Devil_hit11
Devil_hit11
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yes hoarder does attract zombies because it produces a loud noise notification.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789578#Comment_3789578
There's several recent perks that BHVR added that are in need of either changes or reworks. Undone is an example of one of these perks since, according to BHVR's stats, survivors miss roughly 7% of skill checks on average making this perk only have a 7% chance of ever getting tokens.
There's just multiple of these kinds of perks in the game and it's just mind-blowing how much BHVR neglects them. However though, I do find Boon: Illumination a little more useful than the credit it gets because it is a pretty decent Boon perk to have in a Boon support build since it gives +10% blessing speeds which helps with setting up new Boons and after healing with Boon: Circle Of Healing you can just run to the gen that you want to work on next since the Boon revealed them for you.
What I, personally, find to be less useful than Illumination is Dark Theory since Dark Theory specifically only affects you if you're in the range of it while ONLY giving a +2% Haste effect whereas Illumination shows all gens and chests that are on the map while in the range of it while also giving you the +10% Blessing/Cleansing speed regardless if you are in range or not.
i am sure if bvhr buffed number like 100% faster blessing speed and shows all totems on the map, it could be decent perk.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789917#Comment_3789917
Kinda sad and very annoying...
I would love to play mostly animal forms, but it's simply not viable now.
i don't have trouble tracking. you hear the footsteps of survivors. it is just that it takes too long to come close to the survivor. by time you transform into vampire or wolf, survivor is at a loop.
Why didn't they give bats wraith's windstorm add-on. instead we have these crap traveller items with +8 range and 25% teleport speed. why not just put these tp add-on base-kit and give us 10% and 5% haste in bat form like wraith windstorm.
Also those grey add-on that reduce penalty for transform should also be base-kit…. i don't know why there are mechanics that punish for changing forms. isn't that entire point of the killer? to shapeshift? Just BVHR doing BVHR things.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789916#Comment_3789916
Mathematically speaking it works out though, again it takes roughly 20 seconds to physically cross the map, by the time you get there the 4 survivors can be starting a gen, so we'll say the first chase starts at the same time the gens start.
The survivor being chased shift+w to the nearest god pallet this takes probably 20 seconds before they drop it. They drop the pallet, its a god pallet it MUST be broken, this adds 20 seconds to a chase. Kill can continue chasing, or give up and look for another survivor, if they give up, the chased survivor hops on a gen, and the process repeats but now you have to find a survivor. So you keep chasing catch up, they predrop another god pallet, you break it. Now they shift+w you land a hit, 18 seconds later you land a hit again, they are in the corner of the map, 2.7 second wipe animation, 3 second pickup animation, 10 seconds to walk to a hook, 1.5 second hook animation adds up to…..
20 + 20 + 20 + 18 + 2.7 + 3 + 10 + 1.5 = 95.2 seconds. 3 gens done.
Sure that is a problem with god pallets. that is why a killer like Michael Myer's is bad because you can spend like 30 second stalking to get to t2+95.2 seconds and your very likely to lose 3 gens. Generator are resource to be lost. the issue is that you should not be continuously losing gens if your not playing any of your chases poorly with no tracking issues between each chase. unfortunately, that is exactly how game is its current state. you can win chases as killer and still passively lose fairely quickly vs organized SWF squads because objective is ultra oppressive for killer with 0 comeback factor.
having mandatory generator defence feels bad for killer and i hope that in some point in the future they do something that makes killer pressure more relevant beyond tunneling/camping.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789776#Comment_3789776
The play is getting them to cleanse it, then carrying a Survivor to a hook near a Penti spot to hook them and then lighting it up.
Extremely boring way to play but very effective.
i agree, the problem is that it is entirely rng where cleanse is. the cleanse can also happen at like 2 gens left where gens before friends become a win condition. i found it too random of strategy to be consistent.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789614#Comment_3789614
That's the point, you need perks to help you do that when all it takes is for a survivor to predrop 1-2 god pallets shift+w to a corner and 3 gens get done.
i mean if you struggle to get 1 down before 4 gens are done, that is likely a skill issue with killer. my issue with killer is not that i can't get a down consistency before 2 gens pop. it is that the more i play aggressive to get downs around the map, the more gens i lose compare trajectory of survivor objective.
this means that i can get 3 hooks in 3 minutes and i lose 2 gens. if i continue to fish for another 3 hooks, i'll be at 1 gen left and nobody dead. say on 8th hook, i kill someone, i am at 1 gen or 0 gens left. this means that i can be dominating for 6-7 minutes straight on every chase and i am still losing.
for that reason, killer are like forced to camp and tunnel because…. they need shortcut objective. like the game based around you 2nd staging a survivor on hook or you tunneling correct people. that is why changes like that 70 second change doesn't make any sense because killer just don't have the time to do their objective.
this is my thoughts on that stuff.
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@ReverseVelocity said:
I'm personally totally fine with Legion, but I hate seeing Pentimento on any killer.
It's a potentially very problematic perk, and I doubt the people who seem to think it's fine have faced a killer who utilises it properly. Camping a hook or a 3 gen with Pentimento around is absolutely insane. If I get a hook next to a cleansed totem, I can camp both and there's not really much they can do.
If the Killer just puts it up and leaves the totem alone, then it's not really the biggest issue since you can see where Hex totems are cleansed with the Loud Noise Notification and go back yourself. I try to stay super alert of Hex Totems getting cleansed especially once I see Plaything appear. This will shut down like 90% of Killers who use Pentimento since people don't really know how to use it properly.
Either way, 30% Repair Penalty is pretty agonising to face. I've been running a disgusting build with the new Obsession Hex perk and I had a player straight up DC because their generator repair speed was slower than Old Freddy for the entire game LMAO.
I don't know how you'd change it without making it useless, maybe make the rekindled totems emit a noise in a small radius around them to make them easier to find? And maybe temporarily disable the totem that's within a certain range of a hook, since that's the problematic aspect of the perk.
the problem is that you rely on survivor to cleanse totems around the hook that your trying to camp. I tried running hex:crowd control, Hex:blood favor, hex:devour hope and hex:pentimento in a single build to try to optimize a strategy where survivor
- had to cleanse totems, you can't afford to leave CC,BF and DD up.
- attempt to hook the survivor near hex:penti totem.
It just wasn't consist enough of a build. hex:penti really shines best when it is used with hex:plaything and you play very actively with its best two perks being thanatophobia and dying light. Now with new edition of the perk, you can drop thanatophobia, a perk that realistically been nerfed to the ground and put in new hex:wretched fate.
some player are trying an old iteration of a build that i used to run on killer.
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@VomitMommy said:
His range always extended in tier III.
Now difference between tier II and III is simply more noticable, but I don't really feel any big difference about Nemi overall...
I notice cooldown a lot more then anything else however survivor makes a lot of distance where killer feels like hold-w simulator. I think their hindered is bugged or something. I won't judge nemesis until his hindered works correctly.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/425414/new-meta-slowdown-is-op
The problem with these is that there is no early pressure. Dying light is a terrible perk and is just a "win more" and it isn't even good at that. If you don't get a quick first down you are gonna have a bad time. And if you have early pressure you don't need these perks. So all they are really doing is giving the illusion of being strong because they make you lose faster when you are already losing.
if your not getting downs, you'll lose with every build.
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@ppmd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789298#Comment_3789298
You get a lot of slowdown for canceling the ability, but it doesn't matter when you can block the pallet via forcing the survivor to juke away from it then you stand in it then get an M1. It's the same thing pyramid head can do. You cannot just run forward because the fire will hit you running through a pallet. If you charge fire when you cannot hit through a pallet, then you charged the power from too far.
Two pallets close together is no longer common in dbd map design, but if they designed maps to have more connected loops closer then yeah you could hold W to them more and negate this strategy more.i am saying that there is no reason to go through pallet. you either go around in a circle while being far ahead of the killer or you change between two loops preventing the killer from firing the shot and slowing himself down for canceling. there is also no reason to vault windows or use any pallet when he holds his hand out as it is free animation lock hit. This is unlike PH that moves at 4.4 m/s and gets a much less penalty for canceling his ability.
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@ppmd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788979#Comment_3788979
He can cancel the attack, and since you have to dodge preemptively he gains distance now since they buffed his speed while holding power unfortunately. So him holding/faking the power favors him immensely, much like many power designs now.
As for reaction, that only works at max range of the attack. At closer range you cannot react, and closer range happens when they hold their power and get close or they are on the other side of most loops. This is the most common situation and killers can make it more likely, in other words.
I'm not sure how much further I need to explain this. You hold power, survivor has to try and juke or go into a narrow space where the pallet is where it's a guaranteed hit. It is on the killer to mess it up. Survivor can counterplay by faking when they run through the area but it favors the killer greatly. If you can connect a loop then you can W key away, but most maps don't have connecting loops anymore….He can cancel the attack, and since you have to dodge preemptively he gains distance now since they buffed his speed while holding power unfortunately. So him holding/faking the power favors him immensely, much like many power designs now.
have you checked how much slowdown you get for canceling his ability? it is a lot. I am trying tell you that canceling his ability is severe that your almost committed to the ability. why bother going to the pallet? Just run forward. you gain distance for running forward and eventually, you'll be far enough away that you can react and move to the side or be out of range.
Just take any two pallets that are somewhat close and cycle between the two of them. he moves at like pre-buffed dredge movement speed that you can leave loops. as long your not in the corner of the map, his hellfire is not that good. Hellfire excels as an ability when your cornered in the map and he can stand adjacent to a loop and just spam the ability.
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@ppmd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788893#Comment_3788893
Sound cue is irrelevant when he is holding the power and walking you down at a pallet/window and can just hit you regardless. It also doesn't give time to dodge if he's on the other side of a loop.
It's basically hoping to predict his exact timing of release, and that's if he releases the fire at all. He can also just hit you in the animation lock. You can't even predrop against this because he can react and hit you. You would need so much distance it's unrealistic in most scenarios.
Let's also remember that if he hits you with the power the hit cooldown and recovery time are both low so he can set up free 2-taps. This is without addons!
I agree people can improve against him, but let's not pretend this isn't a silly power that is largely a one player game.
Perhaps you will find this useful, although your feelings may go in a different direction.how is it irrelevant. he can't attack you and he has release the fire attack. When he uses fire attack, he cannot adjust its trajectory. The attack fires where he was last looking this. This makes incredibly predictable where attack is going. It is like nemesis tentacle strike whip that has no adjustment.
If he cancels the attack, he gets slow down.
You can't even predrop against this because he can react and hit you. You would need so much distance it's unrealistic in most scenarios.
you don't need pre-drop or vault any windows vs ability. he moves at 2.00 m/s which is half speed of a survivor running forward. you just run forward and eventually he is out of range. so he has release attack but the attack is telegraphed with no ability to adjust. he has iri add-on that makes fire pillar supposedly track the movement but it doesn't seem to work or do anything from my 3 games of using it. the attack would still miss.
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won't wolf form be very bad without hug tech? you can't go backwards due to reduce m/s with wolf form so sliding with pounce is only way to double back with wolf to win mindgames.
in the first two loops on RPD, if the player used Dracula fire-pillar on library loop and center loop, he would got the hit much easier.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788816#Comment_3788816
Charge time would be how long iyou have to hold the button before the fire is ready. Think of Huntress's wind up addons... For the case of Dracula, it seems counter productive since you move slower while charging, therefore you kinda don't get any benefit from the little bit of extra range the addon provides.
you get benefit if the survivor stands-still adjacent to the other side of the loop. if the survivor understand to just leave loops, since your m/s is still very slow, it is not 1.48 m/s just ptb where the killer just slow to crawl, but 2.00 m/s(?) is still A LOT slower then survivor. you can still just hold-w, never vault any windows and eventually you'll be out of range of his attack. if he cancels, he gets big m/s decrease.
i think a better buff to the attack would been to increase its range… like instead of 8 meters, it could been like 12 meter range attack. Maybe the green add-on increases it by 4 meters and reduces pillar travel time.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788319#Comment_3788319
How? You literally can’t attack. Is it broken for wraith or spirit? Plus you have a lullaby, and the bats are easy to see not to mention loud.
i'd rather they buff stealth to actual stealth so i am actually rewarded for finding survivors while blind. normally, when killer have drawbacks, they tend have large benefits to counter-act drawbacks, right? like nurse move 96 m/s but has great power, Singularity has tag survivors, but then he gets teleport right. Oni has charge up but he gets instant downs. so big negative, big positive right. than you have dracula that has big negative for bats but…. not so great positive. i feel like positives should be bigger then what current negatives are. right now they don't feel like that way.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788309#Comment_3788309
Perhaps I need more matches then. I'm going against players with a few thousand hours, but he is new as well. That said, I'm still getting 3k games just doing adept while learning his kit.
I think the biggest turning point for both sides is learning that hellfire pillar goes over medium wall loops and not tall walls. I've caught plenty off guard with that, though that won't last long once people learn.
I will say though, the Bat Form teleport has been pretty great in a lot of situations for me. Had one on The Game where someone ran and vaulted the vat room into bottom floor and I was able to teleport, fall into the vat, transform mid vault into vampire form and hit them as soon as I landed. THAT felt great.
I think the biggest turning point for both sides is learning that hellfire pillar goes over medium wall loops and not tall walls. I've caught plenty off guard with that, though that won't last long once people learn.
I am already past this part of the power. it's ok in places where you can use it and not so great when your not able to use it. what i found as an ok strategy vs high wall is using his wolf pounce like mini-chucky dash when looking down. he has like hug-tech to his ability because they removed collision mechanic from the pounce. This allows you to somewhat play the high-wall tiles.
So it is like low wall = fire fissure, high wall = wolf hug tech. the issue is i am having is all my chases feel too long because i have to double-hit every survivor and somewhat massive outplay them in the loop. If you inevitably miss his fire fissure or mess up his pounce, you get like a mediocre chase from survivor and it is almost guaranteed loss with best result being like 2k. you can't really cheese hits with him or strategy very much to make killer play better. every chase kinda just has that X waste time factor to it.
that is what it feels like for me against 2k-3k+ hour survivors/survivor that play 8 hour a day players.
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@ChaosWam said:
Eh.
Dracula's Vampire Form has good tells for when he's going to use fire pillar, mostly coming down to skill knowing where to throw it VS the survivor predicting your intentions and paying attention in loops.
Wolf Form is kind of the same thing, I only get value when lunging around corners at the right time and expecting them to vault a window, but it's usually easy to just turn away and dodge the second lunge.
Bat Form is alright for traversal and sometimes throws off survivors due to it's huge lullaby. If anything I wish there was a footstep mechanic like Xeno's, but that depends on overall balancing.
Either way, I do well against survivors and they do well against me. I honestly think he's very fun and fair on both sides, once I understood his counterplays.
i think opposite. i think gameplay is incredibly one sided for survivor when the survivor understands the counter-plays. Judging from other posts that also agree that he is not good, it seems only new players struggle with him. New IP bring new players so an expected struggles.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787913#Comment_3787913
“It’s intentionally hard to see things” but how much harder is it for the people with poor eyesight. We aren’t talking about stretch Rez here which was a huge advantage. We’re talking about making things slightly brighter and easier on the eyes
I just found out my monitor has its own gamma, color, exposure and contrast filters so I’m still using “filters” anyways. I’m not going to be exiled from a game I’ve spent $500 plus on just because a few people use filters for a minuscule competitive advantage.
the game meant to be dark. it is horror game. it is just some player don't want that. they want the game to be clear as crystal for competitive advantage. all they're doing in this update is removing competitive advantage, much like stretch res. reshade and filter are much worse then stretch res. red glow if used by experienced survivor makes 60% of m1 killer practically unplayable if the player is good.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788021#Comment_3788021
Im not saying that the 4man comp squads with not limitations is not a problem. Similarly im also against the top level nurse. These extremes absolutely should be looked at.
However, according to the stats behaviour put out recently, i can understand why this is not one of their main priorities right now. Killers seem to be doing well cross different stages of mmr.
I have to ask though. Why do you think that recent changes cater more towards the 4man kind of swf - side? Arent killers getting buffs a lot more frequent now? Just look at Nemesis. The big man just got multiple basekit buffs as well as incoporated addons. If this means to cater towards survivor groups, then I dont know. Maybe I misunderstood what you meant, so please clarify.
What, nemesis buffs are bugged. he is suppose have 20% hindered for hits but he has 5% hindered.
i am not saying that the 4man comp squads with not limitations is not a problem
the problem is not limitation. it is that killer is too weak. i am not bothering into this conversation.
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787223#Comment_3787223
While i agree with some, i think at the moment that he is not weak by any means.
They did buff the Wolf form by a lot by giving him the desired 4.6 mov speed (4.8 with orbs) and now feels a lot stronger to play. Also making him not stopping his second M2 when he collides with a wall or object was needed. They also reduced the pallet break animation by half a second. And reducing his cooldown a bit.
All of those but the cooldown one were asked and they did deliver.
They also buffed the Hellfire by reducing his movement speed penalty (again, was asked by everyone) and they even reduced the cast time by a bit (i think this one wasnt even asked).
Now, having said that, could they maybe still tweak him a bit? Yes. I also think that the bat form is too noisy and the teleport has somewhat short range and is slow. But again, the form works so well for mobility and by leaving pallets in the ground you have even more teleportation points.
Vampire form i think its good enough already and i only would tweak two things:
- Make the difference between "low" and "high" obstacles a bit more clear. Sometimes Hellfire goes through walls and sometimes it stops at a some rock that is not that big. It also stops at undropped pallets depending on your casting position, and i think it shouldnt stop.
- When Hellfire its released, it starts at the point you did release it, not where your character is already. Let me be a bit more clear. You can still move when you just release the spell. On any other ranged characters like Nemesis or Pyramid Head if you keep moving a bit when you release their M2, the attack starts not when you release it but it also "follows" your character. If with Nemmy you are at point A when you release your M2 and your tentacle animation starts but you are in point B (just half a meter away) when the hitbox starts (keep in mind im not talking about the "dragging" animation), the hitbox will appear at point B. With Dracula, it still appears at point A. This makes me sometimes feel that the survivor is totally in range but it doesnt reach them if they keep running, because the hitbox did appear sooner than thre rest of the killers.
And about Wolf form, maybe a bit more tweaking is needed. The attack is still hard af to hit, there is not much window to rotate at the second charge, and it could maybe have a bit longer range. Also, i think that the orbs should appear when survivor are still standing still/walking, even if it has longer cd between orbs. This would enhance the Wolf form as a tracking form (do i know they are near but i cannot see them? Wolf form to track).
But even with everything of this, while is still soon to say, i think Dracula can be a solid A tier killer when in good hands. It has good mobility, great chasing potential with the (clunky) Wolf form + Hellfire and a bit of stealth (it has a lullaby but the survivors dont know where you are in those 48 meters).
it is pretty clear what it goes through and doesn't go through once you understand what height it checks.
They also reduced the pallet break animation by half a second. And reducing his cooldown a bit.
What patch notes are you reading what says his pallet break in wolf is reduced? Wolf form looks like a bug fix then a buff. That is how little improvement it had.
But even with everything of this, while is still soon to say, i think Dracula can be a solid A tier killer when in good hands.
I disagree. he is at best average, if not below average. His kit suggests that he should be above killer but he really isn't. his numerical balance and traditional dev hand-holding makes him a lot worse.
It has good mobility, great chasing potential with the (clunky) Wolf form + Hellfire and a bit of stealth (it has a lullaby but the survivors dont know where you are in those 48 meters).
I haven't been able to stealth anyone yesterday with his default kit. i somewhat predict this would be the case because i played survivor in PTB and I did not notice any threat vs him. For what major final Castlevania boss, this guy looks like mini-boss. Taurus demon dark soul 1. barely a challenge.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787998#Comment_3787998
Because that wasnt the area of camping they wanted to nerf. They adjusted the AC system on its PTB to fine tune its balance. Now that 70s hook stages exist, the AC is stronger than they intended.
If they wanted killers to "chew through pallets faster" by reducing pallet break time by 20%, but forgot about brutal strength so you could guarantee easy zoning with that perk, would that be fine? This is the same situation.
i think it is just better to revert hook back to 60 seconds and stop designing random freebies changes for survivors. if proxy camping need a nerf, than make the anti-camp feature more aggressive.
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@VomitMommy said:
I actually enjoy playing him quite a lot. He is not really an easy killer to play, but his kit is not that weak.
I mainly need to figure out all obstacles hellfire can go through, it's questionable sometimes…
I don't think he is really strong, but he is simply average. He has 3 powers, which needs to weaker than standard powers.
I definitely prefer him over Vecna.
hellfire works like this. whatever is above middle sight-line of your hand, your pillars go through. if it too high up above middle of screen than fire-fissure won't go through it.
my experience is that he is fun killer to use but is not very good. I like his kit more then Vecna but his poor abilities making Vecna more appealing to play than him.
@radiantHero23 said:
Isnt almost every killer getting destroyed by the 4man comp squad?
As far as ive seen, Dracula seems fairly balanced right now. Strong but not overtuned.
If this is your feedback, why not post it in the feedback section?
shouldn't there be better balance to make this less of a problem? Currently their changes are making it more slanted for 4 man.
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@IamFran said:
I only used reshade with a sharpen and a brigtness filter. I know there are people who use reshade for advantages, but I'm pretty sure that most of us used it for tweaking the graphics a bit because the game have a severe lack of graphic settings. Calling us cheaters is a bit too much, and the advantages you get for using reshade is not that high, the highest one is the one which let you see the red stain better and most of the streamers I've been watching since years don't use that filter.
Being able to modify red stain = Cheating. Simple as that.
@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787371#Comment_3787371
The "advantage" you receive for having a brighter game is borderline insignificant to people with good eyesight. It is almost exclusively beneficial for people with vision problems, unless you are using a crazy color reshade. So let's just get rid of all of our poor eyesight players because we will stop 1 out of every 10,000 players that uses it in a negative way. Makes sense.
i have good eyesight but the visibility in dbd is intentional poor. It is meant to intentionally poor for stealth. your meant miss visual cues of the game. you can argue that this form of balance shouldn't be in the game or what not but cheating to acquire said advantage is problematic.
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@MechWarrior3 said:
If the Lullaby is Map Wide for him while in Bat Form, it should be as well for Sadako when she is demanifested. Get rid of the loud directional lullaby with Sadako.
can we not have map wide lullaby on stealth killers and just have proper stealth? like low radius…?
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a vampire that craves blood cannot see blood marks in the game. that sounds lore accurate. i think most the stuff i mentioned in ptb feedback how bat form is not good stealth and how wolf is not good for loops with its moving slower when going backwards. In general, i think most of numerical # for Wolf form needed number-tuning upwards. The feedback got ignored, so it is likely not changing unless BVHR does hotfix changes/follow-up changes.
A fun killer kit with poor balance.
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If you need mobility, use the Bat form, if you need a chase power, use the Vampire form, so what is the Wolf form good at?
I think it is suppose to be used as anti-shift w tool in which you fall up an attack after positioning yourself with bat form. the problem is that bat form is so loud that survivor is never out of position, furthermore, wolf form isn't very fast compare other killers that move at much faster speeds to catch-up to survivors ahead of them.
So i think vampire form is good spot with its buff from PTB but wolf form and bat form need massive buffs. you can pretty much entirely ignore these two forms right now because they're dysfunctional ineffective.
they barely buffed wolf form at all in ptb and bat form is still weak stealth tool.
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yes finally, now they just need fix reshade users and get rid of that non-sense.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787274#Comment_3787274
You teleport to pallets or vaults near the gens, 9/10 times it catches the survivors off guard and is usually a free hit
but they can see an animation for you teleporting and hear you.
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787274#Comment_3787274
Beats me, I jumped a few survivors with it. Could be they weren't paying attention though.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787276#Comment_3787276
That is true as well.
my experience is just boring pre-run stuff. I am pretty sure the way i am suppose to play this killer is stay in bat form, ambush survivor out of position, change into wolf form, use pounce hit them, survivor gets to a loop, change bat form, get to loop, change back to vampire form, use fire fissure attack.
the issue is that i am not able ambush anyone so i am mostly just stuck using vampire form because every survivor is at loops.
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it because you can switch forms while on top of the survivor. the problem is that you get slowed for switching forms.
@ChaosWam said:
I think it's meant more for traversal and stealth approaches.
I've gotten some good value from it so far, though I do wish footsteps like the Xeno tunnels was added, basekit or as an addon.
how are you suppose make stealthy approaches when your so loud. all these sound cues that survivor get make it impossible to stealth anyone good.
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@bornagain234 said:
I agree 100% with all your points.
You wont see much of him after a week. He might be one of the weakest killers ive felt on release.
Personally I will do the achievements to maintain 100% then drop him. This is the most ive struggled with an adept too, usually I get them pretty easily. His perks being trash against full meta doesnt help that tho.
don't even get me started on how bad human greed is and dominance is as perks.
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he is weak. they didn't bother to buff him from PTB. he needed double the amount of changes to be good.
For example, the dev in stream said he is suppose to be encouraged to switch forms? Ok right.
Why does he have a penalty cooldown for switching forms then?
Why does he have a slowdown when switching forms?
I believe he also said he is suppose to be stealthy.
Why does his bat have 45 meter lullaby?
Why is his teleport so slow?
Why does he have limited range for teleporting?
His wolf form orbs are too low duration for speed boost.
0 of these aspect were addressed.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787191#Comment_3787191
Okay, you get the Hindered Status Effect, but the Hindered Value is incorrect. If it would work as intended, Survivor should run with 80% speed for 3 seconds while using Licker Tongue. Sprint is gone after 1.8 seconds, so for another 3.2 seconds Survivor should run with 80% speed - same as Forced Hesitation. I'm pretty sure it doesn't work and the value of Hindered is 0% or very low number.
the survivor get so much distance on speed boost that 20% for 3 second is not that significant. Forced hesitation is 10 seconds which is long time in dbd. it is why i said for long time that they need to lower killer's attack cooldown and the m/s boosts.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786647#Comment_3786647
I have to acknowledge that because the developers intentionally leave win conditions ambiguous for the player to decide, any and everyone's interpretation of what constitutes a win, and therefore what the win-rates are is technically correct in their own way. As such I can't really say this viewpoint is wrong.
That said, I personally find the logic flawed in a couple of ways.
First, you're associating draws solely with terminated matches simply because of a singular relationship where neither has a winner. That's a bit iffy though, because a draw is defined as a match between two sides that ends in a tie. You cannot really have a tie in a terminated match because the match never reaches a conclusion, so the final results of each side can never be known.
Second, what if a match is terminated when only one survivor remains for whatever reason? While unlikely, that's technically possible. In that case, by your logic, it would be a draw since the game closed down. But a draw means a tie occurred. But a tie cannot occur if the killers typical win condition is fulfilled. But you cannot state the killer has won because you have associated canceled matches specifically with draws. At this point it becomes a type of paradox where you need to appoint new rules to have this niche scenario make sense. But the fact you need a separate set of rules to address this situation implies the initial logic used was flawed. This argument also works if a game terminates with 3-4 survivors alive for whatever reason, since that's clearly a killer loss in a normal game, but it has to be called a draw given you associate canceled matches with draws, so special rules would be needed here too.
This why sports have the concept of draws that apply when opposing teams have the same score, and a canceled match is labeled as simply canceled and rescheduled rather than calling it a draw. Granted there's usually special rules for overtime to reduce the amount of draws/ties that occur since they're less exciting, but most still have the ability to draw in the event overtime ties as well.
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I also disagree with the logic that if the killer did not win, that means the opposing side automatically won. It's an argument that solely looks at one perspective (the killer's side) without consideration for the other, and comes off as a bit biased because of that.i have explained this multiple times…. the other side not considered winning means your side winning.
I could use this same logic in reverse, focusing on the survivor's perspective.
I, when I play survivor, do not consider my 'team' as winning when only 2 escape. Therefore, the killer automatically wins when 2 or less escape using this logic with the survivor's perspective. Given that the killer now wins when 2+ escape, that means the killer has a 64.59% win rate according to Nightlight, whereas survivors only win 35.41% of the time. Killers therefore win almost twice as many games as survivor and clearly overpowered beyond belief and deserve rapid and brutal nerfs.
That's an extremely survivor-biased outlook isn't it? But it's using the exact same logic you use, but with the survivor's perspective.
You could argue we should only focus on the killer's perspective when using this logic, but then you're creating new rules to fill gaps in your original rule. The necessity for those additional rules shows that the logic is flawed, as good logic does not have gaps that need special treatment to make sense.
there is just no killer that believes that 2k is winning for one unless your super egotistical or something. in fact, there are some killer that are not happy with 3k and will even slug 3 to get 4th as they only deem 4k as a win. Over-time though, when you play enough killer games, you just bored of doing a slug at the end because the time and effort to get 4k isn't really worth it in most cases over just playing more dbd matches. It is not really worth it to prologue game for like 3-4 minutes for what might just end up as slug kill when you could those 3-4 minutes on another match. like if you play 4 matches of 3-4 minute of slugging, those 3-4 minutes could been spent to play 5th match but like i said, some people get their joy from that. i personally think its poor designed end game that forces rng into conclusions of the matches which is why i don't really put much difference been 3k and 4k's.
This why sports have the concept of draws that apply when opposing teams have the same score
They also have special rules to eliminate said problem. Sometimes they're not enforced and they're just as number of scoreboard with the idea that the goal of tournament to score most # of points. if point are equal, they play tie-breaker match.
Killers therefore win almost twice as many games as survivor and clearly overpowered beyond belief and deserve rapid and brutal nerfs.
In just over half the games, half of the team is escaping every trial. I believe dev have once said they balance around 2 survivors escaping and 2 people dying every match, so at least according to raw stats, they're pretty much on mark. For me, what matters is my fun in playing survivor and killer. The perk updates for survivor do keep survivor interesting enough for me to have some fun with it. If we ask the question whether i have fun with killers? For a lot of them. Not really. Every now and again, you get this unavoidable loss as killer with majority of the cast. The win-rate stats in my opinion are carried by stronger killers who win too much while the lower end of the killer cast drag win-rates down. If you were to remove like top 12-14 killers with positive win-rates, i imagine that the killer's win ratio is much more negative especially if it the list only included like bottom 12 killers and their associated win-rate vs like… 1% of survivors if there even any statistics on that consider that i imagine that lots of the worse killer might not face the very top of survivor unless the matchmaker is lax.
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to stack it of course. at same time, you question why wouldn't they just buff blood pact? the only problem is that it is too abusable in midwich elementary school with double floor perma haste.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786902#Comment_3786902
If you pair it with the Carb Tuning guide you can it uses all 3 sweeps and consumes only one token.
i don't think it is trash. even a single token can make a big difference. why i like using the perk is that it makes every team have a weak-link. if everyone really strong, there is at least one person that is not.
i think its biggest issue is needing at least 3 perk slots to be consistent chase perk. it is wildly better than all chase perks in the game but its expense makes it less worth while because of opportunity cost using 3 perks.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786561#Comment_3786561
There's a concept of "nobody won" - like taking hatch as survivor or getting 2 kills as killer (if no survivor escaped via hatch - otherwise killer still won as he got 2 wins and 1 loss and 1 canceled match in that single trial).
You automatically add both of these cases to survivor which explains your entitlement to wins. The fact is, that it's a draw. Not a survivor win (or killer win for that matter).
The fact that devs balance the game as if it was true is the testament to which side gets preferential treatment. So long as killers get 50% more kills = wins then survivor, I will leave other players play this unfair game.
Nobody won means that game did not end. it also means that neither side completes its objective. The only way you can not complete your objective in dbd is
→ 2 survivors hide entire match for 60 minutes → Server closes down.
→Killer 3 generators for 60 minutes, Survivors are unable to complete generator objective → Server close down.
In every other case which is 99.9% of dbd games, the killer either acquired 3 kill or 4 kill which vast majority of killer will agree that they won the match or they did not get 3 or 4 kill and lost. 0 kill is worse loss possible. 1 kill is bad loss and 2 kill is close loss.
As i said in my previous post, i don't think survivor want close games. they want game to be super easy where you don't need think at all where you escape like 60% of the time, the killer almost never 3k or 4k and vast majority of games are 2 kill.
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@[Deleted User] said:
I don't know why we have to go through this song and dance every year with perk combos that give stupid value for little input. Not saying Weave+Franklin's is nearly as bad as CoB+Eruption in effect, but the combo is too effortless for the value. I'm of the opinion that Franklin's shouldn't even exist in its current form, but that's probably a different debate. I think being able to knock bloodpoints out of another player's hand is one of the dumbest things in all of DbD.
Maybe we should apply this to all survivor perks as well…… Like i don't know… Lithe and all these exhaustion perks, Iron will, Light weight, Decisive strike, Iron will. Maybe all these perks should require you to cleanse a totem, open a chest or heal another survivor to trigger and not just be freebies.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786482#Comment_3786482
I understand why you associated 3-4 dead being a killer win, since that's the majority of the opposing side disposed of. I would also agree that constitutes as a win for the killer.
However, what is the logic in associating a 2 man escape with a survivor victory? Given the above majority-wins concept applied in classifying a killer victory, I would assume a similar logic would be employed for survivor, meaning 3-4 escaping would constitute a win for them. In that case, I'd also expect a 2-man escape to be classified as a draw since there's no definitive winner.
Referring to Nightlight's data on number of escapes:
0 escapes - 33.18%
1 escape = 18.5%
2 escapes = 12.91%
3 escapes = 16.6%
4 escapes = 18.81%Killers win with 3-4 kills 51.68% of the time. (33.18 + 18.5)
Survivors win with 3-4 escapes 35.41% of the time. (16.6 + 18.1)
A draw with 2 escaping/killed occurs 12.91% of the time.In that case, killer has a win rate that is ~46% higher than survivor's win rate.
Not that I'm saying killer needs a nerf. While I cannot say by how much, I do think their win rate should naturally be higher.
I just am not sure 2 man escapes should be classified as a survivor win, and wanted to point out the win rate discrepancy when the concept of a draw is applied.i have explained this multiple times…. the other side not considered winning means your side winning. what survivor really want is their side to have 3-4 escapes 60% of the time, 12% 2 kills and killer winning less then 30% of the time. For many years, this used to work like this especially at high MMR.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786469#Comment_3786469
Addiction doesn't work that way.
Besides, you don't understand. 39% escape rate is essentially 50/50 win rate. Some would even say it's even 60/40 favouring survivors. It'S jUsT pUrE mAtH. ThE gAmE nEeDs SuRvIvOrS tO hAvE 30% eScApE rAtE oR nO oNe WiLl WaNt To PlAy KiLlEr.
but it is near 50% win-rate. according nightlight which records a total of 13,434 games so far, out of these games, survivor get 4 man escape, 3 man escape and 2 man escape 48.32% of their games. Killer get 3 kill or 4 kill in 51.68% of the games. This is within 2% margin.
13.434 is not like a crazy sample size but it is a sample size to give an idea for what win-rate margins are to some vague degree.
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i think surge and pain res are most healthy regression perks but surge is under powered, numerical speaking.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784805#Comment_3784805
I don't know why everyone assumes Distortion users are all going to just let the killer burn through all their Distortion tokens, and let themselves be revealed. There are many Distortion users that will identify that gearhead is in play, and if they can't consistently hit great skill checks, then they will just avoid repairing generators for 30 seconds after a survivor loses a health state if they are out of Distortion tokens.
Yes, it's not efficient gameplay, but the end result is the killer still isn't going to see their aura, so the killer is still encouraged to tunnel everyone else since they are easier to find. And if there aren't any Distortion users in the game, then the killer is stuck with a weak off-meta perk that isn't very good, and has a bad trigger condition.
the thing is, distoration player aren't bringing distortion for gearhead, they're bring it for nowhere to hide and tunneling. as long as the perk counters nowhere to hide and prevents their aura being scene when they're on death hook, distortion still will have relevancy. if killer can find survivors on death hook with aura reading then distortion will become weak and irrelevant.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785173#Comment_3785173
isn't this data also dependent on the people putting in the data?
best to just wait on BHVR's data…
Deja vu & Resilience was among highest pick-rate perks in dev data as well. I am lazy to go back to old dev images but i believe deja vu was 6th most used in dev stats. I do not remember pick-rate of resilience. it was either #4 or #8. they show pick-rate of perks after Made For This was nerfed.
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@radiantHero23 said:
Isnt the new Dracula perk similar with even less effort and counterplay?
No. it is worse in every way. the big nerf is 3 second duration. Weave attunement is unlimited duration. I really really hope they only nerf radius of weave attunement and do not nerf the duration to 3 second from unlimited. please don't kill perk to 0.
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@Aven_Fallen said:
You have to keep in mind that Killers like Vecna and Dracula are also more complicated to play. They are overall more complex. And therefore, I think it is fine when they are stronger than older Killers.
I mean, compare Vecna to Wraith. Vecna has four different abilities he can use, and all of them on a quite lengthy Cooldown, so you have to manage them a bit. Wraith on the other hand does "Bing Bong" and gets a Hit.
That over the games lifespan Killers become more complex is normal I guess, since they have to come up with ideas which feel different from other Killers. E.g. Unknown uses their projectiles with a bounce, since direct Hits would basically just be Huntress.
And overall, I think it is a good thing that the more simple Killers are a bit weaker than the complex ones.
that is just the thing, Wraith has 1 ability but it has 3 functions
→Mobility
→Undetectable
→Longer lunge out of cloak.
Older killer have same amount of abilities but their ability is compact into one ability.
Dracula is
→Mobility
→Double lunge
→Ranged fissure attack
Has undetectable but it doesn't work, 45 meter lullaby. [Wraith has secret 4th hidden ability, Aura reading and Fast pallet break].
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785875#Comment_3785875
Cool addon idea. Would really like to play that one.
Dredge:- Wooden plank Survivors are exposed for the whole nightfall duration. Currently it is only the last 12s of it.
Pig:
- Amandas letter no longer reduces the amount of bear traps available
- Videotape attaches an active bear trap to everyone at the start of each trial
doesn't wooden plank expose you 12 seconds before nightfall begins? Like dredge makes sound when nightfall approaches.
Plague:
Iri seal: Every time a generator is completed, fills one fountain with corruption.
Black incense: When the Obsession is fully infected, Reveal their aura every time they cough for 5 seconds.
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i don't think he'll get nerfed. they didn't buff him for him to get nerfed. they went super safe on him.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785828#Comment_3785828
I'd really just like to standardize killer movement speed. Everyone moves 115%. And to me, that's fighting for scraps, because of how weak 115% killers are at most tiles when ran properly. Killer shack and jungle gyms are the most obvious, with survivors just waiting for you to make the first move so they can react, and waste an arbitrary 35+ seconds which might not even lead to the pallet being dropped. And this has gone on for years in the game, and will not change with just a tweak here or there to killers or their perks. My current build with Superior Anatomy, Rapid Brutality, and Unbound, still sometimes fails to catch survivors before the next go-around to the window/pallet, even while using short-ranged killers like Nemesis and Xenomorph to reach a little bit further.
Therefore, I've even started arguing that it's time for killers to be 120% base, to give them agency in chase instead of the survivors always having it. Remove Haste perks, adjust killers accordingly, do whatever, but that change could make all the difference in the world. Survivors can still, rush gens, run loops, super quick heals, base BT and anti-camp, but you know what? You'll actually feel like your choices as killer matter, and can counter those things.
I believe whole point of chase perks is to change agency between survivor controlling chase and killer controlling the chase. the problem is that all chase perk are downright terrible in achieving that goal. The closest ones that do anything in achieving that goal are Brutal strength, Bamboozle, Coup the grace ,STBFL+Rapid brutality although i would argue that STBFL+Rapid is more like snowball perk(i.e increases killer lethality, like instant down perks over improving chase). The haste perks do both. snowball and chase agency.
M1 killer already move at 120% m/s. all of them hit bloodlust 1 every single game nearly. It makes you wonder why all those killer are not just permanent bloodlust 1. It doesn't have to be full m/s, it could be like 118% m/s but anyway. Leave that to BVHR balance team to figure it out.
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put mangled effect onto the perk. it is timed effect now so shouldn't blood echo also apply mangled?
@danielmaster87 said:
"But then people will be Exhausted all match!" Only if your team is giving the killer hooks all match long. Same argument for Pop. If the killer beat you with it, they probably would have beat you without it.
Isn't that whole point of the perk? I equipped perk to disable survivor perks. i expect my perk to disable survivor perks. If it doesn't do that than it sucks at doing its job. Blood echo is poor at doing its job because it requires survivors to be injured.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785654#Comment_3785654
You can only solo carry against Killers who left their brain in another pocket. An early Killer skill is when to drop chase, so your ability to solo carry is directly connected to whether or not the opposing Killer has learned this skill or not. The second you go against Killers who have learned this skill, they will gobble up all the baby Survs and you will still lose. Even then your solution to allied rats is to rat harder than them? I'm sorry but I don't think that is a good system.
"… general percieved team win-rate for survivor compared to killer win-rate." - People on the (team-based*) Survivor side of this equation would consider a 2E 'not a win' in the same way Killers would consider a 2K 'not a win'. *(If they were only worried about if a specific person escapes then that is a separate condition that we haven't been talking about thus far.) That just goes back to my previous issue of a 2K/2E is a loss for all players in the case where Draws/Ties don't exist. A win for one side doesn't force a loss on the other side when you ignore Draws/Ties. It just either upgrades or downgrades all Draws/Ties to both sides win or both sides lose.
In Magic the Gathering tourneys (last I played), they consider a win to be worth 3 points, a draw worth 1, and a loss worth 0. That means the game integrity can be compromised when it is better for 2 equally skilled players to take turns surrendering to each other, giving each other 3 points across 2 games instead of 2 points each with draws. You could consider a Draw a loss here, but both sides are losing by not getting the 3 points, not only one side. Same for DBD, if a 2K is a loss for Killer (and not a Draw), and a 2E is a loss for Survivor (because again Draws don't exist), both sides lose.
I guess what I'm trying to say is you are assuming a zero-sum game, where if one side wins the other side loses. Then you create the conditions where draws don't exist, which makes draws losses (or wins) for both sides. Then instead of checking did X side win, you check 1-Y side for side X's winrate. It would have been much simpler to ask 'did the Survs win', but you are instead deciding to take the roundabout method of checking and falsely assuming "If Killer loses, Survivor wins".
You can only solo carry against Killers who left their brain in another pocket. An early Killer skill is when to drop chase, so your ability to solo carry is directly connected to whether or not the opposing Killer has learned this skill or not. The second you go against Killers who have learned this skill, they will gobble up all the baby Survs and you will still lose. Even then your solution to allied rats is to rat harder than them? I'm sorry but I don't think that is a good system.
at low level of play, the killers are not skilled enough to make good in form tactical decisions on their gameplay because they lack skills to make those plays. that is why they're at low rank killer. Just the same reason why survivors are low rank because… they lack certain skills to play better to escape their opponent. that is why when your clearly better survivor than the killer, it isn't that hard to defeat the killer however the team elements of the game require your teammates to have certain level competency for the team as a whole to escape. Sometimes that competency is not really there. that is why there is this hatch & exit gate stuff in end game for free escapes. these systems allow you to get out of poor mmr faster IF you are significantly better than your current MMR bracket suggests. In a team system, you would still get out of low MMR if your high MMR, but it would take longer.
People on the (team-based*) Survivor side of this equation would consider a 2E 'not a win' in the same way Killers would consider a 2K 'not a win'
Why would they not consider it a win? If killer agree that he didn't win then you must won. Some player won't admit they ever lose and saying that they're drew is a way of softing the blow. in my opinion, draw concept probably comes from literal MMR concept that dev are using for matching which is the killer kills two and 2 survivors escape, say each survivor = 10 mmr. You'd gain 20 MMR but lose 20 MMR = 0 MMR. They're counting the final MMR gain or Final MMR loss as win or loss. The number for going up or down is just a number to understand what level of player the matchmaker looks to pair with one another. It is matchmaking tool, not a win or loss condition. The win or loss condition is what game is about.
I guess what I'm trying to say is you are assuming a zero-sum game
All games follow zero-sum game. The goal of magic of the gathering is to deplete enemy life pool. to my knowledge, they have 20 health and when your health goes to 0. you lose. the other side wins although magic of the gathering also has bunch of alternative win conditions but let's stick with basic. that is zero-sum rule for magic.
You could consider a Draw a loss here, but both sides are losing by not getting the 3 points, not only one side. Same for DBD, if a 2K is a loss for Killer (and not a Draw), and a 2E is a loss for Survivor (because again Draws don't exist), both sides lose.
Dbd has scoring but it is only related to hooks. Hook in my opinion would be tie-break type statistic. it would be only useful if holding tournament.
For example if you have 6 teams and 8 killers. each killer is forced to play wraith. You want figure out which of 8 killer's is best wraith player vs these 6 teams and which team is best survivor team to facing wraith. Let's say each killer play each team 2 times. This means that every player would have 12 games. Suppose one killer has 5 wins and 7 losses and another killer also has 5 wins and 7 losses. when placing killer player in standing, you would look at their hook count difference. the killer with more hooks would be placed higher in standing. It would be the same for survivor teams where the team with least hooks with same win/loss ratio would be placed higher. If both teams have exact same stats, then you would look at total hook stages, than if it is still the same then maybe tiebreaker match. this is how I would go about it.
killer would always be compared to other killer players and survivors would always be compared to other survivor teams.
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@MechWarrior3 said:
He’s always been a popular choice. His pick rate is high.
he's my favourite killer to play. i think his popularity is because Blight and Wesker got nerfed. The people played blight are now Chucky mains since blight is not fun to play and wesker players that used to play wesker, well their killer is upcoming PTB dracula. they will move to Dracula wolf form.
