Munqaxus
Munqaxus
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2715858#Comment_2715858
Hopefully they learn in the future and include that perk names are just perk names and have no relation to any character, IP, or otherwise.
But how is the heck is something like "Better Together" trademarked? I don't ever remember seeing that in the show. Is that a quote from the show or something?
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2700723#Comment_2700723
"being fun" should not equal good reason to stay in game. Old ruin and old undying was super fun for killers, it got nerfed due to too many people running it/its too strong. Dead Hard is the same
You're equating fun with fair for Undying. The Developers had Data showing that Undying was unbalancing the game.
Old Ruin to New Ruin was a buff. I'd much rather have New Ruin than Old Ruin.
What I don't understand, is all the hate for Dead Hard yet no one has actually produced any data showing it's OP. All it would take would be to run the 40ish different routes on random maps and compare it with other exhaustion perks to see which ones are giving the most distance.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2710321#Comment_2710321
Im agree with dead hard for i frames but not distance
i-frames without Distance is useless.
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@lauraa said:
I accept that there are playstyles that dont appeal to me. You'll never catch me playing or even liking a Hag.
But I do ask myself " why bust my balls and make my nails bloody begging for scraps when I could go on autopilot with Bubba or Pig?
I feel like killer is so much more chill when I dictate the games rules and not the survivors. I feel like an idiot for actually trying sometimes when Bubbas have it so easy.
On a map like the Game, it can be hard to do all 5 gens and escape if the 1st guy goes down at 5 gens.
I just wanna see more chase Bubbas :(
Why is Pig auto-pilot?
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If you remove i-frames from Dead Hard, then it should give you a 3 second, controllable, speed boost just like all the other exhaustion perks.
However, I honestly don't think it overperforms the other exhaustion perks as it is right now and I think Sprint Burst is better (Which is my goto exhaustion perk, I rarely use Dead Hard).
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@jarjargist21 said:
I went up against a 4 men swf who picked the Deadman saloon. Who all had 4 flashlights. And try to do that locker trick in the main building. Luckily I used lightborn to play. If I didn't then I would've got annoyed and stop playing that game.
Endgame they started cussing me out because I used lightborn and got the 4 k. Look I'm going to say if locker blinds didn't exist I wouldn't use lightborn. I play to have fun not to get bullied to a point where I don't enjoy the game.
Killer mains you shouldn't feel ashamed to use lightborn, the players your facing aren't you. So don't listen to them. (Most of them don't play killer).
If I see 2 flashlights, I am doing lightborn.
I was playing Billy with Starstruck, Agitation, Iron Grip and Mad Grit and I went into a lobby and saw 2 flashlights. I switched Mad Grit to Lightborn. Went into the game and they were flashlight saving every single time I picked someone up and were also using Head-On when I went past lockers. They intended to be an SWF bully squad.
I had won the game at 5 gens but actually just played with them after. I would pick someone up then chase after one of them until I insta-downed them, then I would spin around and nod my head. In the end, we just farmed the match. It was fun.
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@douggie123 said:
We have said it plenty of times as killers. Survivors are overpowered why are you not nerfing them. Nerf the gen speeds. Nerf the survivors perks. All killers need buffs and killer playstyles need to be buffed. Make gens require parts to be found before repairing. Make ruin basekit do something.
Hi @douggie123,
Here at BHVR, we have heard your concerns and eloquent forum post. In fact, in the upcoming patch that will be released next Tuesday, there are several nerfs to survivors and survivor perks.
- Dead-Hard - When activated, it will only have a 1 second invulnerability frame. The dash has been removed
- Gen-Speeds - Increase by 50%. It originally took 80 seconds for one survivor to work a generator. Now it takes 120 seconds
- Circle of Healing - Healing speed has been reduced to the same speed as Self-Care, which is 32 seconds.
- Boon Totems - Can only be used once per match.
- A stamina bar has been added. Once a survivor runs for more than 10 seconds, they are affected by the hindered status, where their speed is slowed by half. Using an exhaustion perk automatically depletes the stamina bar. It takes 10 seconds of hiding in a locker to replenish their health bar.
- The win conditions for MMR have been updated. We believe Killer is the power role in DBD and have adjusted accordingly. The Killer's average kills per match will be increased to 3.5. For a Killer, 3 Kills a match is considered a tie and 4 kills is considered a win. To hit this target, survivors will be unable to work the final generator until 2 survivors are left.
- Decisive Strike has been removed so that Killers will be able to freely tunnel survivors off hook without consequence.
- Borrowed Time has been removed so that Killers can freely face-camp survivors without consequence.
- Unbreakable has been removed so that Killers can freely slug survivors without consequence.
- Survivors arms and legs have been removed so Killers are able to achieve their 3.5 kill rate.
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@ad19970 said:
I understand your frustration, camping and tunneling are indeed a problem of DBD, but they are just part of fundamental problems this game has. Tunneling and camping are too effective, sadly, but right now the game also has the issue that survivors can on average complete their objective faster than killers. And sadly, the way the game is balanced right now, camping and tunneling can often be the best strategy to win a match. This does depend on the situation of a match though.
This game would definitely benefit from a nerf to camping and tunneling, but that can not happen without a nerf to survivors objective, in my opinion at least.
And that is exactly what should happen.
Nerf to face-camping and tunneling-off-hook, with a simultaneous nerf to gen speeds. No new perks to Band-Aid-fix the problem.
I think a 5 second "Sprint Burst" from hook would be an excellent way to fix the tunneling-off-hook. Maybe some type of Borrowed-Time effect mixed in for Face-Camping.
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@GreatMusic said:
https://forum.deadbydaylight.com/en/discussion/comment/2707998#Comment_2707998
as far i know as trapper u start off with 2 traps, u then need to arm those traps in a good spots before u can carry more, so all the traps the u will eventually arm are planned, but using iridescent stone means theres some random trap that are unarmed and on a random location so the trap prob wont get hit and wasted instead, theres a finite amount traps on any particular map, u might as well pick up the trap and arm it on good spot instead of it armed somewhere on a corner of a map and it works every 30 sec so by the time its armed the survivor would have disarmed it
You know you can still pick them up?
Wait, do you not know that you can pick up traps when running iridescent stone?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2708604#Comment_2708604
Yes, that is tournament I was talking about with no limits:
but tournament from that google and Scott's video are not same...
Tournament from that video is hosted by wwispy1 and data from it are here:
About second tournament that it is balanced for weaker killers. It's funny how little you know about it, when you decided to use it as an argument.
First: they had to play those killers. It's not like they chose them, for each round there were chosen killer and map for both teams.
Second: if you actually did some research, then you would find out that items and perks were limited hard for survivors.
For example rules for Ghostface round:
BANNED PERKS for a killer:
- Deadlock
- Forced Penance
- No Way Out
- Save the Best for Last
Some decent, but not that bad... now survivors:
BANNED PERKS:
- Alert
- Botany Knowledge
- Dark Sense
- Dead Hard
- Deja Vu
- Deliverence
- Desperate Measures
- Guardian
- Inner Healing
- Kindred
- Leader
- Premonition
- Renewal
- Self Care
- Solidarity
- Spine Chill
- Visionary
ALLOWED ITEMS: 1 x Firecracker 1 x Uncommon Flashlight
0 medkits, 0 toolboxes...
Those games wasn't balanced normally, they were limited by rules a lot...
About big data:
Why is it not valid?
We can use tournament data, it's just rare to see 0 kills unless killer gave up. You usually get at least 1 kill by camping in end-game. So 50% is not really balanced, because result is not between 0-4, it's between 1-4. That's why that data is kinda boosted.
We don't know how many games it is (sample size), we don't know MMR (new survivors die more), we don't know hooks (1 kill with 3 hooks is not same as 1 kill with 1 hook).
You can see biggest flaw with big data in few seconds. Is Nurse worst killer in the game? No, she is best killer. It kinda looks like there is more to it than just big data...
Big data from each game was always bad, many games failed when tried to balance using it. It's just bad. It doesn't reflect actual balance at all.
And it's still better data than anything you have provided or anyone else has on this 7 page long one-side vs the other-side rant.
The difference between you and I is I'll admit the developers data isn't very good and you really can't base much on this data. Your problem is your data is much-much worse than the statistics the developers gave us, yet you want to draw conclusions from your highly-biased bottom-of-the-trashcan cherry-picking and hear-say.
If you want to draw conclusions from something, then the best thing you have is the developers data, which is mostly meaningless. But at least base your opinion on something that kind-of holds some water.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2707974#Comment_2707974
Sure, when you like to ignore context, I can do it too, right? Have you ever heard about team Oracle?
So 1 hook total here:
https://www.youtube.com/watch?v=4f4GXiJPYmk
Another 1 hook game:
https://www.youtube.com/watch?v=Ou8eqghyNik
0 hooks:
0 hooks:
https://www.youtube.com/watch?v=q3J-WImbQIs
You use Big data, which was always terrible to prove anything -> Nurse sucks so much, right? So, I can use tournament level team records to prove that this game is survivor sided.
Big data is super boosted, it just mean absolutely nothing without MMR and number of hooks.
Everyone with some hours know that this game is simple:
Low MMR: Killer sided.
Medium MMR: kinda balanced, depends on killer.
High MMR: survivor sided, except top 3 killers.
Tournament level: survivor sided no matter what.
So you think 5 or so Cherry-Picked games is more valid than the data from the Developers. I can get 5 Cherry-Picked games and show the EXACT opposite of what you showed. That makes me as right as you are, which is not at all.
But here, let's ignore the most valid set of data anyone has, which is the data from the developers and use data from a more recent tournament, that Scott Jund has actually done for you on a youtube video. The tournament was entirely unrestricted, it was recent, and it very closely followed the stats shown by the Developers.
Tournament Indicates DBD is Actually Decently Balanced at Highest Level - Dead by Daylight - YouTube
Now you may said it only is valid for certain Killers, except if you look right below that video, then you will see another tournament that Scott Jund did a spreadsheet on and it too was very close to what the Developers are showing, data-wise, also. Except it didn't have the 3 killers you are talking about in it. It had Pyramid Head, Freddy, Michael Myers, Nemesis, Demogorgon all Killers that aren't considered that good. Except they were getting around a 2.3 kill rate in those tournament.s
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2708140#Comment_2708140
What they were doing, as annoying as it is, isn't holding the game hostage. The killer could still move and hit them and hook them. Do these easily? No, but it wasn't impossible.
But what some people are trying to say is that with the constant flashlight saves they were keeping the killer hostage, which is ridiculous.
I agree with you, I don't think this is a situation where the game was held hostage. There are times when you get bad games, either a 4 man slug on 5 gens with a Nurse or a flash-light survivor deathsquad. It sucks but it happens.
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@ThatOneDemoPlayer said:
I've expected some big streamers to leave once SBMM hits live, and Tru3 was one of them
Tru3 was benefiting from the previous skittle-matchmaking system, that allowed him to 4k in almost every game. It made it easier for him to make content because it took him a shorter time to produce it. Even with the new matchmaking system, he is still overperforming as killer but not as drastically as he was with the previous matchmaking system, that just gave him 4ks.
I think this actually speaks to how well the matchmaking system it performing. It's giving fairer matches, even at the highest levels of play. I would much rather play a game that is a challenge rather than one that just gave me 4ks.
Plus, Tru3 is pretty toxic, honestly. If he's losing, he blames on it on 4 man SWFs and later finds out that they aren't.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2708061#Comment_2708061
I have no idea why such a simple question is so hard to answer. Sometimes matchmaking screws up. Sometimes people don't bring a perk. Sometimes, the need to bring the perk isn't obvious because it's a last second swap. Whatever the case is, games do sometimes get in a position where the Killer isn't going to get any kills. And on its own, that's fine, losing is part of the game.
But there's the question: is it fine if the Survivors then choose to not do a gen and drag the game out until they get bored of their superior position?
It's against the rules to hold any game hostage, whether it be killer or survivor.
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@ScottJund said:
Legion is the only killer in the entire game that does not have a power to help actually down someone. They're awful. Even if we compare to Myers in the sense that Legion can keep people injured, at least Myers has an extremely small TR to down people.
- Deathslinger's power doesn't down survivors.
- Trapper's power doesn't down survivors
- Hag's power doesn't down survivors
- Doctor's power doesn't down survivors.
- Freddy's power doesn't down survivors.
- Blight's power doesn't down survivors
- Cenobite's power doesn't down survivors.
How did you get upvoted 10 times... Sad face.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2708052#Comment_2708052
I’d love to see actual game data, it would be really interesting to parse. There are tons of assumptions that everybody including me makes which we just have no statistics to rely on either way.
Just some random thoughts on Bubba and the original post
- Bubba is something of an oddball when it comes to facecamping because he’s one of the few killers that can get a guaranteed down on a healthy group of survivors doing a Borrowed Time rush at the end of the match. If two or more healthy survivors rush the hook against a normal killer, the killer hits one, they run, the other survivor gets the rescue and gives Borrowed Time, and then if the killer hits either of those it’s too little too late. Other killers can maybe do it with NOED, etc, but it’s not innate or guaranteed like his is. So a killer trying the same tactic as Bubba might only get one kill, or even possibly no kills if they’re really unlucky on the trades in the midgame.
- ”Keeping an eye on something else and going back to the hook” isn’t facecamping. It’s just normal defense. If you go off, check a gen, and come back to the hook that’s not a facecamp. If the survivors run in right after you hook it’s not a facecamp. You can call playing zone defense “boring” if you want but it’s not facecamping any more than patrolling a 3-gen is “gen camping”. (Which a survivor once literally accused me of. 😄)
- It’s certainly possible that Bubba’s median kill results are higher on average than other killers. Or not? Again, hard to say, but if you do the experiment you’re thinking of try it with other killers too as a control, and also try playing Bubba more aggressively as a control so you have results to compare.
I think the stronger play with Bubba would be proxy-tunneling-off-hook rather than straight face-camping.
Basically stay within heart-beat range, act like you are going to move off of hook (instead of staring at the survivors face), then come back the second they survivors attempt to unhook someone, then down the unhooked person again. It cuts down on the hook-stage wait a bunch. (Vulture-Circling the hooked survivor makes survivors more-likely to try a rescue, rather than straight face-camping does.)
I would also be curious about using a Starstruck, Agitation, Irongrasp and Madgrit build with him and facecamping.
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Yes, I want to see the cussing. I'm an adult and don't want to be censored as if I'm a 12 year old. It's demeaning.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2708074#Comment_2708074
But isn't the fact that you have both the chase extended with the dash and the invincibility a sign that it's outperforming the others it's a two for one deal
I don't see how it could since both happen at the same time. I honestly think Dead Hard would underperform some exhaustion perks, just because the dash is so short (1 second compared to 3 seconds) and you have no left-right movement control over the dash which leads to mistakes. I also think the only way to get Dead Hard to compete with the other exhaustion perks is to use the Dead Hard so that it causes the Killer to miss, which is harder to do than just take a hit (Overcome) or hold shift-w (Sprint Burst). Plus you have 1-hit downs that only Sprint Burst and a well positioned Lithe can dodge.
I honestly bet Sprint Burst would end up being the best exhaustion perk. (Especially since it also can fill in as an anti-tunneling perk)
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2708045#Comment_2708045
No what im saying is that DH is a get out of jail free card and my comment was a reaction to you saying being killer is more about mind games the power but DH counters even that. I agree with you that in a chase you can just get near the surv and bait out the DH but I think my example is valid to
I understand you are saying Dead Hard is a get out of jail free card and I am more than willing to listen. In fact there's a lot of people saying this but I really need some data showing that it is outperforming other exhaustion perks. If someone would take out a spreadsheet and record about 40 or so in-game examples of where Dead Hard is extending chases way beyond what other exhaustion perks are doing.
Maybe have 40 different random courses on random maps, that include a pallet, a window and maybe a drop (for balanced landing). Run the exact course, adjusted slightly to benefit each perk (Don't use the drop if you don't have balanced landing and don't use the window if you don't have lithe). Use Sprint Burst, Dead Hard, Lithe, Balanced Landing and Overcome. (Ignore Smash Hit and Head-on since they're so niche).
See which one is extending the chases the most. Since wasting Killer's time is the purpose of exhaustion perks, lets see which one does it best. If Dead Hard is such a massive problem, it should immediately be extending chases way beyond any other exhaustion perks, in a very obvious fashion.
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@Leonardo1ita said:
After playing 2/3 matches Dbd as survivor, and getting facecamped by Leatherface, I wanted to try to facecamp as killer Leatherface, since he's my second main killer after Pyramid head, and see what would have happened:
I used this build: Deadlock, Corrupt, Bamboozle, Noed.
Every match, I always got a survivor within 60 seconds, and the moment I got them I started facecamping. Not in the obvious way, I did it in a way so survivors came to the hook, going away for a but and then coming back, so they wasted time.
Since survivors can be solo players, or teams but with no comms, there can be no coordination, and once more than 30/40 seconds have been wasted trying to go to the hook (as survivor) , there's no going back, especially with Deadlock.
I was with cross play off, and did more than 10 matches. Italy time, from 10pm to 1:30 am
Over, over and over there was nothing survivors could do to prevent me NOT getting at least 2 kills, especially with noed, and straight up facecamping EVERY TIME in every situation, completely no brainer, was simply the superior tactic over going for hooks. Just chill there at the hook, in the worst case scenario you know you'll have 2 kill guaranteed.
The worst thing? SBMM wasn't punishing me and giving me better survivors. Maybe it was because with cross off in that specific time there were no really strong teams, anyway I kept stomping different survivors over and over, literally survivors came at me when someone was to die on hook praying to me to chase them and don't be an #########.
Pls BHVR, as a person who believes that the game is highly unbalanced for most killers if survivors play well, this is not the right way to balance the game.
Do me a favor.
Get out an excel document, or some other spreadsheet. And camp with Leatherface for about 40 games. Then come back to these forums and post your data here. Especially get the number of kills vs number of escapes.
I've been meaning to do it but I get so bored with facecamping.
Heck, maybe we could collaborate on it. I think it would be an eye-opener.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2707139#Comment_2707139
Ohhh sure mind games like when I win the mind game in a loop and the survivor simply press e and gets away tell me one perk killers have that is like that a perk where you the survivor did everything right won a mind game and the killer just presses one button and boom you get down no matter what
So from what you are saying, you have absolutely no evidence that Dead Hard is outperforming other perks and you are just butt-hurt that someone outplayed you with Dead-Hard.
If you are going to complain about a perk, then show me some data proving your point. Otherwise you are shouting at the sky.
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@Purple_Orc said:
@Marigoria here.
Should I show some examples how the game is "killer sided" by showing really extreme situations?
@Munqaxus if anything, that chart shows things are balanced. 2 kills 2 escapes on average.
And this has been my experience since SBMM
I agree, I think it shows the game is pretty close to balanced with a slight tilt in Killers favor, which is what I'm seeing with SBMMR also.
I just am tired of players say one side or the other is OP without any proof other than a Cherry-picked video, which in no sense of the word is evidence at all.
At least take some time and gather data from 40 games and give me some averages. That at least shows something.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2707969#Comment_2707969
The obvious difference being Dead Hard is just a perk while stretched res is an exploit. As someone else above mentioned, the devs even commented before that they consider stretched res to see over obstacles to be cheating. My guess is there’s a technical hurdle they have making the game use a fixed aspect ratio.
I agree with you on Stretch-Res being an exploit and also agree that Dead-Hard is just a perk.
I think the forums unintentionally start promoting stuff by complaining about it all the time. I think Dead Hard is one of the ones that everyone started using because of the constant forum posts on it. Sure it was one of the most popular exhaustion perks, but with the constant forum promoting, it started being used even more.
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@GreatMusic said:
Trapper's Buff
More traps on the enviroment
more traps transportation
faster traps setting
take longer to disarm
slightly bigger traps trigger radius
Player's Buff
A remappable button for a quick rear view camera
Rescale certain add-ons
Fastening Tools
lower bear traps setting speed
Secondary Coil
lower bear trap disarm time
Buff Coffee Grinds
maybe rescale 4 coil spring kit
rework iridescent stone cuz thats bullshit
as trapper we should encourage good traps placement not at random location, capitalizing on the trapper's abilities
No on the rework iridescent stone, that totally changes the game play for Trapper in a good way.
Trapper is my favorite Killer and I think he's in a pretty decent spot right now. He's not Nurse, but honestly, Nurse needs a fraking rework already.
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@MrCalac123 said:
I have no idea why you would ever run Overcome when Dead Hard is just better in every way.
It's on demand, provides invincibility, and has the exact same requirements as Overcome to activate.
I genuinely want to see how drastically the game would change for Killer if this perk simply didn't even exist, just for 1 week.
Where is your proof that Dead Hard is outperforming other exhaustion perks. Do you have data showing that Dead Hard gives you more distance and time in a chase than perks like Sprint Burst, Overcome, Lithe or Balanced Landing?
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@Adjatha said:
Every boon so far has included the effects of 2+ existing perks, except better in every way. So, a boon that gives you Lithe and Balanced Landing at the same time? More likely than you might think.
How has CoH and Exponential had 2 existing perks.
However, I think that is a cool idea, to have Lithe and Balanced Landing with a 24 meter area and that you can use either one of them if you aren't exhausted already. After you use one, it exhausts you.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/2707963#Comment_2707963
You really base the argument on this chart? Do you know what rank is the data from? Do you know how many hook happened? Do you any relevant attributes behind the data?
At least I actually have some type of proof that the game is more Killer-sided. No one in this entire thread, that is 5 pages long, has presented any valid evidence except for me.
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@ThatOneDemoPlayer said:
Cap, stretch res only makes the game look better kekw
I was watching some youtube videos of stretch res verse regular and to be honest, I think the game does look better with it, if the videos were any indication.
(I watched it because of all the hub-bub from the forums, so I think the forums complaining about it is actually promoting stretch-res and making it more popular. The same thing happened with Dead-Hard, lol.)
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@Purple_Orc said:
@Marigoria I do play solo survivor and it is usually a very fun and stress free time. I'd play it more but I don't want to wait ten minutes for a game when killer is instant(wonder why that could be).
Also I still waiting for you to show us your proof that the game is killer sided
Here you go @Purple_Orc
gg EZ
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2706912#Comment_2706912
Not losing items/ add-ons when you die would be too much if its not an offering. Imagine the same perk for killer: never lose your add-ons. Even if it sounds good, we already have offerings that does that (but they are limited so a player ability to save his add-ons isn't over the top).
About keys... i only despise broken key. The rest have its use.
I said, not losing items/add-ons you pick up in game from chests, which I think would be fair. Next time you use them, you would lose them. I only say this because chest-plundering perks are really just flat out bad.
Also, what use is a key you pick up from a chest, it has no add-ons. (I know you can use it if: you are the last person alive and the killer closes the hatch and you manage to find the hatch and you manage to evade the killer the entire time. So basically useless.)
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2706886#Comment_2706886
How many months is it since you saw Twins in game is the real question
That's kind of an unfair question since I play them. But to answer honestly, this month and it wasn't me playing them.
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@Faulds said:
When i see that Leon perk with flashbangs, i'm wondering if the same couldn't be done with Pharmacy. Work for the equivalent of 100% of a gen: and get a syringe that heals you like a green/ brown medkit, or like the syringe add-on itself. Yeah, you'll probably need to cap it to 1 time use to prevent abuse. I also would like that change because the 80% speed bonus to opening chests should go to plunderer's instinct in my opinion.
I honestly think that all chest-perks should allow you to keep the item and/or add-ons (ace-in-the-hole), depending on what you pick up from using the perk, after the game ends. It wouldn't work on items carried in, only items you found during the match.
Also, Keys should be removed from the survivors blood-web and from opening chests.
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@Labrac said:
How many months have passed since we got a Twins outfit? Like half a year?
Meanwhile Trickster getting a new outfit every month lol.
It would be nice to get a new Twins outfit.
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@Veinslay said:
If the killer was actually the power role, survivors wouldn't even be able to do all this bs in the killer's face without getting downed and hung up on a hook immediately. Just look at F13. Everyone was scared of Jason then they figured out you could group up as counselors and keep stunning Jason over and over again with weapons and he couldn't do ######### about it, so in response the devs made it so that after a certain amount of time you couldn't stun Jason anymore and he was an unstopped killing machine. It put pressure on the counselors to actually do the objective instead of trying to troll and bully the killer or else you were dead if you didn't get the objective done in time
Why would Killer be the power role in a competitive game.
Neither role is the power role. If you have a really good Survivor group against a weaker Killer player, then yes, this stuff can happen to the killer. If you have a really good Nurse player against an average survivor group, you better believe you would see the exact oppositve, were all 4 survivors are on the group bleeding out with 5 gens barely being touched.
You make it sound like a Noob Killer should decimate any type of survivor group, even if they have 4,000 hours of play between them.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2706773#Comment_2706773
You have to remember that Survivors reward camping. Survivor mains ignore this fact to whine and complain, but if I camp, and Survivors don't pound those gens as fast as possible to prevent me from getting a 2,3, or 4K? Or if they come and camp the hook and wait for me to leave?
That is their fault.
Why should Killers be punished for 'camping' when it's Survivors who reward it? Oh, right; because Survivors are outright demanding the Killer shoulder the entire onus for the game being fun, at the expense of them winning. Survivors can genrush. Survivors can crouch-spam and use flashlight macros. Survivors can bully and BHVR says 'This is okay'.
But Killers camping, and Survivors rewarding it by hiding near the hook and DEMANDING they get free unhooks? That's just unfair, and all Killer's faults and why don't Killers think of Survivor's fun, and etc. etc.
'Why should Killers be rewarded for a tactic that requires no effort?" Rofl, the bias is large with you.
'I don't think this tactic is hard enough, so why should Killers benefit?' Once again; demanding Killers play in a way you approve of simply because you say so. That they should have to work harder for their kills because you don't want 'Easy tactics' rewarded.
If you can't see the massive bias in your entire post, then I don't need to try countering it, because nothing will get through to you.
I understand that you are highly emotional in your arguments and that you falsely believe people want to make Killers completely useable. However, the people you are talking to play both sides, Killer and Survivor. We tend to have a better understanding of the game than people who sololy play Killer and tend to be a lot less biased on one side or the other.
From someone who plays both sides, I want to be able to play Killer without needing to still in front of a survivors face until that survivor is dead. I much prefer to win my games with much higher skill tactics such as mind-gaming. However, since there are killers like you, that prefer to use face-camping and tunneling-off-hook, then that puts pressure on us Killer players who want to play different because the game is tuned to your style of play.
I want gen-speeds to be slowed down so that there is much more survivor vs killer interaction, chases and mind-gaming. However, I understand the game is balanced right now. Because the game is balanced, I also understand that the Killer side has to give up something to get something. I would like to give up tunneling-off-hook and face-camping, because I, as Killer, find it extremely unfun. If you enjoy face-camping, then I understand you defending it but I think there's a lot of Killer players that really don't enjoy it and would like gen speeds slowed down.
I would explain the survivor issues with face-camping and tunneling-off-hook, but I see that you only understand the Killer side. So hopefully, I explained this from your perspective so you can understand it better.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2706593#Comment_2706593
The first part is an ongoing argument, so I'll pass that.
As for claiming 'Gens speeds are fast because Killers camp'; you have it backwards: Killers started camping when they realized gens were going faster. But there you are; blaming Killers for Survivor's actions and 'fun'.
I've been in the game since launch; Killers rarely camped, because camping sucked, at the start. Until gen speeds sped up, thanks to perks and toolkits and an overall optimizing of Survivor's gameplay loops. At that point, Killers realized they HAD to get kills ASAP to slow down gen speeds, not trade hooks.
Show me anywhere where devs said 'We made gen speeds faster to compensate for camping'? You can't. Which means gen speeds WERE NOT optimized because Killers camp. Instead, since gens can only go so fast, it's more likely that Killers adopted new strats as Survivors got faster thanks to perks, items, addons, and a general building of personal skill.
But, of course, you look at the problem, blame Killers, then say it's Killers that must be punished/nerfed to fix it, then try to say 'But we should not do Us Vs Them' right after you did Us Vs Them.
And for 'advocating for the lowest possible effort strategy a killer can employ'.
There's that peer pressure. Shame Killers into avoiding tactics Survivors deem 'unacceptable', so they won't do them. Because Survivors feel they have this divine right to determine how their opponent plays. And if they can't scream for nerfs, they will use peer pressure, insults, and subtext (Camping is what BAD killers do! (Unsaid: You don't want to be a BAD killer, right?)) to alter their opponents behavior.
Even if you don't want to 'us vs them' the discussion; you sure do still partake of it while trying to demand I should not.
@Firellius is right, gen speeds have to be adjusted for the most effective tactic. The most effective tactic is tunneling-off-hook and camping, so gen speeds have to be adjust to that tactic. Killers have always camped and tunneled-off-hook, it's nothing new.
Fixing tunneling-off-hook and camping doesn't punish the Killer because Killers find it unfun to use these tactics also. Why do you think it's a punishment to fix tunneling-off-hook and camping while also reducing gen-speeds and healing speeds? Also, you have to remember tunneling-off-hook and camping is disproportionately worse for survivors than it is for Killers. However, it's bad for both sides.
Again, @Firellius is right about it being the lowest possible tactic. It's something Killers learn, even before they learn each killers power. Why should Killers be rewarded for something that doesn't require any effort. Shouldn't Killers be rewarded for actually doing something, such as successfully mind-gaming, which is far more tactical than sitting in front of a survivors face.
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@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2706209#Comment_2706209
I guess you want "Press E to activate god-mode? Maybe it should be automatic so you don't have to press E?
######### does hard countering tunneling even mean? After a survivor is unhooked, they can never be chased again? Uninstalling hard counters tunneling.
They want to be able to have a full gameplay state during their "2nd life". Instead they have no gameplay state if they don't have DS and a truncated gameplay state with DS. They don't even get a "3rd life" state.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2705579#Comment_2705579
and nurse is the worst killer
I really wish the developers would break down Nurse game-play down by Beginning, Intermediate and Advanced levels of play.
That way everyone can see that she's getting a 100% escape rate at Beginner, 50% kill rate at Intermediate and 100% kill rate at Advanced.
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2706422#Comment_2706422
Problem is at this point everything seems to be boring for survivor on these forums. Getting chased is boring. Sitting on gens is boring. Doing bones is boring. Everything is boring. Everything is boring.
Unless the killer takes it upon themselves to not play to enjoy a game but play to make sure you enjoy the game Everything is boring. Everything is boring.
Its like the forums/reddit want killer players to be the DM but forget most people only tolerate being DM because it means they get to tell a story. In DbD that usually just means getting repeatedly stunned for the survivors amusement.
Otherwise everything is boring.
Everything is boring.
I think what @Kaitsja is trying to say is that being tunneled-off-hook until you are dead, prevents you from actually playing a game you bought. DS gives you 5 measly seconds, basically Sprint Burst + 2 seconds. Here is how tunneling-off-hook looks.
- You get to loop, use your exhaustion perk, use your hit-speed-burst.
- You get DS. You might get BT. You don't get your exhaustion perk unless you have DH or SB. You don't get your hit-speed-burst. You may get to loop if you are lucky enough to be close. If you aren't running DS, DH or SB, then your 2nd "life" has been removed.
- You might get BT. You don't get DS. You don't get your exhaustion perk unless it's DH or SB. You don't get your hit-speed-burst. You don't get to loop. Your entire 3rd "life" has been removed.
If you aren't running the meta perks, DS, DH or SB, or your teammate isn't running BT, then your game is over after the 1st chase.
Any other game you play has deterrents to camping, because it's miserable gameplay. You have safe zones, random spawns, etc. DBD needs to go back to game-design 101.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2706282#Comment_2706282
The point is things like getting flashlight blinded when locked into a locker animation shouldn't exist. Getting blinded when the survivor isn't in you FoV shouldn't exist. Stretched res shouldn't exist. Flashlight macros shouldn't be regarded as "tactical". The game shouldn't be able to be broken by 3 or 4 friends playing together.
He said they were a 4 man SWF and he was wrong. I bet he's also wrong about the Stretch Res. Tru3 is known for blaming everything else for his loses.
He's also playing a sub-optimal perk build against an optional SWF perk build. He is going to be a lot more prone to lose when he does that. This video proves nothing, except that people want to cherry-pick a video to prove their point.
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@Volcz said:
There's already a thread on this about this specific match.
Also, he's playing Legion against a solid 3man SWF. Like the guy at end-game chat said, no one made him pick Legion.
Also, Tru3 is not that good. He makes a lot of mistakes, but it was covered up by the previous skittles-matchmaking system. Now that he actually plays against people closer to his level, he has bad games about half the time. Which is exactly what should happen.
And he was playing a weaker killer, Legion. Not every killer has the same kill potential as Nurse, thank god.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2706265#Comment_2706265
The perk is bugged and it doesn't amplify the regression as specified (apparently), but everyone nails the skillcheck... thats why no one runs it. It is bad for that reason, and that reason only. If you don't believe me i will give you a compilation to look at.
If Overcharge was buffed to give a 10% regression, it would be run more often. It's a D tier perk, a 10% regression would move it firmly into C-tier.
(I consider C-Tier as balanced for both sides).
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2706262#Comment_2706262
If they nerf CoH properly, I'm fine with this.
One doesn't affect the other.
Of course you could say that any Killer buff is dependent on NOED being removed from the game. See how the logic doesn't work.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/300999/remove-skill-check-on-decisive-strike
Its hard in the beginning, but if you work it... it becomes quite easy to hit. If it was that hard, Overcharge would be a meta perk... and it isn't.
Overcharge doesn't give enough regression to matter. It's bad for other reasons.
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@tesla said:
MoM is fine now
It can be buffed to only take 2 hits instead of 3. It's not useful at all right now, unless you are a streamer and trying to get views.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2706159#Comment_2706159
That's the thing, preventing camping/tunneling cannot happen before those things are addressed since it's the only thing the killer can do in certain matches (specially nowadays). Perhaps they must happen simultaneously to keep things balanced.
That would be the best, because the Developers are notorious to leave stuff unaddressed (Can we take a look back at the key nerf and the 11 worthless bloodweb items that survivors now have and 1/4 of all chests containing useless items.) It has to happen simultaneously or not at all.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2705242#Comment_2705242
Didn't work in what? As I said MMR system and its requirements isn't perfect or near it but it obviously does what it was intended to do as it's giving people harder games. The entire purpose of MMR is to scale difficulty and pair people up as best as possible accordingly. People aren't complaining that MMR isn't doing that, they're complaining about the hard games they're receiving.
And then there's the question about what is the alternative? It's a black and white situation in DBD matchmaking; you get random matchmaking or you get a system that produces more sweat squads and killers like it is now. There's no in between. People complained about the former, all suggested something like the latter, and when they got what they asked for they started to play coy.
Survivors complained about the previous matchmaking because they were getting slaughtered.
Killers loved the old matchmaking system because it was easy 4ks, without effort. Remember the 100 4k videos Otz did for every single killer in the game.
Now that the game is mostly even, with Killers still being slightly ahead, Killers hate it because they lost a lot of power.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2705458#Comment_2705458
Even Otz will, at times, admit Survivors have too much power. And that dude is about as chill as can be.
Otz actually said the exact opposite this year, lol. And did a video to prove it.
4k with each Killer back-to-back | Dead by Daylight - YouTube
I will say this, these forums are Killer-sided and need a nerf! 44 upvotes for your statement.
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@tesla said:
I see a lot of people saying gens should take longer to repair, but I don't agree. Pressing m1 is the most boring part of the game, and it already takes too long in some matches. Many times killers aren't being able to keep up with that because of underwhelming killer powers and map design (very strong connecting tiles, huge maps, difficult trackability) which is a problem that should be addressed.
That being said, gen speed is a problem if a team brings very strong toolboxes, resilience, prove thyself, etc. There should be a cap to individual and combined effiency in repair speed. That should also apply to healing. This should be a great start in balancing the current feeling of gen rushing, and putting CoH and strong med-kits in a more reasonable level.
With the developers seeing a roughly 2k/2e between Killers and Survivors. I doubt there will be any drastic changes like gen speeds and healing speeds being reduced.
Killers are going to have to give up something to get something. I would say add preventative measures against camping and tunneling off hook, since those tactics are inflating kills, then slow down gens/reduce healing speeds to balance out the other side. (Killers for the most part don't enjoying camping and tunneling-off-hook and it's definitely not enjoyable for survivors either).
