Atrushan88
Atrushan88
About
- Username
- Atrushan88
- Joined
- Visits
- 1,209
- Last Active
Comments
-
@BrendanLeeT said:
https://forum.deadbydaylight.com/en/discussion/comment/702092#Comment_702092
If the killer got to Bloodlust 3 then I'd say you've already done a good job at keeping the killer in a chase for 45 seconds. That means, your team, if doing gens correctly, got 2 - 3 gens above 50% and by the time the killer picks you up, hooks you, and then finds another survivor you can bet those gens are either really close to completion or are already done.
Once the broken maps gets fixed on here, Bloodlust wont be required anymore due to it only being a band-aid fix to infinites and really long loops.
Lastly, I've seen some survivors juke killers using different load-outs. Oh no you need to change your current meta? I forgot what YouTuber it was but he used Lithe, Quick and Quiet, Dance with Me, and I forgot the 4th. Point is, you can easily juke the killer and perks aid with that, you just got to change up your perks and not run the casual DS, Adrenaline, DH, etc.
Because Lithe works on every map, lol. There aren't windows everywhere. Try that on the Game map, with only 3 windows, or even the new map Hawkins, I've seen maybe one or two in that one. Lithe isn't as useful as BL. The only way it would ever become as useful is if it increased vault speed on top of it's current effects, because BL prevents the stagger from falls as well. Lithe would still suffer on a few maps, but at least pallet vaulting would be somewhat useful. I used to use Lithe religiously, and while the build you're talking about is good, it's extremely situational. You need LOS blockers, as well as windows. Most windows that you can fast vault without taking a hit have nothing on the other side of them but open space. Basically you need specific maps with specific setups to make it work. Oh and by the way these new pallet changes that are coming, hurt Lithe as well, because they're trap pallets. Vaulting them guarantees a hit from the killer. So they're nerfing Lithe with them, which is already extremely situational.
Besides, it's like someone else said, it isn't like killers don't have a million aura reading perks(let's not forget addons) that are useful, as well as Whispers. The only way stealth could LEGITIMATELY work would be to remove aura reading from killers, but they're not gonna do that.
-
@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/703676#Comment_703676
Ahhh, Usually only a down, Sometimes none. Very rarely do you get more than 2 downs with it, But that saves so much time compared to having to hit them twice. Also a lot of ppl will hide and get nothing done for 60 seconds so thats pretty nice
Guess it was just a unicorn game of extremely unfortunate timing then.
-
@Steve0333 said:
https://forum.deadbydaylight.com/en/discussion/comment/703668#Comment_703668
That might work against lower ranked killers but if the killer is any good that's a terrible strategy. If he finds you together he'll just slug you all right there and then and the match will be over quickly.
Can't slug all of us, unless Haunted Grounds pops at a terrible moment like it just did in this what I assume is a unicorn game. Again, my survivors do not do gens, at least not even close to what you see in all those youtube videos. I could run the killer for 10 minutes and probably only have 2 or 3 gens pop. Of course chases don't last 10 minutes for me, but even with a good long chase, maybe ONE will pop. It's why I run Prove Thyself with toolboxes/BNPs if I have them. It's the only way to get the gens done, otherwise it's a hatch game in which usually the killer gets that too.
-
@FishFry247 said:
Nearly every time I use it even high rank it pops
like a solid 70% of the time for me
It popping wasn't really my question, it was more of, how often have you had a killer actually get more than one down off of it? Or you as killer.
-
@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/703617#Comment_703617
I agree, it’s looks so bland and boring, at least they could show it from a different angle so that we can at least assume the head got decapitated
They look like they just fell asleep with their eyes open or had a seizure, not like a beast with sharp teeth pulled at their head.
-
Ranks 1-20 isn't bad, and generally you can tell what skill level someone's in with just those ranks. Ranked reset can go to hell though. I'd much rather we had ranked decay instead. Reset doesn't make any sense and only messes with the ranking system.
-
@Steve0333 said:
I stopped running prove thyself because it encourages you to work on the same gen as someone else. You really don't want to do that especially not at the beginning of a match. It's much harder for the killer if all survivors are working on separate gens. While it makes the gen go faster, if the killer comes across you while you're working on it he's now found multiple survivors instead of just one AND he's just stopped both of you from working on a gen. If you got four survivors all working on seperate gens, at least two if not three of those are going to pop if the first person he finds is any good at looping. And of course the scenario you just mentioned will not happen if you're all working separately.
This is why the offering for the killer to have all the survivors start the match separated is the dumbest offering in the game and why nobody ever uses it.
While I agree, my survivors have...generally not been the best at popping gens alone, especially with both Ruin and Pop on every killer we face, and I generally am the first one found. Thus Prove Thyself with a toolbox, and BNP if I have one. If I get lucky, killer chases someone else and I find someone on a nearby gen and we pop it pretty quickly. If not, well, at least we got more gens done than if I had not run that build.
-
Now I'm not in red ranks(purple), but literally the only time I escape without SWF is if I have Prove Thyself equipped, and people get on gens with me, and I need DS even then, and it's rare I escape. Gen times being 150 seconds would make it so I'd never survive.
-
@Clockso said:
I remember one of the devs saying why, and it’s not because it’s too gory, it’s because the survivors model can’t have their head removed, and when the clown does his mori the finger shrinks to the point where you can’t see it, i’ll try to find where the devs said it to prove it
Couldn't they at least have the survivor's head have teeth marks or SOMETHING to make it appear as if something with sharklike teeth has been literally pulling at their head?
-
@Dreamnomad said:
I'm good with Demo's mori staying as is. An actual decapitation feels unnecessary and out of sync with the rest of the game. Basically, I think it is for the same reason that survivors don't have giant holes in their chest after they are hanged on a hook.
I disagree with it being out of sync with the rest of the game, and I also disagree with his mori being as it is. I think they should either change Demogorgon's animation to where he doesn't envelop the survivor's head, or make it actually do what it portrays by either leaving bite marks all on their head and opening the mouth and removing it off of the head, or removing the actual head. Currently the animation is completely out of sync with the portrayal of the survivor. It completely breaks immersion in my eyes. Sure you could argue the same about hooks, but you can be healed when off the hook. You can't when you're actually dead.
-
@Blackowt_9120 said:
https://forum.deadbydaylight.com/en/discussion/comment/703425#Comment_703425
Ghostface caught on tape is the jelly jams. Outdoors security cam is useless, I would prefer that they made it a tremendously increase nightshroud recovery
I prefer addons that change the way the power works without being too powerful. The suggestion I mentioned does that, and would be more fun IMO. Outdoor Security Camera isn't useless, it has potential, but mainly for a slugging build.
-
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/703310#Comment_703310
You don't think it's a problem when a survivor spawns right next to a hex?
Also why should it be a problem if a killer spawns next to his hex? He is not going to cleanse it.
A killer gets to check around without survivors thinking he went straight to it. If a survivor gets to spawn next to it they get to cleanse it.
It's not a problem when they spawn right next to it because again, they can sometimes spawn in places where they're also never found. If doors can spawn right next to each other, then hex totems can spawn next to survivors.
-
@[Deleted User] said:
Here’s my take on it.
The Clown isn’t executing someone by cutting off their finger. He does it by stomping on their head repeatedly. The finger is just a trophy. And although it’s still dismemberment, removing a digit is the most “tame” (relatively speaking) type of dismemberment you could choose to feature.
Decapitation is an entirely different kettle of fish. Not only is it the most graphic depiction of dismemberment, it would also be the direct cause of death.
I suppose, but it's still gory, and their rating is still Mature, that would mean they should still be able to do it.
@ABannedCat said:
It wouldnt make sense for the head to be bitten off. Look at Demogorgon's teeth. They are like needles. Designed for injuring prey by puncturing and causing rapid blood lose, not to bite off anything.
Um, have you seen the mori? The Demogorgon never opens it's mouth. It's teeth are carved inward meaning it would at the very least pull chunks of the head off, which would be more gory than just pulling the head off imo. When it "pulls off" of the survivor, it's mouth is entirely closed around the head. Also as I said, the survivor's head does not even have puncture wounds on their head. The only difference from their head is their eyes are rolled in the back of their head.
-
@Coriander said:
A lot of people would rather keep the gore to a minimum, so it's more appropriate for a wider audience. There really isn't a need for it, to be honest. I think the finger is only there because of the significance and also a new addition to his collection. Demogorgon is only a beast who eats people.
The clown literally puts the finger in his mouth. I find that far more gross than a head missing on a survivor that you'll barely see, and if that's the case the Demogorgon shouldn't even put their head in it's mouth. Also, again, the Demogorgon has multiple rows of teeth. Their eyes being rolled in the back of their head being the only difference with their head is a really flimsy detail.
-
@You_Got_Behavioured said:
@Atrushan88 That would be too graphic and really disgusting so yea let's leave it as it is.
Doesn't have to show their head in the Demogorgon's mouth. Just remove it from the body that's lying on the ground and do like they did with the finger from Clown's mori. In the mori it looks as if the Demogorgon decapitates them, and even if it didn't, they should have AT LEAST teeth marks all over their head.
-
Considering he's fine with Chewed Pen alone, this would mean he would have absolutely no use for Chewed Pen if you shortened the cooldown. While Chewed Pen is in pretty much every build, it's not even really needed imo, as you still have it up in a decent time frame. With Chewed Pen alone, you can have your power up within a few seconds after hooking your first victim in my experience though, so lowering the cooldown would just basically give you a base Chewed Pen, and you'd just bring other addons all the time.
As for buggy revealing, it's inconsistent. Sometimes you can stare straight at GhostFace, and not reveal him at all, and other times you can stare at him while he's behind solid objects and still reveal him. There are a lot of times when I should be revealed that I'm not when I play him, as well as times where I should have revealed him as a survivor when I didn't. Now I haven't played vs too many GhostFace's recently(doesn't mean he's bad, just people are trying the Demogorgon and have more preferred killers possibly, and there's the detection issues people had), and I've bought other DLCs for killers so I haven't been playing him, so they may have fixed that, but those are the issues with reveal detection.
What I would like though for GhostFace would be a different UR addon than GhostFace Caught on Tape. I'd like a UR addon that instead made his terror radius 0 at all times, but removed his ability to stalk and gave all hits extra deviousness.
-
@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/703225#Comment_703225
Ghostface has a very long Mori, which I can only guess to be nearly 20 seconds.
@Hex_Stalk said:
@Judgement It's actually close to 14 seconds. @Atrushan88 Was pretty much right in saying no killers mori goes over 14 seconds.
GhostFace's is actually 12. The only ones that are 14 are Hag, Plague, and Clown(I think that's it). Pig's is the shortest. Iirc it was like 6 or 8 seconds(Edit: Right in the middle, 7 seconds). I was looking at them all to verify what I was saying was true. In case you're wondering, most are around 11 seconds.
-
@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/703351#Comment_703351
Give the Survivors an offering to remove a Gen? So give Survivors more of a chance to do the Gens faster?
That's not a good idea, sure giving Survivors 1 more Gen would increase the difficulty but not by much in the high ranks. In the low ranks I did mention just keep the 5 gens.
Except an offering would not be something you could only use in certain ranks, and killers also have moris. I think a survivor offering to remove a gen wouldn't be worse than the fact that killers have way more offerings than survivors do that impact the game FAR MORE severely than survivors do. We also have to think of all the survivors nerfs that have come and are coming, because they are coming. We can't just nerf them on top of nerfs to stealth and looping and vaulting and literally EVERYTHING survivors do.
-
Killers already have a UR offering as well as an extra rare and uncommon offering while survivors have none. They don't need 2, and I highly doubt a 6th gen needs to be added. I mean unless you want to give survivors an offering to remove a gen. Otherwise that gives killers 4 offerings that survivors don't have a version of.
-
I never feel bad. I want those 1500 points, lol. Well unless it's Haunted Grounds, then it's like "Well...at least I got 1500 points, but I'm sorry whoever she's chasing". *hears Claudette's howl in the distance*
-
I don't see this as a problem, as sometimes the totem is hidden so well you never find it until it's too late, especially if it's Devour Hope. I've spawned next to lit totems as killer as well.
-
I wanna see Chucky tbh. OG Chucky not "the animatronic doll named Chucky who has nothing to do with the story of the actual Child's Play".
That said there are some other interesting ideas I had:
Until Dawn's Hannah and Beth would be a PERFECT fit in this game tbh. That game was amazing and it's horror atmosphere is perfect. There are plenty of locations they could use for a map, etc, and we don't have a Wendigo killer yet. I'd rather have Mike as a survivor but I think if they were to do an Until Dawn chapter, it'd be either Hannah and Beth(They might not use Beth for obvious reasons), Hannah and Josh, or Josh/Hannah and Sam. That said Mike was probably the most resourceful of all the people in that game. Although Sam was quite resourceful herself.
Joy Ride is another one I thought of. I loved the movie, and it was a really good horror movie imo. Rusty Nail as the killer driving his truck, and one of the brothers as survivor. Only problem is this one might be hard to work with.
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/703139#Comment_703139
Nurse and Hag would like a word.
Nurse mori takes 10-11 seconds, Hag takes around 14. No killer goes over 14 seconds.
-
@Judgement said:
Making Moris require two hooks to kill wastes more time than just hooking the Survivor the last time. At the same time, a Survivor who goes Phase 2 in the one hook might not be able to get Killed unless you mean ‘mori on death hook only’.
Even then, it’s significantly more time efficient to just hook a Survivor when they’re death hook. Half of the Moris in the game are upward of 10 seconds and some even go into the 20s, which is a massive time waster, rather than spending only a few seconds just hooking the Survivor for the last time and leaving immediately.
Moris shouldn’t be second-hook only because that makes them entirely worthless. Maybe the Ebony should require every Survivor be hooked once each before being able to Kill everyone, but not Ivory Memento Moris.
It takes around 10 seconds to pick someone up and bring them to a hook in most occasions. Then you have the hook animation, and let's not forget the potential of people appearing in front of you when you down someone/trying to flashlight save, which can waste more time. I disagree that a mori takes longer than a hook, and I have yet to see a 20 second mori.
-
@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/703092#Comment_703092
TBH looping in this game was way too powerful. A lot of loops you had to chase someone around, only for them to drop a pallet on you. Can't mindgame it (unless you're Demo and really good at lunging) and have to break the pallet, letting them get to another situation just like it. Killer was a joke against a survivor who was decent at looping and wasn't too cocky. With the looping fixes, survivors will be in much more peril and will have to either stay hidden or mindgame the killer instead of the other way around.
Problem with this is hiding gets nerfed alongside looping constantly, and things like the crows in the locker while you're in TR are a problem with hiding as well. If you can't hide, and you're forced to loop, but then looping is basically pointless(because now we're getting more trap pallets where either way you're getting hit), what are you gonna do?
-
@AetherBytes said:
This is actually an intended mechanic, akin to bloodlust, to find and capture survivors quicker The devs have even said that the entity does this because it takes the killer's side. Plus it probably gets bored when the killer is looping someone who doesn't exist.
Sounds like an excuse tbh, but if the devs don't wanna change it I guess it's kinda like "Oh well, guess I'll die" whenever you enter a locker away from pallets. Game really forces you to loop, and with them trying to nerf looping it's gonna really suck when they finish.
-
@Rouge said:
https://forum.deadbydaylight.com/en/discussion/comment/675885#Comment_675885
Yeah, I get where you are coming from. But what I am mainly trying say here is that regardless of what happened I am pretty sure you were going to die, you guys got caught fair and square, I don't see what the developers are supposed to change to make this situation not occure, you know what I mean? If you got borrowed time since he hit you, and he got your bud then you are basically screwed if he finds you already. He was able to identify that you can't run away or you'll die and that he can abuse the fact that he is a stealth killer to get the borrowed time to kill you I think he deserves the kill.
I can't see a change that could occure to borrowed time or a change to ghost face that would allow you to somehow to escape that isn't borderline broken or overpowered.
Look at it from the killers perspective. You get unhooked and he tries to farm you, didn't work. He hunts down your friend and kills him. then finds you, dieing to borrowed time. Unless the hatch spawns right ontop of you why wouldn't he deserve the kill?
You mean being within x distance of a killer or in a chase while having borrowed time and the bar not going down would make it broken? I mean I don't see how, considering it'd be literally the same thing for any other killer that had a terror radius. If anything the way it is now just says "Ooh, I can camp/tunnel with [X] killer because they're immune to BT".
-
@Drake669 said:
Yes, I lose offering and items. It's like the past 3 games 1 of the survivors shows disconnect then it kicks me out to the main menu. The item and offering is gone.
That's a band-aid fix they made for the bug where only 3 players load into the game. It's been happening before this update.
That said, multiplayer and the game in general has more problems since the update.
-
I think one sort of issue is that all of the rooms have similar entrances and exits. There are times where I will be in a chase trying to find a specific room, and I go through like 20 rooms trying to find that one because everything looks the same.
-
There's no point in arguing over what is or isn't a buff. Freddy's already a good killer, this change allows unsportsmanlike killers to avoid a band-aid fix to unsportsmanlike play, while all other options that could potentially do this, have counterplay. Freddy's changes have none. Even Myers has a 6m TR when in tier 1 btw.
-
Freddy doesn't really bother me. Puddle Freddy isn't that fun. Pallet Freddy kinda keeps things interesting, but his lullaby when you're asleep is annoying and the fact that it's non directional kinda makes any wall work against you. In a chase that lullaby really gets on my nerves though. If it was more than just a "la la lalala la la" constantly it might be okay, but as is it's entirely ear grating, and you hear it playing in your mind all during the trial whether you're asleep or awake, and even after. They should really have a kid actually sing the song, rather than just "La la lalala la la" constantly. At least then it might not be as frustrating if you're in a long chase or something.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/701627#Comment_701627
"No, I've seen it on killer. I've never seen them DC as survivor."
Seeing some videos of streamers doing it is not reliable data. We are also not talking about if it has EVER happened, we are talking about enough to highly effect data.
"You can't say "Oh that rarely ever happens" when there's video evidence of it happening multiple times."
Multiple times across hundreds of games is not a common occurrence.
"You have no proof of that, as far as I know they haven't shown any data regarding killers DCing."
Thousands of hours of rank 1 play on both sides, how many do you have?
"It may rarely happen, but it happens just as rarely with survivors."
You don't know this at all. You've already said that you don't play at rank 1 which is where we are talking about. You are basing your entire opinion on youtube videos...
"Even if it only happened 1 in 10 times, that's still a significant number."
That would be a significant number I agree, but that is NOT how often it happens at all.
"Again, it has been talked about long before recently constantly on the forums. It's a common problem talked about where lower ranked killers are bullied by higher ranked survivors."
No, killers deranking intentionally to bully survivors is a very rare occurence. What IS highly common and talked about on the forums is survivors deranking to bully killers, which is also reflected in how much more often survivors intentionally DC.
"It's not just "a bug", unless it's something that has been going on for a LONG time"
You are referring to people intentionally deranking, not a bug.
"No, we're talking about survival for rank 1s. Rank 1s can still get put in games against lower ranked killers."
If we're talking about survival for rank 1's then stop referencing lower rank scenarios. The things you think happen a lot do not happen a lot at rank 1. You don't have firsthand experience on this and are basing your opinions on youtube videos. Rank 1's are not getting put against lower ranks outside of a bug.
"I highly doubt their data is matched as all rank 1 survivors vs a rank 1 killer, as they would have very little data to draw from in that instance"
The data was indeed rank 1, they made that very clear in their stats and it also wasn't very little data. Have you looked at the stats?
"And knowing who we're talking about, it's likely they just compiled data from rank 1 survivors' survival rates."
That's the entire premise of what we've been talking about here.
No, killers deranking intentionally to bully survivors is a very rare occurence. What IS highly common and talked about on the forums is survivors deranking to bully killers, which is also reflected in how much more often survivors intentionally DC.
I'm not talking about killers deranking to intentionally bully survivors, however I do see a lot of people on the forums talk about doing this with moris. I'm talking about survivors who are rank 1 being put against lower ranks, which happens quite often and even if it is a bug, has been happening pretty much since I started playing. I've seen several posts talking about it happening, for several months. Unless the data is old, then it happened while this data was being taken.
If we're talking about survival for rank 1's then stop referencing lower rank scenarios. The things you think happen a lot do not happen a lot at rank 1. You don't have firsthand experience on this and are basing your opinions on youtube videos. Rank 1's are not getting put against lower ranks outside of a bug.
Again, this is a COMMON occurrence, and has been for a while. Not only because of bad matchmaking, there's also SWF and other such occurrences, and no, it's not rare. Rank 1 survivors are put against lower ranked killers quite often.
The data was indeed rank 1, they made that very clear in their stats and it also wasn't very little data. Have you looked at the stats?
Rank 1 for who? Everyone in the game, or just each rank 1 survivor in a game individually? I seriously doubt it was based on games where every player was rank 1, as there would be very little data to draw from. If it was each inrank 1 survivor in a game individually, what I'm talking about applies.
That's the entire premise of what we've been talking about here.
Yes, but data is skewed towards survivors when you have a Rank 1 survivor surviving against a rank 15. My point was that they likely did not only sample games where it was 4 rank 1 survivors vs a rank 1 killer. They likely only used rank 1 survivor data.
Oh and someone would have to play 24 hours to play hundreds of games in even 2-3 days.
-
@Rin_is_my_waifu said:
Devs if you read this, please don't listen to these survivor mains. They want these nerfs to bully and loop her till daylight. It's the only viable killer on PS4 at R1, so don't touch her please
How exactly would removing you accidentally bumping into me while phasing and smacking me, with me being unable to backtrack on my own scratch marks to juke you make me able to bully and loop you til daylight? The mind game still exists, you just don't get to find me by literally chasing me until you can't move anymore with me only being able to move in one direction. If anything it'd be more mindgames for both sides. It also doesn't make sense thematically. You're in a different plane while phasing. You shouldn't be able to make contact with physical beings outside of the spirit realm.
-
I had one person DC on me as Legion as I downed them, the next person 1 hooked themselves, and the other two DCed. I was on the Game map, but surely Legion isn't so powerful on the Game map that people would feel their game was ruined. I actually kinda laughed my ass off.
@alienschmalien said:
This is gonna be a radical nerf no one is gonna like but:
She's visible at all times when using her power. There problem solved. She still moves same speed. Her add ons still do the same thing. But now?
She now has to actually work to get her hit using her ability and not just press the button and wham you've gotten it.
It also cuts down on mindless ''I'm just gonna stand here." tactics.
And it's honestly more authentic to her Japanese Onryo roots. None of those famous Japanese ghost girls she's based on ever operated by the American standard rule of ''Ghosts are invisible."
Nah, they were always right up in your face with creepy movements and spastic twitching.
The real nerf I think she needs is just to remove collision while in the spirit world.
-
@Yamaoka said:
Am I the only one who just uses moris (about once every few months) to see the neat mori animations? Bubba's mori is so intense people sometimes report me for using it haha.
I have been using Rancor to see Legion's animation, cuz it's cool. I don't use the offerings though because they're BS and encourage jerk-like gameplay.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/701539#Comment_701539
"Not everyone, and those same youtubers have been shown to DC themselves."
On survivor, not on killer.
"Also seeing all those videos where a killer DOES DC when their ruin pops does not make it any less common knowing this"
Yes it does. It's falsely misleading you to believe it's happening more than it actually is.
"Those DCs still happened."
Not saying it doesn't happen, but you are mislead in believing how much it actually is happening.
"It's easier to DC to depip. You lose 2 pips instead of one"
I agree, but that doesn't mean it's a common occurrence among killers.
"An AFK killer on the other hand would still be messing with survival data, because they can't exactly confirm a killer is doing this, and throw it out like a DC."
I agree, but like I've said, this very rarely happens. Rarely enough to hardly be effecting the data especially if you are looking at it comparatively with survivors.
"Still happens."
The point isn't if it happens, the point is if it happens enough to be a significant impact on the data.
"Still relevant as it is artificially making data bigger than it is."
The data we are referencing was gathered before this bug so it did not influence our stats.
"I also disagree it's some "recent" bug as I've faced rank 1 survivors as a green rank killer long before this DLC"
These bugs weren't during the data collected.
"I play on PS4 and I'm not rank 1, but I've had many rank 1s in my games, and have had a few of them DC the moment they were caught."
This explains the issue. Not just that it's PS4, but the fact that you are playing at a different rank. We are talking about data on rank 1 where very different game play goes on than at lower ranks.
On survivor, not on killer.
No, I've seen it on killer. I've never seen them DC as survivor.
Yes it does. It's falsely misleading you to believe it's happening more than it actually is.
No, it still happens as frequently as you see it. There are multiple games strewn about these videos usually, and sure, they may play MANY games, but that's still a common occurrence. You can't say "Oh that rarely ever happens" when there's video evidence of it happening multiple times.
I agree, but that doesn't mean it's a common occurrence among killers.
You have no proof of that, as far as I know they haven't shown any data regarding killers DCing.
I agree, but like I've said, this very rarely happens. Rarely enough to hardly be effecting the data especially if you are looking at it comparatively with survivors.
It may rarely happen, but it happens just as rarely with survivors. However with a survivor, one survivor may die. The other 3 may get out. At least one has a guaranteed chance, but the likelihood of them escaping has lowered drastically. With an AFK killer, all survivors get out regardless.
The point isn't if it happens, the point is if it happens enough to be a significant impact on the data.
Even if it only happened 1 in 10 times, that's still a significant number. That'd be 4 out of 28 with a 70% escape rate. They're counting that as a 4 escape. So if 1 game out of 100 was considered a 4 escape, that would increase the escape rate by 1%, but I'm sure it happens far more than 1 out of 100 games.
These bugs weren't during the data collected.
Again, it has been talked about long before recently constantly on the forums. It's a common problem talked about where lower ranked killers are bullied by higher ranked survivors. It's not just "a bug", unless it's something that has been going on for a LONG time, and if it has, then it's not something that's recent and is likely still in the data they gathered.
This explains the issue. Not just that it's PS4, but the fact that you are playing at a different rank. We are talking about data on rank 1 where very different game play goes on than at lower ranks.
No, we're talking about survival for rank 1s. Rank 1s can still get put in games against lower ranked killers. I highly doubt their data is matched as all rank 1 survivors vs a rank 1 killer, as they would have very little data to draw from in that instance. And knowing who we're talking about, it's likely they just compiled data from rank 1 survivors' survival rates.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/701509#Comment_701509
"Funny you say that when you see a lot of videos on youtube of killer DCs 30 seconds into a game when ruin pops and you've experienced it a few times yourself.."
Youtube also makes people look like gods at the game when they are destroying in all their games when in reality they lost 10 games for every 1 that you saw them win. See my point? The youtube vids are pretty irrelevant and highly misleading.
I've got a lot of hours into the game experiencing hardly any of that.
"killers AFKing to depip"
This is VASTLY less common than survivors doing it.
"Killers not taking the game seriously(had a few of those)"
Very rare to see in red ranks.
"Let's not even mention games where a rank 1 survivor gets put in a game against a rank 16 killer."
Irrelevant as this is related to the bug with matchmaking that the devs have even recently made a post about and confirmed it is happening. Also only a recent bug.
These scenarios that can push the statistics in the other direction happen much, much less common than the scenarios I am referring to. Idk what rank you play at that you are seeing something different but I am referring to games at rank 1 where the games balance problems are actually coming into play and where the stats are coming from that we are referencing. If you are referring to at lower ranks thats fine, but lower ranks aren't where the games issues are happening currently. If you are playing on something other than PC that could also be the issue but there are separate stats for that.
Youtube also makes people look like gods at the game when they are destroying in all their games when in reality they lost 10 games for every 1 that you saw them win. See my point? The youtube vids are pretty irrelevant and highly misleading.
Not everyone, and those same youtubers have been shown to DC themselves. Also seeing all those videos where a killer DOES DC when their ruin pops does not make it any less common knowing this. Those DCs still happened.
This is VASTLY less common than survivors doing it.
It's easier to DC to depip. You lose 2 pips instead of one, and if we took DC games out, then that wouldn't matter. An AFK killer on the other hand would still be messing with survival data, because they can't exactly confirm a killer is doing this, and throw it out like a DC.
Very rare to see in red ranks.
Still happens.
Irrelevant as this is related to the bug with matchmaking that the devs have even recently made a post about and confirmed it is happening. Also only a recent bug.
Still relevant as it is artificially making data bigger than it is. I also disagree it's some "recent" bug as I've faced rank 1 survivors as a green rank killer long before this DLC, and there have been posts up and down about it in the past, people complaining about being bullied by red ranks when they're far below red.
These scenarios that can push the statistics in the other direction happen much, much less common than the scenarios I am referring to. Idk what rank you play at that you are seeing something different but I am referring to games at rank 1 where the games balance problems are actually coming into play and where the stats are coming from that we are referencing. If you are referring to at lower ranks thats fine, but lower ranks aren't where the games issues are happening currently. If you are playing on something other than PC that could also be the issue but there are separate stats for that.
I play on PS4 and I'm not rank 1, but I've had many rank 1s in my games, and have had a few of them DC the moment they were caught. Doesn't mean they would have escaped if they hadn't DCed. Throwing the entire game out is the only way to form an unbiased statistic. However saying that, you also have to throw out killer DCs, and realize that other situations where the killer doesn't kill survivors but isn't intending to kill them happen. And that happens far more often than survivors letting the killer kill them intentionally. Usually when a survivor tries, the killer won't take it.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/701493#Comment_701493
Killer DC's are much, much rarer than survivor ones to a point that I wouldn't think those would be affecting much.
"The only way to fairly judge the statistics would be to take out that game entirely."
I agree and I think that would raise the survival rates significantly.
Funny you say that when you see a lot of videos on youtube of killer DCs 30 seconds into a game when ruin pops and you've experienced it a few times yourself..
And again, killers AFKing to depip. Killers not taking the game seriously(had a few of those), etc. Let's not even mention games where a rank 1 survivor gets put in a game against a rank 16 killer.
There are far too many situations where a killer will let people escape or not even try to deny escape, or even just can't because he's not the right rank. Had a game earlier where a Billy wasn't even using his chainsaw hardly, we did all the gens, he had NOED, and he literally just stood in front of someone cleansing the totem without using his NOED at all, then nodded his head and let us escape without even playing the end game before the doors were powered.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/701478#Comment_701478
In 4k hours I can count the farming killers I've seen on one hand.
"Not saying survivors don't DC a lot, but taking out that information would not make survival rates higher or lower."
It would. Those DC's are being counted as kills in those stats. You are assuming that if they hadn't DC'd they would have still died and that isn't the case.
I think you may be taking what I'm saying literally. I don't mean physically delete those numbers. I'm saying those DC's shouldn't be counted as kills.
I've had more farmers and AFKs than you then.
If you take out survivor DCs only, then you'd be exploiting the statistics. The only way to fairly judge the statistics would be to take out that game entirely, as well as take out killer DC games entirely. But even by doing that, we'd likely arrive at the same numbers, or even less survival rates because a killer DC = 4 people "escaping".
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/701461#Comment_701461
Because DC's artificially make it look like the killers are killing more and the survivors are dying more than they actually are, thus if you were to take those out there would be more "survivals" if you will.
Downed when they DC doesn't necessarily mean DC'd on their last down. Generally it is on their first.
Other factors are things like the survivors just screwing around and giving free kills after the gates are open or NOED. I mention NOED because it isn't a reflection of the games balance.
Farming killers is a pretty irrelevant factor to mention here as those are extremely far and few, not even remotely as common as the other factors we are mentioning.
How the data would accomodate all of these things I do not know. My point here is to simply show how skewed that data really is and I suppose to point in the direction it artificially leans.
I've run into quite a few farming killers. Generally they get two kills early and take pity on the rest, or some even start it from the get go. I've also had killers just stand still all game(quite often a while back I was having it every few games) and face a wall so you don't get any chaser points and can only do gens/totems and leave while they AFK(I assume to depip?). I would even argue to say I've had that happen more than I've had survivors DC on their first down. Not saying survivors don't DC a lot, but taking out that information would not make survival rates higher or lower. It would only remove data, not add to it. The only way it would make survival rates HIGHER is if you counted it as a survival. Instead, you throw that game out the window to make it a fair statistic.
You could also argue camping raises the survival rate, if the survivors do like people preach and just do gens and escape, that's 3 survivors out the gates and one dead. Should that be counted? No one really played the game. Keep in mind also that killers DC as well, which I would assume counts as all four surviving. Ruin pops within 30 seconds, and the killer DCs on occasion.
-
You can see the aura, but I'm not sure if it's only when other survivors are working on it or not, as most of the time when I see it, another survivor and I are both working on it. I have reason to believe you only see the aura if someone is working on a portal, mainly because I usually don't see too many auras of them.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/701385#Comment_701385
This ^
While the survival rate stats are quite high at rank 1, in reality they are probably much higher than even that when you take into account all the scenarios that are falsely counting as "kills" in those stats.
Can you explain how you could make the survival rate higher by taking out information that results in "kills". I assume you're talking about DCing, if so, how would the survival rate go higher? Unless you count those DCs as survival, which should obviously not be the case as they gave up. If you took out that data entirely, it wouldn't be any different. The only way it could go higher would be by counting that data as them surviving, which honestly is even more skewed than if you counted them as kills, because they usually are downed when they DC, meaning the killer caught them. If they caught them once, they can catch them again pretty easily, especially if they DCed, meaning they were likely caught early. Also there are farming killers, who actually don't take kills at all, which skews the data as well.
-
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/701397#Comment_701397
If solos are made to be nearly as good as SWF, killers would need buffs to compensate because SWF is extremely powerful right now.
Solos will never nearly be as good as SWF. There're too many things you can convey to your teammates through voice that you cannot in the game. You can close the gap slightly, but there is no way that you can replicate SWF in solo play. The best info you could convey to your teammates is where each other are/if the killer is camping without using that information as band-aid fixes in order to ease the problems solo survivors have, but they will never be anywhere near the level of SWF. I mean, unless you wanted in game voice chat, in which case, sure killers could get some sort of buff, but not to the point where I need prove thyself + brand new part to even complete a gen. Killers are already getting plenty of buffs though, and they're going to keep coming, so I don't know why you're asking for more.
-
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/701368#Comment_701368
Who said SWF teams needed them? This thread is about buffing solos, we're not trying to buff SWF. Buffing solos isn't gonna make everyone switch to solo and benefit killers. Killers will have to be buffed in some way because we're trying to close the gap between solo and SWF, and doing so means buffing survivors overall.
I'm confused, if solo survivor is so bad that they need those buffs to make up for being equal to SWF, why would killers need a buff? That doesn't make any sense because then you're just putting solos right back in the same position. Putting solos on par with SWF is literally only giving them some information. They're still weaker than SWF because they don't have communication. You can't say "Just do gens, leave them on the hook, that's the only way to punish what he's doing" for example to your teammates as a solo player. You also can't say "Just work through the ruin", etc.
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/701382#Comment_701382
According to official data posted on May, the survival rate at high ranks was about 60%. It also showed that more than half of the survivors were playing solo (sadly, it doesn't show the average party size in high ranks). So yes, Killer would need to get buffed if solo gets buffed.
People argue that that data is useless when it's said that killers have a 70+% kill rate, so why are we using these statistics for survival? Also, think about it, if HALF of the players are solos, the other half are SWF. SWF get mixed in with solos, making survival rates higher than they would be if it was 4 solos. I'd personally be interested in survival rates for ONLY solo players than survival rates across the board.
As for the main topic, I'm not sure how I'd feel about it. I feel like killers would just run multiple gen slowing perks together to make gens just never get done. 5 or 6 killer perks would probably be way too powerful. Also some aura reading perks may not do anything against certain killers in the future.
I would probably settle for Bond and Kindred base kit with no buffs to killers. It wouldn't be overpowered or even do anything to make things harder for the killer, and one could argue those should have been base kit from the beginning. Only thing is Dwight would need a new perk to replace Bond.<cough> https://forum.deadbydaylight.com/en/discussion/78629/major-survivor-buff-and-qol-change-pizza-box <cough>
-
@Raven014 said:
Well, he is getting a teleport nerf, so I guess you won't have to worry about that so much...
What's the nerf? The only real issue imo is him seeing people destroying the portals. Nothing too over the top.
-
@Karaage said:
@NuclearBurrito
WGLF is strictly BP-farming perk with no extra effects, while BBQ also grants strong Survivor Aura reading for the Killer.
Also, You should've been here when WGLF granted 200% BP 😉 It was the most
funbroken thing.@Peanits said:
It's all equal.
Survivors have cakes, killers have puddings.
Survivors have WGLF, killers have BBQ.
Both have party streamers and gateaus.
Only 2 people at max can get all four WGLF stacks. Killer only needs 4 hooks. WGLF isn't even good for BP farming and that is not equal in the slightest.
@TAG said:
Crazy idea: Combine We're Gonna Live Forever and We'll Make It into one perk (doesn't matter which name you take) and change the other into something completely different.
Still wouldn't be acceptable enough because again, only two survivors can get all 4 stacks, and that's if they manage to get to the hook first every time. It's not hard to get 4 BBQ stacks. It's near impossible to get 4 WGLF stacks(or even two in some instances unless you're farming them off the hook). That's the main thing I'm worried about, but a secondary effect would be nice. Sad thing is, this has been suggested time and time again(the We'll Make It change) and nothing has been done about it, so it'll likely never happen. If I was gonna give it an extra effect though without changing anything I'd make it so both the unhooker and the unhooked have no scratch marks for 10 seconds. It'd fit with the idea of "We're gonna live forever" because you both are hiding from the killer.
-
@PeenutsButt3r said:
I don't have any reason to use it, either I use mori on ghostface (cause everyone likes to selfie right?) or just the daily for other killers, how about you?
I don't. If I wanna kill someone by hand I use Rancor or Devour Hope because at least then it's fair.
-
No one said Freddy needs to be nerfed. However Borrowed time is a band-aid fix to camping. Removing it for one killer essentially makes that killer more camper bait. Meaning we'll likely get more killers who camp playing Freddy to prevent getting the penalty for it.
-
@twistedmonkey said:
To be fair the game is in a state where good players now succeed more than the average one. This is evident when reading posts about balance issues on both sides.
Some think it's killer favoured and others think it's survivor favoured. Over the past 18 months the game has been shifting to a more skill based system where you need to be at a certain level to rank up. The thing is a lot of people who used to get to a rank bracket and no longer being able too don't seem to like it as they feel they should be at a level they are not.
A lot of players would like this to move more competative than it is. It's really not a competative game and the add-ons and items show that. To have these strong game changing aspects means the game can never be at a level for competative play as you can win a lot easier with certain ones in matches where you would otherwise not have a chance.
DBD can never be truly balanced as a 5k hour players can verse a 50h player. It's not a game designed to be esports but instead grinding for points to get certain perks and outfits or just having fun hiding, running, chasing and sacrificing.
I do think some take it way too seriously and that's more on an issue than the balance. They focus on the end goal instead of just having fun throughout the match win or lose.
The one aspect I do agree with is the ranks system some have mentioned. If balance if 2 die 2 escape then killer should awlays pip with 2 dying even if it means needing 10 hooks as you get to the tiger ranks. To have a perfect balanced match and not see a reward is a bit confusing.
I think the reason it's so high for killers is probably because of how Survivor ranks are rewarded. You're basically competing with your teammates for every emblem. I don't think all four survivors can get iridescent in every category. For example, four survivors can't do two gens each, and I think you need 2.5 gens to get iridescent in objectives. Only one person can be actively in a chase at a time, altruism also really only goes to 2 people at most unless they're allowing you to hit them so they can heal each other, and can only get decent survival if you manage to get out, and you can't get 8000 from just getting out. The only way you can pip in red while still dying is by getting iridescent in everything else. Killer needs something equally as difficult as one survivor because each one is an individual player.
You can't make survivor harder to pip in because it's 4 people, because each one of those should have an individual rank. In order to balance pips for 2k/2 escape, they'd have to make survivor easier to pip as well. Perhaps people are looking at this as a way of pipping as wrong, because a red rank killer is SUPPOSED to be above average. This would mean they do above the average, which the average would be meant as 2k/2 escape. We can't make survivor easier to pip, and we can't make killer easier to pip as a result, otherwise the level of difficulty in killer pipping lowers while survivor stays the same difficulty. I think we should just assume a red ranked killer is better than the average, and thus should be expected to do more than the average to be ranked as such, in the same way a red ranked survivor is better than average, and is expected to do more as such.
Also keep in mind, if we make killer ranks easier, then we'll have less experienced killers in red ranks.
-
@Johnny_XMan said:
This is no different than Insidious.... just you know do what survivors have been known to do since the beginning of time.... Adapt.
You can still use BT against Freddy, you just now have two conditions to meet: don’t be asleep and have someone else take the hit while the sweater boy camps you can totally grab the person off the hook.
You're asking two people to adapt who likely aren't in communication, it's not that simple, and literally every time someone uses Insidious, they don't use it to prevent BT, they use it to get someone to think they're safe coming for the hook rescue so they can get another hook, or they're Bubba and don't want anyone leaving their basement. If you use Insidious to prevent BT, you have to be in a position where you don't move until they do the unhook, in which case they can move to a side where you're forced to move to hit the person just unhooked.
I feel like they should change ONE TINY LINE of BT to fix this. "While unhooking an ally who is in the terror radius of the killer". This would fix it as the person on the hook is always awake and thus cannot be affected by the lullaby until they're unhooked.