DemonDaddy
DemonDaddy
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341959#Comment_3341959
We’re not talking about eruption are we? You can absolutely wait out the dh. You can bait the DH. It’s really not hard.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341973#Comment_3341973
Sometimes I face slow survivors, sometimes I face the sweatiest of squads. It doesn’t change the way DH works and the human error / latency with its timing. This is just my experience. I do not have any problems with DH, and I usually see 2-4 in every game.
You can't wait out deadhard unless the survivor is out positioned, otherwise survivors can use it to guarantee reaching another loop. Near pallets the killer has to rely on the survivors to mess up as there is no counterplay. It's either eat the dh or hope they aren't good enough to use it.
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Should be risk & reward, not reward, relight, reward.
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Only when the killer is truly the better player. No gen perks against competent survivors is a loss if they aren't making mistakes.
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@Phasmamain said:
The devs aren’t survivor sided because they have a game that requires both sides to even be played. They quite literally have no reason to cater to either side and no balance changes are made because they prefer 1 side. Changes are made because because some perks are too strong or unhealthy for the game (Like eruption).
Do these changes miss the mark sometimes? Of course but that’s not bias that’s just human error really. Anyway as for the eruption vs dead hard they said these were only some changes and dead hard very well may be nerfed soon
Bias is displayed quite well when the devs try explaining their reasons. It's always a "challenge" for killers but "unfair" or "oppressive" when referring to survivors. High mmr issues for killers get written off as non priorities since very few make it to that level and every match is assumed to be mistake riddled enough that any mmr killer can be competent.
Maybe they truly are unbiased, but the way they word things would indicate otherwise.
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"Cough" swf buff "cough"
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@eastrock87 said:
But the Killer said: "Tunnel."
Note: No Killer actually says tunnel. Maybe the one controlling the Killer behind the PC or console, but the Killers themselves, I've never heard them say tunnel.
Doesn't matter if the killer plays nice or Tunnels, it's on the survivors to win chases and avoid attention.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337125#Comment_3337125
20% chance to escape? Its not enough to try. Do you play a match against a team knowing you have 20% to win? Or skip lobby?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337076#Comment_3337076
Survivor can run for 5 Gens and still die to Noed.
The core game design is a huge flaw. 60% kill rate is the perfect number, where 2nd survivor have 60% chance to escape (saying 15%/25% for a survivor).
The chance must be more than 50% to encourage someone to try.
Suicide,DC is what mess up the kill rate, it should be lower than 60% but not too far, though would be enough to give killers further buff. No, I dont tell the suicide DC where survivors make big mistake that there is no other result than a hatch escape, those makes no difference in kill rate. I tell the suicide DC where they're litterally on first hook with 2 Gens left, where 3-4 escape possibly match suddenly lead to 3-4k
The game does have a wide range between safety and death, but thats fine as every survivor should be safeguarding their health and hook states anyway ( never assume or bank on additional chances).
Lower rates also mean the killer was only able to give attention to 50% on average which also inflates the idea of every killer tunneling. Low interaction matches are just boring on both sides.
Again (as the current version is not there yet) in an ideal outcome of spread attention, a higher rate would indicate more interactions. Balancing toward more chases and time to do so without stripping away the chance to escape for survivors that matched the killer in playing well.
I'd like to see survivor escapes as something infrequent for the whole team but also not just a given because 2 teammates received all the attention.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336714#Comment_3336714
The "verge of death" in this game isnt someone survive with their 1% health point, survivor can litterally die in a single hit with Expose/Instant down then camped on hook.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336858#Comment_3336858
The kill rate 75% litterally mean 2nd survivor have 0% chance to escape...where is the incentive?
60% kill rate means 2nd survivor have 60% chance to escape.
Again, you dont do something that the chance to get better result is less than 50%.
For all intent and purpose let's pretend we are taking about a "fair" ideal "fun" match for both sides and May the entity be praised to see that dream.
"Killer is doing well enough that spreading attention was possible and no hooks were consecutive. Survivors have done well enough that gens kept moving despite losing multiple chases."
In this situation, as the last gens are nearly complete, at least one survivor would be on edge as escape is within reach but death a mistake away. The verge of death is the chance of running into the killer before reaching an exit.
But ofcourse that's all completely based in the dream scenario with balance to match.
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I don't care for the Hud change, it removes so much of the unknown and info perks now feel like wasted slots or just unnecessary.
Would love to see an objective to lengthen these short matches.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336050#Comment_3336050
I will tell you one biggest flaw of 70-75% kill rate:
Why should survivors do Gen when in the end, 3 die and 1 escape. While they can achieve the same thing with all hiding waiting for other to die so the last one can hatch escape
I suggest that range cause it keeps the 2k standard while also implying that killers have pressured everyone with the 3rd being on the verge of death or escape.
If players can abuse the hatch mechanics for an escape after doing nothing for the team, then there is a problem with the hatch not the survival rate.
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Child's play
Wishmaster
Alien- xenomorph
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I think 70-75% would be the sweet spot for engaging matches.
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Truly is a skill issue, good survivors can pressure any killer.
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Devs are killing my survivor experience with all the free info.
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So many years have passed, yet trapper and wraith still have very basic lackluster mori's.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319872#Comment_3319872
- It certainly wouldn't be safe. It would still likely be a trade and there's plenty of play around the hook. It just removes the obnoxious RNG/latency test that is hook dancing.
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- Not even meme builds. Just...awful, awful, pointless stuff.
- I've never once seen it. The only things I've seen No Mither used for are: Adept, or abusing unhookable stuff.
- It...doesn't encourage anything besides bleeding people out. It's completely useless against SWF and absolute misery as an SWF.
5. Don't see how it's anything more than a minor annoyance as swf, but against solos it can work great to reduce the number of active gen repair. Provided the killer does something other than stand over the slug and there's teamwork; i find its about the same time grounded as on the hook with the bonus of additional chase opportunities.
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@StarLost said:
- Hook grabs. These have always been silly, aren't much fun for anyone and far too often turn unhooks into a 'you rolled a 1 and now it's a 4k' frustration chain.
- Kobes. 99% of the time it's just suicide, and an easy way to bail on a match without getting a penalty. 1% of the time, it's really, really frustrating for the killer. Rework perks and addons as needed.
- Useless addons and offerings. I swear, far too much of my BP goes into stuff that is either really bad, or straight up handicapping myself.
- No Mither. Just...get rid of it and give David something that isn't essentially a 'we lose' button. I swear, this adept is a team killer.
- Knockout. This perk has almost no practical use and is only really utilized to grief solo queue players. Replace it with something better, and healthier.
1. Keep it, making unhooking completely safe removes alot of player interaction as well as creating new "feel bad" scenarios where defense is primarily the right choice. No risk for the unhooker almost 100% incentives farming plays and Tunneling.
2. OK, perfectly fine with suicide leaving.
3. Agreed, way to many useless ones for meme builds.
4. I don't mind the perk if the survivor is actually good enough to account for the handicap.
5. No thanks, leave my favorite perk alone. This works wonderfully as killer for pressure and distracting survivors away from gens (although mostly useless vs swf). It also has the passive benefit of encouraging altruism; something most solo survivors need to learn early.
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Solo q is great, I don't have a single issue with survivor balance as an individual other than things being a bit easy in certain situations.
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Killers without warnings create the best atmosphere in the game.
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@Ginnypig said:
Bring balance, horror and scariness back to dbd. FPV for every1.
I've been saying this for years.
@Phasmamain said:
This doesn’t do anything for the horror or balance elements. All it does is make the game more frustrating and inaccessible to certain players
I disagree, chases and map traversal would be far more atmospheric and intense.
Make it a toggle option like the wiggle change was, nobody has to suffer if not wanted.
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Teamwork is the answer. Solo or not, extended time being slugged is a fault of bad altruism and teammates waiting until the killer has the advantage.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313329#Comment_3313329
It was a little evil on a most snowbally killers, honestly. But it's just weaksauce now.
I agree it is pretty weak
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@Forza said:
If it takes a killer an average of just 4 seconds to find and kick a Boon Totem then the time cost to the killer is the same cost to the survivors.
This assumes that 1 second of the killer's time is equivalent to 4 seconds of the survivor's time. (also we're assuming that 4 survivors are alive).
So this would lead us to the conclusion that there is no time lost to survivors in placing the Boon Totem so long as the killer takes time to remove it.
And in this sense Boon Totem: Circle of Healing has no actual cost (it may actually be more time costly for the killer to remove than survivors to place) and provides all survivors with the ability to self heal and 50% bonus speed.
Unless they place the boon in front of you, it takes much longer than that to break a boon.
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Don't think I saw a complaint about the original version of the perk that didn't mention nurse as the problem.
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Won't change the amount of existing toxicity, but I do expect it to increase all the killer tactics survivors hate.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308987#Comment_3308987
This entire post completely disregards the entire premise of a 3 gen where the killer deliberately doesn't take chase because they can easily defend the gens from one spot.
Pretty sure I addressed it.
If the killer is taking no chases and focusing solely on gen defense; the survivors need to utilize this and pressure gens with tapping or full on repairs. When the killer turns their back, immediately undo the regression. Find the chase drop radius the killer is using and hover outside when they get close.
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I find it kind of ridiculous that they are walking back the attack change to nurse. Devs changed her to basic attack before; mentioning that her lack of perk interaction was a leading reason. Now it's the opposite because unlike the lower mmr survivor base devs are trying to shield, some players actually get good enough to keep swf teams in check.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308909#Comment_3308909
Not with the increase in regression stacking. I had a match the other week where there was a three gen where one of the three gens wasn't quite close by. Now, albeit this was with the Knight - but it was miserable. He had gen regression perks in play and Two survivors had two CoH boons in play at one point. Despite that and between three of us we couldn't get any of these gens done. We all just have up in the end after about 20 to 30 mins because it was just deadlock.
There are only 2 common regression perks (off the top of my head, maybe more) that work without the need for survivor interaction, both can be stopped by just gen tapping. If the killer is getting regression from downs and hooks then that's on the survivors. When survivors split on gens, the killer can only ignore you all to kick (losing the gens to war of attrition) or has to take a chase.
Watch good survivors in this situation and they will stick on gens and only pull back far enough to see if the killer takes the chase. No loadout of gen perks can stop this unless the killer is getting multiple activations from the downs/hooks.
20+ minutes due to a 3 gen is a great example of inadequate Survivor efficiency. That just shows one or more players is too hesitant on returning to a gen.
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3 gen is not a guaranteed win for killers. Survivors still have the advantage when it comes to progression vs regression.
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Survivor efficiency encourages tunneling. The better a team is the more a killer has to try and close the objective time gap.
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Kill rates are a horrible judge of a killer's design, at best it is good for detecting when a killers underperforms.
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Hopefully never.
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Probably a better experience than hooking creates. Bleedout allows for more chases and opportunities for altruism anyways.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303309#Comment_3303309
Oh man 30 seconds for a down even sounds like a loss to me. That means for that one hit or pallet (not even a down) you lost 90 seconds of gen time (30seconds x 3 other survivors). That means you're losing 1 gen per hit, ouch lol. I agree that's how long it can take most often, hence all the camping/tunneling/gen regression stacking.
I agree, as far as objective times go the killer has to find ways to overcome that gap.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303222#Comment_3303222
For a hit or down you're saying?
I mean for a hit, I'd prefer if that was the down time but that just seems like wishful thinking for any killer without a 1 shot.
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Solo all the way.
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It just seems like good common sense to balance from the top down. Unfortunately devs are convinced that they can balance around and for the inconsistent mistakes of less experienced survivors.
Balance at the top would have no impact on the less skilled players on either side.
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Considering survivors actually doing well and are objective focused; I'd say chases have to top at 30s.
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There is a brief window after picking up the box where chains will not spawn. If your grabbing it while chains are about to spawn on you then that window can be interrupted.
It's more a matter of your timing than the feature itself resulting in the problem.
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Just me personally, but the kick buff is not an incentive worth the effort. It's much better for the killer to eliminate someone than a minor buff ( which by your account isn't even a permanent effect).
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None of those perks are necessary to do well as survivor. If the 2nd chances feel insufficient, it's likely due to personal mistakes.
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Any tactic can backfire when used in the wrong situation and the simplest plan can be genius when perfectly implemented.
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Kills have almost no relation to the flow of a match. A 2k (devs ideal balance) can be almost anything:
2k=2hooks: 1 chase each and camped to death
2k=10hooks: full # of chases
Just seems like there is a massive amount of wiggle room for this intended result while also ignoring the context through which it is reached.
You have a great point about the pick rates though. If a killer is selected by a smaller group of better players, then the results will have higher averages then those used by a greater majority.
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The counter to eruption is survivors avoiding unnecessary chases and winning unavoidable ones.
Personally I run Empathy to keep an eye on teammates; if they give any tells that a down is coming I'll let go for a sec.
Could also run alert to track which gens eruption is applied to.
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Gens are already really quick and easy to do, it's mainly survivor sided incompetence that makes them seem like forever. The best anti-gen builds still fall short when facing gen jockey teams.
Like any strategy, camping can completely backfire or prove fruitless depending on the situation at hand.
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Hook defense is an obstacle to overcome, not a problem to be patched out.
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I like it more as is.
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Survivors can still make the save, solos may struggle but it can be done.
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Love those games, matches are so much more engaging when the killer poses a (no additional chances) threat. Personally wish more killers could invoke this in a match.
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Every killer should start at the bottom and personal skill with each will gradually set you in the right place.