ColgateAdvancedWhite
ColgateAdvancedWhite
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- ColgateAdvancedWhite
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Spirit. Still doing the 4k0c (4 kills 0 chase) challenge after the changes (nerfs) with limited success. Waiting for the day 4k<3m (4 kills under 3 minutes) becomes the norm.
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That's because most of the forum users almost exclusively play one of the two roles. It's quite plain to see in their arguments.
For example, in the most recent change of ruin, many forum user are unaware (!!!) that skill checks pop up randomly and not at fixed intervals. Something they would know if they had played survivor.
Edit:
Remember (censored because of rules)? He was one of the rudest anti-survivor poster here. Even got some sort of award. Quit the game within two weeks of switching over to survivor. He never knew what was going on on the other side until he finally tried. Didn't last two weeks.
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People over-estimate how effective the old ruin was
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I hope there won't be more challenges involving throwing pallets. The last time they has one requiring survivors to throw pallets (while in a chase!) and many people just threw pallets without reading the 2nd part of the requirement.
Within 2 minutes, all the pallets in the map was thrown. Followed by suicide on hook.
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I enjoy my 4k under 3 minutes as spirit too
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Yet statistics say otherwise
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1059657#Comment_1059657
Name them please.
Why?
You have already chosen to ignore those mentioned by other posters.
You are not here for a discussion. You're here looking to fight someone.
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Why is this a problem?
If she's not having fun with the game, it's fine to do something else she enjoys
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They already do
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With 70% - 75% kill rates (note that kill rates goes up as the ranks approach red ranks), killers are conditioned from the beginning that 3k or 4k are the norm.
Anything less than a 4k feels like a loss and feels salty. I know I sometimes had to remind myself that 4k is not the target balance state when I don't get 4k on my spirit
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I play 50% survivor and 50% 4k spirit.
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The game is already survivor sided. 75% kill rate is low enough. There is no need to make the game even easier for survivors.
This game is called dead by daylight for a reason - survivors are supposed to die.
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When kill rates reach 100%
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It became harder to do the 4k0c challenge
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I think people don't realise skill check prompts are random. Gens can be done with 0 skill check prompts.
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Getting 4k is an expected result.
Growing up, my parents always told me I can achieve anything I want. If I don't, it's because there's a conspiracy against me.
It's those pesky survivors, and the developers! The developers hate me and favor the survivors, that's why the kill rates are only 75% and not 100% and under 3 minutes!
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The average kill rate of 75% is just an outlier.
That's how numbers work.
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This topic changed focus quite quickly...
Also, the average of 75% kill rates is just an outlier. The actual average kill rate is 10%. And if you average the average, you'll get -50% kill rates. Half the games the killer also escapes.
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75% kill rates too low
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75% kill rate too low.
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Not true. I have gone through completely fixing up to 2 generators before the first skill check prompt appeared.
"Oh, there was Ruin this whole time??? Lol"
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I only want 4k.
Under 3 minutes.
Make it the balance standard.
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I get 4k too quickly
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75% kill rate.
Should have been 100%. 4k under 3min.
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I have completed quite a few generatore with 0 skill check popping up. The longest I've gone was 2.75 generators before the first skill check appeared and I found out there was ruin the whole time.
I would much rather have a perk that gave consistent value than one that gives random value.
A lot of killers don't seem to realise that skill check prompts appear randomly. It's almost like they have never played survivor at all.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/979256#Comment_979256
they are not always regressing, only when no one is on the gen.
skill check gimmick regressed the gens while it was being worked on
"consistent value" what value? it is not slowing down actively being worked on gens. and the nullify by hitting skill checks is a interaction between the perk and survivors that had skill involved AND even if they did get the great ruin nullifies the bonus you would get for getting the great. so still slowing down the gen no matter if you hit the great or not
btw they are still both hexes, you want to talk about inconsistency start with the average life expectancy of hex perks
Random because the number of skill checks is random. It is possible to get 0 or 1 skill check for the whole gen.
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Always regressing gens vs. Skill check gimmick.
Consistent value vs. random value that can be nullified by hitting skill checks.
Hmm.
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4k under 3min should be the expected balance target.
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One of the pitfalls for many products/servi es/businesses is designing by community.
The devs should have a direction they want to head towards and stick to it. Otherwise they'll end up like that recent Disney movie which turned out to be so messy because they tried to cater to everybody's opinions.
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So many conspiracy theories in one thread
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What?
4k under 3 minutes is the target balance standard.
Killers are absolutely entitled to 4k. The game is called dead by daylight. Not survive by daylight.
With kill rates at 75% (red ranks), we are getting closer and closer to our target
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Kindred is one of those perks that let you see hoe many of your teammates are too terrified to do anything.
Teammate gets hooked and has kindred. Kindred shows killer face-camping teammate. Look around the map and see 2 other teammates running to the corner of the map, away from the killer, and squatting there until the teammate reaches phase 2 and then sacrificed.
2 minutes of squatting in a corner despite kindred showing killer camping the hook at the other corner of the map.
That's why kill rates are 75%
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/963515#Comment_963515
It’s the best way to make bp why would I stop? Instead of telling people to “stop playing” we should be looking at what the problem is
People have been saying that for years. Solve the problem, not the symptom. But nope, that's not how the thought processes work here.
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Yes, often times you have to either do all 5 gens on your own while the other 3 are squatting in bushes being immersed, or run the killer for 10 hours and still not get a gen done because the other 3 were still squatting in bushes.
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Oh nice, 4k under 3 min. Sounds like we're finally reaching our target for game balance.
Let's push on my killers! The killers' club is proud of all of you!
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If anything, kill rates need to go up. 1v4 means the kill rates need to be 80%. The current 75% is still too low
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Remove her lullaby and make her one of those killers with no terror radius, or 8meter radius at most. With only the singing sound of the hatchet as indication she's around, it will make her a more interesting and skill-expressive killer
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I think Iridescent heads should make the hatchets ricochet while keeping the instant-down feature. When hitting a survivor or any obstacle, the hatchet will automatically target the nearest survivor that it has a clear line towards.
Huntress is one of the killers who has trouble dealing with clumped up survivors.
Edit:
Throw a long range artillery hatchet at a generator and see 3 survivors go down instantly. That would be satisfying .
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4k under 3 minutes or the devs hate me on a personal level
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4k under 3min is the desired balance standard
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It's probably a combination of both. Not every killer has weapons of the same size and attack animation, so visually it may seem like it should not have connected, but in reality all killers use the same size and shape of cone for hit detection.
A bit of latency could have contributed to this observation too.
P.s: Hit detection is not instantaneous. There is a window when it will keep checking the cone, which means killers can flick their mouse during an attack to increase the angle which the same attack can catch and connect to something
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@StrodeWins said:
SWF isn’t a bad experience if you don’t let it.
Adapt.
Play different killers, and learn which one you like so u can kill.
That doesn't sound right. Every killer should be able to achieve 4k under 3 minutes.
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Make her a skill-expressive killer. Reward her for a blink strike. Give her base kit instant blink cooldown or refund 1 blink charge whenever she connects with a blink strike
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People keep saying it gets harder for killers as they go up the ranks, yet kill rates also go up the higher rank they go.
It's amazing how people are willing to ignore data that do not support their opinions
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70%- 75% kill rates
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What? Statistics show that killers get even better at red ranks. Are there more coordinated or competent or annoyiny survivors at red ranks? Yes. Do kill rates still go up despite those? Yes.
All these "wait till you rank up" arguments are quite nonsensical
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They are doing 4k0c. 4 kills 0 (or minimal) chase. It's not as easy as you think
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/909333#Comment_909333
Meanwhile, I never drop below 144 on both my rigs, one of which being a very modest rig.
Weird choice to try and flex about your rig
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Swf starts with 1 player already on a hook and in struggle phase. If he's not paying attention and spamming the struggle button at the start of the game, that's 1 free kill for the killer from the get-go.
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Killers get 60% - 65% kill rate when vs swf instead of 70% - 75% kill rate (red ranks). Killers on this forum always suggest kill rate is more important than fun. What's more rewarding than still winning most of the time regardless of swf?