this, PLEASE make this glyph accessible bhvr!