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They just don’t get it….

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Comments

  • jesterkind
    jesterkind Member Posts: 8,064

    Why would you kick the gen when the entire reason you're going over there is to start a chase, though?

    Gens aren't your objective. Survivors are.

  • jesterkind
    jesterkind Member Posts: 8,064

    In order:

    1: Well, if you're preparing for the lategame, you'd probably be better off bringing endgame perks instead of slowdown. Slowdown kind of inherently is just better at the mid game, when you've had time to get the ball rolling but there's still multiple gens left to repair.

    2: I didn't say good teams. Getting good teams is very likely. I'm talking about the best of the best, which is the only time any player would really need slowdown- and if you're not evenly matched with them in terms of skill even slowdown isn't going to help you very much.

    3: Sure. You don't need them for most of your games, and the games where they'd make the difference are outliers. That just means they're not needed- you aren't meant to win every game you play, after all.

    4: Or, possibly, they're just too strong, especially when paired and especially when used on stronger killers. I don't think this "pickrate means they must get nerfed" thing actually holds water when most of the nerfs we've gotten recently have been to the strongest things available.

    5: To be fair, you did say it was the only option. But sure, maybe tunnelling goes up. Tunnelling needs to be fixed anyway, so that only really makes that more apparent.

    6: It didn't nerf other slowdown perks because regression events aren't a precious resource. They're limited, sure, but not in a way where you're ever in danger of running out unless you're really aggressively damaging specific generators— which was the thing it was designed to stop.

    Though, to be fair, Eruption did suffer a little, I did slightly misspeak. Eruption was veeeeery slightly indirectly nerfed by the new system, that one I'd agree with.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    Ok, so then maybe you get a hit. That’s one health state, meanwhile they gain distance and if you chase, the other survivors are doing gens. And no I disagree: protecting gens is better than going for a lot of chases, especially if you’re playing anyone other than Nurse. There are too many resources on most maps that draw out the chase.

    That’s the core problem with dbd and most asyms that I play: if you want to win, you are playing objective defense. These games are always sold as a scary killer hunting survivors, when in reality objective defense is more important.

  • jesterkind
    jesterkind Member Posts: 8,064

    No, you go there to chase, because you already have a survivor on the hook and that means someone else goes for the save, dragging three survivors off generators.

    Yes, that's not permanent, but that's where skill in chase comes in. Get that down quickly and you can start the cycle again, all while survivors only had a few moments to get any real efficiency going. That's what good killer play looks like, when you're not circumventing skill expression by tunnelling or trying to stall out the game with a 3-gen.

    This obviously changes if the survivors aren't on generators to begin with so they can get an insta-save, but that's the situation we're looking at right now.

    Also, what you're describing isn't objective defence. Your objective is the survivors and you're leaving most of them to do whatever they want.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    I'm talking about the best of the best

    Then perks are not going to save it anyway. When we talk about tournament level, you need perks + playstyle.

    Good teams, usually just either perks, killer, or playstyle is enough. Doesn't matter which you choose.

    you aren't meant to win every game you play, after all.

    but I want to have chance to win every game, doesn't matter if I win or not. If you don't use good enough perks, there will be games, where you just lose by default.

    they're just too strong, especially when paired and especially when used on stronger killers

    Interesting how they were not considered too strong before 3-gen feature…

    you did say it was the only option

    I said it is only alternative how to get into end game and be confident to win. Not that it is only playstyle possible overall. Survivors have to really annoy me to go for first hook tunneling…

    Eruption was veeeeery slightly indirectly nerfed by the new system

    You want to tell me, Nowhere to hide, Eruption and Surge is viable combination? I will manage to block gen at 5 gens left with it. How is that not nerfed? If you compare it with current pop / pain res, that is never going to happen.

  • jesterkind
    jesterkind Member Posts: 8,064

    Just gonna answer the stuff that I have something to say about here—

    When you say that you want a chance to win every game, you don't need slowdown for that. You have a reasonable chance to win almost any game as long as you have a solid plan behind your build and as long as you play well. I say almost because there are outliers, but they typically revolve around things that are balance problems in their own right.

    When you say that they weren't considered too strong before the 3-gen feature, uh. They were? I don't know where that comes from, they've been this strong and this oppressive for as long as they've had their current numbers (which I believe was patch 6.7.0 but don't quote me).

    Finally, that build probably isn't viable specifically because of Eruption. Surge and NtH would be viable as a pair, the absolute worst case scenario, the most you could say here, is that you'd have to not spam NtH, that's about it. Eight events per generator is a ton, especially if you aren't trying to overly defend a specific area - which, again, is part of what the system was designed to stop.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    You have a reasonable chance to win almost any game as long as you have a solid plan behind your build and as long as you play well.

    In DBD, it was always true, that side more prepared is more likely to win.

    If I get good team with good builds. Unless I have killer to end chases fast, I am unlikely to win without slowdowns, or tunneling.

    I usually play with two slowdown perks, just so I am not forced to tunnel even if my first chase won't end well, or survivors simply spawn each separated.

    I don't know where that comes from

    They were definetly one of best perks, but complains increased hard after 3-gen feature, because pick rate increased and well, they are going to get nerfed after 3-gen feature… Doesn't seem unreasonable to connect those events.

    Eight events per generator is a ton

    Make it work only for direct kicks and I am fine with it. But eruption + surge counts as 3 events in total. That eats stacks very fast… This combination is just terrible to use after 3-gen feature.

    To be honest, CoB and overcharge were trash even before 3-gen feature, but it definetly didn't help.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    That isn’t true. If you are defending an area of the map, you are also pressuring the survivors because they are forced to come to you to hurt your gen spread.

    I also don’t think skill expression matters as much as it should in this game. The best player in the world can’t do anything about predropping/prerunning (outside of like two killers.) Like with Huntress or slinger, it doesn’t always matter how good you are aiming because high walls and debris can prevent you from taking a shot in the first place.

  • MechWarrior3
    MechWarrior3 Member Posts: 3,047

    I feel ya. Personally, Dejavú needs to lose the 6%. It was a temporary solution until the 3 gen system got put into place. That would help a little bit so they can’t stack multiple dejavús, on top of resilience’s etc… COB and OC need a buff back to OG values but get diminished when used together.

  • UndeddJester
    UndeddJester Member Posts: 3,682
    edited May 2024

    My personal take is Killers have been eating well recently, the strongest gen regression is ofc going to get hit.

    Numerous killers have been enjoying a significant slew of buffs, as well as a number of overly strong survivor perks getting nerfed in recent updates. We've been seeing higher kill rates lately across the board towards the target 60% kill rate for all killers.

    In this same update we're also seeing hits to Background Player, Decisive Strike, FTP+Buckle Up, so survivor side is losing a lot of the more ridiculous and egregious perks. With the gen regression being the strongest choice, it was always going to get hit to balance out these problem perks being impacted.

    I'm very happy to sacrifice some regression on the strongest regression perks to get rid of BGP Narnia runs, FTP+Buckle Up pick ups, and to make body blocking DS less profitable.

    On survivor side, I'm also happy to lose a second on decisive strike if it means less regression on the pain res and Pop combo, and less block time for Deadlock and Grim Embrace.

    I think both sides got pretty much everything frustrating on the other side hit, and I don't disagree with a single 1 of the changes.

    Little concerned about Chucky though, he'll need monitoring to ensure he is still viable, but everything else is sensible.