Ayodam
Ayodam
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@Smoe said:
No, Dredge & Unknown has basically nothing in common and both of their maps being in the same realm means nothing (just like how Huntress & Plague's maps being in the same realm doesn't mean anything with each other lorewise.)
The Dredge is a boogeyman made real as an amalgamation of people and all their negative thoughts while The Unknown is an urban legend with no real origin or form and that nobody really knows anything concrete about it's existence or if it's even real, even when it comes for someone who tries to visualize it, it only takes the form of what the person imagined it as.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657770#Comment_3657770
The Unknown has nothing to do with negative energy, we basically know nothing concrete about it (hence it's name being the unknown) except that visualizing it summons it to your location to kill you and steal your voice in the form it was visualized as.
I think he mixed up the Unknown and Dredge there; he probably meant the Dredge was birthed from repressed negative thinking (which is implied by its lore) and that the Unknown was created by the entity. I don’t think the entity created the Unknown personally but it seems to be a common suspicion.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657864#Comment_3657864
This is why the 60% kill rate is actually understated. Abouth half of escapes are only because the killer allowed it or was just messing around. I think the real kill rate when killers are trying to win is around 75%.
It’s presumably higher than 60% at low to mid MMR. Eliminating one survivor at 4-5 gens is pretty much game over for survivors. The killer really has to throw to lose.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657658#Comment_3657658
You'll eventually get survivors who catch on to you. They will not hesistate to work with the killer to get you killed. Trust me.
You can play with your own escape in mind while being a productive teammate. For instance when Ace led the killer away you shouldn’t have returned to that gen you started with him.
Starting another gen elsewhere would have been a better idea, and keeping a watchful eye on your two non contributing teammates (whom you could have dumped the killer off on later, if you’re a good looper) could have probably helped you strategize a solo escape as well.
You probably don’t want to play this way but if your goal is to play in solo queue you’ve really got to prioritize your own path to escape.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656893#Comment_3656893
So we should look into "I'm losing so I'm leaving"?
What is there to look into there? Survivors don't like losing or attempting to make a comeback?
Yeah at a certain point the games basically lost. But that's what's being talked about when we're talking about "the self sacrifice problem" running rampant atm. That's not what's happening most of the time nor do most people have a problem with it in those cases.
The only time I’ve ever seen survivors make a comeback was when I played killer and allowed it. I killed off one player early and saw the other three struggling. I felt guilty, so I basically meme’d so they stood a chance. I allowed them finish three gens so the game at least felt more balanced for them. But in the end I still won with a 4K. 🤷🏽♀️ By themselves survivors don’t recover from a rough start the way killers do.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655998#Comment_3655998
Not really. I’ve played many asyms over the years, and all except death garden were insanely survivor-favored, mostly because those whiners are the loudest. TCM has been nice because the survivor community doesn’t dominate the narrative. Death garden is the exception, not the rule.
I too have played many asyms over the years. Evolve didn’t favor hunters, TCM doesn’t favor victims, and TED was decently balanced.
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They’re both eldritch horror-style creations as well. It wouldn’t surprise me if they’re from the same realm.
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I don’t like the change either. I understand why they did it, but it’s an anti-thematic.
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@I_CAME said:
Never understood the hate a lot of survivors have for him. I enjoy playing against him.
Lament configuration requires a lot of coordination and before he was nerfed to where it didn’t count as an item he could use Franklin’s demise to essentially create infinite chain hunts. The hate is residual PTSD from that I guess.
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I’ve gotten value from it. I use it strategically. And I’m not sorry about it. 🤷🏽♀️ y’all hate a PE player until you need that PE play to break a three gen or compensate for someone having a bad chase.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656573#Comment_3656573
oh nothing feels better, those are the moments i love dbd even more.
I’m not saying it’s a great perk or that it isn’t annoying to see someone do it, but I have done it before (got on a gen with another survivor and used PE). And they got off and looked at me.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653660#Comment_3653660
Unless of course your belief is that we should only balance the game around high level KILLER players, but average level SURVIVOR players. In which case you are extremely biased. And at that point, you may as well just remove the killer role entirely and make it a bot.
That a common trend (not so explicit) i've been seen in this forums for quite some time: killer players should play at high level (not missing a shot, a power, a mindgame) or they should be punished by losing chases, gen and game; survivors, by the other side, should have seconds chances even if their team coordinates poorly (remember its a 4v1 game, not a 1v1) or they get instachased by a Clown/Ghostface.
If we aim balance for the average skilled player, then we should accept that killer we may not like to face will be buffed; if we aim to balanced around the top high players, then we should accept that some moments on the gameplay will be tense and require a lot of coordination to get out of it (like when the killer is proxy camping/ survivor sprending on gens solo).
My take is that we should aim into medium to high skill players = those who are not good as good as comp player, but know the basics well enough to plan smart strategies
It’s a (1v1v1v1) v 1 game. Survivors aren’t rewarded (or punished) as a group. They receive these things individually. Just like killer.
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His add-ons still need work but I’m happy they’re showing him some attention.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656146#Comment_3656146
oh baby vittorios are the only reason i will dodge because of that perk lol. they will use it while tripling just to put progression right back to the gen anyway.
How do you feel when you see a survivor run up to your gen, get on and start using PE while you’re working on the gen?
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Conversely, overbuffing that role in Death Garden and Evolve killed those games. So I guess the pendulum swings both ways huh?
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655528#Comment_3655528
Only the devs have the full numbers so we will never know how bad/good queue times were back then. 6.1.0 was a pretty big buff patch for Killers and I assume the trigger was that the Killer : Survivor ratio wasn't ideal.
I think it's all a huge juggling act for the devs at this point and not as simple as making both roles as attractive as possible. Controlling the Killer : Survivor ratio is no simple feat and maybe devs are not just thinking about how many players they can attract but also how many players they can afford to lose.
That last bit is a good way to phrase it.
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@Commander_Nefarious said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655522#Comment_3655522
i see that but someone like freddy or trapper isnt as effective as a blight or nurse. they struggle because of it. so applying your logic would then adding a 6th perk slot be problematic?
I think so. If you’re one to go by stats both Freddy and Trapper are performing well and actually do better than Nurse (she has the lowest kill rate in the game). 🤷🏽♀️
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@ChaosWam said:
From what I understand, the lore is trying to explain The Unknown is exactly that, unknown. Trying to uncover the unknown makes you it's target, and becomes a problem in missing people's cases due to the very nature of the creature. Most of it's addons also seem to be keepsakes or referring to people it's taken away and/or killed ranging from children to even serial killers (based on the sketch attempt addon coming from a boy and homemade mask for the latter.) It's Iridescent addons are also based on solid evidence or a documentary on The Unknown itself.
At the very end of it's lore, it's explained the Entity and it's mysteries are pretty similar but entirely different, even ending with the Entity taking it into their realm right before an investigator is killed by The Unknown.
Excellent analysis. It is also evidently a creature that “steals” the essence of people and either mimics or, I guess more accurately, assimilates them & uses their voices to lure other potential victims. Offline I think it’s inspired by several popular horror concepts: The Thing (body stealing), the bear from Annihilation (it consumed/assimilated victims and then used their voices to attract other potential victims), cryptids, and urban legends.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655506#Comment_3655506
I assume we are in different regions. I play in the SEA region and it was commonplace for SEA dbd streamers to have 10 min queue times. @MrPenguin also echoed a similar experience so the long queue times definitely wasn't a figment of my imagination.
I’m not suggesting it’s untrue; just stating that wasn’t my experience. And like you, I’m sure I’m not alone in that. The main idea here though is that both roles need to look attractive because there is no game without either. Much less survivors, really. But that’s beside the point.
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It’s seemingly based on cryptids and urban legends. While its true origin is unknown, there are several prevailing theories about where it might be from (extraterrestrial, man-made, etc). Given its true form and the fact that it is from the same realm as the dredge I would guess it to be some sort of eldritch horror-like creature from another dimension.
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They already have one; it’s called their power.
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@Rogue11 said:
New killer perk: on demand stealth that synergizes with Pop and Nowhere to Hide, and has very little cooldown.
New survivor perk: do nothing in the basement for 2 mins to apply less than 2 mins worth of gen progress and become perma-injured.
If someone had predicted these perks yesterday, people would have called it bait.
I won’t even pretend that the devs really need to improve the survivor perks for this chapter. One is a throw (Weaving Spiders), the other is an inferior version of Self-care + Botany Knowledge (Strength in Shadows), and the third is so RNG-based it might as well do nothing at all (Wicked).
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@SimpleTora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655201#Comment_3655201
It makes the survivors who use this perk get the metal of man effect so they won't go down after the next hit that would put them into the dying state and last until it's used. It sounds strong and that's what it should be something outlandishly op to make up for the immense amount of group time wasted but not something so insanely busted (it only can be used once per trail and disables it for everyone who has it not just the person who started) that it can't be played around. Spending 100 seconds at minimum in basement doing nothing and risking being downed and hooked there is crazy risky and if nobody is on gens and they are regressing then the killer is winning in that situation BUT survivors all get effectively 3 health states for their next chase which is a massive buff.
Crazy stuff like this is what the game needs. I would've had no problem with old circle of healing for example allowing them to self care in basically 5 seconds (not the original one where you could heal before the killers cd) all BHVR had to do was make it a 1 time use and survivors could've kept their OP boon. BHVR's trying so hard to balance the game around the complaints about it not being competitively friendly and that's why every perk comes out so garbage (as seen in this new chapter)
Ok that makes more sense. Thanks for clarifying.
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@appleas said:
Killer has to be slightly better or else people won't play the role.
Remember pre 6.1.0 in early 2022 where Survivor Queue times was 10 minutes? Devs don't want that to happen again.
I'm not even sure if the DBD population is large enough that players could get games quickly without having too much of a skill level gap at this point in time.
I don’t recall queue times ever being 10 minutes or more for survivor. Not in my region anyway. And I played well before patch 6.1.0. To that point the survivor role requires 4x the players as the killer role or there can be no game. So the devs should want people to play that role as well.
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I’m not understanding it. Are you saying this hypothetical perk would block gens for a max of 30 seconds (I guess so a killer can’t kick them, but they can still be passively regressed by certain perks) and basically make the survivors who used this perk exposed?
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It talks about being hungry and comes from the same realm as the Dredge. Some part of its lore mentions it consuming people and “stealing” their voices. I’d guess it’s a supernatural entity but it probably has a number of influences (cryptids, The Thing/body snatchers/extraterrestrials, whatever the dredge is) woven into its design.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654333#Comment_3654333
People complain about everything, killer or survivor, there's always something ...
For me, I have some problem with some perks, but there's more "urgent problem" at this exact moment for complaining about these
But yeah, Delivrance make some people angry because it's a "free save hook" or not enough condition for trigger it
My Only problem with Deli is, when I want to use it, I'm always the first chased
It’s not always in your control but if you’re running the perk, unfortunately you’ve gotta played immersed until someone else is hooked. Then you save them (sometimes you’re competing with others for the save), and you’ve got your trump card for an endgame escape.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654330#Comment_3654330
Some of the new buff make me confuse... 7 hatchet for the huntress, more range for hag and doctor, bottle increase and more speed for clown with the antidote (nerf pig)
Gonna be fun when you play solo survivor, I think I'm gonna stay at killer at this moment when I want to chill
They are buffs people asked for. People who main those killers offer them as QOL improvements. I don’t think that Huntress’ buff is gonna make it out of PTB though. It would be wild given her wonky hitbox thing.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654321#Comment_3654321
I'm sorry, I try to figure how they gonna change the perk since she is in the roadmap and the anti camping, OTR, DS and some people saying that Delivrance need the same treatment... It's probably what gonna happen, and it's a miracle than the BT basekit are activated at the end
Plot twist, they buff adrenaline with a 200% haste instead of the 150%
People are complaining about Deliverance now? Frankly, I think it has too many conditions (remove broken status effect). The anti-facecamp measure kinda weakened it.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654316#Comment_3654316
So, if we take this exemple, we are, at the moment
41,02% escape rate at overall escape and 42,57% at high MMR
In conclusion, we are not at 40% escape rate at this moment
The escape rate is probably somewhere between 38-40% when you account for normal/standard deviation. Maybe less because I think their stats don’t factor in the buffs to Billy, Grim Embrace, etc, and definitely not the new wave of buffs rolling out for Doctor (who already performs well against newer survivors and solo queue especially), Hag, Demo, etc.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654273#Comment_3654273
What a sad sorry version of a once great game we are in now. Survivors are supposed to be happy to even escape 40%.
Lets all unite that it wont fall lower then 30%!
@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654277#Comment_3654277
It's sad that they would rather make the killer impossible to escape from than to make the game balanced enough to where player skill actually came into it, but alas these forums wouldn't need to exist if they did that. I often wonder if the supposed 60/40 split is truly accurate or if it's just a statistic that's been manipulated simply by only looking at certain games or players that would help fit the narrative
I can’t answer why they’ve decided on a 60/40 split beyond it somehow creates a near 50/50 win rate. And don’t ask me to explain how that works (I believe it has something to do with the game being a [1v1v1v1] v 1). Frankly, I don’t think it’s a good strategy. It killed games like Death Garden, VH1, Evolve, Evil Dead, and other asymmetrical games. But I’m sure the devs have a reason I just can’t see.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654312#Comment_3654312
OTR and DS got nerfed the same way you know, and since they gonna change this perk.. And a lot of survivor perk got recently nerfed in that way (deactivated in the endgame)
My guess is that adrenaline gonna get this treatment , I don't really see how they can change that in other way to change this perk
Removing the haste effect/ giving a 100/50% speed boost instead of the 150? The recent nerf from survivor perk is bigger than that
Ugh. Don’t even give them the idea.
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I think they want these figures as an aggregate. The survivor kill rate is 40% totaled as a combined sum of solo and SWF escape rates, and the kill rate is that for all killers’ individual rates, combined.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654028#Comment_3654028
That's probably what adrenaline gonna get since they remove the effect of a lot of perk in the endgame (like OTR or decisive strike)
Adrenaline would literally serve no purpose if it didn’t activate endgame.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654037#Comment_3654037
I don't agree, it's better for killer now than it was, but at worst I think it's neutral currently. I still strongly prefer it as a surv versus killer. It's the corn. I hate tracking survs in it (except as Huntress). Unless you're running aura perks, it's a pain in the ass.
And even if you do put Coldwind in the killer sided column, it still isn't close to even in terms of killer vs. surv sided maps. On my personal list, I'd have two killer sided maps: Dead Dawg and Midwich. Every other map is neutral to obscenely survivor sided. And there are several that are the latter end of that spectrum.
You’re having problems tracking survivors in the sparse corn of coldwind? They severely reduced the corn density a while back. It’s a killer-sided realm (only one map variation is neutral now) and that’s ok. Pretending it’s somehow good for survivors is not ok—it’s disingenuous at least, flat out dishonest at most. And your takes are usually pretty fair so idk what’s going on with you here.
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Do people really not understand that Pig’s traps are for slowdown—not a guaranteed pseudo-mori? You should not chase survivors with traps on their head. The traps are *slow down* that do the work *for* you. You do not need to pressure survivors wearing the traps because the trap IS pressure. Stop working against your own power.
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654273#Comment_3654273
The only issue is there is close to no way to make the killer and survivor win rate a 50/50, and it seems like the devs are favoring buffing the killer role in any way they can while essentially ignoring the survivor role for now.
They aren’t shooting for a 50/50 win rate (although they’re near that); they want a 60/40 kill-to-escape rate. If the kill rate falls out of their view of balance they would presumably make changes to bring the numbers back in line with this. That would require buffing survivors in meaningful ways (ways that help survivors escape their trials more).
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If the escape rate drops to 35% or lower, I’m sure the devs will in some significant way buff the survivor role.. the same way they bolstered killers to reach a 60% win rate.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653635#Comment_3653635
Why play this character? Even after this "buff" her chase power is still trash. Her stealth is still terrible and clunky.
As someone who plays a lot of Pig, this couldn't be more wrong. She has the best stealth power in the game, it's on demand, has no cooldown, it lowers her height and doesn't have a lullaby or breathing, no other stealth killer has this full package.
Ghostface has a cooldown, can be revealed, and flaps about like a tarpaulin in a hurricane. Myers breaths like Vader and has to ditch his stealth to kill. Wraith gurgles mouthwash and shimmers like a disco ball. Sadako buzzes at you half a mile away. Alien can't fool the motion sensors.
Additionally, an Ambush used correctly is still effective, both in catching survivors off-guard and often in chase.
Now the slowdown will never kill anyone unless the team is absolutely falling apart
Good, that's the whole point. RBTs are not meant to kill. You are meant to kill. You are the killer.
The mere threat of them forces survivors to remove them, and that provides the slowdown. 30 seconds leeway isn't going to make a difference, a 4 box trap is still going to require you to drop everything and prioritise boxes, and you don't know how many you'll need.
The one and only reason to play this character is going for RBT kills and this patch removes that
GOOD. As a Pig player, I weep for all the Pigs I go against who tunnel the survivor with a trap. You are wasting your slowdown doing that. You leave the trapped survivor alone and pressure the other survivors.
Killer pressure arithmetic is simple. You have one survivor hooked, you chase another survivor, that leaves one going for the rescue and one on gens. Throw a trap into the mix and guess which of those survivor tasks can't be completed? The Gens. You chase the trapped survivor and you have no slowdown.
If all of those Pig players stop playing her that way, then these changes have done their job.
The problem I think is that the people disagreeing with you get the trap on a survivor and then like relentlessly tunnel that survivor out. Then they lose b/c the other 3 survivors go ahead and work through the gens and then Pig walks away with a 1K and they’re here in the forums screaming Pig is underpowered.
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Wasn’t this perk buffed because it was really bad and no one picked it?
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653730#Comment_3653730
I think the solution could be rather simple, we could just tie MMR to emblems I mean not the totem part of lightbringer but everything else yes. Is the big picture objective focused person mostly doing gens or the altruistic person that mostly unhooks and/or heals their teammates the most mechanically skilled player in the world? No possibly not but you're gonna be real thankful to have them on your team if they're legitimately good at what they do just as those players should be thankful to have a skilled looper on their team to buy time for them while they do the objective or save teammates.
I don't think it matters what aspect of the game a survivor is good at as long as they're good at something and I think it avoids rewarding the hiding only teammates because I imagine they don't do much of anything concerning any aspect of the game. Even if you wanted to weigh the chase emblem slightly more than the others I think that's probably fine but I think any MMR system needs to reward multiple types of players so we're not only rewarding one specific skill set and suggesting the others don't matter.
To this end I think BHVR could try out letting survivors put symbols next to their names where they can tell people what they like to focus on is like the haste symbol for people that mostly like to loop, a gen for gen jockeys, and a medical cross for altruistic players. Now they don't have to do what the symbols suggest but it's a way of saying "hey I like to primarily focus on this". I think this could help people find more friends on DBD as well, like say you're a good looper but your teammates don't do gens, well if you get into a lobby with someone with the gen symbol by their name and they do do a good job it could be someone you wanna group up with for a few more games.
Idk that idea probably needs some work but I think it has merit. Although I do see the problem of "you have a gen symbol and then you mostly went for saves and healed" and the like coming up like people might take it too literally but it's worth testing.
This is an excellent idea. Not every survivor is an amazing looper and that’s ok; not every survivor needs to be. Some people are really good at prioritizing gen (and gate) completion. Some are really supportive healers. Many players believe looping is the pinnacle of survivor skill in this game but there will always be different ways of being strong.
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@MikaelaWantsYourBoon said:
I don't think they hate survivors but they just so scared to buff survivors or give anything useful. Why? Because then there is countless posts about them.
Even mid perks like Counterforce, Exponential called op when they were on PTB lol. And then as you see, nobody used them in live servers because they are just trash perks.
BHVR need to be more brave when it comes to perks. Just release strong perks, if they are really problematic, you can nerf them later.
You’ve described Made for This, Circle of Healing, Dead Hard, and countless other perks.
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@Adaez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652001#Comment_3652001
The only way to have fun as killer these day is to 2 hook everyone and let them escape, I get no satisfaction form sweating like crazy and then be dissapointed, this way everyone has fun and I get a lot of bps and xp as well, and survivors do as well.
But I stopped and wont be playing unless the issues adressed above are fixed for good, not band aids that dont fix the issue.
So with the kill rate exactly where the devs want it right now I don’t see a reason why they would again nerf survivors by making their escape paths more difficult. And every secondary objective survivors have gotten has been nerfed into becoming an extreme detriment to survivors.
While you personally may feel like specific playstyles are unfun and thereby avoid them, they’re still tools available for your use at any given point in a match. If you find fun in 2-hooking survivors then letting them go, continue to do that. But there’s no near future where the devs nerf survivors again so that I guess killers can 4K at a more ‘chill’ pace.
Survivors are going to pressure gens and try to escape because at the end of the day they are human players who enjoy the thrill of victory just like you. They’re not canon-fodder, they don’t exist for your (or anyone else’s) entertainment. Neither do you, so play in whatever way feels congruent with your idea of fun.
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@ChuckingWong said:
Starting to believe more and more that people just repeat what someone says, rather than actually approaching it themselves.
Originally, the people who say hes a meme are extremely high tier content creators that, in every shape or form of the game, are more experienced at the game than... 99% of DBD's active player base. So people take what those players say, repeat it, and apply it to themselves when it comes to killers like Freddy or Pig.
Personally for me,
I have never seen a series of games where Freddy is just this huge meme that everyone seems to make him out to be. He has okayish antiloop with his slow, can pressure the map quite well with teleport, and force out pallets so he can fake them later. You are also at somewhat of a disadvantage on survivor with the undetectable part and relying on his lullaby to tell if hes getting close.
Seems like all the tools that are there for a pretty decent killer. He doesn't move slow or anything, normal movement and all...
If we look at stats and then try to derive anything as simple as "well I guess Low MMR must carry" then we have to also acknowledge things that might conflict with theories like this.
For example: Nurse, arguably the strongest killer in DBD, seemingly has now TWICE been on the LOW end of general kill rates. If she was so "strong" shouldn't she be much higher in the kill list?
How is low MMR carrying Freddy/Pig, a meme apparently, but not Nurse?
Surely without a doubt, if Freddy is such a meme the community makes him out to be, shouldn't Nurses kill rate, ESPECIALLY overall, TWICE NOW, be far ahead of him?
Its just not consistent with the data released. And it makes me more and more skeptical when people try to downplay what a killer is capable of because of something they took out of context from a content creator.
Oh, welcome to the DBD forum. You’ll find parrots to be quite prevalent here.
The attitude that Freddy sucks is something pedaled by a popular streamer who has some inconsistent views on killer potency. I was in another thread where someone mentioned that low MMR survivors, like high MMR survivors, are an outlier but you can see here that people are implying (or outright stating) that low MMR players are why Freddy’s kill rate outpaces other killers. Low MMR, which we can assume would be less than 5% of the player base as a correlative to high MMR (also less than 5% of the player base).
When you point out the contradiction, the reason cheekily morphs to something else. Because people refuse to abandon their beliefs, no matter how much any evidence proves otherwise. So while the stats show that Freddy is fine—in fact he’s performing better than several other killers—you’ll still have people describing him as weak, unplayable, so on and so forth. The reality is though that people would like to use Freddy against survivors who are closer to the upper echelons of MMR, and either not struggle for wins or defeat their opponents handily.
No one complains about beating low MMR survivors, and they hardly complain about beating mid-MMR survivors. Criticisms of how strong/weak a killer is are directly tied to how easily that killer can 4K in a match against competent, coordinated survivors. And tbh most killers are going to struggle here.
With Nurse, while she is difficult to pick up compared to several other killers, for anyone with a shred of competence she isn’t ungodly hard to learn or play at all. Not sure why this idea is pedaled that she’s just this awfully hard killer to pick up. Her power—the ability to teleport wherever she wants in the “blink” of an eye—makes her an extremely forgiving killer to learn actually, even for newbies.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651617#Comment_3651617
Close to 10k hours in league and people get super tilted/rage/surrender votes in a winnable game. But leaving is a game directly or afking will just get you a two week vacation. I'm saying this because you can't just do nothing in league and even while tilted out of their mind people will still play. They cs/go for objectives and fight.
People like to constantly regurgitate the you can't make people play but when players don't have the option to just give up they tend to contribute, so I would say you are correct even if it's the dbd playerbase.
I feel like using a 4v4 game and its mechanics doesn’t work here. How do other assym games handle it? I know for sure TCM doesn’t handle the scenario you’ve described like LoL.
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I thought the devs said the major reworks are not meant to be very common. We had one less than a year ago and IIRC it’s the first we’ve had in several years. I can’t see them doing it again so soon.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651491#Comment_3651491
I meant that it was possibly the final teaser for chapter 31. My apologies for the ambiguity.
Ok that makes more sense. Thanks for clearing it up.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651487#Comment_3651487
No? Why would it be?
it’s the last chapter before the anniversary and the last one included in the current roadmaps. But usually a roadmap and new chapters for the upcoming year are announced during the anniversary stream.
I thought OP was implying that by adding “possibly final?” to the title.
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Is this potentially the last chapter?
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651411#Comment_3651411
Ok but I think the post is specially talking trying 4% things than that things
I inadvertently addressed that though. The devs dunno if that survivor was actually trying to escape the hook. They can’t read minds to know intent. And the 4% chance remains because it gives survivors a small incentive to keep playing. If you’re stuck on hook until someone else maybe saves you or the timer runs out and you die, you’ll eventually lose interest in playing the game. It’s just like being slugged.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651407#Comment_3651407
OP says about suiciding at "first hook". You don't need to press skill check on first hook.
You do if you go into second stage.