ColgateAdvancedWhite
ColgateAdvancedWhite
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- ColgateAdvancedWhite
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Exit gates that spawn adjacent to each other is not common, but when it does, it feels like I'm given a free 4k. Feels fuzzy when I can stand in the same spot and keep track of both gates.
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@aregularplayer said:
not a big problem, be gen rushed and here comes next match. I don't really care about it. if they want to play a 3 min game, whatever
Remember, it's 4k under 3min
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???
I have never encountered this before. Your understanding of the sequence of events is wrong. You only snap left or right if you already hit the survivor. In other words, the snapping happens after the hit detection. Hit -> snap. No hit -> no snap.
You can try it out. Do a wide spin when you swing, you will hit surprisingly more often due to how hit detection works.
Edit:
Of course you need to have some common sense and not spin in the direction of a wall...
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@[Deleted User] said:
The stats mean nothing.
The amount of games where I've been gen rushed in 4 minutes, would have gotten a 1k at most, and it turns into a 3k/4k because of altruism kills, is... well, it happens a lot.
I bet if they released survivor escape rates for a lot of different survivors, we'd see a lot of variance, despite survivors being nothing more than skins.
Blendette escape rates are higher
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Prayer beads
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No rest until 4k under 3min becomes the norm. Keep up the good work my killers
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Spirit 4k0c challenge
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No rest until 4k under 3min becomes the norm. Keep up the good work
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Just give us our 4k and move on
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If you're throwing down pallets while the killer is 30m behind you AND you are trying to complete the tome challenge of throwing pallets nilly willy, then it is not wasted
Hit checks don't seem to be instantaneous. If you m1 and spin around, you seem to be able to cover a wider arc of attack. One way to deal with those 360s - do a 360 yourself when you swing. Works for me so far.
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Killers still looking for excuses.
Kill rates for all ranks and isolated red ranks are too high. What is the point it even asking which rank the poster is at? Do you even know what you are fishing for anymore?
My own experience coincides with the stats. I get 4k games very frequently. It got so common I even came up with the 4k0c challenge just to make things more challenging.
You need to be able to consider the health of the game as a whole. If one side is winning only 25% of the time, clearly it is not healthy for the game
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I like the ones that work sort of like advertisements for underused perks. I dislike the ones that encourage players to play scummy just to finish the quests asap
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Killers still trying to find excuses to say 70%-75% kill rates (red ranks) are still too low. Nevermind that those rates also mean that survivor players die most of the time.
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@jzinsky said:
https://forum.deadbydaylight.com/en/discussion/comment/873730#Comment_873730
Does the corresponding survivor get a sawn off shotgun?
Unless you mean they get one to the face. Kill rates aren't high enough.
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I suggested one that makes it especially toxic against solo players.
Basically if any survivor isn't within 4 meters of another survivor, the killer gets to teleport to the survivor and instant-down him. Meaning while the killer is patroling and the survivors see him coming, they better run together like a school of fish. Anybody who accidentally strays a tiny bit from group or the first/last to vault a window gets instant-downed
Can't wait to see this killer get 80%++ kill rates.
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I have plenty of games where the exit gates spawn so close together that I can guard both exits by standing on the same spot.
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Deep wounds is not a free health state.
Healthy -> deep wounds
1. Mend = injured state when you could have used that time to heal to healthy state
2. Don't mend = dying state, which is 2 health states down
Injured -> deep wounds
1. Mend = injured state when you could have used that time to heal to healthy state
2. Don't mend = dying state, which is 1 health state down.
Deep wounds takes the worth equal to at least 1 health state in either situation. It is a very biased perspective to actually see it as a free health state
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I am a blendette. Not surprised you didn't see me.
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I know right? My Spirit and the 4k0c challenge is getting boring.
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But what about people who don't do gens and only play catch with the killer? The "do 15 generators" is a challenge.
Edit:
And the flashlight blind is something that would have been done every game so it's not a departure from regular gameplay.
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@SilentSpectre said:
What does that even mean? Abandoning survivors after getting a hit? Only allowing grabs?
That's right. But it also includes things like a Spirit coming out of phasing and instantly downing a survivor (e.g exposed effects like haunted grounds, if they are already injured from being unhooked etc.)
Basically not your "chases" that lasts longer than 1 second or 0.5 second. Something like that.
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@avilmask said:
Basement Chest Guardian Bubba you say?
Haha that's one varient of the 4k0c killer, yes
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???
Killers still looking for excuses to say that 70% - 75% kill rates (red ranks) are okay?
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Spirit.
Try out the 4k, 0 chase challenge. In summary, the idea is to kill all 4 survivors without ever being in a chase. You can do this by phasing to them and pulling them off gens, phasing to them and hitting them into dying state (exposed effects of if the target is already injured).
It can be quite interesting for yourself, although I don't imagine it being particularly fun for survivors.
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I see people are still trying to find excuses until they get very deliberate data that supports their stance.
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Introduce a character so old she's in a casket. Survivors need to push her casket out the exit gates for that player to escape.
Being in a casket, other survivors can push her in a way to block off paths against the killer. But also being in a casket means she cannot do gens, totems, unhook survivors, etc.
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67% kill rate is higher than the targeted 50%.
You mean to say he is not far above the killer average, when most (less nurse) killers are above the targeted 50%
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So many excuses from killers.
I play Spirit a lot, and 4k has been so common that I frequently mistake anything less than 4k to be a loss for me. I'd imagine that's what a lot of killers here experience too.
75% kill rate sounds about right and it matches my experiences as Spirit. In fact I have been doing the "4k, 0 chase" challenge just to keep the game interesting and make things more... challenging.
That kind of is a sign that killers are too strong right now.
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Are we looking at the same stats? The latest november stats are here:
@Peanits said:
Stats are back at last! We've taken some time to gather some data and make some fancy graphs for your viewing pleasure. Be sure to let us know if you'd like to see more regular stat releases in the future! Since it has been a while since we last shared stats, these graphs show data from the past three months unless otherwise stated. Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers.
Note: If you're having trouble viewing the charts, clicking on them will open a larger version.
Killer power vs. popularity
Starting off with how frequently killers are played compared to how well they tend to do on average. A 50% kill rate would be the equivalent of two survivors dying and two survivors escaping.
https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png
https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png
Maps
We went ahead and checked which three maps are safest and which three are the most dangerous.
https://us.v-cdn.net/6030815/uploads/275/ZYOLAR28JADQ.png
Mid-chapter 3.3.0: Outcome
The Nurse was changed in the last mid-chapter patch, and we've been keeping an eye on her performance since then. Below, we've listed her performance on PC before and after the changes, both in all ranks and in red ranks. Like the charts above, the numbers shown here are her kill rates (where 50% means two survivors escape and two die).
In all ranks, killers are around 60% to 65% kill rates (with outliers), which is above 50%.
In red ranks, killers are around 70% to 75% kill rates (also with outliers), which is also above 50%.
While I do play killer myself, everybody has to realise that such high kill rates is not fun for everybody, even though it sure feels good to get 4k
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You failed to mention that even the lowest kill rate killer is still performing above the 50% kill rate.
I knew the kill rates were a lot higher than 50%. My own Spirit gets about 4k in most of my games. It has become so frequent that I had to remind myself that 4k is not what the game is balanced around.
Although I sometimes feel salty that I don't get 4k. I guess that's why there are so many killer complaints on the forums despite killers overperforming across the board.
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I knew the kill rates were a lot higher than 50%. My own Spirit gets about 4k in most of my games. It has become so frequent that I had to remind myself that 4k is not what the game is balanced around.
Although I sometimes feel salty that I don't get 4k. I guess that's why there are so many killer complaints on the forums despite killers overperforming across the board.
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Best:
Spirit
Fun:
Spirit going for 4k, 0 chase
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Any experienced survivor will know it's either
1. You are being chased, or
2. Do gens
You don't need voice comm to tell you which one of the two you should be doing.
Things are supposed to be easy for you, if it's not, it's someone elses fault.
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Actually I think it would be useful to put in an in-game section to show our own data. For example
For the reset period (13th Oct 2019 to 12th Nov 2019), your statistics are:
Survivor:
You survived 33% of your trials.
Of the trials you survived, an average of 1.3 other survivors also survived with you.
Of the trials you died in, an average of 2.4 other survivors also died with you.
...etc.
Killer:
You killed an average of 3.1 survivors in each trial.
You killed all four survivors in 38.6% of your trials.
In trials when you killed all four survivors, an average of 3.2 generators were completed before they were all dead.
...etc.
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Be the first to get hooked.
Look out for the person who unhooked you.
If you survive after being unhooked, stake out that person from a safe location.
Camp him out until he gets hooked.
Go unhook him. Even if this means taking hits or getting downed and hooked.
As long as he survives long enough for the safe unhook points, you can literally die happy.
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Also Oni has fantastic tracking using the blood orbs
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Why wait to grab them when you can just close it? Are you deliberately standing on the hatch just to show the survivor that you found it?
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Dc is exclusively a survivor problem. A survivor dc wastes the killer's time. A killer dc, the survivors just go for the next instant-queue.
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The floating blood orbs are fantastic for tracking. The ultra rare addon is almost like a permanent map hack once you get some momentum.
Completely in love with this killer at the moment
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The one that requires survivor to drop 15 pallets is worse. I've seen player making noises to get the killer to chase them, drop every pallet in the map when the killer was far behind, then run to a hook and stand there and suicide on first hook
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Yoink them off gens
Down them upon ending her power when they are injured
Down them from healthy upon ending her power during expose effect (e.g haunted grounds)
So many ways
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Of course it does. Not many spirit players can pull it off
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4k 0 chases are fun
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For a highly skilled Spirit player, it is possible to get 4k with few or even 0 chases. With the changes to the beads and collision, it will no longer be possible to "feel" where the Survivors are and yoink them off a generator.
Good luck trying to get 4k with 0 chases after the patch hits.
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Unnecessary nerf on the Spirit.
Adding animation for window vault:
This was a high skill strategy for Spirit users. You force a mind game with the survivor and make them guess if you're vaulting or not. If they guessed wrongly, they are punished for it. By adding animation for the Survivors, the high skill ceiling for Spirit is removed.
No longer silent prayer beads:
Another nerf to the high skill ceiling of the Spirit. By making the sound global, now everyone will know when to start hiding. The silent prayer beads is a skill-expressive add-on. Only good Spirit users know when to use it to yionk surivors off generators and use it to hunt on the map. This just completely removes another skill-based aspect of Spirit.
Overall the changes just dumb down the Spirit from a high-skill, high-reward killer to a random nobody. A good Spirit player could get 4k in around 70% of matches. With this gutting of the killer, there is no more distinction between a good and bad Spirit player
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Unnecessary nerf on the Spirit.
Adding animation for window vault:
This was a high skill strategy for Spirit users. You force a mind game with the survivor and make them guess if you're vaulting or not. If they guessed wrongly, they are punished for it. By adding animation for the Survivors, the high skill ceiling for Spirit is removed.
No longer silent prayer beads:
Another nerf to the high skill ceiling of the Spirit. By making the sound global, now everyone will know when to start hiding. The silent prayer beads is a skill-expressive add-on. Only good Spirit users know when to use it to yionk surivors off generators and use it to hunt on the map. This just completely removes another skill-based aspect of Spirit.
Overall the changes just dumb down the Spirit from a high-skill, high-reward killer to a random nobody. A good Spirit player could get 4k in around 70% of matches. With this gutting of the killer, there is no more distinction between a good and bad Spirit player
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I don't get 4k under 3min. Obviously survivors are overpowered
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Ted talks are mostly garbage. Also my 4k rate fell below ~75% of my games. Nurse is F tier now
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Source?
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Source?