CyberDragoon656
CyberDragoon656
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2761146#Comment_2761146
The devil is entirely in the details. If they just made Borrowed Time base kit with no other changes that would probably be terrible, it would just be giving all the survivors a fifth perk essentially. However, if that change was paired with something to rebalance the game back towards the killers, like slowing the gens down a bit, that would be ok. I'm totally fine as a killer main if Borrowed Time is base kit so long as the overall game balance is kept relatively intact because of some other change that comes with it.
Given the devs recent "nerf" with COH along with their other bs they seems to be the kind of team that would rather tell and admit to killers "suck it up we want to sell more #########" rather than actually balancing their game
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The game is way too rng and nonskill based skills to use something like this challenge as evidence of anything when it comes to killer side being op or not and tbh this shows that the game's balance can not be balanced at all due to just statistics any more.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2765714#Comment_2765714
Not that there aren't killers who aren't rude jerks, but most of the people I personally meet in game who complain about tunneling or camping are just sore losers who don't know what they're talking about. I once got a 12 Hook game with Legion for instance and a survivor complained I was "tunneling". I even had a survivor who complained I was "camping the gens" one time.
So yeah, call me skeptical when I see someone in my game chat complaining that I was unsportsmanlike because I "tunneled" them. 🙄
Why not just say "I'm defending my objective" cause that's what you did you chose options that help you win the game instead of following some double standarded honor code.
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@TruEternity said:
First, if this is the most toxic community you’ve ever been a part of, you mustn’t have played online gaming for long. Shooters pre 2010, MOBA’s, BR’s, FG’s, all have just as bad, and if not worse communities.
Second, referring to no other community getting mad at people for playing to win? Ever heard or spamming, camping, picking op heroes, using broken items I could go on, but I think I made my point. As long as there is variety in play styles, people will take issue with conflicting styles.
Finally, why only reference what survivors complain about? Killers complain all the time about Dead Hard, CoH, BT, DS, Unbreakable, etc. Both sides have things that people dislike.
So another community had problems before therefore this community isn't toxic? No this game is the worst game community now because instead of deterring it the community seems to welcome it due to entitle ment and inflated egos not to mention the fictitious scripture of bullshit known as the survivor rulebook being a thing that exist now and the devs mentality of survivor biased thinking or just problems in general doesn't help either.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2765517#Comment_2765517
You can argue that he's the weakest killer, I won't stop you from doing that, but saying that he can easily be considered the worst killer is not true. I think that Trickster is the weakest ranged killer. He has none of the versatility and a fraction of the lethality that Deathslinger has. Really the only thing he does better than Trickster is chain together health states with his base kit.
I'm not saying he's the worst killer all around to me that honor goes to legion for a bad base kit and twins for damn near everything (bugs, base kit nerfs, add on nerfs) however, for ranged killers he is the worst or at least tied for worst with clown, think about it like this.
Huntress has 5 hatchets as base and has no length restrictions even with the wind up speed and has some good add ons as well such as increasing the amount of hatchets, decreasing wind up time and the ability to one shot survivors without a range restriction. The main drawbacks are her lullaby and the fact her hatchets arc without an indicator on how they work making it a little hard for people to judge her hatchets at first.
Plague is slow and as for her bile's hitbox I swear is borked however that same bile can be used to down and force survivors to go to fountains to cleanse themselves and her add ons are hit and miss but being able to have corruption with each finished gen isn't a bad thing.
For clown like I said he's tied for the worst ranged killer now his only good add on is nerfed and doesn't have much in terms of base kit. If he didn't have pop he wouldn't be worth the time, shard or money at all. (Before anyone says it the shrine is unreliable)
For Trickster I will admit I don't have much time on but from what I have heard while he is a worse huntress his add ons and base kit are quicker than and more versatile than slingers right now and even with the fact his knives take more time they take more time to get rid of over and doesn't need a specific requirement much like slingers chain.
PH while not really a range killer does at least have the option to stretch the length of his m2
Artist is much like Trickster for me I don't have much time on but the fact that the crows can work both as an attack and detection makes her more viable than slinger.
TBH I wish I couldn't ######### on slinger since he was the reason I gave dbd a second chance but ATM between the bad base kit, over reliance of specific perks, slow as molasses speed and no stealth options for a character that was billed as a bounty hunter, having add ons that are only good in specific setups such as any of his chain breaks and the gold creek whiskey. His Iridescent add ons are a joke since one is only effected at a specific range which now is unreliant thanks to the slow aim, and his other is only good for detection while someone is speared its hard not to say he is one of the worst now. People bitched about a problem with his aim but much like most noticable killer nerfs now they gut them with no repercussions or compensation and only jury rig it or make a newer dlc killer do their job but better.
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@jesterkind said:
My money is on an addon pass and some minor changes to his basekit- I'd imagine most of the work is going towards his reveal mechanic, but it's possible they have more ambitious plans than that.
I Wouldn't get your hopes up too high.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2765476#Comment_2765476
Being able to get back into chases quicker is nothing to sneeze at.
It is if the map is against you like badham or the game
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2765496#Comment_2765496
"Dead for anyone who played him just to quickscope". That's the thing, if you were playing him just to quickscope, you're ignoring all the other strengths he has. His small hitboxes allow him to hit so really close shots that other killers couldn't make. The fact the he inflicts deep wound slows down survivors cause they have to waste time mending. He can reload anytime so he doesn't need to break the flow of chase to get his power back. If he lands a hit, he also forces people back to his location, meaning survivors don't make as much ground on him. His ability is also the only ranged ability where you can forcibly move survivors to somewhere more advantageous for them. There's also a really cool thing he can do when someone is going for a save against a hooked survivor nearing the first stage. Where most killers would have to play grab mindgames, Deathslinger can shoot them, hold them there until the hooked survivor hits next stage, and THEN hit them. And on the topic of faking shots, he can do it better than both Huntress and Trickster. Huntress takes longer to wind up and put away her hatchets, and the redeemer has a lethality to it that The Tricksters knives just don't have.
Deathslinger is a surprisingly flexible killer, and I think calling him trash just because one playstyle doesn't work on him anymore is unfair.
The main problem is though is that right now slinger is slow as molasses with both his base movement and anything involving his gun unless you have something like stbfl you make some good points but right now he can easily be considered the worst ranged killer now.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2764883#Comment_2764883
Didn't they buff something when they nerfed him? I could be wrong, but I thought they did.
They made his chain break quicker which due to the changes to his gun it doesn't matter.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2765428#Comment_2765428
For real though, the BNP meta is sometimes rediculous. In my last game I had one successful chase, then defended the trade, and by the time I hooked the trader I blinked and the third gen popped. This speed is INSANE!!!
The only good thing about the bnp meta is that unlike perks they are one time use items.
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@Gamedozer7 said:
But apparently I suck according to Patrick. I ran the killer for 3 gens around one loop the team got me off ran him for another gen and a half and he killed me.
Now I'm not throwing shade on the killer they did what they did I actually had fun because they were good chases on my end. I just find it funny they consider me a loser in that situation.
Ignore the devs it's almost evident now they don't playtest their game as much as they should.
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Lower the length by 2-5 ft or remove the option to vault and drop pallets for one and instead of Iframes make the person lose collision with the killer but able to be hit
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@Akumakaji said:
I mean, I have no idea how spammable or rediculous this could make things, but I am always for buffing off-meta perks to make them more fun.
Very much so especially if people use bnp in conjunction with it.
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@GannTM said:
Oh my god, please quit making assumptions the devs are one sided. I hate it when survivors and killers do it. Please stop whining.
I Agree on this forum being ridiculous but look at the most recent updates and it's hard not to see the devs being survivor biased at least.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2764872#Comment_2764872
1. Yes
2. Yes
3. Yes, or another form of contract (one time purchase or yearly)
4. Not quite, behaviour still has the ability to change how things in the game work. Only a killer rework would need their permission.
5. Well it doesnt matter, bill is free on console and you're paying for the characters not so much their perks. Remember the shrine exists. BT has been on there 10times?
6. Likely the BT would be abit weaker and the perk for bill would be reworked into another decent perk or just a stronger version.
Shrines are basically just a massive gamble you have so many perks in the game and only 2 chances of it coming up so it is unreliable
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2765396#Comment_2765396
Well I'm more talking about the distance part of dh but yeah I guess you could say that.
I'm just factoring DH as a whole.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765356#Comment_2765356
I know right they are doing it so wrong. Look I'm all for buffing solo I love the icons idea base MODIFIED BT might be ok if done right but you have to also give the killers something to compensate for the overall buff at the same time. But what are they doing nerfing weak killers that are doing really well with a hand full of top mmr players with very specific addon.
Yeah that's why IMO I hate anything that shows more biased ideas that makes it more about selling clothing than fixing the game's problems.
I would love to be wrong and that the devs are just having issues but they have had chance after chance of fixing ######### and instead of fixing problems that exist they just jury rig it and add more lately.
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@Pizzasauce said:
Killers - do you ever do this?
Survs - has this been done to you? Did you go for it? Did you work on a generator instead? Did you do nothing?
No but much like gate camping for bms I've seen survivors do it.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2765333#Comment_2765333
Well noed yes... dh 90% of scenarios no
Notch that up to 99% thanks to the added hit validation.
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@Dstorv said:
https://forum.deadbydaylight.com/en/discussion/comment/2765335#Comment_2765335
Dead Hard is totally broken. It helps more than 99% of mediocre survivors escape. And another problem is that survivors that use it think they’re better than they really are. And when they play without it and get downed in 15 seconds they come here crying because they think they’re semigods and the problem is that killers are op.
I Agree with this while I can understand some situations where noed can feel cheap Dead hard right now is an even bigger case of "rewarding bad play" atm
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2765364#Comment_2765364
ANd noed promotes camping also, before and after it activates. You see less noed comments here because this is a killers forum, and when anyone say something they dislike they come here in hordes
The game supports camping and tunneling cause it's an unbalanced mess don't go blaming killers for a strategy that even the devs say is viable.
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What I want to know is how many high mmr players actually play twins without it being a part of something?
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@MikaelaWantsYourBoon said:
Heal speed is 75% now.
What do you think? Is this enough or CoH is still op?
Unfortunately no due to how the boon mechanic and totem placement as a whole are now. It's a start but there needs to be more work.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2764223#Comment_2764223
I think we'll see the modified basekit bt and then will get x basekit killer buff coming soon and then a yr get 2% base gen regression on kick
Riiiight much like how almost any survivor "nerf" can be consider an actual nerf while most killers are screwed now.
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@Astral88 said:
https://forum.deadbydaylight.com/en/discussion/comment/2764140#Comment_2764140
Meeep. You are absolutely wrong. The amount of tunnelling and camping in this game was always that crazy but increased drastically with the release of the SBMM, because Killers & Survivors both wants to climb to Iridescent I asap. That's an experience report of asking 4 of my friends playing Dead by Daylight, including myself, none of them used CoH either. So, I guess this is just a speculation and nothing more but that. But indeed, it would be a smart tactic to tunnel out a player who brings CoH, which is ok, since BHVR confirmed it to be a legitimate tactic. Killers didn't do anything else but that when survivors brought a key either. The totem will be gone once the player is killed. That also was a hidden nerf, cause there was a phase which allowed the totem to stay alive even tho the responsible survivor died.
https://forum.deadbydaylight.com/en/discussion/comment/2764269#Comment_2764269
Obviously no creator would admit it, cause if you watch the Steam statistics, you can watch an estimate lose of 60k players within a half year and a gain of around 280 players. This makes in total around 40-50k active players on peak times rn. Also gotta admit, a huge problem is the cheater invasion and BHVR not giving players the option to report a player fast and quickly with evidence.
Well cheaters suck but tbh I actually blame the devs more than the cheaters because instead of working on that they released it on the epic store for free making even more cheaters spawn in the player base.
And I agree right now reporting is a joke along with people spam reporting ######### that doesn't need reporting the fact that the report system has no way of explaining the problem on console and even though they have servers no real way of an ingame mechanic to give people evidence of cheating,hacking and such shows the report system to be a complete joke.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2762455#Comment_2762455
And? They nuked 'tunneling' perks into the ground for killers. Why can survivors maximize gen efficiency/healing and be rewarded while literally any killer time efficiency Strat is nerfed into the grounds/extreme counters via perks/addons are provided for?
Cause the game is biased and no one wants to admit it on the dev team.
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@lordfart said:
Yes, but this should apply to both survivors and killers not just one role
You see it more often with one role than the other but I agree that both need to be accountable for this
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@Oiry said:
I do COH needs either a more significant nerf, or a complete rework, BUT:
I am glad they did acknowledge the problem
They acknowledged the problem by actually implementing a nerf into the game. I did not expect a quick action like that. This feels good.
I do still think they have to nerf it in a more significant way. I hope they know it, too.
They acknowledge it in a way a condescending prick would acknowledge something say everything's fine with it not even talk about the actual problems with it and do something that does little to nothing to fix it. But, I guess we should just accept it and buy the ring dlc maybe they might add something to countermeasure boons even though I doubt it.
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Then you dodge it too then that's all that you can do.
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Save your sanity and do so maybe see about alternatives that are coming out.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2758848#Comment_2758848
Region, time of day, and matchmaking rank all affect queue times. Most people don't bother to mention any of that stuff when talking about it, though.
That's cause if everything was balanced and fixed there shouldn't be a problem region and time of day and mmr everyone knows that system is the shits and will just slap anyone that they can in a match since this game is not a skills based game and is un balanced as hell now.
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Ok I need to ask this cause I keep seeing people defend it tell me this.
Why are boons considered fair when you factor in these?
COH combined with medkits can lead to almost instaheals.
There is no counter measure to boons, they can be stomped however this is more of a waste of time than something that actually helps.
Thanks to bad totem placements boons make hex perks practically useless unless you use specific builds since 1 they can override hex perks and 2 since the state of the totem is now dull instead of a hex totem now it can be cleansed faster going from about 24 to 14 seconds.
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@Lat0 said:
They're really strong but not that broken, y'all exagerrating.
Medkits are more powerful and they don't even take slots
Oh but if you stack it with COH you might as well give up as killer
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@sonata93 said:
It's not 'hand-holding' at all, it's simply making solo-queue survivor mode an ounce bit more practical and playable. It's a welcome addition and long overdue.
Good sentiment but explain how it would work without making swfs more of an issue then they are now?
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If they do make bt base kit with no compensation for killers then this game might as well admit it's biased towards one side.
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@meowzilla69 said:
Dead by daylight is a game that’s rated m for mature: 18+. I imagine a lot of people on here are adults. A good amount of you guys & gals are acting like you’re in middle school. Grow up. It’s just a game, arguing like children doesn’t accomplish anything. It annoys the hell of out the devs, & mods. It’s just a game. It is too much to ask for to enjoy dead by daylight ??
With how the egos and mentalities both the devs and a good chunk of the player base are now for the most part, I think you would have a better time winning the lottery than BHVR fixing those issues.
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@AngyKiller said:
Given the non-nerf they just gave Circle of OP; do you really think they'll do anything at all impactful to DH?
No i think it will be this
Given the most recent survivor perk "nerfs" it honest might as well just be a hint to saying "yes we know it's survivor biased and it's unbalanced as hell but hey keep buying our ######### and we can use that to make more licensed characters which we will nerf and maybe look at more survivor perks down the line (but really don't)"
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@ShinobuSK said:
Even if they make BT base, I think it will be different version of it, not the same BT perk we have now. At least I hope because that would just mean extra perkslot for another perk with no downside.
Either way this change is months away so lets hope it will be fair for all players
As much as that would be nice but due to how they are most of the time it will most likely something that can be abusable by survivors and then spout some bs about how it balanced in very specific circumstances.
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My Guess
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2742939#Comment_2742939
I understand that a lot of people have doubts about their competency, but there is no way forward that does not involve improving SoloQ. Whether they're competent from that step forward, it is still the only first step that can be made.
True but at the moment it needs to be more than just a step one side is lacking players and if they just decided to buff one side without compensation for the other and just have the "wait and see "mentality like most optimist now are trying to do it will cause this game to get its foot further in the grave than it is now.
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I would like more events and bloodhunts and less chapters during a year.
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How is COH fine when you can have almost instant healing due to the stacks?
Along with boons being able to overtake hexes and not being able to be completely removed like hexes
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2741853#Comment_2741853
Can we stop with this? I don't have a lot of problems with CoH either, and I play both sides. It shouldn't stack with MedKits and other healing perks. Problem solved.
Remove the stacks and make the range only 8 to 16 m for COH, give boons limited uses or limit how many a person can equip the fact that if more than one person has a boon and can cover almost full map range or in indoor map cases multiple floors with them is kinda ridiculous.
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@jesterkind said:
This is not handholding at all. This is exactly what it says it is- an attempt to bridge the gap between SWF and SoloQ in terms of pure exchange of information.
Additionally, this wouldn't cannibalise the value of perks like Kindred at all. All it does is tell you what a survivor is doing, not where they're doing it. That's not handholding information, that's just giving you the tools to use your game sense and make an informed play if you aren't playing with friends on comms.
Speaking of, I'm not sure how you'd get this information from game sense? Certainly if you're sprinting around the map you can get a sense of what your teammates are doing, but if you're on a generator and someone gets hooked with none of your teammates around you, no amount of game sense is going to let you psychically know what those teammates are doing. At best it'd be educated guesses based on what they were doing when you last saw them and what the smart thing to do would be- the latter putting a lot of faith in your random teammates.
The gap between SWF and SoloQ needs to be bridged somehow. That's always going to look like buffing SoloQ, since the alternative would be very stupid, so this seems like a perfectly reasonable change that doesn't step on the toes of established tools and doesn't help out SWF in any way.
And what happens when that gap is bridged then? the game already favors SWFs in many ways and while the devs say that they'll balance killer accordingly afterward remember how long something like ds took to nerf along with the nerfs to killers like deathslinger, the many for twins,and the most recent patch nerfing the only good add-ons for a few do you really believe that they will actually do the right thing and fix it or just say that its fine and only fix it when the game becomes an undownloaded icon on people's owned game list.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2741608#Comment_2741608
Where is the proof? All the data is showing the opposite.
I think people have repeated "the game is survivor sided" enough, that people just believe it without questioning it.
Look at what we are seeing...
- The developers latest release of data is showing killers, on average, getting over 50% kills
- One of the most well respected streamers, Otz, who probably has the most knowledge of the game, just from the shear amount he plays, saying that Killer is fine.
- Several forum posters, including me and @KayTwoAyy, keeping independent track of games and seeing a Kill rate above 2 per match on average. (We did it while camping but camping is suppose to be weaker than playing the game normally). There's been other posters who have kept data and are showing about the same kill rate that @KayTwoAyy and I have seen.
- Tournaments, as mentioned by @ScottJund in his videos, showing that Killers were getting over a 2.0 kill rate.
I'm not saying this is definitive data but there is a lot of different sources all showing that the game is Killer sided. In fact, I'm not really seeing data saying the opposite. Just people saying, "The game is survivor sided".
Data is incomplete cause doesn't factor in most things outside of basics such as perks and add-ons
Also since everyone one wants to use scott and otz's videos as an explanation for why its killer sided explain to me this then
- Huge gap between low and S-tier Killers
This was put up by otz 3 day ago as part of a tweet for balancing so explain to me how killer is balanced when certain ones like slinger, legion and twins are at a point where they can easily be removed and disposed of without much resistance
Also using the 2 kill rule and stats that the devs said means nothing cause it doesn't factor in things such as dc, hatch and people flat out giving up (which while yes otz has used in his vids it still happens especially with how rng this game is) along with the fact that people can just hide or use cheap tactics and still win, things like that muddy up the supposed stats and arguments for how its killer sided.
As for Tournaments remember most tournaments have restrictors and limits to what each side can do the one that people keep bringing up from Scott is just that a one-time thing and Scott never said who used what in the context of killer the lowest one he brought up was artist which right now could be considered a high tier killer.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2739291#Comment_2739291
They are paid to play the game - thus leading them to having MORE time to play the game, and flesh out their perspective on each patch, thus allowing them to collect more statistics from their own matches to back up their views and opinions - this is wrong, because??????
Mainly cause it's cherry-picked especially for the videos that everyone shows, they don't show things such as the gap between tiers for killers (which otz mentioned in a tweet about balance) and showing how certain tiles and perks make it one-sided as well I am not saying it's wrong but using only their evidence and not acknowledging the other side doesn't help anyone at all
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2741240#Comment_2741240
As for the arguments for both survivors having reasonable arguments and the killer average first off its not way over 50% the most recent killer average that we got has the highest at 59% (cenobite) which by now thanks to COH is probably lowered
Things have likely gotten better, yes, but the argument that the game was leaning too much in the survivor's favour was around even when the devs released stats that stated that the average kill rate at red ranks was at a whopping 68%.
But even the current stats strongly suggest that the balance is leaning in the killer's favour, with the exception of the Trickster and Nurse. I mean, in most MOBAs, a 59% winrate would probably net you a hotfix nerf.
for the survivor arguments yes, some have reasonable complaints but how is it that those aren't really shown but ones that complain about camping and tunneling, noed (...)
You're missing part of the argument if you're referring to camping and tunnelling complaints as 'not reasonable'. When Otz showed that a killer with a blank load-out and a 30 second late start can consistently win matches, people were quick to point the finger at the fact that he was camping and tunnelling. This, in essence, is a tacit admission that these tactics are unreasonably powerful, to be able to more than make up for such a massive handicap. @Munqaxus and @KayTwoAyy ran their own experiments in regards to camping and they found it to be a very effective strategy.
The fact that you call complaints about camping and tunnelling unreasonable in light of mounting evidence that these tactics are, on average, too strong does highlight a little bit the reason why I think these forums are part of the problem.
NOED tangentially ties into that with how it interacts with camping/tunnelling, but it also highlights how stubbornly the forums refuse to take the survivor side seriously. I think it's either @Pulsar or @GoodBoyKaru who's commonly arguing against the tired old meme of 'do bones' and explaining why exactly 'doing bones' is an ineffective strategy, and yet there's still loads of people on these forums who are genuinely convinced that it's a good idea to pre-emptively do five totems to counter NOED.
and for a while lightborne
Which I think was one killer saying the last survivors they fought complained about it and then pretty much the entire forums agreeing that those survivors were stupid.
And it's not like the killer side doesn't have its own share of dumb complaints, like that time someone was getting salty over the healing speed boost on WGLF.
You mention otz saying it's more around bad game design I agree on that however, who gets more out of it?
On average, the killer. Because the killer can do this without consuming add-ons or offerings, and without having to coordinate a team. It's way harder to set up and run a bully squad than it is to plop your behind under a hook and stare down the survivor as you wait for NOED to pop. Kind of evidenced by the fact that in his three experiments, Otz only encountered one genrush squad.
Also wanted to add, for as much as you want to say killers are oppressing survivors take a little look around and you will see the exact opposite around the forums here.
That's a pretty vague handwave and I think it's not accurate at all.
The game is fubared at the moment but no matter who tries to say otherwise until something gets done it is survivor biased and even the way the devs go about their QnAs and hearing about multiple issues with this game, they usually are shown to be biased to one side especially with this new update.
Or, as I've been saying, the devs aren't survivor biased, the forums are just killer biased. Because if the average kill rate is still over 50% and killers can consistently win with a blank loadout and 30 second late start, we might be wrong about our perception of balance and the devs might have some insights we don't.
Ok so you will take the red rank percentage from a year a go and say things got better tell that to any deathslinger or Freddy main and a different tune will show those two got nerfed pretty bad and specifically in slingers case was both a lower % percentage killer a year ago and now can easily be considered one of the worst killers now, along with the fact that if we went off of the red rank list then nurse needs more buff since her average is under 50% even though she's always on the highest rank bracket however that's neither here nor there the statistics are flawed anyways cause many factors were not put into consideration along with boons being a major problem now both due to how the mechanic works and COH existing.
For the lightborne argument the fact that someone decided to make a video about it being non effective and a different website posting an article about it shows it wasn't a one time complaint yes the does suck but people equipped it for situational stuff.
Onto the camping and tunneling argument I never said it wasn't effective however the arguments against it usually are shown in one of two lights "camping and tunneling are not fun to deal with" and some form "camping and tunneling= no skill" I most likely am missing something in the middle but it's usually those two and like you have shown many CC in red rank and people on these forms admitted that at times they needed to camp and tunnel especially now due to how the perk meta is which yes is again more of a balancing issue along with the survivor perks being easily exploited such as bt being used as a barrier instead of an anti tunnel perk , DH's hit validation and COH atacking healing rates to the point where on xbox people can have 2 sec healing times but for the most part I never really see someone saying "let's remove camping and tunneling but include x or y to compensate it" it's usually just the first part which is why people including myself at times say it's unreasonable it's an argument where it's either "remove it or keep it" with nothing in between.
Now onto NOED and honestly survivors have no excuse now thanks to boons and how bad totem spawns can be , most hex perks are actually not that good as before (yes that is more balancing issues but it goes to show if a even noed and ruin which both are dethroned now because of perks like rancor and pop so unless you have a hex perk build you are basically handicapping yourself otherwise also for NOED specifically I have seen people try to say .
I will admit I haven't had much time with artist new perks however since boons never really go away and can only be delayed it might not matter.
As for complaints right now to be honest it's actually both for many reasons and it's not vague handwaving like you suggest it's the fact that due to how this game goes about the mentality of the community now both side do it one forum could just be people complaining, one can be legit back and forth ,some can do the second one but get over taken by trolls and so on, evidence for both can easily be picked up you can't say one side does it more than the other and even the responses I've seen that you say survivors get for trying to be reasonable can easily have the roles reversed on anything dbd related.
Also let's put one thing to bed even though I do respect otz and can agree that certain killers can be with out perks and addons and have the delay and still win I have to take the results with a grain of salt due to the rng centric nature of dbd and the fact he tweeted about there being a gap in certain killer tiers meaning some killers can't be viable thanks to bad basekits.
For your response for the question I asked about which side benefits more due to the bugs you only brought up bully squads but I was including perks and the map itself which right now most are survivor sided due to placement of pallets ,buildings and debris.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2741263#Comment_2741263
The devs themselves said they wanted to keep the aspect of locker DS to prevent the killer from slugging them, standing over their body for 60 seconds, and then rehooking, which effectively has the same effect on the enjoyment on the trial for both sides as hardcore tunneling would do, too.
(before anything else is said further, please do not being up "Oh but x isn't fun for killers" because a lot of things aren't fun on both sides for this game, and saying that you should be able to do something incredibly dull to counter the dull thing you must deal with, instead of just fixing this dull thing wherever possible without too many adverse effects, is simply counterintuitive).
Imho I think that locker DS should stay, just because it prevents that happening and you can still always chase the rescuer (or in the case described in the OP, unless the survivor also has Head On you can easily wait out the 5 or 10 seconds left of the perk before picking up).
The only thing that could use a change, though it isn't that high priority to me, is DS during the endgame. I wouldn't mind if it also deactivated upon opening the exit gates in any way, though I don't think a 100% shutdown during endgame would be nice.
While I can agree for the most part much however like I said I don't know how they would fix it cause the things I am mainly pointing out are situations which much like the other meta survivor perk issues reward people for screwing up cause I had people get off the hook and ran obviously to the locker however I can't capitalize because they had ds.
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@LaFlamme said:
https://forum.deadbydaylight.com/en/discussion/comment/2736183#Comment_2736183
Problem is anytime I don't take DS I seem to get tunneled and am reminded why I should keep it on. Personally I prefer playing with fun perks like deception etc. The only thing punishing killers who camp/tunnel are those meta perks like DS/BT.
It's a bit of a catch 22 between survivors and killers.
like I said due to the meta everyone thinks they have a combination of ds dh ub bt and coh and right now the best way to deal with them could easily be to kill the survivor as fast as possible
And thanks to survivors abusing the perks such as using bt as a shield and the hit validation on dh can actually encourage camping and tunneling more now just to get rid of them.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2741280#Comment_2741280
They've made a ton of changes over the last few patches, I'm not sure what you mean by "how they've been recently". My guess at this point is the Mikaela pass will be in March, just a guess.
Nerfs to killers like deathslinger without compensation, the christmas even( lower on the bar) ,the nerfs to addons for killers without any real options now such as twins and Nemesis. Finally nerfing ds but still able to ba abused, giving DH hit validation(which yes was mentioned here but we don't know how it will fare yet)

