FearedbytheGods
FearedbytheGods
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/910538#Comment_910538
read my post then you know how many swf i vs.
I'll just take your word for it 🙄
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/910524#Comment_910524
i dont see this groups often at red ranks. you are really lucky.
You should read the OP again. He doesn't specify red ranks 😚
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@Kenshin said:
thats one of the biggest reasons why no one plays killer anymore at high ranks. almost every match you have a full swf against you. its just unfun to play against "cheaters" every round.
Well I think you have no one to blame but yourself. Killers have had so many buffs and survivors so many nerfs that playing soloq is the single worst thing you can do in this game right now. At low rank, new soloq players are getting destroyed for ~5K BP.
Also I'm curious just HOW MANY swf groups you face, because this forum completely overblows the numbers, that I have no doubt.
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I never wait as survivor. Sometimes I think the game uses me as a placeholder, because there's too many killers. Because if I leave a lobby that doesn't seem to be filling and rejoin, 9/10 I enter a full lobby. It's rare for me to wait longer than 5mins and I'm not even in a high population country.
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@The_Second_Coming said:
Do you know how often, at red ranks, the killer in post-chat says "nice swf" or something similar when they lose? That's when the survivors are all solos a lot of the time. Sometimes I think crying SWF is more a justification for the loss rather than just accepting that sometimes, you just lose.
100% this.
The reality is that pro-swf groups is something ridiculously small, in my experience its 1/30 games. But on this forum you'd think it was every second game.
And this forum CONSTANTLY ignores the casual swf. A group of mates that just want to have fun and spend more time dive bombing the hook then having some nefarious intent to make the killers life miserable.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/908621#Comment_908621
You're some of the survivor mains that gives bad names to all of us. Shame on you, killer is very difficult.
Compared to release? Killer absolutely is easier in 2019.
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What I see is that killer is in such a ridiculous OP state that there's no point to soloq. SWF places pressure on lobbies trying to sync up a 4man game placing pressure on game find times.
When you see games at lower tiers its an absolute trainwreck where new soloq players are getting completely decimated making ~5kBP per game.
It's been years and years of survivor nerfs but we get a round of killer nerfs to try and get this game back to 50% kills and the killer community goes bananas.
Before PC went to dedicated servers Id see 2/3:1 survivor:killer ratio.
The issue isn't that we don't have enough killers.
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@Infinity_Bored said:
Killers aren't too weak.
SWF is too strong.
As a solo survivor, you die most of your games.
Game is a trainwreck at lower tiers. I see new soloq survivors being decimated at 5kBP a game.
It's a joke.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/910205#Comment_910205
The killer flat out told me he messaged them to farm with him and get me killed and after spectating to see if my loving team escaped I saw them all farming except one Feng Min
That's teaming and you can report it.
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If you're first hook then the chances of you bowing out of the game with minimal BP to your name increases exponentially.
Having a game like this is part of the game and what the game is telling you and what you're supposed to accept is that everyone elses time is more important than yours. Because while everyone else is getting points for hooks/unhooks/heals your just there to be used for that.
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@[Deleted User] said:
Tbh I don't think SWF is the problem, I think we just need something to make high tier games last longer.
Could be another objective to risk like, playing longer and risking death but getting much much more BP if you pull it off or something like that....
So matches are not so one sided and no nerfing is required.
When I look at Pig or Legion I think that was the devs trying different ways to prolong games. Which hasn't really worked. I honestly think devs don't know what to do beyond 'one-shot' killers and Hex:Ruin to try keep balance and games prolonged.
The issue with that is it assumes competent survivors.
At lower tiers with new survivors this system is a trainwreck because new survivors stuggle with skill checks or finding totems and cant juke to mitigate one-shots. A new killer just needs to be competent at chasing. You regularly see 4k's and it sets killers up because they cant handle competent survivors that can juke, hence part of the whining you see on this forum.
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@DBDfan12 said:
ok so i finally made it to red rank and now i'm gonna take a break
i play 60/40 survivor killer
in the red ranks, there are waaaaaay too many SWF teams, which is likely how they got to red ranks, i am a solo player so i am always left on the hook or left on the ground until they save their friends,
also when you dont save them instantly they accuse you of being selfish or god forbid you die and you're useless.
on the killer side. oh boy. have a fav killer? hes good? not for long he will be made to be as weak as legion in a few months. also god forbid you try and win a game and you're a toxic killer , or a camper or a tunneler, or worse.
anyway my suggestions are as follow.
take the chat feature away permanently.
also evenly give solo survivors a group of solo survivors to play with instead of almost always SWF team of 3.
The chat feature wasn't there at release. When the devs first spoke about introducing it, I said it was a bad idea.
If I have a great game with a survivor/killer I would send them a friend invite and it would go from there. Never needed the chat feature.
90% of chat is gg or you're toxic blah blah blah.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/907276#Comment_907276
I mean stats show that killers generally get more than 50% kill rate, so I don’t know if buffs are necessarily needed. However, those stats aren’t an exact representation of how it really is in game. For example, Pig, Clown, and Doctor are in desperate need for changes, even though they get more than 50% kill rates.
Overall, I feel like the only killer buff that I think would matter is increasing gem times.
This is one of the smarter comments on this forum.
The whole 'buff killer, nerf survivor' statements that get thrown around here really offer nothing at all at this point. If more people had this insight and made comments around these talking points the game would be in a much better state.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/908069#Comment_908069
they said and peanits have said TONS of times, DO NOT DRAW ANY CONCLUSIONS FROM THAT DATA.
Honestly, who cares if you're right?
Assume none of it is relevant and I completely missed the point and they BUFF EGC for killers.
It's not going to change my totem/hook farm lol, and in all honesty if this forum and the devs think that's the best way for a game to conclude. Then this game has become a joke.
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*deleted*
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/907715#Comment_907715
And what buff was that? Being able to instadown the last living Survivor? Much useful, very OP. Wow.
Buffed through association.
EGC doesn't give you time to look for noed, maybe one quick lap and hope you get lucky. Otherwise it's just like it's permanent again, hence buffed. Go figure.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/907686#Comment_907686
General killer nerfs:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
HISTORICALLY, bhvr has done its best to even the playing field. With every thing given. it has been given to BOTH sides. for everything taken away, it has been taken away from BOTH sides.
people need to stop putting one side on this "cater" pedestal and closing their eyes to everything else. this is why the rift between survivors and killers is so god damn big and why the community consistently nasty toward one another.
I gave that a once over but you have an entire section about perk changes which you could have just titled as such, unless you think killer perks have been nerfed more than survivor perks!?
Anyway, I didn't see anything major there that fundamentally changed the game negatively for killers. At least not on the same level as survivor.
BHVR aren't aiming for an even playing field, they're aiming for 50% kill rate on survivors.
There really isn't the same level of push back against killer ideas in this forum. That's because historically survivors got nerfed, killers got buffed (generally speaking). So people have come to expect BHVR to make decisions in favour of killers. Hence the upset over nurse etc.
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Nowdays if I'm last survivor left with hatch closed I go farm totems before EGC finishes.
Sure you can try mindgame the killer but exit doors are usually adjacent to each other and if it's a high mobility killer you're better off farming totems till death.
Given that devs are aiming for a 50% kill rate at high levels but they're exceeding that considerably I don't think they should be adding more pressure to EGC on survivors, if anything based of their metric, there should be less.
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@SleepyWillo said:
So I play both killer and survivor a lot. I kinda got bored with how easy killer has been lately and have been trying a couple meme builds and challenges, etc
I found myself deranking from not playing "competitively" and facing a few potatoes.
So unless I get BM'd or see someone being toxic to their team I try and let the "victims" escape/farm because I dont feel its fair not to.
My issue is that few survivors even say "ty" in the endgame chat. I could have easily killed them dozens of times over and they know it. I let them farm far more points than they would have gotten and put myself at a BP/pip loss to help them. I dont expect much but just a ty from at least one of the 4! Am I expecting too much? If I ever face a killer that is friendly I would never dream of leaving without saying ty immediately! Heck, most of my games I usually thank/praise the killer if they simply dont tunnel/camp! Should I just kill them even if its "unfair" to them? Like, is a simple "ty" too much to ask for...? I dont know why its getting so annoying for me but not one survivor has said "ty" tonight...
As someone who tends to play killer like this, I think the main question to ask yourself is why do you play like that? What I mean is, that I 100% get where you're coming from and personally I might give it a few secs end game to see if they say something but at the end of the day I play for myself.
Camping/tunneling sweaty killers ruin the game for 4 other people. I'm not going to be that guy, Because I don't like that guy.
At the end of the day, play how you want to play. That way you won't be disappointed if people don't really clue in with what you're doing.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/907731#Comment_907731
yeah anyone can copy paste these nerfs and u got no proof so please instead of whining actually try to learn the game by playing both sides ur opinions will change
Says they guy that just assumes one doesn't play killer. Pot meet kettle.
🤨
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lol if my comments on this forum don't demonstrate that I have a sound history of where this game has come from to where it's at now, you can just assume I'm good at research 😉
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/907686#Comment_907686
yeh then try to play some average killers at high ranks to see how easy it is to play killer lmao dont give entitled opinions when u havent played the other side
Played since release, made r1 killer when there were REAL infinites in the game. Not these pseudo-infinites some people try to hold onto. Next.
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@Esheon said:
https://forum.deadbydaylight.com/en/discussion/comment/907660#Comment_907660
NOED *was* nerfed. It used to be permanent, with no hex totem.
Well it got buffed again then didn't with EGC.
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What? Historically it's been survivor nerfs, they're used to it by now.
1. Pallets nerfed
2. Exhaustion added
3. Entity blocker added
4. Blinds nerfed
5. Medkits nerfed
6. Self Care nerf
9. Perks nerfed
10. End game timer added
11. Hatch close added
12. Bloodlust added
13. window vacuum,
14 Gennie time increases/hex:ruin
15 Infinite's gone
16 hook respawn added
Survivor's have gotten exceedingly good at adapting to this game, relative to killers who have had the game cater to them.
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@DBDfan12 said:
why do survivor lose rank when being camped and tunneled?
there is nothing they can do to stop it. so why do they lose rank ?
You've probably touched on why a lot survivors d/c. If you're going to lose rank with minimal points why stay? Because team mates? Please, if a game is going in that direction, there's only so much a survivor team can do.
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Your DS vs NOED comparison is interesting because of the history there which I'll get to, but first.
The devs AFTER YEARS of nerfing survivor are FINALLY pushing back on killers because of their unit of metric: 2 escaped/2 dead survivors. This metric however, is only applied to top tier games and really doesn't show how bad it is in low ranks. Low ranks is a trainwreck and new survivors are getting destroyed for 5kBP or less sometimes, repeatedly. 4k's are regular.
Anyways, what I like about your take on noed is that it has been an issue SINCE RELEASE. Back then however it was Sprint Burst vs NOED comparisons. SB received multiple nerfs and is to date a mediocre perk, not bad, but not even comparable to what it was. NOED on the other hand is still considered a top tier perk.
I think what draws my attention to NOED is that it was one of the lines drawn in the sand back in the day. I could see alot of talk about people wanting it nerfed, but it wasn't.
Why I think it's interesting is because what it symbolised. We lost a lot survivors because of all the nerfs survivor received, while concurrently creating an entitled killer class who (as we've seen recently) just don't deal well with nerfs to killers at all.
The devs created a particular kind of community because of the way the metric was applied and I don't think it was for the best.
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@Monlyth said:
Killer queues are almost instant. The problem is that not enough people are playing Killer. And between things like gen speeds, SWF depip squads, the god-awful emblem system and Decisive Strike, I can't imagine why.
Before PC went to dedicated servers the metrics would show 2/3:1 survivor/killer ratio's.
What I suspect is that if you're a regular killer or perhaps if you a regular to buy stuff in shop or dlc this might have an impact. Can't prove ofc but your point about there being no killers because of reasons, is just false.
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I never have queue problems as a survivor, playing in that time frame too.
If I am waiting longer than 5 minutes I just back out, cancel my queue and re-enter.
Works every time, no way you should be waiting an hour unless you're in some country where there's no real population for this game.
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Considering the devs use their 2 killers, 2 escapes metric that now has survivors dying on mass they might look to bring it back.
The problem the devs have created is that they have a long history of survivor nerfs which has led to entitlement within parts of the killer community who will effectively rage if survivor gets any kind of legitimate buff.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/907378#Comment_907378
Maybe because all of these changes were healthier for the game's longevity? Take a look back at footage from anytime before Curtain Call was released, so around before summer 2018. The game was so survivor sided it wasn't even funny. Let's list a few things that were broken and survivor sided back then.
1. Pallet Vacuum
2. Exhaustion recovering while running, meaning potentially 2 Sprint Bursts, 2 Balanced Landings, 2 Dead Hards, in one chase.
3. No Entity blocker, meaning infinites were truly infinite.
4. Instablinds
5. Instaheals
6. Self Care pre nerf
7. Many killers were in a worse spot, Hag, Trapper, Wraith, and especially Freddy, all of them being great examples before getting a few QoL changes.
8. Insane amounts of pallets on maps.
9. Old DS
10. Old Mettle of Man
11. Survivors prolonging the endgame for no reason before EGC.
12. Hatch standoffs
13. No Bloodlust. You could run a killer around the Shack for the whole game.
That's an easy 13, when there are so many more things to be listed. You can't deny it, the game was very heavily survivor sided back then. These things were removed to make the game healthier for killers, who were the laughing stock of the game until Curtain Call started fixing everything. These changes were all very necessary, and have left the game in a much better spot than it was during 2016 - Mid 2018.
Edit: For some more great examples, take a look at this video from March 2018.
The context of the thread is that the OP wants killer buffs because there's been recent nerfs to killer. I explained historically that's not the case, that the devs have their unit of metric and that's why killer was nerfed recently.
You're actually agreeing with me it seems. You just chose to frame it as OP survivor's, whereas the tone of my post was a nerf to survivor's. Just a point to clarify an OP survivor can be nerfed.
Actually if I was to try and make sense of your post it would be in the context of agreeing with the devs? 2 escape, 2 survive. So you agree with previous survivor nerfs along with recent killer nerfs. Which is fine, I don't particularly agree or disagree with their stance.
It just wasn't the point I was making.
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Trajectory of the game has been killer sided.
Infinites gone, vaulting/perk/map/pallet nerfs, bloodlust added, end game timer added, hatch close added. All this has made being killer easier and survivor harder since release.
2 escapes, 2 kills is the devs unit of metric. You don’t have to like that but it’s whats given the survivors all their nerfs and all the killers current buffs.
The OP's post doesn't really take into consideration the overall perspective of the current state of the game.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/907004#Comment_907004
A lot of what you say is correct, but killer does still need buffs, especially when facing those good SWF's. They are supposed to be the power role. You should be able to be that power role as any killer, from Pig to Wraith to Oni to Nurse. In it's current state, you can't.
The reality is, is that we're at an impasse.
Devs are currently in the process of nerfing top tier killers because too many survivors are dying FULL-STOP. By their unit of metric 2 dead, 2 escape, which has been in place since release. You can argue the metric is bad, but you're arguing something that has brought MANY nerfs against survivors and gave killers the current buffs they have.
Also there's not much room left where you can buff killers. You already have instant find mechanics (BBQ) with the new killers you have 'one-shot' mechanics.
It's worth pointing out his is an absolute train wreck at lower tiers where the devs don't care. They've stated they only follow top tier games with the metrics. At lower tiers survivors have no capacity to manage it, if they're still learning the game (Use a locker to avoid BBQ, make sure to count 5 secs before opening door). New killers, providing they at least have a capacity to chase (predict future pathing etc). can still fair OK. Throw in hex:ruin and its just 4k after 4k because the new survivors can't manage gennies and usually end up diving bombing hooks to try get points.
My point being you can't really increase the instant find one-shot mechanics because you already have it. So what are you left trying to do? Increase game times to generate more points. What did that? Legion/Pig.
Legion has been a disaster since release. I don't want to go into the details, except to say that DBD dlc usually gets Very/Mostly Positive ratings on steam. Legion dlc got mixed. So the mechanics the devs have introduced to try to prolong games haven't really worked. Meanwhile survivors are stuck with boring and unimaginative hex:ruin.
The devs have tried different mechanics but we are left with instant find one-shot mechanics and the boring hex:ruin for the foreseeable future because nothing else has worked so far.
'Buffing killer' is an argument that doesn't achieve much in the games current state.
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Buff killer, nerd survivor posts ad nauseam.
Infinites gone, vaulting/perk/map/pallet nerfs, bloodlust added, end game timer added, hatch close added.
There's a point where it's more of a L2P issue than anything. Killer is easier now than it ever was at release.
Also there's no context. Pro swf groups are maybe 1/30 games in my experience, but listening to this forum you'd think it was every second game.
Also it fails to mention the REAL people screwed over by all this. Soloq survivors.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/906802#Comment_906802
except for the fact those stats are incredibly inaccurate as it doesn't take any factors into account, they even merged the PC and console stats, making it even more pointless.
Right, but his post offers more than what half the other posters on this forum offer. And your right to pull apart the numbers, I actually encourage that.
My point being that half the arguments, even in this thread alone can be broken down to 'nah I don't think so'.
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@PrettyFaceKate said:
I see a lot of emotional arguing from both sides. Numbers>>>>>feelings
At all ranks, excluding DC's, kill rates don't fall below 55% with the notable exception of recently reworked Nurse. At ALL ranks. For ALL killer characters. At red ranks they're all at or above 60%.
Those are averages. Meaning that there will be 0k, 1k, 2k, 3k and 4k games. The average is above 2k. That's a fact, not an opinion.
There is no ground complaining about alleged selection bias, I prefer to see number of hooks, what about when my ruin goes in 15 seconds, PC vs. console, and this and that. Data over feelings. True kill rates. At ALL ranks. For ALL killer characters. Accounting for SWF as well.
I will say something unpleasant, but reality often is just like that. If you can't keep that average kill rate at red ranks, it's not because base gen time is too short. It's because you don't belong to red ranks as a killer. That's why there are ranks in place.
The devs want to balance the game around an average of 2k per game, for whatever reason, like it or not (personally, I don't).
True, there are still a lot of unbalanced stuff on both sides, i.e. keys, moris etc. However, the balance the devs want is not predicated on single scenarios, but overall. And as of now, the OVERALL balance isn't unfair to killers. At ALL ranks. For ALL killer characters.
If the average player in this game and average commentator on this forum had your ability to rationalise. This game would be in a much better place I suspect, 10/10 would read again.
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/110835/killer-is-honestly-so-unfun-at-red-ranks-atm
It's alright, let's reminisce
In roughly 2 years we've come this far from what's above so I think in another 2 years killers and survivors might actually be in a pretty balanced state 😋 let's see if the killers can make it to that point I'm surprised some of them even stayed this long honestly having seen the state of the game previously.
Also note, the video above pretty much shows how out of touch the devs are with killers that they had to remove and readd the same feature on multiple occasions, all I can say is I'm glad I didn't play through that crap. I can bare the non sense we have now but that would have drove me absolutely crazy
You spam this video alot.
Can you provide a ToC because the opening few minutes is just about insulting devs. From an intelligent perspective its kind of eyerollingly emotive in its content that's more about reinforcing group think bubbles than anything else. What parts are we supposed to watch specifically that provide this insight that you claim?
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/904996#Comment_904996
And then you play a game where all 4 are alive with one on the hook, the gates are open and NOED is active. they all attempt to save that survivor in your face and you end up with a 4 man.
You step back after this game and come to the realization that survive and death metrics with zero context are utterly pointless as long as surviving has zero meaning towards a survivors pip, while in most cases, a killer will not pip unless they kill 3-4 survivors.
Right, so it sounds like you agree with me. Because, like I said, if you don't like the metric speak to the devs. If anything survivors would appreciate that because, once again, like I said, they've had YEARS worth of nerfs based of this metric.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/902325#Comment_902325
Alright lets break this down,
Sure bloodlust was added, vaccum pallet nerf, exhaustion nerf, EGC, etc., but how long did it take for them to nerf them or add QoL, the answer is it took a very long time. Hatch was just recently fixed with the EGC, but it was a survivor sided mechanic since the beginning of the game, but now its fairly balanced for both sides.
Also infinites aren't truly gone, they can still be created by perks.
Also they currently only reworked one map, out of every map.... So that throws your various map changes claim out the window.
Lets also mention how survivors are the power role in this game as they control the match with gens. One mistake doesn't lose them the game, compared to where one mistake from the killer can cost them the entire match.
Also lets mention the killer nerf since legion came out, Legion got nerfed twice, Nurse was nerfed (Nurse is at a point where she barely has any map control), Spirit was nerfed, Pig was nerfed 3 times (since the EGC), and Micheal Myers was nerfed.
Only 2.5 nerfs were justified which was the first legion nerf (The exploits he had were game breaking), Spirit nerf (made her less overpreforming), and the Nurse's add on (they were OP).
The rest were unjustified and sometimes too much such as the second Legion nerf, and the Nurse's basekit.
‘the answer is it took a very long time’
That’s such a relative statement. Infinites were gone shortly after nurse came out, nurse was released 18 August 2016. So infinites have been removed for YEARS now, relative to say end game timer. So based off your statement infinites have been gone for a very long time now and it took them a short amount of time to remove them. Also, as a qualifier, I’m talking REAL infinites, not the pseudo-infinites people try to claim are infinites.
‘only reworked one map’
Lol what? Firstly the guy you’re talking about said 90% of maps need to be reworked and I laughed at where he managed to pull that number from. So I’m not sure of your argument.
But ignoring that I still don’t understand what you’re talking about. Auto Haven maps has been reworked, reduced pallets, walls removed etc. Even maps like Disturbed Ward were reworked because they were buggy as hell; issues with hair/costumes clipping, invisible walls, dead spots etc. Visually the map stayed the same but they still reworked it.
It sounds like you have a specific idea what constitutes a ‘rework’. Auto Haven was an ‘overhaul’, Disturbed Wall was a ‘self-serving civil lawsuit’.
‘Survivors..... control the match with gens. One mistake doesn’t lose them the game’
O_o what am I even reading.... There’s so much reach in this statement, seriously. Let’s take your position then that survivors have ALL the power (which I don’t believe for a second but that’s a different argument) and it’s all based off gennies (according to you). What does hex:ruin do in this equation? What happens if the survivors are no good at gennie simulator? What happens if they can’t find the hex. NVM the myraid of other things that allow gennies to be stopped/slowed. Is it a L2P issue, so ALL survivors are just bad if they can’t gennie simulator? There’s so many generalisations in this statement its tough to know where even to start, but let me wrap it up like this:
‘One mistake doesn’t lose them the game’ these broad sweeping generalisations are in short, ridiculous. They turned left instead of right? It costs killers the game? Lol just lol. The more likely outcome is the (good) killer recovers if we’re talking about the killer being in a chase and hooks the survivor. What happens if a survivor makes a mistake? *BOOM* They’re on the hook. There’s absolutely no context to your statements.
‘Killer nerf’
Everything you mention is recent because the devs see the metrics. Survivors are dying. FULL STOP. The devs say consistently that they aim for 2 dead 2 escape and it’s just not happening. You don’t like that unit of metric, take it up with them because there has been YEARS of survivor nerfs based off this metric, just scroll up to see my list.
I’m actually happy to come back to the game and see nurse in it’s current state. It was a broken killer from the beginning and NEVER should have been introduced.
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@shards said:
im red rank too and i don't agree. playing killer doesn't feel hard for me :/ maybe it's a matter of practice ? or attitude. you don't need a 4k to "win" or to have fun
This is about the only statement that resonates with me in this thread.
In all honesty the standard of killer at release when games were much harder is literally black and white in contrast to what I see nowadays.
Most comments I find myself smh because there's just no perspective.
There's a percentage of killers that expect a 'degree' of challenge but ultimately they expect to 'win' it's like they watched the intro of the game on repeat and expect all games to be like that.
🙄
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/902802#Comment_902802
No i didn't. this is just false. Please stay on topic please and stop spreading lies. Mod already warned people too do it.
Yes he did, unless he backpeddled on that too -.-
So you're wrong about that, also if you don't like my points or feel they're off-track then don't respond, because your're the one who quoted Tru3 and I responded how he was a bad source to support your idea and you didn't like that. Is what it came down to.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/902289#Comment_902289
Its not that they don't care about the killer at all. Its just that they care about the killers less.
No. All their marketing is around killer. Survivors are just reskins.
If you think they look after survivors over killer then I have a bridge to sell you.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/902325#Comment_902325
all that NEEDED to be added, or the game would die. have you SEEN 2016 DBD? if NONE of that was added there would be literally 0 killers and the game would be dead, even now survivors are still the power role, god loops are still a thing, bad map design is still VERY APPEARENT. totem spawns in most games are complete garbage (im looking at you asylum where totems spawn in the open) RUIN is NEEDED no MATTER the build or you will more than likely get genrushed to heck and stand no chance. and the hatch/EGC changes benefited BOTH sides to get rid of boring hatch stand offs.
the devs have come a long way since 2016 but there is still a lot more that needs to be done, buffing the low tier killers, reworking bout 90% of the maps, and other stuff
And then you have maps that benefit killers, where totems are notoriously difficult to find. Seriously, could you be more anecdotal and subjective.
90% of the maps need to be reworked? rofl if you think its that bad, then stop playing. These arbitrary numbers you pull, are in short, ridiculous.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/902264#Comment_902264
he didn't support the broken nurse, he just like MANY other people did say, BASEKIT NURSE was FINE, he addons made her broken. he said that MANY times
He did support nurse, at one stage he even commented that it was his preferred killer (basekit and all). I suspect you have a different idea about what people are referring to when they say nurse is broken.
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@OnryosTapeRentals said:
"Gen rushing" is simply a product of the way the game is designed. Generators are the survivor team's only primary objective and so survivors tend to focus entirely on them. This results in fast-paced matches where generators are repaired relatively quickly.
The term itself just seems to have been coined and used by killers who have had frustrating matches. I personally don't like the term because it just fuels the division and hostility between killers and survivors. If a lot of killer mains played both roles (like I do), then I think they'd better understand that:
- Survivors have their own frustrating problems.
- Generator rushing isn't done by survivors to ruin the killer's fun; it's virtually their only objective.
If only more people understood this.
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The d/c will continue, even after 'time outs' are implemented, the underlying issues aren't being addressed at all.
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You know people tend to be tribal, so it stands to reason that people will either think about this from a killer perspective or a survivor perspective.
But lets cut to the chase, the problems all started with SWF and the devs have been compensating for that ever since.
SWF was introduced in part because of influences like Tru3 and how his stream was filled with lobby simulator at that time. But he doesn't offer an insight into that.
Is it sad if a long standing player like Tru3 wants to leave, sure. It was sad when 72hrs left. But the current state of the game is because of people like Tru3, not in spite of.
It would be nice if the devs could manage the mechanics of the game in a different or varied way, but most ways they've tried so far haven't really worked, or were poorly received.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/902289#Comment_902289
Buddy I've been playing since beta. The devs do the bare minimum to keep killers from outright quitting but no more. How many years did it take for them to fix Freddy?
'Buddy I've been playing since beta'
Mhm. You said it, with no context. But yea sure, I'll believe a rando on the internets.
'The devs do the bare minimum to keep killers from outright quitting'
sigh just cause you say it, doesn't make it true fyi.
Lets try this:
Infinites gone, Bloodlust added, Vaulting nerfed, pallets nerfed, exhaustion added, end game timer added, hatch close added. Not to mention various map changes and perk changes to make things easier.
All benefitting killer.
I'll wait for your list, because it won't even be comparable but seeing as you've been a player since beta, I'm excited to see those insights.
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You had legion which introduced different mechanics to slow the game down. Legion has been a disaster since launch. Legion is one of the only dlc that have a mixed rating on steam. Everything else has Mostly/Very positive.
Perhaps if killers got behind legion more, or even Pig for that matter we'd see a different trajectory. As it is were back to 'one-shot' killers with hex:ruin and a bunch of suggestions to nerf survivor. This is not new.
It's boring for you? Now you understand why.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/902264#Comment_902264
So it's biased for me because I like tru3, but there is no biase from you because you don't like tru3? I smell some hypocrisy.
And again, you are completely missing my point just too trash talk Tru3. Put your own personal opinions aside and focus on the main point I'm making.
lol now your just mischaracterising my argument and making selective points while ignoring other points COMPLETELY, just so you can say 'ah ha'!
My point still stands, you have no perspective.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/902234#Comment_902234
K so you are missing the point entirely and are using feelings too justify hate. Calm down a little bit.
the main point is that for someone like Tru3 whos been around for ages considering stop playing killer shows how bad gens have gotten, because he does have a point, what's the point of learning and getting good with killer if none of that skill matters when survivors just hold M1 and end the game in 5 mins.
Actually I think you don't understand and TBH it looks like your the one being emotional.
Quoting Tru3 is different to say quoting AngryPUG. The last DBD twitch streamer i respected was 72hrs who has since left the game.
Tru3 would play and support the broken nurse, someone like 72hrs who could play nurse brilliantly would still point out how she was a broken killer.
There's no perspective here, Tru3 is an entitled killer who championed broken mechanics to suit himself. Your perspective is biased. Therefore your opinion is biased.
I'm saying that super calm btw 😉