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Firellius

Firellius

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Firellius
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  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741591#Comment_2741591

    What they really need to show is kills before the 5th gen is done. Survivors that die after the gens are done are just throwing and inflating the stats.

    How so? A killer can bring a post gen 5 build with NOED, No Way Out and Bloodwarden.

    Why is it that anytime survivors win, they're op, but when killers win, the survivors are just bad?

  • Control. Jesse Faden as survivor, Oldest House as the map. Maybe the Hiss as a killer.

  • I don't think it's going to impact regular play much, but it's a perfect fit for bully squads now!

    The wiggle effect increase is fine, but the wiggle progress for 'falling' is not and should not have been pushed to live, IMO. It's not a good idea.

  • Self-care can occupy a single survivor for an exceedingly long time, but it does potentially free up another survivor for an equal amount of time. Self-care is just tactically a little more involved.

    Autodidact is the killer perk that's in the survivor perk list by mistake.

  • It's a baffling perk buff, since I don't think it'll do normal play any favours, but it'll work really well for bully play, which is the exact opposite of what you should want as a game designer.

  • @CashelP14 said:

    I don't understand how anyone can really argue against NOED being S tier. It is an amazing perk and there's a reason killers can go from a 0k to a 4k out of nowhere when using it.

    Some will say "it can get destroyed before end game" to which I say you must've been playing terribly that game if survivors found time to cleanse 5 totems.

    As for the rest of the tier list I don't have any major problems with it. The only one I look at and think "I wouldn't put it there" is Whispers. I think it's a badly out of date perk.

    Some will say "it can get destroyed before end game" to which I say you must've been playing terribly that game if survivors found time to cleanse 5 totems.

    More importantly, if they cleansed all five totems, they've likely lost more time than they would've if you were running Thanatophobia with all 4 injured from the instant they spawn to the moment they leave.

    The only time NOED doesn't give value is if it pops and gets cleansed before you get a down with it.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766140#Comment_2766140

    I'm responding to him running the killer for 5 gens instead of focusing on escaping like the devs want him to do. Running the killer for 5 gens and dying does not represent skill in the MMR system. Escaping does. Escaping is all that matters if you care about MMR. If he doesn't care about MMR and cares more about having fun, then how the MMR system works doesn't actually matter at all.

    Yeah, but that's not the point. The point is that 'skill based' matchmaking should not just consider escapes. Running a killer for five gens is a skilled play, but counts for nothing in the system.

    The OP isn't confused about how the system works, they don't agree with how it works.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766277#Comment_2766277

    Killers have an average of 50% - 55% kill rate between all MMR levels. The devs just said that SWF at high MMR have a 15% higher escape. If the average of 50% - 55% kill rate carries to the top MMR, which is unlikely, then vs SWF teams the killer's average would drop from 50% - 55% down to 35% - 40%.

    The 50-55% kill rate is with swiffers included. It's not a 15% deduction from the overall average kill rate. For example: If solo results in a 60% kill rate and swiffer in a 40% kill rate, and both are played equally, the total average kill rate would be 50%, while putting swiffers at a 20% lower kill rate than solo.

    It depends on the solo/swiffer divide, but it's likely swiffer kill rates are higher than 40%. It's also quite likely that solo kill rates are higher than 55%.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742646#Comment_2742646

    Killers will never get major buffs. They just admitted that SWF's have a 15% higher chance of escaping (putting kill rates for killers vs swfs between 35% - 40% at most) and they're still nerfing killers. They still nerf them regardless of that fact as well as their intention to give massive buffs to solo q in the near future.

    Where are you getting the '35-40% at most' from?

  • DS should be basekit over BT. BT incentivises bad unhooks on top of, in its current form, being usable offensively by bodyblocking, while DS has way stronger counterplay and really only works on an actual tunneller.

    It would be pretty bad game design to make BT baseline instead of DS.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765958#Comment_2765958

    According to the people who developed this game, yes that's an option. They have told you in no uncertain terms that a survivor's objective is to escape and a killer's objective is to kill. How you get there does not matter when it comes to MMR. We can make up rules about skill this and skill that but does that change the system that is currently in place? Nope. No one is saying you have to like the system.

    I think everyone here knows what the system is. This topic was likely created to discuss why the system is stupid. You're arguing something else entirely.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764559#Comment_2764559

    He repeated it twice, that they have no plans on making DS basekit. While making BT basekit isn´t mentioned specifically, it really looks odd, to say the least.

    Slugging was "solved" with the last chapter. Directly by Exponential but also indirectly by Pentimento and Plaything, which will both trigger Soulguard.

    Perk band-aids are not a solution, and even less so if they're reliant on the killer's perk loadout.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764542#Comment_2764542

    But they are removing those playstyles. Basekit BT is on the horizon and also something against face camping.

    I don't think basekit BT was confirmed, it was just confirmed that there was no basekit DS at the moment. And BT is a very ineffectual perk, so that wouldn't fix much. The facecamping fix, we'll have to see what they've come up with, but I think the devs went on record to say they aren't doing anything about camping as a whole, just facecamping. And Slugging remains unaddressed.

    Pretty sure the devs are content to leave those strategies in.

    @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764535#Comment_2764535

    Good point, I always just assume most killer mains write it off as boring, or that you are an awful human being, etc. However, if high mmr killers are committed to the lifestyle, I certainly suspect the kill rates would be respectable. Especially from killers who actually know what they are doing when it comes to playing dirty. No offense to Otz or whatever, but you know, getting all emotional while playing and the "wait and see" attitude really fetter your ability to properly play in an optimal fashion. I am sure he is capable of it, but he just despises doing it which makes it a tad sloppy, in my opinion.

    I know I am biased, but I genuinely do not believe removing these playstyles would result in balance. I know people don't want to hear it, but I am nothing special. Survivors literally just throw games for me. Not going to lie. It is the cold hard truth. If I couldn't force them to do that, the competent survivors would eviscerate me. But this is all hypothetical, I suppose we will never truly know!

    Oh no, removing those strats would be a huge upset to balance, but as long as killers can employ those tactics, there's no point in balancing around killers that don't use them. Removing them would put the game in a position where it could be balanced, is the point.

    Think of it as a similar issue to the solo/swiffer divide, but just the killer variant: The clean/dirty divide.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764465#Comment_2764465

    Interesting, you think the kill rates are "better" at high mmr? I always assumed they would be lower given people like Otz need to play like I do to 4k at those ranks.

    But if they do, their kill rate does go over an average of 3, doesn't it?

    Considering the rank difference between kill rates under the emblem system was quite considerable, I wouldn't be too surprised if high MMR actually showed higher kill rates. I know people seem convinced that the game is survivor sided, but there's never been any substantiation of that idea beyond the anecdotal or theoretical.

    And even if 'playing like you do' is a requirement, that still impacts the overall balance. Only way you could argue for better balance for non-camping/tunnelling/slugging playstyles is if those playstyles were nerfed, and we already know the forums don't want that.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762455#Comment_2762455

    And? They nuked 'tunneling' perks into the ground for killers. Why can survivors maximize gen efficiency/healing and be rewarded while literally any killer time efficiency Strat is nerfed into the grounds/extreme counters via perks/addons are provided for?

    Because those 'time efficient strats' are both terrible for gameplay and really overpowered. It's way harder for survivors to interfere with killer playability than vice versa.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763433#Comment_2763433

    If a survivor goes to look for another survivor, then that's a survivor throwing the game. You either get healed at a hook or you get healed at a gen. With a boon totem, you have to go to the location of the boon totem which takes time. You can't ignore that time.

    CoH is a good perk but it has to be a good perk, because it's also a secondary objective. If you nerf it to much, survivors will ignore CoH and suddenly secondary objectives are gone. Look at chests, they're so bad now that no one does them.

    Killers complain about gen times, but when the developers try to fix them by introducing secondary objectives, killers flip out. I guess you expect survivors to setup boon totems that do nothing.

    To be fair, I'm pretty sure no one that requested secondary objectives for survivors ever claimed to want it as anything other than a straight nerf to survivors.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762405#Comment_2762405

    What it definitely needs is to not be good if you don't have a healing perk, good if someone's healing you, and super good if you have a medkit. You can't have a healing perk that's good in a vacuum and buffs other healing and not expect it to be a problem.

    One of those needs to give, and it should really be the part where one perk makes the whole team self-reliant.

    Why? The game -isn't- a vacuum. You can't just look at the output without also considering the range restriction and time it takes to bless a totem, plus the possible counterplay of snuffing the boon. Removing the heal speed boost entirely would make it borderline useless because it would take way, WAY too much time to get any value out of it. 46 seconds base, not counting the time taken to find the totem or move into range.

    And if you remove the self-care, it'd only work for swiffers.

    I agree with @Gwinty : CoH should just get a range reduction. Boons should have individualised ranges, with the smallest range perks overruling the longest range perks in case of boon stacking.

  • One question for you, @gendoss ...

    At some point you have to decide a hard win condition.

    Why?

    What's the benefit of a 'hard win condition'?

  • @Canas said:

    CoH shouldn't give any bonus speed to healing at all, it should merely create an aura which gives everyone inside of it access to Self-Care. Healing needs to take a lot longer otherwise killers will be forced to continue the tunneling just to deal with seemingly immortal survivors who recover far too quickly. No point in spreading pressure if said pressure gets undone this easily.

    That would be a flat-out unusable perk. Imagine the worst aspects of self-care, but with a radius restriction -and- a 14+ second set-up time tacked on!

    CoH needs to offer -something-, folks. Maybe it can be argued it should go down to +50%, but most of these suggestions want to put this perk on the level of Red Herring, Off the Record, Mettle of Man and most other survivor perks.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761345#Comment_2761345

    Sluzzy, To get to high MMR as killer or survivor you need to have high kill or escape rates. That's not much of an argument. However, I do feel that the kill rate should be much closer to 50 percent than it currently is on the whole.

    But the stats pin it pretty close to 50%. And pushing it there would require more killer nerfs/survivor buffs, which I don't think these forums want.

  • Does the bathroom actually have a moving wall? I thought it just had the one entryway.

  • I used different survivors to quickly switch between builds. Jake had my field medic build, with the Apprentice (?) skin, wielding Self-care, Bite the Bullet, Botany Knowledge and Desperate Measures. David was a dumpster diver, with Plunderer's, Ace in the Hole, Appraisal and Streetwise (Or Built to Last if there was a 'use up X completely' challenge). And then I had Felix with my main build.


    That aside, the grind is terrible and survivors are legitimately mostly just skins. Two things I'd come up with to change those are..

    1) Prestiging a character unlocks their perks, permanently, on all characters. Either one at a time at max rank, or all at rank 1 per prestige, or just all at rank 3 for P1, though I think BHVR won't do that one.

    2) Distribute end-of-match BP bonuses for various categories depending on the survivor as a way to make them stand out a bit more. For example: David gets +50% to points acquired in Boldness, and +25% to points in Altruism. Jake gets +50% in survival, +25% in objective. Felix gets +50% in objective, +25% to Altruism.

  • @anarchy753 said:

    Survivors believe that once they have done the generators, they are entitled to leave without contest. That's basically it.

    Noed really only exists so that survivors have a reason to remove dull totems from the match. If they do dull totems, it slows the game down fractionally and makes the killer's life a little nicer, and in return they never have to deal with noed. Instead survivors want noed gone so that they can switch their brain off entirely, never look for anything that isn't visible from across the map, and then play "we have BT and we're gonna bodyblock all the way from the hook to the gate" every game.

    Noed does not reward bad play any more than it rewards good play. Noed is not a reward, it is a punishment for lax gameplay on the survivor side. As survivors you are under a hell of a lot less time pressure, and it's on you whether you decide to put in effort to remove totems with the multitude of tools at your disposal to do so, or to risk noed. The solution is not to do the latter then just whine that it exists. It has real, tangible counterplay that you are choosing not to engage with.

    Noed really only exists so that survivors have a reason to remove dull totems from the match.

    This is one of the reasons I hate NOED: Unless you have a well-organised 4-man swiffer squad and the killer you're up against is reasonably matched, NOED does the exact opposite of this.

    Barring 4-man swiffers, the general gameplay experience on the survivor side is a lose/lose scenario if you try to 'do bones'.

    Situation A: You cleanse five totems, the killer had NOED. You lost a ton of time on totems, but at least NOED is gone.

    Situation B: You cleanse five totems, killer didn't have NOED. You lost a ton of time on totems for no gain.

    Situation C: You cleanse anywhere between 1 and 4 totems, killer had NOED. You lost a variable amount of time on totems for no gain.

    Situation D: You cleanse anywhere between 1 and 4 totems, killer did not have NOED. You lost a variable amount of time on totems for no gain.


    This is the alleged counterplay to NOED: It's just a case of lose out, or lose out more. You CAN go the other, obviously more efficient route of just not giving a damn about cleansing dull totems and finding it after it fires up, but the problem with that one is that it turns the perk into an RNG fest, because you need to get lucky with where it spawns. If it spawns right in a survivor's face? Killer's out of luck. If it godspawns? Survivors are screwed.


    NOED is just the worst designed perk in the game.

  • One thing someone mentioned was an idea of puppets being scattered around the map, and the killer being able to jump between them. That kind of idea could easily be adapted for Afton/Springtrap. Put the various animatronics around the map and allow Afton to hop between them. Kind of like a midway point between Freddy's jump and Demo's tunnelling.

  • Ban DS and tunnel off hook, survivors literally can't do anything about it anymore.

    I agree with @GoodBoyKaru , but rather than going for 'most voted map is banned' while tallying the killer as 4, both the killer and the entire survivor team together get to ban one map each. Survivors have to vote in their own pool and whatever map gets picked by their votes is banned as well.

  • @Gwinty said:

    I do not think that Boons as a mechanic are a problem. Look at Boon: Exponential and you will see 0 problems unless a Killer is slugging very much. Also Boon: Shadowstep is mostly fine once you get use to it.

    The problem in my opinion is that all Boons share the same radius. Cycle of Healing is quit big for what it does and with uncapped self-healing it becomes a huge issue for many Killers. Formerly you only had Self Care and Med-Kits with Self Care being very inefficient and Med-Kits having charges. Killers could play hit-and-run and use Nurses Calling as and example even with those things in the game: The med-kit would be empty at some point and Self Care is a huge amount of time wasted by the survivor.

    Boon: Cycle of Healing means that you can now set up a healing zone where survivors can heal very time efficient and that never depletes. Worse: You former Self-Care user can now set up a Boon and be useful for the team by making them all more time efficient.

    Now why are radii the problem?

    They manipulate how easy it is to find a Boon and snuff it as well as the ground a Boon can cover on multi-level maps. With Hex: Exponential you have the problem that Killers will find it very easy to snuff it when you go down. With little to no control over where you can go down it is more likely that you will get value out of No Mither than Exponential. With Shadow Step and its lingering effect this is fine as you have a clear indicator that it is in play.

    Now Cycle of Healing is on a whole other level: You can heal at the very edge of this thing to get the full value and you will have plenty of control where you want to heal. Killers have to go out of their way in a bad situation to snuff this little pest and on multi-level maps this problem becomes worse: A good Cycle of Healing on The Game can make your live so difficult...

    Long story short: Boons in themself are fine, Cycle of Healing is a problem (and people only talk about it mostly, when they talk Boons) and fix radii for all Boons are a pretty bad idea to balance them.

    One thing that came to mind for me to make things more manageable is to attach either a '-X% radius' or 'Set radius to Y' trait to boon perks, depending on their power. That way, boons can be tailored for their individual strength, and you can rule that if multiple boon perks are brought in by the same survivor, you're stuck with a radius adjusted for the strongest perk, discouraging boon perk stacking.

  • @GoshJosh said:

    I thought for sure it would be the only true answer: Lightborn.

    I suppose it's technically true that Lightborn has no counter.

    Though there's others in that alley, like the aforementioned Visionary.

  • @Minecraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753885#Comment_2753885

    the issue is not with the perk, it's with the people whining. hit validation is fine and it will eventually be added to everything

    Hit validation on DH is currently not fine. In some cases, it's causing issues due to a miss being halfway counted as a hit, like a Nemesis tentacle not breaking a pallet (which it's only supposed to do if it hits a survivor, which it didn't if the DH got validated) or Victor stopping short on his lunge.

    Those still need fixing.

  • It's probably Microsoft himself calling, to let you know that there is a problem with your 'computor'.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749911#Comment_2749911

    Yes, the same people who are drawing conclusions from a test they didn't even watch. What am I desperate about? Proving that survivors who did gens before anyone reached second state still lose because they make horrible decisions? Yes. I am so desperate. I care so much about how bad survivors are at the game. You can really tell how concerned I am by how intimidated I am by survivors. It is all I post about, all of my losses. Complaining about mmr. Talking about how I want to quit because of it.

    That is what my posts are all about. A huge storied history of crying about how survivors constantly wreck me and how my tunneling and camping never work. I think everyone knows that I never advocate for those strategies because... Honestly, I went so sarcastic that I forgot what the point was.

    Yes, the same people who are drawing conclusions from a test they didn't even watch.

    At least blind data is still better than just trying to prop up your idea of a survivor-sided game on 'we all know I'm right'.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749887#Comment_2749887

    Not true. They are easy to deal with, but survivors are altruistic to a fault. They can roll a killer and still get team wiped during EGC because they refuse to let the single hook go. Lol.

    But yes, tunneling and camping are the second strongest tool a killer has. It pales in comparison to the average survivors game sense, however. Let's be real. No sugar coating the truth... We all know I am right.

    'We all know I am right' sounds like sheer desperation. I think people are starting to realise you aren't.

  • What that challenge is highlighting is that camping, tunnelling and slugging aren't just unfun strategies, they're also really hard to deal with on average.

    For all the talk on the forums about the game being survivor sided, if the killers decide to play to the absolute most they can, with no regard for how fun the game is, the game suddenly swings in the complete opposite direction. It doesn't say much about balance other than the one thing that Otz said when he presented the results of this experiment: The game is sweaty-sided. Those who play purely for the win with no regard for enjoyment of themselves or others are generally favoured.

    I think the best takeaway from this would be that the game needs some overhauling to reduce the power of the most powerful strats on both sides. It can't just be survivors that give up power here, the experiment shows that something must be done about the most powerful killer strategies.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748141#Comment_2748141

    It's completely backward to judge a perk assuming that survivors are perfectly efficient when you aren't running it, and wasting their time when you are. It doesn't matter that the survivors aren't "freely doing whatever they want" 100% of the time, because they're still gaining time in which to either do what they want, or they're losing pressure because the killer CAN'T keep someone occupied if they're off playing in the corner stomping a totem.

    The simple fact of the matter is that 3.5 seconds of the team's potential progress is all that is lost by blessing a totem. If the killer at any point has to stop what they're doing to deal with the totem, then that time is bought back. That's multiple seconds where everyone who's on a gen can stay on a gen for longer, because either chasing someone, picking up and hooking someone, or any other action that could delay someone it being stalled by several seconds. One player taking 14 seconds is a tiny investment when to counteract it the entire opposing team has to be occupied.

    You can paint idealised situations where the killer only kicks a totem when nobody is on a generator or saving etc, etc, but that situation is only a theoretical and equally likely to every other conceivable state of the match when the killer hears a totem nearby.

    This is ALL assuming that the perk placed on the totem gets literally zero value, and the time dynamic still breaks even or better for survivors. As soon as one of the perks has even the slightest bit of impact on the match (a chase drawn out due to vanishing scratch marks, the killer taking extra seconds to find someone because their aura wasn't shown with bbq, a person getting up/picked up earlier, a SINGLE HEAL from CoH) the killer is going further and further into the negatives in time lost.

    The simple fact of the matter is that 3.5 seconds of the team's potential progress is all that is lost by blessing a totem.

    That's not true. You have four survivors. Which means your potential progress is 4 x 14 = 56 seconds of work. If that one survivor is blessing a totem, you'd be down to 3 x 14 = 42 seconds of work.

    You still lose 14 seconds. Blessing a totem will always set your team back 14 seconds of work.

    You're coming at it the wrong way. You don't suddenly spend 3.5 seconds blessing a totem just because you have three teammates.

    You're closer to the truth if you point out that the killer spending 2 seconds stomping out a totem grants 2 seconds of free time to all survivors, ending up with 8 seconds, but that doesn't work either because the killer is never pressuring four at-a-time.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/304836/80-players-use-ruin-so-we-will-nerf-it-so-what-about-dead-hard

    Because, like it or not, survivors and killers are not balanced in the same way, or along the same standards. You'll...learn to live with it.

    Yes. Dead Hard needs a nerf. The devs know it, the players know it. But if it was going to be nerfed, it would have been nerfed already.

    https://forum.deadbydaylight.com/en/discussion/comment/2747389#Comment_2747389

    Uh...take a look at the years during which that data was gathered. Those stats are meaningless aside from 'hey, that's interesting'.

    https://forum.deadbydaylight.com/en/discussion/comment/2747385#Comment_2747385

    And post buff Dead Hard is much stronger than old Dead Hard :).

    And post buff Dead Hard is much stronger than old Dead Hard :).

    Isn't that getting fixed this patch?

    Because outside of false positive ramifications, Dead Hard did not get buffed. Literally everything it can do after validation, it could do before it.

    It just no longer gets cancelled out by killer lag.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747919#Comment_2747919

    Not at all.

    1/4 of the survivor team spending 14 seconds to bless a totem is the equivalent of 3.5 seconds for the overall team. It is basically impossible for the killer to find and snuff a totem and get back to what they were doing in less than 3.5 seconds, so even if your totem doesn't do a single thing, if the killer kicks it the survivors have gained time.

    A single CoH heal buys back more time than was spent blessing the totem.

    There is basically no way to use CoH, or really any boon, that doesn't gain time on the survivor side, despite being introduced as a tool to sacrifice time for a buff.

    That's only if you divide the survivor time by 4, which isn't accurate for 90% of the match. You're not getting 4 survivors freely doing whatever they want at all times unless the killer is AFK, or the match has only just begun.

    It always cuts into objective-usable time, 1 to 1. A gen isn't suddenly going to -not- be without repairs for 14 seconds just because there's four survivors in the match. You bless a totem, one gen is going to be done, at minimum, 14 seconds later than what it could've been.

  • @emetSdidnothingwrong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747429#Comment_2747429

    They need to have a limit on reuse if not outright remove it. The mechanic is what is broken, it's high reward low risk when it should be high risk high reward; survivors should be tactical in where they place them and when not how it currently is. Of course if they did make this change (and they should) they would obviously need to make them harder for the killer to find, such as reducing the audio notification when nearby, etc.

    The risk is the time investment of blessing a totem. If it gets snuffed before it gets any use, it costs the survivors precious time.

    I think CoH needs to affect one fuld health state to break even with the time it takes to bless, and that might be due for re-evaluation.

    But if it's a 'x use only' perk type, it'd go down to zero usage like literally all other survivor perks.

  • @Gwinty said:

    Now I know there are a lot of posts who complain about camping, tunneling, gen-rushing and other fancy stuff that ruins your day. Rescently some streamer have shown that Killers can get a lot MMR and "win" a lot by just playing as scummy as you can without perks or add-ons at all.

    Now many people suggest a punishment for camping or tunneling.

    I however want to rise the question if you can approach this the other way around: How would you reward Killers for playing more "fair" and less "scummy"?

    I am not talking about BP or something like that. I am talking about a in-game mechanic that offers a benefit when you play in a certain way. BP do not mean anything because they are just a post game reward and offer no direct feedback when you are in the game.

    Rescently some streamer have shown that Killers can get a lot MMR and "win" a lot by just playing as scummy as you can without perks or add-ons at all.

    I however want to rise the question if you can approach this the other way around: How would you reward Killers for playing more "fair" and less "scummy"?

    If anything, Otz's experiment shows exactly why you -don't- want to take this approach, from a balancing perspective. If Slugging, Tunnelling and Camping are that powerful as strategies, then trying to bring other strategies into competition with it would just mean skewing the winrate too harshly in the killer's favour.

    Not to mention that if you do create some balancing paradigm where a 'clean' killer player can consistently get 2Ks with similar ease, you'd leave the game balance entirely in the killer's hands: You can either get a fair match, or the killer can just choose to employ one of the more powerful strategies and win with the same level of decisiveness that they currently can.

    You can't make nice plays more effective than tunnelling, slugging and camping, because those three strategies are already too strong, so raising the floor to that level would just make the game impossible for survivors.

    Camping, tunnelling and slugging -must- be addressed if this game wants to get out of this meta.

  • @Tr1nity said:

    Is there any proof of this 99.99 statistic?

    There's evidence it's an exaggeration. Dead Hard was listed as the third most used survivor perk, I think, behind Borrowed Time and Self-Care.

    If you're not seeing Self-Care, there's your proof.

  • This is why people want Brenda Meeks as a survivor!

  • What... What DOES Dark Sense do, again?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743863#Comment_2743863

    There are perks that slow the game without you doing anything, so that helps with it.

    And main difference is that Bubba / Trickster are going to most likely kill that first survivor faster, then deal only with 3 survivors left. Well, we will see when it goes live. Let's say it's close enough for now...

    Ideally, we'd get to see it on PTB, before it goes live!

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743846#Comment_2743846

    I think it's possible to deal with it as SWF, either having multiple survivors on 1 gen and just don't let DMS to activate, or have 2 survivors going to unhook -> so it's not 1 for 1 and 1 survivor will always work on gens.

    But I think it's impossible for soloQ, there just needs to be quite high coordination for this to happen, but as I said, that is same for Bubba / Trickster imo. I think those are harder to deal with in theory, but well I will test it when it gets live.

    Bubba and Trickster can camp harder, but they don't remove gen progression for 45 seconds, so I think Artist is going to be the bigger problem here.

  • I mean... You could've posted literally anything else and have made a more useful contribution.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742173#Comment_2742173

    Well, thing is that Artist is basically M1 only killer near hook, she is really bad camping killer actually. So you can easily get 1 for 1.

    Corrupt, Deadlock Bubba or Trickster are way more annoying imo.

    The problem is that if you do a 1 for 1 trade, you refresh DMS, meaning that for another 45 seconds, no one can work on gens.

    I don't think an Artist with DMS can lose using this tactic, unless they get looped for five gens straight.

  • It should be an opt-out feature. I don't mind profanity filters most of the time, but DBD's is the definite worst I've ever seen.

    EDIT: And that's after playing DS3 with a friend, whose character name 'Midnight' was filtered to 'Mid***ht'. Bit overzealous there, bud.

  • I mean, 'semi-decomposed old lady' is hardly trademarkeable...

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742632#Comment_2742632

    All they have to do is add voice comms, completely with mute options.

    Now, SoloQs have the same exact power SWFs have, and BHVR can balance around that instead of this half-arsed 'Can't be too strong or SoloQ suffer!' that makes it so Killers beat SoloQs but SWFs beat Killers.

    Voice comms put way more strain on servers though, and then you're dealing with language barriers and a mic requirement.

    This is a way safer option with less hassle.

  • @Myla said:

    This particular case.

    "One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors. Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on"

    I think the thought process behind is disastrous. This coming from someone who has been playing Solo queue for years. I don't think Survivor should be hand held because they have the game sense of a potato. I want the average survivor to improve not because they're spoon fed every information in the game on a magical hud. I don't care if this closes the gap between Randoms and SWF. Go use Kindred or rely solely on game sense.

    If some killers can figure out Survivor movement without any information perk at all WITH a first person perspective you can too with Third person camera and I have been doing so with enough accuracy to get consistent 3-4 man escapes and this is with randoms. My best memories in this game is clicking with randoms like we were navy seals and getting out alive

    Map awareness is a skill and they're destroying it with this hand holding.

    Also keep in mind this isn't final but I'm just putting my thoughts out there. I don't want this in the game.

    Well, you can't have a balanced game and a massive solo/swiffer gap. This is a step towards shrinking that gap and putting the game in a more balanceable state.

    Maybe they can make it toggleable so you can still handicap yourself if you want to.

  • As usual, the actual problem is camping.

    If the Artist drops someone on hook, they can make it virtually impossible to work on any gen for the next 45 seconds, cutting off well over a third of the time survivors have to pop gens, open gates and leave.

  • Because they can do literally nothing else.

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