H2H
H2H
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Comments
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872735#Comment_3872735
So you’d have no problem going up against a 4 man SWF who send you to Eyrie and bring 4 BNPs every match you played?
I’d use a map cancelling offering and bring gen slowdown perks, while switching to a higher tier killer.
Also I have pretty serious doubts anyone is going against pure slugging builds “every match they played.”
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DBD is a pvp game. Demanding your opponent not try their hardest to win is absurd.
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Lightborn is the way, my friends!
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I just run Lightborn on every build and laugh maniacally at people failing multiple flashbang saves every game.
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Xenomorph. The tail attack still feels terrible to use, and I just end up frustrated by the end of the game. Alien is one of my top movies, and every time I play Xeno just makes me sad.
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filling up the killer complaint bingo card fast these days
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@masterofdbd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872096#Comment_3872096
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872178#Comment_3872178
You two just caused a shitstorm in the forums. Everyones enraged.
I don't think I caused anything, to be frank.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872134#Comment_3872134
Okay, and why couldn't they hook us instead of making us wait 4 minutes on the ground?
In general, my response would be "why should they be forced to hook you?" I do think there should be a vote concede option for survivors so the game can just end in this situation, and it'd be nice if the game just detected it and ended it immediately, but ultimately, it's not the killer's job to make things nicer and more fun for you. The killer's objective is to kill you. Slugging the whole team kills you. It is a win for them.
Looking at the specific screenshots you posted, in the first all the gens were done, and in the second only 1 gen was left. So while I can't speculate on specific reasons, in both cases, the survivors have nearly managed to complete their entire objective and escape. Seems like despite the slugging, you almost managed to win both games. -
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872096#Comment_3872096
Please explain to me what the goal of this is supposed to be. What are these killers achieving by playing in this way?
Well, the survivors will be dead soon, and the killer will win.
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Very sad when killers don’t play how survivors want them to play.
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1.9.2 when they removed all timing from flashlight and pallet stuns. Thanks goodness they immediately reverted it.
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Most likely nerfed
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Agreed, killer powers should buff survivors instead of benefitting the killer. Knight’s power already does if you get the banner, but it’s not beneficial enough for his opponents, I guess.
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Is there anything survivors WON’T complain about?
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ah yes very killer sided maps like Garden of Joy or Badham Preschool or Eyrie of Crows.
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Burn a meat plant offering, then you’ll have nothing but god pallets from end to end.
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The Entity should punish survivors for working on generators.
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You guys will complain about anything.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867325#Comment_3867325
Once upon a time, genrushing meant kitting yourself out with stacking gen speed bonuses, but these days it seems to refer more to just doing a gen.
The difference is that survivors just ask for the opportunity to play the game. Killers are asking for free wins.
Why is it the killer’s responsibility that the survivor has “the opportunity to play the game”? Sure sounds like survivors want free escapes.
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The double standard is so blatant. Killers have an OBLIGATION to play inefficiently and bad to ensure that survivors have a fun time (which is the sole responsibility of killers for some reason), but survivors have no such obligation the other way. Tunneling is UNFAIR and TOXIC and OVERPOWERED but survivors genrushing to leave in four minutes is just them doing their objective.
Ridiculous.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867242#Comment_3867242
I mean Vecna has the same thing with resetting pallets with Mage Hand.
The bright side is Dream Pallets break immediately like party pallets and Freddy can trigger Hubris off of being stunned this way. So it opens a perk synergy that other killers do not have.
I see what you’re saying but I think that case is a little different, in that it’s not Mage Hand that’s hurting him, it’s the pallet after being reset. Whereas with Freddy it’s his own dream pallet hurting him. I guess maybe it’s not a practical difference. I just look at it and think “why would I use a power that can hurt me” is all.
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It’s pretty silly for a killer’s own power to be a negative against them.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867146#Comment_3867146
So why did they remove Hugtech? That was fair, right?
pretty wild to see which techs are Bugs That Must Be Fixed and which are Valid And Necessary Counterplay
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Both sides should have a concede option (with voting for survivors) that enables after the first five minutes or so (so it can’t be abused to immediately concede if someone just doesn’t like the map/killer/etc).
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”[NEW] The Nightmare can now teleport to completed, blocked, and endgame Generators, as well as any Survivor healing in the Dreamworld. Dream Projection on a healing Survivor will teleport The Nightmare within 12 meters of their position. Upon completing a teleport, Survivors within 8 meters will be revealed with Killer Instinct and gain 15 seconds to their Sleep Meter.”
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/435955/kill-rate-is-not-win-rate
The winrate formula is NOT
(wins / games). This formula is valid ONLY for games without draw.In games where draws are a possible result, the winrate formula becomes:
(wins + 0.5 × draws) / gamesIf we apply the correct formula to Nightlight's data, we get a 56.7% winrate, for a 56.6% killrate.
i.e. ALMOST NO DIFFERENCE.
This whole "killrate is not winrate" argument is a forum nonsense to try to artificially fit killer narratives. When you do your math correctly, winrate actually shows the game to be even more killer-sided than killrate, because hatch escapes lower the killrates.
I hadn’t heard of that formula for games where draws are possible, but it seems like a commonly agreed on way to calculate win rates with draws. Thank you for adding that, I think that’s a good contribution!
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Since survivors hate slugging so much I would’ve thought having copious hooks available to encourage hooking would be a good thing?
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I care about their fun exactly as much as they care about mine, which is to say not at all.
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Honestly a lot of issues can even be traced back to the UE4 update from years ago. That broke a lot of stuff that never REALLY got fixed (like sound occlusion) but only sort of work in a way that we’re just used to now.
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I mean let’s not pretend that survivors don’t frequently DC for the pettiest of reasons; it’s not always the killers playing in an unfun way.
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@Firellius said:
Continuing my obsession with a Control chapter: The Oldest House. A massive office complex in brutalist architecture, probably decorated with the floating bodies of the Hiss-infected. A place not entirely bound by logic, either.
This was my first thought too. I know the Unreal engine can do some pretty wild stuff with changing player orientation, so having a map that twists the floor around into a spiral (or maybe has a non-Euclidean layout like the Ashtray Maze) would be pretty great.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863672#Comment_3863672
I would go as far as to add a version of the Incapacitated effect as well, so that no one can use the Intangible to go for a save.
Good call, agreed
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I’ve previously proposed a shared hook state pool that would only take 12 hooks to kill all four survivors if the killer spreads out the hooks, but would take 17 hooks on a single person to tunnel them out. I think a period of intangibility after being unhooked would be fair too, as long as it has the conspicuous action restriction.
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I think an Apex-like context-sensitive ping system for survivors would be a huge benefit.
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I've encountered as many if not more people who are toxic and rude without anonymous mode.
As soon as anonymous mode was available, I turned it on and haven't ever felt the urge to remove it. I'm happier without psychopaths who type out death threats in the end game chat being able to stalk my steam profile and find other accounts to send me hate on. I'm not even a streamer, I'm just someone who doesn't want to deal with the harassment.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859113#Comment_3859113
I think that would lead to a scenario where most matches are ties (2k) in order to preserve the 60% kill ratio. That would translate into a nearly 0% loss rate.
I guess you could also have 20% of matches leading to 4k, very few 3ks, and then more ties and losses than wins. Does the math work on that (I don't feel like working it out at the moment)?
Anyway, I think you're right that it complicates the discussion. Still, I think the number of matches that end in a 'win', 'loss' for each side is typically relevant to these player experience conversations.
I think that’s the rub. Where does a 2k land? Do we have a draw rate that needs to be in the conversation instead of just talking about win/loss rates? If a win is a 3/4k only, does a 2k therefore count as a loss?
Ultimately though, as far as these conversations tend to go, one simply cannot conflate “kill rate” and “win rate” as some folks have done in this thread. They are simply not the same thing.
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You can have a 60% kill rate with a 20% win rate. You can have a 60% kill rate with an 80% win rate. They are two different numbers and people should stop using them interchangeably. It’s disingenuous and muddies the conversation.
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Kill rate and win rate are not the same. A 60% kill rate is not a 60% win rate.
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They want to be able to escape no matter how badly they play. They want 100% guaranteed counterplay to literally anything a killer can do.
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They’ve always had a pretty bad QA process.
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it’s okay for people to try to win a game
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I can’t believe this change was approved. Laughable.
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it’s not JUST for the holidays
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Anonymous mode is good, because otherwise people do crap like this:
https://youtu.be/Sd85nj-XQzY?feature=shared -
I’m going to run lightborn as long as flashbangs can blind me through the bottom of my feet or back of my head. Call it a crutch if you want, but I’m not losing hooks to that BS.
(hey remember when flashlight save timing was made a lot easier for survivors, something something crutch something something)
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The killer plays most of a match down a perk, and when it activates at the very end of the game it literally tells survivors where its totem is. I’m not sure it needs even more downsides.
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Is it really “tunneling” if it’s the end game? What else should the killer do?
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Basekit Unbreakable would a terrible idea.
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She’s weaker than current skull merchant.

