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UnknownEnjoyer

UnknownEnjoyer

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UnknownEnjoyer
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  • @jedimaster505 said:

    This is for all the players—*cough cough* killer mains, who ignorantly believe that the 60:40 kill to escape ratio is "balanced" gameplay and that it should stay this way because killer is "supposed to win". This delusion is a confusion about what the word "balance" means, which is essentially the equal and right distribution of something.

    Imagine you have a scale which weighs gold coins. You put 60 coins in the left plate, and 40 coins in the right plate. The scale is going to fall down on the left and raise up on the right because the scale is clearly imbalanced. Imbalance is poor balance and what we want is good balance for a video game to be fun. This fact is not controversial, not even for Dead by Daylight.

    Equality is good balance because it makes for the most fair ratio of challenge to reward, which produces a flow state for every player involved. The flow state is the unity of opposites which is the pure bliss that makes any game worth playing. A game with too little challenge is boring, while a game with too much challenge is frustrating, and if this imbalance is severe enough, players will simply quit the game. It is no coincidence that the suicide on hook and DC rates were so high for survivors before the go-next prevention was implemented. This was merely a symptom of how heavily killer-sided the game has become.

    In the game's current state you basically fall asleep while playing killer on auto-pilot as the game hands you one free and easy 3-4K after another with no effort required. Whereas on survivor side you have to actually apply your intelligence to even stand a chance of escaping against clearly overpowered killers with broken mechanics.

    So it is imperative that the devs severely nerf tunneling, proxy camping and slugging across the board on all killers as these are low skill cheese tactics that offer way too much reward with little to no challenge, which means the killer never has to learn anything to be good at their role. A game which does not teach anything to the player has far less value than a game which educates the players, and this should include both survivors and killers, not only survivors like in the game's current state.

    This global killer nerf will bring all killers' average kill rates down to an equal and fair 50% so that all players can enjoy the game as much as possible. This is objectively the optimal possible balance for the game. If you think a 60% kill rate is "good balance" then you are simply biased in favor of killer and giving that role too much importance. The devs could even do a live experiment where they nerf killers down to 40% average kill rate for a year so that they can see how it feels to be on the wrong side of objectively poor game balance. Then once they learn their lesson, they will all believe that 50% is the objectively optimal balance for Dead by Daylight and that the heavy nerfs to killer role across the board that raise average escape rates up to 50% are well-deserved.

    you should play more killer and tell us your experience in high mmr.

  • @zumer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952362#Comment_3952362

    Why do killers have so many game tactics and survivors only have one? They even removed stealth tactics. Let's leave killers with one tactic.

    there doesn't need to be anymore hand holding for survivors regarding tunneling/slugging. Those are viable strategies confirmed by the developers. They already have all the tools to counter these strategies.
    The new anti go next prevention system has proven the problem to be survivors themselves. Kill rates are down now because survivors can't give up because they had a bad chase or simply don't like vs a certain killer.
    The problem has always been survivors entitlement, healing under hook? or my favorite……unhooking in the killers face/terror radius before he found a new objective/survivor and expecting him to ignore you and let you heal.

    There is no need for these systems. The developers have proven survivors are their own worst enemies.

  • @Langweilig said:

    I hope for delaying the unhook notification and hud by 10 seconds for the killer and that the unhooker and unhooked get scratch marks, pools of blood and grunts of pain suppressed for 20 seconds, so you can actually get away from the hook to hide somewhere or they could increase the healing speed by 100% for a short time after the unhook.

    this is the most unhinged suggestions I've read LOL!! jesus christ.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950199#Comment_3950199

    You see, people want the tp to be like demos, that is you can precicelly pinpoint where he tp from anywhere on the map. So even if ST has audio and visual cues he is teleporting, its not enough, people need a big loud map wide alert that tells them 10 seconds in advance ST will teleport to that door.

    LOL you want a full 10 seconds head start?! ahaaaaahaha

  • @OrangeBear said:

    The chapter itself, Springtrap. Been wanting it since 2016 :)

    When it comes to other changes they are doing, Go Next Prevention. It ruins like 1/3 matches for me.

    Also Bulk Bloodpoint spending i think was probably one of the first things i would want from a Quality of Life update, glad they were able to implement it so well.

    Very excited, probably the best update since i started playing in 2021.

    you been wanting him since 2016 but started playing in 2021…………..you making up lies bruh lol

  • @lauren_xox said:

    update looks good, but the 4% bit I get some people do it just to go next, but what about if everyone on the floor and you need that 4% to try and get the off to help the team? And have to use up a spot for a perk just for it, is abit disappointing imo! There probably not a way to keep that and find another way? Only time I really do use tbh is if k is slugging and everyone is downed and I try to see if I can unhook to help!

    I never dc even if I get camped, tunnelled I just finish the game and move on and try better next and so on

    4% should have never been a thing to begin with. Why should a survivor be randomly rewarded and screwing over the killer?

  • why the hell would every survivor be given the chance to get off the hook scott free? Do you survivors even think logically?! Holy F man no wonder these devs have to cater to such brain rot.

  • trying to justify 4% because YOUR TEAM didn't rescue you is insane work. hahahahah!

  • @MaddieMage said:

    So I’m ALL about the go next prevention. But restricting 4 percent changes to only being allowed with perks or luck offerings removes all those times when someone was able to 4 percent when the match was nearly lost and made it so the survivors were able to reset and stage a comeback. This is basically saying once you’re on hook you’re just there and until a teammate can get to you, IF they can, since slugging everyone out is the new meta.

    Four man slugging is still a huge issue in this game so now when killers go for full slugs which tends to happen when there’s 1-2 gens left, the chance to 4 percent and make a comeback is gone unless we waste a perk slot.

    I don’t mind using perk spots for certain kinds of gameplay but equipping a perk for the “chance” at a 4 percent and not a guaranteed 4 percent is a waste imo. So now everyone has to equip deliverance and hope that they’re not the first person hooked so they can get that save and get value from their perk?

    Honestly this was my fear with go next prevention: That is was going to unfairly penalize genuine players just to punish the bad ones. And this does penalize genuine players and takes away their last ditch effort to get an escape and that happens quite a bit in my matches.

    Also the mori update is going to penalize survivors who run unbreakable. If the killer can just simply hook and go right back for the instant mori, that takes away their chance for the survivor to use unbreakable/soul guard to pick themselves up while the person on hook is still struggling to buy them time. Whose idea was this? Lots of gamers are running anti slug builds lately to counter the slugging meta that the devs encouraged even more with the finisher mori, and now you guys are making it easier to cancel out any ability to counter a slug and try to make a comeback.

    4% should have never been a thing to begin with. Why should a survivor be given the chance to get off the hook for free? makes no sense. There was no "earning" a 4%, just pure luck and yes sometimes it F'ed the killer over, which again should never be a thing.