Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

PR + DMS is the only time I've ever felt bad for survivors I've faced.

SWFs can KINDA handle it, but solos? Man. I just had about 4 solo groups in a row, none of whom got more than two gens done. 2 of the 4 groups had multiple people going AFK or suiciding on hook after about the 3rd explosion/block.

I usually laugh at survivor misfortune, but...man. Realistically there is no way this isn't hotfixed in about another week. Whatever the merciless storm bug is, it can't be worse than this for the health of the game.

Comments

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    Don't feel bad, SBMM made a mistake and grouped you up with bad Survivors

  • Seraphor
    Seraphor Member Posts: 9,436

    Just like avoiding BBQ, knowing when someone is about to be hooked is something any survivor can do, not just SWF.

  • Tsulan
    Tsulan Member Posts: 15,093

    If you feel bad, then don´t use it?

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Solos can handle it fine, easy counter to it...

    But like the old saying "you can lead a horse to water but you cant make it drink"

    If they're to lazy to understand or learn it's on them.

  • ArchAbhor
    ArchAbhor Member Posts: 847

    I only felt bad when i ran it on killers that can really manipulate and gain the most value out of dms like doc and artist. Then only if them team was outmatched by me even without it.

    good teams both swf and good players in solo can handle the combo and them nerfing it and bringing back the synergy is the right call imo.

    The proper change to dms so that its not op on just a few killers would be to make it so that the counter starts when it triggers on a gen. Sometimes you get no value if the team knows how to counter it if you arnt playing a killer that can fully utilize it. Then mess with the numbers to make sure its not too oppressive on the killers that it is oppressive with.

  • Predated
    Predated Member Posts: 2,976

    The problem is more that there are a lot of times where you seem to be able to finish a generator, and then cant due to slight desync. I've had moments where a gen was visually 100% on my end, but still got procced. If I didnt let go, then the killer would have gotten to us anyway and we wouldnt have finished the gen in time before DMS was procced.

    Regardless of the situation, that generator was going to be reduced by 15% and blocked by DMS. The only difference was whether or not it was going to be blocked at 85% or 88%.

    The problem here is that regardless of the situation, the survivors working on that gen are the only ones who know that gen was that far. The person on the hook might have known people were working on that gen, but they dont get to see the DMS timer.

    But thats not all, they reduced the timer to 30 seconds, which means Pop can be used on top of Pain Res and DMS

  • Yippiekiyah
    Yippiekiyah Member Posts: 588

    Stupid survivors dont make something broken, the counterplay is simple and if they dont let go off the gen thats on them.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    Ehhhhh. It works but i gave it up. I'm running PR/Floods/BBQ/Lethal. Could probably change bbq to dms and be more effective but it feels better just immediately starting the next chase. It feels more fun.

  • Predated
    Predated Member Posts: 2,976

    Pop isnt as strong as before, sure, but with the 2.5% basekit kick, its pretty much as powerful, if not more powerful in terms of saving time when it needs to be:

    Kicking an 80 second generator at 25% or less meant it was going to be at 0. But did you really need to kick that gen in the first place? Not really. Kicking a generator with pop at 70% now removes more time than it did before. Before the change, it went from 70% to 45%. Which means you had 44 seconds to go before the gen popped. After the change, it goes from 70% to 50%, which sounds worse in theory, but in practice you have 45 seconds to go before the gen pops. At 99%, you end up removing 25 seconds from current gens, while before you only removed 20 seconds.

    The only times Pop is weaker now, is between 16% and 67%, and even then, the biggest gap is at 25%. The difference is less than 2 seconds between 55-67%, meaning that from 55%-80%, they are practically equally powerful(less than 2 second difference).

    Being able to get a gen from 99+% to 85-ish and then kick it with Pop removes enough progress to be worth walking past it.

  • INoLuv
    INoLuv Member Posts: 464

    It works a bit (not quite) because must survivors are trash at game sense and cant simply let go before entering the gen AND because of allergic reactions against kindred.