HeroLives
HeroLives
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886780#Comment_3886780
This play style is already available to good players using strong Killers that can quickly end chases, only Survivors currently have no base-kit counter to prevent being bled out for 4 minutes.
There’s already plenty of adversity to Slugging in the game, Survivors are just averse to going in prepared and working as a team.
And no, your point doesn’t say it all. This idea solves a problem that’s been complained about by Survivors ad nauseam. Your suggestion doesn’t fix anything other than your desire for a tit-for-tat. It’s like Killers complaining about not receiving anything equivalent to Survivors base-kit Borrowed Time.
Now, if you think gens are going to slow in general, you’re free to start up a thread of your own discussing why you think that and how you’d improve it. This thread is about a possible new anti-slug mechanic.
I don’t really care to go back and forth on whether I made a point. I’ve said all I feel I need to say about it, anything else is just bickering and nit picking, it’s just the big picture of it all for me. You’re right at least you’re trying to give solutions, and I applaud you for it, I’m not even saying it’s a bad idea. I’ve given solutions before, no need to dig up graves on your post though and take away from your idea and direction. I was just saying.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886753#Comment_3886753
Killers may be saving time if they opt to let the Entity teleport the slug, but they’re not being rewarded for it. They’re actively being punished for it by losing out on blood points, emblems, rift challenge objectives, hook perks and whatever else hooking Survivors on hooks in the normal way rewards them.
Self unhooking rewards Survivors for failing and I’m against that, just as I’m against base-kit Unbreakable. With this mechanic, at least the Killer earned the teleport by winning the chase. What did the Survivor and their teammates do to earn faster gen speeds or a self unhook?
I’d argue the time saved benefits the Survivor more than the Killer since the biggest complaint Survivors have against Slugging is being bled out for 4 minutes and not being able to progress the game.
I understand where you’re coming from, but I think people highly underestimate just how efficient this playstyle is and how much time it’s robbing from survivors; so if they can bypass mechanics to make their side easier and get consistent W’s with little to no adversity, well why can’t I bypass mechanics I don’t like? I can go into verbosity, but I think a simple point really just says it all.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886740#Comment_3886740
Ooooh! I like that! See, if I was the sharpest tool in the shed, I’d have thought of it, but I’m not 😮💨
since killers are saving all this time though by not hooking can we get a buff to gen speed, or can the gens do theirselves since like bypassing mechanics is on the table? Maybe let all survivors unhook their self? Jw. Ya know since that’s okay. I’m just asking.
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I thought I got a weird bug where I couldn’t move, turned out I forgot that I had just swapped controllers after the other match and ready up so when I loaded in I wasn’t moving at all, started typing up a post about to ask if anyone else was experiencing this. I was frustrated bc I had already been hooked twice, only to look down at my controller and realize I never pushed the power button on the controller to turn it on.
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@Roaroftime said:
Hacker TP'ed to everyone before round even started and hooked us all so why did i get a match making ban? With the future updates this will just get worse and potentially be abused more ? Please fix this
in short because the hacker has direct access to the dbd code to override anything they have in place to prevent that. IE higher skilled or they work at BHVR.
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yep, and high mobility killers gain a significant advantage from this as well.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886142#Comment_3886142
I do this too. Then i get dropped on the floor to bleed out while they try find the other survivor. The extreme hiding change means my team mate is more likely to pick me up now, so it'll be rinse and repeat - keep getting grabbed off a gen, dropped on the floor. Extending an unwinnable game. I'd like a surrender option in this scenario too.
Edit: and it just occurred to me - with the new go next deterrent, does this mean letting myself get grabbed off gen in this scenario will penalise me?
yeah sucks when it happens but really are any of the options great in 2v1? Like honestly. Hiding is the most optimal chance, but it’s just so non interactive imo. Low key I miss OG premonition because you could get yourself out of these situations when your teammate was hiding, it just took so long to do.
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I personally can’t be bothered to hide in a 2v1. I’ll be on the gen until I’m pryed off it in 2v1, and I’ll look the killer dead in the eyes bc we both know exactly what’s going on, and doing one isn’t in my best interest. Both victims of a flawed in game mechanic.
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@Darkage said:
I don't understand what the fun would be to get 3 of your mates, bring plot twist and no mither and surrender as soon as possible.
Doesn't that ruin the point of the game?
I understand because I too find it almost unfathomable why anyone would want to do that, but I’m sure there will be some. The same kind of players that would bring distortion and hide the entire match and not do anything I imagine. Why they find this fun idk, but I do know one thing if a human can do it, they will try. Weird they would do that, but I’m sure some goon of a group will try. Plot twist rework incoming I’m sure.
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NGL the “go next” will probably penalize me bc sometimes when the killer finds the hatch before I do when I’m the last person left and they’ve got me in their sights shortly , I’ll stop chase, and I’ll just go up to a hook and point bc they won, and there was no way I was going to be able to open that door. The killer is right there. I’m just being realistic. Sure I can play it out like a script but honestly once that hatch is closed if you’re seen and they’re not far away enough to finish opening the door it’s an L, respectfully.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884670#Comment_3884670
Finesse doesnt work when injured
my hopes and dreams ruined 😞 by non vaulting actions being not included on spine chill , and an injury condition on finesse. Welp….back to the drawing board because I doubt they change both, but it would have been fun, what could have been.
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I sing in general when I get hooked, these immediately come to mind :
“I’ve been hanging around this town on the corner, I’ve been hanging around this town for way way way wayyyy too loooonggg”
“How could this happen to meeeeee”” clowns to the left of me jokers to the right, here I am hooked in the middle with you”
”hang me up to dry, I’ve done these trials too too toooooo many times ”
“Here I am once again, I’m torn into pieces, can’t deny it , can’t pretend the hook stage just begun”
” I was running but I’m not quite sure were to go, now I’m hanging by a mooooommment, hanging by a moment here with you”
”help, I need somebody , help, not just anybody, help”
The list goes on truly…whatever fits.
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very cute ❤️
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congratulations on reaching the highest of mmrs as survivor, here is your reward. Please take your complimentary hacking nurse and hook as a reward.
No, but seriously that sucks fr. Hate to see it. All for what? Some people just want to watch the world burn I guess. I hope they catch this criminal. If only there was a way 😏 love to see a messy hacker.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884445#Comment_3884445
Because finesse is vaulting speed, lithe is haste after the vault is complete. Lithe does not change the default vault speed, and finesse does not give you haste. They serve two separate functions, finesse for quicker vaults, lithe for distance after vaulting.
You are correct.
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@danielmaster87 said:
I don't like the excuse the devs gave, more than anything. Just because the heart thing is now there doesn't mean you should remove Spine Chill's ability to let you know the killer's looking at you. And they could honestly bring back the vault speed to combo with Resilience too, because that's 15% faster vaults I believe, and Finesse gives you 20%.
resilience is 9% at tier 3, if it’s stackable and you add spine chill if they put vaulting in as a condition is 15% total on top of the 20% for finesse. That’s 35% stacked vaulting speed, but that’s 3 perks just to vault faster.
Could help with variety though, bc I’d love to pop lithe in as the fourth, so you’re not just basically running straight support as a fourth to tie it all together. I like the idea of flexibility of where you want to end it with, but it could be too much and that’s why they took out vaulting on it, looking lithe dead in the eye.
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@SirBleps said:
My idea for a remake of this perk.
Instead of the perk lighting up you hear a disembodied meow warning you that the killer is near by in a radius of, say, 18 meters, but it only activates when you are doing an action; and then goes on cool-down for 60-45-30 seconds.
could be 1m away and only once per match and I’ll run it just to hear the kitty cat meow. I love kitties!
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Please don’t shoot, but honestly it’s not the worst imo. I know it’s not a popular opinion, and I empathize and understand why others don’t like Legion being in. This is a personal opinion it’s not that bad to me. To me there is worse combos.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884445#Comment_3884445
Then its clear as day how you completely missed the point of this whole discussion
Maybe, but ya know sometimes it’s hard to understand when the goal post moves. That’s okay I’ll forgive myself for my shortcomings. It’s okay if I’m not the smartest person in the room, just means there’s more I can learn, and that’s never a bad thing.
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I like them, the yellow herbs are cool, and the green herbs are useful in a pinch. Good to know they are beneficial to both roles, I like that.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884409#Comment_3884409
2 different perks with complete different effects
how do you mean they’re different though? What makes them different? One is 20% from a vault and the other is 150% after landing the vault. Why not take the 150% it’s higher than the 20%, they’re both vaulting actions.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884369#Comment_3884369
Nah, zero sense was made
Its like running the new "self care" to heal yourself at 10% instead of running Claudette's Self Care
what do you think about lithe vs finesse?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884353#Comment_3884353
I'll give this another shot but I think we may have to just go our separate ways on this front:
Object of Obsession is designed to be used in a particular way, because it carries with it a small but noticeable risk of the killer targeting you when that wouldn't be favourable. It pushes you to play aggressively and try to leverage its effects in chase, because that's when it's most useful and because anything else you do could be interrupted by the killer because of the perk.
It's a good perk. I'm not saying it's bad, I'm saying it's designed in a way that makes it most appealing to a particular playstyle.
Spine Chill with these proposed changes would be designed to be used in a different way, as more of a pure information-gathering tool that consistently tells you what aura perks the killer has without any risk or downside. It's potential impact would be lower than Object of Obsession, but it'd be a much more stable and consistent pick without the variance in how much value it gives versus how much risk you're taking on.
As it's a universal perk, it being designed to be more stable and consistent is perfectly legitimate. You'd have options for how you want to go about gaining that information depending on how you like to play and what extra value you want, because the universal pick is the most straightforward and least impactful but the teachable perks have higher impact with the tradeoff of either less consistency or higher risk.
you make total sense to me and I understand you. I think sometimes you just gotta let it go. Bc risk vs reward doesn’t make sense to some ppl they just understand flat value % and seems same same even if it’s not same same. I get you.
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@100PercentBPMain said:
I loved spine chill, minus the crabwalking. But these days I'd truly fear that paired with Finesse.
finesse is good 👌 I love the animation. I was running it with quick and quiet the other day, paired with lucky break and light weight.
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Thank you 😇
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872255#Comment_3872255
Yall take getting slugged too personal. There are various ways around it. You just to do the opposite. In most situations I see survivors do nothing to make it easier on themselves. As much as tunneling is used in this game you would use more anti slug perks.
gonna be honest it’s not personal, it’s just the most lame thing in the world to play against because as someone else said crawling around and picking people up from dying on a loop isn’ exactly riveting gameplay for people not on 4mans. There’s a ton of matches I was in as solo where they just toy with you the whole match bc if you’re not on a 4man it’s hard to come back from and then for giggles will hook you at the end. Look devs the match took 20 mins and they did 0 gens. I was only able to get 3/4 hooks…geee I wonder why…
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@Pirscher said:
The mother of all problems here: bridging the gap between SWF and Solo Queue.
This needs to be sorted out ASAP
absolutely, once you get that as close as possible without just giving swf even more power you’re cooking. Easier said than done though I’m sure. They’re trying though. The UI was definitely a huge step in the right direction. There’s always tactics though which take coordination which is the biggest downfall to soloQ. Idk if I would equate that to skill anywhere near as much as I would equate that to just the disadvantage of not being on comms in a group. That’s the biggest disadvantage and always will be.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848586#Comment_3848586
As a killer that still does this often, I can tell you that it is in fact not "never."
Sure, in theory I could be the only killer left that still gives hatch, but even if that wasn't extremely unlikely, I know a few other fellow Pig mains that still do sometimes. Do we do it every match? No. But sometimes we still do.there’s absolutely killers that still give hatch. Not super common by any means, but it’s not uncommon either. I’ve had killers straight up refuse to kill me, carry me through or to the exit door lever even though they had me, maybe it’s because they felt sorry for me because I was the only one doing anything. maybe it was because I don’t bm, maybe it’s because I run weird builds and they can tell I’m not running the same things as everyone else, or maybe they were just feeling like they wanted to do something nice. I know in all cases they could have killed me but I was spared, and I’m grateful. Thank you 🫶
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884220#Comment_3884220
When I started survivors had a lot more resources, maps were larger, 2 pallets could spawn on one tile, and a survivor could greed loops into a vacuum pull to avoid hits. Dead hard was still used for distance, ds had no requirement, even when changed to needing wiggle progress it was still stronger, and was more chase oriented than anti tunnel. Borrowed time worked on both survivors. Hatch could spawn earlier and keys could get everyone out.
No egc existed, all perks still worked at the end. BNPs were instagen, etc…
Killers had their own things as well that were stronger then but I remember loading into matches with only 2-3 survivors and still winning games. That's not really possible now and honestly it shouldn't be like that.
I'm not saying these changes weren't needed but survivors had a lot going on back then.
essentially yeah. Couldn’t agree more. They also added a lot of killers that have so much more to their kits(not complaining I’m just saying). Buffs to the weakest, nerfs to the strongest otherwise they’d be absolutely unstoppable. Makes sense to me.
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I’m going to go with no, because I just think that pop ups in a match aren’t ideal, and forcing a match to end just because you don’t like the way it is going is kind of unfair to the other team regardless of which side it is. I’ve played through survivors dcing in mass and killers dcing in mass and it just ruins the game one way or another for someone. That’s just killing the experience for others. I think there’s other ways to make matches more enjoyable. Can I ask why you think there should be a forfeit option? Like what scenarios are coming to your mind when you think “a team should be able to vote to forfeit”?
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well give the people what they want.
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isn’t the plan to eventually have all killers added in?
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my condolences.
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team up idk but I kinda wanna see what @Mr_K @Reinami and @I_Cant_Loop got going on. Would love to see them all play survivor and killer. All the ones you mentioned would be interesting too.
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@Karth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883939#Comment_3883939
NO WAIT SORRY DONT CRY LUV I DIDNT MEAN IT LIKE THAT ;_;
still though, i am one of idk, 2? 3? that actually enjoys both invocations!
fun fact even, if you start one and you run away while the other completes it….YOU CANNOT START THE SECOND ONE
boom. do what you will with that info (maybe i should file in a bug report with footage actually. hm,)
I’m not doing anything with that information because I am not godly enough to be running around broken an entire match stacking invos or not. If you like them though, I’m glad someone does. I won’t judge you for it. Everyone likes different things.
If you do think there’s a bug or issue though yes please report it so they can fix it.
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Ngl I bought every single one I could for survivor
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@Karth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883927#Comment_3883927
i ######### hate oysters so im bringing BOTH INVOCATIONS because its funny, gens are boring and killers are desperate for a slowdown that is NOT slugging (bonus if i can do them while the rest is eating dirt)
Fun fact, one Invocation can bork the other in specific ways :)
I mean this with 0 malice. What are you even saying?! Cries in millennial.
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I’ll put it this way if I had to choose between eating oysters in an off season that’s been sitting in the sun and bring that invocation, I’d take my chances with the oysters.
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I don’t just noed , I love ed. Best guy around!
All jokes. No real input on this topic I’m neutral.
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I’m having fun as survivor and I’ll just leave it at that.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883480#Comment_3883480
Which survivor hook perks?
I think you know which ones, come on they're obviously talking about the ones that deter the tunneling tactic where killers run just far enough way to be able to make it right back to the hook that just completely runs over most soloq/not 4 man teams. That's a no from me, personally. I would be willing to counter with looking at flashbangs, flashlights, Sabo perks, and even some healing perks, which also hurt their average killer base. By no means do I think hook perks for slugging is a good trade deal.
I think you're problem areas if you make any significant changes to slugging will be the ones I mentioned above, because it's the first things the survivor role will flock to and try to capitalize off the changes with. If I was "toxic" it's what I would do. If you want to encourage more chases around tiles, spreading hooks, and balance around maps and every killers abilities to generate pressure with slugging miminal/non existent, or tunneling, these will be your survivor problem mechanics if you change it(slugging) and don't look at those things the dynamics are going to shift too heavily on the high side. While this will alleviate gripes on both sides for the average playerbase, and in general just make killers who are trying to "play fair" have an easier time doing that, all the anti tunnel perks affect them significantly less(I'm not saying that anti-tunnel perks don't affect them, but it's a much smaller degree, I say reward THEM instead. It is what it is survivors are probably going to lose some things. I think you should look at those. We can go into details on how to change them in another post, but yeah they'll need a change or we're just running in circles with game direction.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882648#Comment_3882648
People are giving up in SoloQ because the game is balanced around comp SWF, SoloQ has literally never been in a worse state in all of DBD history. Most matches of SoloQ are a complete waste of time which drives people to DC and "go next" because the games are for the most part, unwinnable and more importantly unfun, since most Killers just slug/camp/tunnel as if they're playing against a comp 4 stack SWF. The MMR also doesn't actually do anything and the mm was way better when they relied on rank, not that they should go back to that, but they need to ditch this current lame duck iteration of a sbmm.
People are so damn quick to want to punish SoloQ players for their actions, but most people gloss over what is causing SoloQ to be a nightmare and it isn't people wanting out of a match, that's a symptom of a much larger issue. SWF has remained unchecked and Killers have to rely on truly game mechanic breaking Killers to even remotely get anything done at high ranks against sweat SWF's, so ofc SoloQ is miserable since Killers need that baseline and then carry it over to SoloQ matches where it's absolutely not needed in the slightest.
They aren't punishing soloq though. They swapped from balancing around average players on survivor side to balancing around swf at the highest. it's like almost 50/50 now, and that's exactly how it should be. SoloQ is not escaping as much, sure. You're right there. SoloQ also isn't on comms with across the board. That innately comes with a bigger challenge. It's not like they are leaving soloQ to completely rot either, I mean there's a UI that gives you a huge majority of the information that SWF share with each other. There's tons of perks that offer extentions on said life. While is pushing it on just straight up unfair with people on comms all to help alleviate struggles in soloq. They even added a perk so if there's a big skill difference between one survivor and another you can take their hook states for them. They didn't do that for 4mans, they did it for solo and people with average and lower skill levels because there's a big power difference. COMP doesn't need that, and 4mans don't. They did that for the casuals. The nerf to distortion isn't even as bad as people make it out to be. It's still good, it backhandely buffed survivors because at it's worse people were using it to hide(don't know why they would do that, makes zero sense to me if you're trying to win other than hatch, which is lame imo) So in a weird way that was a buff to teamwork in general. That helps the average survivor and solo experience. Do they balance around the top yes, but they also throw bones to averages all the time on both sides with things that don't really benefit higher skilled survivors/killers at all because they already know how to mitigate those things. 4mans already know the best way to win is to force spread hooks, bait, and all kinds of other things, so you can't tell me those things were for them. I've been on the teams, I can tell you that was for solo/ not a 4man without a doubt. most of the stuff they've buffed with survivor is for solo/not 4man experience to help bridge it.
Additionally match making wasn't better when it went off rank. I can't tell you how many times I lobbied with people who were very obviously not red rank material, yet they are up there. I mean sometimes I would just watch them over altruism theirselves to death because well they couldn't dare to think to break the cycle of hook and zoom back the killer would do and would play right into it, and still do. To be fair it's really hard to break unless you're on a 4man, I know you don't think all those second chance perks were for them. They're for the average and below players. They can't be too strong though or the best killers will never against high skilled 4mans no matter how good they are win, and that's not fair. They have checked 4mans because I can tell you now, you don't end up with 48% survival rate by not doing that, it used to be closer to 95% high side of the time, you hardly ever lost. I'm saying this as someone that's done the whole 4man and who now just in large majority plays solo so im thrown in with everyone but 4mans.
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@ratcoffee said:
I figured it out:
Survivors start with the ability to pick themselves up from the dying state. Once they have been hooked once, this ability deactivates for the rest of the trial.
and if the killer slugs everyone and doesn't hook at all? then what?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883312#Comment_3883312
They definitely have a programmed list of priorities.
I had one start healing me but then the last gen popped, so it immediately stopped healing (making a loud noise notification) and ran to open the exit gate next to us. I had a medkit so I walked off to the side a distance away to heal myself, but the noise notification had drawn a killer. The bot left the gate when the killer came close, then made a beeline to me. I was literally against the outer wall behind an obstacle, and being on death hook and injured I went down and died as a result.
I'm assuming it was to prioritise my healing, then the gate got prioritised over that, then after it abandoned the gate because of a terror radius, it prioritised healing me again and inadvertently led the killer to me.
definitely due to priority it runs a script, a workflow if you will. I had a jane bot sandbag me, but it’s nothing that doesn’t happen in a normal game with normal randoms when I soloQ. So I’m not too pressed about it. I understand the more you “condition” with statements then the more likely you are to run into those issues. I imagine coding bots is no easy task. Especially if you’re trying to please everyone. I feel for the developers honestly so much heat.
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@Hex_Ignored said:
Bots happened. They are atrocious and so far there seems to be at least 1 in every lobby, but more often than, not it's actually 2. Also, legion. I don't think I need to elaborate.
I mean you're playing early in the day on a monday, most people are at work or school. everyone else is part time or stay at home I guess? works nights so they are open for the day? idk try this afternoon for less bot after work and school hours.
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@danielmaster87 said:
I was for a faster bleed-out option, but that's just the same as giving up on hook, so I changed my mind. Most likely, they're gonna give free Unbreakable, and then I don't know what will happen.
probably a bunch of survivor nerfs across the board in the strongest areas med kits, sabots, not being able to synergize stacking second chances or making them similar to ds where you can only use it once, it’s only fair if the stats shift too much. I personally think ripping out slugging as a whole where you can’t bleed people out nor leave them down too long can in the long run do nothing but benefit killer to get the appropriate buffs where needed. It’s hard to balance around I imagine bc you’re negating a huge portion of intended gameplay, and inflating KR artificially. Then they can actually look at which killers are truly suffering from not being able to create enough pressure after an adjustment period(likely 2 months of data collection) and adjust gen times; and kits around that as well. I by no means think survivor would make it out of such a big change unscathed.
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@greedo_14 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882685#Comment_3882685
It's hard for one working adult to find free time to play a computer game. Now try to synchronize with three others. In current state its solo q that suffer the most. Switched to new account because I've wanted to learn playing on controller and in lowest MMR killers are using tactics like in comp tournaments.
Just adding casual modes would be enough to get players back.
IDK i took a pretty long break to play some other games and got hard reset all the way back, and I've worked my way back to gold about to go to the next (and that took me like 2 days, I’m not bragging, I’m just saying for context) and I've had BT go off once. Lower MMR doesn't seem that bad, I'm not even running META second chances, woo, or distortion(which would probably stay regenning if I was, I'm in a lot of chases), nor am I playing on comms, it's just solo. Slugging starts around Silver, there is some camping but it's so poor that the killer wouldn't get away with that against more skilled players that have seen this before, they're not really getting away with it now, simple tactics work against them. Maybe you're better than you think if that's all you're seeing. I've been all the way to the top, idk why survivors are so obsessed with going up there. It's not fun you see mainly a handful of different killers, it's just sweat, and there's no trophy. If you're struggling now, I think you'll really struggle there. I think if you just learn when to save and when to be on a gen you'll start going up. You have to be aware of all your emblems. You need chases, boldness, gens, and saves/heals , learn tiles, how to counter killer powers, timings, or you'll stay at the bottom or in the middle if not. It does not get better at the top, if you buff around the middle you're just inflating the top with even more tools and leading lambs to the slaughter as they get pushed up, because I'm assuming you want no buffs to killer to account for this, so sure you'll beat the average killer, but once you don't you're basically on your tummy x10 now because it doesn't stop, the killer side just gets better at it.
I think bridging the gap between solo and 4 man comms is the best way, and then adjusting surivor and killer around that is the best way forward or we're just making full circles here. That's just my take, others and yourself may feel differently. I've seen them try a lot of things though, and idk. Buffing around the middle seems like a middle survivors dream and a middle killers absolute nightmare, while the top just eats them up once they get there. Then we are right back where we started.
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@greedo_14 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882590#Comment_3882590
Balancing this game around 5% of playerbase is way to go. That's why this game is slowly dying. Not even last 2vs8 and christmas event could convince players to return. Most casual players switching to other games.
it was once balanced around the average player and it wasn’t fun or fair at all to one side. I think you should join a group and play for a while with them. The difference is big. Respectfully, I don’t think one side should suffer all together because you don’t want to use available tools.
Again I think there are things that can be changed to promote overall health on both sides, but balancing around the middle isn’t it.
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882590#Comment_3882590
I disagree with this. It shouldn't be balanced by a small percentage of players. They should balance it around a medium high. They should also bring back comp and restriction of perks for that.
Okay I'll bite, medium high what survivors , killers , or both? Also why do you think they should balance around medium high players? Just some probing questions.
I think they should balance around the top because they have the most knowledge and are the most likely to exploit and find the flaws in certain things. You can't have one side at the very top consistently beating the other best players in the game, that's not balance, you have to look at the bigger picture. It's rigged from the top down at that point no matter which side it pertains to if you don't balance around them. That's just my opinion though. Are there things that can change to increase the overall health of the game on both sides, absolutely. You can't change one in a major way without changing the other side though, and I hope more people keep that in mind. You get what you want but there are costs, and you probably don't want to pay them or maybe you do. That movie the substance comes to mind "Respect the balance, there is no you or them, you are one" Right now, I think blight is one of the few killers that can give that level a run for their money while not completely stalling the game to absurd times for every one else in matches.
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@ChurchofPig said:
I decided throughout the month of January to take stats on the killers I faced as survivor and survivors I faced as killer and figure out essentially how often they were able to do what they're supposed to do. There were some exceptions, if dedicated servers crashed (because that never happens) way too soon in the match (the match hasn't gone on long enough for a killer to get a kill or 2 gens weren't complete minimum) otherwise it counted as the match ending or (and this is coming up much more often in February because of a Wesker bug), the killer or survivors are clearly abusing bugs to gain an advantage meaning the match wasn't fair. I would also like to add that this data does include matches from Chaos Shuffle, so take that into consideration. Anyways, here's the stats:
https://us.v-cdn.net/6030815/uploads/A5IRID5OIHAL/screenshot-2891-29.png
For the Killer Pick and Kill Rates while playing survivor, the data was taken over the course of 117 matches and I somehow managed to never see a Twins or Dredge. Which is weird because Dredge I feel is kind of everywhere. The award of deadliest killer I'm giving to Oni, both him and Pig got 4ks in all their matches but Pig was only seen in 1 match where I faced Oni twice. The award for saintliest killer goes to Onryo because she had a 0% kill rate despite being played. So sad. The most popular killer, surprising absolutely no one after his buff, is Freddy who I saw a total of 10 times with an overall kill rate of 87.5%, only 5 survivors survived him, that's a lot of 4ks. As stated the least popular killers of the month for me were Twins and Dredge, never being faced.
https://us.v-cdn.net/6030815/uploads/8WY3FPX7VGDS/screenshot-2892-29.png
For the Survivor Pick and Escape Rates while playing killer, the data was taken over the course of 72 matches. The most popular survivor to no one's surprise was Sable Ward, who I saw 37 of, and the least popular was sadly Gabriel Soma who is the only survivor I never saw as killer in January. The survivor with the highest escape rate was Thalita being the only survivor to escape 100% of the time, of course I only ever saw a single Thalita so that doesn't say much. For the survivors who have the highest sacrifice rate, I'll say it's a tie between Nea Karlsson and Cheryl Mason because, although there's a lot of survivors with a 0% escape rate, I saw both Nea and Cheryl 9 times and not one of those 18 survived. Where as most survivors with a 0% escape rate were only see once or twice. Honorable mentions for category of most sacrificed go to Steve Harrington (8/8 sacrificed), Trevor Belmont (7/7 sacrificed), and Ellen Ripley (5/5 sacrificed). At least you were seen. Also shout out to the 2 Lara's that managed to escape. She went almost the entire month with a 0% escape rate until 2 unfortunate matches that were rough. If those matches hadn't happened, Lara would be the survivor with the highest sacrifice rate.
I love seeing people’s data with charts. I wish more people did this. It’s interesting to see others experiences.