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CyberDragoon656

CyberDragoon656

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CyberDragoon656
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  • How long until the challenge breaks because someone says spirit sucks?

    Maybe even potentially by myself since alot now I say the only nurse and blight are worth the inveatment.

  • @MikaKim said:

    You must be new.

    Nurse was introduced to counter infinites back in the day. Real infinites too, not the soft infinites that killers whine about nowadays when they get owned.

    Killers continued to complain so (over time) infinites were removed. Nurse for the LONGEST time remained ridiculously OP, to the extent that (back in the day when you could check). If you checked it was a nurse main you were playing against, you just played for hatch, because you were never going to make 5 gennies.

    This persisted for the longest time. Even removing the killer user check so survivors couldn't game it. It changed nothing, then finally YEARS after nurse being a broken killer did the get around to nerfing nurse to any meaningful level.

    There's more OP killers than nurse nowadays.

    I wouldn't consider one more to be much though.

  • @jesterkind said:

    I think this is all very useful information, thank you for explaining it all! Even if people still have issues with the MMR system, it's very important that we're all on the same level regarding what the system is designed to do and what methods it uses to do it.

    So basically thanks to mmr we can confirm that balance is garbage and is skewed to one side or at the very least shows that since there are more survivors than killers the idea of balance in this game is as good as dead then.

  • @TArkhamKnight said:

    The pig is an example of an unhealthy killer because of her traps. Bounding the survivor or the killer but simple luck is stupid. On one hand the survivor shouldnt have to be running up and down the map just trying to find a damn box that unlocks the trap and the killer should have to rely on luck so that the survivor doesnt get the trap off. If the survivor gets the trap off first try that screws over the killer because their ability is useless now and if the survivor gets it off on their last try, they spent precious time on boxes when they needed to be completing generators. Overall a bad experience on both sides and the killer needs a rework

    So killers shouldn't have gimmick to be interesting they should just be survivors with an attack button?

  • @OnryosTapeRentals said:

    I don't think it's possible for Haddonfield to be worse than it currently is...

    More spots to abuse boil over and more safe pallets.

  • @White_Owl said:

    IRL if you play like an ######### people would hate it and want to not to play with you. The fact that this game is online doesn't mean you're not playing with people, behind the character there is still a person that is trying to have fun, especially considering this is generally not a competitive game. If you can't understand that some things might ruin the experience for someone, then I feel maybe you shouldn't playing with other people but stick to PvE games.

    The game ruins everyone's fun now unless you are a sweaty survivor main due to how the balance is now.

  • Boons need to be reworked before nerfing the perks cause no nerf will fix anything as long as the mechanic is an issue.

  • "Nerf twins because of high mmr "

    (Has lowest pick rate)

    ######### morons

  • Ok how about this then why should I go and reset myself just cause the game sucks at Balancing killers?

  • @Erd69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775015#Comment_2775015

    But the devs will balance the game accordingly or they'll buff, buff and buff survivors until the game breaks lol

    As if they aren't now? How long till we get people making a death clock for this game to predict when this game goes belly up.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775015#Comment_2775015

    I think this is the biggest lesson the developers need to learn quickly. There are some tactics aka facecamping and tunneling-off-hook in certain situations aka not having DS and BT, that make the game completely unplayable and unenjoyable for that survivor.

    I can't even imagine the number of DBD players that were lost because the first time they played they got facecamped or tunneled-off-hook while only having 1 perk.

    It's one thing to go against a tactic that is hard to counter and there's a totally different thing to go against an uncounterable tactic in the game.

    You mean like dealing with the survivor meta pool?

  • @EvilBarney666 said:

    I look at it this way, as a killer main I know that when I go into a match I am going to be at a disadvantage. It's 4 to 1 and if they are a swf with comms it is even more of a disadvantage.

    So I find going in with the expectation that I will do my best, but my chances to lose are higher then it's not so bad. At the end of the day. It's just a game. You win some you lose some. Sometimes your on a winning streak sometimes a losing streak. Take the good with the bad, try not to care and just do you. 😄

    True but wouldn't you like it to be more of a win some lose some set up where you can learn from it and not have it be because the game is broken.

  • @BigChapAlien21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775277#Comment_2775277

    Let's not make it all about "us vs them." I did want to make this thread to be able to talk to other people frustrated with Killer in a more centralized thread, but while I do feel BHVR has made a lot of missteps in their balancing, saying it's "The Survivors'" fault is not the way to start making the Killer experience better.

    It is though think about it.

    -most killers are nerfed or gutted to the point of making them viabless leaving only two left that are worth anything

    -they got two mechanics added in the past few months that made a mechanic even more useless and another that made a mechanic even harder to use

    -little to no real nerfs at all to problematic perks for survivors.

    -pratically dead killer variety, because unless you camp and tunnel or play blight and Nurse you're screwed

    Let's face it it's a survivor fault for two reasons the fact that the devs know they can get more money from them than killer that's why theres an over obundance of cosmetics especially over the past few months and that survivors keep buying this ######### so as a business why not try to cater to them.

    At this point the devs are one of two things thanks to that qna

    1. Ignorant as #########

    2.there's an ulterior motive and they don't want to admit it

    Cause that's the only logical way to explain the ######### they pulled recently.

  • @Oiry said:

    Let's be honest the game is full of BS. Not just inconsistent bugs and stuff, but also there is this feeling in the community, where if you humiliate the opponent you feel good. In the end, if you play to win, you woN't have a lot of fun. You can play fun, or you can play to learn. Or both.

    And in the end, yes. If you don't enjoy any of those, take a break... I don't think anyone will blame. Most killer players are taking extensive breaks. I know I do. I try to only play survivor if I play. :D

    No now it's just play survivor or you will have a bad time the devs made playing killer a non tolerable aspect and decided instead of fixing it just double down on survivor wishes.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761569#Comment_2761569

    That has been proven to be untrue. I kept records of me camping and I was getting around a 3.5 kills to deaths on average. Another forum user did the same thing and had a higher killed to death average than I did.

    That's an altruistic survivors fault and not the killer much like most issues they have now since this game revolves around the survivors.

  • Problem is that this and other Problematic perks are an issue on not just this map but now most most Maps atm.

  • @MikaKim said:

    Killer is easier now then any point at release.

    Cya

    It never has.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774705#Comment_2774705

    The devs aren't biased towards 1 side or the other, they're just pretty garbage at balancing

    Right that's why when a killer gets nerfed they can potentially be gutted while survivor perks get a slap on the wrist.

    I don't deny what your saying but given the recent updates and answers in their QnA it becoming pretty telling.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771448#Comment_2771448

    The devs have stated multiple times that playing with friends isn't cheating

    The devs are also biased towards one side given the most recent updates too so why not say that?

  • @ssrjazz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770221#Comment_2770221

    I can tell from your response you stopped reading at "Otzdarva" and didn't actually WATCH the video. Please go watch the video. He did a fantastic experiment from playing with a sweaty build and "playing like a scumbag' as you say down to playing w/o even any perks. He also addresses most of the complaints you have about his methodology.

    I'll just put his results here:

    https://us.v-cdn.net/6030815/uploads/0WFEYY5HGW7J/image.png

    https://us.v-cdn.net/6030815/uploads/DPZIC76OFVR7/image.png

    https://us.v-cdn.net/6030815/uploads/X0T5ZB5ORN39/image.png

    Here's the thing - if you, a killer, define a 'win' as a 4k - you're going to be horribly disappointed with a lot of your matches. If you get a long term average of 3k or at least 2.5k avg kills per game, your MMR is going to go up. That's a win in my book. Some players take the killer role far too seriously and want to just insta-M1 4k every game. That's not fun for either side and it's really kinda boring, if you think about it. Gotta have some challenge and apply some skill to any game. Even if you're a casual player.

    If that's the case why are there some survivor perks that either reward mistakes or in the case of DH be practically a safety net

  • Lunar new year reaction

    futurama-happy-new-year.gif

    Tome reaction

    futurama-happy-new-year.gif

    Tried both out and it's just as I though a mother selection of random clothing bits for the lunar event and another battle pass just to get cosmetics for nerfed characters. Wow good going BHVR you managed to make the idea of an event to bring people in an absolute joke.

  • @MaekShiftBeats said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774150#Comment_2774150

    That is a bug, I remember I had the wraith's bighted legs for some reason, and my friends had it too. At least this event tells you your progress. Enjoy the Jane shirt while you have it ig lol

    No it doesn't cause I tried to find a way to check and it gave me nothing yet I have all the cosmetics apparently and idk about the trinkets.

  • @MaekShiftBeats said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774134#Comment_2774134

    I mean it's not like they can tell its yours, maybe they didn't find it. Most likely bad luck. event's on till February 8th, you should be able to get to 10 before then

    I know that but still it's odd and from what I've seen I guess I already have the stuff almost without the game bothering to tell me just how For some odd reason I have a twitch shirt for Jane and I never streamed.

  • @MaekShiftBeats said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774102#Comment_2774102

    Even if you're playing killer cosmetics are pretty easy to get, and extra 5k BP for each interaction with them is a pretty nice incentive and encourages everyone to share the wealth. Revealing your envelope makes it even easier and also gives you 5K BP

    Well I guess I have bad luck cause I find and open envelopes and no cosmetics also the idea of inorder to get cosmetics you have to let someone find and open your letter even if you find them as killer seems a little backwards to me.

  • @AlexisFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773889#Comment_2773889

    Considering the amount of BP you can get for opening someone's envelope it's a pretty nice incentive.

    Except for playing killer and if you are trying to get all the cosmetics.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774029#Comment_2774029

    I've been wondering it for a while. Most people give answers like "well there's 4 survivors so it's because survivors are the main customer" but that falls apart because the game is asymmetrical and requires that 1 for the game to function. Survivors straight up cannot play the game if that 1 is not available. And we are now seeing the consequences of taking this sort of "business strategy." one side basically has to wait for ages to play now, and the other has largely just left. And eventually the side that has to wait is also going to get fed up and just leave as well.

    I do not see any outcome from the long term application of this "strategy" besides the game dying. The only way this strategy even makes sense is if you only care about short term profits and don't care if your business even exists in two years. This stuff has been confusing to me because it just seems clear to me that the current path of the game is death if it doesn't change course, and the devs seem to adamantly be pushing on the accelerator instead of the breaks. I mean this last patch had survivor mechanic buffs and a nerf to clown of all killers. The Q&A basically stated they don't care to fix killer. They've also now admitted to a double standard where they won't nerf survivors based on high MMR performance, but will nerf the least picked killer because 2 people who play them at high MMR are good. They have repeatedly implied no changes are coming to killer any time in the near future.

    Guess it just hoping VHS comes to early access soon and the evil dead game coming out as well.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773850#Comment_2773850

    That's not how it works. There is objectively zero way you can argue it's not a buff. It's literally in the patch notes.

    Means nothing same with apparently the add on "buff" since you keep worrying about that like it's a big issue.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773364#Comment_2773364

    The devs basically confirmed the killer to survivor ratio is really really bad.

    Yeah which now leads me to my next mystery. If they know that it's bad why not fix it?

    Right now it's just selling people stuff and keep it survivor biased as hell.

  • @AppeaseTheEntity said:

    https://us.v-cdn.net/6030815/uploads/OLDC4BSAVK7Y/20220126-220543.jpg

    Im not even going to mention what went on durring the game because the moment that I mention the perk that was used this thread is getting closed. You already know. Not that we care what some survivor thinks about the state of the game when he messaged me unwarranted or even the words i type right now. The game has never been about winning or losing, it's about killer humiliation. We are always quick to say "you did this", you should have done this. We've gotten to a point where it is socially exeptable to deny the killer auditory information from spamming lockers and having a safe spot on the map like the base in tag and somehow this is my fault. And that's not the entire list that is just from this update alone. It will always be the killers fault becuase we have to humiliate them.

    Sadly that is what it is devolving to now.

  • @Predated said:

    I mean, you can grab plenty of examples on both sides. Its killer mains complaining about nerfs on killer side, never acknowledging nerfs on the survivor side and pointing to perks they have issues with. And survivor mains complaining about nerfs on survivor side, never acknowledging nerfs on the killer side and pointing to perks they have issues with.

    Most nerfs are pretty much necessary due to their overwhelming presence or having builds that make them extremely overwhelming. I am already gonna call that Boil Over is gonna be nerfed from 25% to 20% or even 15%.

    Tell us then a few survivor nerfs that weren't a joke.

  • @Mileena_Kahn said:

    It’s honestly kind of annoying. This is the 2nd nerf COH is getting and from what I hear killers still aren’t happy with the changes. Such a shame, we can never have nice things.

    You already have nice things though.

  • @ad19970 said:

    Why do people always pretend BHVR never makes any changes to the patch between the ptb and when it releases to the live game when it doesn't happen once?

    I mean fair enough, it does sometimes feel like the devs don't listen enough, and some changes really should happen but don't. But the devs also don't just have to listen to every feedback that people have immediately.

    It is weird that Dead Man's Switch made it into the game though. That one I can see becoming very problematic.

    Because the changes don't matter I mean now there's one new perk their already small tool kit compared to survivors given another handout that can abuse the map design yes dms can be problematic but only in certain builds and killers.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773643#Comment_2773643

    How should I know? I don't work for BHVR so I've not really tried to solve the problem. Nor do I have the education or experience in game design to start developing an answer to such a complicated problem.

    Well that's just it though why would having two lobbies not work? Just because overwatch failed well that game went to being an esports game much like lol is.

    To be honest I was more thinking of smash 4's for glory and for fun options.

  • Does "######### this game" work as a basic understanding of how I feel now.

  • @anarchy753 said:

    On one side we have ANOES going "nooo, you can't make cosmetics!!1!" and Resident Evil who won't let us have a Mr. X skin for this that and the other thing.

    Meanwhile Saw has just let us have a completely unique cosmetic (not for the first time either) that both gives ######### brilliant references to many different parts of the series, while also giving the character a completely new and interesting take.

    John's Robe, Amanda's outfit from her test, the Billy mask reminiscent of Jigsaw's marketing, and the RBT as a crown, it's all so beautifully done.

    I don't know whether it was a case of the art team making several designs and getting this one approved, or the Saw people saying what they wanted made, or a mix of the two, but it's super refreshing to see license holders who want to see genuinely cool stuff being made for their characters.

    (And it's not a linked set.)

    Yes you can appreciate the fact that the license holders did something it's just that the game that they worked with made their main representative suck horribly.

  • @Wulfasger said:

    The thing people doesnt understand about MMR. It's working correctly and MMR itself is the main problem because it doesnt fit to the game so that hockey game explanation was on point. Because there are no such game calculates how you play in the game and give you mmr point like that. They are really simple. Win = + points, lose = - points. However. The game DBD itself is broken. For many and any sides. The game itself even is RNG based, so many of your games decided by the system itself.

    Imagine you escape or took 4K in a match. And then you completely matched with the same people. And you played with the same quality and the way you played on the last match is the same. There are no guarantees for you even if the all circumstances are the same because this game is RNG based. That's what people doesn't understand. You guys wanted to have a "fair" matchmaking at the very first beginning. To calculate that, they have to use the MMR system. And now people are quitting the game.

    The game DBD can never been balanced. The game's nature has to be changed for that. Then may MMR system can work nicely. MMR system is nothing but a mathematical system. And the way you play, way you loop, way you get the kills are not important for this system because they are like emotions to maths. They doesnt have any value and wont gonna change the final results that you died or couldnt get the kills so your MMR drops down, and you cant expect from a system to have feelings to calculate those things. They are not important. There were never been a system like that. There were never been a game like DBD too so thats why developers seems like "struggling" about those.

    The only option for this game to be truely working like the way the community wants is removing the RNG, but people will even complain about this too. So just accept the game way it is until there are new games like the way you want.

    You mean go play any other pvp game since the don't have it where one side is sodomized and basically devolved into a whipping boy?

  • @k0reant3a said:

    I give some positive vibes to the devs I play both sides and I am liking what ye are doing in the future patches with the game just wanna give ye a high five because ye don’t get it enough ❤️❤️🎉🎉🎉

    How long will that last I wonder?

  • @anarchy753 said:

    You have to use the offering, you get a cosmetic if someone opens yours. Interacting with your own shows it to all other players.

    Essentially they're trying to make an event where one person progressing doesn't screw everyone else.

    Why on earth would someone think this was a good idea?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773736#Comment_2773736

    Oh no, his hockey analogy is normally perfect for describing MMR. Because if you have both sides win games, there is an MMR bloat that can inflate MMR extremely. Like, right now, the MMR peak should be reached around 3000 MMR and that shouldnt really be reached untill around September this year. But there is also an MMR deflation, where both sides lose games. And this is currently the case.

    I dont care for the hooks, people want hooks to be part of MMR, but hooks dont really matter. You might be more skillful in general, but you've lost the game. A killer who gets 2 kills at 1900 MMR will be better than someone who gets 8 hooks but 0 kills at 1800 MMR, simply because they knew when they needed to get a kill. There are 3 types of skill in this game: strategic skill(aka, being at the right place, at the right time, placing things at the right location and knowing where you're needed most), interactive skill(aka, chasing and mindgames during the chase) and decision making(aka, knowing when to ditch a chase, knowing when you need to kill/hook/slug someone, knowing when to work on gens).

    The MMR for killers is quite well rounded for this, because decision making is easily the most important skill for killers. If you make horrible decisions, it doesnt matter how good you are at chasing or being where you need to be. Where with survivors, interactive skill is the most important skill. You can have teammates who make horrible decisions, as long as you have at least 1 player who is really good in chase, you can end up buying more time to compensate for those decisions(up to a certain point).

    Killers gain and lose MMR based around their most important skill, but survivors dont.(yet) And that is a problem for MMR.

    The thing is, how do you make a survivor MMR that includes Chase without creating an MMR bloat? Especially with killers like Nurse and Wraith who can barely have any chase at all? It's actually simpler than you might think: have survivors compete amongst themselves for chase. If you simply add the equation of (your chasetime/total chasetime)*total gained MMR and (total chasetime/your chasetime)*total lost MMR, you spread out the MMR among survivors based on chase, but the total gained MMR/lost MMR will be based on escaping. So if you looped the killer for 5 gens, but survivors still lose, you barely lose any MMR compared to your teammates, but if you looped the killer for 5 gens, die and 3 teammates escape, you still gain MMR.

    The issue with a system like that, is that it cant really be applied when you leave the match, since the match continues after you've died. But you can also simply have the player gather MMR and process it every hour(so you could have +30 MMR from 1 match, -20 from match 2 and +10 from match 3 and once the clock strikes XX:00, you'd gain 20 MMR), or everytime you log out. Because as people have stated before: MMR doesnt swing matches insanely much, even if you apply MMR once a day at 11 AM EST, it would still not swing matches insanely much, but it would be quite accurate overtime.

    Yeah But trying to compare this to sports is like saying we go off of basic stats for hockey and soccer but never factor in if the athlete was doping and anyone got in a fight either on the field or in the crowd there's alot more going on that needs to be regulated but the deva seems like they can't be bothered to regulate any of that #########.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773836#Comment_2773836

    Do you have any idea how utterly, impossibly difficult it would be to build a system that factors those things into account? If you could name me a single game that has a comparable amount of pointless detail built into its MMR system, even if it's part of a ranked mode or whatever, I'd be extremely surprised.

    That's impossible to do and it's mostly unnecessary. There are areas where you could, if needed, put more nuance into the MMR system, but I'm not convinced that's necessary at all. I have zero reason not to believe the devs when they say the problem is the matching part, not the MMR calculation itself.

    But this is devolving into defending the MMR system, which I don't particularly want to do. It's just important to acknowledge that the dev's statements on it are being misrepresented in this thread.

    So then what just keep using the same ######### then? We have seen over and over again that apparently the devs don't play their own game since who in their right mind would decided some of this without an ulterior motive for one.

    And secondly it doesn't matter , mmr was the shits because it was implemented in a game that was broken already only to ruin it more thanks to over reliance on statistics so what now? Should people just finally say ######### it and leave, well guess what they have and the devs still act ignorant about it because instead of saying "well we had some issue since we accidently made it too one sided so we will make fixes to it" they just said "well it's different parts of the day and we can't answer that" along with showing that the nerfs they did do to balance the game I.E COH,DS did not fix the issue but was a piss poor excuse for damage control.

    Also if they wanted to go off of anything that has a system for pvp check out any triple A shooter or fighting game or hell if you want something that was free check out ff2 a mod of tf2 that works just like this but isn't a borked mess like this has become.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773828#Comment_2773828

    The peoplemaking charms are not the people who redesign the maps, who are not the people who balance perks, who are not the people who make new Killers, etc.

    Basically, making the charms is not taking time or manpower away from map/perk/Killer balance, because they are different crews. it always makes me wince when someone says 'If you'd stop making cosmetics to focus on the game balance...!" because they are showing they have 0 idea how game design works.

    In a company of, what was it? 600 people? You don't have people working on what-the-heck-ever. INstead, different crews do different things. And seeing charms does not mean less people are working on maps, or powers, or perks.

    So they spent money the hiring people to make side items then and it doesn't matter the team size when the results do not match up.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773839#Comment_2773839

    I don't care what you asked. I was only correcting your errors. Both about "it's a nerf" and "it's not a buff."

    Maybe I say it's not a buff is because due to no one saying is it worth using then it's not a buff and why should I care then about what I call it "it's not a nerf" fine whatever that's done and over with but that doesn't mean it's a buff either.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773798#Comment_2773798

    Bruised ego? You were the one who has spent all this time trying to validate your incorrect claims. It's called a buff because the numbers were buffed. :P

    Is it worth a ######### yes or no? that's all I asked since you can be bothered to answer they why consider it a buff and not just useless tweaking "it adds one trap" ok it does but does it matter if the traps suck that is all I asked after I admitted to saying it wasn't a nerf but since you can't get off that then why bother to keep hounding me about it other than to stroke your sorry excuse of an ego.

  • @jesterkind said:

    Correct me if I'm wrong, but I'm pretty sure that what Patrick said regarding skill and escaping is not that escaping is the sole arbiter of skill, but that escaping is a reliable indicator of skill. Which... even factoring in unfavouable scenarios like facecamping (which isn't super fair to do because the devs also don't like facecamping), that's still true? If you escape more often than you die, that probably means that you're more skilled than if you die more often than you escape.

    I think what's tripping so many people up is that they expect the MMR system to swing heavily after one game, which this one (and any other MMR system you care to mention) looks far more at general trends. In general, how often do you escape? That's your goal, after all, so if you're not escaping there are two reasons why that might be: You were outclassed in terms of skill in the majority of your matches, or you're more interested in testing/practicing things that won't get you through the exit gates. In either case, lowering your MMR would be the right call.

    Same for kills. If you're getting a lot of kills in your matches, that means one of two things: The survivors you're facing aren't that skilled, or you're using cheap and unfun tactics like facecamping. In either scenario, your MMR should go up, so you can go against survivors who can handle you.

    This isn't rocket science? It's not that "if you don't escape you're not skilled", it's that escaping is what you're supposed to be leveraging your skill to achieve.

    What they perceive is skill and what has been shown as actual skill however is two things. Why would skill not factor in things like perks, maps, the general rng, addons, and items if they wanted to say x is skilled why is it that the game doesn't reflect it. For ######### sakes they said twins are beastly at high mmr and instead of thinking "ok that makes sense" I was thinking "who the ######### is unironically picking twins as their main"

    Also right now there really isn't a neutral map it's mainly survivor sided (Ormond,badham,the game) or killer sided (maybe rpd...) so while kills and escapes can help with balance but with how the game plays it takes much much more than boiled down statistics.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773515#Comment_2773515

    Ah, yes, because 3d artists know how to write c++ scripts and know a good amount of maths to balance out. Just like mathematicians know how to make 3d art so BHVR can constantly give their mathematicians extra work if they have nothing to do.

    No, ofcourse not. The 3d artists have their own timeschedule. If you were to place the 3d artists in the coding team, you're gonna have very broken mechanics(not OP, I mean actual scuffed mechanics, like attacks clipping through walls). Just like putting the coding team in charge of 3d assets is gonna make for very basic objects, or very ugly skins.

    They couldnt come up with some actual reworks for maps that developed new issues? I'm not saying they need to code but if everyone focused on balancing their game instead of selling people ######### like it's a f2p game then maybe there wouldn't be as many problems as they are now.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773783#Comment_2773783

    Could I ask you to explain why you think DS and BT are problems? This isn't sarcasm, I wanna hear your opinion because I personally feel like they're in good spots right now. They both more-or-less work the way I think they should.

    Like they are 'safety nets' in a way, but they're also the two perks that help counter oppressive killer playstyles (camping and tunnelling). Also again to clarify i'm not saying these 2 playstyles are bad or toxic, just that the perks exist to help counter them. Hopefully you get what I mean.

    Mainly cause it encourages hook rushes which should be punished but they can be saved easily because of them. I know they are for anti camping and tunneling however why does it encourage tactics that encouraged camping then. It's more the game allows abuse that shouldn't happen due to players doing things that were why the perks were made.

    If it was something like they do protection but if you body block right next to the hook it deactivates to show it was a risky tactic same with ds if you hook rush with more than 2 standing survivors in close vicinity or sprint for more than 5 seconds or hide in a locker it should deactivate cause it allows people to just run all the time with no repercussions or in one case I had run into a locker and easily be seen but still safe.

    To be honest those two need tweaks but DH and boons are the only real "safety nets" I would consider being called that DH needs a complete rework and boons need to be closer to hex totems mainly make them single use placable perks.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773751#Comment_2773751

    I don't have to defend anything. I am objectively right.

    Good for you thanks for never answering my question. Now unless you are not going to keep pulling a Patrick and not answer the question take your bruised ego elsewhere I already admit that calling calling getting "one whole extra useless trap" a nerf is objectively wrong but idc if it doesn't matter why bother calling buff if it is not a buff worth a damn.

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