BloodyNights
BloodyNights
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@RakimSockem said:
I'm trying to figure out what exactly people want to see in the stat releases in order to accept them as "truth".
I'm perfectly aware of how raw data works and how other variables and stats aren't factored in. So I'm just asking, how detailed would the stats need to be and what factors would need to be included that would make you go "Okay, these stats are definitive proof that this is balanced/unbalanced" or whatever?
Every time the devs release stats, there's always a crowd of people saying "well that doesn't mean anything" Or they pick and choose what they believe in the stats and what they don't. I've actually yet to see anyone argue about the map statistics showing the indoor maps are heavily killer favored so I guess we're all cool with that and we all believe that with worrying about other variables and whatnot.
So I'm just curious. What would a reliable, detailed stat release look like to you?
I'm honestly satisified with the data received. I don't think seeing a SWF data spread would look much different. You'd have just as many games were they all escaped, as them all killing themselves because they were overly altruistic, (the usual death of SWF) for it to make any difference.
I've gotten to rank 1 on pc, and ps4 with a ps4 controller as both survivor and killer. So to me I don't feel much of a difference except when fighting a killer like Nurse. I'm sure a Huntress can aim faster on PC, but I can usually dodge it just the same. So while one killer is way better, and another is slightly better. I don't think it's as insane of a skill gap. And while sure the last time they broke down stats PS4 and Xbox had somewhat substantial differences in kill rates. The PC version of the game had been out a lot longer than it's console counter parts that was running at about an unstable 30fps. <---this was one of the biggest reasons I hopped on the PC version. Now the frame rate on ps4 is for the most part fairly stable, and the fps feels like it's now 60 for both.
So over all I don't need more data. I mean I guess I could ask for something silly like...how much certain add-ons or moris add to the over all kill rate for each individual killer but that's just asking too much.
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@humanbeing1704 said:
I wouldn't mind seeing a top 10 of deadliest maps
Hey at least you got a top 3 deadliest maps! lol
Indoors, indoors, and indoors. But I guess the killer does get basically an extra perk of being able to follow blood trails easily unlike outdoors. Also ruin is typically harder to find.
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That's honestly not the worst totem spot ever....could be worse. Like right next to a gen. Easiest ones to find are on the edges of the map, and next to gens. Survivors risk being spotted running around out in the open like where that totem is. So uhhh...yeah it could be worse.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/872352#Comment_872352
https://forum.deadbydaylight.com/en/discussion/comment/866726#Comment_866726
Both are pretty much the same thing but yeah.
I am just saying that people are going to start using this as ammunition, it will intimidate and confuse newcomers as well, especially if they use the steam and not the official DBD forums because the misinformation over there is rampant.
That's a bit newer than mine, mine was just a little bit before they released their "stats" I think they were talking about how the nurse was like the worst killer on console at green ranks, but really strong at red ranks on pc. And someone asked about other killers and how they were all so weak and they said that no killer performs lower than 2 kills per average and that was their balance. I'm paraphrasing of course. I'm too lazy to go look it up honestly, especially with me about to leave. But I'll certainly add it to my memory, that they've also said 50% is their goal which to me isn't good, I like around 60-70% range. Means they are strong enough to be a threat, but survivors can actually escape sometimes.
Though more data would be nice, you got the people who are like. Those survivors are potatoes, or the killer used a Mori, or survivors committed suicide. Blah Blah. And I'm like k that's what happens.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/872207#Comment_872207
50% is their target goal they've said that several times, though other things are considered which is why it's fine for some to be above....but none of that is shown here of course.
You are missing the point though, what is and what people think are two different things and the latter is the problem in this case. People are probably going to need more information or you are going to have a wild spread of misinformation and confusion.
I am not disagreeing with what you say really, I want to make that clear, it's about being careful with how information is presented going forward, that's all.
I'm a bit tired so I kind of just skimmed over the original post tbh. lol Also any time I've heard them talk about the target goal it's always been 2 kills, I don't remember them saying 50%. I mean they might have said both at some point for all I know. But I know they said 2 kills being average is what they aim for so that's what I went with.
But yeah, people on both sides need to calm down. Instead just complain more about the emblem system being trash instead of their balance. :3
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/872140#Comment_872140
"But according to the stats released by BHVR killers have a 60-70% kill rate that is way over 50% they are obviously OP and devs are favoring killers and ignoring survivor players"
Literally what I have been hearing non stop since the stats dropped.
Their goal was 2 kills on average. 60-70% is within 2 kill range because a survivor equals 25% of the kill count. If a killer was at or above 75% kill average they are over performing. 60-70% range is all killers are in a pretty healthy state. Straight up 50% isn't going to happen, and below that is not good for killers.
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The stats doesn't show that every killer needs to be nerfed. It's showing that every killer is better than what some killer mains would lead you to believe, even the quote on quote worst killers in the game that are absolute trash. But the majority are not over performing.
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- Dead Hard - Allows you to extend chases especially around pallets, or windows. It can be used after being unhooked to possibly avoid a swing and get to a pallet or exit. It's one of the harder ones to use correctly though. But I think it has the most potential.
- Balanced Landing (Live Version) - Situational both on the map, and locations on the map. It has potential to be stronger than Dead Hard. But it's not as consistent. Fun factor is strong.
- Lithe - Middle of the pack, it isn't exceptionally strong, but does it's job of getting you some distance. Unfortunately at least for me I tend to get hit trying to hop through a window in the middle of a chase. Or it's a window I want to loop which kind of hurts it's effectiveness. (Killer shack, Iron Works etc.)
- Sprint Burst - Walking around everywhere is a pain, I'd suggest not to do it, and hope your Sprint Burst comes back online while you are working on a Gen. When playing stealthy, or against stealth killers it can help you avoid the first hit if you are spotted, or they start to sneak up on you. Works everywhere, but really only useful at the very start of a chase. And while it has uses when just getting off the hook. Chances are you'll become exhausted right after a hook rescue trying to get some distance, when regular running would have done the trick.
- Balanced Landing (PTB Version) - Still situational both on the map, and locations on the map. Some areas only having one place to fall from. Looping potential basically isn't there any longer. A lot of areas you could use it, Lithe can also be used, like vaulting rails on Hawkins, even if it's slightly less powerful. The loss of the stagger imo butchers this perk.
- Head On - Meme Perk, usually requires other perks to work with it like Quick and Quiet. You might get it to work once in ten games. Heck even if it works in five out of ten. It's still less use than you'd get out of any of the others the majority of the time. lol
I don't count Adrenaline. Anyways that's my thoughts on the exhaustion perks.
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If this change goes through, not only will I be extremely sad face that my favorite exhaustion perk was nerfed into the ground. I will stop using it all together. What's the point of using the worst exhaustion perk in the game? Gotta find a hill or something to drop down to use it, far easier to use Lithe, or Sprint Burst. Dead Hard is also way better. Half the time you get hit anyways from falling due to the killers lunge and you having to land before you get the speed boost.
The only reason I do use the perk is because of the passive reduction of stagger, allowing me to extend the chase a bit longer on certain maps, at certain locations. Those extra added loops to me were fun to pull off. As killer and survivor I never found the perk broken, at least not compared to something like the cowshed window being open, or iron works of misery window being open. And it's a gamble if you can use it at all. Way to take a fun perk and completely butcher it to be near useless. I'll jump through a window with Lithe now instead.
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If the survivor is injured and not running iron will/she isn't running Stridor. It kind of doesn't really matter much on the mind game as that trick of walking, or crouching away will most likely just end in you getting downed anyways. Collision being removed might help with this though, she might end up missing her initial swing...if your lucky.
This just lets the survivor have a chance at mind gaming the spirit, or producing some level of counter play instead of just guess right or you lose.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/834547#Comment_834547
You can get 4 kills if all survivors decide to suicide on hook for whatever reason, so kills really cannot be used for balance.
If so, then as survivors, i can just suicide on hook the moment i face a particular killer, and the devs will get the message that killer is overperformed
Or, if i'm killer, i can just afk, let the survivors escape with bp, and send the incorrect information about what killer is underperformed (but it is not effective as survivors one lol)
Sometimes killer 4k not because that killer is fine, but survivors that throw the game
Sometimes if killer camps, kill 1 with 5 gens and kill 1 with noed, it is not balance, and does not show those killers are fine
There are so many things that can influence the kill besides of killer's own viability
I mean....I guess survivors can suicide, and killers can go afk when loading up. But like...does that happen on average in your games? Do all the survivors you play with decide to just suicide all the time, and all the killers go afk? Sounds like rare occurrences that would barely effect anything.
Also that killer who got two kills for barely doing anything, still got two kills. Dumb stuff happens on both the killer side, and the survivor side all the time. Lag made a hit connect that shouldn't, survivor jumps into a locker instead of out the window. Survivor's looking backwards and runs into a random object and gets slapped when they'd be fine normally and could extend chase. Survivors don't give a crap about the actual game besides memeing. Not every game is hard core best survivors, vs best killers.
After all DBD isn't a competitive game, competitive games have something that DBD doesn't have. Consistency between matches. You know exactly what your up against every time, with no hidden surprises suddenly ruining your game. Like Mori's, Ultra rare add-on's, a key found randomly in a box.
I could argue a killer with a mori shouldn't count towards it, but hey it does. These random, oh but the killer could camp survivors and kill them all because they were altruistic! Doesn't matter in the long run, because I'm pretty sure there are just as many terrible killer mains running around, as there are terrible survivor mains. Adding or detracting to the average kill count.
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I'd be down for crossplay. I have the game on PC, PS4, and Switch. I don't notice much of a difference between the skill levels. Other than Switch being laggy, janky, and uhhh...low frame rates that seem to drop below 10fps. But that's a different matter. lol Switch can chill with the mobile version that's supposed to come out at some point!
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From what I read from the devs they do not just take all of the killers kill rates from all ranks. They said it them selves that Nurse was the absolute worst killer and underperformed drastically at mid to high ranks especially on ps4, yet when she gets to low ranks she over performs. Which is why she was changed.
I hear people mentioning how stupid it is to base balance around getting 2 kills per match on average. Which translate to a draw of course. If you do well you'll get more kills and just 1 more over 2 should deffinantely be considered a win for killer. You can bring up nonsense excuses as to why a killer is getting these at least two kills on average. But it's the average! It happens pretty much all the time. So those excuses don't make much sense.
So if you don't want to balance it around 2k's on average. What do you want it based on? 3k average is pretty much always winning with a killer. So if we bring it up anymore that's ridiculous. And we need a different measure for balancing if kills don't work. Any suggestions?
Before bringing up the emblem system, it's a mess but it has nothing to do with balance, so I wouldn't bring that up honestly, but feel free to complain about it, me getting a 4k with Infinite memestone myers shouldn't de-pip xD
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Top Tier - Monto, Noob3, and Oztdarva. I just recently got into watching Ozt's vids. He really is really nice and informative as many people have stated. Not Toxic at all.
Mid Tier - Puppers, Tru3. They can have some interesting videos, but some of Puppers conversations during gameplay are a bit lost on me. And Tru3 can be enjoyable to watch one moment, to either overly confident, to angry/depressing the next. But he is okay.
Low Tier - TydeTime. He is always negative, most of the videos I see of him playing is him 4king survivors while simultaneously crying about how weak killers are in the exact same video. And survivors just extending the chase a little bit with a dropped pallet will send him off. Also don't really agree with his opinions on items/perks. If he'd lower the negativity he could be a lot more entertaining to watch.
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Personally I believe the 2K mark is actually a good goal to strive for, and I honestly do not believe that any killer in the game is so weak that they can't at least get a 2k, which is a draw game, this also equals balance. Glad to know that a dev proved me right on that aspect. The problem with most killer mains is they want a definitive I've won. They want the 4k. 3K is already a win, but that precious 4k though, if they can't get that as the average the killer feels weak to them.
Now complaints about the pipping system...that's a different story and needs looking at tbh. But the actual results of the match is another story. A balance around 2 kills = one more kill, or one more survivor escaping, is a win for one side. So I really, really don't get the killer sides constant complaints about balance being an issue. I've been playing the game for around 3 years now, and play Killer and Survivor both have gotten to red ranks several times. I don't see one side as being stronger than the other. I do see certain killers being vastly stronger than their peers however. Spirit is one of them. She doesn't need to be nerfed into the ground, but some changes certainly would be nice, especially her least fun aspects.
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@darkki said:
https://forum.deadbydaylight.com/en/discussion/comment/824386#Comment_824386
I'm sorry but the killer is the strongest when there are the last 3 gens since she can protect them a lot easier. If you have killed 1 person and they have 1 gen left to do you have a 50/50 chance of killing them all but a key makes that % down to single digits + closing the hatch will power the gates ! And as a killer 2 people escaping is almost a sure de-pip . Also about the person being moried loosing all his items and add-ons - We killer can't save your add-ons even when we do a 4k so why should we care about your items ?!?
How about this, you failed pitifully at doing your job as killer, only killing one survivor in the time that it took them to do 4 gens, and you also couldn't find and kill any survivors before they found the hatch. You also allowed the three remaining survivors to meet up at the hatch and escape together. It's an extremely rare scenario, but hey it happened. Also I don't know what killer games you are playing, but even at red ranks I can only kill one survivor and still safety pip in most games due to my own personal play style. Two escaping for me has never ended in a de-pip. Well I did get a 4k and de-pipped as infinite tomb stone Myers lol
The mori situation is extremely common. Even the best people in chases fall eventually. And the Mori screws them out of everything, blood points (Something killer gets in abundance for just breathing during gameplay) pipping system, items, offerings etc. Sure as killer you lose your add-ons, you also get double the blood points on average, and only use add-ons, you don't use an item and add-ons. Also this is exactly why a lot of killer mains and survivor mains are divided so much. Neither cares about the other, yet constantly complain about their side, like there isn't BS on both sides of the spectrum.
I know you don't care, but imagine you loaded into the game, with friends or solo. You spent 10-20 minutes waiting for a lobby to appear, and to get into a game. 5-10 seconds after the match starts you hear the heartbeat, they just happen to see you, a chase happens. Depending on where you are at and your map knowledge you might make it to a pallet before taking a hit, might not. Either way you last let's say a minute, which is actually an okay amount of time. Killer downs you, your hooked, you get off the hook, instantly killed. You got no emblem in anything, no points, and that's that. You wasted 10-20 minutes waiting in a lobby, for about a minute of gameplay. Lost everything you brought in, and gained nothing in return.
At least a key allows the killer to play the game, Mori's just royally screw one survivor, and then make the balance feel like someone DC'd at the beginning.
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Mori's are far worse to me than keys will ever be. Keys give all players involved in the match a chance to play the game properly until like one or two generators are left. Then survivors might be able to use it to escape. And that is a big might considering that they still have a chance of getting found and tunneled/camped/slugged while looking for the hatch. Yes it can be strong, but if 3 survivors escape with it, only 1 gen can be left for this. Majority of the time it's a one person escape, and even two people escaping is a draw game. Which is honestly rare, even if it does happen, and they have to be down 2 people, and to 2 gens.
Mori's on the other hand don't give all players a chance to play properly. Find a survivor, down the survivor, proxy camp the survivor until they get rescued, tunnel and delete the survivor. Just that one kill is enough to drastically swing the game to the killers favor to the point of it being unfair, and can happen within the first minute of the game, sometimes sooner depending on the killer. That survivor who got moried de-pips, gets no points, loses their items, add-ons, offerings, and their time. It's also active at the very start of the match, and both versions Ebony, or Ivory completely destroy balance for more than a key ever will.
Sure, fix both, but I give my priority to mori's any day of the week.
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Actually If I'm just gonna instantly go down, and don't have decisive strike. I'd rather just be killed. I could have looped the killer for a long time and gotten a gold or iridescent emblem. But getting saved into a smack is gonna badly hurt my chaser emblem. Turning a pip into a de-pip, or a black pip into a de-pip.
Though if you don't care about rank it's k I guess.
Also I think there is a bit of a difference between being farmed, and getting saved against a camping killer when you are about to die. They are genuinely just trying to save you, not farming. Farming is when you are in the middle of a chase and you run straight to the hook, and yank them off hoping the killer goes for an easy hit, and leaves them alone. Or they don't even let the killer get 10 feet away after you've been hooked and they pull you off the hook. Desperation saves, are desperation saves, not really farming.
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@Izo_Quartz said:
I'm pretty sure male survivors have a larger hitbox then female survivors but I havn't seen any confirmation of this from the devs. If this is true, I think that's kinda unfair because it gives people who play male survivors an unnecessary disadvantage, especially for a game like dbd where hitboxes/hit registrations are one of the biggest issues right now.
I believe their hurtboxes are all the same. However females have a smaller model, so they are harder to spot. Either way they have a very small advantage over males, but not so much that it breaks the balance.
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At the exit gates, it's a ritual. Sometimes if I'm attempting to get the killer to chase me, like if they are camping someone on a hook. Other than that not often. I mean I might have done it once or twice to a huntress on the swamp when I had the high ground and it would take her a long time to down me if she did intiate a chase. She just looked at me, and I looked at her like sup. Took her a moment but she chased me. I don't think she was too upset with me.
As Ghostface? Probably most of the match. Walking around? T-bag. I don't usually t-bag survivors for downing them, unless they t-bagged me. I t-bag when walking away from the hook, after hooking them. I even t-bag after the exit gates are open and the survivors are t-bagging. I join them like a boss.
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I hope Mori's are next on the list, followed by keys.
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I don't like the ranked reset either. Because in the end it also hurts the dedicated players. Taking 15-20 minutes to find a game at red ranks isn't fun at all.
Personally I think they need a new system all together. But I like the idea of everyone eventually going down into red/purple because of no rank reset. It would hurt the newer players, but I'd imagine they could just make the match making more lenient to accommodate them. I mean it's not like some of them rank 15's or whatever they are playing as/against. Don't have experience, strong tier 3 perks etc. It just means they stopped playing for a month or two.
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@GrootDude said:
Every time I run to a pallet and drop it, I always get hit through the already dropped pallet, how do I stop this from happening?
Recently, I've been having the same issue, I swear I'm way too far ahead to get hit when dropping the pallet, I don't even think I'll stun the killer, but I just get hit anyways. In some cases against Hillbilly, and Demogorgon. I've dropped the pallet, gotten hit, and the killer destroyed the pallet all in one attack.
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I don't really notice anyone being particularly mean to my Laurie. I wouldn't say I main her anymore. But she's prestige 3, and she was my first survivor, because Halloween got me into the game. I still play her regularly.
I will say this...as killer she is probably one of the easiest survivors to spot. Her bright blue pants and shirt give her away most of the time making her easy to find, chase and follow.
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I've always thought that gen times should be based on the killer you are playing. Just like how killers have different walk speeds, and different heights.
This could help lower tier killers, without making the already strong killers like The Nurse, Spirit, and Billy stronger. The less mobile a killer is for example maybe the Doctor, the longer gens should take for survivors to complete. But Spirit, and Nurse you could lessen the amount of time required to finish gens.
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I'm rank 1 to 2, and while I almost never play survivor solo, (Because I'd rather play killer if I'm solo) It takes 10-20 minutes to find a game most of the time. It's actually faster for me to find killer matches by a huge margin. Though I didn't make it back to red ranks this rank reset due to playing a lot of Steve, just to about rank 5 so far. Still only takes me about 2-5 minutes for games.
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@lynelmane said:
Dying as in struggling too long?
Dying as in letting go?
or dying as in it glitches and kills you instantly?
maybe you haven't been keeping track of what hook you're on. it happens.
Dying as in, I'm mashing the x button at a reasonable pace, and I'm just killed for no apparent reason. The timer doesn't run out, and I'm not forgetting to mash it either. That's why I said I've only died around 7 times in thousands of hours, but the past week it's been 4 deaths, and I've noticed it with randoms, and friends dying in matches. Only the friends could tell me that they didn't intentionally mean to die.
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I'd support it, I play on console and PC with a PS4 controller. Only noticeable difference for me is the power of the nurse, which is being toned down.
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TBH Pretty unpopular opinion, but I feel like at this point, the game is balanced around SWF's talking and communicating. It deff can be annoying when you have no terror radius, and survivors have dipped before they could possibly hear you. (Though it could be spine chill) thanks to the guy on the hook telling them your position. Or when you decide to focus someone else down mid chase.
But the majority of solo players just seem to get wrecked. They lack tons of information which can easily lead to the killer steam rolling. It's not uncommon for everyone to stay on a gen when someone is hooked, or for everyone to get off a gen to go for a save for example. Constant mistakes like these are why solo survivors survive less than 50% of the time which is the balance goal
Smart killers can play around their communication to a certain degree. And even use it against them. Pretending to do something, and then suddenly changing tactics gets them quite often. They are also heavily altruistic because they don't want their friend to die.
TL;DR Nothing is wrong with SWF, it just makes the game harder, if they are somewhat competant and are not potatoes.
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/736602#Comment_736602
You don't lose items/offerings when a killer leaves a lobby. You also have no idea why the killer Is leaving. I have to leave games quite often because a 700 ping survivor will not leave and if I start the game it will inevitably leave 3 to finish the game.
Anyone is free to leave a game consequence free before it starts. Not afterwards.
Your argument has no merit and no equivalency.
Did you completely forget that when a survivor DC's at the offering screen, no one loses items, add-ons, or offerings?
When a killer loads up a lobby, they see when survivors come spilling in which usually indicates SWF. They also have the knowledge of see keys, toolboxes, medkits, flashlights, and maps. Maybe they don't always dodge for this reason, but there are tons that do.
Survivors have no information about who the killer, is, or their add-ons. 9 times out of 10 if it's an offering it's a mori. Mori's are commonly used with the killers best add-ons.
My argument is, neither want to have a crappy time, both sides dodge, just survivors dodge later because Killers are privileged with more information. Neither side loses anything except precious time.
Both Survivors, and killers who DC after a match has started are just scummy.
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/732212#Comment_732212
No, it's pretty telling how petty, vindictive and unsportsmanlike survivors are.
Killers dodge lobbies all the time, survivors spawn in the lobby too close to another, they got too many medkits/keys/toolboxes? Dodge. Only difference is moris can't be seen until the offering screen is shown. No one wants to deal with nonsense regardless of which side you are on.
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Personally I think...that mori's should be looked at. If most survivors want to DC because they see a Mori is being used that's pretty telling on how powerful it is. Doesn't help that most killers who use a mori always seem to bust out the purple and red add-ons, and proxy camp/tunnel the first person they hook to immediately delete someone. It just isn't a fun experience.
But yeah I guess secret things should be kept an actual secret. Though I'm not 100% keen on the idea of keeping Mori's completely off the table. Survivors gotta play super cautious to not end up in the situation above. Because they are usually get hooked once, deleted, and de-pip and it's just the most obnoxious thing ever.
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@GrootDude said:
This reminds me of when I placed a medkit by the killer shack window for safe keeping.
That certainly sounds like the safest place to place it! It's a good thing it was there to heal you when you needed it.
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@Milo said:
Feng really wanted to repair that gen!
Is this what they call...Gen Rushing!?
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I don't think I trust you! ('.') No telling what will happen if I grab it!
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/726562#Comment_726562
yes i know but i have been finding so many will keep going between those they slugged....and hit, BBQ chilli, Nurses calling.....eh
5000IQ plays are slugging someone once the exit gates are opened, and not hooking them so Borrowed Time doesn't activate, and you can camp them without losing chaser emblem. 😈
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/726533#Comment_726533
Mhmm i have been finding most games now, someone will down one, go after another one or near to where they may think one is, even if they have one down on the floor, they will always go after another.....sluggers who slug like instant, i mean whats the point in my toolboxes etc, also why run ruin and hex perks if people wish to just slug?
I wish more killers would slug in my games, maybe I would actually have a reason to use Unbreakable.
Slugging has weaknesses, just like it has strengths. If you slug someone and go after another, their buddy could pick them up before you end up catching the other person, and you aren't really furthering your objective as killer.
I've really only had one game were I did some intense slugging, where it basically was that exact situation that I mentioned in the last comment. Less than two minutes into the game everyone was on the ground, and I was picking them up to place them on the hook. I intended to make it last longer by letting one escape so they could just save everyone. But the survivors committed suicide before I could. Most of the time however slugging isn't worth it outside of moments of survivor stupidity. Or unless you are memeing with a slug build though.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/726517#Comment_726517
Everyone is on the floor and you don't see a problem? what is the point in the game? 4% chance of getting off the hook, no one gets points even the killer? everyone hooked,chance of unbreakable but can i ask what is the point in slugging? what is in it for the killer?
If everyone is on the floor I go and hook them. Usually slugging happens when you see multiple people. For example you down someone, and someone is right next to them trying to go for a flash light save, body block, or a pallet save. You go and attack them, they get downed, you go back to the first guy you downed, someone is there you slap them. At that point might as well look for the last person.
There are other examples of using it, sometimes it's just to be nice instead of tunneling in my case, I'll slap them down, let someone else pick them up, but in exchange I'm wasting someone elses time, to by myself extra time for allowing them to live.
But if all survivors are down on the floor, the team of survivors did something horribly wrong. Unless it was a slug build...then maybe not.
Also slugging stops stuff like Borrowed Time from activating....but it's ehhh.
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I get survivors being annoyed at tunneling and camping. But what is wrong with slugging again?
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I've gotten it a few times, after the stranger things chapter. Usually the killer is doing super poorly. They DC, and it basically eats your offering, bloodpoints, item, and time. Sometimes it only hits half the party when the killer DC's. I was in a SWF group once, the killer dc'd after they chased me for 5 gens straight. I kept my blood points, but my friend lost their stuff.
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Besides not allowing the spirit to bump into survivors when phasing. Personally...this is just me...but I hate that she doesn't have some sort of animation going through windows. Show me the leg! lol
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It's super fun as survivor imo to play against Scratched Mirror Myers. Though admittedly it's pretty tough on any map that doesn't have a lot of walls to obstruct the survivors view. Since he likes to just slap you as you are walking by out of no where.
Either way it's probably my favorite time playing him, and I love playing against him.
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Nemesis would be my favorite pick tbh. Not sure what powers you'd give him exactly. He could have a Rocket Launcher as his melee weapon, and could shoot rockets. Though it might overlap a little with The Huntress.
He also has his tentacles that he could use as another longer ranged attack. Sure if I had longer I could think of more exciting abilities but those are the ones that immediately come to mind. Besides him having a run.
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@TruEternity said:
So, I don’t actually think that, but with the opinion a lot of people hold, it seems that way. Let me explain. I’ve just recently come back from a 10 month break, so my rank is pretty low (just got to 8 as killer a few days ago). Thing is, I was rank 1 on both sides for quite a while before I quit, so I was used to the high rank meta.
Why do I mention this? Because of the matchmaking changes. It makes killer far too easy outside of the dreaded 4-man rank 1 swf. I know it’s not the overly popular option among killer mains (at least here it seems), but it’s not that hard at high ranks. I’d say 1 out of 5 games are those super sweaty try hard high ranks who just want to end games in 3 minutes. Even at rank 1, there are large variations in skill. The difference between a 500 hour rank 1 and a 1500 hour rank 1 is noticeable.
This brings me to my point finally. The matchmaking changes do not benefit skilled killers at all. I get that was kinda the point, but most players here (at least by contents of their post egos) shouldn’t care. That rank 19 new player who’s never got a 4K shouldn’t affect you if you’re good. It seems to me most people who are happy about these changes are just awful at the game, so why are we catering to bad killers? It now makes more killer game boring. Why? You either get full try hard games, or games where it’s stupidly boring to kill someone. Honestly, if I’m rank 1 killer, I should never play a survivor below purple ranks, and even then, it’s easy. I don’t care if there’s two rank 1’s in a swf, I don’t want to face incompotent survivors, swf or not.
Now, I know this will make people scream that I’m survivor biased, I’m not. These changes mean nothing to me, I can stil get pips and bp, regardless if I survive the trial.
Tl;dr: Everyone here is actually bad at the game, and just like to whine over stupid things.
I agree, I do believe there are a lot of bad killers who whine over the dumbest stuff. I also do not believe the current match making design is good what so ever. The match making was horrible before, going into lobbies with rank 20, level 1 survivors, and going into games with two red ranks, purple, and the highest level is 13. This produces a rank 20 killer.
The current system now just benefits bad killers, and hurts people playing with their newbie friends who don't know what they are doing. Some people say don't play with friends, or that's your choice to get stomped by grouping up with them. And I'm just like... that's a great way to discourage anyone wanting to get into the game. Sure killers were getting screwed up ranks. But that's because the matchmaking was piss poor, and quite frankly wasn't working right. If a red rank was in the SWF group, then they shouldn't have faced a rank 20 killer. That isn't proper match making.
Not to mention wait times now are atrocious as swf groups now. Like really really bad. I've pretty much just play killer at this point, because it's turned my friends away, and is quicker to get a killer game even during double BP.
Long story short, make match matching find the medium, the average. Don't base it off the highest rank, or the lowest.
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The moment I broke a pallet, and downed someone at the exact same time as Demogorgon....I knew he was in a good place. lol So no I don't believe he needs any buffs. High mid tier killer.
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@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/718118#Comment_718118
The problem with "Don't let it get to you" is that a LARGE group of Survivors (esp SWF types) are often like this. I have had days & weeks where every other game where I'm not playing my "mains" IE the ones I perform the best with, had several or all Survivors get pretty trollish/bullying, usually when I play Clown at higher ranks, which I hate because Clown is a favorite of mine, but sadly against good Survivor groups, I tend to fall behind.....and they get pretty toxic soon after I make any mistake. Heck sometimes I don't even need to be making mistakes, Pallet slam +teabag is the biggest culprit.
Kinda hard to ignore that type of behavior when it happens a lot.
I got pretty thick skin, I don't really get mad very easily. Survivors are toxic, but so are killers. So I'm not gonna just cherry pick one side.
What's worse than just teabagging? Instantly deleting someone with a mori, and letting the last person crawl for what feels like 10 minutes looking for the hatch, and when they finally find it, the killer who's been slowly following them this entire time closes said hatch and then hooks and kills them.
It surprisingly doesn't happen a lot to me though I will admit. Most of the time unless it's like Pallet city I think on one of the Azaroth maps, or the Corn fields. Those survivors are scrambling for their life. I play Michael, Ghostface, Demogorgon, Freddy, and Legion.
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The Hawkins Lab Gen, that spawns in the portal room. You know the one on the glass looking area up the stairs that is a godlike Balanced Landing spot to loop the killer around, and is impossible for the killer to sneak up on you.
It's probably the safest gen I've seen on most of any maps, please don't finish it first...wait till it's later in the game please! lol
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I don't personally tunnel, camp etc. I'm generally nice. I don't expect the killer to be nice ever when playing survivor. You shouldn't either. Play the game normally, and just do your best. If they tunnel you, it's sad, but it happens. Just move onto the next game.
Sometimes being overly nice as killer really can cost you games. I can think of a few times I've let someone go when I could have deleted them from the game only for it to bite me in the butt later on. Fact of the matter is just getting rid of one person, especially early on drastically shifts the balance towards the killer. So most who want to win, want that delete as soon as possible.
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I may seem like a bit of a jerk. But if I'm having a bad game, and those exit gates get opened right before I down someone. I won't put them on the hook. I'll let the timer kill them. They can't DS, Borrowed Time etc, and I don't get punished for camping a hook, when it's just a person laying on the ground. It's probably frustrating. But it's k. They will live, and also die.
That's probably the best reason to 99 the door.
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Don't let it get to you so hard. I mean I guess I'm a bit toxic myself as a survivor. I teabag at the gates, feels like a ritual at this point. But mostly because I want the killer to chase me out so I get a little bit more bloodpoints. I don't teabag or flashlight click in game.
As killer all that means when they do that stuff, not at exit gates, but like actually in game. Like congrats you hit me with a pallet, or jumped over a window before I could hit you, and then start teabagging/pointing? All that does is make me take off the nice gloves. Usually I always attack the person who saved someone off the hook, don't tunnel or camp. Lot's of the time it ends with me having to hook everyone 3 times. At worst I'll slug the person who did a bad save and go after another person.
But when they teabag/flashlight click me, I see that as a challenge. Like hey please kill me. So they get tunneled with zero remorse, they won't get the hatch if I can help it. I may even proxy camp just to make sure they die.
By the way, If I'm Ghostface...I teabag with the survivors at the exit gate...it's the only proper thing to do really.