Munqaxus
Munqaxus
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I said that survivors have gotten useless perks for 4 years, the only one that has been meta worthy is Circle of Healing. The developers can add and remove stuff from the survivor meta but they haven't and CoH is probably going to drop off the meta after this next patch, so it literally will be 4 years of nothing for survivors.
4 years ago they got Window of Opportunity, the last meta perk.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2902932#Comment_2902932
And yet the Survivor meta is 10x stronger than the Killer meta.
Survivors get 18 perks across 4 characters. All second-chance perks.
Survivors have SWF with it's 200+ free perks.
But because the developers don't make yet more OP perks to change the Survivor meta; 'Killers are being coddled!'
How to say 'BHVR spoiled me and now I need the game to cater to my every whim or I'll think it's Killer-sided' in one post.
What this is saying is that survivors haven't been worked on for 4 years. Do you really think it's ok that one side gets new usable stuff every 4 months and survivors don't even get looked at and are given useless perks every patch. I don't care who you are, anyone can see that is a problem. And yes, that's coddling by the developers and I think you know it.
And on top of that, survivors have to play Borrowed Time or Decisive Strike just to be able to play the game at high levels or they get tunneled out. It's stupid that survivors have no counter to Tunneling-off-hook-till-dead and face-camp unless they bring a perk in. So really, survivors have 3 perk slots they can use most times.
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@vanGlasse1 said:
just by reading the title and ignoring all other comments, my immediate thought is Ace 100% which is funny cause I have been using Ace in the Hole for a long time in my P3 Cheryl just to farm some stuff without having to grind in the bloodweb so much and must say I've been enjoying it. Also used Open-Handed for a while to get the Yoichi's healing achievement and could enjoy it in a few matches.
then there's also Ash
I was curious what the absolute worst perks were, by usage and oddly enough, Up the Ante is not the worse, it's the 5th worse. Which absolutely amazes me, because it literally does nothing. LOL. It's Corrective Action at 0.03% usage. I would argue that Corrective Action is actually more useful than Up the Ante.
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@GoshJosh said:
I would like this as well! Among many more stats and details on the scoreboard.
You know, I actually wish I could see the break down of what the other survivors had done. I'd love to see who's doing gens in my group.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2902685#Comment_2902685
Because those nerfs were made out of necessity whereas killer nerfs are made out of personal preference. The game could not have survived and grown without those survivor perks being nerfed. It's dying as it is. You know what didn't inhibit the game's growth or fun? Pop, Freddy, Hangman's, Discordance, Coup De Gras, Nemesis, Pinhead. Yet they were all nerfed, not because of balance issues but because survivor biased people didn't like them, and after mommy BHVR gave in, they got what they wanted.
You realize that survivors have only had 1 new meta perk in 4 years, which is CoH, currently getting nerfed to the level of Self-Care. Killers get a meta changing perk with almost every Killer release and if not meta, at least viable with other perks.
Killers are the ones that get babied by BHVR, not survivors.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901256#Comment_2901256
and the next most used exhaustion perk is sprint burst a 9.42%. hell, the next most used perk is BT of course at 38%. and bhvr is thinking really really hard about making BT basekit.
Borrowed Time and Decisive Strike are used because survivors have to have it to counter face-camping and tunneling. It should be base kit, but I think it should be base kit in a weaker form. (I also think a weaker version of Decisive Strike should be base kit and both should have the following conditions).
- Can only use it on second hook
- Can not use it during EGC
- Can only use it if the survivor wasn't able to do anything between the 1st and 2nd hook, except healing.
This way Borrowed Time and Decisive Strike would still be useful perks to pick but now survivors who don't have the perk still have the ability to do something.
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@Kurri said:
Nancy or Steve? I don't see their perks much anymore, unless it's a meme build and the perks alone are not that great and are either useless or have better options.
I think Nancy and Steve's perks are now just general perks anyone can get.
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@CharlieChatBox said:
What do you mean by this? Do you mean you can move the one you're leaving or the one you're switching to?
Basically you press the activation button, then for the built in 2-second delay, you can continue moving the one you are leaving to, after that 2-second delay you get to switch to the other one.
Right now, you press the activation button, the screen goes darker and you hang on that dark screen for about 2 seconds, then you switch to the other twin.
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@Mazoobi said:
The only boon that is worthy of being truly problematic is CoH. The others are fine.
The other boons are not fine. They're absolutely horrible. It's not fair to say CoH needs a nerf without also saying the other boons need a major buff.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2901638#Comment_2901638
I mean every single killer is like 2x more times played than Twins, even the second least played Killer.
Twins need some love. They don't need a buff, because they're probably one of the best killers. However, they need to make the Twins feel less clunky to use. That delay while switching between the 2 of them is awful and makes the Twins feel like they have a loading screen between switching.
Maybe make it so the Twin you are using at the time can keep moving while you are switching between the 2, instead of that horrible delay between switching.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901749#Comment_2901749
"Blizzard has always been amazing with balance"
Are we talking about the same company? We're you playing overwatch when mercy mass rez was a must pick?
When 3 tanks, 3 supports was a thing
When 6 torbjourns is the reason there's a 1 hero pick
When Brigitte made dps as beefy as tanks
When it took forever to destroy shields
When symmetry was a support who couldn't heal
Priority passes that are so easy to obtain they serve no purpose
Or the launch of Diablo 3 when it had an auction house. Hackers learned it was more economic to steal an account, sell their gear for real money and send it to their paypal.
Haven't really played wow so can't comment.
Blizzard is not great at balance. They just have the budget to fiddle with stuff until it works.
It's been over a year or two since I played Overwatch and a while since I played Diablo 3. But at the time, yeah, I would consider Blizzard pretty amazing at balance. They basically took Diablo 3 and did a 360 with it, when they realized how awful it was. WoW was amazingly balanced when I played it also.
Maybe after the sexual harassment reorganization, they became really bad. Like I said, it's been a while. Diablo 3 was the last Blizzard game I was playing consistently.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901724#Comment_2901724
I haven't looked at the stats but doesn't nurse have the lowest kill rate?
I'm going to get side-tracked here and am making assumptions to how the developers balance the game.
I assume that the developers balance based on 3 levels of play: High, Mid and Low. At high levels of play, a Nurse plays way different than they do at low levels of play. Since the majority of players are probably in the Mid and Low areas and since Nurse is so horrible to learn, then she gets a really bad kill rate at low levels. At high levels of play, this inverses for the Nurse, so the Nurse is making way above the kill rate at high levels. Once all of those are added together, it gives you an average of all 3 areas of play.
So, to answer your question, she is the only killer below 50%, according to the developers.
But when I'm responding on this forum, I'm basing it off the OP saying that while playing the Nurse, he feels that he gets much more kills that with other killers. And since other killers hoover around 50%, that would mean he is getting way beyond 50% as Nurse.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2901724#Comment_2901724
This is why balancing on kills is a stupid idea. In overwatch certain weak characters aren't getting buffed because "they have a 50% win rate" when the play rate for that hero is incredibly low. The more people learn nurse and how to play her and getting more kills as a result doesn't warrant a nerf especially when I see 2-3 posts a week complaining about people giving up first hook against a nurse.
That only inflates the kill rate because survivors don't want to learn how to play against a nurse ending up getting her nerfed for no apparent reason in probably her base kit when its 2 addons that need to be touched.
I would say your Overwatch example is not a good example, when I played it, the game was amazingly balanced. Some characters bring more to the game than just kills, so balancing based on a 50% win rate is probably exactly how that needs to be balanced. Blizzard has always been amazing with balancing.
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@EntitySpawn said:
I get you want the game to be really fun and balanced for new players, its admirable but it's not wise to balance around it or even include them in stats.
Now I'm sure through all these tests, killer or survivor you probably had 1 game where no survivors were touching gens.
I only had one game like this, but maybe peak players had more but I had a game where I was running Scourge Pain R (regressed gen with most progress by 15% on hook) and I had 5hooks and this perk still didnt activate... now i get I'm experienced but theres no way in hell anyone should get 1 hook, let alone 5 and not ONE person touch a gen.
These players are being put into stats, these stats are used for a balancing guide... is it even reasonable to include players not even doing their main and only objective?
This is like balancing around killers who dont attack.... can you imagine..
I just dont think it's fair or a good decision to include them into stats, remember all new players are placed at a set mmr too, so these players arent even the lowest mmr available...
Just blows my mind, thoughts?
I would hope the developers balance for at least 3 different levels of play, if not more: High, Mid and Low. Each level has it's own challenges. For example, Nurse at low levels of play needs a buff. Maybe at lower levels of play, Nurses have 5 blinks to help users learn her. Then at high levels of play, maybe she only has 1 blink.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2901724#Comment_2901724
I'd like to see a source for your stats otherwise I'll take it with a grain of survivor main salt.
The source is the developers. You do know they release killer stats don't you?
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901618#Comment_2901618
It's not about winning consistently. It's about being able to have a solid chance at winning. When I play killer I don't feel like the power role. I feel like I'm there so the survivors have someone to chase them as they blow through every God pallet, safe loop and 2nd chance perk in their arsenal. Nurse is the one killer survivors actually fear. I have a chance to enjoy the game too. That's all I ask.
All killers are getting slight above a 50% kill rate, because of MMR. So when you say solid chance of winning, you definitely mean consistently. It means Nurse is the only killer that is consistently breaking the 50% rule.
Not sure why the developers haven't reworked her yet, since more and more killer players are gravitating to her and Blight because they do break the 50% kill rate rule.
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@dictep said:
And you don’t have any problem with survs feeling hopeless against nurse, do you?
Exactly. This means he is forcing 4 other players to play the game exactly how he doesn't like it to play it himself. It's the most hypocritical thing I've ever seen.
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It doesn't need the current nerf. A survivor perk should be able to do something. I hope the PTB change doesn't go through.
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@notlonely said:
they change they should make is implement ds as basekit lol
I think the developers should make a watered-down DS basekit and leave DS as it is since it's paid content.
- Can only be used off of 2nd hook
- Doesn't work during end game collapse
- Only activates if you haven't done anything between the 1st and 2nd hook, besides healing yourself. (That way if a killer is tunneling you out of game, and slugs you, hooks another person, then hooks you, you still get a chance to use it).
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2901659#Comment_2901659
The influence from the forums was still timing, not whether the change got made at all.
Did the developers ever say they were planning to nerf CoH independent from the forums?
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@sizzlingmario4 said:
You can still see the name of the map on the pause screen at the end.
The pause screen?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2901592#Comment_2901592
Slight correction- they did not admit that they nerfed CoH because people on the forums wanted it, they said that they moved the change up to this PTB because people disliked CoH in general. They planned on doing it completely independently, and did it sooner because people were still (rightfully) complaining.
The only place that the Developers communicate with a large group of the player base is the forums, whether it is here, twitter or reddit. So forums is pretty much implied at that point.
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@adirgeforthedead said:
Before they were absorbed into the general pool of perks, I'd have said Steve. Despite being one of the popular characters, his perks are pretty niche, but Ace and Ash are strong contenders for that. They have really bad perks that do not sinergise well in general, outside Open Handed and Flip-Flop that is. I see people being constantly praised for Mettle of Man plays.. but it's so rare to actually see it on play or get any value from it.
The Stranger Things content doesn't have stats on the website I check, unfortunately. They have stats on the individual perks but not the characters or killer from Stranger Things. I think it's because those perks aren't connected to the killers and character from Stranger Things anymore?
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2901468#Comment_2901468
True, but Legion's weaknesses don't matter to low MMR teams. His weaknesses are splitting up on gens, looping, not making mistakes while injured, and not wasting time healing unless necessary. That's basically the antithesis of low MMR play.
Yeah, when they mentioned the buff they are giving Legion, I was thinking how insanely unbalanced that would be at low and mid levels of play. And on top of that, he's easy to use for new players.
My guess is he'll be nerfed. Then again, their decisions on balance has been really questionable with the Boil Over nerf and I really think the CoH nerf is unwarranted. They even admitted the CoH-nerf was because people on forums was asking for it.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901262#Comment_2901262
I'll gladly face pinhead over a nurse, blight or a face camping bubba.
I think Pinhead is probably the 4th on the list though. Nurse>Blight>Face Camping Bubba>Pinhead.
I love playing Pinhead when I play killer. However, as survivor, Pinhead is a nightmare because of how bad he is for solo-queue. The coordination you need to beat even a mediocre Pinhead is just not achievable without SWF.
Pinhead is like old Freddy, he has an incredible amount of gen slowdown built into his kit.
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@dugman said:
I think hands down my favorite purple add-ons in terms of being really fun to play are Meyer’s Mirror and Tombstone addons. Those are the epitome of add-ons that really change up how you play the character from the base kit and, to me at least, are even more fun than playing with his normal ability.
I would say Michael Myers also, because you can kill survivors with his.
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@RDQ_TheRedFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2901360#Comment_2901360
Lol DH < Balanced Landing. Honestly, the majority of Exhaustion perks are pain, but if the Killer easily wins chases all the time, then where is the fun, eh?
I'm definitely not saying DH is worse than Balanced Landing. I'm saying I get more aggravated at BL than I do at DH, when I play killer.
Also, Survivors are balanced around having exhaustion perks to extend chases, so from a game balance stand point, I think it would be a really bad idea to remove exhaustion perks because of this.
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@KrazyKatFTW said:
Dunno why people are saying Ace , his perks are really good, i use ace in the hole and open handed to great effect a lot....rarely use the luck perk but 2 useful perks out of 3 aint bad
I did the math for plundering chests and you lose about 22% of gen progress opening a chest. If you get the best tool box in the game, you actually lose -6% of gen progress than if you had just done a gen. (I didn't check with add-ons).
If you get the best med-kit, the time it takes you to use that med-kit and the time to open the chest would take 34 seconds, Self-Care takes you 32 seconds the perk everyone considers one of the worst perks in the game.
Flashlights and Keys are practically worthless so you lose 22% of gen progress getting either of those items. So 1/2 the time, you are getting an absolutely worthless item when you do a chest and losing precious time doing a gen, even getting the best item.
So Ace in the Hole is extremely bad, because it means you are not doing gens and are doing chests. It's a noob trap.
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@RDQ_TheRedFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2901305#Comment_2901305
Oh for sure. I hate that nerf. I run it all the time, and now it feels mostly useless to have it since its Self Care locked to an area. But I also do believe DH has more people hating on it than you think. This nerf was supposed to be a way to keep its power without severely limiting it, and someone actually brought up that it might be better to leave the perk as is with only 1 protection hit to proc as the nerf, which I agreed with as being better than making the protection hits go down with levels.
Also, thank you for being genuinely mature about this. Not many would try this hard to defend something without some level of maturity above the rest. Small question though: Have you played against DH before? I'm hoping you have or it might make your arguments a bit weaker in the eyes of "the masses." (Most of the people here are not enjoying the game and consuming more because they aren't true fans.)
I have played it but probably not enough to make a good judgement on it's potential. I do think it's one of the more fun perks survivors have because you interact with the killer with it. However, I stopped using it because it was so incredibly unreliable, when you got it to work it gives you a dopamine rush, but when you don't, you're on the ground. As a survivor, I feel I get a lot more chase time with Sprint Burst and Overcome. Also, Sprint Burst is a mild counter to tunneling-off-hook-till-dead. Not as good as DS or BT, but it does give you some protection. DH is useless for that.
As a killer, DH has never really bothered me too much. The one that really aggravates me is Balanced Landing. I hate seeing a survivor suddenly sprint away from me from a drop off, lol. I don't think Balanced Landing is OP, it's just aggravating.
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I posted up higher, but here it is again.
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@DriplordDrew said:
Ah the sleeping Joker your perks are bad.
For me its Elide. I love her design but lets think about how often you use deception or appraise. Then there is Power struggle that is 100% almost always useless because you don't get enough wiggle and have the killer walk through a pallet. It happens and I know but its so inconsistent you are better off not using the trash.
I'm actually surprised Deception is used so little. I'm also surprised Power Struggle isn't lower.
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@DarkShadow0220 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901318#Comment_2901318
How do you find this information?
This is from an aggregate site, I really like the site because of the data you can get off of it, since BHVR doesn't release data. They get a few thousand matches a month, so they're probably the best data we can get at the moment.
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@DarkShadow0220 said:
Yoichi
Here's Yoichi's perk stats.
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@RaSavage42 said:
Ash or Ace... IMO
I was actually surprised at how bad Ace actually was. I run him, but I really ever use his perks. LOL.
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@RDQ_TheRedFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2900715#Comment_2900715
To be fair, I also don't like NOED for the same reason people claim DH is an unfair perk. Both are UNEARNED and take 0 skill to get. Granted, Rancor and a few others behave this way, but they're not quite on the level of these perks because they're hard work for nothing types. I don't hate the fact that these perks work the way they do, but so many others do genuinely despise these, so to appease the masses, this was my simple idea.
As for a simple nerf to NOED, I would just do what Kyto did. Make it require tokens per hook that you get in game to activate. I'm not exactly sure how to make it as simple as this nerf (which again, is only a response to several people begging for a nerf.)
TL;DR - I don't really care if DH does get a nerf or not (I don't run it) and if this was put in, NOED would have to get nerfed in a similar way to compensate.
https://forum.deadbydaylight.com/en/discussion/comment/2900653#Comment_2900653
I'm unclear on the Safe Unhooks you've brought up, but that's not why I'm responding to this, lol. I'm responding to you because while you technically can, have you forgotten the speed burst you get when hit? In order to use it in the same chase you got it in, you'd have to flip around to body-block a second time, then use DH to protect your buddy. I'd personally use it by taking a hit for a teammate, then sprinting away to hopefully make that chase last a bit longer, then use DH for my next chase since I already have it active.
I think the problem with appeasing the masses is that the developers aren't actually appeasing the masses, they're appeasing a small vocal group of killers who get on these forums. For example, the CoH nerf, where they actually said they're nerfing it due to popular demand. I highly doubt 4/5s of the player base, who play survivor, actually had a say in it.
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@ThatOneDemoPlayer said:
Lovely buff.
A lot of Survivors would cry if this came into the game, because they wouldn't have their free pity escape anymore
It's not considered an escape on MMR. Who it affects the most are Killers by allowing them to disregard a kill in MMR.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2901256#Comment_2901256
Higher is the MMR, higher is the DH rate.
At a good MMR DH is used like 90% of the time (3 or 4 per trial, everytime).
I agree and I bet it's hardly used in lower levels of play. Unfortunately, we don't have that data to actually see it. Still, that type of nerf would be extremely risky, since the developers are trying to maintain a 50% kill rate. (If Dead Hard is actually that powerful of a perk. I'd love to see all Sprint Burst games at high levels of play verse Dead Hard games at high levels of play, escape rates).
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@MikaelaWantsYourBoon said:
Let's see:
- Killer is deciding to slug you.
- You down in boon area or near them.
- Killer is not hearing boon's voice.
- Killer is deciding to do not snuff boon.
And yey you have value from this perk.
Looks so situational and bad to me.
Killers deciding how powerful survivor perks are without playing survivor.
Also, Killers mad that survivors are using Decisive Strike, the only counter survivors have to tunneling-off-hook-till-dead. Survivors aren't using it because they want to, they're using it because they have to.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2900623#Comment_2900623
Dead Hard is in the top 3 most used survivor perks. 50%? Your math is incorrect.
It's data from an aggregate site that process a few thousand matches a month. So it's probably the most accurate data we will have outside of BHVR giving out information.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2900715#Comment_2900715
Why nerf the weaker side to compensate the stronger side's nerf to a very unbalanced perk
Where do you get your data that killer is the weaker side. The developers data shows killers are getting slightly above a 50% kill rate on average.
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@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2900675#Comment_2900675
You know, sometimes nukes are good ideas because wars need to end.
And I'm not seeing an end to the Dead Hard issue.
If you are right and Dead Hard is that OP, then killers would need to be nerfed to compensate for the game imbalanced caused by getting rid of Dead Hard. You have to remember Dead Hard is used by about 50% of the survivor player base. Are you willing to accept across the board nerfs of Killers just to nuke Dead Hard?
Remember, I have no bone to pick in this fight, I run Sprint Burst almost exclusively and think all the Dead Hard stuff on these forums is hysteria.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2900623#Comment_2900623
The game shouldn't be balanced around noobies. There is a learning curve. There is MMR to pair noobies with other noobies.
Average kill rate is 2 because most noobies die resulting in a 4K. BHVR doesn't release kill rates at high MMR levels because they don't want us to know the truth.
In the six years they've spent "working" on this game - and lets be honest the biggest improvements are to the graphical fidelity - they haven't added an API for players to use to look at stats. They simply don't care about balance or aren't good enough to make the game more balanced.
They do nothing and expect us to be happy. I've seen more done in two years from indie devs in early access than BHvR with 800 employees working on DbD.
Remember, MMR places new players with new players and experienced players with experienced players. So new players are getting a 50% escape rate, just like experience players.
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@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2900271#Comment_2900271
Except with this change, you can literally use the perk in the same chase in which you earned it. That's not the same as Mettle of Man.
And if they made both proc from Safe Unhooks, I'd finally get teammates running BT.
So the only way to use Dead Hard would be taking a protection hit. That idea completely nukes Dead Hard. I don't use Dead Hard, I use Sprint Burst when playing survivor, and that would make Dead Hard unused.
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@AetherBytes said:
Like, you hit the point of effectively infinite pressure and it's an obvious win?
I put a cake in, someone put BPS, but I am doing so much harm to the survivors that I've gotten them all on death hook and just hidden in the basement so they can at least get something out of these two offerings and not just die with like 4k bloodpoints each.
All the time. Was play Sadako just a bit ago and I just let 3 of the survivors go, they were doing so horrible. Accidentally killed the 4th and felt really bad, I think they had like 3k blood points.
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@RavenBirb said:
title.
A nerf to a perk that is used by 50% of the survivors while the average kill rate is hovering slight above 50% would require a massive nerf to all killers to balance out the massive change in the kill rate.
I don't use Dead Hard but, when you are talking about game balance, that perk is a corner stone perk of 50% of survivor builds.
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@RDQ_TheRedFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2899007#Comment_2899007
I am a Survivor. XD
Survivors who use Dead Hard, which is about 50%, would quit this game if they made this change. You are talking about giving Dead Hard the same requirements as Mettle of Man, which is a dead-dead perk because of those requirements.
I don't play Dead Hard, but my god, this change is ridiculous.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2898022#Comment_2898022
They did with ruin, I said in the beginning. Player frustration and pickrate were the arguments. They got rid of the OP perk and adjusted toolboxes, coop progression and adjusted a bunch of perks to match.
That is the argument for killers. Survivor meta has only changed 1 time in 4 years and Killers are pissed about it and want it nerfed out of existence.
If you can't add stuff to survivors, then you also can't take stuff away from survivors and maintain the 50% escape rate.
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@Sudoxxed said:
Devs said that facecamping is not a bannable offense, yet when you get facecamped to death, you lose a pip. What should you have done differently? Equipped DS? Not get facecamped to death first hook in the first 2 minutes of the match while none of your teammates save you? It's frustrating. If I get facecamped to death, at least don't depip me, but no; you just 4 bronze medals and depip because you "didn't get enough points". You should NOT pip or depip if you get facecamped to death.
Camping has become extremely prevalent with the new MMR system test, and it's getting on my nerves quite quickly.
Sure, camping allowed, not bannable, ok; but don't depip me either please.
I'm surprised you even care. The pips are meaningless, the MMR system is meaningless.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2893153#Comment_2893153
It is unbalanced at a low and high skill level.
Low skill level = killer has the advantage
High skill level = survivors have the advantage
Where do you think those imbalances start, percentage wise?
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@Nos37 said:
When a survivor successfully sabotages a hook, the Entity should block the nearest 2 or 3 hooks, preventing them from being sabotaged as well.
The current state of mass sabotage is ridiculous. I literally just quit a match because I would rather wait out the penalty than stay in a stalled game that has very little counterplay.
This is NOT a sabotage issue, this IS a skill difference issue. You went against a team that was highly skilled.





