Crowman
Crowman
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The game is totally dying, because killers can kill survivors.
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Clairvoyance does require more set up than Left Behind which is why it's area is bigger. Plus I think Left Behind is fine as is. It shouldn't be "auto-find the hatch from safety"
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I think it depends. Old rank matchmaking was really good if you were above average at the game, because it didn't matter how many hours you personally had the system was matchmaking you with a monthly progression check. I think specifically before rank resets became largely meaningless before resetting you back only 1 rank color, an above average survivor was doing pretty well in solo queue.
That said, it was also one of the worst times to be a new player to the game, because it was really easy to be constantly matched with killers out of your skill level.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660382#Comment_3660382
He can make unhooks impossible on live. But it only works, if you already shocked them shortly before they would start the animation because it seems that once the animation begins it can no longer be interrupted by any means. This is probably why nobody has an issue with it.
Double displicine on live is 0.2 seconds quicker. So if anything it's slightly worse on the ptb compared to live.
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@neuromances said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660518#Comment_3660518
Can I be honest? If you have to stand at the hook to get the down, you're bad. He'd had other hooks but decided to camp me because I was doing unhooks. Strategically, I can see why taking me out is reasonable, but to stand there? Waste. Get better at the game, but this mechanic isn't strong enough. I was a killer main for more than half of my 1500 hours and I still don't think this is a viable strategy, so I don't care to be condescended to about seeing it from the killer's perspective.
If the killer was standing right at the hook, then the system would kick in and you'd get the prompt to unhook yourself.
Hooks are areas of pressure and one of the few reasons survivors need to get off gens. Guarding that area is strategic and not "unskilled".
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Can we punish survivors who sit on a gen and complete it from 0-100 without every leaving the area? Or is it only a problem when the killer completing their objective?
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658732#Comment_3658732
No I think that the game developers should respect their players time in the game. And queing into a match where the killer can focus one person down and prevent them from playing by standing just out of range, and only going after them through tunneling. And to do that and be REWARDED is horrendous design.
Along with the fact that you seemed to miss in the pervious post. Killers get what they want. They didn't want to have to actually look for survivors because of iron will despite that being a valid strat. So now its useless. Killers didn't think it was fair if they did poorly that everyone could escape from the hatch. So they removed it and made keys worthless. The issue is that these are half measures that the yare implementing for the survivors, while they do full removal for the killers requests.
Getting killed first in the match didn't mean you didn't get to play.
It's clear to me you'll never be happy with survivor focus changes until it makes it so you can escape every game.
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658295#Comment_3658295
They hardly did. The 3 gen tech gave killers additional regression for literally nothing. They were so scared to put anything in place without giving the killer something as compensation .
The facecamp tech is also useless because killers not just stand outside of range of it staring at the player. And if someone goes in to try to save and run out. It fills soo slow that its basically a face camp.
The BT lets killers count out the debuff and just hit them anyways so it accomplishes nothing.
These tools arn't fixing anything, the camping is still happening, the knocking down the unhooked person is still happen. Stop pretending that those issue suddenly were resolved just because they were given a tiny buffer.
Its remarkable that they refuse to hard remove something because it isnt fun for survivors because its at the cost of the killer. Yet things that were fun or interesting for the survivors they completely remove. Killer plays bad and all survivors get out hatch, keys are now worthless. Being silent after getting hit, removed because killers didnt like looking. Those were things killers complained about and they get significant changes that remove those from play. While we get half assed attempts at resolutions because they dont want to upset the killer side.
Standing in front of the hook for 2 minutes preventing any sort of interaction was the problem. The anti-facecamp system does the job at removing the uninteractive playstyle.
Holding a 3 gen infinitely for 1 hour was never meant to be something people should be going out of their way to achieve. The 3 gen system makes it much harder for force 1 hour games on to other players.
Tunneling and Camping themselves are fine and these systems were never going to remove it, because you don't like your human opponent having the free will to decide how they want to play. I'm sure you wouldn't like a system that forces survivors to have to get every gen to the same % threshold before they can progress gens to the next % threshold.
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@DBD78 said:
They aim for 60% because people hook suicide so 60% means in fair games with no suicides the kill rate is around 50%. So 60% is fair for both sides.
It's not really hook suicides.
The devs made a lot of intentional changes to make it easier for a killer to secure in the end game. When a killer earning at least a 1K is meant to be more common than a killer scoring a 0K, the kill rate is bound to be higher than 50%.
The other thing is kill rate and win rate are separate things. A killer "winning" a match is widely considered to be at least a 3K. On the other side, 3 survivors escaping is considered a lost for the killer.
However, this doesn't always translate well to survivors especially ones who play solo. An individual survivor can die and see that as a loss even if the rest of their teammates managed to escape afterwards.
At the end of the day, a 60% kill rate likely translates closer to an overall 50% win rate due to the asymm nature of the teams than a 50% kill rate would.
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654161#Comment_3654161
Anti face camping is a worthless system as it hardly resolved anything. The 3 genning tech is rarely used yet the killers got a 2.5% increase to kicks regardless so in the end it buffed them more in every other instance that isnt 3 genning. I could list a ton of things killers have gotten over the many patches as well. The issue people have it that the yare removing risks from everything yet leaving rewards. And other issues that have been long standing just get ignored entirely or they get such below average compensation IE the anti face camp and 3 gens tech that it is a slap in the face to the players.
These systems fixed problems that people were complaining about. Killers can't really force hour long matches since after 8 regression events that gen can't be defended as easily. Not to mention how the system absolutely destroyed perks like Eruption.
Antifacmp prevents you from sitting on hook for 2 minutes as you stare at the killer's face the entire time.
BT off hook prevents you from just going down and being rehooked immediately.
You can say they didn't solve anything, because they don't stop legit tactics. But you would much rather these systems be in place than the alternative.
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On most maps, you can easily avoid Legion's Feral Frenzy chains by running away from him when you start hearing the TR. Outside of a very specific build that just makes chaining his hits take a very long time, it's easy enough to prevent Legion from getting more than 2 chains.
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Part of it is that basekit changes to the game have indirectly nerfed some perks and a lot of perks in the game have never been worth running. The devs are also very slow to buff bad perks and often don't buff them in a way that makes them useable.
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If DBD wasn't an asym, then survivors having abilities wouldn't be out of place. But the fact that it's 1 killer vs 4 survivors means that giving individual survivors additional power will force killers to be buffed even more.
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@Akumakaji said:
On topic though: yeah, an unconditional 5th slot were busted, but I sometimes muse if we could give peeps (not just killers) a conditioned extra slot for some sort of weak sauce support perk, like the perks that no one got ever room for in their builds, but that are still somehow nice to have, just totally off meta.
This support perks could also rotate weekly, thus giving another avenue to keep the game a bit fresh. Imagine occasionally having bloodhound or Reactive healing as an extra, just for fun and spice
The problem is this would just create a new meta side perk slot. People would just pick the best of the available options in that slot and it would also require the devs to have to build a list of acceptable perks for the slot and keeping it updated as the meta changes.
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A 5th slot shouldn't be locked behind p100 if one were to be added. Either it's easily accessible for everyone or it doesn't exist.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654784#Comment_3654784
You can already heal yourself with it? I didn't realise. Description just says you can heal 60% faster, but mentions nothing about self healing. I've not seen it in action yet though, so I'm just going by the description.
It's literally on the patch notes
Strength in Shadows
When in the basement, this Perk activates.
Unlocks the Strength in Shadows ability, which allows you to heal without a Med-Kit at 60/60/60% normal healing speed.
When you finish a heal in the basement, you see the Killer's aura for 6/8/10 seconds.
When you are in the basement, you can heal yourself at 60% speed without a med-kit.
If you a finish any heal in the basement, you get to see the killer's aura for a few seconds.
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@tjt85 said:
Yeah, I don't think her perks will be all that useful for Solo Q Survivors. Unless you use it in the late game to break a 3 gen (which is a much weaker strat now anyway), the invocation one is too much risk for not enough reward in my opinion. But I do hope there will be more invocation perks in the future, because the concept itself is pretty neat.
Her basement healing perk could be useful. Anyone know if it will work with Self-Care for a speedy but risky basement self heal? Be cool if it did, but I can imagine BHVR thinking that might be too strong.
I don't see why you would run both her basement self-care perk and self-care. Even if they did stack for some reason, you get more value running Botany Knowledge over a 2nd self-care perk.
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I don't see the problem with hatch escapes counting. Killers only have to 4K now instead of having to go through the hoops of emblem scores.
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There isn't a map that doesn't spawn a basement.
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If you feel the need to DC at least 3 times a day, then maybe you should be spending your time playing something else that you actually enjoy.
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If you choose to ignore every time survivors did get buffed, then sure survivors never get buffed and only get nerfed.
Not even like this patch is nerfing survivors either since mangled is getting nerfed so healing is buffed indirectly.
You just need to chill out and realize this is 1 patch out of many to come.
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No one should surprised. Survivors don't like rbt focused builds so rbts were always going to be nerfed in favor of ambush.
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@felipesegatto1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653317#Comment_3653317
it’s incredible how this guy gaslight survivors discussions every post someone brings a survivor problem
Says the guy making a blanket statement in this topic about how survivors aren't getting any buffs in the future.
You just need to chill out and realize that not every patch is going to be what you want.
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We're getting a new chapter that has both a killer and survivor. Balance changes are focused on minor buffs to killers alongside a nerf to mangled (something survivors have been asking for). Just because you don't see any direct buffs to survivors, doesn't mean you have nothing.
But also, not every patch needs to give both sides "things to look forward to".
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653209#Comment_3653209
How will Blight cope with having a useless addon, beats me
Just letting you know the nerf will do nothing to make Blight stronger.
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The addon is currently useless and getting 1 more use isn't going to break the addon.
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You don't need to cleanse the trap. You can just crouch and hold crouch while unhooking.
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what survivor nerf is even happening this patch?
Also mangled is getting nerfed after complaints survivors had about sloppy.
Some of you guys just need to chill out.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652885#Comment_3652885
The time and auras should at least stay the same. They only have to make, that when you scream the box search stays the same or that it losses progress over time.
I would rather not make survivors immune to scream while searching a box. I would prefer if progress didn't get reset
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@GroßusSchmiedus said:
If they wait it out that still means in practice they are staying injured for longer, hell they might even stay injured for longer than with current sloppy butcher.
May sound counterintuitive, but its a buff for atleast a few Killers like Dredge and Oni, with no timer the survivors actually heal right away, meaning they are only injured for a total of 40-60 seconds because they have no reason to wait. With a 90s timer they will be injured for 90s then the time it takes to heal, for approximatly 100 seconds.
Its a buff actually.
If survivors aren't healing, broken is better. Bc broken prevents stypic agents.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652798#Comment_3652798
Yeah but he cannot have good addons I think you guys dind’t learn that with his old addons?
This addon isn't going to be strong with 1 more charge. It's useless as it is right now and will be slightly more usable, but he'll still have better options than it.
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I don't think buffing the worse of his reworked addons that is iri rarity will make a big difference
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Doctor is currently the worst performing killer. He really doesn't need a nerf.
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Myers tombstone says hi. Old 7 blink Nurse says hi.
Older killer design is not better by any means. The game has simply changed over the years.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651064#Comment_3651064
Isn't an additional 25% debuff to healing speed enough time to stop a basic medkit granting a full heal?
Unless you are missing skillchecks, every med-kit has enough charges for a single self-heal.
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Your personal experience is not necessarily reflective of the whole game.
Not to mention that Escape Rate != Win Rate. For example, you can die in most of your games, but the outcome can still be a 3 man escape, because you altruistically sacrificed yourself in the end game. You can also have an 80% escape rate, because you just hide for hatch.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650761#Comment_3650761
Only if you exempt the matches where killers are memeing or purposely letting everyone go, and all the numerous matches where they willing let someone go. Tbh it probably balances itself out when I really think about the throwing on both sides.
In my experience, the amount of the games where a killer is memeing is far rarer than the ones where a survivor kills themselves on first hook.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650485#Comment_3650485
Oh they absolutely can. Its really weird how some players take this game so serious. I can´t imagine CoD players would send toxic messages after losing a match, or getting killed to often.
When its just a game and another match is just a click away. Instead they spend time and dedication to spam the profiles of people they most likely won´t play against ever again.
There was a time where people would send rage messages to their opponents during the xbox live era of the Xbox and 360. It wasn't necessarily common, but I do remember it happening a few times playing Halo online.
Though honestly I'm more concerned with some rather unhinged individual deciding to take it a bit further. When swatting is a thing people do and information is all over the internet that someone really persistence might be able to track down personal information, the risk of leaving your profile public is quite high now.
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Are we going to make it so every time a generator gets 25% progress, it becomes blocked for 90 seconds so survivors can't tunnel gens and make the game less fun for killers?
Because survivors should always have the threat of being killed and immunity just doesn't fit in with the game.
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Some people are just babies who can't handle facing something they don't like.
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The roadmap says Twins are getting changes April-June.
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Many survivors give up immediately against her so it's hard to tell if she's actually too strong or if survivors still need time to adapt. There's probably a couple really minor changes they could make that would weaken her a bit and help survivors out a bit. Like removing a single charge of lock-on when disabling drones.
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@RipperX said:
Overall KR Average is 58.50%, a bit under the target of 60% KR, a slight overall buff to killers in general is needed
High MMR 4 man SWF is 48 % not a surprise, that's why SWF should be nerfed
High MMR soloQ 39% a bit under 40% they can perfom well but need to be slightly buffed
Those number mean SWF and SoloQ need two separate mode and a separate balancing, BHVR can't keep working as survivors thinking they are just a single group becuase they aren't
58% is likely fine. This is an average against all killers, so some individual killers might be underperforming and need some buffs.
On the reverse some killers also might be overperforming and need some nerfs.
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3% overall, but in High MMR it's almost a 10% gap. Basically showing that the more experience, the more advantage that coordinating gives.
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@graveyard_7777 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649674#Comment_3649674
Addons that increase feral frenzy you can easily take that wounded survivor down
Frenzy can't down an injured survivor and without any chains is not a good mobility tool.
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Spirit is invisible during her power and has full control.
Blight is visible and has restricted control.
Blight's power is definitely harder to use in a loop so 115 helps him play the tile whereas spirit's power can trivialize a tile.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649641#Comment_3649641
The difference is intent. Sweating with the goal to win is not the same as playing the game with the intention to make the game as miserable as possible for your opponents.
Also, killers don’t know what type of survivors they’re going to go up against at the start of the match. If they go easy against good survivors, gens will fly and they will lose with the survivors butt dancing at the gate.
Also, if a group of survivors can’t do five gens against a tunneling killer, then they shouldn’t be at that MMR and should lose. The game provides plenty of options to waste a killers time and they they don’t want to come into a match prepared to counter a common killer tactic, then they shouldn’t expect to win. Mastering how to loop a killer, mind game and work with teammates should be expected of Survivors, but most will come here and complain instead.
As for normalizing tunneling, too late. It’s already a part of the game.
"5-gen tunneling" is the funniest thing to see people complain about, because they are basically saying that they are unable to get 1 gen done before the first chase is over when they have 3 survivors to work on a gen. At some point survivors need to realize they lost because they failed to play better not because the killer did their objective.
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Alien Instinct isn't really a game breaker perk. You see the aura of that farthest survivor who is injured for a few seconds. Legion has no way to quickly traverse the map so it's not too difficult for survivors to hide since they knew you see them due to inflicting oblivious.
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Killer has seen plenty of improvements that for the most part they are in a better spot than before, but I think the actual issue is getting overlooked.
There's a lot of pressure on killers to have to play absolutely perfectly or they just fall behind and killers don't have access to really any catchup tools to help. The best in situations where you make a mistake early and are now down to 3 gens left is to either hope it's a strong 3-gen you can defend or hope you can secure 1 kill in EGC.
Against soloq survivors this may not come up as matchmaking with solos is often very mixed.
Doesn't help that survivors have been seeing many basekit features being added to them over the years meanwhile killers are just now getting FoV slider.
Killer is easier, but it's also way more frustrating.
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Some people really need to play both sides before they just start suggesting changes that heavily impact the side they clearly don't play.