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Here are my thoughts on the upcoming perk changes coming to dbd and a bit of a chat
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I hope they change it, I've played this game for about 2 months, and I'm already tired of seeing DH, DS, and Unbreakable
Played against a swf last night. One of the survivors had 3 second chances within a span of 10-15 seconds. They got downed in the shack, picked up by there buddy with for the people, an extra hit with soul guard, and then used dead hard to reach the God pallet lmao
I dont think soo u pretty much point out the bad stuff of the game
but this survivors main only want the game to be broken for them so they can abuse the game and keep killer weak so they can win only
only this childless are crying about it
Killers who only play survivor than killer understand how bad this game is going and they want it to be fix but this devs wont do sh&t about it
because they think is fine
If this critis did not exist game will go down the drain so fast player who cry game is broken are the ones who love the game not hated it
but they are mad this game is going bad
My hope for the change of all these perks is that once gen defense for killers and second chance/quick self heal for survivors gets nerfed then either the devs will make some base gameplay changes that will at least start fixing these problems or with the base changes they're already planing on making it will have already fixed something already. And if all else fails and not only do they fix nothing but they ruin the game entirely, I'm still gonna play VHS because currently that game has almost all it's shit together.
TLDR; Make killer regression stronger and based on pressure, but make survivor objectives shorter when working on gens individually and longer working on gens together.
Maybe if the devs are going for a structural overhaul, a good idea is to blanket reduce the time needed to 1 man a gen(i.e. 80 seconds -> 65-70 seconds), but heavily nerf gen speed when working with other players (i.e. 2 man is now 57 seconds or 55 seconds instead of 47). This change is a massive total buff for survivors, but this can allow for killers to have some interesting structural changes to the game such as a basekit ruin mechanic(i.e. 50% regression, but allows for kicking and pop), reworking ruin to make it weaker, but no longer a hex(i.e. ̶h̶e̶x̶: Ruin, Regresses gens at 100/125/150% speed when survivors are not working on the generator). The gen speed change will make rushing individual gens weaker to allow for pop to have more uses but reduces the time spent staring at the screen for 80 seconds, making it more likely for survivors to interact with the killer. More killers would also probably run this new version of ruin because I know quite a few folks who dislike ruin's unreliability compared to pop. Ruin is in my opinion the best designed regression perk, so making more reliable, but still slightly weaker than pop is an idea to balance risk and benefit between the two.
Most killers I’ve seen would prefer a game with no pallets, vaults, or survivor perks. The common complaints are survivors have perks that make them difficult to down, they can drop pallets that stall chases, and can loop by vaulting.
I’m being a bit sarcastic, but I’m sure killer mains would rejoice if these 3 changes happened.
A HUGE part of this that does not get talked about nearly enough is spawns.
If all 4 Survivors spawn on 4 separate Gens, there is no feasible way you can defend all of them. At least 2 of those Gens will be popping, it's simply not possible to defend them all.
You find one of them, chase him off the Gen, down and hook him after about a minute chase, that is THREE Gens popping unless you have Pain Resonance, Deadlock, or Corrupt.
did not see this video coming but i fuckin love it. give us that Tru3 intellect we all need 🤜🏾💙🤛🏻
yo Tru3 you mind making an actual video about the perks they are changing and guessing what they would do versus you would do ? would love that content and your mindset on the situation
I don't care about this game anymore, but I do wanna see what they are going to do with the impact of same genre games being releasing this year. I doubt the devs are gonna change the way they look at this game. 1 thing for sure is they will never do anything to deal with the cheaters.
who else clicked for shirtless True?
I agree with what you say because I see that all the time. It's been going on in this game for so long.
I know this is a perk video…but I see a tank top when the video thumbnail didn't have one…that's a true nerf!!!!!
I don't understand why the Devs don't release stats that actually shows the facts of how hard it has been for killers in the game.
If they mess it up in anyway, the slightest thing will just make a lot of players leave entirely, only time will tell and themselves
I heard they were doing big changes to the game and got back into it. I'm a solo player cause friends don't play anything other than league of Legends which i burned out years ago on. Anyways, finally got around to getting perks setup for a single survivor, Mikeala cause I think the totem heal is kinda ridiculous. I had gotten to share Nea's perks and with the bloodpoints they just threw at us, I got David to where he can share Dead Hard so now I'm running Heal Boon, Small Game ( I suck at finding totems without it) and for my other 2 perks, I got Dead Hard and Kindred cause that info helps me know if I need to go for the person or not as well as provide info for the team when I'm hooked. So far on Killers, Only really have anything note on Nemesis and it's a crap build.
your awesome dude
i learn so much from you. talk however u like. f those butthurt people
Despite all the hate you get, I really appreciate you Tru3. You really understand how unbalanced the game is.
They nerfed EVERY SURVİVOR PERK
Don't know if truetalent heard this, but besides the perks they might also change the game as well with base game mechanics to make "camping and tunneling" less effective and "gen speed" less effective as well
arguably the reason survivors have been had the same meta perks for so long is because survivors generally get worse perks with each DLC than killer. every new killer brings at least one viable perk that can be used or can create a good synergy for a competitive build. where as the last meta survivor perk was CoH which rightly or wrongly got nerfed to the point that its hardly used now, and before that….ive no idea.
its no wonder so many survivors only run DH,DS,BT,IW/UB
i feel that if survivors actually got more viable options with the new releases we'd see more interesting builds but as it is they get poor options or at best downright niche situational perks.
6:37 is one of the dumbest and most boring experiences that happens in this game.
The problem is all these meta perk ls from both sides are bandaid fixes to fundenmental flaws with the game. They never implemented any form of passive gen regression or how survivors spawns are another while on the opposite end the game promotes camping slugging and tunneling to play most efficiently so survivors are forced to run things like DS, UB, BT so I'm a bit worried they gonna change all these perks but not fix anything with the game itself.
that thumbnail…🥵
I don't understand the argument that some killers don't like specific survivor perks because they "extend the chase". Well isn't that the point? Survivors need perks to help them survive which is their objective. Exactly like how killers need perks to help them kill which is the killer's objective. A survivor would sound pretty silly to say "I don't like that killer perk, because it helps them kill us".
There are times when you track things. Please consider one month where you track hooks, kills, gens completed and (if five) how long it took. Please consider doing it for just one season. It would be very interesting to compare what you’re saying against hard, measured data after a decent amount of time. My assertion and counter is logically that you perceive things are bad because you focus on the low games, losing the bigger picture. I watch a lot of
Your content. You get a lot of four kills for one who asserts the game is unbalance. Unbalance is when one side loses more than the other. If you’re winning significantly more than you lose, does that indicate the imbalance is on your side? I honestly urge you to consider this challenge.
In games like this the killer should always be more powerful then survivors because survivors can work together.
I think i figured out the replacement for Dead Hard. I believe it will be a guaranteed fast vault/action no matter the angle on a cooldown (maybe 45 seconds).
Thereby you can get guaranteed distance if you play it right but there is also counter play in still being susceptible to a 50/50 mind game in most situations. I think it's a fair risk/reward and wouldn't detract from the fun of a chase with mind games resulting in a clear winner/loser
I don't think you're emotional, but you are comparing apples and oranges and selecting very specific scenarios. None of the statistics presented are an argument for the game being too hard for killer. The game is a bit more complex than "I spent 20 seconds hooking so they got that much time to do gens." Sometimes you injure two people in one chase, so one is healing. There are perks the digress gens. There's time that it takes to unhook.
Bottom line: there isn't a mathematical proof for why the game is too hard for killers. We can only go off comp and comp does not show that killers are at a big disadvantage.
Every time behavior makes an announcement (like the upcoming perk changes) I always hope for the best. This game can be so fun yet it can also be so painfully competitive and unrewarding. I hope that this update is what we both want, an update to the game’s foundation starting by reworking a lot of meta and niche perks. At the same time we also had vacuum-pallets for over a year, so I really do hope for the best, but at this point it can be very hard to get one’s hopes up.
They completely murdered wraith at high mmr.
First off he was a killer who was bad in 1v1s and they took away what little anti loop he had and all for the complaining of survivor mains
So now he’s more shit at 1v1s but it doesn’t stop there.
Wraith was a killer that thrived on hit and run tactics and establishing pressure on multiple survivors by catching them off guard.
The introduction of circle of healing completely destroyed the value of injuring multiple survivors further crippling wraith as a killer.
He used to be so much fun but he’s so bad to play now.
Good thoughts and well said. Also, unrelated but looking really good Tru3; the beard is clean af 👌💪
not that i think they should leave stuff into community hands but i feel like they could go out and talk with creators on both killer and survivor and find ways to fix the game for both sides of the game
one big problem the divs do have with the game is there is such a difference in the gameplay in lower ranks and lower level play than high level play in my experience when the players are bad the killers have the advantage but in high level theres obviously a problem for the killer
I just hope the perk nerfs are not too drastic and weak
Seriously complaining about a 4k? Why don’t the survivors just stand in the middle of the map and stand still, that definitely seems the way you want things to go. You claim survivors can be entitled but don’t call out killers for being the exact same (expecting easy3/4k games). This community is laughably deluded on both sides.
When talking about the base game without any slow down perks, I absolutely agree. It's basically impossible to stop good survivors from doing gens really fast, even if you end chases super fast. I don't really agree with it, when adding slow down perks and stuff. But it sure would be nice if you didn't need to run these all the time to feel like you have a chance. Especially feeling like you need to tunnel and camp just to win the game because it just takes too long to get downs, and hook them. Which tunneling and camping is usually your only chance at getting kills with no slow down perks. Because you need that snow ball.
With slow down perks there are other factors. Survivor spawns, your spawn, how big the map is. Where a survivor is hooked etc. Survivors don't magically get to gens unless they spawned on top of it. So there is travel time getting to the gen, which includes trying to get to said gen without being spotted. (Unless they want to be chased) Leaving a gen to save a teammate, while you pressure another survivor possibly two. There is also times when you hook a survivor next to a gen that survivors were working on forcing them to basically give that gen up and find another while it regresses etc. It isn't quite as simple as I walked to a hook X amount of time it took X amount of time to get there in total which is more than a gen takes to do. That's of course ignoring Ruin, pop, pain etc's effect. It's of course accurate to say. But in reality both sides do things that waste precious seconds. No survivors are teleporting to gens. And outside of hard core sweat fests, Most survivors also waste time booning, doing bones, opening chests, healing each other etc.
But yes outside of perks, it's borderline unfair. Perks help alleviate a bunch, but that's honestly bad base game design.
I saw a comment on another channel saying Dead Hard should be Token based and that might be actually a genius idea.
Perhaps these tokens should be granted when the survivor escapes a 25 second or longer chase without losing a health state. 3 tokens per game max. This way, the perk would be somewhat balanced and reward good performance and looping skills, like Pop somewhat does for killers. No more handing out free effortless escaping opportunities like it does atm.
They need change survirora in first person
One thing I've noticed about the pacing of this game is just how many long animations Killers get locked into vs Survivors.
Most actions as Killer lock you into ridiculously drawn out animations that also take complete control of your camera away. So much of your time as Killer is spent waiting through these animations, which is stupid.
Picking up a survivor? Animation locked.
Hooking a survivor? Animation locked.
Breaking a pallet? Animation locked.
Kicking a generator? Animation locked. (especially stupid when the Survivor counterpart to this is literally a single button tap)
Opening a locker? Animation locked.
Obviously there are animation locks that make sense for balance reasons, such as stuns, but a lot of them just seem unnecessary when Killer is already strapped for time and especially when Survivor gameplay is extremely streamlined in comparison.
The loss of canera control is just the icing on the cake too.
Why can't the Killer look around while picking up and hooking a survivor? Why can't the killer look around while breaking a pallet?
Survivors don't really have this problem at all. They never have their camera controls hijacked and the longest animation they get locked into is probably a slow vault or unhook, which is still much faster than the 3-5 second long animations that Killers get locked into routinely.
It would be interesting to see just how different this game would be if Killer gameplay was more streamlined and had a bunch of these animations drastically shortened.
This guy keeps saying it takes 1min 20 seconds just to put survivors on the hook and that equals 1 whole gen. But 1min and 20 seconds it takes to put ALL the survs on a hook 3 times combined, and that means that everybody is dead, so i don't get what's the complaint about? Like how could they do a whole gen, if they're all on the hook, or 1 person saving others? I know that this game is very survivor sided, but this guy just overstretches everything so much. This ''hooking survivors'' argument doesn't make any sense.