Crythor
Crythor
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- Crythor
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While tunneling might be unfun its just not true that it is not needed for high level play. Look at DbD league professional tournaments. In most matches the killers tunnel and camp the first one they down. Its what in most matches gives them the win. Do they sometimes dont do it? Sure but most of the time that is exactly what they do. Get first kill as soon as possible and then go for the rest or 3 gen.
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Oops wrong post sorry
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@MechWarrior3 said:
Yeah they stack I just don't know the numbers.
Thank you for the answer. I will try out running it on my first singularity game then and see if it feelks good.
Maybe someone else knows the numbers? -
@Stinde said:
I agree. Last year we could buy 2018 Halloween skins with the serum, so why can't we buy last year's and 2018 skins with 9000 shards this year? Sometimes I don't understand the devs thought process.
Yup. It dosent make sense. Let us buy the old Halloween skins with shards like the others!
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OFF TOPIC: COD is very casual even in its competitive scene for a "competitive" shooter. You cant even compare it to CS which is much more serious and takes way more skill. Also anyone remembers the official world championship COD controller only tournament? That was hilarious.
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Also they should really make the old Blight skins buyable with shards again. Missed out on the nurse one cant get it now.
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@xenotimebong said:
Why would you assume that the stats are all wrong, rather than assuming that people are just misinterpreting them?
There was absolutely nothing in the previously mentioned stats to suggest that the number of gens repaired and the number of escapes/kills are at all related, or are taken from the same data set. People just assumed.
This is the problem with stats: not the actual numbers but people’s ability to completely misunderstand what they tell you (and what they don’t). The numbers are factual, objectively accurate data. The stats themselves are not the problem.
From their recent twitter post regarding totems cleansed (if we assume its the same for all challenges) we know it only tracks a metric when the fitting challenge is active. What we dont know is if it only tracks for the challenge user or for all people in the game were at least 1 challenge of that metric is active.
This indeed would mean that we cant compare different numbers with each other.
However it isnt so far fetched that their stats COULD be wrong with the track record of what they say they do and what actually comes out in the end. Also assuming stats are wrong isn't different from assuming they are correct. You cant know if they made a mistake or not so making it sound like its so much more likely that they are correct is pretty disingenuous.
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@Rizzo said:
I want to specify that those numbers have been taken with active challenges only, I suggest to take them as they are without jumping to conclusions.
It's a way to celebrate the one year of the Archives, nothing more, nothing less.
Still the stats are way too low unless having a challenge active makes survivors throw the game on purpose in nearly all instances. Seems a bit fishy. But even if that was the case you could then argue, that the archive challenges have a very very negative impact on the match and we would be better off without them if people want to have good matches.
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@JacobD said:
None of those stat blocks really mean a whole lot without context behind them and without the criteria for counting them, cause this would mean that out of 10 games played in dbd only 1 and a half gen are done which just shouldn't be possible under normal criteria since anybody above rank 15 will know that at least 1 gen will likely pop before your second hook minimum.
I agree, that stats without context are useless, but i think they are sooooo low that its highly unlikely that the stats are even true. I think its more likely BHVR just screwed up and the stats we got shown arent right at all.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1687393#Comment_1687393
Adding numbers so it becomes easier to understand your post:
50627522 survivors died, 6765882 escaped. Total number of survivors is 57393404. This info comes from the first post on page 1.
Divide that by 4 (because there are always 4 survivors in a game) and you get the number of games: 14348351.
2272978 generators were repaired, source: https://forum.deadbydaylight.com/en/discussion/comment/1687378#Comment_1687378
The number of generators repaired per game is ~0.16.
0.16 gens repaired per match on average? BHVR´s stats are 100% screwed there is no way this is correct!
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Actually this tournament shows that even Nurse and Spirit are UP. If you go like what are you talking about dont stop reading here and continue to see why:
- Survivors where handicapped they could only use a perk 2 times per team and the items + addons they had vs the addons the killers were allowed to use were much weaker.
- Because they played the strange point system the survivors didnt just try to get max escapes so the kill rates are screwed because some kills only happened because they had to stay in and try to get the points instead of just leaving.
- A LOT of kills only happened cause of NOED which is pretty sad. (i know you can counter it but they didnt most of the time)
- On average a strong killer like nurse/spirit vs a good survivor team will have a 4k much more often then a survivors will have 4 escapes. If nurse faces good survivors cause you can just camp (which a lot of killers did in the tournament) to always get at least 1 kill. So on average those killers will have more then 50% kill rate. That dosent mean much though. The game has a very strange scoring system both in game and in the tournament. Anything below a 3k should be considered a loss. Despite all that Nurse just barely had a kill rate of over 50% on average.(52.8% i think)
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It can never be truly balanced, because the game is not completely mirrored. That does not mean it can not be improved though.
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I hate it all MacMillan maps look the same now but the worst is that the maps feel way more clustered now and more field of view is blocked.
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Thanks guys!
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The most frustrating perks are the "second chance" perks as killer.
DS, Unbreakable, DH and Soul Guard (if used by a 4 man SWF)
You could argue against OOO in a swf group because only 1 person has to take it to generate massive value for the team. But as a solo que perk its fine. So maybe make it only usable if you que solo.
Then ofc Keys and "insta heal" addons.
On the killer side:
Moris (except yellow)
NOED (while you can choose to never let it activate, if it does it hands you free kills. Even worse that just by existing forces you to do dull totems if you want to be save as you have no way of knowing if its in play or not).
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@MadLordJack said:
IS/DS/Q&Q/SB. Do gens, jump in locker when killer is close. Zero counterplay efficiency.
DS/UB/DH/SG. Do gens in the killers face with zero repercussion or requirement for locker. Top that.
Agreed Decisive Strike, Unbreakable, Dead Heart and Soul Guard with 4 survivors running it is so ridiculous. How many second (and third...) chances can you fit into a match^^
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I would love to ban maps as Killer. However if each survivor would be able to ban 1 map the killer would need to be able to ban 4 to make it fair. This however would reduce the map pool too much i think.
Another version could maybe be killer bans 2 survivors ban 2 but survivors have to vote and the 2 maps with the most votes gets picked if the maps tie it bans one or 2 ( if each survivor picked a different map) of the tied maps at random?
Any better ideas?
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The basekit got overnerfed a lot. It was fine the way it was and didnt need any nerfs. Her addons however were extremly OP and where rightfully nerfed. But we need the old base kit back.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/891644#Comment_891644
Addons should increase a killers power, not be mandatory to even function.
I know thats not what i was trying to say. I was saying that the dev stats dont differentiate between nurses with and without addons. Recharge addons make it look better then it actually is, which is still bad.
I am all for a revert of the basekit nurse needs it.
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1 thing to keep in mind is with both charge addons she is nearly the old addon less nurse but not exactly still a chunk worse. Most people dont play no addon nurse now because how much worse it is to have no addons vs charge addons thats something also not addressed by statistics.
Even with addons though it still feels bad just not as bad as without though. She really needs to get her base kit reverted you can even remove all addons if you are affraid of nurse + addons then i wouldnt care i just want the base kit back its much more fun to play.
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@HamdaN said:
so everyone whos played the dlc knows if u get hooked in basement your camera is permanently blacked out and you cant see anything. killers have been purposely trying to force basement in order to do this in games. but god forbid somehow basement ever gets disabled or its fixed within 24 hours making every game miserable for any team. this is equal to the old flashlight macro crashing peoples games.
im curious to see what you do devs.
I had that bug too as i was hooked in the basement. Does it happen every singel time you get hooked in the basement?
On topic of banning they shouldnt ban because people who dont know about it get banned for not knowing thats unfair what they should do instead is disable the basement/remove basement hooks and add a few hooks to each map till its fixed. Thats the only fair thing and every competent company would do something like this if they cant fix it within a few hours. But we know its BHVR so........
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For some reason he just unlocked himself LOL couldnt as i made the post can now no idea what went wrong there^^ post can be deleted now.
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Yes please. Disable them till they are fixed or dont bring them back at all.
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Agreed. Nurse needs 2 things.
- Servers need to be fixed (so many issues that can make or break a game)
- The base kit nerfs need to be reverted.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/882457#Comment_882457
Hag as well has some nasty issues that pop up. There's a definite server tick aspect to her teleportation. Sometimes I can teleport before I get the notification, and other times the survivor is 10 meters away even though I'm spamming the teleport button as fast as I can. I actually teleported in place multiple times last night, which was...awesome. Both Hag and Nurse randomly tier 1 Myers lunge coming out of their power.
Oh right. ALso myers stalking resets sometimes so you lose your progress/power.
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I cant see your videos they dont seem to work OP.
On topic i have very heavy server issues on the killer side but especially on nurse.
- With nurse you get teleported around after your blink mostly backwards but sometimes forward too and even to very random locations.
- During fatigue your game sometimes speeds up.
- Sometimes the server wont accept that you charged your blink and blink like you just pressed the button instead of holding.
- Sometimes the server wont accept that you pressed/held the blink button at all.
Other killer issues:
Huntress hatches connect play the hit animation/blood but no dmg.
Downed survivors are teleported around not too far but still. (all killers)
Grabbing sometimes just dosent work.
Kicking a generator is started canceled and then started again making it not only look awkward but take longer.
And thats just to name a few with good ping to servers of under 30 to maximum of 50 and a stable internet connection.
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The real reason why statistics mean nothing is because:
- Most players are bad even on red ranks
- the only thing that matters is a full group of the best players playing as good as humans could vs a killer player that plays as well as a human could.
Then play multiple matches for each killer on each map (gotta get a big sample size because of random spawns etc.) and that in a lan environment because internet can [BAD WORD] up stuff too.
Also compare no items vs no addons and best items vs best addons.
I know this is pretty much impossible to do but the least you can do is take 5 very good players and you will see that the results wouldnt match the statistics at all. Its funny how people think beeing rank 1 makes you any good. You meet so many potatoes on rank 1 as well and that dosent even count that most players dont play seriously or the people who try to ruin your game on purpose or just dc (which includes people who are "skill wise" rank 1 players but choose to play lower ratings)
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Huntress seems to be able to throw her hatched through some walls. Thats pretty ridiculous too.
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Do you have way more server issues with nurse aswell or other issues?
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The real reason why statistics mean nothing is because:
- Most players are bad even on red ranks
- the only thing that matters is a full group of the best players playing as good as humans could vs a killer player that plays as well as a human could.
Then play multiple matches for each killer on each map (gotta get a big sample size because of random spawns etc.) and that in a lan environment because internet can ######### up stuff too.
Also compare no items vs no addons and best items vs best addons.
I know this is pretty much impossible to do but the least you can do is take 5 very good players and you will see that the results wouldnt match the statistics at all. Its funny how people think beeing rank 1 makes you any good. You meet so many potatoes on rank 1 as well and that dosent even count that most players dont play seriously or the people who try to ruin your game on purpose or just dc.
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Both the nurse basekit nerf and how badly the dedicated servers are just show how bad the people working at BHVR are at both balance and the technical side. Its pretty sad.
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@NuclearBurrito said:
Ok so some things regarding your math.
- Fatigue time after 2 blinks is 2.5 seconds not 2 seconds
- During Fatigue she moves at 0.96 M/S. Your math didn't include this distance at all
- While charging a blink the Nurse moves at 2.89 M/S. Again your math didn't include this distance
Second, here's the math for if you instead only use 1 blink rather than 2.
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 2 seconds of fatigue (1.92 meters), 1 second of walking (3.85 meters)
that's 31.55 total meters before the cycle can repeat and it takes 6.5 seconds which is 4.85384615 M/S
Remember that a 115% Killer is 4.6 M/S meaning this is about 121.25% effective movement speed.
Correcting your initial math would be:
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 1 second of charging (2.89 meters), 0.9 (12/13.33 = 0.9 not 0.75) seconds of travel (12 meters), 2.5 seconds of fatigue (2.4 meters), 3.5 seconds of walking (13.475 meters)
That's a total of 56.545 meters over 11.4 seconds which is 4.96008772 M/S or about 122.5% effective movement speed.
The reason why you'd use 1 blink over 2 is because that way you can immediately secure a hit if you run into a Survivor while patrolling without having to risk not having a chainblink ready.
without the cooldown it would be:
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 2 seconds of fatigue (1.92 meters)
for one blink and
2 seconds of charging (5.78 meters), 1.5 seconds of travel (20 meters), 1 second of charging (2.89 meters), 0.9 (12/13.33 = 0.9 not 0.75) seconds of travel (12 meters), 2.5 seconds of fatigue (2.4 meters)
for two which is 5.03636364 M/S for 1 blink and 5.45189873 M/S for 2 blinks
In otherwords this nerf is removing 0.18251749 M/S for 1 blink and 0.49181101 M/S for 2 blinks.
Is that a big deal? Yes. But not so much a big deal that running in a straight line becomes a good idea.
Also 155% would be 6.2 M/S or 0.74810127 M/S faster than she actually moved. So she never moved at 155% unless you are talking about addons.
Great post. Well done!
On base kit nerf i am still against it though do with the addons what ever but leave the base kit alone^^
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The add on changes i can live with but the nerf to the base kit?
What where you thinking? The charge nerf to the base power is severe and not needed at all.
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The servers are awful it should be reverted back to p2p. Very bad job so far!
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The servers are awful not only on Billy but in generel and it should be reverted back to p2p
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/642625#Comment_642625
Well that's open for debate. It does make sense theoratically to balance around the absolute optimal players. But it's also important to please all kind of players, especially in a game like dbd that isn't meant to be competitive.
If it was a competitive game, I would agree. But it was definitely just meant to be a fun horror game without any competitive nature. The fact that there are so many random factors that affect the outcome of a match shows this. Items, Add ons, offerings and randomly generated maps make balancing this game to be properly competitive impossible. So personally I do think it would be wrong to try and balance the game solely base on the top level players.
I get your point and you could argue like you did and thats fine i just dont agree with it.
However regarding the survival stats the devs use my point still stands. They dont mean anything regarding game balance because of the points i made, which was one of the parts of the discussion.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/642528#Comment_642528
I agree with pretty much everything you said. However, using survival rate statistics to judge the game's balance is not a good idea in my opinion. Unless they only used the data of matches where no one dc'd or killed themselves on a hook, those statistics are not represantive of the game's balance, especially at high ranks.
The fact is, if one survivor dc's, the other three survivors are much more likely to not escape as well. That however has nothing to do with the game's balancing. Same goes for survivors killing themselves on hooks. Another match where all survivors might die even though three or four maybe could have escaped. Of course, killer dc's also affect those statistics. But since there are 4 survivors and 1 killer, the chances are always much higher that a survivor will dc than a killer.
Also, if a killer dc's, in most cases it's because he would have lost anyways. When a survivor dc's, especially early on, it's just because he got downed once or got really salty. Not because the match was pretty much lost for the survivor team.
While what you said covers some valid concern there is a even bigger one with average player statistic even with rank 1 only.
Most players in any game are bad. That is true for rank 1 players in DbD as well. On top of that not everyone plays serious in every match screwing statistics even further.
What you need to balance around would be the best 4 man premade vs the best killer player (both sides playing seriously). Or at least around what other games would consider professional lvl players.
(yes i know DbD is not comparable to a real competitive game and can never be truly balanced since both sides arent exactly the same but trying to get as close to it as possible should still be what we strife for)
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/632182#Comment_632182
She's not weak at all. If you can't get corrupt purge. You can still one hit them:D so it's a survivors choice do they want to get instantly injured or gI've you a one hit :)
If you know how to loop you can loop her very long even on 1 health state. If your team does gens like anyone with a brain and is able to loop themselves its gg. If you cant well thats on you. If your team cant they are noobs.
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I really like the idea. It all then depends if the perks cost the right amount of points. If they do it will be a much better system then what we currently have.
Lets say we keep the 20 points we then need to make sure that the best perks for both sides cost 5 points each so you cant get what you currently would use + something else or it would be broken.
For example exhaustion perks at least DH and Sprint burst should be in the 5 point category and not lower.
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LoL The plague is weak. Really weak. You want to know the 3 step key to always win vs her?
1: Dont suck
2: Dont play with bad teammates
3: Never use the fountains
Its that easy.
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@thesuicidefox said:
"The problem with the Easy Anti Cheats and Peanits answer is they both point to the other for clarification."
The picture fits perfectly.
We really need the devs to step up to give a clear answer. Or better just give us the option to uncap the fps in the game. It takes less then 5 min to implement. There is no excuse to not do it.
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Those double standards... we have shirtless males but no shirtless females... ;P
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/628345#Comment_628345
The answer can't be definite as if it changes then either the devs or easy anti cheat have to change their stance on it.
If right now they havent it's the answer doesn't change but neither side knows if that may change in the future if they do decide it gives an unfair advantage. So the answer to modifiying any game file will always be to do it at your own risk.
Thats the problem no one wants to give a clear answer and just points to the other side. Also the option for unlocked FPS should be a game option it takes no time to program and there is no reason to not have it on the PC version.
I hope we can get a more clear answer this time but i am not exactly expecting it.
p.s. i edited my original post to make it more clear for future readers.
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Peanits answer back then was and i quote:
"Editing any files risks triggering the anti-cheat, and if that happens, we wouldn't be able to help you. More than likely, it would just tell you that something was modified and refuse to start if anything. We would not actively hunt you down and ban you for doing so, though.
It's use at your own risk, unfortunately I can't give a more specific answer than that. Nobody has been banned for unlocking their framerate so far."
The problem with the Easy Anti Cheats and Peanits answer is they both point to the other for clarification. This is not an clear answer which i hope we can get.
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I enjoy it much more then DbD. Yes it needs some balance changes but its only out for 3 weeks give it some time and its already in a better place then DbD after you got some skill.
But remember deathgarden is a team focused game playing alone puts you on a big disadvantage just keep that in mind if you lose playing solo and dont take it too hard.
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There is no reason to buff it. Its a allready good second chance perk.
Good killers slug often, that its not good vs bad killers shouldnt be a reason to buff it.
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@Peanits said:
Enduring wasn't quite nerfed, it was changed. Previously it increased stun recovery by 75%. Now it reduces stun time by 50%. With the way it's calculated, it's actually faster than before.
1 / 1.75 = 1.14 <--- Before
2 * (1 - 0.5) = 1 <--- After
So pallet stuns are now even shorter, but it doesn't affect perks. This allows us to better control the stun time for perk based stuns without needing to crank them up to 11 just in case the killer has enduring.
How about reducing the DS stun time now that Enduring dosent affect it anymore? In the past the stun time was buffed so that enduring could affect it now that it dosent anymore the stun time should be reduced again.
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Agreed. I want this since such a llong time. But it should be increased to shadowborn lvl which is 15 degrees i think.
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@Raptorrotas said:
Wasnt there also the issue that she still fatigued after the stun animation? Might remember wrong.
That happens from time to time not allways though but she ALLWAYS wipes her blade before entering fartigue when she scores a hit on someone working on a gen opening a chest cleansing a totem saboing etc. while normally you straight go into fartigue without wipe animation if you hit someone.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/495830#Comment_495830
She has downsides to her ability. Let's go over them
Every additional blink adds 0.5 fatigue
Lowest movement speed in the game. Physically can't win the game without using her power.
Blinking can be hindered by the smallest irregularities in map tiles
Can be burned out of blinks with flashlights
Lets go over the nerfs the Nurse has had since release.
Base blinks down from 3 to 2
Aim assist removed from attacks from blink
Movement speed lower twice to be where it is now
Can be stunned by palettes while blinking
Added flashlight burn weakness to her blinks
After all of this she's still the best killer and has a high skill cap. You need to let it go.
True but: "Can be stunned by palettes while blinking" was removed again after the community outcry for the right reason. You can again only be stunned at the end of a blink or before you start blinking.