Undying Nerf: Dead by Daylight meta Discussion



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38 thoughts on “Undying Nerf: Dead by Daylight meta Discussion”

  1. Problem with that is that new players now that they announced rank rewards face alot of meta builds.
    The game right now is grinding to get your top tier perks on either side, and then just letting that build carry you until it can´t anymore.
    My friend started playing DBD 3 months ago, he is rank 13 now and faces sweaty killer builds with Ruin/Undying tinkerer and Surveiliance. Its like content creators show those builds and ppl copy it, no matter what ranks they are. Those builds are made for having a chance against the best players in the game. Its not for playing in low ranks and absolutely destroying everyone that is kinda new to the game. They have no chance of actually learning the basics if they face broken builds early on, Tinkerer in a range where ppl don´t even hit consistent skillchecks every game is just fckin stupid.

    Since they announced the rank reward system, the game became overall a lot sweatier. Myself haven´t played for about 4 months because I was tired of bhvrs bad decisions, I actually kinda inactively checked out the game here and then since the ruin rework.
    So coming back to the game getting deranked because rank reset I am now playing around yellow- green to purple ranks again.
    Not running sweaty meta builds in yellow ranks absolutely decreases your chance of ranking up right now.
    You either learn how to play against Ruin/Undying Tinkerer or you depip or black pip almost every game. You see myers on rank 15 with full on meta build + infinite t3 and tombstone with Black Ward every 2nd game. Yellow ranks- green ranks usually can´t handle that build its a red rank build for a reason it needs experience, knowledge and awareness to beat it.

    The focus is on ranking up as fast as possible by using the best build possible, it should be based around learning the game not rushing through it but you can´t make ppl not use that build even if it hurts the balance in certain ranks you can´t make ppl not use something. By using Undying/Ruin Tinkerer in lower to mid ranks , you don´t really learn how to play killer.

    I feel like ppl get carried by their perks not by their actual knowledge, which should btw not be a thing. Perks should amplify your personal playstyle, not define your playstyle, or even carry you if you screw up(looking at you dead hard)
    Coming to red ranks, Undying/Ruin Tinkerer is almost necessary to compete with competent survivors. Streamers regulary break on stream because of how stressful this game is for killers without having the best fckin build possible, they get build requests without slowdown and then get competent teams they just have to play overly sweaty and stuff.
    Undying nerfed is just another painful removal of the band aid. When will they see the issue behind having to run Ruin or any other type of consistent slowdown on high ranks, because gens get done to fast if survivors focus on gens.
    Killers get strong perks that will then be nerfed because the majority of survivor players is complaining about it. The path bhvr is on will just make queue time infinite because killers get pissed over and over again about bhvr nerfing killers.
    Ruin rework lost like 40% of the veteran killer players because they could not understand how stupidly biased those "balancing" was.

    Considering the path bhvr is on with nerfing perks or things that are specifcally killer related, they will nerf Freddy before reworking DS or Keys. It pains me to see because DBD is such a great and fun game when it is balanced correctly.
    Carry me hard, and 1 minute immortality , + I dare you slug me just push a behavior in survivor that stops them from actually learning.
    Because mistakes don´t get punished, while killers break the wrong pallet, lose fckin light years of distance because of that end up losing the game. killers catch up to an injured survivor they just dead hard for distance, being rewarded for screwing up(not healing btw). Its absolutely horrific how they balance around survivors being allowed to use every second chance they get because they are terrible, but the moment killers get a perk that is too strong and gamebreaking they nerf it, while DS/UB combo is still in the game(which is gamebreaking in especially swf, which is an entire different issue)

    I agree with undying nerf because it was absolutely hellish to deal with as solo queue gamers. But to nerf a strong killer perk that shakes the meta without nerfing survivor perk combos that are even more broken is just not the way to go, devs have to see both sides. Killers are not bots, and killers are already struggling if survivors know what they do. Just because 80% of the players can´t play the game does not mean you should reward them for playing bad, killers are weak af because the better survivors get the harder the game is for killers. It reaches a point where killers usually just stack any kind of slowdown to have a chance of actually doing something. Don´t balance for top ranks but also don´t balance for absolutely new players that complain about the game not being fun,
    No game is fun if you lack the knowledge and play against better players, the only way to make it fun is actually understanding what you are doing, that is the only thing that keeps DBD alive in the asymetrical horror genre, because time and knowledge matters and drastically changes the entire game. While skill usually doesn´t matter in any other asymetrical horror game.

    Sorry for the long essay and rant but I just wanted to put my thoughts in the comment section 🙂

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  2. Both sides gamer here.

    Counterpoint: There are plenty of killer perks that change the way survivors have to play other than Spirit Fury. They just aren't considered "meta" because they don't slow the game down.

    Bamboozle can completely shut down most loops in the game, including shack. STBFL (which you are running in this video) makes greeding for actions when a killer is near, such as completing a generator, opening a door or performing a hook save a risky venture. Discordance (your main's perk BTW) heavily punishes survivors for doubling up on gens and completely destroys Prove Thyself. PWYF can allow you to "farm" an Object user for guaranteed downs, especially on one-shot killers like Bubba. Make Your Choice and Devour Hope both punish overly altruistic teams who don't pay attention to killer behavior. I could probably name a few more, but you get the point.

    I will agree, the meta for both sides is just completely stale. Survivors are all running second chance perks with an exhaustion for mobility, killers are all running game slowdown with either BBQ or some sort of tracking perk. As a survivor I'd like more perks such as Dance with Me, Deception or Head On that are all about mind-gaming killers and as a killer I'd like the same with more perks like I'm All Ears and Dark Devotion. The problem is they aren't terribly effective in the most difficult game modes for either side (solo queue survivor, killer vs SWF) and you never know what you're going to get when you queue.

    So you plan around the (M)ost (E)ffective (T)actics (A)vailable. Over and over again.

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  3. Right off the bat you have to assume every survivor has dead hard, BT, Deception, DS, and unbreakable… If a killer has to play around all of that while they have other perks they are now a 9 perk survivor to the killer

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  4. i have learned that by walking backwards destroys spine chill and can confuse survivors. but speed meta is for killers is a must. you will find survivors run so fast that you can barely catch up too them so i use speed killers i have learned survivors looping or healing can be broken. so perks that destroy that style gameplay can shatter survivors convince against killers and make them fear the killer. clown, legion, shape, cannibal, nightmare, have the best non meta perks for beginners real grind tho but excellence

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  5. Killers have to deal with Decisive Strike, Dead Hard, Unbreakable, Iron Will for more than 2 years. I remembered when the devs nerf Hex Ruin because it's too frustrating to deal with as a survivor. I feel like with that mentality they should have at least nerf Decisive strike and Dead Hard because just like their defense, it is too frustrating to deal with as a killer.

    But no, Coup de Grace is op, better nerf the Pig!

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  6. The reason that we keep using the same shit is because there are no good perks to use. They don’t add any new decent perks that are viable. There is no reason to run anything other than sprint burst, ds, unbreakable, iron will, etc every game. Healing perks don’t compete (run a good med kit). Aura perks don’t compete (play with a buddy/ take a map). So many current shit perks would be good if they were slightly buffed. Windows, just remove the cool down, second wind, you shouldn’t have to activate it, it isn’t strong enough to warrant an activation, baby sitter, remove it so the killer can see you. You get where i am going with this. More killer perks are good compared to survivor perks.

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  7. These survivor meta perks are bad enough on their own. But combine them with busted items and addons and trow a little bit of SWF into the mix and you are pretty much destined to lose right at the start of the game as killer. I don't think Undying should get nerved since it is pure RNG if it is good or not. So many maps have really bad totem spawns. I can't count how many times my tomes were right next to a gen or in that obvious spot in the killer shack or even in the middle of the open like on Ormond. If the survivors are on comms, the totems are gonna go even faster. If they choose to nerv Undying I think they should have buffed something else to protext your totems, like Thrill of the Hunt for example. If Thrill of The Hunt would allow killers to know which totem is ruin (for example) and would give you a distinct noise notification if survivors started working on them it would finally be a viable alternative to Undying. I feel like they should rework that whole hex-totem system aka find a way to get rid of the RNG

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  8. Survs get better perks then killers??? Yeah it really seems to it, u just see ds and bt everygame? How can survs get better perks then killers??? Killers got very strong perks since like plauge, what have survs got?? i can just say survs has got like one good perk since spirit came out and that is soul guard all other perks is shit so i dont understand how this killer with ””4000” says that survs get better perks then killers it seems like u are stupid or something

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  9. Infinite nerf, balanced landing nerf, toolbox nerf, gen speed nerf, great skill check nerf, instaheal nerf, pallets nerfed, nerfed reworked maps, ds nerf, ooo nerf, and killers call this game surv sided?

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  10. Just went through your viedo one more time. Just think of this two scenario as comparison: Killer against full stack group: literally first person on hook with two gens poped up, killer pull the best out of him and eventually got 4k, ggs with fatigue / Surv run with gen rush,: within 3 hook, all the gens poped up, But killer capture you on the hook during the endgame collapse, when u got unhook theres a BT, killer hit u, unavailing, four people teabag at the gate, ggs with joy.

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  11. The fact that they do keep being killer every patch notes and survivor gets nothing is a slow burn that's been pushing me away more than making me want to play their game. I don't enjoy it more and more as the patches go.

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  12. To be fair they did nerf that one elodie perk pre release for no reason too. And it's kinda funny how DS just got announced to get it's 3rd and probably final big nerf.
    I agree we do need change for the survivor meta though. The problem is that things like bt, unbreakable, and ds are the only good ways to counter tunneling and slugging but are also way too abusable. Also I'm pretty sure bhvr have just decided that perks are survivors powers but another problem is that you get 4. Instead of 1 strong and 3 good

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  13. Everyone is getting the wrong idea. Undying is getting BUFFED. Exactly 78% of my games have had Undying broken first, with 12% having neither Ruin nor Undying being broken at all. This is a 10% occurrence of my Undying getting actual value (instead of me losing value by not having Haunted Grounds). This perk is super fucking inconsistent, and is ultimately not worth it.
    UNTIL NOW. Now that you can guarantee ANY totem an invincibility shield, this perk is actually worth a damn now. They basically solidified the "Undying will be the first totem gone" part and gave it a buff to its versatility. How is this NOT a straight buff?

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  14. I personally find Spine Chill a very balanced and healthy perk. However, I do recognize that it is VERY strong. So, here's my idea to buff it:
    Whenever the Killer looks in your direction within a 36 meter radius, Spine Chill lights up. Spine Chill deactivates after the Killer stops looking at you for 2 seconds.
    This still keeps the early warning the perk gives you, but it also delays the information you get from it.

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  15. How would you feel if each survivor in a lobby needed to have different perks?
    For example, your perk would appear red in the lobby if another survivor was using it, and if you/they don't change it all but one of the survivors running that perk will have a blank perk slot in the game.
    I think this may help encourage more diverse builds and punish those too stubborn to work with their team. On the flip side you may just end up with 4 meta builds with roles assigned to them…

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  16. undying shouldn't even exist it's a perk to fix bad totem spawns that spawn in the face of survivors at the start of the game the real issue is bad map design fix the totem spawn at least make it spawn near the killer when the game starts

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  17. If you get rid of the best perks from each side killers are left with no game slow down perks, while survivors lose second chances. I’ll trade sprint burst for BBQ any day. I’ll trade dead hard being removed for no pop goes the weasel. I’ll trade unbreakable for corrupt intervention any day. I mean are you serious man? If you got rid of the survivor meta you also get rid of bbq, discordance, hex ruin, pop, corrupt, nurse’s, sloppy, stbfl, and tinkerer. Try playing killer without the two best tracking perks and no slow down.

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  18. Same as most red rank killers will use the same perks. nurses calling, NOED, bbq. Hours don't mean you're better at a game. People could have 1000 hours and still be bad at the game, twitch streams are clear evidence of that. Both survivors and killers have meta perks that the other person will say "the game is so unbalanced", "killer sided", ", survivor sided". But when you get that 4k or escape all of a sudden the game doesn't need changes and it's balanced. It's a constant rant war between both sides

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  19. Killer lobbies are getting faster due to an exodus of killer mains while survivor lobbies can take anywhere from 10-60 minutes just to find a game(Which is typically against an outclassed killer player). If BHVR wised up and performed a proper meta overhaul, I seriously doubt we'd lose enough survivor mains to break the game. If anything, it might prompt some of the retired veterans to return, both killer and survivor.

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  20. I too hate it that so much perks of the Survs are still the same, but at least DS and OoO are getting changed.
    That is a good beginning of making it a little balanced for both sides.
    But what me really makes thinking what should be changed is KEYS.
    Like for me is Mori, and key at the same high, both make it for the survs just stupidly easy, Im already happy that they changed Moris, but couldnt they just make an update where both gets changed??
    Now have we here an Overpowered Item for survs and an Fun item what brings you nothing.
    That is just stupid!

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  21. Worst thing about these survivor perks is that you see them no matter what rank you are because matchmaking sucks I recently started playing this game with my friends I think it’s been a week now and I thought that I wanted to try out Killer once and the first games were completely alright but after 4 games I started to get red ranks in my matches who all use these perks and I was like wtf is this why do I get stunned after picking this guy up or why can I see this guy through walls after I got my ass kicked by these guys I found out that these meta perks exist and thought to myself how was I supposed to even get a kill if I get matched with these players with months maybe years of experience and I just played like 4 games and don’t even know what i am doing

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  22. Totems get done way too quickly, so a nerf to undying is ridiculous, like my hex totems get destroyed about 2 minutes into the match before I can even down anyone, what exactly is the counter play? So a nerf to undying wasn’t needed and this is another example of BHVR helping survivors

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  23. Funny enough the stale Survivour meta is usually a positive for me when I play with friends, because the only meta perk I run is Dead Hard (and I even fuck it up most of the time) and then I run random weird shit that completely bamboozles Killers. I honestly really didn't care much as a Survivour player about Ruin + Undying since I'm constantly hunting down the totems every game in anyway because NOED is infuriating. I actually liked that they made the totems a more important part of the game with that meta since it meant Survivours didn't have to just hold M1 on a generator all game.
    As a Killer player I just find Object and the combination of Unbreakable + DS annoying. I just altF4 when I see an Object in the game, my mental health is far more important than some bloodpoints, I'll take the 5 -15 min leaver penalty any day of the week before I go through the hell that is playing against a full SFW squad with someone running Object again. DS and Unbreakable by themselves really aren't an issue for me, it's just when they are combined that it begins to grind my gears. It's an easy fix I feel. Make so when you DS someone or you stand up with Unbreakable you become exhausted, this would also eliminate Dead Hard from those combos as well and make so Survivours actually have to choose between the 3 perks.
    However, the more prominent issue that I feel with the game is the grind for bloodpoints. You need bp for everything, from items to perks to addons. So everyone will just run whatever they can so they can maximize their bp gains. People are playing the game for bp instead of just having fun. The devs really need to look into this as I feel it's hurting the game and not many people are actually paying attention to it.

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