DontNerf
DontNerf
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Rank system and old billy ez.
Any other choice is wrong
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Over the years ive taken about 3 long ones and 1 short break.
Longest was about 6 months and the shortest 1
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Honesty i think they should nerf his ranged addons and at some of it to his base kit whiles also reworking all of his other addons
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Depends. I play on console and id say it depends on who you put the hours into. Obviously blight is better than someone like trickster but it really does just depend on who you want to put the time into.
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2758146#Comment_2758146
Isn't that the point of tier list though? To show how powerful a character can be if you play them very well. because otherwise Nurse would not be at the top because not many people can play her that well.
Tier list's are often biased and subjective rendering them useless in the long run
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Bet these people say gg ez when they win as well lmao
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Oni will always be top 5 if you play him well enough. Unfortunately thats pretty much impossible to play like that consistently
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2753767#Comment_2753767
Do explain if ur expert
@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2753764#Comment_2753764
have you tried making good posts
Anne is clearly a pyromanic with that horrific burn right there
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2737538#Comment_2737538
Yes, just like the Claudette who did nothing the whole game but snuck her way out the Exit Gate door is rewarded.
Bruh thats a sick skilled legendary claudette.....
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2737138#Comment_2737138
Pretty sure it was confirmed to go off of Kills and Escapes exclusively.
Ahhhh so not actual match performance. Glad to see my tunnelling noed face camp bubba makes me extremely skilled
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@Peanits said:
I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.
First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).
We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.
As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.
With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).
But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.
On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.
Since you're being transparent (thx btw) could you shed some light on how you determine someone's skill in game?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2737119#Comment_2737119
It has always been that way.
All the way back to the OG Ruin nerf.
Yeah. Its probably because they use big data "oh wow people are using this perk/addon alot and not the others? Nerf it and they'll be more diverse :3" thats probably the thought process behind it.
Hope im wrong hope this is all part of a grand plan :3
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2736224#Comment_2736224
They saw Nemesis players were mostly using these two yellow addons and nerfed them. Because trying figure out why Nemesis players are using those addons over other ones is too hard.
Yep thats what BHVR does. They attack the symptoms rather than the actual issue
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2694173#Comment_2694173
That's fine, but then don't use the "consumer being unhappy with the product" metaphor because it doesn't work here.
As I said, most "consumers" unhappy with products stop using said product. Leave a bad review and move on.
Thats fine for those people but they clearly dont care for the game as much as people like me with thousands of hours.
My point is that most people still complain because they want the game to do better. We're passionate about this game and we've sunk too many hours to just leave it.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2693999#Comment_2693999
Yeah, but most consumers stop using that product they own and move on to a new one.
Not complain about it for the next two years AND still use the product. Makes 0 sense.
Its because people including me are extremely passionate about this game. We want to see it succeed
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@Johnny_XMan said:
Honestly some people should play Civ5, or better yet get a life.
Kind of sad when they are constantly complaining about a game they supposedly hate, but are on it every single day.
As consumers of the game we are allowed to complain about a product we own
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Didn't ask
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Have fun
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I personally think he's one of if not the most balanced killers in dbd up there with Oni, PH huntress, Artist and of course demo puppy. There are other decently balanced killers but overall he is the strongest out of all of them.
However i do think that Oni and artist could possibly be better than him due to consistency. Sliding off things is by far his biggest weakness. Only issue i have with blight is alchemist ring. That addon has won me more games than i can count. I think it could do with a tweak. Maybe make it recover rushes 20% faster after hitting a survivor and allowing it also to reveal where other survivors are if you down them with the rush?
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Disappointing
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@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2678864#Comment_2678864
if every perk was as strong as dead hard this game would die.
Disagree it would add much needed diversity
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2678859#Comment_2678859
I play killer a lot without slowdowns and i have all the achievements.
Try to get some friends and have fun in the other side. :)
Ahhh yes insults instead of adding anything to the conversation.
For the record i play in a swf with friends often and i still think swf is overall the strongest thing in the gams
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Honestly nerfing is the worst idea possible instead the devs should buff every other perk in the game.
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@ThanksForDaily said:
Killer mains don't understand for some reason if they remove/debuff SWF the game will die.
Maybe they don't have friends or something because they play only killer.
This game is alive because SWF.
Its nothing to do with if they play together its that fact that a decent swf is far stronger than most players.
So mabye stop throwing around insults and try and see the issue from the other side hmm?
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Ive got no problem with poeple who like playing with friends but i shouldnt be punished because of it thats simply just bad game design.
Its not secret that this game has major balance issues when swf is involved.
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@Aven_Fallen said:
Yeah, they clearly hate the side which did receive a lot of Buffs over the last 5 years and favor the side which gets nerfed for 5 years. CoH is the first Perk which is actually Meta after the release of David. Clearly, shows how much they favor Survivors.
I would not even compare Hexes and Boons, the only thing which they have in common is that they have some glowing flame at a Totem. And thats it. Hexes dont need to be build up for 14 seconds like Boons, Hexes are not heard from miles away, Hexes work map-wide.
I am pretty sure they will nerf Boons at some point, but please at least dont complain about Survivors running the same Perks all the time if you shoot against that one Perk that made people change their Builds.
Bruh survivors got nerfed because they were horrifically over powered. Give me one survivor nerf that wasnt needed
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The people who think BHVR is scared of VHS are very unaware of how much of a monopoly BHVR has over this genre
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@AVoiceOfReason said:
Did every killer 2 games each. Iridescent 1. Lost 6 matches total (3k escapes), Tied 2 times, 3k'd 11 times and the rest was 4k's the rest of the time. Played as Iri 4 Survivor with my dude and barely won with escapes while having the most points just about every match. Always had a survivor who would screw up the game. Killer is far from hard. I did the killer challenge without tunneling, camping AND with only 1 gen regression perk. No stacking Ruin with Pop. The games were pretty easy. If you're losing then it's probably your skill added with camping and tunneling just to win. This game is really balanced but 1 bad Survivor can ruin a survivor's team from winning. 15 hours of killer streams total and 5 hours of Survivor to show the difference and BOTH Iri.
Didn't ask
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Because she's new so some people are in the mindset that new = OP and good
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Because solo players suck
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Dude...just....give up
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@GannTM said:
Delete Trickster.
Damn you beat me to it
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@SlothGirly said:
who is Hellraiser?
I also think that decend beyond is too stwong 2
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@Lizardmanita said:
Chains are too frequent, don't let you escape the killer, Had teleport is too strong
This is a joke post right?
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@El_Gingero said:
Honestly I think one strong killer is more than enough for this game. We don’t need Nurse AND Blight, so yeah I see no issues with removing tech.
Yeah lets just have weak/B tier killers instead lets also ignore the fact that killer is supposed to be the power role
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You're the problem mate
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Because thats how dbd is deigned
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Killers should be slowed down after walking for 5 seconds due to fatigue. Also killer powers should all have an overheat mechanic
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2578914#Comment_2578914
https://us.v-cdn.net/6030815/uploads/MV716E2CV278/image.png
Ok then, if you are not ready to take smart actions to force the devs to improve the current state of the game, stop complaining about it 🙂❤️😘
What in your mind is a "smart action?"
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@JohnWeak said:
Dear fellow friends, we all know that the game balance is terrible at the moment and that's impossible to win a trial properly without camping and tunneling at high MMR.
But i want to tell you that we are also responsible of this situation 😐️. Indeed, using cheap mechanics as camping and tunneling just to get our win (3k+) or to secure a draw (2k) is a terrible idea as statistics are artificially tweaked to 2k average doing so.
So here is what we HAVE TO do :
- Start a trial keeping in mind that you cannot win against survivors at your real MMR level
- Never camp and nor tunnel
- Do not use NOED
- Play fair no matter what and try to get as many hooks as possible
- If you have the choice between a fresh survivor or a survivor that has already been hooked, go for the fresh one
- Accept to loose 80%+ of your trials
This will result in terrible stats and show how unbalanced the game is. If the average kills is between 0,8 and 1,2, BHVR will see how terrible is the killer's experience and that they have to fix the balance.
ATM, we, the killer community, are comforting the devs in their idea that the game is pretty balanced as it is (50% kill rate).
If we continue to camp and tunnel to get our usual 2k+, we will have to stick with this garbage game design for years as the developers will never hear our voice.
If as a killer you want BETTER and FUNNIER trials, start to loose most of them and play as the game should be played : patrolling gens and chasing survivors.
DO NOT CAMP, DO NOT TUNNEL.
I'll play how i want
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I'll just run thrill that will work fine hopefully
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@EvilJoshy said:
My loadout is 3 perks that completely counter boon totems.
1: play
2: something
3: else
:p
Thanks for contributing nothing to the conversation
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Ive got over 4k sacrifices. Thats pretty neat
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2509714#Comment_2509714
I don't feel that they are. If they were I guess I'd go play something else for a week to slow my characters' advancement.
Im talking about everything match being a sweatfest. Super strong addons and super strong perks mixed with super strong items. I just want to use my billy meme build but instead i get gen rushed or tunnelled.
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Its not about it being difficult its about the matches being boring AF
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@TheArbiter said:
And some people still try to defend stretched res, sigh....
Had this one dude in the comment section doing all sorts of mental gymnastics to justify stretched res. After everyone called them out he just started insulting people lol.
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Im about as satisfied as my gf was last night....
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Because being obnoxious is super ez in this game. For both sides
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Just nerf all the meta perks seriously
