Leonardo1ita
Leonardo1ita
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1850620#Comment_1850620
Since you seem to think balance is so bad what would you do to fix it? Nerf pallets/loops/tiles? Add time to gens? What would you do that hasn't been done already?
Fix the foundation to a point where camping/slugging/patrolling/tunneling just 2 people in the game waiting for their ds to run out is no longer the situation and the game turns into a point where the more hooks you do the better you go.
Or, if the current situation must remain: Ds nerfed so if a gen or anything apart from pallets and windows are touched it deactivates, or if anybody else is hooked.
Survivors always spawn together in one place, and need a secondary objective to start repairing gens.
For solos, new MMR will balance the matches more and more, so the noobs will face noober killers, and the skilled the most skilled.
Then it will be a completely new journey, because understanding the deep balancement of a 1 vs 4 game isn't easy.
But surely you don't put in the game things like keys or ds, that's for sure.
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1850620#Comment_1850620
Do you really think this is a competitive game on the same level as CS:GO? League of Legends? I'd say this game is closer to Mario Party.
In fact in it's current state I think it is a bit of a joke, including instant heals, medkits with 3+ charges, keys(to be nerfed very soon), ds unbreakable, the game foundation, etc.
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1850601#Comment_1850601
So the game should be balanced around the extremely small chance that someone might lose one game against a team like this? I have 3294 hours in DBD and have never had this happen. Asking the game to be balanced around such a small portion of the games is absolutely bonkers.
1am EU time, cross play deactivated. Trust me you'll find them
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1850479#Comment_1850479
Agreed. Let's nerf the killers with instant down potential so they can stop ending games in 3-4 minutes.
Competitive games might be balanced around the best players - DBD is anything but competitive.
Except the fact thay only noob players go down INSTANTLY against instant downs
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1849715#Comment_1849715
Exactly my point.. Like i'm not going to sit there and say Tru3 is a ######### killer; he's fairly good. But my god does he need to analyze his gameplay before posting it with clickbait. Things like this are exactly what cause the war between Killer & Survivor.
I'm not going to try and lie and say gen times are perfect.. but as someone that plays both Killer and Survivor, the main issue I usually see comes down to RNG. If you get a bad tile spawn, survivors can waste a ton of your time easily.. but at the same time you can get a map like Backwater Swamp where you can stand in the center of the map and literally see all 7 gens or pretty much any indoor map, it's 100% different.
As oni its doesn't matter how the rng actually is, you're still just a m1 killer. Just getting that first hit, on any map, can be super insane especially if survivors pre drop pallets.
And with other killers RNG doesn't matter that much (apart pig with tampered timer, but that's banned from tournaments of course). Plague(unless apples) and legion you're just a m1 killer, ghostface and myers also basically m1 killers just a bit spooky.
Even in the best case scenario most maps have a sufficient amount of pallets/windows, loops( groaning storehouse still has an infinite btw, well done devs, the breakable wall did nothing and you reworked the map without taking it out!), big objects to force the killer just to hold W for ages, and being sneaky (element that nowadays killers are forgetting, and survivors also: you can hide and abuse of that to counter corrupted intervention, cleanse all totems, distribute around the map all 4 before even being found by the killer, etc)
I agree with what scottjund says, or whoever thinks it, the RNG is a problem, but the foundation of the game is still crap.
Btw even a super close 3 gen can be countered, always: the killer goes to one gen, commits to chase, and the survivor runs across the map. So either the killer keeps chasing, or wastes time kicking the gen and then going to the other survivors, meanwhile the other one already came back again.
Gen regression isn't enough, you get nothing out of hooking people or punishing slugging, if not a ds in the butthole, and you're pretty much in a situation where you're always forced to patrol, slug, stay near the hook kinda.
Imma say it now, if you hook a survivor, and go completely across the map for no reason, you're not a good killer, at all. There's no start that allows this risk, to completely lose pressure.
So the problem (which exists, 100%) is not the RNG, but the foundation
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1849908#Comment_1849908
I can do the same experiment using Nurse with Ruin, Undying, Corrupt and Infectious on 100 games. It's kinda logical that you're going to win most of your games if you use the strongest setup.
This is a pretty good reason on why the Depip squad experiment is not perfect and the same thing could be done as killer. That's why we should not calculate the real balancement of the game from public matches, but with 1 Theorical/mathematical calculus 2 Against really good players or competitive players who reached the max skill cap with survivor/ a specific killer (nurse, spirit, etc)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1849893#Comment_1849893
Are we talking about pubs or competitive survivors here? Because competitive survivors don't even play public matches. They sometimes solo queue and that's it. That team Tru3 faced was nowhere near close to competitive level.
If we're talking about public matches, I will find a decent team and do the experiment myself again, 100 games only with ds, bt, unbreakable and soul guard. Cross play deactivated and 4 medkits with max charges. I gamble my life how it could go
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@keygun said:
You can't bring gen rush perks AND second chance perks at the same time.
Gen rushing exists, but it's easily countered by applying pressure.
Let's try to consider all the possibilities: Survivors, as showed in the BOTB tournament CAN wait out corrupted intervention. So, all 4 go in a corner of the map, on a gen, and right when the killer checks if that specific gen is being repaired, that survivor starts repairing the gen.
Let's suppose 20 seconds before finding a survivor, first hit in 20 seconds, second hit in a minimum of 26,6666 seconds( the amount of time wasted JUST BY HOLDING W)+ 3 seconds to hit + 3 to pick up + 3 to hook = 75 seconds. That's a huge amount of time, 3 gens pop before you can even get there
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1849848#Comment_1849848
Didn't even notice. Yeah, when you use Topknot on Oni you can't complain much about Dead Hard or gen rushing.
I dare you face competitive survivors with Oni, more matches. They will pre drop every pallet and before you can even use your ability 3 gens will pop, that's when you will get your first down, they will use unbreakable in the case you slug, and after the first hook the remaining 2 gens will be completed
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@Terro said:
I think we've all learned something from this thread. Gen rush doesn't exist. Now using a lot of the same logic provided in this discussion we realize that tunneling doesn't exist. Face camping isn't a threat. Noed is preventable. No killers are op. Ruin + undying is rubbish. It all stems from the fact that as long as all 4 survivors aren't playing perfectly you can nitpick all situations that are brought up.
Correcting the definition: "Killers don't have enough pressure on the map to stop all generators from being repaired if survivors are efficient"
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1849737#Comment_1849737
It is true yes,but it's also extremely rare.
Pretty sure i can count the amount of teams i faced that played like that (in public games) on one hand.
And i play since console release
Not extremely rare, at all. Come here in Italy, at 1 am, cross play deactivated. You won't do a 20 game streak with any killer, I promise.
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@Smavey said:
https://forum.deadbydaylight.com/en/discussion/comment/1849713#Comment_1849713
So are you agreeing with me?
Yes pretty much
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1849724#Comment_1849724
I mean yeah,nobody will disagree that oni would be completely awful against a tryhard tournament squad that plays ultra safe.
But that applies to almost every killer though
That's the point. I've heard everyone admitting this, tight lipped: dowsey, otz, ohtofu, the king, scorpionz.
Always, and repeatedly.
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1849709#Comment_1849709
Again, an experiment to show what? That if a 4 man team plays in an extremely specific way against a bad killer they can get gens done quickly? People don't play like this. Millions of games played each month, what % of games are like this do you think? I would bet money on it being less than 1%.
What's the point of playing a game where you already know that if the opponents want to show their balls you will 99,99%, if not 100%, lose
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1849709#Comment_1849709
Thing is you didn't understand @shyguyy not everyone plays like this, and those players are the 1% and devs already said a lot of times they're not going to balance the game around the best players, so what's the point of doing another experiment?
Because it's very important if someone doesn't wanna believe what survivors potentially are able to do, + the game massively changed from 3 years ago, in terms of quality, and the balancement still improved (ds nerfed, brand new parts, moris, insta heals, infinites)
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1849643#Comment_1849643
Hell yeah,was waiting for someone to post some of these videos.
The thing about those videos is that the killer always makes some major mistakes in these and then blames it on something else.Which is not good.Streamers like these should be able to call out their mistakes and not just call it genrush.
It only feeds into that self victimisation a lot of players fall into,that just blame something else without looking at their own mistakes they did.
I agree, the true video is meh. But I wonder what comp players would do against a m1 killer as Oni, maybe even with syringe insta heal, and pre dropping pallets.
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@Smavey said:
I've been levelling up recently by a lot as a continue to play this game and get better. I'm really into horror stuff and adore this game. However I've noticed that the game is a bit unbiased and gens can be done a little too quickly, especially when survivors are efficient. I understand thats the point of the game, however sometimes you spawn and even if you find some-one straight away and chase then and down them in 1 minute, you could have 3 gens pop by the time they are hooked. I also understand that some people would say to just get better, but I think the matchmaking always puts you with survivors that are just a tad out your league and 1 mess up from killers throw the game.
I've thought of ways that could counteract this situation for killers being so hard and reckon it would also add a bit enjoyment to the game as well:
I believe if at the start of every game, all gens were blocked for roughly 20- 30 seconds. This gives the survivors an incentive to be stealthy, instead of for example, a SWF team having their best player find the killer and run him consistently, just leading to dull games. Especially at higher ranks, you never see survivors being stealthy because they have countless options to loop you, various ways to get saves of the killers shoulders and perks that stop any kind of snowballing a killer might be clawing onto (decisive strike, unbreakable, soul guard, borrowed time).
Adding to this they might have to stealth around and find a component that they need to repair the gens. A part that only they could see and not the killer. This then would reward survivors if they were all stealthy (which i believe is a fun part of the game) and found their part and started repairing the generator with it. However on the flip side if the killer does find them, then he doesn't have to deal with trying to counteract 3 different survivors on different gens, and by the time he's probably hooked a survivor, the other survivors have found their part and successfully started repairing on multiple gens.
What are your guys thoughts?
This is my first time posting on here, so please be nice.
You can get better up to a certain point, but you can't change how the game works, there's a cap limit.
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@shyguyy said:
Well that settles it, nerf survivors. A few videos of survivor teams playing in a very specific, unrealistic way, one of them from truetalent no less.
Seriously why is this an issue? What's the point? I have over 3k hours into this game and have never played a team like this. I could post a few videos of killers ending games in under 3 minutes, should we then nerf killers?
Who believes this believes this, but when comp players will do another experiment, there will be no excuse
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1849689#Comment_1849689
Yeah and? as I said a lot of things got changed, and btw next time try to argue instead of parroting what marth says.
I discuss, don't argue(which now assumed a different meaning from it's original latin meaning). I still think it's valid, but I admit after 3 years we need a new experiment @marth88gaming
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1849663#Comment_1849663
- Maps were bigger in that time
- New killers and new metas got introduced in the game (Ruin + Undying or killers as spirit)
- Pallets got nerfed
- A LOT of infinites got nerfed
- Gen speed got nerfed
- New maps have more pallets but they're unsafe
Do you want me to continue?
You cannot say that this experiment is valid when the game has changed too much since this one took place
They won so many times against Nurse at the time, it's something insane. People tried to snipe them, failing most times. Ruin undying is nothing practical, because if you stay on gens, and don't leave them, it's not gonna matter, even Marth said that
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1849633#Comment_1849633
Im so sorry, but that experiment is from early 2018, we're in 2021. No, it is not valid, there has been a lot of balance changes, (Pallet vacuum, exhaustion, toolbox nerf, maps nerf, perks nerf, new metas like ruin + undying, new killers etc...)
It isn't valid and it is outdated
The BOTB tournament shows everything, the state is still the same pretty much.
Also, at the time Nurse and Huntress didn't suffer pallet vacuum, exhaustion recovered in 80 seconds running, marth didn't use toolboxes like a mad lad. No items used:
Edit: this is probably their best experiment, because they don't have anything, just the rush
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The problem with Tru3 is that he always tries to play the "fun way", trying to 12 hook and pip, slug pretty never.
But it is a pretty good example still
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@Almo said:
Please rate your matches. I've already done a few studies that included these data.
I'm doing it. When I find survivors who I wreck in 3 seconds with Bubba, I'll vote 1 because it was too ez, I'm wasting time of my life, seriously. When I find really good survivors, no matter if I lose or not I'll put 5
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@ClarityOfWill said:
No disrespect but what exactly is this video designed to show? That a killer who isn't even applying pressure properly can be rushed by a coordinated team stacking toolboxes and generator orientated perks? Come off it, killers have issues, particularly related to SWF games but this is just disingenuous.
It's also very telling how the video cuts away before it gets to the pip screen (yeah yeah we know, rank means nothing) as they would have likely depipped from that game (maybe a black if lucky). It also conveniently doesn't show the killers rank or anyone else's in the game. In addition, no one is running any obsession perks so a killer who wants to slug and hard tunnel is going to have a field day.
As I said, no disrespect but this is a very weak attempt at proving generator speeds are a problem.
All the old depip squad videos are still available, where they win even with no perks.
So because with no perks the mechanics are practically the same, the old experiment of Marth is still valid. The devs did even appreciate these experiments being done
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Dud if just the duration of ds gets reduced imma be so ######### happy, seriously
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@Angry_Boi said:
I believe that it should as hook perks (DS, BT, We'll Make It, etc.) aren't activated upon rescuing someone/being rescued from a cage. This small change might just give the survivor a fighting chance to live longer
Oof that's a huge nerf, basically you get tormented for nothing. No purpose apart from avoiding ds after the first hook.
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Nobody cares? Ok. Imma prestige 3 pyramid and camp standing still using Pyramid with ultra rare to find the cage. First hook, down again, cage, camp. It's gonna be a lot of fun because not even swf are gonna be able to avoid this, because no ds/borrowed time :/
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1843450#Comment_1843450
imo as a used to be Pig main, her real power lies in her ability to slow the game down. Her ability to stealth is kind of a bonus
PS: most chases are literally M1 Piggy, pallets are the same for her as most other killers... annoying
That's why I think the dash should be longer and the whole ability reworked. (Pls devs remove tampered timer, for God's sake)
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Remember: if pallets are thrown down early she's just a m1 killer
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Are you really really sure?
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Killing survivors to satisfy the entity is the win condition, even indicated in the game tutorials.
Not pipping, end of the story.
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@AhoyWolf said:
I personally hate the 4 second Fatigue, it feels sluggish and compared to other Killers with lethal powers the Legion does have the longest Fatigue of them all.
Reducing it to 3 seconds would make Legion a much more enjoyable Killer, with this change of course the Fatigue add-ons would probably need to get reworked into something else.
Oh absolutely. + more buffs and an eventual rework legion needs, because right now he's just a m1 killer. That's it
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I'm slowly becoming a main deathslinger, and I always have to keep cross play deactivated. Otherwise I find trash survivors who don't have hands. The jukes players with keyboards can do are vastly superior ( I DARE YOU CONFUTATE THIS DEVS), and still the matches I find are still on/off: Either I find a god team where I maximum do 2 kills, because ain't still a tournament deathslinger, or matches where I just massacre everyone, where it's just shoot, hit, reload, repeat, end of the match.
Too much disparity, we need MMR back ASAP
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@Wamps said:
Let me know!
Bill: Borrowed time and unbreakable. Similar to ds unbreakable. No survivor has 2 perks as strong
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Honestly I consider keys as "match not counted" , because they will be nerfed.
4 medkits can be something absurd, 100%
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One thing which is stupidly powerful is that survivors can actually wait until corrupted intervention is over, if they all hide.
Second step: go near a gen, wait for the killer to pass by, and start doing the gen. This will waste an incredible amount of time, enormous. I'd really like to see a coordinated play like this. Either way the killer can't spent all the match checking lockers and rocks around the map
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As survivor I personally don't mind getting slugged, especially if the killer does it for no reason, because I'm 100% the killer is closer to losing if does it for no reason. Also there's a chance you'll crawl away and the killer will lose you completely, and if that happens it's gruesome.
If it's a nurse and she slugs: It's fine, just do gens and don't greed. Stay separated and rush the gens as fast as possible. Stay at distance always: remember, there are always other gens on the map.
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@[Deleted User] said:
What do you mean? Rotten Fields is fine. There's nothing broken about jungle gym into cow tree into jungle gym into safe pallet into another cow tree. But then a giant void surrounding shack. Incredible gameplay if the survivor knows what they're doing and you're an M1 killer. I genuinely question whether the map designers actually play DbD sometimes.
Exactly. With deathslinger it's a real pain in the butthole, because 2/3 gens are completely inside the corn and you can't shoot at distance
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No, it is not fair to lose a kill just because of luck even if you played super hard during a match
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I change my vote into no
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@Jay_Whyask said:
According to the kill rates BHVR posted, Deathslinger and Nurse are worse than Clown. When's the Deathslinger/Nurse buffs happening? /s
That's because people don't know how to use them properly. Devs pls don't look at stats only pl, it's ineffective for your game
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Completely trash with no add ons, 100% said by everyone. Even otz couldn't do against randoms a 50 win streak addonless
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Use kindred instead of dead hard, and not only you'll be a better player, but you'll ######### up those campers
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I honestly don't know, I usually do it to say: pls I wanna be saved no matter what, especially if I'm pissed
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This is the realm where Billy got bullied as a child LUL
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@GlamourousLeviathan said:
To be honest, as a killer main, Thompson's House is the least problematic of the Coldwind bunch. On the other hand Rotten Fields for me is simply the worst map on the game, only followed by Fractured Cowshed. These maps are disgusting. It's jungle gym after jungle gym after god pallet after cow loop after shack after jungle gym... Not even talking about the bliding corn tho.
As deathslinger I can't ######### see anything oh rotten fields and all the other farm maps pretty much.
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Still too far from one another and sometimes there are too many pallets.
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@MadLordJack said:
I still think Azarovs is the most killer-sided map in the game, even after the rework.
It has a good 3 gen, but I don't think so
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@horrortale_sans said:
it depends on the killer
Yes but if you create a map with 2/3 infinites and 20 god pallets just because "oh just play nurse ez pz" this is not the way to balance the game. And that's why Haddonfield is ######### nutts
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@Rizzo said:
We suggest to avoid modifying your game files, if you do it, then it's at your own risk.
Ok
