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  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194657#Comment_3194657

    You can call it whatever you want, but devs have stated that if the killer isn't making an effort to kill survivors for an extended period of time, that the "3-gen" is now a hostage situation.

    They have never stated that defending a 3 gen is a hostage situation. Go ahead and source it if you're so confident but if the killer player is just focusing on defending a 3 gen that is not a bannable offense. Either the survivors break it, they give up, or they make a mistake.

  • Other than a handful of bad maps/spawns, the survivor team is the one to blame for getting into a 3 gen. Stop slamming out the gen you spawn in on and then running to the left/right and rinse and repeat until youve made only one area with gens that need to be worked on. I do think the maps and rng spawns that come with naturally tight 3 gens should be changed.

  • I think it's a great idea as long as the killer portion remains behind the perk as you and others have suggested. It's one of the rare instances where I agree with the idea that there should be zero/extremely low impact to swfs and a rather sizeable buff to solo queue.

  • " it's no surprise that kill rates increased too much"

    According to who? BHVR says they are currently pleased with the kill rate increase. With that in mind it makes zero sense to go "Kill rates are too low buff killers but then also buff survivors" with that logic kill rates will decrease back to what they were pre-6.1.0 and we would need to buff killers again.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189882#Comment_3189882

    You don't balance a video game around the elite players unless you want the game to die. Another asymmetrical game that was recently put in Early Access did that and it's abysmal player retention rate shows exactly why you don't.

    Yeah and there's also a casual game that balances to the lowest denominator and has an overwhelming number of advantages for the survivor team called VHS that has a sub 1 k player count at peak hours AND with a brand new DLC drop.

  • @The_Keyser said:

    I never disagreed so much with the devs before those kill/escape rates. The fact that they did it on purpose makes me angry.

    Why would you think it's a good idea to make people lose more on one side? I agree the killers must be scary but it musn't be to the cost of the fun. It's a video-game, it shouldn't be frustating to play survivor.

    I think that some people are missing/forgetting that this stat BHVR has given us is across ALL skill ranges. Would the game be balanced with a 50% kill rate that really was a 15% kill rate at high MMR and an 85% kill rate at low MMR? New players would get annihilated but at high MMR typically all 4 get out, but the summary stat across the entire game shows the kill rate at 50%. Are we balanced? This is what the 61% is currently. It's not enough info to draw out reasonable conclusions, whats the kill rates at MMR brackets? whats the kill rates of solo vs swf?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189460#Comment_3189460

    I just dont think the current matchmaking is compensating for all the changes that were made at all.

    The way it is calculated (kills/escapes) it's just terrible for both sides.

    Completely agree that the algorithm can be improved to attempt to calculate skill better

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189445#Comment_3189445

    Your build in solo q doesnt really matter if your team mates are bad. And once you're in low MMR hell you're stuck there.

    This is true of literally every online team based game that has matchmaking based on skill.

    I wish they showed us the rates across MMRs I don't think anyone would disagree that the avg kill rate being at X probably means at lower skill ranges the kill rate is higher than x and at higher skill ranges the kill rate is lower than x.

  • It's almost mandatory to run stakeout with hyperfocus imo, the extra 1% from stakeout applies to hyperfocus. In addition to making the effect of hyperfocus stronger it also combos extremely well to your point in helping with those later skill checks. I would try your experiment again with stakeout swapped out for one of your other perks and see how you feel about it. Just with those perks alone you can make a solo gen take around 55ish seconds solo

  • I think it would be too strong in a swf. The perk/idea of it is perfectly fine for solo but on comms and rotating 4 available blast mines to put on gens would be disgustingly effective and there would only be two counters to the perk, pain res and jolt, and I'd argue no killer is getting downs + scourge hooks faster than blast mine can charge against good survs unless they completely outclass them.

  • Against good loopers the map is pain. Against people who don't know how to loop/chain tiles it's not too bad.

  • Because sprint bursts effectiveness was extremely over exaggerated by dead hard defenders.

  • I think it's fine. Dedicating 75% of your load out to not being tunneled should result in a strong build for that purpose. In order to make DH and OTR work you have to follow a very specific chain of events too that the killer can see coming. EG as soon as the survivor dead hards you remember that they have it, if they get unhooked and get in your face and you smack them and they have OTR and did not use dead hard odds are they are trying to potentially DS you to do what you described. In that scenario just go for another survivor or slug them.

    Yes they're gonna be annoying for the next 60 seconds but they won't be progressing the game and at best can pull off a bodyblock but that's about it.

  • Playing killer with no addon's is a significantly worse experience than playing a survivor with no items. It would almost always be better to not loot so killers would only be able to play baseline and have no cooldown reduction/better powers/iris.

    Like in this theoretical example I can either never open chests in my swf to force killers to play baseline or they would need to invest 10 * 2 = 20 *4 = 80 seconds in gen time given up if they wanted addon's early.

  • Yeah that sounds great, we can filter out maps and killers. Oh and then we can filter out people who use certain perks, items, and addon's, we can all sit in queues forever because of the complex web of bans to find the perfect allowed game

  • Macro sense is (usually) the answer to this. If we assume all the survivors are equally good at looping what is another input into your formula? A very important one is WHERE do the chases start? A survivor in the corner of the map with just some trash loops is going to be significantly easier to chase and down than one in a jungle gym that chains to a safe tile that chains to shack that chains to another safe that chains to a jungle gym that chains to main...etc. Now some maps spawn these things so tightly together you will realistically have no way of doing much about it, additionally some map specific tiles are so strong I would argue against chasing into them unless you are confident you can get the down quickly, are already ahead, or your power mitigates it somewhat(usually these are main building structures/things like the dock at swamp, saloon at dead dog, etc., the main point here being that wasting 30+ seconds to finally exhaust pallets/break walls/entity block is very often not worth at all).

  • If, when they are the last survivor alive, a survivor purposely goes down in a hook deadzone knowing you can't get to a hook in 15-16 seconds they forfeit any right to cry about being left on the ground to die.

  • It would probably be as frustrating to balance as dark theory. Other than blindness what kind of stuff can they do? Slow killer/reduce lunge range/make hits not count? All of those are beyond frustrating to deal with and if the method of application is via blinding/stunning/booning the killer would not have much say/ability to do anything except suffer the debuff.

  • @Takeda_Nobutada said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179585#Comment_3179585

    You see that's the problem why would we choose from bad and worse?

    Because there are two sides to this game that need to be give and take on issues. Take a look at VHS if you want to see what happens to an asym game that caters too hard to one side. Sub 1k players after having an insane amount of hype earlier this year. Survivors need to be able to have fun and recover from early hooks/camping or DBD runs the risk of becoming alt VHS.


    I'm not saying base endurance is not annoying/abusable but it's a small price to pay to prevent DCS and keep survivors wanting to play and keep solo queue numbers up.

  • Do you know what the impact of the sprint burst change is?

    Old formula : 4.0 * 1.5 * 2 = 12 meters in 2 seconds

    New formula: (4.0 * 1.5 * 1.8) + (4.0 * .2) = 11.6 meters in 2 seconds.

    It's not nearly as impactful as people want to make it out to be. .4 meters is not a big deal. Same thing with the .3 cooldown to killer speed. All in all < 2 meters overall.

  • @Takeda_Nobutada said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179569#Comment_3179569

    The Point Is the whole endurance is broken and it shouldn't be gained this easily

    I would much rather be in this version of DBD vs the one we saw on the PTB where endurance effects truly stacked/chained together for 4+ hits. I honestly don't mind infinite endurance that turns off if you progress the game in any way.


    If you as a killer want to take on that endurance/focus down one survivor then that's totally fine but you're gonna chew through an extra endurance state at the very least.

  • OTR and BT( base or perk) endurance do not stack

  • It 100% is not fixed and is extremely common for the game to bug and not give you a health state and you let the survivor go.

  • @GoodBoyKaru said:

    Every day I'm reminded that not everyone is blessed enough to be a homosexual with posts like these and I do not like it

    I do agree this post is beyond cringe but let's not pretend that 'daddy myers, pyramid head cake, shirtless x, etc.' have not popped up as well.

  • Yes it is most def a team game. Solo queue giving you awful teammates does not negate that fact. As much as Bhvrs famous '1v1v1v1v1' line is pushed many, many of the perks are balanced because the survivors as a team have 12 hook states, they also have 16 perks. BHVR should absolutely add ping/comms/seeing teammate perks though since there's such a gap between swf and solo, it is not correct to claim that survivors are not a team though in my opinion. The delta between the success of playing as a team vs playing greedy/solo is so massive it's not even a contest.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178754#Comment_3178754

    See this clip for example:

    https://clips.twitch.tv/PlausibleQuaintToothPoooound-iWBWh8GpGI3RAT4q

    It's Probzz a 5000+ hour player.

    The lunge was very predictable, just before a pallet, after she ignored the fake, a player like Probzz should have no trouble hitting that consistently.

    If you watch frame-by-frame you can see he actually pressed the button and the animation started. And yet he still got hit.

    Do you think the killer is "somewhat experienced" here? No, he just happens to be lucky that it was one of these weird circumstances DH didn't work.

    Except for the fact that this game isn't on a LAN network. If the killer hit him before he dead harded on his screen then whose version of events is correct? According to what we know and what BHVR has claimed there is server side logic for dead hard validation which would mean in this clip the killers "hit" got to the server before the survivor players dead hard did. The fact that he isn't exhausted on the ground supports this.

    Latency cuts both ways killers sometimes see hits taken away that seem extremely BS and so do survivors.

  • It depends entirely on what the new options is. If you ask me to pick between DBD and VHS I will pick DBD every time. That's a game that has no face camping or tunneling and has a sub 1k player count at peak hours.

  • @WeakestNurseMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178615#Comment_3178615

    What if it didn't have to be that way? You're acting like this is absolute and that no change could possibly make it any other way, but the fact of the matter is that with the right changes you could make tunneling and camping non viable, while still making the game fair for killers.

    That level of change would be akin to asking why can't survivors be in first person and build guns to hunt the killer? It would completely modify the game in a huge way if survivors never died. What would be the game end condition? X hits? A time limit?

  • Def a bug, if you own it at tier 3 the conversion is supposed to be 2k per 100k(which is honestly still pretty bad imo)

  • My only complaint with wesker is I feel his bound window should be slightly longer than it currently is base. Playing with egg and crank feels amazing due to being able to follow up with a second bound in significantly more loops makes his power feel so amazing. I am by no means advocating for either of those basekit but I do wish there was a teensy bit more wiggle room to have more curving/getting around circular or loops with debris in them for more fun shots. Running Wesker base or without those addon's at many loops I just go for the m1 since I know the bound timing will be so tight/impossible to line up the shot.

  • coul is a -.5 modifier that will turn a 16 second heal into a 16/.5 = 32 seconds to heal. It can be countered by walking out of the killers terror radius/autodidact/bite the bullet/botany knowledge and does not do much on its own. If you're referring to the Wesker sloppy/coul/distressing/unnerving that is 100% of the killers loadout to do that. Hyperfocus and stakeout does not require a fully loaded gen build, you can still run an exhaust perk AND another perk(you can literally run hyperfocus + stakeout + bite the bullet). You get 40 second gens AND counter the big bad wesker build in one fell swoop and you can still run an exhaust perk if you'd like to remainn just as strong in chase as normal.

  • The survivor team as a whole has 3 * 4 = 12 hooks between them. If one survivor is playing extremely cautiously and the others are getting stuck out in chase and being found by the killer then you have 9 hook states to share between the three. If your entire team is on death hook and you have not been hooked once the expectation is you go try to get the killer to chase you to keep your team having the most efficient 4x actions compared to the killer.

  • move all the way to the other side, your character model did not clear the pallet at all and you paused to try to get a stun. What you are asking for is akin to old pallet vaccum, where being x% through the pallet just yoinks you to the other side.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174408#Comment_3174408

    You've got to be kidding with this. Toolboxes don't do anything. They maybe help with 10% of the newly increased gen length.

    You killer mains are running 3-4 slowdown perks and you STILL want stuff to slowdown even more? Give me a break. If anything slowdown perks should be limited to 2 per loadout just like exhaustion perks are limited. BHVR openly said slowdown perks should not be needed after patch and nearly every killer I come across (iri 1 atm) runs 3-4 of them. Toolboxes are not even a sliver of a problem.

    I would love to see that quote from BHVR "openly saying slowdown perks should not be needed".

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174608#Comment_3174608

    Why are you able to stack 4 regression perks on top of each other to get value by doing nothing but your objective? To progress the game. Those skillchecks aren't easy to hit without other perks helping it and that means you don't have other perks to help you in chases. Choose your battles. Tell me why is it balanced to tunnel someone out of a match with 5 gens still up? I could play the same, tell me why, game. I told you why. Now tell me why its fair to stack 4 regression perks on top of each other while also tunneling like your life depends on it? Each progresses the game the same way. One makes it go up, another makes it go down until one side either escapes or dies. STOP trying to NERF survivors' ITEMS AND PERKS. Also, don't bother saying, "tunneling because gens too fast", argument. That's a load of bull and everyone knows it. People were tunneling when this game first was introduced before people knew how to even loop. If they took everything out for a survivor to use, most killers would STILL tunnel people out or face camp them to death. Final note: Don't use a streamer who has won 100 straight games on each killer for advice on how to nerf survivors for even EASIER matches. I guess 100 3k-4k's isn't enough to show that most survivors aren't gods.

    Heres an insane idea, both extremes should be toned like, hm, idk, the doubling of base BT given to survivors on the last major patch. Tunneling and camping should continue to be weakened but so should survivor outliers like doing a gen in 45 seconds solo.

  • It's a group of people but in any given match you are only dealing with one member of the group.

  • It would just piss people off more than anything. What would it be? "Crits" on heals and gens would be extremely awful as a killer to have your progress undone by a lucky chain of crits, or would it be an auto dodge mechanic? Again, super super frustrating to lose a game because let's say 2 survivors early game both trigger dodges via luck and make your first two chases take forever/you don't have any real pressure. The only way such a system would be fair would be if killers had "luck" mechanics too and that's also a whole other can of worms. Oh the killer got a lucky crit and you went down instantly would feel awful.

    Getting better loot from chests is a great idea, I think unfortunately luck does not have a place in a game like this, it would either be way too game breaking or way too weak I can't see a great middle ground for luck that isn't basically meme tier builds.

  • I think it might be a tad bit too strong to be base as is, it would function as a ghetto lethal, middle finger to last survivor trying to open gate if hatch is shut, and lastly be a somewhat decent counter to stealth which I think should be countered by giving up a load out slot if you want that.

  • Sloppy, Coulrophobia, Unnerving Presence, Distressing.

    Healing is not allowed.

    Downside to this build is people who have no problem hitting skill checks and the stakeout + hyperfocus build feeds off this so hard

  • No they didn't unless it was an undocumented change or a bug. Just because you are dead harding on your screen and the killer is not yet attacking does not mean that that is what is actually occurring. Packets have to travel to the server and then to to your client. If you happen to dead hard after the server has already been notified of the killers attack you will be hit. If you were exhausted on the ground that would be indicative of the validation failing. Or if we turned into a list of what occurred chronologically (or at least my guesstimation of what could possibly occur in this scenario)

    1. Killer attacks on their client
    2. Server receives killers attack
    3. Survivor dead hards on their client and they do not see any attack yet(you would begin dead harding on your screen)
    4. Server forwards attack to survivor client to play attack animation
    5. Server receives survivors dead hard
    6. Server does logic to either reject or pass the hit, in this case the killers attack got to the server first and so you do not get exhausted(rolls back your not used attempt and knocks you down)

    It's the exact same latency flavor of issues like killers who used to get feedback on a hit that was validated(fixed), very tightly timed dead hards(currently killers wont see the dead hard animation play if the timing is fast enough, they just see the survivor flash white and zoom off). It's one of the unfortunate facts of online gaming and certain games hide/dress it up better than others. The extremely tight timing window of dead hard for sure makes the problem even more obvious.

  • It's arguably useful info. If there is no aura you know the killer has busted the wall there and a path is open now. It also functions as a pseudo alert in that regard if an aura dissapears you know exactly where the killer is

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172533#Comment_3172533

    Dead Hard doesn't give any distance and they are locked out of interactions. I can tell you from experience that the killer missing the swing when you dead hard gets you killed.

    Dead hard 100% gives you distance. It's 4.0 M/S * dead hard duration. Bumping it up to 1.5 sec duration means if a survivor is within 6 meters of a window/pallet they'll make it. It's a "parry" mechanic that does not root you in place but you keep moving at the default rate of speed.

  • @Rise432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172429#Comment_3172429

    not overpowered, just easy to play. I want it to be harder, more satisfying and rewarding

    I don't follow, your statement is very abstract. How can killers be harder and also more satisfying and rewarding? The only thing I can think of that fits that bill is making killer significantly slower/clunkier/harder to use and then giving them one shots as a reward. Like what are you thinking of as a concrete example of a change to make killer harder but also more rewarding?

  • @Rise432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172411#Comment_3172411

    None of these changes did do anything for killers, this is just a opinion I had after playing this game for almost over 5 years now

    So you thought killers were overpowered prior to 6.1.0 even?

  • So OP what is it that's making killers so "easy" now? Is it the changes to killer baseline from 6.1.0?

    4.0 * 1.5 * 2 = 12 meters in 2 seconds

    4.0 * 1.5 * 1.8 + (4.0 * .2) = 11.6 meters in 2 seconds

    .4 meters impacted by the reduction of .2 seconds via the sprint burst nerf?

    Or is it the .3 reduction to killer hit cooldown which would be

    For 115% killers = 4.6 * .3 = 1.38 meters

    For 110% killers = 4.4 * .3 = 1.32 meters

    For a grand total impact of around ~ 1.8ish meters in chase? If not that then the only other changes are survivor meta perks being nerfed or the 10 seconds to gens. Or is it the kicking gens and pallets slightly faster that has tipped the scales so heavily?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171310#Comment_3171310

    I'm sorry but you must be bad at holding W. The injured speed boost reduction is HUGE.

    ok here's some actual math.

    Old sprint boost formula: (4.0 M/S * 1.5) * 2 seconds = 12 meters covered in 2 seconds

    New spring boost foruma: (4.0 M/S * 1.5) * 1.8 seconds = 10.8 meters covered in 1.8 seconds.

    A delta of 1.2 meters, now this doesn't include the reduced .3 seconds from the killer being reduced but I don't really want to do that math/can't think rn. My point being if you get hit a second time and are 1.2 meters away from a vault/pallet you can say "wow the changes impacted me". If you get hit further than 1.2 meters away, you would still get hit in the old formula as well. Like I said, this isn't 100% accurate as its missing the killer math piece of it so it is goint to be a little bit higher than 1.2 but the point still stands that there is a value that exists that will determine if the changes impact your chase or not. Acting like it hand wavy impacted every chase is a total over-reaction and like I said even if you reverted it, it would not change all your chases up.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171082#Comment_3171082

    I think breaking and kicking is fine. The ######### insane speedboost reduction allows me to zone survivors without even thinking about it. Kinda insane.

    You're telling me a .2 and .3 value reduction made you feel every chase is now significantly easier? I would absolutely love it if BHVR did roll back those changes so then I can see the same people posting "not enough!! It feels the exact same!"

    Am I saying the changes did nothing? Absolutely not. They do impact some chases, but acting like they universally shattered all loops and made chasing easy for killers when they were both sub .5 changes is silly. Do you happen to know what the delta is in terms of how many meters are lost in the current world vs the old?

    Realistically the only time the changes would matter if that delta value was how far away you were from safety(reaching a vault/pallet) when you got hit the second time. If you got hit and let's say x is the value if you were some value such that you were less than or equal to x meters away from a pallet/vault then the changes impacted that chase. Anything else and it doesn't impact it.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170373#Comment_3170373

    Don't need to be so rude dude lmao. Of course I've played him. Didn't have a whole lot of trouble. Think before you make comments like this next time

    Hmm who to believe the videos from multiple people showing extremely bugged gameplay of Wesker with frame by frame showing Wesker phasing through survivors, as well as his bound not behaving properly on props

    Orr

    Forum guy who says Wesker is perfect as is and needs no changes

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170049#Comment_3170049

    I cannot imagine responding to a post mostly about camping with some nonsense about "needing more anti tunnel."

    Tunneling isn't camping. They aren't the same word, and do not mean the same thing.

    I hate to be that guy, but honestly, if you're not even going to read what I wrote why respond at all? It just makes you look silly and me like a jerk for pointing it out.

    In the post I quoted you literally say "theyve partially addressed the tunneling problem" implying more is needed.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170007#Comment_3170007

    "Survivors don't need anymore stuff for free," they said, after one of the most killer sided patches in history that increased gen times, buffed basic attack recovery speed, buffed gen and pallet kicking speed, added a base percentage progress reduction to gen kicks, buffed bloodlust, and nerfed survivors' post hit speed burst.

    In return, survivors got 10 seconds of endurance and haste after being unhooked. And, their biggest incentive to not get camped (the bp bonus from BBQ requiring that you hook each survivor once) got removed.

    You need a reality check bud.

    Killers are tunneling and camping more than any time in recent memory, and solo queue is miserable because of it.

    There's a reason why the queue bloodpoint bonus stays on survivor for 95% of the day, where as previous to the mid-chapter patch, in my area, survivor queues would be good during the day, while killer queues would get better at night.

    Solo queue needs help, and badly. They've partially addressed the tunneling problem, but have done nothing about camping, and actually made it worse by extending gen times and changing BBQ. And I shouldn't have to bring a mediocre perk (behind a paywall) every game just to have some small way to discourage it.

    I cannot imagine getting BT for free esentially (13 sec vs 10) and saying "we need more anti tunnel".

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