Firellius
Firellius
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@Wendygo said:
https://forum.deadbydaylight.com/en/discussion/316919/i-do-have-an-issue-with-the-coh-nerf
While I agree with what you are saying. You at least have to give them some credit. They are trying. Albeit not at the pace we want, and even with reworking dead hard they released the CoH nerf. Now you made some excellent points, but a step is a step. I'm not some "Praise BHVR" person but they at least listened to try to make a change.
I don't think the speed of healing was ever the issue either. More so it's infinite and has a HUGE A## radius while the killer has to waste time just stuffing it over and over if you want a hit and run play style. They are trying at the very least.
Effort is one thing, but it's not going anywhere if it's poorly directed. It's basically like watching someone paint themselves into a corner and instead of saying something about it or pointing out what's going wrong, you just admire how good the floor looks.
The devs are trying. The designers are not.
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I will keep restating it: The censor blanks out a second Quentin.
Quentin Tarantino Quentin? Yeah, that second Quentin is over the line. The first one is fine, the second is a slur.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2880195#Comment_2880195
Boon stacking is a major port of the design of boons. What you're calling for is incredibly destructive for any non-CoH boon.
What makes you say that stacking multiple boon perks is a major part of their design?
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2879018#Comment_2879018
I don't think I misunderstand you at all. What happens if you are running Shadowstep and CoH. Both affects stack on the same totem. So now the cooldown would apply to both, which is just as much a nerf of shadowstep as it would be for CoH.
It wouldn't be just as much of a nerf of Shadowstep, it wouldn't even be nearly as much of a nerf for Shadowstep. Shadowstep by itself would be completely unaffected. It just builds anti-synergy with CoH, that is all. But that also creates more design space because you don't have to worry nearly as much about boonstacking becoming a problem in the future.
@Count_Dooki said:
https://forum.deadbydaylight.com/en/discussion/comment/2878343#Comment_2878343
I would take it a step further and have it destroyed on the 1st snuff. If killer Hex’s get taken out of the game after being destroyed the first time then so should boons.
That would only work if boons had a global effect and required no set-up. This kind of take has been retired already.
@Sylhiri said:
Would it be better if the boon only worked for the survivor that blessed the totem and the totem would break once hooked?
That would make it too directly compete with comparable perks again, and with a nerf like that, I don't think Boons would serve any purpose anymore.
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@Hermit said:
Yeah, just nerfing numbers is lazy, boring and will sooner or later result in perks being forgotten and unused.
What I had wished for was making boons more a high risk / high reward thing.
Keep the effect strong, so people are using them instead of the four year old meta but when sniffed out by the killer the booner or the whole survivor team suffers some kind of disadvatage.
CoH for example could take a health state off the booner, Shadowstep could give killer instinct on all survivors in range, something like this. Strong effects for the survivors so the perks get used but also a rewarding effect for the killer if they sniff them out.
While I disagree with your specific suggestions, the idea of boons having a 'curse' applied to the person carrying the boon when it gets snuffed is another example of how boons can be adjusted on an individual level to make them more dynamic and yet also more balanced.
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@Piruluk said:
Circle of Healing nerfed to the ground.
Outside of that we got no new survivor perk for years.
If anything was a little usefull, then killer main streamers demanded nerfs, and new perks or buffed ones never made it into the meta.
Anyone remember Lucky Break? How streamers cried and got it nerfed. Never used because the pitiful timer.
Boil Over? Nerfed to please the streamers, now only usable in a very specific map with swf on comms.
Parental guidance nerfed before the release, useless.
Circle of Healing? Gone, maybe swf can make it work with great effort.
Meanwhile killers getting meta perks with every release.
The game losing playerbase because survivors can't take it anymore the never ending nerfs, and infinite buffs for killers.
What I see less solo, and more SWF, game bleeding survivor playerbase.
The only way is fun for survivors being on the comms.
What's the use for new survivor perks if always be useless?
Just release 6 killer perk LOL, at least every perk will be meta. Only killers allowed to have fun.
Just wait and see after Dead Hard nerfed, what will happen with playerbase
Boil Over? Nerfed to please the streamers, now only usable in a very specific map with swf on comms.
Boil Over was never in a good state. Its buff didn't improve its performance in general play, only in bully squads. It had no reason to be changed the way it was.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/316919/i-do-have-an-issue-with-the-coh-nerf
This,pretty much,while the Circle of Healing nerf is much needed,it doesn't get rid of the main issue that will still be present,which is the fact it will still be an overpowered meta perk that will allow your whole team to heal themselves and others 50% faster that stacks with other healing perks and items.
The only real way to change this is to either nerf Circle of Healing speed more or just add a penalty to boons,because 14 seconds to bless a totem infinitely aint it.
I don't know if it's going to be overpowered after the nerf, but the problem is that if you ONLY adjust heal speed, it's probably going to end up being either flat better than alternatives, or flat worse.
I'd rather CoH upped the counterplay than diminished the value to put it in a more dynamic spot.
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@konchok said:
Here's the problem with your suggestion. The only overpowered boon perk right now is CoH, your changes would nerf all boon perks. That's why the change was done the way it was.
You're misunderstanding: when I say CoH should reduce boon radius, I mean -specifically- CoH should do so. When I say CoH should incur a 90 second cooldown, I mean -specifically- CoH should do so.
Boons have a ton of parameters to them that could be tweaked on a perk-to-perk basis, which is my point about there being better ways to nerf CoH.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2878343#Comment_2878343
yeah maybe give boons a few tokens, but at the same time COH is the only problem so I don't know if that's the right way to go.
Well, the point is, CoH could easily be adjusted individually by messing with parameters other than the heal speed. Even if we went with boon tokens and a limit number of recasts, CoH could be set to, say, 3, while Exponential can have 10, for example.
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@Ryan489x said:
I know there are millions of topics on this all the time. This isn't a blanket Boo flashlights. They're fine However I just played a game where I was. playing a game where I was getting insta blinded by a flashlight.
Even if I turn away in time. I get back to back blinded and I mean instantly not even a delay in it.
I get blinded when the survivor isn't even facing me. it felt like I was getting blind from behind and that shouldn't even be a thing.
I know there are counters to flashlights so don't get me wrong.
Look up. Didn't have time as soon as I saw the light I was blind,
use lightborn. when you're going for adepts you can't do that.
how is insta blinding a killer over and over again any fun?
a forced delay between blinds would be great or when you blind it takes more out of the flashlight charge.
They're fine However I just played a game where I was. playing a game where I was getting insta blinded by a flashlight.
Yeaaaahh, that's hacks, not flashlights.
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@VirtuaTyKing said:
It's funny Survivors often go out of their way to make the game as unpleasant as possible. Yet when a killer does it its not alright. Lol
Its such fun getting looped, pallet stunned, flashlight stunned, body blocked, booned and gen rushed.
I get complaining about body blocking, but loops and pallet stuns? What do you want, for survivors to just keel over and die the moment you spot them?
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I think a .5 second cooldown to switching flashlight state wouldn't be too harmful to survivors in general play.
I also don't think flashlight removal would be too harmful for general play, but I know that that is a hot take.
But yeah, the best thing to do against characters like that is ignore them. They're confident in their chases and are trying to draw your attention to lure you into a chase they think they can win. I've had a Jake like that before. Fully ignored him and killed the rest of his team. Don't care how good you are, you're not winning 1v1.
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@Canas said:
Usually I'd like to present some evidence on why only up to 10% of players in queue are playing killer but I fear the forum mods won't like it due to these statistics being extracted via third party tools. Those of you who follow certain content creators might have heard about the related twitter thread, though.
One thing's very clear however: there's a severe lack of killers playing this game nowadays, caused by them either reducing their playtime or outright quitting DbD. Those who bother to stick around have 2 options: either play Nurse/Blight or become a dedicated camper/tunneler to gain any progress in a simplified MMR system that heavily promotes kills over any other sort of interaction.
The reduced killerpool also makes any actual balanced matchmaking borderline impossible due to lack of diversity in the skillpool. There are far too many survivors who have learned to abuse their role to the fullest extent.
Perks like Circle of Healing and Dead Hard have made the killer experience extremely stale and repetitive. Simply hitting a survivor to spread "pressure" doesn't work anymore, healing as a mechanic is absolutely out of control. You're literally forced to commit to any chase while the other 3 survivors are finishing gens at alarming rates. And those chases can take VERY long if you're playing a simple m1 killer with no other way to down someone.
It's only going to get worse the longer BHVR neglects these issues. Nerfing these insane perks would be the first step to address the situation, the next step should be to buff 75% of the killer-roster, and finally killers should get an inherent BP multiplier to compensate for the extreme stress they have to endure.
Playing DbD as a killer feels like a chore, it's anything but fun. Survivors already make as much bp as the killer if they know what they're doing, this isn't really fair considering how their role is the much easier one.
Perks like Circle of Healing and Dead Hard have made the killer experience extremely stale and repetitive.
I think it's a bit more than just CoH and DH. Killer gameplay is just, by default, really flat.
Survivors have to do their gens, hunt totems, heal allies, go for unhooks, hide from the killer, loop the killer, and can fish items out of boxes or do glyph challenges.
Killers have to find players, chase players, and can do glyph challenges. There's just considerably less substance to their gameplay loop. The only thing that spices it up is killer powers.
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A non-godtier Nurse or Pyramid Head can be very fun to play against, since their powers are very rewarding to dodge. Particularly Nurse is extremely rewarding to pull off a good swerve against, I really like that.
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Hag and Cannibal.
Both are very unlikely to ever allow unhooks. Hag just puts a mark under it and you can't get unhooks anymore from then on, and Bubba is much more likely to facecamp.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2837807#Comment_2837807
I guess you haven't reached the rank where nothing you do seems to matter and it is down to the survivors? When the outcome is caused by physical game mechanics like myers on the game then how is that balanced? This is assuming everyone knows what they are doing.
You are also missing the point.
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It'd help if we got some kind of official statement on the matter. The NFT stuff was the reason I quit, after all.
Although I don't think I'll be coming back either way. Judging by the state of the forums, the game is in an awful place, and I don't think the devs are going to make it better.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2865185#Comment_2865185
Or you know... fixing everything else first before they touch camping.
Because camping totally won't become a bigger problem if it gets an indirect buff.
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Do bones
Etcetera, etcetera
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2865283#Comment_2865283
I've made posts requesting to slow gen speeds down and give survivors options to counter face-camping and tunneling-off-hook-till-dead.
Survivors need some type of built in counter to face-camping and tunneling-off-hook-till-dead and I also agree that gen speeds need to be slowed down at the same time.
I've made some suggestions about empowering killers and improving gen regression or slowing gen speeds/increasing risk for survivors, but I still get pigeonholed as some whiny survivor main.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2865277#Comment_2865277
Funny, it also works in reverse.
- Survivors complain about camping.
- Killers say they camp because gen speeds are too fast & they're pressured to get a kill ASAP.
- Survivors say gen speeds are fine, and Killers would camp anyways.
Once again; it's like only one side is supposed to compromise.
I know I'd camp less if I did not feel like 3 gens always popped in the first chase.
Yep, it also works in reverse. Which is why it needs to be a compromise.
'Slow gen speeds and we remove the need for camping/tunnelling'
'Remove camping/tunnelling, and we remove the need for high gen speeds'
But keep pointing the finger at survivors as if they're the solitary problem.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2865263#Comment_2865263
Funny, the compromises tend to be 'Killers can't do <list of 40 things Survivors find 'unfun'>'. But the second Killers say 'What about gen speeds?' the answer turns into 'Git gud. Gens are fine'.
It's almost like 'The health of the game' is just a smokescreen for 'Whatever Survivors demand'.
That list of things survivors don't want to see are things that also necessitate fast gen speeds. Every time there's a complaint about tunnelling or camping? 'just clear gens faster'
Then they do, and the other half of the killerbase starts complaining.
This is exactly the compromising I'm referring to.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2865213#Comment_2865213
What the Survivors 'prefer' should not mean anything to the Killers. And vice-versa.
Neither side should have any say in what they 'prefer' the other side to do, because those views are inherently biased. Since they also 'prefer' to win.
Then the entire game can just crash and burn. A fun game requires some compromises.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2865185#Comment_2865185
Or, and hear me out, we STOP trying to nerf the Killer's playbook down to the 3 things Survivors don't (yet) find 'unfun'?
Don't get pissy with survivors, the majority prefers hit-and-run over camping and tunnelling, but the devs have a really weird concept of 'fun' and they want to maintain the boring playstyles while crippling what people play DBD for.
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@Brimp said:
When it's actually incentivized to go for chases instead of camping hooks.
That's gonna take some camping nerfs.
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@Ink_Eyes said:
Pop goes the weasel, I feel like kicking a gen doesnt do ######### unless you use that perk.
Or that new Brine one from the Onryo, that affects regression too, right?
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@Veinslay said:
Lol at the guy advocating moonwalking towards every gen all game from across the map. What a joke
Spine chill has a range restriction. It also doesn't give that much intel.
You can keep brute forcing it if you want, but don't slam your head into a brick wall and then blame that wall for your headaches.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2861775#Comment_2861775
And if you gen tunnel you guarantee that the only way for the killer to win is to tunnel and camp in turn.
So how about this? Instead of you arguing for a balance state where the survivors have to treat the game as a knife fight while the killer has a back-up gun, why not argue for both sides to get nerfed into only using knives?
IE: Kneecap tunnelling and camping, nerf gen speeds.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2860180#Comment_2860180
Because if a killer isn't being gen-tunneled every match than he has the option to go for more fun and engaging playstyles other than tunnelling and camping. And the more common NOED is, the more likely it will be that the survivors will stop tunneling gens and go do bones in order to prevent NOED from triggering.
But alternatively, if the survivors decide to 'do bones', the killer can just opt to facecamp or tunnel to practically guarantee the win.
But I take it that that is your balance goal. Killer wins by default, but if they're in a good mood, they might just opt to have fun and give the survivors a chance.
Again, totes not biased or anything.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2858782#Comment_2858782
No, I want you to not complain about things that actively disencourages tunnelling and camping.
How does it do that, exactly? Because NOED is considerably stronger if the killer camps or tunnels, since it gives survivors less time to prepare for it.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2858558#Comment_2858558
If that is the only thing keeping this game alive, then it's a bad game, flat out. Because what you've just stated is that a mode that is inherently designed to circumvent standard play is the only thing keeping this game alive.
DBD -is- a bad game though. There's a solid concept, but it's buried underneath some really bad design decisions that are accumulating more and more strain on the playerbase's enjoyment.
And no, removing swiffers is not a step in the right direction.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2858188#Comment_2858188
Most people won't since the game is genuinely more fun for the killer as well when lots of chases happen. The fact that most killers still don't tunnel can camp in the current envinroment despite not doing so almost garantees that you will be tbagged and bmed at the exit gates is evidence that most killers tend to avoid tunneling.
So you want me to throw the game on the off chance that the killer actively decides to not just win the game.
No, no, perfectly sensible! Totally!
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2858147#Comment_2858147
Tunneling is ecouraged when gens go by too fast. When you simply don't have time to search for/chase other people, your only reasonable approach is to tunnel someone out since there is no better gen slowdown than forcing a 1v3. When survivors are forced to slow down on the gens to do bones, it becomes viable for killers to spread hooks.
So if you don't like tunneling, then encourage NOED since NOED forces survivors to stop tunneling gens.
What if you 'do bones' and the killer tunnels anyway, since it's apparently optimal?
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@FrostyEyesSusie said:
Then don't complain about Ruin/Undying. Ruin is a perk that can literally only be used effectively if the killer is not camping and instead is pressuing people off of gens.
Don't defend CoH. When everyone has a free selfcare, spreading damage is useless, meaning you have to commit to every chase.
And stop complaining about NOED. NOED is only available if you tunneled gens. If you had done bones instead the killer would be playing with 3 perks.
But the number one advice for punishing tunnelling and specifically camping is to crunch gens as fast as possible, so how can I 'do bones' while also counterplaying tunnelling/camping?
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The RNG nature of the trap key is honestly hamstringing pig. It's trash for Pig if their first box clears them, it's trash for survivors if they only get to take it off on their last box. It creates a swing in balance that's entirely outside player control and skill, making the entire trial a dumpster-fire.
Pig's RBTs should be a number of boxes, as opposed to one randomly chosen one. Just go with 2 < X < N-1, with N being the number of boxes.
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@Anthony15 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855133#Comment_2855133
Sorry that you survivors really want an easy game. But you know they need a stamina mechanic.
That's rich, coming from you, in this very thread.
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@Danielgdp3 said:
While your at it show escape rates of survivors with full meta builds compared yo non meta builds. Also chuck in swf escape states when using strong builds compared to not
In short, give us more data.
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@C3Tooth said:
Me when not using meta perks
TBF, you kind of deserve it for running Autodidact with Desperate Measures and Botany.
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@ThatOneDemoPlayer said:
CoH should be different from normal Boons, it's perfect for a "Corrupted Boon".
Corrupted Boons would be the opposite of normal Boons, being extremely powerful when the Killer is outside their radius, instead of when the Killer is within the Boon Totem's radius.
If a Corrupted Boon gets snuffed, their effects are reversed and have a red Aura instead of a blue one.
The "Corrupted Boon: Circle Of Healing" would have the same radius of the normal CoH, but will instead slow heals down instead of speeding them up
To get a rid of a Corrupted Boon, the Survivors have to cleanse the Corrupted Boon.
This would punish bad Boon placement and would nerf CoH by making it finite, while not nerfing the remaining Boon Perks
It would also kick it down to a spot somewhere between No Mither and Autodidact, in that it's more of a killer perk than a survivor perk. Finite AND the killer can turn it into a hex?
Make the heal speed boost exclude medkit healing and not apply to the self-heal. That way you still need to coordinate around it.
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The flashlight is one of those gameplay elements that doesn't do much for regular play but takes a starring role in bully squads. It's honestly a prime candidate for removal.
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For a moment I didn't make the DBD connection and I was... Concerned.
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Technically, your opponent IS responsible for you losing.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2840782#Comment_2840782
Ok ok, we are getting kinda off topic here. BUT in my opinion the game should be balanced around hooks. Not hook stages and not kills. Just hooks. Because a killer who got 3 kills but only 3 hooks will be considered stronger than a killer who got 9 hooks but only 1 kill. When it should be the other way around.
Over the last year, the kill rate has dropped significantly across the board. Which the addition that SWF had a 15% higher escape rate than solos. Now whats wasn´t explained on those stats is, if the kill rate is 35% for killers going against SWF or if its 65% for killers going against solos. Now with the devs intention to bring solos on par with SWF, this 15% higher escape rate is a huge deal and is bound for some heavy balance changes.
Ok ok, we are getting kinda off topic here. BUT in my opinion the game should be balanced around hooks. Not hook stages and not kills. Just hooks. Because a killer who got 3 kills but only 3 hooks will be considered stronger than a killer who got 9 hooks but only 1 kill. When it should be the other way around.
Oh, we are absolutely in full agreement there. Kill/Escape-based matchmaking is the absolute bare minimum effort system, and the focus on kills makes actually going out and chasing feel unrewarding. Sadly, BHVR have already stated that this is their intent for the game, so I don't think that's going to change, no matter how much healthier it would be.
Over the last year, the kill rate has dropped significantly across the board. Which the addition that SWF had a 15% higher escape rate than solos. Now whats wasn´t explained on those stats is, if the kill rate is 35% for killers going against SWF or if its 65% for killers going against solos. Now with the devs intention to bring solos on par with SWF, this 15% higher escape rate is a huge deal and is bound for some heavy balance changes.
True, but it's dropped to 50%, not from 50%. And yeah, it's likely that escape rate will improve with some gap-closing buffs, but any competent balancing team would have a plan to off-set that with other adjustments.
But I think you know which word in that sentence is the problem with BHVR.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2839786#Comment_2839786
Ideally both sides would have a 50% win/escape ratio.
Claiming that the 2 killers will stack wins with 4 slowdown perks is a false assumption. For the very reason I posted: those 2 killers are bound to face a SWF team with all the meta perks and without anything to defend themselves against Flashlights.
Also, not a single streamer that managed win streaks streams has done any since the mmr. So again, claiming that is simply false.
That's a diversion from the original topic though.
You never contested that that set-up would stack up wins. It may very well not stack up wins, or it may do exactly that. The point is that you took a statement of a clearly over 50% winrate and disregarded it as merely 'viable'. Without contesting that it -wouldn't- get a well over 50% winrate, what you came out and said is that that 'over 50% winrate' is basically the bare minimum for a killer to function.
Which is a really bad take on balance.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2838959#Comment_2838959
... viable!
No, seriously. The dreaded nurse is undoubtedly the strongest killer we have. But tournament level nurses are really, really rare to find. She has the lowest kill rate for a reason. Because everyone who isn't a 24/7 nurse main with 1000 hours on her alone. Simply sucks with her.
Something similar applies to Blight. He could be far stronger IF his collision box worked as intended. Yet, more often than not, he glides on surfaces that he should bump off.
But until the nurse gets easier to learn, or the blight can finally bump off all the surfaces that he's supposed to. They don't deserve a nerf.
Which brings us back to the viability point of the other killers. We need alternatives to those 2 killers. More variety means more fun for everyone.
Swing and a miss!
No, it's not the case that when survivors 'stack wins', they're OP, while when killers 'stack wins', they're just 'viable', and 'stacking wins' isn't the balance target.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2838872#Comment_2838872
The obvious connection would be, that survivors with all those things are OP.
Likewise, the killers that are not viable are simply UP.
You're really close!
So if the survivor's equivalent of Nurse/Blight kitted to the teeth is OP, then Nurse/Blight kitted to the teeth is...?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2838852#Comment_2838852
No, you just tried to change the balance of one side by getting the best stuff, while the other side supposedly stays without the best stuff and claim that one side will stack wins.
I just evened out the odds of this hyperbole.
If we get to use the best stuff, then please consider this for both sides.
Survivors are very viable without all this, and you know it.
You're still veering away from what the point is. 'Stacking wins' isn't just 'viable'.
Survivors are very viable without all this, and you know it.
Now make the connection: If they're viable without all of that, what do you call them if they -do- have all of that?
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@Sunbreaker7 said:
Sadako is perhaps the creepiest killer to come out to DBD, yet I find her not living up to her potential. From the movies, you know her as the creepy girl slowly approaching you from a short distance. No matter where you go, she is always there. Why do we have Sadako playing Mario Kart with her Speedy Gonzales movement speed? That does not make sense in the way she is presented in the movies.
DBD needs Killers that are extremely slow but possess powers that would make up for their slow speed. Powers of mind games, teleportation, and illusions. Sadako was perfect for such design, but she ended up being just another rehashed killer borrowing powers from other killers, making her anything but unique.
Sadako would have also deserved a twisted crawling state similar to Kayako from Grudge, making her extra creepy, but I guess that would be too complex for BHVR to do, seeing as all the Killers follow the same formula. Else we would have probably got some kind of spider or hellhound or another type of four/eight-legged killer by now, I guess.
In short, I am disappointed in how one of my favorite horror icons turned out to be. BHVR needs to innovate and come up with killers that bring something completely new to DBD, not just another basic power mimicking old Killers.
DBD needs Killers that are extremely slow but possess powers that would make up for their slow speed.
The point of that type of horror is the dread of inevitability. No matter what you do, the killer -will- get you. And that is directly at odds with a PvP experience, since it'd remove skill as a factor on both sides of the equation, which is why it isn't getting replicated in DbD.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2838839#Comment_2838839
Ohh you meant the hyperbole of taking the only 2 viable killers, slapping 4 (!) slowdown perks and the best addons on them, so they'll stack wins?
Parting from that, to be fair, since killers get to use the best, I'd say for this example, survivors would also play SWF, with 4x DS, 4x DH, 2x BT, 2x UB, 2x BtL, 2x CoH, 1x Flashlight, 1x Toolbox and 2 Medkits. All with the best addons.
Then watch who gets to stack wins.
That's a nice attempt at a rebuttal, if you didn't, again, classify 'stacking wins' as 'viable'.
Just gives you a very questionable balancing perspective. Like you feel that a killer is only viable if you win all the time.
Conversely, you could point at that string of stuff you put out for the swiffer and say 'Look how much survivors need to invest to be viable!'.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2838762#Comment_2838762
What are you talking about? Killer stringing wins?
That is what you responded to. Jonah said 'Nurse/Blight, watch the winrate pile up', and you responded with 'so only two killers are viable'.