CursedPerson
CursedPerson
About
- Username
- CursedPerson
- Joined
- Visits
- 533
- Last Active
Comments
-
@AmpersandUnderscore said:
Say it with me:
Matches. With. A. Disconnect. Aren't. Included. In. Kill. Rates.
Which means actual killrates are like 70-80% cuz i swear someone D/Cs in 1/4 of my games
-
Biggest thing is screams not interrupting your actions. Otherwise an activated ability
-
To answer any of why certain killers are in D; plague - puking on gens unfun/unteractive and snowballs off teamates too easily, chucky - constant aura read and nonstop power spam, clown - vision blur is nauseating, phead - cage system makes too many perks not work and can be predicted for tunneling, dredge - nightfall un-interactive and hurts my eyes.
Others that would be higher if not for certain aspects of their kit; Unkown - teleporting to a husk you are removing, Pig - getting chased off a box losing progress and timer is shorter while youre on the other side of the map. Blight - addons are too oppressive, Oni - bleeding while you are healing and flicks, huntress - too strong after buffs and some annoying addons
-
- auto bloodweb that prioritizes the expensive items
- bloodweb volume slider/ mute (its way too loud)
- end the game faster option when the killer is humping you on the game for 4 minutes
-
I Think these will help map and key feel usable compared to medkits, toolboxes, and flashlights
-
I hate the give up epidemic. probably 20-40% of my games there's someone who gives up immediately which means those games arent counted on there data but people are still experiencing it so realistically survivors are losing 70% of their games on average
-
@Mandy said:
We put out various stat data, especially when things change drastically. Right now the last kill rate data still applies - so there's no real need to reproduce the data.
How come kill rates for events and other event stats arent posted?
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822088#Comment_3822088
void as a whole is a mechanic that completely dumps killer's map pressure, and only haunts are busted for killer, but the whole mode was intentionally put as a separate quite primarily so that players from both sides enjoy it as a way to goof of (jokes on you so many complaints about specifically balance literally tell you people really wanna tryhard in this mode too)
Nah cuz you can use the portals to get to the other side of the map. you can also appear next to gens on some of the portal spawns, so after a hook you have stolen the survivors event progress then you get your ghost that allows any killer to have a range down and back out, it takes survivors 1.25 seconds to enter and killer .2 seconds so in no way are you losing pressure
-
Probably Franklins like ######### killers already running the best add-ons just let me have my brown medkit
-
@Ayodam said:
It certainly feels like there are less people playing survivor right now (in the event my survivor queue is taking 3 minutes and so does killer, technically, before the lobby fills up). I don’t think it’s an exodus but I do believe that there aren’t as many people queueing for survivor as there were 2-4 years ago.
thats cuz the event is ass for survivor, I really dislike being downed from range by the haunt ghost (they really should of made it deep wounds), smoke bombs are kinda fun but dont help much
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822200#Comment_3822200
I've found a 12 hour video for comparison, but the lobby and queue times aren't shown in the video :(
Anyway, there was a problem with survivor queue times in May / June, iirc. The Forums had some threads about it:
https://forums.bhvr.com/dead-by-daylight/discussion/254916/queue-times-are-out-of-hand
https://forums.bhvr.com/dead-by-daylight/discussion/255775/long-queues
https://forums.bhvr.com/dead-by-daylight/discussion/254572/my-worst-experiance-to-date
https://forums.bhvr.com/dead-by-daylight/discussion/255300/are-not-survivor-queues-so-long
https://forums.bhvr.com/dead-by-daylight/discussion/251702/survivor-queue-extremely-long
In my experience, players blamed a supposed "killer exodus" as the reason for the long queue times as survivor.
Survivor tomes are on average harder to complete cuz youre at the mercy of everyone else, Unhook challenge? Someone else beats you to it everytime or the killer found you while going for the save. Escape challenge? now your tunneled out. Complete gens? The killer chases you all game or no one is going for save so you have to.
-
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822167#Comment_3822167
I keep seeing posts like this from people who claim they escape far below the average rates. Only one of these things can possibly be true:
- They actually escape more frequently than they are claiming
- They are far less skilled than the average survivor player
- BHVR is providing bogus escape rate statistics
So, which is it?
Its not uncommon now to go on a dozen or so loss streak now, whos going to sit through that many losses before finally getting the win is the problem. in his example he is more experienced than his friends so they for the most part get matched at a higher mmr
-
People have done this before MMR and will always do it in any game because they think it automatically makes there opinion right
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822133#Comment_3822133
you CAN'T play for a team when behind if they are trolling, even if you play a champ that can 1v9. They will hold you hostage for 20+ minutes just because they find it fun
Sir this is a Wendy's.
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822079#Comment_3822079
in League of Legends, you can get stomped by your lane opponent, your team can hard int and still, you will need 3 positive votes after 15min mark passes. You can just sit and watch opponent constantly destroying your turrets, inhibs and then nexus. Dbd is literally nothing compared to it.
Except there are comeback mechanics and you can play for the team when behind, also the fact that there actually is a surrender button so you can leave when its reached the point of no return
-
I think the problem is survivors keep getting mediocre mechanics during all the events but killers keep getting busted mechanics, and its really exhausting when youre already losing most of your matches.
-
@Saiph said:
The issue is not just that you lose, but that nowawdays in DBD you spend almost all your time watching your character die or waiting for unavoidable death to come, rather than playing the game.
Bleeding out is the best example. The devs still consider it an acceptable game mechanic, for a player to be forced to wait up to 4 minutes on the ground doing nothing, just watching their character die, potentially while the killer watches them die to humiliate them, too. 4 full minutes doing nothing but waiting for the game to confirm you lost. In a game where the average match length is 10 minutes, and the average chase time is 1 minute. I am honestly puzzzled how someone ever considered an unskippable timer of 4 minutes to be something reasonable to have in a video game, let alone never changed for 7 years.
Even when you're not getting bled out. How many times does the game feels like it's over in the first 2 minutes, and then the game just drags itself out for 10 minutes. How many times does a match start, and within 30 sec your teammate goes down and gives up on hook, and it's already a 3 vs 1 at 5 gens, and you have no option but to wait patiently for the game to finish you off, AGAIN?
And of course, let's not forget the iconic hatch game. Because if you thought that 3v1 game was dragging itself out already, you as a survivor are in fact encouraged to drag it out even more: by hiding in a corner! That's right, you can still win this game, but for that you need to be the one who will hide for the LONGEST. Don't do ANYTHING or you'll lose. Because if there's one thing that this game LOVES it's when everyone sits there doing nothing! The killer, however, can counter it. How? By slugging the other survivor of course! How lovely, now it's not just ONE survivor who has to sit 4 minutes on the ground doing nothing, but now we have THREE players waiting patiently for him to die, and this is a core mechanic of the game!
Honestly this is one of the biggest reasons i cant recommend to anyone right now. In no other game can someone just take away your agency for 4 minutes straight. Not to mention all the aura reading they dont understand why they are being found when they are hiding.
-
A potential change could be a token system where it starts with 1 token and you get 1 each time a generator is completed
-
The only way it shouldnt be nerfed is if they add/rework several other perks to also block aura reading perks.
-
@sanees said:
many survivors forget that the big red rectangles on the map are not just for show, you can hide in them and your aura will not be visible, this is especially effective against the nurse
Let me walk you through some scenarios of what I'm talking about.
youre in chase with killer and you use deception to juke the killer and you hide around the corner while he checks the lockers. Nope Predator tells them where you are, or the inverse , you succesfully use a locker to hide, so he knows you must be in the locker since his red beacon didnt go off.
Heres some perks that predator counters when youre trying to juke the killer: Bite the bullet, Dance with me, Deception, Lightweight, Low Profile, Lucky Star, Parental Guidance, Quick & Quiet, Self-Preservation, & every exhaustion perk -
They left her in horrendous state for way too long, and id argue her rework made her more annoying and frustrating for the average person to play against. Then they left her at a 70% k/r which is they said did not take dc/s or first hook suicides in to account. They left her so unfun to play against and so problematic for 18 months. Thats an insanely long time to have that bad of a rep. This is not something that will recover after 1 patch. It will take probably 6 months to 1 year before her bad rap starts to dwindle imo
-
Predator is not fine. It stifles build variety. I used to occasionally run lose the killer builds with stuff like deception, or someone getting a clutch bite the bullet juke out. If they lose chase they know exactly where you are hiding and its not fun.
-
@Brimp said:
So I see "fix snowballing"… Does snowballing really need to be fixed? Also the fact that 8 gens is already kinda fast and with pallet/flashlight saves being back… actively get punished for whatever you do. Starting to seem like less of a party mode for killers in 2v8.
This mechanic could be very good to test out for normal games
-
Unless the map has preset tiles, too often is a third of the map just a dead zone that you needed sprint burst
-
Yeah all the changes have made killer the better role. There's a higher ratio of killers now. It's not coming back anytime soon and que times will be really long during events
-
Dude can't be serious. If your that worried about the fast pickup you should run infectious fright. If there wasn't someone nearby then you've already bought yourself enough time from slugging for pressure.
-
Nah dude wasted like 4 seconds getting stuck on objects. He could have easily killed them… Say it with me: the killer doesn't not need to guarantee a 4k in every scenario
-
@CleanseThis said:
Yall are thinking way to much into this. BHVR butchered SM based on complaints not data.
It was both
-
4 Slowdowns will always be the meta for killer.
Killers get stronger as all the pallets get used up so any way to give yourself more time will always be the best play. Even when gen regression was at its peak killers were running 4 slowdowns. People also fail to mention all the new tiles they've been adding and replacing other tiles with are full of unsafe pallets. So gen regression is fine being nerfed to compensate. Cant have your cake and eat it too.
-
Its stats are abysmal and its doesnt do enough. It should be after healing: survivor gets a 50% bonus to unhooking, healing, cleansing, blessing, opening a chest, and opening the exit gate. This perk probably still wouldnt be relevant too
-
I think its perfectly fine to remove or nerf the most frustrating aspects of any game. You dont keep a healthy playerbase by making your players play against one of the most unfun things in the game. Its part of what hass lead to the rampant hook suicide and dc problem. Players are showing they will leave the game and stop playing so it does need to be removed in order for them to keep their playerbase. But the other aspect theres no indication for her haste and other status effects. She is too much of casual player stomper which makes her bad design. This is important to address so most of the playerbase can be in a better spot.
-
B and D are data outliers and would be bias, A and C are normal gameplay but are not bias. Again with the disingenuousness. The goal he is to get rid of the most annoying and unforgiving aspects that effect a large portion of the player base. You're using the fallacy that win rate = the best killer in the game but thats not what this discussion is about. You are purposely moving the goalposts here.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804058#Comment_3804058
So you are going to believe that skull merchant is the most powerful killer to ever exist in the history of a dead by daylight. Even surpassing nurse, and i don't just mean nurse now, but nurse with 5 blinks?
thats not even close to what im getting at. Nurse is incredibly punishing for missing her power. There is no missing your power as skull merchant.
edit: i think the mod accidently removed a portion of what i said when he edited it
-
70% accross all mmr is insanely problematic. Here kit was also too free. Every other killer you can dodge power or counterplay it in some way. Her most meaningful counterplay of hacking drones could be too easily mitigated by taking 1 second to recall and place it back down
-
@Reinami said:
The problem is that the 70% kill rate is not some result of her being "strong" its simply survivors giving up on hook. When i play skull merchant now, generally well over half of my matches (i'd say a good 70-75%), someone literally just gives up IMMEDIATELY as soon as they see skull merchant. They drop their item, then go AFK. Giving up probably leads to a 4k most games, as its now only 3 survivors.
Now lets say i play 100 games as skull merchant.
In 50 of them, the survivors give up immediately and lead to a 4k.
In 30 of the matches, i get a draw, 2 kills
In 20 of the matches, i lose and get 1 kill right at the end
What are the results? Well i got 280 kills out of a possible 400. Which gives me a 70% kill rate. But in half the games the survivors gave up completely, now lets say we remove those matches where survivors give up. What are the results?
Out of a possible 200 kills, i got 80 kills. Which is a 40% kill rate.
You can see how massively these numbers are inflated simply due to survivors giving up. I'd guess skull merchant's actual kill rate is probably near 55-60% when you factor out survivors giving up. Maybe even less.
Id rather use their data then youre own made up stats. There is a undeniably a portion of games that are won to survivors giving up but her kit gave too many buffs and debuffs for just dropping a drone at a tile. The amount of players who also dont know when or how these buff are applied is also a massive design problem.
-
@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802608#Comment_3802608
Well i guess i want to know what your definition of weak is. No killer has under a 50% kill rate. So i am genuiely curious what do you think makes a "weak" killer.
They probably mean any killer that's not over powered or oppressive in some way. Everyone has killers they hate for some reason or another. My gf thinks cenobite is too strong. I think he's fine. But cenobite and plague have the problem of player's not knowing when to interact with their powers which makes them problematic for your average game
-
This change is a good thing for people who want to play her. I wouldn't want to hop in a game and immediately play a 3v1 because someone immediately suicides on hook. It doesn't feel good as either side to either stomp with no resistance or to just play a non game cuz you're letting people go cuz you would feel bad
-
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800087#Comment_3800087
for full bleedouts that's less than 1%
This doesn't include killers who pick up the survivor in the last ~10 seconds or so to hook them. Is there stats for the other increments. 1min, 2min, 3min? 30seconds or more doesn't tell us anything usefull
-
@Chaogod said:
Losing is never fun in a video game.
Being 0-13 in LoL or DOTA is not fun.
Being on the losing team in a shooter isn't fun.
Losing matches in street fightert isn't fun.
Slugging is part of the game and is fine to make use of to win the game. People hate it because it's part of losing and the nature of the game.
Body blocking isn't Toxic and playing all meta perks isnt toxic. The community shames people for slugging and tunneling because they don't know how to deal with it, play around it or simply not good at the game. Do you ever see people at higher levels complain?I like how you avoided saying sitting on the ground for 4 minutes isnt fun
-
I see suiciding on hook way too much it really should be addressed . That being said Ive found myself accepting it and doing the same anytime i see a skull merchant. Ive really tried to give her a fair go but a majority of her playerbase has forced bled me out and humped me for just playing normally or looping them too long
-
@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780176#Comment_3780176
Skull Merchant holding players hostage for an hour wasn't very common, but it got nuked because of how crap it was to deal with.
It wasnt even just that it was the braindead eruption call of brine 3 gen meta that lasted almost half a year it was absolutely miserable. Killers were getting easy wins cuz they could stall out the survivors and drain them of all resources by just guarding 3 gens
-
Ive had seen all sorts of subtle hackers but it really doesnt happen that often. your way more likely to have someone dc or kill themselves on hook and ruin the game that way
-
I would much rather see a killer ban list for solo que players. I'd love if I never had to see another skull merchant again. Map or perk bans would make since if they added a competitive mode though
-
Its the same as its always been first 2 games after playing 2v8 the first survivor to get downed kills themselves on hook
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684688#Comment_3684688
Right, so please read what i said. Yes, they made it "bad" on purpose, because they don't want this perk to come out too strong, because it is an entirely new mechanic and they aren't sure the direction they want to go with it. So better to start off a little weak, and figure out where it falls in line and how the mechanic is working, and then make changes to the perk or the mechanic itself.
So, in a way, yes, i'm saying they made it bad on purpose. But there is a good reason for that.
They make a lot of bad perks or weak perks but this perks has so many downsides that it's practically a killer perk and there's absolutely no reason to do that.
The interruptible time investment alone makes it a bad/weak perk then the permanent broken, basement requirement, and the fact that it won't take effect if gens are blocked make it so the downsides are significantly higher than the benefit
They're perfectly capable of making weak perks but to make a perk so bad it benefits the killer greatly is horrendous
-
Weaving spiders is basically a killer perk. It gets survivors to go to the basement for easy hooks, the 2 minute action survivors have to do is interruptible, has more than -50% time spent to productivity conversion and gives a survivor permanent broken.
-
Killer is well designed, seems a bit strong at times. Kinda weird that there was 4 killer perks this time. Weaving spiders being the best one. It gets survivors to go to the basement for easy hooks, the 2 minute action survivors have to do is interruptible, has more than -50% time spent to productivity conversion and gives a survivor permanent broken. Kinda weird that the killer can't choose to equip it though
-
@TheTom20 said:
It's been a nightmare trying to track blood an scratch marks I have noticed in this event
Scratch marks aren't effected but I can see all the red being annoying to deal with
As survivor I've just resorted to picking up all the blood zones i see since the killer buff is too strong compared to the survivor buff
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682126#Comment_3682126
Not according to their recent stats. A lot of killers are actually way underperforming the intended 60% kill rate (60% kill rate means winning slightly under half their matches, as it's almost in the middle of a 2k and a 3k. 62.5% is the true middle ground).
A 58.5% avg is not way underperforming BHVR has not posted anything since so...?
-
I was thinking something like 30-40% for the first 48 hrs then 10-20% for the next 5 days then back to normal
