Archol123
Archol123
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@Deadeye said:
Disagree. I enjoy playing with and against tombstone Myers. Normally it is clear that he has it and you can dodge it by keep working on a gen or jump in lockers, if some randoms get moried, it becomes difficult but still challenging to get around it. Tombstone is no insta loss, especially because many Myers players focus too hard on it and lose a lot of pressure on gens doing so.
Agreed with syringe to be not effected by healing speeds, because normally it doesnt grant you an in-chase heal. Having to stop for a second and use it normally gives the killer enough time to catchup and down you quickly enough. But with green medkit and botany you are already at 8 seconds. This should not be possible. And having a single free heal per match is not that OP. Strong but not "needs to be removed"-level OP. Never heard anyone complain about Second wind, allowing up to 2 free heals without timeloss
Don't you need to heal a person beforehand? At least that has a condition, the other stuff does not... So at the least the condition makes it so you won't always get value out of it...
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I would be fine with the idea, but I don't know how hard or easy to implement it would be... But then again sometimes you blink down accidentally and for beginner nurses those maps are rough anyway... That would just end the chase for them if they blinked down on accident and cannot go back up immediatly :/
I just thought about a seperate hotkey to enable blinking up or down, but that would completely negate the survivors being able to make the nurse blink up or down on accident, so I would rather not do that...
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Yeah would be nice, especially since you basically cannot avoid getting them at some times when leveling your bloodweb...
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The searchbar would be great, but instead of pre-set types I would think it would be better if people could name the categorys themselves, as some perks serve different purposes with a higher impact for one of the categories...
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Agreed remove both.
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I can understand they don't want to split the playerbase into different modes as matchmaking is sometimes taking long enough, but for example a 1v1 mode would be great then you have certain perk limitations and some specifics for when the game/ the timer starts... This would also even out the killer and survivors required for a game... The specifics of course need to be figured out as well, but in general I find it a good idea...
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That sounds like a terrible idea... Switching your entire loadout would basically make it so you would need to identifiy it again making some builds just rather broken... I mean imagine going for Enduring Brutal for the fist half therefore deleting all pallets and then go full gen regression since there are no safe spots anymore... I don't like that it ruins the identification especially, since when playing solo you cannot be sure everyone knows the addons or perks and when they can even change that makes it even harder for the survivors to be on the same page... Or lets say you identified all perks and after that the killer just switches to an end game build with noed...
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But then again as far as I know it expends the range of players searched for within time so even with an mmr of 1600 you can get guys far lower than that... A few months back they tested this stuff and i think it takes 5-10 min for it to reach the maximum sear range... And at that point the mmr is fairly accurate in predicting who will win the game... But you don't really get something out of it as the players skill are rather wide spread..
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They already tweaked it because queues were taking to long and people would only face the same 3-5 killers all the time, so they lowered the soft cap for mmr and making mmr even more worthless by that, but there is no other way around it because people would not want to sit in queue for 20-30 min either.
As for the pairing with way stronger people apparently once you have a killer that has reached the softcap all other killers mmr gets raised to almost that. If you want to have more information about mmr watch this video Scott made about it:
https://www.youtube.com/watch?v=GHEkN-oDLrkOr this video that was basically Scotts source for the information in his video (it is also linked in the video description):
https://www.youtube.com/watch?v=xI9jiL0FL0c&t=0sThey both partially include the same information as Scott is referring to the video below... Hope that answers your questions.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/352225/how-would-you-buff-change-the-clown
Clown just needs a rework, he's too simple. Making him more complicated will add more options for balance, and generally speaking, adds more taste to the killer.
This is just some quick ideas, so keep an open mind if they are bad.
Clown Rework
Clown carries up to 5 bottles, which can replenish themselves at a rate of one bottle over 4 seconds.
Bottles by default, hinder the survivors 4% and forced to medium vault until they are no longer intoxicated. Additionally, gas lingers at a base 45 seconds. However, clown can wonder around the map to find ingredients to modify the effects of his bottles. Ingredients last for 90 seconds, then effects return to normal. Bottles can have multiple ingredients active at a single time.
Blue Spices — Intoxicated survivors vault 15% slower than normal.
Yellow Spices — Gas lingers in the environment 100% longer than normal.
Green Spices — Direct hits prevents intoxicated survivors from using pallets and vault locations.
Odd Spices — Intoxicated survivors are damaged, losing a health state. Increases your terror radius by 8 meters.
Premium Spices — Intoxicated survivors do not sprint when damaged. Increases your terror radius by 8 meters.
Survivors can see the aura of ingredients within 4 meters, except for Odd Spices and Premium Spices, which can be seen within 32 meters.
The clown can see the aura of all color ingredients, which are also color coded appropriately. The Odd Spice and Premium Spice are shown in a white aura, within 32 meters.
Clown can pick up ingredients in a short animation. Survivors can hide the ingredients, taking 4 seconds. Whenever the clown picks up or survivor hides an ingredient, a random ingredient will respawn somewhere on the map after 45 seconds.
Survivors can hold their breath, which is done automatically when they enter a gas cloud. By default, a survivor can hold their breath for 16 seconds before they no longer can't and become intoxicated, which is speed up to 4 seconds if they are running. Survivors recover their breath after being out of a cloud and not running for 8 seconds.
There we go, we have more interaction for both sides!
While I do think it is a good attempt I have to say it is way too complicated... I find the 45 seconds quite a lot when we consider you're basically running around with bloodlust 1 for the time... Also I don't know about the forced medium vault, because I think Medium or fast vault is tied to movementspeed at some point and removing that connection partially because of that could be a lot of work :/
I like the idea of making clown more complicated but not only in the sense of adding a whole lot to him but more like giving him more to do in a skill way also to increase the time it takes to master him...
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@En3ermost said:
My ideas:
1) His yellow bottles can be good but are too clunky and awkward to set resulting in most people just ignoring them and never use them, decrease time to activate from 2.5 seconds to 1.5 seconds. Also make them affect the Clown only and not the survivors anymore.
2) Give him 1 more bottle in his base kit.
3) Make the Clown able to set his purple bottles down on the ground that explode after a survivor comes near. This would work both as a pre set trap in loops and as a form of information if the bottle is put near generators. Max 5 bottles could be set on the ground at a time and survivors can prevent the detonation by crouch walking like hag traps.
4) Make the instadown pinky finger effect apply only if the bottle hit the survivor from 12 or more meters away. No more cheap instadown shots when you're right under the survivor's nose.
What do you think?
I like the risk reward thing of the yellow bottle and think it would be quite the issue with a 40% movementspeed difference without any downside at some tiles, he would be quite annoying to go against
The delay reduction on the yellow bottles is fine the same goes for the changes made under 3) and 4)...
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And even if it does not happen too often it is still really annoying when it does... For both sides... the survivor has to stay on the floor and spend time doing nothing but bleeding out and the killer cannot get value out of his down...
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3241655#Comment_3241655
So, when killers couldn't hook someone, because they used some of the hooks previously, they didn't do it themselves? But still you needed help from DEVs, even though it happened so rarely. Hypocrytical killer-main mentality never stops to amaze me. "YoU dOn'T uNdeRstAnd, it'S dIfFeReNt".
There is a limited amount of hooks in the range of the point where you down someone... Whereas survivors can generally work on any gen they want to...
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The killer cannot really decide where he wants to hook someone, many areas only have 1-2 hooks available unless you got really lucky... So there is not much the killer can do to decide where to hook someone... When it comes to 3 gens on the other hand (I mostly play solo q) my teamates often don't seem to keep track which gens are left without the killer doing anything special to pressure us into a 3 gen situation... So I think when it comes to 3 gens both sides can contribute, but the hook situation is something the survivor is mostly in control of, as he basically decides where to go down in some way...
adding 2 gens not only makes it so they are more crowded in small maps but it also nerfs the killer by quite a lot... the more gens get completed the smaller the area the killer has to controll but by adding more gens you basically ruin it for killers without map mobility to control them...
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I think the idea is good. But they probably won't do it...
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For the 1. idea... I think some killers rely on that for example if a Myers uses t3 to get someone down and then hook them and another person gets caught as well under hook before he can unhook that would make him weaker than he already is... Also I don't like the idea of a hook basically being a safe zone where you can easily take a hit and then run somehwere else without even wanting to unhook, which forces a weird camping situation where the survivor does not want to leave because he is exposed otherwise and the killer does not leave because the survivor will just get the unhook for free... Just too much to abuse here...
the 2. point is great many people want this for some time now and I think it is a really good one bc the unhook mini game is kind of annoying...
For the 3. point I think the overheat thing is an abomination anyway and should not be in the game, so I don't really want to build something around it... But besides that point I think it is a solid idea... But for the tantrum when you hit endurance, I would rather make a new status effect let's call it "freshly unhooked" that lasts 10 seconds, does not get increased by bt and when a killer uses his power on that person he just goes in a 200% cooldown for normal killers / tantrum for bubba... this way you don't get forced to take the tantrum or whatever when you simply m1 the person, because otherwise I think bodyblocking would become rather effective...
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Most of the time survivors will just 3 gen themselves by not thinking about it strategically ... So it can be avoided most of the time... The hook situation on the other hand is kind of a good thing as some maps had really terrible hook spawns with created deadzones where you just could not hook anybody when they went down there, and letting somebody sit on the floor for 5 min sucks also... I came across those things a few times, especially midwich was terrible... like 1 hook in the entire side of the hallway, just a nightmare...
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@HectorBrando said:
Tombstone Piece by far, it cuts your objective by 1/4 and its not even hard to pull off. Judiths Tombstone while technically stronger has much more severe conditions to activate and get value out of it.
You need 17,5 stalk points to activate EW3 (5 for EW1 -> EW2 and 12,5 -> EW3) even if you use it to get rid of the guy who was 100% full there are still 12,8 stalk points available, enough to trigger a second time, and even if you dont trigger it again you just have to deal with 3 Survivors and Myers may not be the strongest but he isnt THAT weak to not be able to overpower a team of 3 using only EW2.
Yeah, but then again people can guess it is tombstone and just hide in lockers or play super safe, unless ofc he is albe to ambush them properly...
I don't think black incense, just tracking so... Sure it is strong but not compared to the rest
Dried cherry blossom is such a braindead addon xD I can at least admire people who can hear footsteps and all during her phasing but that thing is just way too easy to use ^^
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@Ayodam said:
Even if killers received an equivalent degree of influence map vote preference, I still think it would result in a stalemate. Survivors would clearly vote against maps that favor killers—and they absolutely should. Killers would certainly vote against maps that favor survivors, which is also reasonable. Leaving things up to chance is probably the only thing that can really work.
And then in the end the least one sided maps / balanced maps stay if we veto enough maps... Sounds fine to me.
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I agree, but then again it is just myers depending on who he got his stalk on he might be screwed also on more open maps with not that much line up sight blockers Autohaven Maps primarily you can see him coming and act accordingly, the other addons don't have that sort of map dependance on them... Yes I've seen Scotts video, but i was not really that sure about tombstone... The addon is completely broken and needs to be reworked but even with it you will still loose the game against really good survivors but even comp players will struggle against MDR (when we look at the video Hens made..) or Compound 33... So I think it is not that clear
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@Chaos999 said:
Mmmm. I don't really see this working at all in dbd.
Map voting is a good idea in symmetrical games where 2 teams of equal size and capabilities are matched, because there isn't a situation where 1 pick is advantageous to only one side.
I'm dbd, because there are definite "sided" maps, this would lead to very stale and predictable "favorite picks" situation, and yes, the fact that 80% of the votes comes from 1 side is definitely an issue that cannot be overlooked.
Or both sides get the same amount of bans... so Killer: x ,Survivor: x/4 per survivor and x in total
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@ShyPirate said:
A veto system would really be the only workable voting system for this game.
After the lobby players could be presented with 6 randomly chosen realms (or maps). Each player would choose one to veto. One of the realms (maps) that isn't vetoed would be chosen for the match.
That would also be fine I guess, but since there is more than 6 maps that are really bad designed it still has a risk to get a bad map anyway...
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@Marik1987 said:
LilithOmen has a over 150 games winstreak with Blight.
We all know some killers, IN THE RIGHT HANDS, are broken.
The majority of the playerbase, however, struggles at some point with these characters too.
Exactly, but then again, when facing players worse than them mostly... In those cases it is a complete stomp and you will feel like you could have done nothing about it.. But then again when playing against equally skilled players it becomes somewhat balanced as they will make even really good killers struggle... It's just because of the flawed matchmaking that those situations don't happen that often... Therefore allowing such ridiculously huge streaks...
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@Rise432 said:
the current escapes in a row record is also 500 so I think it evens it out. (Note: This streak could have gone for much longer but the ones who did it decided to stop cause they got bored of gen rushing after 500 games in a row) so the escaper never officially died
Another guy claimed that irrelevant as it was before patch 6.1.0, although I wouldn't agree with him there...
That's the thing I guess, even comp Nurses in tournaments can struggle against really good players... So sure it goes both ways... People spoke about basically never really looping a nurse but only delaying your unavoidable down, but then again how is that different from a god blight or a god spirit? You will go down regardless, and your options are limited anyway... Nurse does not care about windows or pallets, spirit does not care about most windows or pallets... so i guess we have a pattern here: all the high tier killers basically ignore gameplay mechanics to some extant, but might get limited by other things... Guess that's what made them high tier after all...
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To sum up the debate until now... We basically started with Alf being an absolute god nurse and getting a 500 win streak, so therefore Nurse should be Nurse as she is gamebreakingly good. Yet on the other side Survivor escape streaks also exist with absolute god survivors that also get several hundred escapes in a row, which leads to assumption that a skilled player or players can reach such heights of won games. While also admitting that the matchmaking is flawed and basically cannot put those guys up with players of equal or even similar amounts skill and game knowledge so they most of the time get matched with inferior players for rather easy games. Players with the same amount of skill, probably comp players, since Alf used to play comp and the guys Hens plays with are comp players, are really rare and don't often play normal games... So it should not happen to often to run into a real comp squad that just destroys every average player, unless of course they try to snipe the streak, which happened to alf a few times, and the streak of Hens also got ended by a comp nurse, probably sniping them, because otherwise what are the odds...
So we basically got nowhere so far... God Nurses cannot be looped, that much is clear, a god spirit on the other basically also cannot be looped when she uses her best addons, and otherwise some pallets have a little bit of protection (Hens' Spirit showcase for more information on that one).
An average or decent nurse however can be looped for some time when the maps allows it by using line of sight blockers... (This is probably mostly agreed on? I guess?)
Which raises the question does Nurse need a change if she ist mostly loopable, unless mastered? Because how many god nurses are there even?
Therefore we quoted the recently released stats on killers killrats (for the top 5% of mmr) released by BHVR where Nurse is on 8th place with rougly 61% killrate. So one could assume she is not broken at those topo 5% of mmr because compared to the other killers she does not do extraordinary well. The stats do not explain against which players those killers went on which maps with which perks and whatever... But since all killers were played in the same environment it still seems comparable (on in particular is disagreeing on that topic, explanation has to follow I guess). So here we are now... Why is Nurse considered broken when she does not do that much better than some other killers?
(At this point I am not sure if we're arguing about her chance to win a game or her ability in chase... Probably a mixture of both.)
Your options are limited against many killers, Nurse just does not play by the rules and has other weaknesses. However even though she doesn't follow the rules most killers have to follow she still does not excell in the killrates... We basically have nothing except for the opinions of many good players/content creaters and even Alf himself (apparently, didnt check on that) that she needs to get changed. The question stays though... I mean yes she does ignore the core game mechanics around windows and pallets, but gets limited by other things the rest of the killer don't care about... Her killrate isn't too high even among the top 5% of players...
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I said I didn't even get what you meant because you didn't really write it in an understandable way... Saying a killer is in top 5% when the total range of % difference is 10% doesn't really say anything, so at first I didn't get you and when I at some point assumed what you tried say it was just useless anyway because it doesn't really add sth. to the discussion anyway. I don't think the hours of the players mean anything... There are people with the same amount of hours as me who basically don't know how to loop at all and only hide. For the rest yeah the information would be nice, but then again even if we had those it wouldn't really help us either as we cannot replicate the environment that specific numbers would give us anyway... So let's for example say Nurse would hypothetically overperform on some maps in particular... for example blood lodge, what she probably does anyway as there are not that many line of sight blockers... But back to the point in the end it would not really matter with 39 different maps that all even the numbers out again to what we got here... And since you don't only get a random map every game (not considering map offerings) you will also get a completely different version of the map, when we look at Otzdarvas Map Contest where you could send in the most broken version of a map and it became groaning storehouse with 5 pallets I think?
So here is the issue... the same map can have a variety of structures and be either super strong or weak as f.... And since those factors just as the random perks survivors will bring won't change either we can basically only break the whole thing down on player skill, because everything else is just a massive unknown.... The game right now does not even offer a saving function for played games to find out if there were cheaters in it ... So ofc this function won't be in there to find out how the map was structered and if it was a rather strong or weak version of the map.
So the only confirmed variable we have is that this stats are for a nurse at top 5% of mmr... So somebody who knows what they are doing, on all kind of maps vs all kind of survivors... and so on and so forth... My point here is as the rules of the matchmaking apply for any killer the same way: all against random survivors, on random maps, with changings layouts and basically perks all across the board... Therefore I do think we can compare the killers to each other with those stats, ofc we also need to consider the pickrates as the basically ruin the average killrate but still since all killers perform in the same environment their stats are comparable...
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At some point everyone gets fed with somebody who talks about stuff without even reading the statistics everyone is refering to... As somebody mentioned before we were talking about the recently released killrates with pickrates and stuff, since you joined the conversation whilst also referring to those we assumed you've also read those since they were posted on the BVHR twitter account not too long ago, and were oftenly reffered to in the forums as many people were confused why sadako is so high... That all given calling somebody out on not reading it properly but still discussing the things you didn't even read seems not too far off in my opinion. Whilst I only refered to that, you for some reason insulted me for skills you cannot even judge... I on the other hand called you out for something you in fact didn't even do, which is read the statistics... But whatever man...
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240822#Comment_3240822
Let me try to be nice to you, the "statistics" you sent are nothing more than data collected from 1 (One) single month, whereas nurse Is in the top 5%, this alone is enough to show you are wrong on your initial claims, second the data does not specify how many games were played by each killer, there could be 1 nurse game versus 10 weskers games, next you have wesker being a brand new killer, this gives us two things, everyone is playing wesker, with his new power, and most have never faced wesker or his addons, and that will lead to inflated numbers for a period of time, same thing happens for dredge, and thats how they are high there, as said befire in this thread, nurse isnt played a lot actually, the fact here is that she is broken, mechanics wise, period.
Ok buddy, since you're apparently really not reading the information BHVR realeases on their game I'm gonna help you out on this one...
@McDoobz said:
In June, we brought major changes to the game. At the time, we stated that one of the main objectives behind the meta-shifting perk overhaul and base gameplay changes was to improve the overall kill rate (how many Survivors are killed each trial, on average). As stated in our most recent stats post , we did achieve that goal and as you’ll see in the below graphs, the kill rate continues to hover around the 59% to 61% range (up from a 51% to 53% range).
In the context of this new meta, many of you have been expressing that you’d like to see where each killer’s kill rate now stands. So, we’ve compiled the most recent data to share with you.
We’ve created two charts to help you visualize and analyze these stats:
- The first chart represents the kill rate broken down by killer, for all players (all Matchmaking Ratings), for the period of September 2022.
- The second chart also represents the kill rate broken down by killer for the same period, but only for players in the top 5% MMR.
Some things to keep in mind as you consult these charts:
- We rounded up some of the kill rates to make the charts below easier to read (only values ≥ 0.95 were rounded up). Scroll past the charts for exact kill rate values for each data set.
- It’s worth noting that many factors are taken into account when it comes to balancing killer powers and character perks, not only data.
- As always, we are monitoring our overall game balance on an ongoing basis and taking your feedback into account when evaluating whether or not design changes should be made. So please keep sharing your thoughts and experiences with us! We read you daily and relay your feedback to the appropriate people on a regular basis.
https://us.v-cdn.net/6030815/uploads/GOYEKDMA1XC3/microsoftteams-image-2873-29.png
https://us.v-cdn.net/6030815/uploads/QBAVCNOU4QO5/microsoftteams-image-2875-29.png
EXACT KILL RATE & PICK RATE VALUES BY MMR
https://us.v-cdn.net/6030815/uploads/LRXX3PMFOM90/tablekr3.png
We hope you enjoy studying these numbers as much as we do!
Until next time...
The Dead by Daylight team
Here you go my dear, on the bottom of that you'll find the pickrate in a nice chart... to make it short...
Pickrate left ... Killrate right
Mastermind 25% 65,82%
Plague 2,4% 63,13%
Dredge 1,99% 62,17 %
Oni 2,62 % 61,54 %
Cenobite 2,9 % 61,41 %
Onryo 2,18 % 61,4 %
Blight 4,95% 61, 34%
Nurse 6,12 % 61,22 %
Spirit 2,81 % 61,09 %
You can read the rest yourself if you are interested... So Nurse might be in the top 5% of killrates but is only 8th percentage wise, so even if we do not refer to the average, which is as I said before kind of broken by wesker with 25% pickrate, Nurse is still not the deadliest killer even when players know what to do with her...
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I mean... In the end it is not that wide of difference in the killrates between all killers: highest ist 65%, lowest is 56%... Assuming those numbers are rounded it is like a range of 10% total... So saying that a killer is in the better half of the killrate just say nothing... Especially when we also consider the average is 61.3% and Nurse is at 61% which means she is not even in the better half, there is a total of 3 killers that perform above average... (I guess it just comes with the high amount of players on wesker and so which weighted in more than the rest of killers... )
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Ok buddy since you are getting rude I'm gonna make it extra clear for you... There are like 10 killers in the top 5% of killrates and since the average is even above the 61% killrate nurse has with 61,3% her killrate is basically even below average...
Now you might need to rephrase what you are trying to say? The whole statstic is about how killers perform in the top 5% of mmr... And Nurse basically performs below average by 0,3% with a whole lot of way weaker killers... What is your point even...
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And i guess since you are basically questioning the source of the information I'm referring to you cannot actually say something about the argument I made?
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240788#Comment_3240788
send link with source
Link is from the DBD twitter ^^
https://twitter.com/DeadByBHVR/status/1582008530868920321?cxt=HHwWgoCjoZCYtvQrAAAA -
Above you said that behaviours takes into account newer players without game knowledge when releasing their stats, but they also released stats for the top 5% mmr which are not new players... And even at that level Nurse isn't the killer with the highest killrate, even though people who are top 5% mmr as Nurse should know how to play her, otherwise how did they get into top 5% mmr...
I hope that was more understandable, as English is only my 3rd language I'm not entirely sure what sounds properly for a natural English speaker...
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240743#Comment_3240743
your opinion is invalid as you main nurse, you will therefore defend it at all costs.
https://forum.deadbydaylight.com/en/discussion/comment/3240732#Comment_3240732
invalid opinion as explained before, BHVR accounts for new players, and new players shouldn't be taken into consideration since they have zero game knowledge, a new nurse gets zero kills everytime, your point is invalid.
But then again why does she not take the top spot in top 5% mmr? At this point your argument is invalid as we cannot consider somebody that is top mmr with nurse "a new nurse"?
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@JustWhimsical said:
You act like anyone can have a 500 win streak on Nurse, like most Nurses are nowhere near the lvl of SuperAlf and will never be at that lvl I mean the guy literally trains beforehand so he is on point lol. Though sure nerf the killer because 1 person got that large of a streak im sure the console nurses like myself and the other decent nurses will appreciate a character being butchered because you think SuperAlf by himself means its okie to nerf a killer to a ground. :)
Then again considering how they changed other killers, like freddy or billy we maybe should not even want them to touch nurse...
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@JustWhimsical said:
You act like anyone can have a 500 win streak on Nurse, like most Nurses are nowhere near the lvl of SuperAlf and will never be at that lvl I mean the guy literally trains beforehand so he is on point lol. Though sure nerf the killer because 1 person got that large of a streak im sure the console nurses like myself and the other decent nurses will appreciate a character being butchered because you think SuperAlf by himself means its okie to nerf a killer to a ground. :)
That's another thing... do we really want behaviour to touch a killer that maybe only needs a little tweak or addonpass? When we consider what they did to freddy or billy...
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@Savex said:
https://forum.deadbydaylight.com/en/discussion/comment/3240545#Comment_3240545
Those survivor win streaks were done a long time ago. Not since 6.1.0.
Hens' winstreak just ended a few weeks/months ago and then he started the new one, so I really don't think you can say "a long time ago" also what do think how long it takes for a winstreak with that amount of games... When did Alf even start his current winstreak?
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How is there only 17 maps in the game? You might be talking about realms which only mean you gonna see different stuff, I have above 2k hours in this game and I could not care less about the asthetics... I just want the maps to be fun to play on...I mean I can accept that bedham 1-5 are basically all the same, but every single azarovs or mcmillan map is different... But fine by me we will count the badham as 1 so we're still at 35 maps... The other realms offer fairly different maps... different main structures, a completely different size often times... So you're just wrong about that point...
They put a lot of effort into the maps to look good, but we all know some of them are just boring to play on or broken like the bushes on garden of joy... It is not about learning a map... When we consider cowshed for an M1 killer... what is there to learn for you? This map is so easy to loop as survivor and I always wonder how some people manage to ever go down on it. It is not about avoiding them for no reason... I can come up with several reasons why the maps I would veto are not well designed for the gameplay... For example:
- The Game: 25 safe pallets and like 5-7 windows, basically none of them are mindgameable...
- Fractured cowshed: like I said before has so many connected loops around the shack and to both sides, basically every single pallet on this map is really strong and can be chained back into some window in particular the long loops around shack oftentimes you can run the entire side of cowshed as one giant loop, and basically any m1 killer will just get no hit out of it in a reasonable time
- Badham maps 3 very strong main structures and a whole lot of other strong pallets
- Dead Dawg Saloon: Ridiculously strong mainbuildin that if run properly can take ages to get a down which makes it so you basically have to abandon the chase as soon as somebody reaches it, besides 10 breakable walls where you to kick half of them to make the structures easier
- Mothers dwelling: biggest map in the game just far too large...
- Indoor maps in general: Basically no crows for tracking, scratchmarks in the distance are a rarity, you can basically know somebody is working a gen above you but you still have to run there for like 15-20 seconds just because of the map layout...
- Eyrie of crows: many many strong loops in the middle a total of around 20 pallets most of them good, some twigs that have weird physical interaction so you can normal run through them but will trigger a tantrum if you try to go around tightly as bubba, which makes the chainsaw basically unusable at some rock loops
- Garden of Joy: Terrible hit boxes of the bushes, making many killer struggle to use their power there, a ridiculously strong main building with many good windows and 2 pallets...
Tell me how this criticism is for no reason man? I don't hate a map for no reason, I hat a map because it is not well designed for the gameplay to happen on that map... I don't want to go around the game and kick 20 pallets to get an m1 just because all pallets are so safe... That is just not good gameplay...
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Blight has only been in the game for like 2 years... I don't think there are people in the game that have as many hours on blight than best players have on spirit or nurse, so there is probably still sth. to reach on...
Also when we consider her strongest addons spirit is pretty tough as well... Hens made a showcase of a spirit doing that against the best dbd comp team and they just got obliterated... Those top 3 killers are just so insanely powerful when mastered... Yeah Nurse is probably on top, but I still think the other two are not that far off as some of you think...
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240583#Comment_3240583
i mean, you are just making a joke out of yourself, look at how many upvotes i got on my initial post, now look yours, i guess people agrees more with me than with you, how do you react to that ?
"Losing my grip over a killer", honestly its pretty rare to go against a nurse, and some maps does helps to play against her, like very large maps, red forest, RPD, or maps with a lot of tall obstacles or walls, like lerys, that naturally denies her power a little.
now, i will give some ideas that can shine some light on maybe how to make her a bit more balanced, you might learn by reading as well:
Chain-Blink
- Chain Blink Window duration: 1.5 seconds ---- > Nerf this to 1 second
Fatigue:
- Base Fatigue duration: 2 seconds --> increase this to 2.5 seconds
- Chain-Blink penalty: +0.5 seconds each ----> increase this to 1.5 seconds, to make chain blinking riskier and not be spammed.
- 1 Blink: 2 seconds -----> increase this to 2.5 seconds
- 2 Blinks: 2.5 seconds -----increase this to 4 or 4.5 seconds this will punish the nurse if she miss, and will give the survivor time to run or create distance, since he can't rely on pallets or obstacles, this preserve the nurse capability of going trough walls and up/down with the blind, but makes it less oppressive.
- 3 Blinks: 3 seconds ----------> increase to 5
- Blink Attack penalty: +1 second
- Heavy painting addon
- Increases the maximum range of the Blink by +4 metres. -----> Decrease this to 2 metres.
- Increases the Charge time of the Blink by +20 %. -----> increase this to 30%
- Increases the duration of the Blink by +20 %.
- Increases the maximum range of the Blink by +6 metres. -----> decrease this to 3 metres
- Increases the Charge time of the Blink by +30 %. -----> increase this to 35%
- Increases the duration of the Blink by +30 %. --------- decrease this to 20%
Another option would be to entirely remove these addons, and give her something different instead, like reveal survivors auras for 2 seconds after a blink if they are at about 8 metres around you.
give her the option to cancel the blink to compensate for the changes
There are many things that can be done to balance nurse while preserve her unique power
Touching her base fatigue will make it easier to hold W against her which should not be a goal on any killer... she is already only barely faster than a m1 killer with 115% ms when you run in straight line...
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@Savex said:
https://forum.deadbydaylight.com/en/discussion/comment/3240365#Comment_3240365
The "anomaly" fallacy. Every time a streamer gets a high streak win rate, it's an "anomaly". There's an awful lot of "anomalies" on youtube but not really any survivor "anomalies". Interesting isn't it.
Hens and his friends did a winstreak with over 200 wins in a row, even had a restriction on to only use every perk twice... So I guess it goes both ways around, Otzdarva had a video about 5 madlads, the first of the two where he mentioned someone who did over 500 escapes in a row, and they just stopped at that point, because they really got bored out of playing like that.... I do think it goes both ways and the real problem is matchmaking just does not find equal opponents and puts really really good players with average or above average players together and thats how you get those ridiculous results... If Alf only played against comp teams he would also loose rather often I think... But they don't really play normal matchmaking and even if they did they would just mostly stomp on average killers as matchmaking does not put them together with people of equal skill...
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3240330#Comment_3240330
That means the survivors could remove 4 “killer sided” maps, and the killer would only be able to remove 1 “survivor sided” map.
Sure like I said, would be a possibility to give killer and survivor sides equal vetos in total...
The amount of vetos depends on what seems appropriate... Let's say both sides get a total of 8 vetos that means 16 maps max cannot be chosen from, according to the wiki there are 39 maps so 23 remain...
Let's for example say the killer vetos: Fractured Cowshed, RPD (both), Haddonfield, Eyrie of Crows, Mother's Dwelling, The Game and Garden of Joy.
And the survivors coordinate well in a SWF and adjusted their bans to get also 8 bans and ban: Midwich, Lerys, Father Campbells Chapel, Shelter Woods, Azarovs Resting Place, Suffocation Pit, Wreckers Yard and Bloodlodge.
There are still more than enough maps...
(I'm really not sure what survivors would ban, I myself just hate indoor maps, but already banned them on the killer side, ofc both sides could also ban the same map... So I just went with maps that are either easy to 3 gen, or indoor maps or just small open maps in general...)
There are still some maps that are considered strong for survivor, for example bedham, Rotten Fields, Disturbed Ward... But also some fairly balanced or killer sided maps... With the amount of maps you will still have some rotation in it, you just don't need to play on the most terrible maps again... Most terrible for what you feel about it...
I would even say we could go higher and put 12 bans per side in... even 15 remaining maps should be fine... But with that amount I would not know anymore what to ban as survivor, where as killer I would just ban all Bedham maps xD
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I also agree that more well designed maps would be good, but when I have to decide between playing 10 good maps or 50 maps where only 10 are good, I would rather go with less maps every single time ...
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Yeah sure but its not like it is the same map over and over again, like I said before there are between 40 and 50 maps... if we veto 15-20 there are still 20-30 maps in the pool? And I would rather play on 10 good maps every day than 50 ######### ones... I you look into counter strike or starcraft... there are waaaaaay less maps in the pool, and people still play the game because the maps are actually well designed... And that is the problem with many maps in DBD they might look nice, but they are not fun to play on... You can't blame people for not wanting to play on unfun maps..
Ah ok nono you misunderstood... Every survivor has a list of all maps, even before he enters queue and every killer as well... And just like your perk loadout it gets saved every time, just like in Starcraft 2 you just pick the maps you want to veto and these veto'ed maps just stay veto'ed until you cange it again... So there is literally no extra time you have to spend in the lobby unless you just cannot decide on which map you hate most.
But you don't see the map in my idea XD You just play with a decreased map pool and just like now already you see the map when you load into it.... I think you misunderstood me my points there, wasn't clear enough I guess...
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240208#Comment_3240208
But that would only create new problems. First being the same maps over and over and over as some maps are hated all around. Second being even longer wait time in the game lobby for basically nothing as people would keep vetoing everything.
Not to mention people quitting for not getting their way, meaning requeues. I mean, if I play infinite tier one Myers in Mother Dwelling I’d seriously consider quitting the match before loading lol
I mean... isn't it good to play on rather the same 20 maps over and over because all the other maps are hated? Maybe that's the problem itself... some maps are just so terrible for at least one side that nobody wants to play them... I think that's a good thing that people would not have to play those.
I don't think that is an issue either because you have a limited amount of vetos and after a minute you're either loading into the game or have to leave the lobby... So unless I got you wrong on that one? I don't see how that is a problem... So maybe explain it differently? Because that's the same as saying there are too many perks in the game people just keep changing them so you spend more time in the lobby ...
People are already quitting on some maps or not playing them at all, but yeah i agree some builds that need a specific map are just not gonna work... That's the one point I admit is problematic.. But then again every single T1 Myers in Lerys I went against had basically at least 1 dc anyway... so yeah :/
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@DY86 said:
Wouldn’t work cause this is a asymmetrical game. There are maps that are good for surv, some neutral, and some good for Killer. One side will NEVER choose a map that benefits the other side. With good reason lol
not to mention it would 100% defeat the purpose of map offerings. All maps should just be all neutral tbh
That's basically why I want a veto system.. as both sides will vote out the most annoying maps for them leaving the rather balanced ones left... You could even argue about give the killer the same amount of vetos as all survivors togehter for that purpose...
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@Steel_Eyed said:
Billy just has an addon problem.
But then again his overheat does not serve a reasonable purpose and makes it harder on newer players that try to experiment around using it... So why not just take it away? Bubba was Nr. 1 facecamper before and overheat didn't do anyhting in that matter, and since for Billy it was the same reasoning nothing changed... You can still facecamp people and at least get a 1 for 1 out of it... So why not just delete the whole thing?
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The best thing would just be a map veto list, just like in Starcraft 2. So everyone can veto a certain amount of maps maybe 3-5 per person? I mean there are more than 40 maps in the game so it really should not be much of an issue. With that nobody has to play on their most hated map and in the end everyone gets an okayish map.
Like I said before the number could also be sth else... Now we either need to remove map offerings as they destroy the concept or make them iridescent maybe? At least playing a map offering should only bring the map back into the pool but not with a higher chance, even if multiple of the same are played... Unless the map is not vetoed of course....
I'm aware of the issues that brings for certain builds that only work on certain maps: Mirror Myers for example. But then again when our goal is to not make somebody completely miserable by them having to play on a certain map we cannot give everyone what they wanted but only what they really did not want...
Worst case you have to hope you will get a group of survivors that don't despise the map you want... But then again many guys that despise a certain map will dc anyway, so with that in mind you're most likely not getting to play your map anyway xD
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I mean... when it triggers you know it is x meters away from you... I don't see that that's worse than a lower ranger as you can cover less space with lower range ...