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Oh man, I get what you're saying. A killer, playing against the BEST players (top MMR) can eat multiple Dead Hards in a game and still get a 4k, even with multiple gens left sometimes.
Huh, when you put it like that, I guess Dead Hard isn't too big of an issue. Thanks for letting us know!
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@Warlord1981NL said:
It's what survivors want. They want to be slugged, camped and tunneled. If they didn't, they wouldn't force me to. I play The Doctor, The Dredge, The Cenobite and The Artist. I like their stuff but at my MMR there is no point in playing fair because every match looks like this:
https://us.v-cdn.net/6030815/uploads/ZCNSAMU2UQO3/image.png
II'll be lucky to get 1 kill if I play fair. And so I don't. This is why survivors should be forced to run completely unique perks because every chase takes minutes on end to complete. Killers are lacking far too much power against this nonsense. And to be clear: this is pretty much all I encounter. Full SWF cheating through use of Discord, Telepathy by Daylight HUD and these broken builds. And what does BHVR do... Look into nerfing Eruption and Boon: Circle of Healing. BHVR is a total joke. With this you don't even need skill. Just run to killer shack or one of the far many loops on a map and it'll take minutes for me to get you. Might be a different story with nurse or blight (from what I read on these forums but grain of salt taken because the exact same people complain about Eruption despite if I were to rate it myself it would be a 3.5 on a scale of 1 to 5 at best) here but most killers have no way of dealing with this bs in ways that is even remotely timely considering how much BHVR has boosted gen rushing. No point in switching to a different survivor either because the same bullshit will start over. This garbage is ruining the game.
Remove SWF or at least give me option to exclude from getting matched against time (I am fine going up against 2-man, 4-man is just not fun in any way, shape or form as it is an automatic loss), nerf these stupidly OP perks, enforce unique perks on survivor or at least penalize not running unique perks. There's 30 killers and 28 of them are useless against this bs, if I am to believe the forum, since there are only two that is being complained about and I assume that is because they can't win by holding W and pressing spacebar every now and again.
I'm sorry, what about this screenshot is supposed to be the issue? Which one of these builds is "broken"? Is it all the Borrowed Time? Lithe? Distortion?
Also, out of curiosity, what do you think your MMR is at?
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303889#Comment_3303889
That's still really not a good defense of why it should always be on. Just because SoloQs and newbs have a hard time does not mean there should be an always on aura perk that everyone can use and abuse. An external factor like brightness issues should not even be a factor in balancing perks. Did SoloQs, newbs and console players really have such a difficult time before 6.1.0? I doubt it especially since I played a lot of SoloQ back then and never ran WoO.
Before 6.1.0 it was still a popular and effective perk and it was not always on. The difference is the survivor had to think and do some memorization before their chase began and the auras disappeared. It took actual effort and skill to use effectively.
The problem with WoO now is that it removes a lot of thought from survivor gameplay and they can go on autopilot.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303897#Comment_3303897
Old BBQ was great for DbD. It encouraged killers to player fairer by giving them a secondary objective (collecting stacks) as well as giving them information that gets them away from hooked survivors. BBQ used to be the best perk for survivors in the game, imo. Look at my username I still miss old BBQ.
WoO is not great for the game. It allows to survivors to play sloppier and drop pallets more carelessly than they should and rarely do they have to worry about the auras going away. WoO doesn't improve the game for everyone involved like old BBQ did.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303918#Comment_3303918
Somehow I thought Overcharge was a Freddy perk when I posted that. Derp.
Windows of Opportunity wasn't touched in 6.1, it was last changed in 5.3. Unless you have specific stats from pre-5.3, 5.3 to 6.1, and post that, I don't think we can make a direct comparison.
That being said, I also have no specific stats on soloQs, newbs, and console players before 6.1 but survivors in general have seen a dip in escape rates across the board since then. And based on the seemingly consensus opinion here, its not coming from the comp team bully squads. So, by elimination, it has to be coming from somewhere which would be, assumedly, the lower-ceiling skilled players.
So, based on my 3 points, if we were to nerf Windows of Opportunity, those squads would be hit harder than the others. Experienced players would still know the pallet spawns, SWFs could still call out deadzones/broken set-ups, and PC players can increase their brightness to help spot pallets in general. All things other groups can't do to offset not getting as much value from the perk.
Sure, you can say its braindead easy and all and I may not even disagree with you. But these are legitimate concerns about nerfing it that I tried highlighting.
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@ByeByeQ said:
Does anyone actually have a good defense for why Windows of Opportunity should always be on?
Why should such valuable information just be available 100% of the time with no deactivation?
- It would hurt solo queue more than SWF (who already have a tougher time)
- It would hurt newer players more than experienced (who already have a tougher time)
- It would hurt console players more than PC players due to the lack of options for brightness enhancing (who already have a tougher time)
Nerfing Windows of Opportunity would make the groups of players who already don't have much for advantages in an even worse position than those who are already doing just fine.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302008#Comment_3302008
...Insane...pickrate...what?
Dude, it was at 18% last I checked. That's perfectly in-line for what the 'meta' perks are.
Eruption is probably going to get gutted, because that does seem to be the pattern when it comes to killer perks (wish they made more of an effort to keep them viable, like Survivor perks - see Dead Hard versus Thana) but 18% is pretty meh.
Saying killer perks get gutted while survivor perks are left viable with Dead Hard/Thana as your example is such a misleading thing to do.
Why not compare Pain Resonance and Iron Will? Or Awakened Awareness and Boil Over? Or Corrupt Intervention and Calm Spirit?
Yes, perks were changed. Some were received better than others. But to make it an Us vs Them thing is gross.
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First off, just a rant, but dear lord Boil Over is one of my least favorite perks. It really just encourages players to play in the scummiest way possible (like in your VOD). The fact that it makes map/hook offerings more consequential and can even effect controller players more is so lame. It's a huge pet peeve of mine and something I absolutely would love to have removed from the game.
That being said, you weren't completely without options. I could barely hear it so you may have missed it, but based on the recovery times and the fact several survivors seemed to get up on their own, I think there was a Boon: Exponential in play. This, paired with Flip Flop and Boil Over, gives the biggest advantage and you needed to snuff it and leave Yui slugged a bit once you saw her get up on her own. I'm guessing it was downstairs in main in the poker room.
Additionally, there is one gen in the main building and Meg and Yui seemed to want to just hang in there instead of doing gens. Focusing on the survivors who are working on other gens earlier (David and Nancy, in this case) will either force the two silly gooses to leave the main for rescuing/gens or let the team die.
Then, the final play that allowed Meg to get out actually involved you falling twice. Once off the balcony and another time off the table, this is how she was able to get out. Obviously, easier said than done to avoid with the limited controls due to Boil Over but something that absolutely must be avoided. Try going for the stairs, or the balcony outside to try to limit that from happening.
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Hit 1 survivor within 5 seconds after YOU emerge from a snowman, not the survivor
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298568#Comment_3298568
-"The other day as a Freddy I was running Euduring, Sprit Fury, Hubris, and Deadlock. Deadlock did hardly anything, shoot I had two gens left and they were able to do those two gens at the same time."
This is no fault of your own but rather a design flaw with Deadlock. They added rollback protection for pallets so the least the devs could do is add rollback protection for deadlock. It should be the case that if you were able to finish gens at exactly the same time (becuse you were a robot or something) that the perk would activate and lock out the second generator via rollback.
That is the bare minimum expectation for fairness.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298591#Comment_3298591
"-You aren't going to go against very organized SWF often at all. "
This is false.
First let me say it is disingenuous to say a "very organized SWF". If by that you mean a comp level team like that of the streamer - Hens, then maybe.
It has always been the case that a veteran player can assemble a team with 3 bad to medium skilled players and steer them to victory. Let us consider for a moment that the killer's time is a 1:4 compression in that if he is afk 10 seconnds then the enemy team had 40 seconds collectively. If one person is hooked and 3 people leave their generator that can waste 2 players 20 of time seconds easily.
Avoiding this one time in a SWF by saying " I got the save" means your team just prevented 40 seconds of lost time. How many hooks are there in a normal game? Let's say there are 8 hooks.20 seconds *2 * 8= 320 seconds.
There is no way that a team of solo players will ever make up for the difference in lost time compared to a SWF considering just this one aspect. But we must realize that SWF is not just calling this one thing out. A decent SWF team calls out many things like what perks the killer is using, where the killer is going, if X pallet has been used/wall broken, and where a totem is located.. Sure they're not tournament ready but they save 4 minutes minimum per game by making call outs.
The solo players would only potentially have this info via aura reading perks. The SWF team gets the info without using perk slots. This is an advantage on the level of cheating (which is different than saying it is cheating).
I would say that 90% of my game have at least one organized team of two SWF players. I know this to be true by looking at their friends list.
"Even so, other commentors have already said that the win ratio for killers is 50% in tournaments."
Tournaments massively restrict survivors. Therefore why don't we restrict survivors in a team on coms with that rule set? Impose the rule : No character, perk , item , or offering may be repeated in a SWF group. Upon entering queue everything but your outfit becomes locked. Add a UI element so that when the team has not yet entered queue you can see the perks/itens+addons/offerings your allies want to bring.
There are plenty of heal perks : self care, CoH, inner healing, etc. There are plenty of gen rush perks : Prove Thyself, Fast Track, Hyperfocus, etc. There are plenty of exhaustion perks : DH, Sprint Burst, Lithe, Balanced Landing, etc.
You're still playing with your friends but now you are slightly limited to reflect the massive efficiency bonus you get from voice coms. This would be good for the game because solo would have an advantage (4 players can all potentially bring the best items/perks). SWF would also have an advantage : efficient play via voice coms.
"Encountering those same players in SWF regular queue is going to be super rare."
When you win often you can actually get to the point where you queue with the same survivors and sometimes play against the same killer. You don't even have to take my personal experiences into account. You can see this has happened with Truetalent's stream where he queued by chance with one of Agony's team members twice in a single stream (three games in a row). You can see him play against the same strong SWF sometimes twice in a single stream (I have seen this event more often on CMWinter's stream).
-"Ban SWF"
Literally no one is asking for this. What you mean is : make SWF give the opposing side an edge to balance out the fact that you have voice coms.
An easy example : IF you play in a SWF give the killer 4 perks that he chooses ahead of time for each of his three loadouds. If he plays vs 4 solo players those perks do nothing. If he plays vs SWF then he gets his 4 normal perks and the 4 extra perks.
Now the killer has 8 perks to balance out the communication advantage. That would be a second way to balance SWF.
But what about solo queue players who were in a game with a 2 man SWF?
Give solo queue players 4 information perks chosen ahead of time that only activate if they are in a game featuring SWF. So they could select perks like :Alert, Bond, Empathy, Kindred and Rookie Spirit. They could not choose "dead hard" as one of their information perks.
I would love to play against SWF teams if I got to bring 8 perks. Why? Because when I play in a SWF I can easily convey the information worth somewhere between 12-16 perks. That's just not fair for a killer to play against.
Of all the things I have read upon this forum, asking to give the killers 8 perks to deal with SWFs is by far one of the wildest suggestions I have ever seen. Are we playing the same game? I legit can't tell anymore.
This is what it would take for you to get a balanced game? You estimate you would need EIGHT perks just to win 6/10 of your killer matches in a night?
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As someone who played solo queue this morning, the 3 or so people who gave up on first hook definitely didn't unhook themselves.
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I was able to complete the challenge using Ghost Face after trying with Meyers and having the same issue.
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None of those perks or add-ons would counter BT/endurance.
Were you carrying any items or running a perk like Saboteur or Self-Care? If so, even an accidental tap is considered a Conspicuous Action and would remove the endurance.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292894#Comment_3292894
AFAIR. Not a conclusive statement of fact. Tentative. Which is why I asked for clarification. And I wasn't far off - and if you really want to stick on this one, I'd wager dollars to donuts that if you clipped off the bottom 20% MMR, it would look very different. Because I see an obvious duo, at least, maybe 2 in 3 games if I'm playing my better killers.
Although I suppose I should be grateful that you've shifted from strawmanning to petty point-scoring.
Oh wait - nope, there's the strawmanning again. For the...third? Fourth? time now, I'm saying that the counter to Eruption is letting go before someone gets downed. This will be a judgement call. Empathy, Bond and similar allow you to make this call more accurately. Not *perfectly accurately 100% of the time* because that would be silly. And you're the only one saying that.
HELP you. Not guarantee you.
Sigh.
Not sure how much clearer I can be here.
It makes it more likely. I run Emp pretty much baseline, and I can definitely say it *helps* me deal with Eruption, when it's in play (maybe 1 in 5 or 1 in 6 games). Sometimes I get unlucky, or make a mistake (I'm not the best survivor in the world, by any means) but I'd say I can avoid it at least half the time if I'm attentive.
The other counter to Eruption is just not getting downed too often - in which case it does absolutely sod all. Which is why I don't run it much, as it's a 'win more' perk that can be a wasted slot if you find yourself outclassed, while stuff like CoB is a lot more reliable.
I find it funny you keep accusing others of straw manning when they add simple describing words like "accurately" to your suggestion that Empathy allows for you to guess when someone goes down which you in turn makes it sound like they want it to work 100% of the time.
You know, an actual straw man argument.
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I've recently discovered how nasty Starstruck/Agitation/Lethal Pursuer/Awakened Awareness is on Spirit. Just played it today against a full sabo squad and it was a brutal and fun time!
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I already wrote a post about this but it got moved to Feedback (can't wait to see the devs thoughts on it!) so I don't think it was seen much but yeah, I'm with the majority here.
- No BP/event offerings means no incentive to not play game altering offerings (maps, moris, shrouds, wards, etc)
- Bloodwebs are essentially empty besides firecrackers. The removal of the boxes, while very nice to speed up bloodwebs, make leveling feel so bland
- Snowmen no longer offer protection so there is legit no reason for survivors to interact with them. If the survivor spends time in the snowman, already not progressing the objective, and gets found, they are at best injured and at worst, instant downed
- Survivors getting nothing feels EXTRA terrible this year with the re-balancing patch, current gen kick/slowdown meta and Kindred being bugged as a solo queue survivor
- Even when playing as killer, the lack of reason for the survivors to interact with the snowmen means they are just pounding gens and any cute snowman plays as killer are instantly known because survivors don't have a reason to enter the snowman.
Being able to dodge a hit last year in chase was bogus but this is a terrible overcorrection. They could have easily solved it by the snowmen either sending the survivors in to deep wounds when hit (so can't stack with other endurance effects) or have a 3-5 second unlock/unzip animation before a survivor can jump in.
I finished the event tome (at least for all the rewards) and I honestly think my only logins are going to be to get the daily login bonus. The fact I was so looking forward to this event makes it that much more disappointing, especially as the Halloween event felt like such an upgrade over last years.
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@MaTtRoSiTy said:
I would have liked extra BP items or something but otherwise meh, it is all good really as daily login bonus stuff isn't bad. I think the snowmen are a lot better these days as they don't take hits for survivors and as killer nobody has the time to be insidious camping in snowmen when there are gens to be pushing survivors off.
Snowmen last year meant an extra hit to down survivors; effectively a third health state and with old DH it was often 4 health states to get a down - not fun for killers
I agree I like the daily login but they don't really encourage me to play the game. Which probably isn't a good thing.
I played last year though and I found the event fine. The amount of times a snowman was successfully used for a "4th" healthstate was miniscule compared to the time I saw survivors wasting in them goofing off. But at least it gave the survivors a reason to try to use them, even outside of chase, which slowed down the average game.
Now you are correct, insidious camping is generally worthless outside of doing it specifically to be a silly goose but then why have the snowmen at all? That is the crux of my disappointment. If the survivors don't get some sort of benefit from the snowman, they won't use them and then, because the survivors don't use them, it ruins the surprise of the killer being in the snowmen so now killers don't use them and we are back to square 1.
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@AcelynnBen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291432#Comment_3291432
that is the most.....
you can read right?
WELL READ
I did read it. Those ne're-do-well survivors purposefully saw you just meming around in your snowman and decided to rush out two whole gens. I feel safe to say that I'm as appalled as anyone else in this forum.
I wish those survivors were here to see your post. Maybe they would stop sweating by bringing their two brown medkits. THEN the killers could finally have some goofy good times that they so desperately need.
I just hope those deaths weren't full bleedouts to deal with their rampant toxicity though I would understand if they were.
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Wow, that must have been so rough to have two whole gens pop while you are just trying to have fun with your memey Overcharge/Eruption/Nowhere to Hide/Devour Hope build that just so happened to find a 3 gen. The survivors even saw you bring a silly lil' mori, just because you're such a whimsical scamp, and still had the gall to rush a two whole gens on you.
It's a real shame. I hope your next games get better.
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No clue if its a bug but its in my store right now too. Nothing for Rebecca.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3289289#Comment_3289289
I am sorry if i sounded rude.
It's just that it is not the first time that someone tells me "Eruption is balanced" because they expect survivors to last 3-4 minutes in every chase against every killer so that this perk can never activate.
You have no reason to apologize, but I do suggest your re-read my first post with the added context of the rest of my responses. You were nothing but respectful while I let my ignorance shine through.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3289260#Comment_3289260
I am not trying to make you look foolish but Blight and nurse are two of the strongest killers in current dbd and there are lots of killer players that can potentially down survivors in less than a minute.
Remember we are not talking about 4man comp SWF here as eruption does nothing to them, we are talking about soloQ.
No, you are absolutely correct and I see the error of my ways.
When I, the person making the post, jump in and proudly claim how I don't think something is overpowered because I can't get value from it, it doesn't add to the discussion other than to show my own lack of skills but its rude to say that so directly. Luckily, I have the ability to self-reflect, read others experiences and use the combined knowledge to make better arguments.
I appreciate you and your kind words.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3289237#Comment_3289237
Now honestly, if you spent 2 minutes chasing a person with a iri tag/alc ring Blight that is not proof that eruption is balanced, it is proof that you are underperforming with one of the strongest killers.
Most blights can end chases in less than a minute.
Ahh, I see now. My personal experience is jaded by my own abilities so bringing it up as a matter of fact statement when discussing large balance issues just makes me look foolish?
Much love, thank you.
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@Sycamore said:
I still don't understand the over hype for this perk. I see people go "OMG it's so strong!" So I try to run it, it's useless - as expected. I play survivor, and when Killers have it some of the time I don't even know it's there and when I do I just let go of the gen when they go and down someone. I know shocking.
Absolutely agreed. Like when I run Dead Hard, the killer starts chasing me so I start zig zagging around to confuse them and get them to miss, they get up behind me so I press my E button and they just...wait? Cool, no perk for me and now I'm exhausted on the ground.
Same with Circle of Healing. I spend the first 5 minutes of every match finding a totem to bless but by the time I get it up, 2 people are already hooked and no gens are done?? Wow, such an OP perk.
So then I switch to killer and bring Eruption and I kick a gen, spend the next 2 minutes chasing a person and guess what? That gen I kicked got completed! I even was playing Blight with Alch Ring/Iri Blight Tag but the survivors kept not being in the way of my rushes so those add ons aren't even good.
Even the dreaded Starstruck/Agi Nurse build is useless because apparently you have to down someone just to get value?? Like, what am I, the Ninja of Dead by Daylight here? Nurse is literally slower than a survivor and I need a whole down just to be able to get value from these perks?
Then people in these forums come in and just post the most outrageous claims. SMH my head
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This may be the worst perk idea I have ever seen.
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One issue with your reasoning, a SWF has a much more likelihood of retaining friends to play over a solo survivor.
As someone who has tried (and failed) multiple times to get friends to play, unless we have a full SWF (or even enough people for a full KYF match for practice) protecting them and showing them the ropes, its way too rough for the new player. They are often the "weak link" which, they would be being new, but that means they usually get a quick 3 hooks and have to sit in the lobby and wait for the rest of the match.
There is only so many games of this they can handle before they decide to move on to playing something else.
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Something that always comes up but luckily, most people shut down is anything that effects hook states or completed gens.
Once a gen has been completed or a survivor has been hooked, nothing should be able to revert it or move it. No amount of counter balancing would ever make me think either could be done.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3286145#Comment_3286145
Because it will most likely force survivors leave since they cant teabag anymore,and it will lessen the toxicity.
Or it will give solo queue less ways to communicate, as crouching/pointing/waving/vague nods or head shakes are literally the only options right now.
What if BHVR added in a way for the killer to be able to hit the survivor in the exit gate and if they don't leave, they can get hit again and possibly picked up and hooked? That way the killer just needs to walk towards the exit and the survivors will be essentially forced to leave!
Way better than a bandaid perk.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3286014#Comment_3286014
Then maybe survivors shouldn't get so butthurt when killers tunnel and camp since its the best strategy to deal with genrush.
Also I look at it from both sides since I play both roles just as much,teabagging creates toxicity and there's no other way around it,people will use it to be toxic if they can.
But yeah sure,spread your toxicity around.
That doesn't answer their question.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3284417#Comment_3284417
Just hypothetical, would you just take it with a laugh if we had a 4 weeks event were red pillars of light could be run through by the killer that exposed all survivors for 10s, no strings attached?
The first 8 times you go down you would receive a mask or charm, after that it would be just 3.8 weeks of random exposed downs.
"That's just a change of pace. Enjoy the ride and chill and don't take it so serious. "
I am honestly curious.
When the developers already stated their preferred balance to be already slightly in the killers favor, I'm fine with a temporary event that marginally benefits the normally disadvantaged side.
Plus your scenario would be pure nightmare fuel for solo queue. Rewarding survivors for jumping in a snowman (where they can't work on gens, totems, unhooks, or heals) was already one thing but to actually hand out rewards to run up to the killer to get instantly downed? How would solo queue even work in that scenario? Take a look out at the forum and you'll see people already complaining about people giving up in solo queue, I don't think there should be any incentive to make it worse.
Finally, I played in last year's event. It really wasn't half as bad as people are claiming which is why I'm fine with this year's event and I'm sure everyone else saying the same thing had the same experience. The amount of times a snowman was used as a "third health state" was miniscule compared to the amount of goofing off or lighthearted fun was had with them. This was not only confirmed with my personal experience, as both killer and survivor, but by any streamer I watched during that time.
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While I agree with you in theory, medkits/toolboxes working with certain perks (namely CoH and Hyperfocus) are probably not the best example as they should absolutely be looked at and adjusted.
That being said, I agree that vault speed builds and Blast Mine synergies should have been fine.
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Honestly, this looks like post-hoc justification.
You are absolutely correct that survivors can encourage tunneling but this clip does not show it. Ada is literally unhooked and able to move at the 0:34 mark and you are swinging at the 0:35 mark. I know killer time can get really hazy when you are in the middle of the action and juggling so many decisions in your head but watch that clip back and tell me that Ada had time to do literally anything. Even her "greeding" the pallet doesn't make sense. Her options were to stay at an, at best, semi-safe pallet or try to make distance and she panicked when she realized she had nothing in that area after immediately getting hit after being unhooked.
If you want to tunnel, you can do it. I won't even say I wouldn't do the same thing in your shoes (especially as it wasn't even death hook), but to try to use this as some case in point about how survivors deserve to be tunneled even when the benevolent killer goes SO far out of their way to avoid it is weird and cringey.
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Have you been really hit with Hubris that much that you think it warrants a nerf?
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Deathslinger - I don't know what it is about this cowboy but he is my bane in this game. He always seems to best me as survivor and then as playing as him, I can't hit a shot to save my life.
Twins - Just mechanically feels bad and not my preferred playstyle at all. A little slugging as Oni or Meyers makes sense when in power but Twins just takes it to an extreme I don't like.
Executioner - I really wanted to like him but the more I played as him, the less I enjoyed it. A good snipe feels great but I struggle with it and his other ability to allow easier tunneling just feels gross personally in most games.
Hillbilly - The actual toughest power to master in the game and the reward is so lackluster. Plus with the maps seemingly getting more and more crowded, it just makes his life that much more difficult.
Plague - I hate hearing the puking sounds. And because of that, I don't play her enough to get good with the timing of her shots or how long infection takes.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277580#Comment_3277580
Uhh Aftercare? Empathy? Blood Pact? No One Left Behind? Bond? Rookie Spirit? Key addons? There is no perfect counter but what do you expect.
Did you suggest No One Left Behind as a counter to Eruption? The perk that specifically doesn't activate until all the gens are done?
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3274744#Comment_3274744
Ok...but doesn't that create biased stats?
For how many people are those a problem and how does it represent the reality of the average killer and solo survivor?
And it also proves that running 4 slowdowns against those perks is overkill for killer since the survivors are not bringing gen-rushing perks (just like people here claim they do). The only gen perk I see is Prove Thyself. But where are the rest like Hyperfocus?
Yes, it does create biased stats. But Otz was specifically talking about what he encounters in his games so I think its fine for him to make observations on it. Others extrapolating on it? That's where it gets less clear.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3274704#Comment_3274704
because it takes time to mend for the survivor and even if they get DH it back (worst case scenario) while in chase they still can't use it unlike other exhaustion perks.
When DH first got nerfed and people were using other exhaustion perks there were people starting to complaining about Sprint Burst, so I'm sure if DH really gets nerfed to the ground killers will find a new exhaustion perk to complain about because they can extend chases.
Killers wait dead hard all the time. When I use it after the first time they wise up. Some even know to wait from the start. You could make the argument I am bad or average and I won't fight you on that. But even if we go use youtubers as an example you'll find countless times where they fail it or get mind gamed by the killer. If you don't believe I can make you a compilation.
Those stats also don't seem that representative of the ones BHVR posted a while ago that had Self-care in the top 10. Where's self-care in those stats. Which playerbase are those stats based on?
I think it is compiled data of the survivor perks Otzdarva specifically sees in his killer games.
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What else should the killer do at the end of the match?
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Without the orb, what am I to ponder though?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3265312#Comment_3265312
Personal experience is not the same thing as math. "I don't think David because he gets seen too much" is personal experience. Stating that David gets targeted by killers 12% more often than the others measured is data.
Please understand the difference.
But you didn't offer "math". Nothing you said in this thread even included a specific statistic. You literally just said your opinion that survivors are salty even after wins while killers simply hit next without a second word. Then you offered a non-specific hypothetical situation of your experience.
Even if you played 1,000 games, recorded each and every one of them, and came back here with a full pivot table full of stats showing your proof, my core point would still be valid. It is all your personal experience and will invariably be corrupted by your own feelings, interpretations, and actions in each game. The pool of collected data is still overly represented by a single variable, you.
Saying the magic word of "math" doesn't change that.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3265118#Comment_3265118
Math is objectively true.
I can play Survivor all night long, two dozen games... ZERO SALT form any Killer whatsoever.
I get Survivor salt in 3 out of 4 Killer games.
It's not even CLOSE.
And encouragement?! HA! Not even once in 1500 hours.
"My subjective experience is objectively true for all. I polled everyone in my house multiple times and they all agreed!"
Also 1,500 hours. I also have only ever been compared to a genocidal regime once in the post game chat. And, spoiler alert, it wasn't when I was playing killer. I was playing solo queue and what sparked the grievance is we managed a 4 person escape.
People's personal experience of the game is by definition subjective, regardless of how much "data" you individually collect.
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@Waldbeere said:
https://forum.deadbydaylight.com/en/discussion/comment/3261139#Comment_3261139
That's what I said. I did not say killer bring this to win. That's a difference.
I don't get the difference. The reason a Scratched Mirror Meyers wants an indoor map is to be able to sneak up on people and cut them off in chase. Which also, theoretically, helps them win, right? Sure, they can be doing it for the giggles but it also directly helps that build get more hooks/downs/sacrifices, aka winning.
As someone who was working through the rift yesterday and was trying to get the Balanced Landing challenge done, and ended up getting Shelter Woods twice and Suffocation Pit once, its equally as frustrating on the survivor side and has nothing to do with wanting to win.
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@Waldbeere said:
https://forum.deadbydaylight.com/en/discussion/comment/3261104#Comment_3261104
"Yeah, so survivors bring maps to win and killers bring maps to use builds (and not to win). "
And I also did not say that. Please do not add words I haven't said. I respect that you do not agree. But you still talked about map balance a lot. This topic has nothing to do with balancing.
I play for fun and that does not mean necessary for a 4k as killer, which might be your definition of ia win, if I would guess?!
But you can try to play a scratched mirror myers on a wide open map and where everyone can see you before you can. I bet that's a lot of fun for everyone without bloodlust and nearly no lunge attack. And this is not a meme build. A BK Meyers would be a meme and that is not longer possible.
From your first post:
I would say some killer builds require specific maps. For example you won't play a scratched mirror Meyers on a big open field. I would also say that more often a killer needs a special map to play on his build then a survivor. Suvivors chose maps mostly because of the win rate and not because of certain perks.
How is that not saying survivors bring maps to win and killers bring maps for builds?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3240469#Comment_3240469
I literally posted the link to his twitter, you can find his twitch within seconds, watch his videos, and see exactly what he's doing. You can also do a google search and see Hens333 had a 290+ escape streak where 3 or more had to escape every time. They're currently making another run.
I responded to a post that invented a fallacy to dismiss a genuine argument, I'm not going to spend time holding your hand, too.
Wow! 290 escapes is really impressive! Thats nearly 60% of SupaAlfs streak!
I wonder what killer ended such an outstanding feat of experience and teamwork though.
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Me to the slugged Bill while I'm running my Sole Survivor/Left Behind/Low Profile/Ol' Yeller build against a killer sweating for the 4k.
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You're doing the right thing by attempting killer adepts after rank reset. Its much easier to get Merciless Killer at Ash/Bronze ranks than Gold/Iridescent.
My biggest tip is know the emblem system which it seems you did your homework for! That should set you up well. Be wary that some killers are naturally punished by the emblem system. Plague does terrible with Malicious and/or Chaser (Malicious because survivors can heal in an instant with fountains, Chaser because if survivors stay injured they have naturally shorter chases and less time to get the needed points). Hillbilly/Bubba struggle with Chaser because their instant down abilities (less chases, less points). Victor doesn't count as a chase for Twins. There are a lot of little nuances to be aware of. For those killers though, I would suggest not being afraid to play them as an M1 killer as much as possible without actively throwing the game.
For the actual games, you have to have a sort of internal gauge to know if you are in line to get the actual adept or not. If things are looking bad (someone dced before first hook, all gens done in 4 minutes), I think its better to focus on practicing your killer instead of more aggressive tactics of camping/tunneling. Now, I'm not advocating for farming as you aren't necessarily getting better with your chases this way but the worst result is getting a 4k with only a single pip as it raises your MMR and brings you closer to Gold/Iridescent ranks.
If you haven't already, I would also highly recommend making a tierlist of the killers with their adept perks based on how comfortable you are with them. Personally, I'm a big fan of setup M1 killers (like Trapper, Meyers, or Ghostface) so I feel more comfortable with them than objectively better killers like Nurse or Blight. Its important to consider perks too as some killers may be weaker but with better perks (Sadako, Trickster) vs stronger killers but who have worthless perks (Huntress, Oni). Make sure to consider addons and map offerings when making your list too! Start with the killers you expect to struggle with to save your better killer options for if you have entered a higher ranking.
Finally, I found that the time of day you play matters. This may be different now as I did all my adepts (besides Wesker, obviously) prior to the major patch changes but I tried avoiding attempting adepts in the later evening (starting around 10p my local time) as that was when I would find the sweat squads. If you are tying a hand behind your back (which is really what killer adepts are doing), you can't expect to be able to beat a team that is going full force that is at least at your level.
Good luck on those adept runs! Keep at it and I'm sure you'll have them in no time!
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3182771#Comment_3182771
You are correct. It counts towards boldness emblem which helps you PIP up. So how is it throwing a game if you are trying to PIP?
Lots of things that can lead to a pip can mean ultimately throwing the game for your team if we are talking about "winning" (3 escape for survivor). Healing against Legion/Plague, going for sabotage plays, instant saving on hook even if its a guaranteed trade, camping a god pallet to get a stun when not needed, etc.
All these can help you pip but if we are assuming the killer and survivors are on an equal playing field and both are playing for their sides ultimate win condition, they can easily create a situation where your team is at a distinct disadvantage.
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I think mostly, survivors can just go next when they are eliminated from the game so they just may not be there to say anything.
Plus, its easy to forget a GG and dip from the post game chat. What sticks with you though are the salty ones. I know I've earned far more GGs than insults in my time, but the salty players are easily far more memorable.
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I had the same issue. Looks like its been acknowledged on the other bug report so hopefully it gets patched soon.
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@get_barted said:
My bonus says this right now:
https://us.v-cdn.net/6030815/uploads/G7NL6SA2Y30A/image.png
I dont even have a bonus
Ouch, when the game wants you to play neither queue 😥
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Same. Just had a match and had no progress towards the daily.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3162923#Comment_3162923
You are completely ignoring the fact that the killer has now wasted 4 additional seconds that they were unable to do anything. If that stun happens as someone is making a basement save, that can very easily be the difference between the killer even being able to get back to the basement in time to even find scratchmarks. You understand that there can be impact from short periods of time, but you assume the only way it can happen is if you escape punishment. While that is an obvious reward that can come from a stun, it is not the only one at all.
I'm comparing the two perks because the vast majority of the userbase never understood why DS was good, even though they claimed they couldn't play without it. Every time someone DSed a killer and then ran into a dead end or deadzone they were doing the exact same thing as someone using blast mine and then getting angry the killer kicked the gen after. Its simply your own fault for not being able to understand how to apply the perk, so just don't use it instead of bemoaning it needs to be made into your image of it.
How am I ignoring the time waste? It sounds more like you are ignoring my question. If Decisive Strike left the survivor in the dying state but still stunned the killer for 5 seconds, would it be run at a meaningful level? My guess is no, and I hope you see that.
Ergo, its not the 5 second stun that was game changing about Decisive Strike. Yes, a 5 second stun can be make or break for certain situations but kicking a generator is almost never the cause of the issue which is why Blast Mine never seemed to make it in to the meta while Decisive Strike was the 2nd most common perk behind Dead Hard at top MMR.
And stop with the "bemoaning it needs to be made in to your image of it". This is a purposeful attempt to demean those disagreeing with you on a forum specifically made to host feedback on the very changes being discussed. What is actually happening is people are complaining about a perk that was in the game for a year and a half with seemingly no issues or complaints all of a sudden getting a nerf with no apparent explanation or compensatory buff.


