C3Tooth
C3Tooth
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4 slowdown help you 2K in high MMR. Without slowdown, you would get 2K in mid MMR.
The result will be the same, except the game will be less stress.
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@Mooks said:
Hm. Thalita or Renato haven’t been confirmed either way yet, and their tome stories are just about to be released. I could see either of them.
as to existing chars, I think Yui got a mobile exclusive cosmetic which has some description hinting at a crush on a female K-pop star? Could be wrong about it though.
Best candidate right here
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399368#Comment_3399368
I would argue you should be sending 2 players for the saves if a killer is just sitting there camping the dude out.
I think increasing the timer and making it a one time use would be a great direction to go. The perk is balanced around all survivors being able to bring it in and letting the hooked survivor sit on the hook for an additional 90 seconds. Balancing it around being a one and done perk with maybe having a camping icon and more clearly showing Reassurance is active would go a long way for helping soloq.
There really should be an icon to hooked survivor with its own timer to let teammate know. Other wise every time I use RE and do Gen, another teammate just go trying to unhook. The perk is really useless in Solo.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399413#Comment_3399413
And did you try adding up the 'time on gens'?
You're talking about a 20% gen efficiency difference, when each show the exact same time on gens.
The only difference in your charts is the area shaded in pink, which presumably represents being chased by the killer and/or healing up.
Oh I see it now.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399368#Comment_3399368
Your charts make no sense, they show the same time in each.
4 survivors: 90s + 90s + 40s = 220s
3 survivors: 90s + 40s = 130s
Uhhh?
First image shows the different between 4 survivor with 1 Reassurance, and 4 survivors without.
Second image shows the different between 3 survivor with 1 Reassurance, and 3 survivors without. Which in this case, Reassurance barely make any different.
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@HugTheHag said:
Reassurance should be buffed.
If it was genuinely good at countering camping, I'd take it into all my games despite the perk slot it takes.
As it is, with the time it takes to walk up to the hook and back to whatever you were doing (assuming you did manage to use the perk without getting instadowned in some cases), very little value. Especially since it's one per hook instance.
Make it 45s per hook stage and now we're talking.
You have to spend time to run to hooked teammate to activate and go back to Gen, then later run back to hook again for 2nd times, takes always alot of time.
I made a simple chart of Gen time difference in 90second between with a Re and without a Re. About 20% Gen efficient gap, and that's already requires tight coordination that only SWF can do.
With 3 survivors left, Reassurance makes no difference.
I mean, if Reassurance has 1-2 time use with 60sec pause, its still more useful for Solo than using 6 times on teammates with 30sec.
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There should be at least a noti when someone disarm her traps, of course the disarm noti must be different to the triggered one.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397573#Comment_3397573
If your version would be 1-time usage, it would be just worse old pharmacy.
And again. Soul and main reason why SC exists IS self heal. There's nothing wrong with self healing so long as other options are more efficient. 40s SC would be fine (you break even if you have to walk for 8s before someone starts to heal you, but you still pay for it with perk slot and higher chance to get interrupted). Ppl would use it only if they can't find another survivor.
Your version of perk is worse, because it's not about self-reliance (soul of the perk), but efficiency. For efficiency there are other perks. Solidarity (in case of healing, but you can also mention hyperfocus if we talk gens) being good example.
I dont know why you keep bringing “self reliant”. The theme of the perk is Claudette is a healer and thats it.
Beside, I just giving idea how survivors perk should be: strong but limited use. How Devs want to balance is up to them.
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@BougieBlackChick said:
You guys have no problem with tunneling and camping being legit strategies but want to take away survivors ability to use their BT hit as a strategy? 🤣🤣🤣 Y’all telling on yourselves big time. Just say you don’t ever want all survivors to be able to escape.
If you can camp a hook at endgame to ensure you get that kill, why can’t unhooked survivors take protection hits for each other during endgame to make sure they all escape?
I play survivor more and BT body block should not be a thing. Yes, BT body block is necessary against hard camping, but there are scenario like this:
- Survivor 1 on hook, survivor 2 unhooking. Survivor 3 loops killer nearby. It should be survivor 1 and 2 go away and get healing. Instead survivor 1 runs into the loops to body block for survivor 3.
- Or survivor 1 stand still body block at tight gap with a window nearby, so survivor 2 can run away, then survivor 1 vault window at the last second.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397128#Comment_3397128
If you want to tunnel or camp to win, that's fantastic.
I don't ever mind people playing to win, I do the same. I'll do whatever I need to in order to win.
However, he's not doing it to win. He's doing it, specifically, to make Survivors miserable because he's having a skill issue moment. "This is my game, and I'll make it the most miserable experience for survivors until the Devs decide to make playing killer normally not a clown shoe at decent mmr."
That makes Sadako sad
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396998#Comment_3396998
Yes. It's bad. Because it defeats the whole purpose of the perk. The basic idea is to be able to spawn in a random (think hostile) lobby and being able to be healthy even if other teammates totally disregard you.
To balance this out, the perk should be generally inefficient compared to being healed by other survivor (in one way or another) - so that altruistic healing is a thing of the game.
So the most obvious way how to get both, is make self healing 2x as long as altruistic healing by other survivor + some extra time representing need to group up (but you can deduct a few seconds as this perk actually occupies a perk slot). For these reasons, I think 40s heal with perk vs 16s altruistic heal is actually balanced thing. Right now it takes ~46s which is close enough to be worth it in some obscure cases for soloQ (you can't always find another survivor in 14s, so this actually provides value) - making the perk generally bad (costs you perk slot and is inefficient), but usable (when you just can't find anyone else willing to heal you).
Your version just makes no sense, because you don't have efficiency and you don't have self-reliance. You need to heal someone at least twice (and at least 1x out of it alone) for a single heal. Like sure - you can argue that this perk buys you 8s efficiency once charged up (16s x 2 = 32s for altruism heal vs 24s for self heal), but you are removing the only perk in game that gave you unlimited unconditional self-reliance (for which you had to pay only with efficiency of such heal) - loosing the very reason for existence of this perk (and solidarity is already a thing in a game - which already does something too similar to your proposition).
Solidarity heal you when you heal other. My selfcare is to give you a Brown medkit when you heal other, so you can use it later. Not a good comparison.
Your version just makes no sense, because you don't have efficiency and you don't have self-reliance. You need to heal someone at least twice (and at least 1x out of it alone) for a single heal
You miss the point, completely.
Devs recognize self heal is the strongest ability for survivors, come with unlimited use, which come with the least efficient as possible in return, to the point its a waste of a perk slot. My idea is to make it strong, which has to be limited use.
I think you also miss the point that after you Selfcare, you can recharge the perk by healing others again. Its not one time use. Perhaps you brought the line "Unbreakable: Then the perk disable" into Selfcare description?
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396998#Comment_3396998
I mean, is it still the 65% healing speed penalty applied? Or is it a 16s self-heal?
I think a heal now take 24 charges? 1sec healing other giving 1 charges, an altruism heal takes 16sec, which gives 16 charges, 1 and a half heal would give you a Brown Medkit (self heal in 24sec).
The problem of Selfcare is the ability to self heal unlimited, thats why they nerf the perk to un-useable, so I think giving a requirement to make it strong, but you cant use it freely.
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@camping_site said:
Still as bad as first time. This perk has been effectively murdered by devs before you. Just let it RIP.
You're saying, healing teammates 2 times grant you a self healing once in 24sec, is bad for you?
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396548#Comment_3396548
Idea of nerfing even further selfcare and situational one time perk like unbreakable can only be object for ridicule.
- Selfcare: starts with 0 charges, 1 sec of healing other earn 1 charges. With 24sec of healing other earn a self healing. Maximum stack 24 chagres.
Uhhh....stay calm, and read again
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396528#Comment_3396528
LMAO Forreal.
It's the title choice for me. 😂
Entity is trying to see where is the buff in Medkit nerf, Coh nerf and DH nerf.
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I started playing DBD since the Plague. When the only Gen defense were Ruin and Corrupted intervention. While Gen took 80sec, old DH and DS/Un combo. Syringe that instant 2 health state.
And saying its not playable for Killer now.
This is the result of Killers being heavily relied on late 2022 Gen slowdown.
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You hurt her : (
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@Emeal said:
I think its a rather poor way of designing perks from the beginning. Not only do you have to do all the work in the game, but you also have to work for your perks too? If our goal is for Players to have perks that does something about a situation they don't like its just more salt in the wound, oh you had the perk, but didn't meet the requirements. Like instantly those sort of thing just turns the perk off to me, I don't want to play a game where I waste my perk slots. Its oil to grease the tough gears in the game, balanced.
DH is a perfect example of a perk which has been so prevalent and abused that you have to redesign the perk.
Unbreakable is not such a perk, and Self-care idk if it is either.
There are many perks that is too weak. I just think they should be stronger, of course it come with limited use, like resources they prepare, working for.
@camping_site said:
POV : tell me you are a baby killer main without actually telling that.
sometimes this forum seems like satire
I can recognize youre new here.
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@Kius said:
or people pull the "solo player" card every single time..
remember before nurse was nerfed? "but you can't do those changes to perks or killers because nurse exists"
It's crazy later on the game gets stale and people will totally go back to talk about tunneling..
I have a better card
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@Iron_Cutlass said:
Me watching as the Nemesis runs across the map to tunnel me (I used Balanced Landing on a map with no great heights):
https://us.v-cdn.net/6030815/uploads/C1PJQLPBMRFM/nemesis-tunneling.gif
Use your head next time.
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@Jejune said:
Unbreakable is too situational to have a requirement. To even attempt that you would have to make it impossible for killer to pick up survivors for 20s. I would be fine with self care one, tho I hate when something like healing has 24 stacks since it’s basically 1 stack of heal. 48 stacks or at least 36 stack would have been better
Im just throwing ideas how survivors perks should work, balancing is up to Devs.
Alot of survivor perks are too weak because they can bring 16 of them and usable right in the beginning without require doing anything.
Safecare is a prime example that self heal for 32sec is still far better than altruism healing because of you dont have to find a teammate which take alot of time. But nerfing make it too time consuming to ever use.
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I never use DH just to hope that killers will spare the last teammate : (
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396315#Comment_3396315
How are you making these so quickly? Are you the real Entity??!! \(°o°)/
I made these after 40 perks changes update, I draw too much that I can re-use many of old drawings for any discussions
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I agree Killer's Meta changed alot.
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@Sonzaishinai said:
You can hop in a locker to prevent the killer from hitting you and then you can die without losing your item.
But honestly it's better to just let it go. Items aren't that rare in the bloodweb to throw a hassle over.
There is a perk that allows you to ger medkits, there is one that allows you to get flashlights and there are perks that make getting the random items you get better.
Play a couple of matches with a loot build and sole survivor if you play solo and getting items shouldn't be a problem
Actually its rare because of many pointless things to spawn.Like, 17-18 difference types of BP offering. Hatch spawn shack/main. Basement spawn shack/main. Survivor spawn offering. Mist offering that give no impact. Many useless addon.
I feel I can only get 2 items per level 50 BW
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DH, CoH, and Gen slowdown
I use Noed alot before the nerf, stack with other end game perk to give me power trip and putting a final challenge to survivors.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395553#Comment_3395553
I'm not saying it should be, i'm saying that's how it is currently balanced. I think that there are tons of things they can do that would make low MMR better for survivors, while making high MMR better for killers. But in general, you don't balance games around average players, you balance them around the top players, while keeping the lower skill players in mind. Otherwise your game doesn't have anything to strive for.
Devs just add HUD info for survivors to increase efficient so its not "balanced around survivors being scared".
I dont know what's your goal to strive, my goal is to have fun, I have fun playing Killer, and cant wait for the next patch
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@Pulsa always tell the choice is to play better
Edit: messed up typing
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Hexes should work like Plaything, 1 Hex applies to 1 survivors
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393631#Comment_3393631
You are taking that quote out of context. What i mean is.
This game is balanced around the idea that survivors are actually SCARED of the killer. The game is balanced around survivors being scared to do gens in the killer's terror radius, and they want to hide. It's balanced around them being scared to be injured and wanting to heal as fast as possible. It is balanced around them looking through chests for items, or for doing totems even if they aren't hexes. Its balanced around them being too scared to be alone and looking for each other to work on gens together.
This game is most balanced when survivors actually roleplay being a "survivor" but the minute that roleplay goes out the door it doesn't.
The 10 second chases are extremely rare. And this game is actually balanced as stated by devs around chases lasting 45 seconds. Now you tell me what happens if your first chase lasts 45 seconds. You are going to lose 3 gens. Then the next chase will cost you another gen, and then the 3rd chase costs you the last gen. And now you lose.
This game is balanced around the idea that survivors are actually SCARED of the killer.
Wait. Does that mean the game should be balanced around low MMR survivors where they're scared to death to ever touch Gen?
I can end multiple chases in a match before it even start with traps, as much as over a min chase.
Each second killers lose mean losing 3sec of Gens, but most killers dont look into the point that each second killers save mean saving 3sec of Gen. Which is why if Killers able to make an early down, its a massive advantage to Killers, to the point just camping and guarantee its 2K. Do Killers think thats fair? Yes. Its the same that survivors think 3 Gens for the first chase is fair. Both are not.
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Selfcare starts with 24 charges, you can use 24 charge to make a self healing. After all charge depleted, Selfcare disable.
You can earn 12 charges for each safe unhook. Or 6 charges for each compete healing others. Just throwing idea
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@Aven_Fallen said:
Thx for creating an account and letting us know.
And yep - skill issue. SWF is not the reason for your losses, it is most likely you making mistakes blaming SWF because it is too hard to think "Hm.. Maybe I did not play THAT well".
Everytime you leave a comment on a killer complaining discussion, what I have in mind is
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394742#Comment_3394742
I haven't ignored it, sorry if I gave you this semblance. Simply, re-create resources for free is too op, also if you start with less resources. It would require a lot of balancing to be a fair function, and would still be unbalanced in certain situations. Imagine a bully squad that can re-create pallets really quick for free
You misunderstood my concept. Instead of map spawns like 12 pallets. Reduced 1 third to 8. Then 4 wood items spawn around the map. Get the item to build pallets (only able to build non-broken pallets so 5 shack pallets is not a thing).
So pretty much instead of 12 pallets spawn by default, survivors have to build 4 of them.
there is no way you can think this idea is favor to survivors.
Survivors need more thing to do but not extend Gen time
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394706#Comment_3394706
The only important things are pallets. To open a chest is wasting time. There are lots of safe pallets in every map, survs doesn't need to learn how to loop because they can throw pallet after pallet and leave time to the others to make all gens and escape.
If you waste your resources, it's your fault. It isn't fair that survs can re-create their resources, because if survs can re-create their resources, also killers must have this possibility, for example make killer reactivate hexes.
I love how you ignore “of course the match starts with less resources”
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@Kius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393974#Comment_3393974
with this logic I could say:
survivors shouldnt escape under less than 4 mins specially extremely efficient and coordinated ones and while they escape they BM as much as possible to throw more salt on the wound.
Also by saying this you only re enforce tunneling and reward it. Because people go against the rules if possible.
As for the thread. They would need to change the baseline game or add more elements to escape. The dev's maybe, maybe not already tried adding different things but as usual they didnt like how it turn out to be.. so the game suffers as result.
I would like to ask you 2 questions:
- The game is balanced around 4 hooks, how many kills would you like to get?
- The game is balanced around 10 hooks, how many kills would you like to get?
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394284#Comment_3394284
Don't get me wrong, win rate it's not a problem for me. It's rare for me to end a match with less than 3 kill. In the beginning, when genrush became a problem, I have neither tunneled nor camped, in fact I have lost so many matches. I started tunneling more and more heavily and brought my win rate back to around 80/90%. Obviously because I'm good in chase. I end my chases in like 20 seconds. The real problem is that dbd force you to play in a certain way to kill more than 1 surv, because you need to tunnel and camp.
If you're good in chase, you end chase quickly, why you have to loose because survs can make 3 gens in 30 seconds? If you're good in chase, you should win every game, same surv. I'm good in chase as surv, in fact in my swf I'm the one who keeps the killer the most in chase (and it's so much fun).
As I said, before genrush became a problem tunneling and camping weren't needed. Now genrush is a problem, so you have to tunnel to win. I don't care about it, I play to win, I play to win as many matches as I can. I don't play to draw. This game should be balanced around 4k and 4 escapes, because it would be balanced around strong killers who manage to make 4k, and strong survs who manage to make 4 escapes. Every game is balanced around top players, I don't see why dbd shouldn't be balanced around them.
I apologize for my English, I'm Italian.
I always thought Survivors are too depended on RNG resource that the maps give. Pallets, Chests, Items that they bring, Teammate. Their main goal is to complete Gens before resources depleted. Or else after a chase is only TL and W.
There must be something for survivors to re-create lost resource, of course a match also starts with less resource.
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@Mr2ThumbsFGC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394589#Comment_3394589
I'm saying that the game is not balanced around comms. That using comms gives you an unfair advantage.
Honestly, I don't give two caps what BHVR "intends," since they're a business out to make money. They'll bend over backwards to accommodate survivors in every single way because survivors make them money.
Funny thing is, SWFs have 15% higher escape rate than Solo. IF SWFs are removed, what happens next you can guess.
-> Kill rate greatly increased -> Lead to further Killer nerfs.
Currently you're in a perfect spot for Killers for all time, where you can decide to play chill and keep dominating mid MMR with 10 hooks and 2 kills, or you sweating to get equal kill rate with 2-3 hooks against high MMR
Devs already said: no matter how you play, it would work half the time.
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@Mr2ThumbsFGC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394504#Comment_3394504
I'm a 500 hour player, and continuously get 2k hour teams. The mmr softcap is so low, anyone with more than 50 killer hours is going to hit it.
And I'm not using SWFs as an excuse. I'm saying that they're blatantly unfair and even gave several examples as to why, things that you have yet to even try to refute, beyond a simple "Nuh-uh!"
And I don't care WHO has to go up against these blatantly unfair teams, as long as it's not me.
More time doesnt mean you're good, I have 2500h and still not good.
I had a night few days ago play for 3 matches and 2 were Nurse, 1 was Pinky finger Clown. Way far unfair for me, I still play, accept defeat and move on.
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And a counter to dumb tech
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394413#Comment_3394413
Half a character per month isn't unreasonable. Do you know how insane the grind is when you start from scratch? You're going to need shards in the ballpark of 300,000+.
I made a thread about this in the suggestions forum to add roughly a few hundred shards per grade, and that's still just a drop in the bucket compared to the big picture.
I know its insane, which is why I dont recommend my friends to play the game. But knowing Devs will never make shards as an easy earn currency as BP.
I only wish one day they make only Dwight & Trapper as starters, then give new players 100.000 shards to let people buy whoever they want. At least it will bring more diversity to characters.
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They want you to grind to buy original chapters and skins. They're not going to give you 5000 shards per month.
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@KingFieldShipper said:
I want more shirtless skins. Shirtless jeff when? Jonah? Mikey? We got a little taste of shirtless felix. Not even trolling, I'll buy every single one.
I brought you water, please stay hydrate.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393974#Comment_3393974
If you're good you're supposed to get at least 3k every match. Before genrush was a problem I never tunneled/camped, all matches 4k. Now also if I play well and I don't tunnel, I find myself with lots of hooks, but 1k max 2k.
Its strange, I play Trapper without slowdown and tunnel, still have roughly 55% kill rate.
Even if you have 1-2K average, MMR would push you down to play against weaker teams to ensure you have higher kill rate. And if you have 3-4K average, MMR would make you play against better teams to force you lose.
Devs once said, however you play, it should work half of the time.
As reply to op, the game isnt balanced for 4K (since the title is 12 hooks game, unless 12 hooks mean 2-3K and not 4K)
It would sound stupid if I say How to make 4 escape games feasible. Its not, the game isnt balanced for 4 escape either
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You dont. You're not supposed to get 4k every match.
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@Tsunderechan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393938#Comment_3393938
Again, the keyword is "Balance Around". That doesnt mean you kick out 80% of the players. It simply means their performance is not considered in the balancing decisions since they havent invested enough time and/or effort to give valuable analytics for game balance. And no, players arent simply going to leave just because their actions dont count towards analytics.
The same player would have a huge different range of kill rate between using Nurse with 4 slowdown and tunnel off hook, and using Trapper without slowdown refuse to tunnel. The same player would have a huge different range of escape rate between using the old DS,UB,DH,BT with Ranger medkit Styptic/Syringe, or using non-meta perks without item.
I dont even talk about "skill". I only talk about the different between one playing chill and one play sweat like their family depended on it.
Balancing around the top "Nurse 4 slowdown tunnelers" or "4 Ayrun squads" is what kill the game, not improving game health. The game is alive because mid MMR and chill players exist.
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They picked Feng over Elodie.
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@Tsunderechan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393817#Comment_3393817
The keyword is "Balanced Around" not all new players are entitled or incompetent. A good chunk of those people will strive to get better by watching content creators, experimenting with perks/strategies, etc. Those are the ppl we want to keep in the community and while they may not be balanced around, over time, they will reach a point where they rest at the top 20% where at that point, the issue should be addressed as game balance issue since they actually put the time and effort to know what they are doing.
Are you still sure DBD with 6600 players base would live?
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@Tsunderechan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384407#Comment_3384407
That is whats wrong with the game. Balancing with low mmr factored in on a a pvp game might lower the entry bar but also leaves less room to progress in skill. It also creates a sense of entitlement among new players as soon as there are balance changes that are not geared toward or is unfavorable to them as they werent incentivized to get better at the game as can be seen by the review bombings and constant whinings from low skilled survivors with the latest patch.
I would say the games balance have to revolve around the top 20% of the community. Sure it may turn away some players but those players were more than likely the types of players we dont want in the community to begin with so shooing them off will improve the games health in the long run as the ppl willing to learn and adapt stay while the entitled and/or incompetant ones leave.
Shooing 80% of player base away will improve the games health?
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You cant bring the standard from other games into DBD. DBD meant to make characters (especially survivors) realistic look, and by realistic, i mean many flaws on their traits.
They are just normal human like us randomly dragged off by Entity, not even a makeup ready. Though later survivors have better preparing since Yui, Zarina, Felix, Yunjin…
Other games, especially RE known for their “mommy daddy” that their facial trait is stylized to look great.
im personally their look in DBD are already better than original survivors already
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393631#Comment_3393631
If you just hold w and avoid walls you will last longer than 10 second due to the speed boost vs most of the killer cast(exceptions include huntress, blight, billy, spirit, wesker, nurse, any killer with a mobility power or ranged power). There's nothing a killer like trapper can do to down a survivor in 10 seconds unless they are afk/don't understand the movement system of the game/they run into a trap. None of those are things the trapper killer can influence or change and good survivors will not do any of those things.
Are we advocating balancing for survivors who can't understand simple math/push a single key on the keyboard and move their mouse?
By that logic what about a brand new trapper vs swf using green medkits + comms + CoH + a couple of bnps + commodious and hyperfocus stakeout? Or is that not allowed to be balanced for?
Technically, I can end chase before it begin against healthy survivor…of course I never talk about it like it happens all the time to make the point survivors are weak.
Depends on where Im going to chase, certainly I would abandon the chase if the chased one running to a Genless zone (because running to a teammate zone is still an advantage for killers). I thought its a common sense when playing killers. Why would you mindlessly chasing a survivor without any benefit?
I main Trapper and play against Toolboxes Gen rush once per few matches, if they spend 30k of BP to make fast escape as possible, its ok, I dont mind at all, its a free MMR down to get easier match after.
Im not supposed to get 100% kill rate. Im supposed to get 60% kill rate.
And yes, winning by over investment against other side i should not be a thing, it goes for both sides. Toolbox will be the next one to be nerfed, Im sure of it.














