Bardon
Bardon
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@Deathstroke said:
SoloQ needs few buffs like basekit kindred and everyone should have those obsession things showing who is chased. That would help but swf does not need any buff.
Basekit Kindred without showing the killer's aura, maybe. Full Kindred? That'd be too much.
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@Paternalpark said:
https://forum.deadbydaylight.com/en/discussion/comment/3260651#Comment_3260651
Okay, my question was why did they BUFF 3 gens.
Not why their existence in the game is a thing.
No one killer mains can surmise this balance issue even after the new survivor is the first with 3 gen perks?
Well, given that they didn't buff 3-gens your question is moot.
Unless you have evidence to prove your assertion, of course, but you haven't provided any to date.
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I think the confusion comes from the assessment of camping and tunnelling as being "unfair" when they have been confirmed by the devs on multiple occasions as legitimate tactics.
It's a PVP game, as long as you're acting within the rules of the game (Note: Not the same thing as The Survivor Handbook) then you are by definition playing in a fair manner.
You've paid for the game, play how you like.
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@Paternalpark said:
It's a team based game, all it takes is one survivor to create the 3 Gen. How are their actions my fault and thus to be punished? You killlers speak like I failed a fl save and got downed doing so.
Yes, as you stated it's a team based game when you're playing survivor..
You succeed or fail as a team. That's pretty much the entire point of a team, though I'm curious as to how one survivor can create a 3-gen all by themselves?
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@GlitchyGamer said:
It's that simple. This game is exhausting to play anymore. Almost every single match is unbalanced and toxic. Killers are buffed into infinity and survivors nerfed into the ground. The match making allows toxic swfs to bully the killer and killers to bully solo que/duoing survivors. The gameplay is repetitive. You have to hide your prestige/avoid your mains due to lobby shopping and tunneling. Nothing has been done to stop the camping or hitting on hook and tunneling is still easily done. The toxicity is rampant on both sides. Behavior wanted to shake things up and "Change the meta". They sure did. Welcome to the most miserable era of dbd. Don't be surprised when you realize your player base has evaporated. You can't expect people to want to play on what is clearly the losing side and not get tired of it.
"Killers are buffed into infinity and survivors nerfed into the ground. The match making allows toxic swfs to bully the killer"
If killers were buffed that much (they weren't) and survivors were nerfed that much (they weren't) then how can toxic swfs bully the killer?
Logical inconsistency here.
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@Rovend said:
Can someone explain to me what is to sandbag someone?
like a distraction? or like a pallet predrop you use for cover?
To Sandbag a fellow survivor is to act deliberately in a manner that gets them hit. For example, blocking a window/doorway/pallet so they can't run through & the killer gets effectively a free hit.
It's utterly reprehensible behaviour (except in the rare occasion like the charity stream run by a bunch of top streamers where their sole goal was to sandbag each other, which was absolutely hilarious!).
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@Mandele said:
https://forum.deadbydaylight.com/en/discussion/comment/3257027#Comment_3257027
New killers are very badly designed (only from killers functional perspective) and it seems either creators don't play this game, either they are tunneling killermains themselves 😅 And yes, weskers are tunnelers, like bubbas are facecampers, that I can tell from what I have seen in my matches and from what my friends are sharing
Well that unsubstantiated anecdote really convinced me!
Just a point, you make a lot of comments as though your thoughts are facts without evidence.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3252635#Comment_3252635
if there weak-link currently on the team, your going hammer that weak-link out of the game to create 3vs1 as fast as possible in current system.
In his proposed system, you need 7 hooks. The team will stay alive longer as 4 survivors then it would in current system. The survivor team in new system would gain the maximum amount of generator efficiency for tunneling survivors. there would be no reward for tunneling survivors out of the game. Pair that with no hook regression on hooks and camping/tunneling would be least rewarding strategies.
This would also of course massively shift the game in favour of survivors
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@crogers271 said:
I think there is a lot of problems with this idea, but if I was going to try and implement it I'd do it like this.:
Give the killer an entity counter to fill up, needs to get to 100. The first time a survivor is hooked it gains 15, the 2nd time they are hooked it gains 10, then 5 on the 3rd, then 3 on 4th hook and subsequent. So you could win by hooking each person twice (4x15 + 4x10), but if you just target the same person again and again, it grows in lesser value. Now a team might still be tempted to leave someone on the hook, so for every 15 seconds they are on the hook, the entity counter gets 1 point.
That's just a rough guess on the numbers, but the would be the idea as just straight teamhooks would absolutely target the easiest person if they existed on the team.
The problem with it being a new mode is that it would inevitably create problems with perks that only really work for one mode and so need alternative powers (ie reassurance). I do think it would decrease camping and tunneling, but might decrease the individual tension.
Sadly you'd see a large amount of survivor teams consisting of 4 clones so the killer has even more trouble keeping track of how many hooks each survivor has.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3253395#Comment_3253395
Oni (and Myers) can snowball from slugging, so they often wish to quickly go after another surv while still in their power. Twins slug because they're often in different time zones when they get a down.
The slug play style will take a heavy hit should the baked-in Unbreakable go live.
Yeah, that's going to kill Twins even more than they've already been screwed over.
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I only play killer and no, that's perfectly valid. If you fall for it more than once then that's on you!
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/3248913#Comment_3248913
And there it is, the WhatAboutBait.
How is that WhatAboutism? Your post clearly stated that slugging is "only okay in retaliation" and that "All other times? It's not okay, because you are preventing people from playing the game."
I provided a counter-argument directly related to your argument, not a "whatabout!" pointing to something unrelated which is the definition of whataboutism: the technique or practice of responding to an accusation or difficult question by raising a different issue.
In addition, your personal definition clearly goes against that of BHVR as otherwise they would have never included slugging in the game design, but from the very beginning it's been possible to put someone into the dying state and not pick them up and BHVR have made it clear in many posts that this is a valid tactic.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248942#Comment_3248942
SWF get so many perks for free by being on comms:
- Aftercare
- Bond
- Buckle Up - "I've recovered. Someone come pick me up."
- Empathic Connection
- Empathy
- Kindred
- Open Handed (comms have unlimited range)
- Rookie Spirit - "Killer chased me off my gen. It's almost done. Someone finish it."
- Situational Awareness - "I'm working on the gen near cow tree."
- Wake Up (the aura part) - "The exit behind main building is 99'd."
- Windows of Opportunity / Any Means Neceesary / Alert (to a degree) - "I had to drop shack pallet."
You're fine with SWF's 60 perks vs your 4 perks, but not solo's 24??
Not in the slightest, but the SWF ones can't be removed because the comms are not in DBD itself so I don't want BHVR to add an extra 24 to the survivors side to make things even worse.
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@kaneyboy said:
Fun is being sucked away from this game yet again, something that actually takes skill was very situational and only works in certain locations. Learning this was fun and something to strive to, flashlights run out and eventually you can’t do it? I don’t see the problem.
There is absolutely zero skill involved in the locker blinds. The fact that you referred to it as "skilful" is frankly hilarious.
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Yeah, the vast majority of Billy's addons got destroyed during the "We hate Billy" nerf.
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So the killer faces at least 18 perks vs their 4 - worst case with 4 solo survivors 24 perks vs 4?
No thanks!
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@Johnny_XMan said:
I don’t think solo queue getting something like VC warrants a killer buff.
I don’t understand why this always comes up when solo queue gets brought up. They are not trying to bring solos to “SWF level” they are trying to give them a feature they should have already had.
If you were talking about 2016 where killers had little to no idea where survivors were other than via BBQ sure. It is now 2022 that is no longer an issue. In fact immersion is pretty much a very minimal strat today which is also the reason it is hated amongst those who do it excessively.
But this suggestion is clearly making the game harder for killers - why should there not be some compensatory changes to keep things - well, not balanced 'cause they are definitely not but in the same balance?
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@MeltingPenguins said:
Slugging is, by all means, only OK in retalation: If you have a group that is purposefully not doing anything (aka holding the game hostage) then it's perfectly valid to knock them down all at once (this will maybe become an issue when basekit UB hits, because unless bhvr does build in a failsafe, we might easily get matches with 'bully squads' that will continuously pick themselves up but not do anything. so reverse-slugging, if you will. Just as bad)
All other times? It's not okay, because you are preventing people from playing the game.
Also, as killer you are able to ignore someone who runs into you on accident if they have just been hooked and look for others first. That's Tier S skilllevel.
How about if you're Oni and you've just activated your power and quickly downed someone. Should you give up the power that you took time to build up and not chase the other survivors? That's nuts.
And yes, as a killer you could ignore a survivor who runs directly into you but why should you? How are they going to learn to have more awareness of their surroundings/better gameplay? Why is it the killer's responsibility to overlook a mistake the survivors, his opponents, have made?
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@toxik_survivor said:
I've been seeing some posts about techs and if they should be removed over the past couple of days and I believe no tech should he removed besides the weired blight one that was fixed a month ago or smthin.
Cj techs, 360s's, window techs, and all the weired ass name techs should not be removed because they create and extra skill set in the game. For the most part it is extremely hard to pull off such techs in high mmr and it gives a sense of satisfaction and accomplishment when you do so, especially against good killers. They are fun but difficult and do not break the game in anyway. Although when you 360 and snap your ankles in half its a very good mechanic and skill that can give you reward if you do it correctly.
Most people that complain about techs are no offense, the lower mmr players. It's not your fault though, it's mmr. You are probably supposed to be going against low mmr but you end up going against 3000 swf squad. So yeah I would get why you would complain about removing techs, mmr just destroyes everything and provides horrible statistics and info which leads to people complaining about something that shouldn't be complained about cause mmr fked them up
"For the most part it is extremely hard to pull off such techs in high mmr "
Really? Heal tech requires zero skill and can often be seen even in top MMR streams. I note that you don't even mention that one when discussing "techs" aka exploits. And yes, I refer to "techs" on both sides - can't wait to see the already-OP Blight lose the BS "hug tech"
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@TerraEsram said:
The unbreakable base kit thing, is just some patchwork for the new finishing mori... What do you want? Some game where you can slug everyone, got your mori reward and finish like that?
Killer got a lot of thing recently, but that's not enough? Not enough to have litteraly a new system for winning a game without any worries?
Think damn it
The point is, nobody asked for the stupid insta-mori change that BHVR are pushing as the requirement for the basekit unbreakable. Show me where anyone asked for an insta-kill if all survivors are down/hooked?
BHVR is lamely trying to resolve a problem they've created for themselves. How about they put effort into fixing the myriad of existing bugs instead of working on an entirely new system that nobody wanted?
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@Marc_go_solo said:
The unbreakable-esque change proposed for survivor basekit really shouldn't affect many, with the exception of those who want to slug.
So, should a killer armed with Knock Out and The Third Seal go on a slugging spree, this would combat such playstyles which can become very tedious.
But they're still down for a lengthy time, and I've ever so rarely encountered situations where survivors have been downed for that long as killer.
The change is to deal with an unfun part of the game. A solution to a problem. Just like killers got mini buffs in that one patch to deal with how fast gens were flying, by giving them tweaks such as longer gen times and shortened recovery from successful hits.
What about poor Twins, who have no choice but to slug unless they never use their power and already pay a huge penalty?
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240047#Comment_3240047
Okay, so no flashlights in the lobby, no need to bring Lightborn.
10 9 8 7
6 4 FLASHLIGHTS APPEAR.
5 Sorry, you're locked in you can't change to Lightborn!
This is the problem I am talking about. If the survivors are worried about Lightborn or Franklin's, they will do this. So, that's my point, what is the point of even showing the killer what items the survivors are bringing if they can just swap at the very last second and everyone gets locked in?
Because not everyone are ######### like the survivors you described?
Seriously though, agree totally with the idea that survivors should get locked at about 15 seconds so the killer can react to last-minute shenanigans.
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The killer ones are particularly useless even during the event much less after, definitely would love to have them give back the BP wasted on them after the event rather than have them clogging up the inventory forever.
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I love how the OP claims that the Nurse playing to win is "sweaty" and even "toxic" because she chose effective perks but OP hiding and abandoning their team-mates is "playing to win".
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240939#Comment_3240939
https://forum.deadbydaylight.com/en/discussion/comment/3239396#Comment_3239396
You obviously missed the one where I said I wasn't being serious. I was being jovial and poking fun.
I'll admit I missed it too. I suggest using a "/s" to denote sarcasm as apparently quite a few of us missed it, sorry.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238676#Comment_3238676
Tell me you didn't read any further posts, without telling me you didn't read any further posts.
Oh I did, they were just re-iterating the same thing in slightly different ways.
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@MerleDixon said:
https://forum.deadbydaylight.com/en/discussion/comment/3238650#Comment_3238650
Coh is mid now. You have no excuse.
What an eloquent and relevant reply to all of my points.
Seriously, you haven't addressed a single thing I said. Your response has no value.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233184#Comment_3233184
OK, but you're selfish if you play her too, so....
What? "I want to play the killer I like so I'm selfish"?
This makes no sense. The Nurse players are not forcing Survivors to DC & spoil the game for their teammates...
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@Theminatar said:
CoH is so easily counterable, firstly the sound it makes is extremely loud so you can find it pretty fast. Also if you run Shattered Hope, you can see exactly where they're healing within the totem itself.
I love it when a team runs CoH or any boon totem. Just means I can find them easier and punish them for going out of their way to look for a totem to bless.
Clearly you're not running Hag or Trapper. Boons get set way in the distance where the gens are already done and it's a huge trudge across the map only to hear the rebooning sound before you're halfway back to your trapped zone.
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@Nathan13 said:
Leave 👏 COH 👏 alone 👏 it’s 👏been 👏 nerfed 👏twice 👏 already
Nerfed to the point where it takes an entire *2 seconds* longer to self heal and other assisted heals were affected even less.
This is not a nerf.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/351757/nurse-has-counterplay-learn-it
Suppaalf 500 win streak on nurse. Nuff said
Person with thousands of hours doing one thing only becomes exceedingly good at it. News at 11.
Watch the other videos SupaAlf puts up. Even he doesn't win every time and if you've put that amount of time into any skill you should be God-tier.
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@Jungles23 said:
Nemesis's zombies are the most annoying thing in any game I've ever played, and that's not just the saltiness talking. Why the hell can zombies not only alert the killer of your location, but also prevent you from doing generators? Not to mention the fact they block off loops mid chase which is complete BS. Never in the world should any killer have NPCs to help them, they were a dumb idea to begin with. At the very least make it so we can kill zombies if they miss an attack, just like you can with Victor. Every game with Nemesis is just unfun because he can be the worst killer to ever live and still get easy downs with his zombies.
I thought this game was about trials, where you were supposed to see how well as a team you worked against a killer, meaning that the killer's ability was also being tested. How tf is it testing a killer's ability to kill when their NPCs do like 50% of the work every game? This isn't an understatement either, it's almost a free win every game unless you have some god tier survivor that loops the killer most of the time (which only works assuming he's a garbage killer and stays on them most of the game). It's nonstop BS and I'm surprised more people rant about the Nurse than this.
Also just as a side rant, when the ######### will killer lag be fixed? One guy literally teleported behind me in a chase and got a free M1 out of it. It's not my internet either, I've triple checked.
Sorry but this has got to be bait, right? There are comedy videos out there on just how bad the zombies are. If you're getting outplayed by an utterly slow, easily confused, easily stuck on the tiniest piece of grass NPC then I feel sorry for you.
But you're still 100% wrong. If anything, zombies either need a buff or Nemmy does directly.
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Sadly CoH has killed the hit-and-run playstyle, especially for the territorial killers like Hag and Trapper. All other boons only really get value when they're in the area in play (near gens being worked etc) but CoH works best when set in a dead area like a corner of the map where the gen is done so the killer gets no value from trudging halfway across the map to snuff the boon, only to hear the rebooning sound before they're halfway back to where things are happening.
Pity slow Hag & Trapper having to come back to their defended area to find most of their traps gone (disabled or flashlighted) and having to start again - with the survivors fully healed.
What choice do they have?
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3237135#Comment_3237135
His proposal probably means survivor nerfs early and killer nerfs late. There should probably still be an advantage to either side respectively in those periods of time but it is extremely stark in worst case scenarios on either side(all 4 survivors alive most of the game and also someone dying/dcing at the start/early)
Yeah, I could definitely see some rebalancing at both ends, just the implication of "killing off survivors should grant no advantage to killer" seemed way off. Makes sense.
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To be honest, this is precisely why I actively avoid the Serum in the bloodweb and refuse to use them. I'm a relatively unskilled killer and I have enough trouble trying to get downs using my power without this stuffing me up even worse.
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@WesCravenFan said:
So this came up last night. I was playing Ash on Yamoaka. We were facing a nurse. I was doing a gen in a corner, and Nurse came over to stop me. She got a hit in, but I lost her in a tile. There was a Circle of Healing up in the opposing corner of the map. I ran through four tiles, staying out of line of sight, followed the far left wall, got into the circle, healed, and then ran back to my gen.
Do you have ANY idea how long that took me out of the game? Easily over a minute and a half - the length of time to do a gen from zero to completion.
I could have healed in less than half the time without leaving my gen just by bringing Self-Care.
You are sacrificing a lot of time in exchange for extending it to the team. A fair trade.
But what you have described is literally the worst-case scenario and even then you have described it as "fair". Given that's a "fair" situation only proves how broken CoH is in a less-than-worst-case scenario.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/3235642#Comment_3235642
I don't know, really. I just know that it doesn't bother me and that I often can turn the existence of that boon into an advantage for me.
As far as ruining hit and run and stealth, I main wraith, who is literally both things in 90% of his kit and I really don't mind or feel negatively affected by it.
I'm not arguing with your logic, just stating that my experience is quite different from that.
Wraith has good mobility speed, even without addons. It's a very different thing for the territorial killers - pity poor Trapper or Hag who have to trudge halfway across the map, hit the boon totem then hear that "rebooning" sound before they're partway back to their defended area.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3236961#Comment_3236961
Why not go a step further and address the efficiency shift that happens with each person down or out? It would actually fix things for both sides instead of just focusing on one.
My apologies, but could you clarify what you mean by "address the efficiency shift that happens with each person down or out"?
It sounds like you're talking about somehow either improving survivor efficiency when team-mates go down/out or reducing killer efficiency in that situation and that sounds terrible for the killer - survivors are strongest at the start of the game when it's 4v1 and to make things harder for the killer the more people he takes out removes one of the killer's only ways of dealing with the asymmetry of the game.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3235795#Comment_3235795
I'm simply saying a DC doesn't ruin a match and if you think so then yes it is entitlement because you're only thinking you can only win if the advantage in numbers is benefitting you and DC's are justified because there's plenty of reasons a DC can happen, most of which come from very bad game design options. So when the reason to Dc comes from bad game design then why should players be punished for that? mMakes no sense
Nobody enjoys playing Garden of Joy, it's a bad Map. If someone were to DC because they don't want to play Garden of Joy i won't be mad about it, i'd DC too if i wouldn't be banned from finding a new match. That person decided the DC penalty was worth it for them.
I'm not gonna get dealth a ######### sandwich and eat just because... Map design needs to be better and this isn't even an opinion it's a fact!
Like i said, people who don't DC are not DC'ing because the game is fine they are not DC'ing because it will be even worse for them.
DC penalties are not good, they're a ######### sandwich that you either eat a penalty or you eat a ######### match.
All DC penalties do is Punish whoever doesn't agree with what they got WITHOUT THE REASON FOR THE DISAGREEMENT EVEN MATTERING or ACCIDENTAL DC's MATTERING EITHER: You get punished wether it's your choice or not.
Another attempt to defend DC'ing. Sorry, nobody is buying it. You can complain all you like but BHVR have made it very clear that DC'ing deliberately is going to be punished and that's not going to change. Face the game you're given (both survivor and killer side) and play it out, you might learn something!
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/3235808#Comment_3235808
That shouldn't even be an add on. It should just be basekit and those add ons should have a different effect.
I agree and would like to subscribe to your newsletter! 😄
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3235866#Comment_3235866
65% Is almost 70%. "A Lot" Is not 16.16% or 25%, a lot would be 75%.
2.5x - 4x anyone else is most definitely a lot.
And you still refuse to explain why you feel the need to round up the kill rate. You're not making the points you think you're making here, you know.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3235834#Comment_3235834
Ok so when considering all MMR's he gets picked at 16.16% and in high mmr he gets picked at 25%. You said "a lot" but again that makes it sound like he's being picked more than he actually is, I'd say a lot means 50%? Why don't you say he gets picked at 16.16% In all mmr's and 25% In the high mmr? Why are you allowed to make his pick rate seem higher than it is when I'm not allowed to make his kill rate seem higher than it is?
But those figures are a lot! Wesker's pick rate is 2.5x the next popular killer in all MMR's (16.16% vs Huntress at 6.64%) and more than quadruple the next popular killer in high MMR (25% vs Nurse at 6.12%). He's being picked many times more than any other killer at all levels.
Whereas you still haven't explained what benefit there is to rounding his kill rate up to the nearest 10% - what good is less granular data?
Surely you can see the difference?
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3235822#Comment_3235822
He gets picked 25% at high MMR? When you say "That's a lot" you make it sound like he's getting picked more than he is. Why don't you just say 25%?
The OP made no mention of high MMR, it was a general comment. I responded based on the general comment not your restricted version of high MMR only.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3235801#Comment_3235801
You can round to the nearest 10 as much as you can round to the nearest whole number x
Yes, we all know that you can round to the nearest 10, but you consistently refuse to explain WHY anyone would want to do that. What benefit is there?
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Newest killer gets picked a lot to play. Why are people surprised? He'll revert downwards in a while when the novelty is gone.
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At the very least they need to rework the addon that makes his traps darker - if you get a bright map that's an active, massive disadvantage. It should make it so that the traps blend into whatever colour they're on.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3235772#Comment_3235772
"I want you to justify rounding 65% to 70%". Sure. If a number ends in 5, you round upwards. As I was rounding to the nearest 10, I rounded 65 to 70.
Yeah dude, @Crowman is right - why are you rounding at all? There is no benefit to it given that we have whole numbers already.
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@lemonsway said:
The only reason you people think 3v1 is killer sided is because you GIVE UP AUTOMATICALLY. How is a 3v1 different from everyone DC'ing? You're all giving up...IF you all decide ok match is over than DC'ing is faster than killer slugging or hooking everyone. But you can't DC cause the penalty even tho you all decided the match wasn't worth it...
If you understand that 1 guy can loop the killer while others do gens as a 4v1 then the same still applies as a 3v1 therefore a 3v1 is still winnable for survivors wether there's a DC, early kill or an AFK.
The fact you consider 3v1 killer sided is because YOU GIVE UP! You're being entitled. It means you can only win when the odds are absolutly stacked in your favor. you're saying that 3v1 is only acceptable if the conditions to win already benefit you, so if the number of gens is lower than the number of survivors alive then you feel comfortable that you can spread or loop the killer while others do gens.
And this happens because it's a CASUAL GAME MADE FOR CASUAL PLAYERS with a 1v1v1v1v1 mindset instead of an actual Team vs Killer mentality!
If in a SWF killing 1 guy doesn't matter much because it's still a SWF then how does that differ from when it's SoloQ? The ONLY ANSWER is because the skill level differs massively in SoloQ, which means Matchmaking is BAD! So the reason 3v1 SoloQ is BAD and "ruins matches" is because the match WASN'T BALANCED TO BEGIN WITH! So the DC is justifiable or you just endure the frustration of this match and HOPE THE NEXT ONE IS BETTER! But you're still in SOLOQ with THE SAME MATCHMAKING! So chances you get another match that is UNBALANCED IS THE EXACT SAME EVERYTIME!
Then you ask me, what does it matter if we try to play the game but still end up dead? And i tell you isn't that the exact same posibility as it was when it was 4v1? SO WHAT CHANGED!? NOTHING! YOU JUST GIVE UP WHEN IT'S 3v1!
BUT you won't give up if there's only 1 or 2 gens left right!? SO whats different!? Nothing besides your Entitlement...Because you think it will be easier to do just 1 or 2 gens as a 3v1 when it actually depends on where those gens are located and it still depends on who you are playing with. IF you're playing with Potatoes then those gens might never get done, if you're in a 3 gen those gens might never get done. IF you're in a 3 gen but with good survivors there's a decent chance you can finish the gens even if someone else dies, then a 2v1 still guarantees 1 escape, the time it takes for killer to chase, pick and go hook someone is more than enough to open Gate and escape, so even if in the end only 1 survives that's still a better outcome then all 3 giving up. but you didn't give up because the objective was pretty close.
So wether the 3 still finish the match or give up is based entirely on wether or not they see themselves easily finish the gens and guarantee as manny escapes as possible. That is so clearly Entitlement.
So my Conclusion in all of this is DC's are absolutly fine and will not impact a match that much. The game is made for Casual players and the majority of players are Casual, there's plenty of evidence to support this, so a DC alone is not a deciding factor on wether or not amatch is won or lost. THe fact people give up just speaks ENTITLEMENT and not that the match can't be played. DC penalties are justified when the game is presenting players with so manny issues and reasons to justfiy a DC and the matchmaking which is already SLOW and BAD just gets even SLOWER and WORSE because it will just make another Unbalanced match because people are locked away from matchmaking.
Easy solution for keeping DC penalty existing tho: Don't punish people on the first and second DC's: see if there's a reoccurent pattern first then start applying the penalties. And You might even start with a higher first penalty, instead of 5 minutes it can be 10 or 15 directly.
This way you keep the penalty but there's room for understanding what's the behaviour the player is having. If someone DC's once but then spends hours playing without dC'ing then you can safely say ok this guy isn't Dc'ing frequently so he doesn't need to be punished immediatly, so if by the end of the day this players doesnt DC anymore you can even have the DC counter reset but if the player keeps DC'ing then you know it's a repeating pattern and you can start applying the penalties. The player then has a choice, either put the game aside and avoid further potential punishes if the behaviour doesn't change or just keep racking up longer penalties.
Either way you're still locking people out ot matchmaking and making it SLOWER and UNBALANCED and the game still offers plenty of reasons to not play it or DC.
The massive irony of you claiming that those upset by team-mates DC'ing are "entitled" while defending DC'ing because you don't like the particular killer/map/etc is hilarious. Thanks for the laugh, I needed it today.
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I just hate that we're pretty much forced to waste BP on event-specific things in the bloodweb (sometimes you have no choice as an entire path is blocked by one) that I hate using and also hate that they sit there unusable after the event just taking up space and reminding me that I could have bought something actually decent with those BP.
They should either be optional or usable outside of the event.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3233876#Comment_3233876
Nerf all killers ideally to 50%
If this is your honest opinion then I thank you - now everytime I see a post created by you I can save myself the time I would have wasted by reading it.
Seriously, that's an insane position to take in a 1v4 game.