Gandor
Gandor
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@[Deleted User] said:
I've run into it a few times since Pig box logic was updated, and I can't imagine this was playtested at all. Do the devs genuinely thing it's ok for a player to die to pure, 100% RNG? There isn't enough time to search even 4 out of 5 boxes on some maps if you're interrupted at all, let alone 5 out 5.
It feels awful on the survivor end to hold the killer to 2 total hooks through 3 gens and then have the game completely fall apart because two survivors needed 4 searches on a large map with Crate of Gears/Tampered Timer. The killer did absolutely nothing skillful to make that happen. The game rolled some dice in the background and the add ons did the work. It's a PVP game.
You are guaranteed to get the trap away with at most 4 traps. I agree that it is bad feeling to have bad teammate (that activates the trap on your head), but that's not killer's fault. It's the same thing like some survivor cleansing against plague. The fault is at survivor and killer should not suffer nerfs for it.
The boxes are now OK. I mean - it would be nice if there was something more to be done to help tunneled survivor with active trap, but. Considering all her powers. I don't think I want to nerf pig any more then she already is.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3215279#Comment_3215279
The 2 and 2 system still incentivizes playing 1-2 games a day on average. The difference is if you also have a matchmaking incentive now those games would be on that side without losing the ability to do the ritual.
All I can say is, that I would be happy with the change
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@dugman said:
With the upcoming improvement to the Archives where you can have both a survivor challenge and a killer challenge queued up simultaneously, that brings to mind a similar request for the Daily Ritual logs. Namely I think it would be a good idea to, instead of showing 3 rituals of random types like it currently does, always show 2 killer rituals and 2 survivor rituals.
The reason I'm suggesting this is I think it would work better in combination with the matchmaking incentives. Right now, say I have a matchmaking incentive of 100% to play survivor, meaning the game needs more players for that side. If my 3 daily rituals all happen to be for killer characters, though, it's presenting a conflicting interest - on the one hand I can't work on a daily ritual if I play survivor to get the matchmaking incentive, but on the other hand if I work on a daily ritual for killer then I'm playing the opposite side that the matchmaking algorithm says it needs more players for.
If the Daily Ritual log had 2 killer and 2 survivor rituals each day, though, then regardless of which side the matchmaking system would like me to play I can do it and still also be guaranteed to have a daily ritual that I can work on simultaneously. It takes away the conflict and lets me follow the matchmaking incentive request without worrying about losing out on my rituals that day.
This would only be effective (from incentive-wise viewpoint) if only incentivized-side's dailies would be enabled. Otherwise this barely solves anything.
I also think that the underlying reason why daily exists is for people to play at least 1-2 maybe 3 games each day on average (no matter which side - it's just so that you at least play).
So there is possibility to mix these things together - allow dailies for that side, that needs more players. But it contradicts a little with the second goal - to make people play the game on whatever side (to at least be in a game even if you play just 1 side).
Don't take me wrong. From player's point of view, I would be happy for 4 slots instead of 3 + guaranteed 2 slots for the side that I play more. But I presume that will not work for BHVR. Hopefully I am wrong :)
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3214963#Comment_3214963
It rewards you for camping a gen, which gives the survivor team plenty of time to do all the others. The only time where it's useful is when there is one gen with a ton of progress and zero other gens that have been worked on.
Its biggest weakness, ironically, is survivors tapping the gen to stop the regression. Because the skillcheck doesn't stop or punish tapping in the slightest.
Because the perk was made incorrectly
Which brings us back to the thread's topic
To which the answer is: no.
Regular checks shouldn't work like Overcharge.
Overcharge should work like regular checks.
Giving by pure random chance -10% progress is NOT fair. Given OC, it can be at least something to debate, because it's not random. But regular skillcheck blowing up when you stop working on a gen is pure BS and totally random buff for killer that he did not earn in any way.
But changing OC skillchecks to work at same random would be game breaking. Consider 3gen and any killer that can rapidly move thru the map. You would be able to choose between free hit (and maybe still failed skillcheck because of hit), or OC regression.
At the current state of regression - this would mean killer can decide to give as a freebie 4 gens to survivors from the very beginning of the game. All he needs to do is to guard his 3gen. And there would be nothing survivors can do. And with eruption, OC, CoB + any random 4th perk, it would be enough to win the game.
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@Obs1d1_X said:
Hi! I'm a player that enjoys both killer and survivor equally. With the introduction of Boons there have been plenty of ways to spice up each game with them, but there are also some problems I've seen.
If Boons are supposed to be a polar opposite to Hexes then why does their strength vary? From the four boons we have two of them are viable, one is situational, and one is seemingly a waste of a perk slot (COH and Exponential, Shadow Step, and finally Dark Theory). Sometimes Boons can change the momentum of the game into the survivor's hands and sometimes they don't. Here is my rework to Boons and to some of the perks.
Circle of Healing should be buffed only slightly though, maybe by 10 or 15%. Or just enough so that self healing gives a gray bar. Dark Theory should also be buffed to a 7% movement speed. This way Boons would feel like a true parallel to Hexes and now you would have a reason to run and pair Shadow Step and Dark Theory.
This isn't the only change I would make for Boons, as Killer I understand that you have absolutely no time at all and really no reward in snuffing Boons. So here is how I would change that.
Snuffing a Boon now counts as kicking a totem. Once your foot (or weapon) hits the totem it immediately breaks and you can move freely again. Forcing survivors to find a new totem.
Shattered Hope would be changed so that you can no longer kick Boons but each Boon is on a timer. The more boon effects on one totem the faster the timer and the possibility of the totem breaking.
This is just an idea I have on how to make Boons a bit more balanced and viable. Sorry for the long read and feel free to give opinions.
I don't like it.
CoH is already huge time-sink (measure your healing time considering finding totem, booning it and then healing. Or moving injured across the map and then healing) + it can be snuffed (very quickly if not counting some specific spots like top main of ironworks) or it can be used like a lure for injured survivors.
Now compare it to slow 42s SC heal. Or better yet - any medkit. Or built to last and green medkit with gel dressing. And if you allow killer to destroy totems, then medkits and inner healing provide you with same amount of heals, but quicker.
And I am not going to talk about other boons that basically require you to show the killer where the boon is to get any value out of it.
Also for dark theory. 2% are indeed wasted perk slot (as killer ping variance is much bigger than those 2% - so you'll never know when you get benefit from the perk - even if it just barely helped you get that pallet - you will just never know), but 7% would make it OP. I think the balance would be somewhere around 4% maybe 5%, but it's hard to guess without trying it out.
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@Adjatha said:
The fact that you get to make the Overcharge check even after getting off the gen is exactly WHY nobody ran overcharge before. The whole point of the thing was "punish survivors for tapping gens" and then it was built to be MORE forgiving than normal, everyday skill checks! Mindboggling.
And then they buffed Overcharge, but then nerfed it immediately after. Now, taking the perk is worse than not taking it, unless you ALSO bring Call of Brine (one of the few regression perks not nerfed because... tadah! It's on Sadako, the worst IP killer they've released to date, which nobody wants to buy, but now they have to because she has the only decent regression perk left)
OC is best regression. But you need to make sure nobody (capable of hitting the skillcheck) touches the gen during that time. It (potentially) provides more regression the CoB.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3214815#Comment_3214815
I mean thats fair, but we cant balance the game around sabos. If it really was a big deal we could just buff some of the sabo perks and items (I would take a heavy buff to sabo toolboxes and nerfing their gen speed increase any day).
My experience with hooks has been quite different, its uncommon but it does happen once every 5 or so games where I am forced to slug a guy because of it (I even had one surv in my last game literally sprint to the corner so I could not hook them so I just waited from him to bleed out for 4 mins, on asarov's).
Ok. I take it we have different experience. I have never seen such a thing on azarov's (if 2 ppl did not die in such corner destroying 2 hooks in a process). Then again I don't play around corners as there is nothing to loop there. But I would not be opposed to give 4 extra hooks in like 1m away from very corners of the map - most killers would not use them because of time wasted, so it could be direct fix to this.
Also in exchange adding 0.3s or (and this might be little greedy from me) 0.5s on sabo toolbox in exchange for not being able to fix gens with them (or maybe just something strong like 90-95% slower repair speed on toolbox). That would be something I would love to have.
To clarify - quickest sabo toolbox (all speed addons) lets you destroy hook after getting 1 hit, but you have no time to use DH or anything. 0.3s gives you enough time to dodge the hit if you can sabo from behind of hook (e.g. farm hooks in corn) or you can DH. 0.5s gives you possibility to get away if you can sabo from side (most of the hooks that are not in some corner).
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3214798#Comment_3214798
If the killer gets an early down one or two are going to die so you need to hopefully not get downed in 10 seconds and not be near basement if you let this happen as a surv thats on you and this proposed reassurance change wont fix anything even.
It will fix something. It will make it so, that killer camping single person will get just 1 kill (if all survivors have reinsurance) instead of 2 before all gens are completed. Giving him a CHANCE loose the game (if everything he did is 1 lucky chase).
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Note to everyone in this discussion. @DBDVulture is the same person who insists tunneling generators is a thing + the one that said 6.1 patch was survivor-sided, because it nerfed some killer perks.
Take everything he said with huge grain of salt.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3214789#Comment_3214789
Everything you mentioned is very niche, starstruck would not matter since 5% the killer would still be slower than survs (you would go at 97% speed) so thats not going to change since you should never go near a killer who is carrying someone when starstruck is up anyway.
Saboing would be slightly harder but is very rare still, and even with this change if you sabo the one hook in a hook deadzone, the killer is still not going to get anywhere with an extra 2 seconds of distance.
Breakout, why do we care about this? its one perk which sees like 0 play. For good reason, I have basically never had this perk work out against me.
Afk player chasing never happens like ever and you mentioned the agi combo, we can simply nerf agi to add 13% instead of 18%. Problem solved. (also killer is still going to be slower than survs with a 5% speed increase so he will never catch up to anyone).
I personaly use saboteur and sometimes breakout, because even if it's weak compared to flashlight, it's much more fun for me. And both perks have value (on some maps more then on others). 97% to 100% + hit distance is something very different to 92% carry speed. So if I was forced to choose a nerf, it would be +2s to carry.
But I don't like even this one, because it's not rare, that killer downs someone mid 3 hooks, chooses the 1 I am close to, I sabo it as he hits me and yet has enough time to hook the survivor on yet another hook. I consider this very unfair. Things like this means that on some maps/situations it's literally impossible to pull sabotages off without breakout (so you need 2 perks or perk and a toolbox).
On the other hand I had seen just 1 map, that can have such a bad RNG (and bad RNG is still hard requirement), that killer could not hook survivor in a single zone no matter what he did (so unfair situation for killer). And yet, the map is most killer sided out of all the maps in whole game - with official stats saying it has highest killrate from all the maps (and with good reasons).
Yes I hate midwitch even if I love sabo plays.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/349256/reassurance-need-to-use-on-basement
You do gens and make sure every person stays far away from the basement.
Which results in 2 dead (in case of SWF that knows what's happening) before all gens are completed (as was proven also by Otzdarva's experiment).
Just genrush is no longer an answer since 90s gens.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3213493#Comment_3213493
It would save the killer like 2 seconds on carrying, who cares? lol
Well I was not talking about speed being issue with regards to how quickly they finish carrying. I said the issue is with interaction between killer and survivors if someone is being carried (+ max distance and fairness to sabo plays, but that's different discussion).
To repeat myself - there are very good reasons why survivors are a little bit quicker then killer (with exception to 2 perks that adjust speeds). Read my response again if you want to understand why that's the case.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3214631#Comment_3214631
Did I ever said stats mean nothing here? I don't get it, or are you mixing someone else's opinion with mine?
I think maybe you should calm down?
Check this thread and 4th (milo's) response. It's directly in this thread. If both personal experience (your response) AND official stats (his response) have 0 bearing, then I have no idea what should be relevant. But to say the truth, it sounds much more like bias against survivors.
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@KillingWithAWrench said:
https://forum.deadbydaylight.com/en/discussion/comment/3214494#Comment_3214494
"61%. Killer was never as easy as is now": Clearly you are not a killer main, that is an opinion from a survivor sided perspective. Back then you can have more chill games rather than having to go all out for 3 hooks.
"then good riddance": Soon you can say good riddance to all of the killer mains and hello to all the killer bots that you might be playing because killers simply don't want to play this game anymore, read the rest of the section. Killer mains are quitting because they too noticed how hard it is to play.
"Survivors are being nerfed consecutively every patch": Oh wow, they nerfed Dead Hard poor you. Survivors aren't getting nerfed as half as much as killers are, killers just stay quiet because they know nothing will change survivors will still get theirs in the end.
"Clearly you are not a killer main" - That's right. But that does not mean I don't play killer. And I know there are unfair things toward killer (e.g. hello to 2 lockers next to each other with 2 people with flashlight).
"Killer mains are quitting because they too noticed how hard it is to play" - Yeah. Killers don't want to play the game. That's why I have almost nonstop 100% survivor incentives. It's because survivors want to play the game but there are no killers to play it. Also most of the killers camp and tunnel which catapults them into MMR range where they can't catch a single survivor. But that's on most killers, because they use cheap tactics. So of course they will meet people who are capable of denying them this tactics from some point (by e.g. never giving them single hook) - and suddenly, the game is again too survivor sided and all maps are survivor sided and everything is stacked against them and all this. Well I don't camp and tunnel and I don't win all games. But I win more then I loose - which is not the case when I play survivor (and no, I also don't genrush. Exactly for the same reason why I don't camp/tunnel).
"Oh wow, they nerfed Dead Hard poor you" - Well. I am not DH user and wasn't using the perk. It relies too much on killer's ping (making it never activate even if I used it at correct time). And it's not rare that I get someone 2000KM away from me, because BHVR decided it's bad idea to provide separate server for russians. What I am complaining about is +10s on gens (and no compensation on hooks - in 6.1 you could facecamp 2 people to death before all gens were done and then still have whole endgame to get another kill for free effortless win), +10% hit recovery (this one is huge and the biggest problem IMO with conjunction to all the survivor timers having 0 change), -10% survivor speed after hit, +10% pallets, every 2 weeks missing pallet from some map, silent buff to nurse (stuns are now worse then her missing M1), stronger survivor maps getting rework but midwitch is fine the way it is (I am just waiting until they change it - add some hooks and otherwise leave it alone). Also I don't know why they buffed bloodlust timing.
And this is just on top of my head from last few patches. And I don't even count healthy stuff like buffing legion and ghostface or removing infinites. And yet all I can read is like it's too much nerf to killers all the time. The official numbers stated from balanced 49% to imbalanced 61%. And killer mains still have the audacity to say that the game has become too much survivor sided. Yeah buffing killers so that survivors die in more then 3 out of 5 games is definitely survivor buffs. Wake up please.
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The game with ping over 200 should give you option to DC without any penalty, or better yet, outright cancel the match.
It's impossible to chase with such ping. You can't mind game anything as survivor, because the killer is 400ms + your ping (200ms to see his obsolete location and another 200ms where he hits you on his screen because you are somewhere else on your screen) away from where you actually see him - and I didn't even count in survivor's ping. That's full 2m away from your actual location. That's way too much.
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I think @dugman is onto something.
I don't like OP's proposition as that would be a little unfair for survivors. To explain - keeping in mind which pallets were used, checking for debris and looking for real pallets when awake is something survivor can do - trapping unused pallets is something survivor has 0 chance to play around - making it unfair.
However I agree that freddy should get some buff and adding fake pallets into his snares sounds very promising. I know that at least for me it would create good reason to actually wake up (instead of current behavior, where I deliberately keep myself asleep when he has snares, to see freddy from distance).
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3214600#Comment_3214600
Your personal experience shows nothing of the game, really.
I'm just stating killers had much higher than 61% kill rates for majority of times.
Yeah. Stats mean nothing, personal experience means nothing but killers have it really hard. Did I get it all?
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@Clockwork_Enigma said:
Even if it takes a few months for some of these, these need to be done in order to make him so much better.
- Major Buff: Survivors grabbed by Virulent Bound will now be hit by the whip attack if they fall out of The Mastermind's grasp. This prevents Survivors from escaping without being damaged by the attack if the Mastermind hits a wall or incline.
- This wouldn't apply whenever The Mastermind falls off of a ledge, however, since it could lead to unforeseen and unfair gameplay exploits.
- Minor Buff: The Mastermind can now turn at a rate of 15 degrees per second while Bounding, allowing for slightly better control over the move and more interesting plays from it.
- Minor Buff: The Mastermind can now move immediately after vaulting an obstacle to increase fluidity, especially at heightened vaults. However, attacking is still on a 1.5 second cooldown.
- Minor Buff: Throw damage distance is increased to 1 meter (from 0.75 meters). This is to make it more consistent for Survivors hitting objects when they are supposed to.
- Minor Buff: While out of chase, the infection rate of Uroboros is increased to 1c/s (from 0.8c/s).
- Moderate Nerf: While in chase, the infection rate of Uroboros is reduced to 0.4c/s (from 0.8c/s). This is to address concerns of it being used for tunneling in chase.
As for the add-ons, they themselves would need some changes, too:
- Unicorn Medallion - Major Buff: The negative effect of the add-on is changed to now only increase the recharge time of Virulent Bound by +10%.
- R.P.D. Shoulder Walkie - Major Buff: The negative effect of the add-on is changed to now only increase the recharge time of Virulent Bound by +10%.
- The changes to the Unicorn Medallion and R.P.D. Shoulder Walkie would allow Mastermind Players to have more expression in their playstyles and just that little bit more fun charging people from across the map. It also allows these two perks to actually have synergy.
- Pairing these two add-ons would increase the recharge time of Virulent Bound by +20%, increasing it to 7.2 seconds for one token recharge if both are paired.
- Maiden Medallion - Major Buff: The Blindness effect from the Maiden Medallion is now permanent. This does not apply to Supply Cases of First Aid Sprays.
- Video Conference Device - Change: The effects of the add-on are reduced to 50%.
- Moderate Buff: This increases the infection rate out-of-chase to 1.5c/s (from 1.36c/s).
- Moderate Nerf: This reduces the infection rate in chase to 0.6c/s (from 1.36c/s).
- Dark Sunglasses - Major Buff: The effects of the add-on now apply whenever you injure a Survivor with Virulent Bound, on top of whenever a Survivor becomes Critically Infected.
- Dark Sunglasses - Minor Nerf: The effects of the add-on are reduced to 15 seconds.
- Uroboros Virus - Major Buff: Uroboros Virus reduces the charge time of Virulent Bound by -0.5 seconds (from 1.5 seconds to 1 second).
- Uroboros Virus - Major Nerf: The Uroboros Virus no longer reveals the auras of Survivors when they are Critically Infected. This effect is somewhat redundant due to how little this occurs in-game.
- Iridescent Uroboros Vial - Major Buff: Iridescent Uroboros Vial now grants an additional Bound token, which acts similarly to the second Virulent Bound.
- Iridescent Uroboros Vial - Major Nerf: The Exposed status effect of Iridescent Uroboros Vial is completely removed. This effect is completely redundant due to the base kit ability The Mastermind has on critically infected Survivors.
These alterations would make The Mastermind probably the most fun Killer to go against and play as, while also trying to remove most of the negatives of either his base kit or the add-ons themselves.
If this were to be The Mastermind in the future, then I could guarantee he'd be the pinnacle of the game's design.
No. The killer does not need any buffs. He is already pretty strong as is. Giving him any more buffs and we have a new blight. If anything, then minor (and I stress the word MINOR) nerf should be OK. But it's not really needed
- Major Buff: Survivors grabbed by Virulent Bound will now be hit by the whip attack if they fall out of The Mastermind's grasp. This prevents Survivors from escaping without being damaged by the attack if the Mastermind hits a wall or incline.
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@darkshadows8326 said:
Killer should have higher priority for map offerings and survivors each should only be 12.5% so the only way to combat a killer offering is having everyone put up map offerings it would become a 50/50 killer/survivor chance
But that is still not fair. If it's not SWF where everyone can coordinate to give map (and in solo this is not the case even if you could write them and they would all read it). So killers will almost always get his map under these conditions.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3214494#Comment_3214494
61% is nowhere near "easy" from historical perspective, it's rather on difficult side.
When I play killer after 6.1, I get 4k VERY easily. At least compared to patch 5.5. When I play survivor even in SWF (and yes, we are not 4-man tryhard hens-level-coordination SWF) the loose right is still much higher then winrate. And no. I am not noob. I have over 1k hours already and was taught by 9K hour person from my 35 hours (meaning I was never corner urbaning claudette).
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3214494#Comment_3214494
Yes it is 61%...
Considering all other factors like, it takes all of the ranks. And how it also probably tracks survivors suiciding on hook.
Considering killers like to give hatch for a very long time now + farming killers. I presume the number could be even worse then 61%.
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3214494#Comment_3214494
61% is a flat number.
That means those terrible players at the very bottom that are causing nonstop 4Ks? They are artificially inflating that number.
So it's OK for everyone but the highest top tier to have horrible games? Also for every survivor that has 60% escape rate, there needs to be another one that has 80% killrate. On his skill group (MMR range). That is simply NOT OK.
Also killers camp and tunnel way more then before patch 6.1. It was always - killers need to camp and tunnel, because otherwise they stand no chance. After 6.1 even the last few people stopped playing normally and started to camp even more. Because after 6.1 it was guaranteed 2K by just facecamping. At least reassurance changed this. But still as survivor the chances are stacked against you. 61% is simply NOT OK
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3213885#Comment_3213885
The point he's trying to make is why is STBFL being better than before an actual problem?
From experience playing survivor and running STBFL, it's a good perk but hardly game breaking. As survivor it's far from being a common perk. I'll encounter Overcharge and Eruption far more than I encounter STBFL. Even when I do encounter STBFL I can't remember a game where I felt the game was lost solely because the killer was running STBFL.
As for playing with STBFL, it can be difficult to even stack to 8 at times. I always seem to run into body blocking obsessions when I try playing STBFL or just keep running into the obsession. You don't start out with 8 stacks and sometimes you simply can't just ignore the obsession.
It's a perk with a good pay off for getting stacks on it and keen survivors who are the obsession can really throw a wrench into the killer trying to stack it.
It's also a perk where many killers simply don't get good use out of it. I played against a huntress using stbfl and it really didn't do anything for her.
Personally I see absolutely no issue with STBFL.
The issue with STBFL is not in distance after hit. This part is fully fair (as payoff for perk that needs stacking). It's not used as much as OC or CoB or other perks, because it has much better synergy with some killer powers (basic usage by killers like doctor, better nemesis or demo) then others (huntress, blight, plague) - it's all about how many consecutive m1 hits the killer does (instead of prefering power to get hit) and if he has alternative way to hit survivor.
The real and only problem with STBFL is camping and the fact, that you can't even trade hooks. Meaning to fix the perk, all that needs to be done is to keep it unchanged, but buff by a little bit unhooking speed. Just enough that hook trades will be possible to same degree as before 6.1
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@KillingWithAWrench said:
Hello Honorable Developer(s),
I just want to thank you for the good fun years you've provided us in developing Dead by Daylight. I just want to give you my honest feedback which is also the reason I am leaving this game.
I've been a killer main for the past 4 years and probably played survivor a handful of times, I just enjoy playing killer. But in the recent two to three years I will say, and I know you might disagree (along with a lot of people in this community) but this game has become too unbalanced to a point where you enjoy a game if you're playing against solo survivors or beginner survivors.
I just want to give you my feedback on what I believe needs fixing on the killer side and why I have decided to lay my weapon down for a while.
Needed patches for killers:
- Increased FOV (Field of View) to at least 110 degrees.
- - It's extremely hard to see what's on the ground which tends to make you get stuck from progressing forward, extremely annoying.
- - Survivors literally hide under your nose, confuses you. I've heard people tell us to use "Shadowborn" but we're literally using a perk slot for a setting.
- Too many advantages for survivors.
- - Still, after the perk overhaul it's extremely hard to avoid gen rushing, which will lead us to camping and tunneling.
- - SWF groups are literally unbeatable. You'll hardly get a single kill.
So the reason I am leaving is because this game has become too stressful rather than fun. I've been playing since 2016 and can say that the game was at it's most balanced state was mid 2018.
Thank you again for the fun times.
61%. Killer was never asveasy as is now. If this is the case, then good riddance. Survivors are being nerfed consecutively every patch and 61% is the bare limit I am willing to play against
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3211989#Comment_3211989
How is not kicking gens the same counter play as No Way Out?
https://forum.deadbydaylight.com/en/discussion/comment/3212576#Comment_3212576
Unless you're playing Nurse or Blight, that's fairly unlikely.
If you are able to evade killer so, that killer gets 0 hooks in a game that is made specifically so, that killer will eventually catch the survivor. Then you are able to kick specifically those gens, that are not being worked on by person with blast mine.
And I would argue killer's chance to avoid it is better
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The speed boost is only interesting in case of a chase. The perk makes very little sense now, because you are most of the time not working on generator if killer is nearby (on rare occasions when you finish the gen right to the killer's face, this would be valueable - but that happens so rarely, that the perk gives you value at most 1x per match and even the effect is not that strong - even compared to nerfed DS). Outside of chase 7% speed boost is so negligible, that it makes no sense (it at most speeds up required movement time to next generator by 0.7s even with this buff).
Anyway, the current effect of scratchmarks can be slightly valueable in low elo where survivors are hiding from killers from the first moment they hear some terror radius.
To sum up - even buffed version makes very little sense to be equipped even in avarage MMR range. I don't think that there is anything more that can be added to this perk to make it worth using. The perk will always remain dead or the numbers would need to be buffed to something crazy (like most of survivor perks).
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3208997#Comment_3208997
How would an extra 5% carry speed have the potential to create problems?
e.g. make sabotage plays much harder. Makes starstruck much more valueable. Makes afk player chasing zoom thru map (especially comboed with agitation). Bodyblocking would get much harder. Breakout perk would make 0 sense (if left alone, you could just delete it altogether) or would require buff.
There is a reason why killer is slightly slower then survivors when carrying someone (and only a perk can change this).
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@dugman said:
Windows of Opportunity is one of the best and most used survivor perks. It doesn't need a buff.
If I saw some stats, Woo is MOST used perk rn. Meaning it's candidate for nerf if anything. 100% not a buff and even if, 7% is close to resilience (without repair speed) - perk that does only this AND requires you to be injured. So even if Woo was really bad perk with buckle-up usage, I would still be absolutely against this buff
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@General_Verdacht said:
https://forum.deadbydaylight.com/en/discussion/comment/3211992#Comment_3211992
You know that more Survivors die on first hook, with the intend to buff kill stats?
And that more Survivor mains now play killers and facecamp and tunnel other survivors to death, for the same reason and also to piss off survivors making them angry and revolt too?
no?
now u know
That's crap. It's same kind of thinking like killers give hatch not because of good gameplay (same way as survivors give items if not pleading for mercy), but because they want to screw statistics. It's just not true. Most of survivors that suicide wants to play new game, because they can't be bothered to play that one (be it for any kind of reason - maybe because they were caught first and because they know there are enough killers after last few "balancing" patches that in time they could be unhooked they can be in new game)
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There are quite some killer sided maps. Ofc midwitch and shelter woods. But I would 100% add rotten fields (hello huge dead zones and possibly worthless loops that are unusable after 1 pallet - creating deadzones next to deadzones), both RPDs (there are 0 good loops in new version - only very unsafe loops and pallets - but a few compared to the game that also contains only pallets + guaranteed 3gen at main), Azarov with fewer number of resources (but this part is still OK) but insufferable 3gen for killer on 1 side.
Then there are maps that are really tough but at least playable. Wrecker's yard with it's tiny size and basement never out of question (you take grasp+agi trapper and the game is GG if you catch one), wretched shop with it's low density of resources (and again devs removed some pallets - now you can get exactly 0 pallets around whole main), pale rose and lery's if killer takes hexes (namely dhope), haddonfield with it's huge open middle that you just can't exclude especially concerning 3gen around main (so the god windows in the buildings do nothing - killer can ignore those - survivors can't ignore 3gen in the open).
The rest of the maps are OK even if I don't really like yamaokas (both), torment creek (way too much visibility for killer and easy to 3gen if killer decides).
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No
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Just return stun and the fatigue (so that pallet stun does at least same amount as missed m1) and add additional 2s/charge (slower recharge speed). That should slow her down allowing some distance - killer will at least have some counterplay.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3210576#Comment_3210576
It isn't a double standard. It is called 'staying on topic'. It is only a double standard if you think every discussion has to revolve around you. Also, you can literally watch youtube videos of people in PTB making themselves impossible to hook. If this goes live, it is not a 1% chance anymore.
Provide the clip pls
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212006#Comment_3212006
that video is not tournament, its just ohtofu hosting kill your friends. that is all. I am just using the video to showcase what i mean by killer's relying on shortcuts to win matches which is trying to address why you dislike efficient killer play(tunneling/camping and slugging). Ohtofu also says there is no rules. You can see ending screen of 4 purple med-kits with gel dressing/iri add-on instant heals in end game screen. Everyone has the perks and add-on of their choosing.
That is vastly different from anything you can get in public match.
its not different then anything you will see public matches. all the gameplay shown in the video can happen in soloq matches and does happen in soloq matches.
As for A. and B. I already explained my position on that in the earlier posts. I am just saying that balancing off kill-rate is like balancing off KDA in league of legends. games do not balance off KDA. they balance off win-rate and dbd should do the same.
KR is not KDA. In LOL if you die you are not out of game. You will respawn. Also in LOL if you die 100th time in a row because enemy team focuses you, you are worth nothing to enemy team - the exact opposite to DBD where tunneling provides you with free 25% game slowdown and easier time to interupt and all that. So that's not applicable.
And I didn't watch OhTofu's commentary games so I don't know who played, what were the rules or how skilled the players were. If anything, I can give you 4 genrushing commodius BNP survivors playing against leasure-built killer that will outright wipe them out. Because skill difference is still king in this game (even if items/addons/perks/maps can make a huge difference for both sides)
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/348998/killer-perks-that-need-nerfs
"Those being overcharge, eruption, and save the best for last."
Overcharge is worthless if someone goes and interrupts the regression.
STBFL should porbably have been given to killers base kit since survivors get 10 seconds of BT. It encourages the marked survivor to body block and run interference. It requires a lot of skill to use this perk well.
Eruption is a solo queue stomper and does nothing vs SWF. This perk should probably be completely reworked so that when you down someone all erupted gens can't be worked on for 30 seconds and immediately begin regressing. Furthermore the regression speed is automatically set by any perks you have such as CoB/Overcharge.
Wow. I am for such an eruption, but in that case reinsurence should work on 24m distance and add 90s on a hook. Makes about same kind of a buff
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3211467#Comment_3211467
They SKIP there objective to get ahead. And they do so until they get players that are so much better, that they can't win even when SKIPPING their objective. If they did not SKIP their objective, they would not win as much, but they would have fair matches
the game is horrible imbalanced for the killer for going for 12 hooks. The killer not skipping their objective will 100% lose if the team is equally skilled at the game as the killer. There is not enough time for killer to go for 12 hooks vs the survivor doing 5 generators. Even if survivor goes down on every loop, the game is still close/survivor-sided.
they would have fair matches (and who knows - maybe they will actually learn to chase and get to even higher MMR without skipping anything
I think you have misconception that killer that tunnel, camp and slug are bad at the game. this is not true. Being good at the chase for killer is BASELINE. That is bare minimum to even be high mmr as killer. Its that being good at the chase is not GOOD ENOUGH to win players that are as consistent good as survivor as you are as killer.
https://www.youtube.com/watch?v=lhjpvW701CE&t=1020s
do you think this blight is low-level? This gameplay for blight is not low-level. this guy, just watching his gameplay is top 5% killer in whatever region he plays. 100%. A top 5% blight still needs to ... skip the objective to stay competitive. The games are close even when the killer is SKIPPING the objective to win. The blight is not camping because he think he is bad at the game. He is camping because he knows he needs to camp to stay competitive with his competition. If you look towards end of the video, The survivors are at 1 generator. 1 GENERATOR. with camping and during 1 generator, he is also slugging. 3 man slugging. you see killer is forced to use these strategies to stay competitive. the game is still very close and can go either way. Not skipping objective like slugging and camping will result in 3 survivors escaping thereby killer losing.
The idea that bad killers tunnel/camp/slug is casual belief. Bad killers try to utilize these strategies and do not understand how to use them correctly while good killers are forced to these strategies to beat stronger survivor players. perhaps now you understand why kill-rate are not that accurate and that team-based MMR of 0-1-2 kills is win for survivor and 3/4 kill is win for killer. Games balance around win-rates, not kill/death/assist ratio(KDA).
They played tournament. There are special rules for those. Also survivors go to the game specifically prepared for exactly this with knowledge of map that they will play and everything. That is vastly different from anything you can get in public match. You can take killer with X-hundreds killer streaks on public and get him to play in tournament and there is good chance of loosing - that should just point how different the 2 things are.
Also this has absolutely nothing. Nada. Zilch to do with your nonsensical balancing around 2 kills = killer loose. And as I stated before. There are only 2 logical outcomes with better argument then "it should be like this". And those are:
a, 2 out = draw (give everyone fair chance).
b, 3 out is survivor lost (emotional answer - you can't say you won the trial if your friend died in it)
I am still voting for a, and you still didn't give me any argument why a, and b, are both wrong. Because "It should be a, or b," and not your stuff. And now I gave you same argument as you gave.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3210738#Comment_3210738
did you read his post? he is complaining that he is playing undetectable killer but he is unable to stealth because of communication of swf. so his power is dysfunctional.
I don't think swf needs any changes though, just solo could use slight buff to be as strong as swf so its easier to balance the game... you know.. not have 15% escape difference...though looking at some swf... it does not look like 15% difference given the escape streaks...
You mean like supaalf with nurse? Or many other killers? :) For skilled players streaks are not that hard. Last time I heared there is already larger killer main streamer that is sad how weak survivors have become - making the game boring.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3211419#Comment_3211419
The 61% kill rate is very likely inflated from survivors that were organizing protests where they died on purpose.
Yeah. They died out of protest! To pad killer stats! Same way as killers were padding escapes for last 5 years! Let's organize no padding protest!!!!1!1!1! /s
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@adsads123123123123 said:
I understand why people don't think Blast Mine is annoying as I do now. It's because most killers don't care about kicking gens much, so they aren't affected much by it, but if you are playing a killer that cares a lot about defending and kicking gens, it's extremely annoying. If one person runs Blast Mine, you can get Blast Mined 4-5 times in a single match. Getting hit by it once is fine but getting hit that many times is just obnoxious.
https://forum.deadbydaylight.com/en/discussion/comment/3211220#Comment_3211220
Removing the stun does not defeat the purpose of the perk. Say Blast Mine blinded the killer for 1 hour, it would be the best perk in the game. It's just a matter of adjusting the blind duration to balance it.
https://forum.deadbydaylight.com/en/discussion/comment/3211338#Comment_3211338
Not every perk needs counter play but I think it does in this instance. Getting hit by Blast Mine multiple times with no counter play is just obnoxious.
No Way Out has counter play. If survivors loop the killer better, the perk doesn't get as many stacks, so it's far less effective. Also, survivors can still do other things during the block timer like hide and heal or continue looping the killer. Blast Mine is not like this at all. You can't do anything to avoid Blast Mine and if you get hit by it, you literally can't do anything since you are stunned and blinded.
https://forum.deadbydaylight.com/en/discussion/comment/3211415#Comment_3211415
It's not the stun on its own that's annoying. It's getting stunned with no counter play that's annoying. For example, Head On is fine since I can at least bait the survivors out to hit them and if I spot them entering the locker, I can down them. I would rather survivors run strong perks than perks to annoy the killer with no counter play.
Oh but it has same "counterplay" as No way out. Just don't kick gens that are worked on by person with blast mine.
And yes. The perk is meaned to be annoying. Because that's all it is. An annoying perk that makes almost 0 difference otherwise. It's sole purpose is to be annoying and that's it.
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It's not that serious issue, but still. RIP OoO (for all 5 players still running this perk).
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3211420#Comment_3211420
So do you want this map to be killer sided or fixed.... I can't tell
I want it to be fixed. But I am afraid that the usual scenario will play out. It will be partially fixed. Just hook spawns. Nothing else. That is unacceptable. The whole map should be fixed at the same time (both hooks and map balance).
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3211411#Comment_3211411
I will admit, that I saw much more "standard M1" killers, but still too many campers.
well the killer power did not improve. the m1 killer are still bad because their power is garbage hence there is no confidence in the killer to win by not camping.
Proxy camping staying within standart TR or just outside it (say 36m) - but not patroling generators or doing anything - just waiting to intercept or until unhook (most probably so that tunnel can start quicker).
yes and this is the case even for stronger killers. Look at blight in that video between 17:00 - 18:16. He was patrol hook using his lethal rushes and going back to the hook until the Claudette went to second state. Camping is all about intercepting the unhooker and pushing survivors to 2nd state because it reduces the number of chases required for the killer to win.
Killers do not have time to go for 12 chases per match, so they skip objective by camping and slugging. Its like shortcut to winning the match. Killer also tunnel because eliminating a survivor early is best gen slowdown they can get and less people in a trial, the more time they have to go for chases.
BVHR approach in regards to tunneling, camping and slugging is to punish the killer for doing those things instead of rewarding the killer for NOT doing those strategies. the result is that the survivor perks related to punishing the killer become meta if the perk is effective and the killer gets punished because he is still forced to do all those actions to have any competitive chance at winning. that is why i said they would need change win-condition such that killer does not need tunnel to win and the rewards of camping(regressing hook) are not there, so killer are less likely to utilize these strategies because it will make them lose the match instead of win the match.
I have to agree with you. "they skip objective by camping and slugging" . This is actually 100% precise. They SKIP there objective to get ahead. And they do so until they get players that are so much better, that they can't win even when SKIPPING their objective. If they did not SKIP their objective, they would not win as much, but they would have fair matches (and who knows - maybe they will actually learn to chase and get to even higher MMR without skipping anything). And if the behavior caves and buffs killer even more, then they will have another week of fiesta kills and suddenly survivors will be too OP once again. Because killer would be still able to SKIP part of the game.
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Don't fix the hooks or fix the whole map. The thing is too killer sided. The hooks are the only little saving grace - still not enough to offset the horrible horrible resources/chances this map gives.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3211191#Comment_3211191
"But most OP tactics should be fun. It would be good for game health."
Gen rushing the killer is literally the same thing as the Killer tunneling someone out of the game. Patrick made it very clear the objective in DBD is to get kills - not get lots of hooks to make the Entity happy.
DBD is not a fun/fair game when it is 4 efficient survivors vs 1 killer. DBD is remotely fair when everyone is a noob. As soon as you reach mid tier ranks tunneling becomes the default strategy that works. You will lose the game as survivor when you get a gen 20% completed and that progress is reset over and over again.
Oh god. We have statistics that say 61% killrate. We are also informed (I don't know how truthful this one is, but I believe it), that survivors at high MMR still win more often then they loose. To balance the statistics it does not take rocket scientist to assume, that noob killer will most probably slaughter noob survivors very very hard. Otherwise where would the number 61% (+ high MMR survivors being OK) come from? If your idea of fair game is killer slaughtering the other side... Then I have nothing more to talk to you.
As for genrush - I already wrote so in message above. Camp+tunnel+genrush = no fun. All 3 of them. Even if they are optimal tactics
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I have no idea why killers are afraid of stuns. Like it doesn't really take much time. You can be actually happy, because survivor did not use the perk slot to have e.g. built to last with strong medkit. Or reinsurance to waste a lot of your time camping. Or OTR to prevent you from tunneling. Hell if it's such a memer, it's high possibility he took the perk instead of deadhard which will probably rob you of more time then 1 measly stun outside of chase.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3210584#Comment_3210584
Killers do not have skillchecks and normal skilchecks in dbd are pretty easy. A perk that increases lunge distance is coup the grace and it is based off generator completion i.e you have lose the game to use the perk. Killers gain skill expression through their power. Not their perks but perks can have skill-expression elements within them.
If you want to buff skill-expression, buff their power, not perks though perks can help create a theme for killer/remove drawbacks from their ability.
in regards camping, if you want killer camp less, they need to have confidence to not need camp to win however a killer can still camp even if their power is strong because each of killer strategies provide inherent advantage in different situations. buff killer powers and they may camp less.
Camping does not neccassary have to be the killer standing at hook. it can be but it does not have to be. It relies on killer prevents survivors from unhooking to push the survivor in 2nd and 3rd hook-states. I am not sure how to explain this in words. a lot of the times, camping is often just intercepting the survivor that is going for the hook. https://youtu.be/lhjpvW701CE?t=1020
I think only video explanation can be used to try explain camping. Ohtofu is doing some scrim nights with killers and here's an example of blight and how you can strategically camp with him. in 17:00, blight downs a survivor, he is carrying a survivor to a hook on suffocation pit and 2 generator pop. he can intercepts the person going for the unhook and claudette goes second stage as nobody was able to save her. Blight is using his power to patrol hook and intercepts people going for unhook to push claudette to 2nd state which is successful camp. The blight is using his lethal rushes to patrol hook and return back to the hook, in moments, he is proxy camping and in other cases, he is directly facecamping near hook.
This is what I mean by camping is not just standing at hook, it can be that but its main goal prevent survivors from unhooking the survivor. Camping will be rewarding during the game as long as hook regress and its just part of the game. proxy camping is more common for mobile killers like blight while facecamping(being in 24 meter of a hook) is more common for immobile killers... like Myer's with instant EV3. All that proxy and face is referring to is distance of the killer between hook, nothing more.
"if you want killer camp less, they need to have confidence to not need camp"
It doesn't work. Right after 6.1 (few days to first weak) I have never seen so many 4K (no matter which side). And yet... I have never seen so many campers as right after 6.1. I will admit, that I saw much more "standard M1" killers, but still too many campers. 6.2 with reassurence balanced it into "regular" camp fiesta. And I call facecamping never leaving 8m radius around hooked person. Proxy camping staying within standart TR or just outside it (say 36m) - but not patroling generators or doing anything - just waiting to intercept or until unhook (most probably so that tunnel can start quicker). Killers use these "tactics" or "goal" to climb high against survivors with much more XP. And suddenly survs are OP and camp is mandatory.
"Killers do not have skillchecks and normal skilchecks in dbd are pretty easy"
That was just an example. Powers are problematic, because you would need to do it individually for each and every killer. That can create problems of doing it wrong. If you give skill expression to "standard M1" killers, then you buff them all. And suddenly they are move viable in high elo.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3210449#Comment_3210449
When you know the game better you'll see how most of the maps favor survivors for the majority of the killer roster
.
Large maps favor survivors vs most of the killer roster. They only backfire vs Blight/Nurse who move much faster (and occasionally something random like pig b/c the boxes are far away or looking for totems vs a killer like Demo who can make them impossible to touch).
Small maps cause survivors using Shift+W to lead the killer to someone working on a generator. This allows for multiple survivor pressure without tunneling.
Disturbed ward is 11,008m² and Father Campbell's chapel is 8960m². RNG can be a cruel mistress on the chapel windows but it is incredibly easy to three gen because it is much smaller.
Shelter woods has no rules with the terrain spawns. You can get almost nothing or you can have jungle gym next to L/T next to a jungle gym next to shack. Generally speaking it is one of the most wildly unfair maps because the gen spawns are random, the terrain is random and overall the map is way too big.
https://forum.deadbydaylight.com/en/discussion/comment/3210570#Comment_3210570
"I would be very happy to get you to pick maps for me. Both ironworks and groaning are pretty good maps for us."
I play without mercy vs SWF unless I see they are swaddling babes or I tunnel someone out and then I back off a bit. I like both storehouse and Iron works because both maps almost always give me a very easy to defend three gen setup. The last few games on Storehouse especially I hooked someone on a corner or end "wing" and essentially forced the survivors to give me a trade to force a rescue which still does not allow the game to advance for them. The size of Ironworks favors the killer because as soon as the upstairs door is broken the middle building becomes a huge dead zone that needs to be avoided.
My favorite map for survivors to pick is The Game. As Nemesis I have only lost on that map about once or twice. It's small, there are only about 3 useful vault locations and the pallets become irrelevant once you whip two survivors. This is one of the easiest maps to hold a three or four gen depending on RNG (if you are not an M1 killer). You might as well go afk if you are an M1 killer and the survivors pick that map however. That's not fair to anyone.
Ok. You play without mercy. I play for fun. You will very rarely see me with commodius toolbox + brand new part. Usually I take brown or yellow medkit and saboteur (both pretty meh things) + CoH (which almost always eats more time then taking SC - but I don't take SC out of principle, because of those last nerfs). My team takes SC+Botany so it's really not useful to take boon. What I am trying to say is, that I don't genrush, because it's no fun. And I hate camp/tunnel, because it's also no fun.
But I understand, that some people just want to win. That's OK. But most OP tactics should be fun. It would be good for game health.
As for the maps - OK. You have your reasons. I am glad you prefer absolute size to effective size. For that reason your choices are more enjoyable to me - which is perfect for both of us :)
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3210589#Comment_3210589
Your scenarios constitute a rare minority of cases. Franklins is the most common and ran less than 5% of games, Pinhead less than 3% (and how often is it actually a Franklin's/Hoarder Pinhead?) and killer addons that make players drop items are trash. I can count on 1 finger how many times I encountered an item-dropping addon as a survivor. No one should be trying to protect a brand new part or a styptic/needle med-kit with a ward, that's just silly. If a survivor uses a White Ward while attempting a White Glyph or other challenge then that's on them for messing up.
More than 90% of the time a White Ward will safely get your item and addons out of the match should you die.
A more valid point is that a White Ward is wasted if you survive.
Do you actually have a problem with my suggestion to slightly buff Sacrificial Wards or are you just saber-rattling?
I don't really have problem with sacrificial ward being buffed this way. I just felt the need to point out, that only black ward really saves your addons. On the other hand, white ward is useful also if you survive - because addons to item
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Out of all the perks do I really read "nerf blastmine"? Is this post a joke? The perk is total trash already. The only usage it has is stun to get your archive. Maybe it provides some jiggle to people that love to stun killer. But really. The perk belongs to about as useful as reactive healing. Meaning from practival point of view - NOBODY would ever use it. It's really just a meme. No real benefit xD
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It's not just franklins. It's also some addons that consume item (or itself), or killer's power that force you to drop it (and sometimes you can't pick it up again - especially against pinhead), or some archive challenge that "forces" you to carry different item. The only one that gets full value every game is AFAIK black ward.
And map offerings are fine. Delete them, and you can delete scratchmirror meyers & other niche stuff that requires specific map.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3209954#Comment_3209954
i think killer should be like blight where their base-kit is strong vs weaker players but end up being balanced vs high-level players. Blight for low-level plays is overpowered because nobody understand how to loop 115% m/s killers, so looping 230 m/s is out of the question. Alchemist ring vs low-level is a power with 0 cooldown which is why it gets complaints. Blight vs middle-level is very strong. The killer is favoured to win. Blight vs high-level is challenging match for the killer, but it is not impossible to win. The survivors also have opportunity to win.
Create something like killer's version of hyperfocus (very hard to pull off, but gives you best reward if you do)
Nurse? Performs terribly at low-level, Does ok at middle-level and gives greatest reward for mastery. in term of perks? Hex:Ruin and Pain res. Gives highest amount of regression for hooking a survivor automatically and pressuring the map with passive regression.
Nerf killer's noob tactics and buff killer's mechanically/tactically hard things.
They are not noob-tactics. They're simply how the killer win conditions are right now. you can disagree for how the killer wins but this is just how the game is at current moment. You can give killer incentives to hook other survivors but the killer will use the perks to hook survivors to reap rewards of the perks and do those strategies simultaneously. So unless you change how the killer wins, nothing is changing on that front.
https://forum.deadbydaylight.com/en/discussion/comment/3209984#Comment_3209984
Yes all of your 3 point is true. You can have 3 weak players, kill all 3, but if high mmr killer escapes, the survivor will gain a lot of MMR. This is very very unlikely because the matchmaking system is design to find player close to your skill-level so this almost never happens for 1-1600, but it can happen for higher-level due to smaller player pool.
MMR doesn't change when someone uses a hatch or disconnects. So at best a hatch is apparently a draw, even though earlier you kept insisting that DbD doesn't have draws.
They never explain what happens on disconnects. Likely a null for all players or a loss. Patrick does not go in detail in the video on that.
Killers go up or down for every survivor that is killed or escaped in the match. The devs clearly are not saying "The killer wins twice and loses twice if two survivors escape", that's preposterous.
This is exactly what patrick is saying in the video. Win is the survivor escaping through exit gate. A kill through 3 hooks, bleed out for 4 minutes or mori is consider a win for the killer. That's it, there is nothing more. I have been trying explain that in my previous posts. this is where some people criticized Patrick with hockey = DBD because he made a system that works like battle royal mmr in a team-based game for survivor. Its not too far off though. Just needs few refinements. Survivors should not get punishing if they're last survivor to be chased in the game and their team leaves them behind. Killers should lose when they fail to kill the majority of the team so it will be harder for killer to rank then in current system. Overall there is no draws in killer system, but there are draws in the survivor system in my proposed system to refine their battle royal system into team-based MMR system.
To me, it just looks common sense. Hopefully when their team MMR happens, we'll have less meaningless kill-rates and more meaningful win-rates.
Nurse is killer. Not a technique. She is hard to learn mechanically, but is quite easy otherwise. You don't need macro. You just find a survivor and down him quickly and hook. Rinse & repeat and the game is won.
What I am talking about is something like (and I make this as an example to illustrate the point - not as a specific idea) if you lounge and hit great skillcheck, your lounge gets longer. This is something that would benefit all the killers without exception and would reward killers that are able to hit hard skillchecks (even if this specific idea is stupid + this is also only mechanical thing)
Also. What is hard about staying at one spot and waiting for survivors to come at you? How is that hard thing? Just waiting?
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I don't like this. If anything, focus on solving tunnel/camp. This is hiding the problem and curing one of the symptoms. Getting 10K BP does not magically make the game more enjoyable after face camp + tunnel.