Gandor
Gandor
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- Gandor
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Shrinking her feels bad. She is "tall lady" after all. Maybe she could just bow to get thru door like in RE (without slowing her down as was in RE). Also her power could actually be a little bit more like ONI - charging things up and going to 2nd stage. Dragon form. That would be really cool. Might be it would be nightmare to program correctly, but the cool factor is definitely there.
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@HardhatKrugerer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335433#Comment_3335433
Its always like that. When I ask to proof of, if someone is claiming he is TOP MMR, killer is easy in his case and how he never loose. How super easy it is, then he make statements like "I don´t have to proof anything to random guy on the internet" or "Its just a fact... I´m destroying Otz and another elite players but I didn´t upload them, because I don´t like to flex on streamers. :D :D :D That last sentence is true. If you want screenshots of that conversation what he wrote no problem. With name with exact video... its really funny. :D
@Little_Kitten said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335158#Comment_3335158
Why do you think that every time a player (who complains about the nurse) is asked to show videos of his gameplay against her, strangely, radio silence ? 😏
nope. I don't record my games ever. But I used to main nurse until patch 5.5. The killer has hard learning curve (meaning he feels bad until you know how to blink) and has quite a few frustrating parts (autoaim turning you to obstacles and so). But compared to any other killer - once you are behind the basic learning curve, the killer IS in fact easy (still frustrating sometimes as it's hard to blink to some places - old haddonfield top floor houses were excelent example). I implore you to play nurse and right after it play say - clown. Compare your results and compare what kind of survivors you get.
Also once you get really good with nurse, there are very few and very limited options survivors get. This is the thing that most survivors complain about. And if you really want to know what I am talking about - then check any supaalf's streams where he plays nurse instead of survivor (funny thing is - that he himself will say how broken OP nurse is).
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@BrownEncrustedBoxers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334245#Comment_3334245
It boggles my mind how much I see people complain (both survivor and killer mains) in this forum because they're finding the game too hard. The challenge is what makes it fun and rewarding. Please stop trying to water everything down and just get better at the game. Accept your losses and celebrate your victories. If you lose, you lost to someone better than you. Leave it alone.
Being camped and tunneled to death does not make it fun or rewarding. Casual everyday experience. It does not even feel like you lost to somebody better. And considering the stats it never will - so long as kill rate will be above 50%. It will always be about you lost because the game is stacked against you. I even provided nice example explaining it for which I was called "biased".
@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334245#Comment_3334245
killers do earn their kills, its not like they can just immediately kill you if they find you. they have to have skill with their power and in chase
Sure they don't. Most of my killer games (and I do play killer too. People want to win sometimes too) end up in 3K or more - or at least I don't loose (2k). I even don't play stronger addons then yellow most of my games and don't camp or tunnel and still win most of the times. Killer is significantly easier then survivor. And it will be that way until devs actually balance the game towards fair 50%.
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Making it from 5 to up-to 11 sounds reasonable.
But maybe I would go a different way. Make it 12 stacks at the start of the game, but count all hits. This will help killers at the start of the trial (like corruption), but still make each hit count (plus in practical terms it's buff also because people tend to save the tokens more then it's good for them)
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1, i would argue billy is harder (and much less rewarding)
2, you can't complain about genrush when you tunnel. Think about it. When there are 4 players in the game and you ignore (tunnel out of your vision) 3 of them, then what are they supposed to do? Loot chests and run around map like headless chicken?
3, if you hard tunnel, you are creating bad experience for 4 other players (5 if you so much hate being genrushed). Being tunneled out from game leaves sour taste for most people and just sitting on gens is considered one of the most boring things in game. Should it matter to you personally? Sure it shouldn't. But it should matter to devs, because it influences their playerbase and the amount of money they will earn.
4, in the end this tactics are also counterproductive, because in the end you will get one of several unfun results:
A, you win easily, because you delete someone early making the game very easy = not satisfying
B, you get mad, because survivors will taunt you for it (because you force them into unfun game)
C, you get genrushed and still loose
D, you will get looped for 5 gens never getting single down (meaning you get mad that survivors are OP and killers have no chance no matter what they do). It doesn't matter that you previously got survivors that made same number of mistakes you did in chases or that they knew only as many tricks as you do. You will not get those any more. You steamrolled those in point A. Now you are high elo so you have to know any miniscule trick and play near perfect - because that's how your opponents will play.
I think the root of all problems some killers feel in this forum about survivors (applies after later patches, most notably 6.1) is related to D, case (but not exclusively - both sides can bring nasty things and both sides do that. Survivor's version of tunneling is hyperfocus with BNP in a group of 4 same-minded people (comms are very much not condition) for very similar result).
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Just forget potential energy. It's super bad bandaid perk to game mechanics that should never ever been a part of this game. Is it really fun for any side to just focus your game around 3gen and artificially prolong it to 30+ minutes? I don't think so.
The perk is really bad at what it does. But it shouldn't have been created/needed in the game in the first place. Don't try to fix bandaid. Fix the problem. As of now it most strongly spells out Eruption+CoB+OC as a combo + RPD main (and I still hope that gen spawn there is bug, but it's hard to guess)
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@LapisInfernalis said:
Dear People of the Fog,
I know, I know, this is probably the 100th thread about this perk, but I wanted to do my own nonetheless. Eruption is undenyingly a meta perk and used by many killers across the board. It's a good perk, but very frustrating to verse.
What is the problem with Eruption? That depends on the opinion of the person you ask, but here are the common answers:
- It makes locking down a 3gen very easy
- It is hell for soloq or 2man swf.
- Being incapacitated is boring
- It has too many good synergies with other (strong) perks or perks which multiply the effectiveness.
- It can be triggered too many times at once
- there is no indicator that a kicked gen is affected by Eruption or not
Before I come up with potential solutions, I will quickly do the math behind Eruption, since it is a bit more complicated than you might think.
First, the gen looses 10% when someone is getting downed. Second, the incapacitated effect will prevent you from doing anything except unhooking for 25s. During this time, the gen regresses at 0.25c/s, making it 6.25c in total which equals 6.25s or a little more than 5.5%. This would make Eruption (in theory) as good as Pain Resonance, which applies -15%, since it removes about the same amount of progress in total (10% +5.6%). But why is it so much more annoying? Because it is a lot more effective in stalling gen progression than PR. PR applies the regression instantly without blocking the gen or similar. So a survivor can intantly repair the just regressed amount, which takes 13.5s.
This is not possible with Eruption (unless someone gets to the gen who is not affected). Because the Incapacitated status blocks you from being able to repair, you need to wait for the 25s timer to tick down before you can repair the lost progression, which takes 14s base. But in reality the gen slowdown adds up to 39s which is almost 3x the value of PR! But this was just for a SINGLE GEN, and we all know that it can hit many gens! Remember that PR can only be triggered on one gen per hook, Jolt only hits gens in a 32m radius if it was a BASIC attack.
Another problem is the inflicted Incapacitated Effect. There is no warning that someone is about to go down. Only swf have this kind of information. I also think that perks which are countered by "just wait it out" are not well designed. This status effect will not only remove your ability to do the gen, but also heal, open chests, doing bones, saboing or using any item. You can't do ######### for 25s other than be bored and dance around. Yes you can be on your way to the hook and rescue, but this is only rarely an option.
This, in addition to good synergies with Overcharge, CoB, PR and/or Jolt makes this perk very very strong and often unfun to play against.
How would I fix Eruption?
- I would add a little debuff icon when working on a gen which is affected by Eruption, similar to the Unnerving Presence icon you get when in the TR. This helps solo players and deals with the fact that even an empty gen can be affected by Eruption if the killer kicked it and it completely regressed*.
Version a)
- Remove Incapacitated Status
- Buff instant regression to 15%
- Block the gen for 15s (like a mini DMS)
- Survivors still scream
- only affects the last 2 gens that were kicked
This equals about 28s gen slowdown, which is still amazing, but more managable because you still can do other stuff.
Version b)
- Implement a 0.5s buffer after the down
This would give (soloq) players a chance to react to a teammate getting downed and counter the perk partially by avoiding the Incap Status and the additional slowdown.
Version c)
- Increase the cooldown to 60s
Version d)
- Only gens outside of a 32m radius are affected
- instant applied regression does not stack
This would diminish the 3gen potential of this perk without removing other strong parts.
Version e)
- Only works with basic attacks.
This is literally my least favourite version, since it does not really fix anything.
*)
- It is a sad fact that fully regressed gens still trigger Eruption and Overcharge. I don't know how effective Eruption would be if this was removed. It would be a valid option though.
These are just examples. But the perk itself is not the only problem. The lack of other viable strats only encourages this playstyle and other unfun tactics like tunneling and camping. A best would be to buff perks which got nerfed hard in the big update, or finally buff perks which are just too bad. Hex:Ruin does not need to vanish once one person is dead, for example.
Please tell me what you think.
Generally agreed on most parts. As for solutions - I agree with A, and C, as these things fix the worst aspect of the perk for me - kicking all 3 remaining gens leaves you with 0 options to counterplay it. Option B, would probably create same discussions as current DH. Option D in my opinion does not really solve anything.
My personal choise would be option A,. Also I would not mind if ruin got buffed again - to at least 150%
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2 days ago playing with friends. Killer comes to 97% gen. Both need to let go. Both get impossible skillchecks. Now gen is 77%. At the same game the same generator exploded by this random skillcheck once more. It definitely feels like way more then 7%
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@AMOGUS said:
I came back from an long absence of trying out other asyms, and I ran into a bully swf on my very first returning game. I picked Huntress for an old archives challenge, and got into a "totally solo" group on The Game.
The game ended with a stomp. One hook, all gens done, 4 man escape. I would injure but be completely unable to down because of medkits, COH, excellent looping (with no weak links), etc. I can see why people say tunneling is now meta, Survivors bring the best stuff and now basic yet powerful SWF advantages are basekit. "Killer on me" + "I'm doing this gen" lets everyone exploit SWF advantages.
Killers now need to bring broken stuff like Eruption, I feel, and I hope that Killer buffs come eventually to help deal with this. Unless I'm just overreacting, that is.
(Also, MMR decay is garbage if I got matched with these Survivors after a huge absence on my FIRST GAME in DBD.)
Take it literally without any feelings attached, but this is skill issue. The same thing will/can happen to 99% of us (me included). You just got terrible match with matchmaking. Don't make up your mind based on one game.
My personal experience so far is, that I did not notice change. But I only have around 10 killer games since patch.
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Keys might be worthwhile if you are new to game or if they removed channel time. Right now, they do NOT provide any worth-while value. I would gladly trade brown toolbox for skeleton key with any addon combination. I tried keys. They are really not underused.
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These incentives might screw up stats a little. You no longer get the information of which killer needs to be reworked the most, because players play that killer more because of incentives.
The other thing is, we partially already have this system in game. It's called dailies. It would be just a bit better if the game prioritized less played killers more (also this one changes stats a little less, because it's limited to 1-2 games at "weird" killer + allows to reroll for "bad" daily which in itself is interesting information).
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This sounds good. 40-32m sounds like a healthy compromise. My first thought was to keep the perk where it was so make the distance initially larger. But then I realized there are already better aura perks in the game. So why can't we buff bbq slightly (emphasis on slightly)
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334341#Comment_3334341
I think you need to go back and read the developer updates to read how the rates work. They can explain it better than I. There is a reason why they want killer to be at 60%. I know it sounds unfair because the mind is thinking "50/50 is equal" but you have to remember this is a 4v1 and not equal on both sides. if it was 50/50 killers are at a disadvantage.
I know what you mean. But the idea is biased. You say ~60% is fair, because that way both roles have ~40% chance to "win". It does not take into account chance to loose. The game should take into account, that loosing feels worse then drawing. 2K for killer means he did good, but he didn't get them all. A tie. Fair result. For survivors half of them escaped, but died (and in next game it could be the other way around so in 2 games each survivor wins one and looses one, but killer draws both of them). This is fair. What you propose is to match wins (in my example you would count it the same as if killer lost both of them, because draw is not a win) and forget about looses and draws. This I consider unfair. Especially because mind tends to remember bad experiences stronger (I am pretty sure you can name that one game that felt so horrible with much more detail than that game you rolled the other team).
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334245#Comment_3334245
"it's not meant to be easy on any one side. Killers should not get their kills handed to them on gold platter either. They should earn them."
And they do against survivors will the smallest amount of game knowledge. Goes both ways too. Earn your escapes.
Yes. I want exactly that. For this specific reason I want fair distribution. 50% escape rate. Not less, not more. Otherwise the chances are stacked against one role (whoever is below 50% is in disadvantage). Best case scenario, make the number close to 50% for every "elo" and across all killers.
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Would you ever use such a perk? If so when/why? For killer it makes clear sense - he wants to cut down time in which he finds survivor. For survivor it makes less sense - he will figure out what killer it is (or that it's stealth killer by not seeing anything) and maybe general direction the killer is going. It might make you get chased a little bit later, but at the cost of full perk. Outside of maybe combining it with deliverance I don't see a point of such a perk (but enlighten me please - I am sincerely curious).
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334240#Comment_3334240
To a) I admit i didnt consider the hatch because its a hassle especially because i wanted to get an asverasge escape chance for a survivor, didnt really remember how to add the hatch into the mix, as it only affect the last survivor. As for the pity kills/hatches, theyre opposite of normal gameflow and can be ignored fo wuch a calculation of chances. They're part of the actual rates ingame but for the chances theyre not important.
B) im not sure where that 4 comes from as im equating a (singular) survivors chance with the killers. But as you implied, i havent dealt with math in a long time so what do i know? Draewing is only possible if you count survivors as a team, but i was working on the premise of a solo survivor chance to escape.
point a, is not the important one. We can probably discard it as statistically insignificant (it's not that insignificant, but it's not really big number).
For point b, it's how combinations work. say you have 4 survivors who can (E)scape, or (D)ie in case of 4 out, there's just 1 possible combination: EEEE . But for 1 dead there are actually 4 combinations: EEED, EEDE, EDEE, DEEE. You calculate your probabilities as chance for each combination happening (60% escape rate for each E and 40% death for D - because as you wrote 60% escape rate means 100%-60%=40% death) times number of combinations you are interested in (in this case all 4 - any one of those that die counts - not just say first survivor or just last survivor). Hope this helps a little :)
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@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333881#Comment_3333881
its called asymetrical for a reason-the game isnt meant to be fair and easy for survivor.
it's not meant to be easy on any one side. Killers should not get their kills handed to them on gold platter either. They should earn them.
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333881#Comment_3333881
please read math books
I am pretty sure I read more math books then you sir.
@BrownEncrustedBoxers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333881#Comment_3333881
Well, I'm glad that Behavior isn't going to pay attention to you because they know as well as I do, making the changes you suggest would make the game boring for both survivors who want a proper challenge (which has already been somewhat diminished with the HUD) and for killers who won't ever be able to win a match because survivors will have the HUD and overpowered gear. They would literally kill their own game. Even for SWF, part of their fun is to totally dominate and outsmart killers... but if they're equipped with gear that doesn't require outsmarting them, what would be the point?
I guess, in the end, you've made the points for me and Behavior. Thank goodness they aren't going to listen to you. Comes down to this, get better. If you can't, maybe play something else?
we will see. If the trend with survivor-incentives most of the time continues, then I guess you are up for a surprise
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334013#Comment_3334013
I should probably elaborate, i meant a percentual chance to escape per survivor.
Setting the escape/win chance as survivor player as x, we can express the chance to be killed as (1-x)
A killers win chance is the sum of the chance to 3k and the chance to 4k, so its (1-x)³+(1-x)⁴
Now equating a killers chance to win with a survivors chance to win
(1-x)³+(1-x)⁴=x ; ~38.2%=x
This is a mathematical formula to show the chance to escape per survivor thats equal with the chance for a killer to win, which is the sum of the chances to 3k and 4k. Which is a ~38.2% chance to escape.
I'd like you to tell me how you come to the conclusion that a killer who has a winchance of 40% doesnt lose 60% of the time. I dont even get what you mean by accounting for losses.
It was a very rough approximation that is actually what people not so versed in math give. Sure enough if we are talking about same probabilities of each event and only 60% kill rate, then stricktly speaking you are right.
However you have made 2 crucial mistakes:
a, (the less important one) killer not killing someone does not mean survivor won. There's a pity escape. Namely hatch and letting last survivor out (we can also count farming, but I presume that one is not statistically significant - at least not in average-to-higher elo)
b, You group losses with draws and consider them the same. They are not. If you strictly want to match feeling, you have to match wins with wins and losses with losses. As there is harder for survivor to draw then for killer, you need to split draws evenly between wins and losses (because as I said - draw doesn't feel best, but it certainly feels much better then loss - and bad feelings are generally more memorable then good ones).
So considering your equation, the percentual escape rate (39%) should somehow match killer wins (~47.5% - you have an error in your formula with combination numbers -> (1-x)³+(1-x)⁴*4 ) but at the same time survivor murder rate (61%) should somehow match killer losses (~15.6%). The first number matches quite well. The second one is not even close. Now can you see why 60% kill rate is not fair?
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333070#Comment_3333070
Technically not escaping half of the time isnt even balanced. Balance would be "winning on both sides has the same chance"
If each survivor had a 50% chance to escape (win), then "winning as killer is (1-0.5)^3 + (1-0.5)^4 whixh becomes about 18% to win, and thats with considering a 3k a win too.
Mathematically more fair is a ~38% chance to escape.
You are wrong. You can't match just wins. You also have to match losses. If both survivors and killers can win at 40%, but survivors loose 60% and killers loose just 40% - guess who has better time? A draw is something very different from loose. And losses are way more frustrated/memorable then wins. So we could argue losses should be matched for both sides. And yet this would make 40% kill rate balanced which is not something killers would like. So again - make it mathematically middle ground. 50% kill rate. Both sides having fair chance to win or to loose (or to draw)
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333964#Comment_3333964
An FoV slider would be fine. Some of the mechanics that killers currently deal with, due to their terrible FoV, should be considered outdated and unnecessary.
so what would you consider skill expression? Just going in predictable ways to loops, dropping the pallet same way as always and occasionally do 50:50 with killer in some loop? Taking away possibilities (to e.g. tunnel - but I would argue this is no longer "possibility" but "standard" with the fact how little risk it poses compared to benefits it gives) was thing that killers already complained about. Why is it now OK to take possibilities from survivors (and possibilities that are hard to execute and sometimes still results just in 50:50)?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333187#Comment_3333187
1) An FoV slider
2) Quieter chase music
3) More reliable survivor noises (like footsteps), that aren't muffled or deleted if the survivor breaks line of sight
Those are improvements that could affect all killers.
No, it would not be far more effective and appreciated to address killer-specific annoyances. Making improvements to specific low tier killers, does absolutely nothing to address the gameplay on the higher tier killers. The goal of the survivor changes, isn't supposed to be "let's buff survivors, then buff lower tier killers, and leave higher tier killers the same, so it's an overall nerf for the higher tier killers".
1, is biggest buff to blights. I know a lot of people without ANY handicap that equip the perk on him specifically over any other perk
2, and 3, helps spirit the most - number #3 strongest killer in game (strictly in high MMR with all addons allowed - it might be even higher)
Also adding 1, is such a buff making vertical FOV sliders for survivors - it's just that I want to see more things in my screen (and I conveniently don't mention 100% visibility on killers in a lot of loops preventing any mindgames) - same for FOV -> you significantly reduce 360's, window techs and some mid-chase hiding tricks.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333327#Comment_3333327
It's not a good thing, because it's trying to make the top tier killers weaker. We were told these survivor changes were supposed to be quality of life changes. Your idea is trying to sneak in an ulterior motive of weakening certain killers.
It would be fine if all killer got quality of life improvements, and lower tier killers additionally got some buffs. But specifically trying to exclude higher tier killers from compensation is a garbage idea.
Sure bud. Let's also buff SWF while we are at it. It's not a good idea to equalize stuff. Let's create stronger nukes on both sides
@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333244#Comment_3333244
I'd take old DS for old ruin any day of the week. I'd also take removing 5th perk BT for 5th perk tier 1 brutal strength any day. Balanced landing was fine on launch but it was the buff + synergy with sprint burst that made it strong. I believe exhaustion existed for a time back with old ruin anyways. Aside from rating value of one perk over another it's not about the individual perks. It was the state of the game back then. You didn't have as many experienced survivors as you do today. While games are never really relaxed as killer(unless you're memeing) in that moment of time you, the killer, felt as if you had more control over the match. It was common for me to hit 8 hooks with 2 gens done and knowing I should ease off to make it more enjoyable for everyone. The commonality of that level of pressure simply doesn't exist anymore for the killer side.
I'm not opposed to BHVR wanting to make solo queue more in-line with SWF, what I am opposed to is the lack of significant balance changes that should be occuring for killer by doing that. 3k + hour players like myself will either adapt or quit. How the killers with under 500 hours will do I can't even imagine. Let's not forget that these changes are just as beneficial for SWF teams as they are for solo queuers. HUD now paves the way for better callouts. For years, survivor mains like yourself have been on these forums claiming when solo queue gets on par with SWF there would surely be significant balancing. Where is it?
It buffs SWF? I have no idea how. In SWF if I have gen worth talking about, I will call it out. No need to hope everyone in my team will have eyes glued on that HUD instead of map. Also when calling out things - I do call them out when necessary and not otherwise. So I don't flood other survivors with garbage information. HUD is mostly garbage information, but sometimes information that matters a lot. SWF naturally filters out garbage info. It makes very little sense to say these icons buff SWF. SWF just got unfiltered data instead of pure information and you say they will start to use that data instead. Like why?
@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333491#Comment_3333491
Your statement bring up an interesting argument. Okay, let's breakdown these points one by one. Do both sides have an equal amount of experienced players at the wheel? Does an equal amount of experienced players on both sides make the game fair? Would it be fair if all 5 players in a round had the same amount of experience, but the killer Player's experience is spread across 30 unique killer characters? Those are important questions. I would argue no to each question. If we can agree that time played = the more experienced a player is I would argue that aside from streamers making a living off of playing killer, there are less experienced players playing killers in the game by comparison. I would love to be able to prove this statistically, but I know this to be true simply by checking hours on steam profiles. Here's an example: Someone who has 100 hours on any particular killer shouldn't be getting matched with a single 5k hour survivor. And if that's what's required in order to keep queue times down then that should tell you all you need to know about the state of the game for killer's right now.
Let's say that I have 20 hours worth of game time on Knight, and probably 1.5k-2k hours on Killer in general . Why should I be going against teams of survivors that are P50-100, players that I know have far more time on survivor? It's because there isn't enough 10k hour killers to go around. These changes, without proper balancing to killer, hurt the game.
I know you've been playing for a long time, and we both know you cannot compare the current slowdown meta with what killers had before. If you believe the eruption/call of brine/PR meta is stronger than Old ruin meta.... old ruin/old pop meta... old ruin/undying meta + what survivors have at their disposal now you're simply wrong. Trust a killer on this.
I'm with you, I do believe that the people who tend to complain the loudest are often the ones who need the most improvement in their gameplay. But please do not confuse that with the fact the game is too lop-sided now. I think a lot of this hypothetical arguing would cease if BHVR gave us our total stats within our BHVR profiles for all to see. We should be able to see the raw numbers to have a real analytical grip of what's going on here instead of educated guesses.
I want to leave this off with a question for you. I want you to tell me what YOU think is fair. I have 2k hours total across killers and 50 hours on PIG. How many hours should each of the survivors have in order to consider the match 'fair'?
Oh so killer specific knowledge is just killer specific knowledge, but survivors that know how to play against clown have very easy time going against nurse. Right. Same gameplay, same strategies. Some things can be carried over (general looping without abilities on both sides), but some are specific. For both sides.
Also about the game state - I would trade old sabotages for new ones (trapper included), old shack for new shack. Old hatch for new hatch. Old pallets and their numbers for new pallets. It seems you have short memory. The game used to be really unfair towards killers - specifically with infinite looping of some strong windows without any bloodlust or windows closing itself. Sure there was old mori. But what does it help you when the only hooks in game are in basement so you can't get your 1st required hook?
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@BrownEncrustedBoxers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333793#Comment_3333793
Obviously, the greater challenge should be on the side of the survivors... it's a horror game. Killers are supposed to be dangerous, escape should be difficult. What do you expect?! The title of the game is 'DEAD by Daylight', not 'ALIVE by Daylight'. Death is the constant threat?! There are 4 survivors vs. 1 killer. A 61% kill rate means that, for the most part 1 to 2 survivors escape each match on average. At least 2 die. What do you expect, seriously, that everyone should escape the killer on every game or that the kill rate should be even less? The game would totally suck if there was no real threat. I don't understand why anyone complains about imbalance. And I've been playing way more solo survivor in the last 3 weeks than killer. I "like" the odds stacked against me. That's the whole friggin' point!!! If I escape, it's a reward. There's be no reward if they watered it down for people like the OP.
The game should be balanced. It's PvP. Not PvE. 50% kill rate. Not less, not more
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333761#Comment_3333761
2 things
1. Other Exhaustion perks are good. I've seen people with Sprint Burst that turn almost anywhere on the map into a safe zone, or master the art of 99-ing their Exhaustion to get an on demand speed Burst. Dead Hard is just a lot simpler to use and almost entirely universal.
2. 60% killrates is the goal, as stated by the developers themselves. They're aiming for an escape rate of around 40%.
1, agreed. But they are still apparently not good enough
2, That goal makes little sense. Why in PvP game one side should win more for the sole reason of choosing their role? There should be clear reasoning behind this "goal" so that they understand where is their mistake on that one.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333793#Comment_3333793
should I start explaining why 60% of kills means very little, or will you think more than 5 seconds and understand for yourself?
It means actual outcome. It means that from at least MMR's point of view, you are on average winning in 3 out of 5 games on average (disregarding draws which are rare anyways). The fact that the game has MMR which should just place those players against way stronger survivors - but killers still having way more then 50% kill rate just means the game is quite heavily in killer's favor.
Considering draws exists - this stats means that killers on average win more often or harder then survivors. Or it means that they at least loose much less then survivors (yes there's a draw for a killer if he gets 2K).
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@stvnhthr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333786#Comment_3333786
You understand. Imagine if DBD worked like it is supposed to in all the instances you mention. It would be a funner game on both sides. I've worked in design on video games in the past and the problems with this game are bizarre, most game programmers I know are also perplexed at its poor performance in hit validation; they all can be mitigated with better code.
As a fellow programmer all I can say is, that I agree. But as a fellow programmer you should probably understand how problematic it is to rewrite things. If you didn't know, then I would suggest you look at netscape case: https://www.joelonsoftware.com/2000/04/06/things-you-should-never-do-part-i/
That being said - it might still make sense try to rewrite networking, because those lag hits are just awful in DBD
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@BrownEncrustedBoxers said:
You're obviously new at the game. Keep playing it and you'll get better and realize that a team of good survivors is way more overpowered than a good killer. But it sounds like you haven't figured out the optimal times to use a medkit or how to use perks. BTW, if you prestige every survivor before focusing on one, all shareable perks become available for every survivor. It's a grind and it takes time, but it's worth it when you have a slate of special perks to choose from and mix and match. Bottom line, get better... and play a bit of killer so that you can realize the game isn't as imbalanced towards them as you think it is. Sounds like you'd get stomped as a killer.
61% kill rate. This statement is outdated. Killer IS easier. But not super easy or autowin.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/362833/halve-exhaustion-for-dh
Why should we buff the strongest exhaustion perk in the game especially in a time where the community is very divided about nerfing it or not? "I successfully deadharded 4 times and each time I went down" Yeah that's not successfully deadharding then. If the perk is not working why can the popular streamers pull it off consistently then? Sounds more like a you problem tbh.
he is basically complaining about lag hits (aka pokos). This is general problem with DBD that is for unknown reason much worse in this game then in any other online game (FPS games included - which makes it a little weird as those are more sensitive for this thing). It's not exclusive on DH. It includes M1 hits (especially next to windows), dropping pallet stunning killer but getting hit regardless, killers like huntress being able to hit you with hatched from behind the corner and so on.
@AbsolutGrndZer0 said:
The problem is ping. If the killer has a better ping than you, they will down you even though on your end it said they shoudn't. On the other hand, it goes both ways. If you have a better ping than the killer, you get extra time on your Dead Hard window. This really isn't something that can be fixed even with server side validation because the person with the better ping will always get the win all other factors equal. That's just how the internet works.
That's not how DBD works. In dbd the worse ping killer has, the better for him. When killer sees on his screen that the survivor is just in front of him, then he can push M1 and make the hit. It does not mean anything that the survivor is possibly 4m away behind some obstacle. The hit registers regardless, because killer's client sends information "I hit this survivor" instead of sending to server "I am here and hitting my M1 in this direction - server please tell me if that's a hit". This works also in the other direction - survivor when seeing killer somewhere where the killer is no longer can still stun him with that pallet. But the problem is, that most of the really important interactions are done on killer's side. This can be seen the best in chase - killer will get double benefit from this. When killer has ping and changes direction, then survivor will have that much less time to react to that change. It's only natural that survivors will complain about it.
That being said. I don't think DH should get any buff
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@GrimReaperJr1232 said:
It used to but was deemed a bug and changed.
My theory is that they don't want it working off Nemesis' Infection (something they outright stated). Because of that, they wanted to define a simple rule: It only works if you go from injured to healthy.
This meant any Endurance plays were immediately shut down.
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333318#Comment_3333318
While I'd agree tunneling is an issue and is still way too effective of a strategy sometimes (along with camping), those are issues which should be addressed through baseline mechanics (and DS should get a buff since it was overnerfed). It's not a good reason to buff exhaustion perks when they're already some of the strongest perks in the game. The only exhaustion perk that could use a buff is Smash Hit.
The possibility of having a syringe doesn't completely remove the relevancy of being out of medkit charges either. While you certainly could equip both a syringe and a styptic, that would mean you don't have any other addons which could impact whether you have any charges left to use the styptic/syringe or not (or force you to not use the medkit for an extra heal if you want to save the chance to use the styptic/syringe).
Also, the killer hitting a survivor off hook doesn't necessarily mean they are trying to tunnel, if the survivor aggressively bodyblocks the killer and prevents them from going after someone else without hitting them first.
I think this is bad design. If this buff almost exclusively (as per OP's arguments that looks to be sound to me) helps against tunneling, then it should be good buff. Don't you agree?
If people complain about DH and DH having too much usage - that means that there are no other sensible alternatives. Buffing other exhaustion perks could be sensible alternative to nerfing DH if we want to reduce DH usage. And let's be honest - there's still room to buff survivors as kill rates are 60% according to last stats.
While you certainly could equip both a syringe and a styptic
This makes no sense. If we are talking about using overcome - then I have to be not exhausted (meaning 40s outside of chase which is way longer then time needed for syringe). Why would I ever equip both syringe and styptic when all I would ever need is syringe? Like I guess I could use styptic if I don't have syringes - but I would never equip both. There might also be special case for instadown killers/expose, but using instadown is practically always more complicated then using M1 (on already injured person) - so even this case while relevant would be very niche.
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@Veroles said:
At least the double Mainhall gen which have a distance of maybe 5 meters. When a gen spawns upstairs and one near the 2 pallets, thats maybe okay but not like it is currently. Thats a free win for every knight where survs nothing can do against at least when the knight is smart a tiny little. Just ridiculous. Imagine the killer has also erruption, call of brine... and a bit skill too...
Depending on RNG (it's all about position of 3rd gen of your 3gen), you don't even need "skill" part. Just patience, build and idea to guard your 3gen.
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@BrownEncrustedBoxers said:
Played 4 solo survivor games last night and 1 killer game.
I waited to find a game for at least 5 minutes for each of the solo survivor games. I waited 5 seconds to find one for the killer game. Does that mean more people were queuing for survivor than killer in that 2.5 hour period? I'm not sure.
That's weird. For me it's still always on survivor with exception to evenings.
@Marik1987 said:
Thats my honest opinion. The HUD, even the Gen-Progress-HUD, is actually a pretty interesting thing we need to wait out. I can understand, that the devs want Solo gets closer to SWF (lets be honest: they can never be at the same level as Voice-Chat-Communications and perfect coordination).
Thats not the main issue. Deadhard or Eruption etc. arent the big issue either.
The biggest issue in the game is the Killer-Pool itself.
A lot of people complain about the "OP-Killers" or whatever, but only a few understand that "The Killers" is the wrong idea.
The killers are too FAR away from each other.
All "M1-Killers" suck heavily compared to high-mobility-killers in gen-defense and in the chase itself.
The biggest mission is to bring all the killers more or less at the same Power-Level. If u are good at Wesker for example and you have a player which is good at Freddy next to him against the same survivor-group, the Wesker-Player always has the much higher chances of winning than the Freddy-Player, because Weskers Kit is just far better than Freddys.
The same goes for B-Tier v C-Tier-Killers. Lets say you have a Nemesis v a Pig-Player at the same level. I think the Nemesis-Player has far more chances of winning. The only way the Pig can maybe catch up is by using the Videotape, so he has all his traps in the game before the 5th gen is completed, because the Traps are useless after the gens are done.
Peanits said, if I remember correctly, that they want to adjust the killers after their goal of bringing Solo closer to SWF is achieved.
BUT:
I am very worried that the devs cannot manage this. Not because they dont have a clue or whatever, Im pretty sure they have, but maybe they just dont have enough time to adjust 30+ Killers (next one is coming) all together after Solo / SWF is closer together, just because of numbers in the team or other stuff. If THIS happens, I can really imagine playing killer gets less and less interesting and more players switch over to more survivor (we all play both roles more or less - the Matchmaking Incentives already show me a switch over to survivors, I can see far more ofter Incentives on Killer, which is a big thing, because u need just 1 guy playing killer while u need 4 to play survivor!).
I agree with you about most of the post. One detail though - survivor games on average are shorter. Thanks to tunneling which is something you see more often then not, survivor games are shorter then killer's. On average I guess you need 3x the number of survivors for each killer.
Also I would not underestimate the other problems (gen kicking meta being so strong you can sometimes hold the game until server shuts down if you have the patience & build).
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@Anti051 said:
Gens done too fast = puts killer in dire straights
Killer in dire straights = employment of desperate measures
Desperate measures = camping, tunneling, slugging
Over time the killer player is conditioned to expect fast generators and therefore will start to camp, tunnel or slug in anticipation of how the flow of matches typically goes.
I'm starting to notice that most people want things like tunneling, camping and slugging straightout punished instead of addressing the root cause, but then I understand that too, because if the root cause of tunneling, camping and slugging were actually looked into, it would ultimately mean making it so that gens couldn't be completed at the lightning speeds we see now.
Evidently, survivors scoring 60% total completion before the killer even gets to 8.3% on average is seen as "fun." Since survivors are the majority and money generally makes everything suck, BHVR is reluctant to make anything but slight, meaningless adjustments for killers. If it's easy to put the killer into dire straights, then you obviously can't start taking away the only options they have in response, unless you simultaneously address what's putting killers into dire straights so fast in the first place.
ah. 60% nonsense again. Sure it's 60%. Because after each gen a new one will spawn. Because after each chase a destroyed pallet is spawn again. First 3 gens have absolutely the same value as killer's 1st hook. Sure. Oh. Or maybe the game was designed so that survivors are the strongest at the beginning and weakest towards the end of the game and calling 60% of objectives done when first 3 gens pop is utter nonsense (not to mention endgame - a strongest part of game for killer). I have seen a lot of games end up in 4K that had 0-1hook when last gen poped (yes even killers that are so bad that they can't catch 2 survivors during 5 gens time can still win in this game).
Which is strange considering that by your definition survivors were 100% done with everything.
And as for your Since survivors are the majority and money generally makes everything suck - there's one very easy way to invalidate this statement. ~60% kill rate. Even for best 5% of players. Official stats. If devs were unbiased, then the number would be 50%. If devs held survivor's side it would be 40%. But it's 60%. Go and figure out what's happening
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332652#Comment_3332652
that guy is biased as hell tbh... saying that dead hard is less impactful than eruption is a straight up lie, especially in the case that you are aganist people that know how to loop properly (plus all 4 survivors can use that perk and it doesn't need to do certain actions to do 1st unlike eruption that require to waste time kicking generators AND downing survivors)... thinking that sprint burst is stronger than dead hard is hilarious since sprint burst will gave you only a bit of distance (useful aganist 1shot killers if you are in a exposed zone without pallets and windows), it could be annoying but the effect will end here, while dead hard is on a completely different level:
1 you'll have an extra hit (3 hits instead of 2)
2 you'll have 2 bust of speed anyway (once hitted you'll gain distance like if you were hit while healthy)
3 you can choose whenever to use it unlike the other exhaustion perks which can be activated through certain events/actions
4 you can actually use it for mindgames, gaining even more time from loops
also imo dead hard was mostly BUFFED instead of being nerfed (mind you, i'm talking regarding high mmr, where people won't go down in less than 30 seconds) because unlike the previous one that allowed to reach a pallet or a wndow, the new one will grant you both distance and another health state (in the meantime even with the possibility to avoid to waste pallets), not to mention that before the rework of certain killers and their addons, killers had actually something that caused exhaustion, countering essentially all the exhaustion perks.
Also auto dead hard script users.
That guy plays M1 killers 50% of the time (the other 50% is soloQ survivor) - mostly wraith (but he plays all killers) and is quite famous streamer. If you call him biased, then I have bad news for you. It's you who's biased. There's 0 reason for Scott to hold bias towards one side - he would go against himself.
Guarding 3gen is not hard and having multiple kick perks with eruption makes it almost impossible to finish the game at all - being able to hold 3 gens for 20+mins in a game where seconds matter and where the game swings from survivor sided to killer sided with each passing second is just not OK. Single eruption proc can in some rare cases can slow down gen progression to up to 120,75s. That's more then say deadlock will ever give you. Also having multiple kick gen perks waters down "you have to go to gen" argument/time investment. There's a lot of killers that found out the investment is "so bad", that they are able to abandon chase and go back to gen just to kick it to reset all the progress and do that 20-30 times.
On the other hand as you said DH can make 3rd health state (but that's the best outcome - this can be mindgamed - in most situations quite easily and in one situation it still can be done but it's hard). You can even miss on purpose which will work also against cheaters - loosing measly 6m distance which is much less then from sprint/lithe/balanced/... perks.
To sum up - no. Eruption is by insanely huge degree more impactful then DH. Also Eruption has 0 useful counterplays in soloQ (especially in 3gen situations - and there are maps where 3gens are guaranteed so don't even start with "it's survivors fault" nonsense) which is something totally different to DH where there are millions of different counterplays.
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@HardhatKrugerer said:
I have one question for you. Do you think that its normal to have 3 gens done in two minutes? And its not something heroic. Its possible with good coordination and now with all that info uts possible even more. I have as a survivor gen done in One minute. With toolbox. Beng... gen is done and few seconds after BANG... another gen is done. Then two minutes after BANG another gen is done. So its 4 minutes and 3 gens. And mostly only with one hook. You can see as a killer if they are organized or not. So if they are organized you must choose the weakest part of their team and eliminate it. Then its 3 people but even then. With good coordination if you don´t have Bubba or Infinite Myers its very difficult to defend hook against players what now what to do. Even as a solo I saw incredible combacks where killer ended with two hooks only no matter how much tunneling or camping he was. Thats reason why tunneling and camping is a thing. Its not for no reason, but beccause survivors forced him to do it. For example in the last game I made a chase where I was chased for 4 gens. Then killer got me and then it was obvious enough that if I will be unhooked and gens will not be completed then that killer will tunnel me as hell. But when my teammates were good. More than good, then we ended match and I escaped. I´m planning to start with survivors videos where I will show people how it looks like when you know how to loop and super powerful tool is Windows of oportunity. which is perfect tool for avoiding tunneling. If you are able to be chased for long enough time, then you will be rewarded with pip even if you don´t escape. But most of the time I have that experience that we are winning against tunnelers.
So first 3 gens are as important as last 2 or end game? I had games where killer had 1 hook after 4 gens completed (even without so called "gen rush"), but it ended in 4k regardless.
Actually it's not even rare. It might do something with the fact that the longer the game plays, the more killer sides it becomes.
First 3 gens popping in 1st chase means almost nothing. Just a bit worse first chase or maybe some nasty toolboxes. The game is usually decided at 2-0 gens and the result is clear from dev stats - ~60% kill rare.
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@Johnagon_Infinity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333291#Comment_3333291
CoB is totally fine on its own.
On it's own I agree. But there's no limitation that prevents you from taking other regression perks
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@FeryGEN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332960#Comment_3332960
As I said before, you can nerf at least half of the killer perks, I agree, I completely agree if DH is never in the game.
Take away OC + CoB + eruption completely and you can take DH away. These 3 killer perks carry some killers waaaay more then healthy. Killer couldn't catch that survivor in 40s? No problem. Just abandon chase and go kick gens. You will have another try without risking anything.
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It's one and the same thing. If your want to change map offerings - a clear buff to killer side - then make lobby invisible. Killer should not see who he is playing against (no lobby shopping) and not be able to change build depending on items. Do both at the same update, or do none.
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@DrFrozen said:
I mean, this perk needs serious changes. Survivors are complaining about Eruption that disables them for 25 seconds but also are running DH which extends chase for 25 seconds.
In my opinion:
Dead Hard: Grants 8% Haste status effect for 1 second and causes exhaustion for 40 seconds. ( no longer will be used to mitigate hit but only for slight amount of distance so you are almost as fast as spirit is )
Eruption: Causes affected gens to explode losing 9% of it's total progress, starts to regress ( instead of 10% ) and blocks the gen for 25 seconds. Survivors who are working on it will additionaly scream, and injured ones will be incapacitated for next 20 seconds. ( making incapacitation affect only injured survivors will be punishment for gens before friends ) Perk has 30 seconds cooldown.
well this whole post is a joke.
Ok let's nerf DH - it's time duration will be 0.495s instead of 0.5s. Let's nerf eruption. New eruption will cause explosion that regresses the gen by 2,5% and survivors can't repair it during the animation.
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@FeryGEN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332813#Comment_3332813
Scott, does not play for absolute victory, he doesn't care about wins or losses, I'm not saying that he is not objective, he just plays for fun, he can find interest in a weak perk, he also claimed that Circle of Healing is too strong a perk , Hyperfocus needs a nerf, for him a strong perk is one that does not need to be used and everything works automatically. He doesn't play on generators or tunneling, he loses most of his matches due to "well balanced" DH, lack of tunneling or camping in certain situations, like I said, he plays for fun, for content, I am his subscriber, I'm happy for him, but we are not discussing his point of view here, since his point of view can hardly be called the point of view of a normal player.
He said that the old deadhard allowed to fully finish the attacks, but why is that bad? The survivor managed to get into the pallet and die in it, you still had a possible bloodlust, you didn’t slow down quickly moved away from the cooldown when you missed, everything is on your side, now you hit and lose everything. He said in the video that it's still about ping, not everyone has a server, you know, and it doesn't always throw you on a good server nearby, so if you don't hit a person in advance, you may lose the chance to hit at all. Sometimes survivors deadhard early and I see the end of the animation and hit and hit the DH like they don't have 0.5 seconds, but 1 second it lasts.
Waiting for dead hurd is not fun, waiting for DH is wasting precious time, which the killers already have so little.
There are so many options. Just miss on purpose if you can't help it otherwise. That's 1.5s CD and it works also on cheaters. Or 6m if you want to count distance. Much less then any other exhaustion. This does not even count situations where you just pure outplay that thing. Also most of the time I watch him, he wins most of his games. On wraith no less.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/363018/this-is-how-tunnelling-should-be-nerfed
what should the killer do if the survivor will just run and bb the killer?
even now many survivors abuse free time and body block, imagine if they could do this indefinitely it would be absolutely stupid
and hey, have you ever wondered why killers tunnel? maybe if we start treating the disease and not the symptom it will make the game better for everyone side
first days after 6.1 killers were winning left and right. There was hardly ANY game survivors have won. And yet I have never seen so much camping and tunneling ever before or since then. This should be your cue about how people will behave if "underlying issue why killers tunnel is solved".
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330697#Comment_3330697
Did you actually read what you wrote? You are generalizating all survivors who just play together to automatically be the toxic ######### who are definitely a minority. I have over 5.7k hrs and play both sides, so YES, the REAL bully squads are a small minority.
Saying all swf are bully squads is just not only unfair but it also results in a devil's spiral. People who are actually playing very fairly may come to the conclusion that it makes no sense to be fair if all say you are not. It's like saying all killers camp and tunnel. If you say it often enough it will become reality one day.
And saying that "all they do is gen rush, and that's boring" to justify the "bully squad" statement is just unjustified. What else should survivors do in your opinion than doing gens (which is their objective)? Chests? Totems? Dancing? Running to you and being potato so you can get ez hooks?
Do you actually know what bully squads are? They make every second of your match the living hell. They want to trigger you and make you mad. They Tbag at every opportunity, they are highly coordinated, often double flashy safe, did the doublelocker head on/blind tech when it was still possible, they Sabo in your face and everything else you can and can't imagine. Sometimes they are very good players on top of that, but more often they are not (they just watched too many of those bully videos on YouTube).
How do you beat them? By not getting triggered. That is what they want. I managed it multiple times to "play dumb" but got 3k in the end because they became overconfident. Nothing was more funny than them trying a CJ tech which resulted in 3 downs in total. They were truly mad in chat because they "lost again a noob". It was hilarious.
So yeah, THAT is a bully squad, and not just those normal everyday player who just want to play with their friends without bad intentions.
QFT
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I am certain that tunneling should get addressed. This is not the way to go.
As of now I think the best way would be to revert DS nerf, but that might be lack of my imagination. Anyway OP's suggestion is not the way to go. Previous games should not limit you in what you can and can't do IMO
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I really do love sabotages. I play saboteur. Immediately noticed shadow nerf it got (no aura read when it's you who is being carried - sounds like a nerf to SWF, but in fact it's all-around nerf because I can't plan my unhooking while being carried in next occasion).
But I still consider this idea bad. Boons have area of effect. Meaning to use it, you need to communicate/coordinate with team. Meaning it would promote taking all the chases to single spot and your team sabotaging all the hooks in the area as soon as that person gets downed. There would be no counter to it but to snuff it and wait it out. Sounds like a really bad design to me.
On the other hand - within regular play this would make 0 sense, because nobody would die on a correct spot (because boons have such a limited area for this specific usage)
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https://www.youtube.com/watch?v=Mt-9L5nGnPM@appleas said:
DH just has to be changed to prevent lose lose situations at pallets for the Killer.
I would go one step further to say that using it “offensively” to get hook saves or bodyblock might need some balancing too.
Scott plays both sides about the same amount. Watch it. It is super relevant to everything in this thread.
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Current thanna is trash tier, because it was way too oppresive on those 2. As it stands, it's totally useless perk on anyone but those 2.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329605#Comment_3329605
it's like eruption but inverse: when you'll find people that are bad at looping, this perk will be easily counterable(not a big problem), but when you are against people that know how to run tiles this perk essentially become a 3rd health state (making games unplayable since most of the times all the survivors will bring that cursed perk into the match).
@Yoshirama said:
Weird, every killer waits for DH and is almost imposible to use, they should remove the animation
@FellowKillerMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329152#Comment_3329152
Agreed. Would it be too much to prevent interactions for 2 seconds after using dead hard?
Here is a perspective from someone playing both sides evenly about the Topic and especially about the eruption is like DH comparison:
https://youtu.be/Mt-9L5nGnPM -
@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332215#Comment_3332215
-"The point is - comms of course give advantage"
It's so nice we are making progress.
-"it's funny you say killers are less desirable. I see almost always incentives on survivor side"
That does not seem to be the majority of players after the last hud update. If it is for you then you should enjoy the easy xp.
The only time I notice a survivor incentive is when there are not many SWF teams online so many surviovr mains dip their feet into the pool and play killer. This happens daily early in the morning and sometimes early in the afternoon.
For me it happens for all day but at the evening. From night on it's survivor's incentives until say 5pm. At 5pm it depends.
But still on average the incentives are most of the time on survivor.
It's so nice we are making progress.
But equipping broken killer or broken addons give much better advantage then comms. And in my experience the difference is massive. Playing against blight with double speed is much different from C33+alch ring. The difference is by huge margin larger then comms vs no comms. Actually comms SWF survivors do go down against me much quicker then solo - they tend to use flashlights and sabotages (meaning free hits) way more then uncoordinated soloQ group that just genrushes. Those games are often won at the very start.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332182#Comment_3332182
CoH is not the best solo heal and is not meant to be. Just bring a medkit if you want to do that. It’s a team perk.
Yes I agree with everything else you said, that the other boon perks are bad in their current state and need straight buffs.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332276#Comment_3332276
This is mindblowing. Everyone else gave me good criticism (thanks for that guys), but this, no. Don’t play a team based video game in that case. You seem the kind of guy who wants to play Wake up / Sole survivor every game…and if that so, just add an anonymous mode for that. Problem solved.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332254#Comment_3332254
I agree with everything you said.
Not true. I play saboteur (the perk, not the item). I take a lot of hits. So inner healing is not an option. Bringing violet medkit every game is not an option (and I don't even want to). Inner healing is limited. Pharmacy is limited. brown/yellow medkit without extra charges (the thing I usually play) are limited. Self care got nerfed very hard and makes sense only when coupled with botany (that's 2 perks which is 1 too many) and even with botany it's still only as good as old self care.
I guess I could also bring built to last, but that one is only good with beefy medkits + you just have to be lucky to not get sloppy (or any other hemorrage) or franklins.
Then you have some healing perks that are never good enough - like reactive healing, renewal etc. By this elimination there's unfortunatelly only boon. And I do take it just for my self heals. The fact that it can speed up healing for anyone else is a bonus I don't really care about (so for all I care remove all altruistic healing speed buffs CoH gives).
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332204#Comment_3332204
you can just anticipate when you're going to approach a part of the loop that's mindgameable and pre-activate the key, you only need the occasional flicker to take advantage of it, but that's hardly relevant.
the point is, once again, that you can absolutely still make use of a green key you find in a chest - not in the game you find it, but you can still use it. not being able to use it in the game you find it is not sufficient reason for them to be removed from chests.
looking forward for you to once again respond by saying "but i can't use it in the game i find it :(" ignoring the 9000 times i've already said that's not a good argument
As stated before. The item does not make sense even when you carry it out of lobby. As it's hands-down THE worst item in the game, you will NEVER EVER equip it right after the game when you looted it. The only exception is when you want to meme, or if your bloodweb bugs out to the point you can't use it (still it will probably take very long time before you start to use broken keys).
How many times did you brought to your game green key? If your argument is real, then the number should represent at least 1% of all of your games. Heck I would say that it still has some value even if it represented 0.1% of your (not just trying what this item does) games
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331873#Comment_3331873
Good players who win more games are greatly assisted by voice coms.
Imagine the following experiment:
Look at the last major DBD tournament that had a close final. We take the top four teams and randomize the players. In short we take one person from each team and make four new teams. We randomly select one of those four teams and they get to use voice coms. The rest of the teams do not get to use voice coms.
Since every team has very good players the team that has voice coms (all things being equal) is likely to win compared to all the other teams that are forced to play "solo".
Talking enhances the ability of a good player and makes them great because they have extra information they did not pay for with a perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331548#Comment_3331548
So let's think about what you've said just now. Nerfing SWF would be punishing those SWF players.
But buffing solo queue to put everyone on the level of SWF is punishing the killer. If no one wants to be punished for playing in a SWF - then why would anyone want to be punished for playing killer? The Killer role is already heavily punished because you are playing against four people. A mistake that makes a chase 20 seconds longer will cost you 60 seconds against the other three survivors as each had 20 seconds extra to do whatever they wanted.
Remember that Killer has always been the less desirable role to play. What are you going to do if nobody wants to play killer anymore because everyone plays like a super sweaty SWF?
Sure. Take those tournament players. Pick 4 best killers playing same killer - say pinhead. Now allow one of them to use all gen slowdown perks and the others can't. Now check which killer will get best score.
The point is - comms of course give advantage. But it does not matter. Even given the fact that comms exists, in 5% of best killers the kill rate is 61%. Way over fair 50%. So do we want to nerf killers instead?
Also it's funny you say killers are less desirable. I see almost always incentives on survivor side. Meaning there's too many killers most of the time