Neaxolotl
Neaxolotl
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- Neaxolotl
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@HexHuntressThighs said:
I would argue Jailer is the best because he can keep a survivor of gens for almost 30 seconds. And if you chase someone else than half the team isn’t sitting on gens. I win a lot of my games by using jailer to just pressure survivors cross map.
That's probably just survivors being incompetent tbh, as no one should gets down quickly by powerless M1 killer or hit by 4.1 janky bot
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764441#Comment_3764441
And you think I wouldn't also suffer from the queue time? Whether it's filtering out at least one killer that I don't want to face, or at least knowing who the killer of the match is, something has to change.
It doesn't matter because it's your choice to prolong que, the problem is anyone else who aren't picky will also suffer from it
There is no reason to change anything, just play customs or just stop playing
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Play with customs or comp scenes, pub matches of dbd isn't really the place for you
And no, there is no reason anyone else except you must suffer from queue time issues because you just don't like some aspect of the game
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@PreorderBonus said:
Only if survivors had to do 6 gens to escape instead of 5
6 is a casual number, make it 8
oh wait
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@KolbyKolbyKolby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764401#Comment_3764401
I have a feeling you've never played Dead By Daylight before if you don't think that giving up on hook, being in a SWF(at the very least a duo), and teabagging at the gate aren't in half the games you play.
Except all that at once will not usually happens
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@joeyspeehole said:
I feel like the unknown has a lot of power, it's just… you know … you can dodge the huntress hatchets around turns, but its 100% harder against the Unknown. The unknown, unlike the huntress, can also teleport. I get the tug and pull on ease of play between survivor and killer, and I completely understand the pushback, I just feel that it wouldn't be that big of a deal on the killer's behalf.
The suggestion someone made to me is that the unknown shouldn't be able to shoot people through walls, however I feel that my idea would also alleviate that concern as well.
Please go play unknown yourself
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@KolbyKolbyKolby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764366#Comment_3764366
I don't think you could possibly submit it as bug abuse.
Unless they add text to the launch screen stating "LEAVING SPECTATOR MODE AND SPENDING BLOODPOINTS AFTER A MATCH WILL RESULT IN A BAN" it wouldn't even be possible to make people know there's an issue. And this is broken whether it's groups or not, do you expect every solo queue player that gets tunneled out to spectate thte remaining 10 minutes of a match?
It's beyond silly to think you could prove anyone was abusing it rather than doing the exact expected action to take after your game has ended.
There is a difference in intentionally doing it and not, this is quite likely they are abusing it if they are giving up on hook, was SWF, and also teabags at the gate,
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764359#Comment_3764359
"I still do not understand how a bug like this even happens without anybody noticing before releasing the update,"
Because it is unreasonable to test everything. Or would you have had the idea to test if in a regular game if someone dies and then leaves the Endscreen, if the Gen Count then gets bugged? Most likely not.
That's literally every soloq games, not testing that situation seems rather stupid
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764158#Comment_3764158
lol, when? The only perks even coming close to some killer aura perks are Kindred and Wiretap, both absolutely 100% valid and easy to counter in their own way.
Imagine if a boon got killer aura reveal. Or if a dead survivor means permanent aura reading within 20 meters of where that survivor died. Or everytime a pallet is dropped, the killer aura is revealed within 12 meters of that dropped pallet.
Seriously, survivors do NOT get aura readings the way killers to constantly. And even the aura perks that ACTUALLY do similar things at similar costs (like BBQ and Dark Sense, or Bitter Murmur and Dark Sense) often share that they suck in 90% of the cases.Boon is unlimited, item is not, and killers never have any capability to control where survivor dies or chase, survivors have complete control to where items drop
I don't understand why peoples are so bad at comparison
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You don't really need any real skills to do survivor adept, as you can play normally without perks and rely on teammates, the difficulty mostly comes from the soloq escape
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Why is 100% silence needed even, add something else, it's extremely OP
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Honestly yes, but I doubt BHVR have any capability to do it
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If you have a video record of that you could've still report it as bug abuse
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764193#Comment_3764193
Other boons were never worth running, and you're changing the topic, since the original point is that countering boons was just snuffing them. So make up your mind: is going 30s out of your way to counter a perk a problem or not? At least my argument there is consistent.
Old object was a problem because the aura reading was too consistent, so it was rightfully nerfed. Somehow now, consistent aura reading is now perfectly ok 'because it's the killer this time' in your opinion. Look up "fallacy of special pleading" sometime.
30seconds every time a boon lit up without nothing killers can stop it, and 30 seconds once every match to completely disable two perk without any concerns ever again, if you ACTUALLY believe those two are same thing, You really lacks the understanding of what "time" means in this game, and I'm not even talking about the time cost difference of killers and survivors or even perk cost difference
Snuffing was never a "real" counter that stops perks from working, because survivors can boon unlimited amount of times, moving item is a "real" counter that stops perks from working completely, because killers can't move items back to location
Pretty sure you are just biased and trying to argue with something unrelated, but still I have to tell you how objectively wrong you are
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762983#Comment_3762983
surely the point of having bots implemented was to allow a continued member of the team if someone chooses to self sacrifice.
Really, I’d rather The Team examine ‘why’ so many survivors are choosing to end matches so early and not just go down a ‘right let’s stop you doing that’ approach.
And the answer to "why" is so simple, because it's literally free and so easy to pull off
If giving up is far easier than actually playing the game, of course people will give up, just make it difficult is ACTUALLY enough to stop everyone from acting like that, exactly like DC penalty
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764071#Comment_3764071
This is an excellent argument for an anti tunnel system👍
tunneling doesn't happen early though, in common circumstance there is like 2 to 1 gen on the point once tunneling has ended, unless survivors are the absolute potato of course
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@Xyphus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764114#Comment_3764114
Those arguments why tunn eling is bad vary, as you already know. The one that you just mentioned doesn't count in my book since that Player GOT to play.. Just screw up / got screwed or whatever. I'm more thinking for the rest of the team to have a chance to fight back
But then rest of team had a maximum duration of 3 chases to do gens, I don't feel it's the everyone else's problem for most of the time
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@coolgue1 said:
weaving just needs to be changes to it only activates off the survivor using all their item is all fixed and not off franklins or just make a time on it something
In reality, nothing needs to be changed because it's so weak
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@Xyphus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764110#Comment_3764110
I mean, if someone really gets hard tunneled out of the game, aka hooked THREE TIMES IN A ROW without anyone else being hooked, I could imagine something like this.. But not if someone decides to give up.. Or after a kill when multiple survivors have been hooked - that should be out of the question
Does it makes sense to reward anyone EXCEPT those who got tunneled when tunneling happens, I feel that's weird kind of anti tunneling mechanics as those who got tunneled will get tunneled anyway, even if it rewards anyone else with free generators
Isn't the whole point of anti-tunneling argument is "because it'll stop a player from playing the game (which is objectively incorrect btw)", this doesn't change that result in any way
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@mizark3 said:
If this is true, unironically I think this might be good for the game. It discourages tunneling, and rewards players to pump gens no matter how dire the circumstances are. It also doesn't quite work with SWF because you typically watch your teammates after you die.
The only problem I could see is intentionally leaving a gen 99'd in case someone gets killed, to cheese a 4 gen escape on purpose. Also once people know that they need to fully leave, SWFs can still leave to lobby and ask their friends to alt-tab and start a Discord stream if they NEED to watch.
Calling a game breaking bug "good for the game" is quite funny
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764084#Comment_3764084
IMO the idea is good. Not showing the Aura anymore when the Item has no charges. I would keep the Auto-Drop and also add a flat amount of Aura read to Weave Attunement so that the Perk is useful on its own all the time.
Idea isn't good, because we don't need bazillion counters for a single perk which isn't even strong in any way
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What's the problem with exposed countering dead hard though, and dead hard actually counters exposed if you are not healthy, I can only say it is "fair"
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honestly calling it "oppressive" is already ridiculous
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@Halloulle said:
High mobility killers with that combo are… let's say they make me roll my eyes and just do what the tutorial tells me to: do gen. And because I don't like my item losing charges I put it down next to me ^ - ^
lmao at the people going "just don't bring items". - Like, how would you feel if survs had a perk that not just disable your addons but actively turn it against you by, say, revealing your aura to them whenever you're close to them and a gen? Who in their right mind would seriously suggest to just not bring add-ons?
if it costs 8 slot across entire four of survivors, I'll happily play less addon reliant killer to deal with that, no way I'd take SB, DS, OTR, BT, Reassurance, Boons, lithe, we'll make it, literally any other uncounterable really strong perks over something that can be disabled with one time quick hop to the corner, and still costs half the slot of perks for nothing
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764049#Comment_3764049
I never said anything about the game dying, though? You can't force someone to participate in a game they don't want to. People will just find other ways to circumvent the system, which puts us back at square one with a change that only serves to make it ever so slightly less convenient for someone to rage quit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764048#Comment_3764048
Winning and Losing are end results. You seem to be misunderstanding something here. Normal gameplay does not refer to ideal gameplay. It refers to the normal gameplay loop in which four survivors need to repair 5 generators to activate the exit gates and escape the killer.
Someone giving up on first hook in no way prevents the survivors from repairing generators in an effort to escape. It also doesn't prevent the killer from hooking the remaining survivors. It's unlikely that the survivors will win, but not impossible. You would have this same problem with:
- AFK Survivor
- Throwing Survivor
- Baby Survivor
repairing generators or hooking with just 3 survivors are never enough to be a "normal gameplay", literally every aspect of dead by daylight is made to be played with four survivors and a killer playing seriously across entire match, "that's just an ideal gameplay" is literally a subjective opinion you've just made up here
Objectively speaking, game is severely unbalanced in that state and might as well kick everyone out at that point, "excessively lower escape rate" is bad enough to call it a non-normal matches, even developers acknowledge that and that is the reason exactly why DC penalty exist, to make less people suffer from those "not a normal matches"
Honestly I don't understand why you are so inclined to defend something that is objectively breaking the game
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@Karth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763945#Comment_3763945
Bringing every items to corners with this triggers Frank / Weaves 3rd hidden effect: slowdown
i could be usefull sitting on gens but nooo i gotta waste precious time bringing crap to corners
aaaand then theres the peeps that really dont know yet what to do against this. yeah.
not a huge fan eitherOne time mediocre slowdown for 2 perk slot is the weakest effect imaginable
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Why should survivors be rewarded for getting hit earlier
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763896#Comment_3763896
I'm not so sure about this. Ive gone against Blights and Nurses who can find and down people fast enough that their Pain Res, DMS etc can get rid of any progress you make on the gens, and the slowdown that constant unhooking and healing after that point ensures can mean the game ends at 5 gens even with people doing gens.
Also, even IF it is mainly a skill issue, if it still negatively impacts a large portion of the playerbase, that's still something that needs to be dealt with by BHVR f they want their customers happy.
So can we say same for survivors doing 0hook escapes, I think you'll answer yes
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763912#Comment_3763912
They don't have favorites? So they actually changed balancing and go for fair 50% escape rate?
Oh they don't. So in fact they do have favorites
going for 50% escape rate is, in fact, favor survivors so much
Since survivors have 4x more throwing rate than killers, escape rate shouldn't be 50%, it's just the way game works
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It's not like devs seems to want to remove tunneling in any way, and it's not like hook suicide deserves to be kept in game, this suggestion seems redundant
If you want to remove tunneling just make every anti-tunneling perks basekit, if you have problem with hook suicide just fix the hook suicide, there is no reason to implement a ridiculous bug like this as a "feature"
Also "strategic suicide" is 100% stupid and shouldn't be a thing, and I can even see some toxic survivors telling others "why didn't you sacrificed yourself" at endgame or something, hell, same things already happening with hatches
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763492#Comment_3763492
It's not the same thing, and a survivor being facecamped is unable to participate in normal gameplay. They are forced into a state of non-participation, which is why there's a mechanic to prevent it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763491#Comment_3763491
DC Penalties do, in fact, force players to stay in a game. Removing non-guaranteed self-unhooks, alongside 2nd stage hook skill checks is also forcing players to stay in a game. If someone does not want to participate any longer, you cannot force them. I would rather be down a teammate than be lumped with someone who's deliberately throwing.
Players engaging in unsportsman-like conduct may be reportable, but it's not going to stop them from doing it.
It's the same thing, a game with 3 survivor is not a "normal gameplay" in any way, those who suicide is robbing anyone else's game
It's not hard logic or anything like that at all, you can pretend you don't know what "normal gameplay" means, but the fact doesn't change
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Not having it before the match makes sense, but not even after the match doesn't
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It's certainly a weaker side of perks, but whatsoever let it die off if it's so frustrating to people
Not like those perks are strong or useful in any real matches
Also sometime it's quite funny when people consider slow que for their side means less people on their side, it's opposite
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Does it matter when he is literally one of the weakest killer anyway
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763613#Comment_3763613
To be honest, I think that's a very black-and-white way to look at a very gray issue. People are unhappy with the game in its current state, and based on past experiences, you can change the current state by "boycotting" like this. This method, while flawed, does push for change. Honestly, it feels like only when things are routinely "abused" in the game do big changes happen. It's a terrible method, but it gets results.
I don't understand what is gray when people are literally doing bannable offense, it's 100% bad, no question
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@Langweilig said:
I don‘t like behaviors unfair way of balancing things. 60% kill rate is simply unfair. I would love that they aim for 55% kill rate or/and 9hooks. This would make the game far more enjoyable and fairer.
I don't understand, 60% is marginally more "unfair" than 55% to the point of almost no difference, and even then both of those aren't really "unfair" when we consider the fact survivors have four times higher chance of losing a match due to throwing players
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763364#Comment_3763364
Not the same thing, at all. A mechanic that stops killers from playing in a way that forces someone to be unable to participate in normal gameplay is not the same as forcing someone to stay in a match they don't want to be in.
A survivor who's forced to stay in a match they don't want to be in will either afk, or they'll just sabotage the rest of the team.
It's the same thing, a mechanic that stops killers from making a survivor unable to participate (which is objectively wrong as you are still participating in the game with camping/tunneling) in the game, and a mechanic that stops survivors from making literally everyone else unable to participate in the game
"otherwise they'll act against the rule" is never a good reason because those kind of act is bannable regardless of reasons
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762751#Comment_3762751
Nurse received a buff due to the larger maps, she had very little map mobility with the increased map sizes
Hillbilly's one shot proved to be hugely strong in working with tandem with another killer, plus the team powers, hence that was adjusted.
There's been a lot of playtesting that has gone into this mode and we really want to emphasis that this is a fun, chaotic mode - less concerned with kills or escapes.
I'll also say, this is just the first iteration of this, if it goes well there will be more of them with further changes, extra maps etc
I doubt "fun and chaotic" can be an excuse for any imbalance, as obviously only one side can have "fun" in one sided games
Same goes for literally any event to be honest, at least it's good we have separate que now
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763445#Comment_3763445
Sure… but as Peanits himself said, they will just throw themselves at the killer anyway and you are back at the same issue.
Again, this will not work and it isn't like anti cheating because with cheating you have an obvious infraction. If someone say throws themselves at a killer, how do you then prove they were intending to throw rather than just being incredibly bad at the game? At that point you enter into the realm of clairvoyance…
Again, you cant make people play matches they don't want to and unfortunately BHVR cant fix this other than removing common reasons people want to go next (killers like SM) or providing incentives to actually play matches out.
By the amount of those happening, and how well they do with other matches
It's not that difficult really, if those kind of people "plays pretty badly" literally every game, let them at that point, I doubt they are having fun anyway
And ultimately killers can deny any attempt like that, too
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763401#Comment_3763401
If they don't do that they will just run to the killer… again, you cant make other people actively participate in anything they want out of. But hey whatever, everyone is welcome to pursue futility and expect it to have results… but it wont.
Luckily not actively participating in the game they readied up is literally bannable offense, what a great world we live in
The objective is to kick out those people from queing up for the game where any other people want to play, not to stop them from doing bannable offense
Anti-cheat isn't there to stop people from cheating, but rather to remove all those bad players, same principle can be applied here
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Nor other killers suffers with extremely slow projectile speed, limited range and 3 hit to down all at once, not to mention 3 second of extremely short timeframe which killers has to hit you
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763395#Comment_3763395
But they wont though, they will just AFK and tab out instead to avoid it. An inconvenience sure but I can tell you, I don't think people really care if they want out that bad
That's literally bannable and pretty obvious unlike self unhooking, definitely much better
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763364#Comment_3763364
Suggestions on how you make another human play out a match they don't want to play? You can add all the mechanics you want to but if someone does not want to participate, there is literally nothing you can do to stop that.
You can however create mechanics to deter someone from actively participating in ways that negatively effect the game for others, you can do this when people refuse to participate.
So basically they can remove hook suicide and force people to DC and take penalty instead, great
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"you can't force people to stay in matches so it's pointless" is objectively wrong, implementing DC penalty immensely helped the game health
The more difficult it will be, the more people plays the game normally, and ultimately we can just ban those who grief repeatedly after all
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763300#Comment_3763300
If I had to guess that stat is probably per chase but even if it wasn't that is just an average and a lot goes into it mostly edge cases which drives it down, for example nurse ignores pallets so those games are always a fat goose egg ( 0 ) on pallets thrown. Some killers can be too fast for maps with spread out pallets like blight so ive had matches that ive only broken 1/2 pallets on (I had a challenge so it was comical to see basically no progress on it)
having 5% of the scewed even saying regular gameplay already accounts for a part of it put in every other edge case / gameplay type and you can easily have an average of 6 pallets a match
Not to mention 3 gen strategy which usually results in much less pallets thrown as those strategy solely depends on limiting available pallets
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Not sure, it's not like killers can do anything anyway
No perk means no information, no chase, no regression, they don't really have anything
I can already see it being a campifire fest to be honest
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762915#Comment_3762915
The pallet data didn't say anything about being chase-only, though. I think it's just pallets dropped per match.
I just played a match on Sanctum of Wrath and I counted; only 3 pallets were dropped all game, mostly because I kept successfully downing survivors who were waiting at or greeding pallets before they could get the drop. Anecdotal, but it happens.
Had another match, Eyrie of Crows. Same thing, kept beating them to the pallets. 3 pallets dropped. Maybe a fourth I lost track of. This team was pretty bad, though, for whatever that's worth.
Oh wait that's true, I was misunderstanding those
But it'd make sense when we consider it's "per survivor", since there is four survivors it basically means like 6 pallets are dropping every match, which seems in line with normal games, your 3 pallets example would be pretty lower side as that's like 0.75 pallets dropped per survivor
To me it seems like both of those stats are intentionally made to be… not exactly "accurate", I feel
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@Coffeecrashing said:
Is anyone else surprised at the pallet stats? So if I’m somewhere between average MMR and high MMR, my games would have an average of 6.0 to 6.4 dropped pallets?
The point is it's "per chase from the view of the game", which means, I think, is that every time a killer breaks a pallet or walk around a long loop, it will drop the chase
So I believe this basically means more like "chase time per god window/pallet" in some circumstance
Just as usual, it doesn't mean much because how restrictive chase mechanics are
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@Ilikechips said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762549#Comment_3762549
60% minimum kill rates means killer is baby mode easy and the devs are killer mains.
If it was a 60% minimum survival rate you would be angry.
The devs hate survivors, the proof is in the kill rate.
60% killrates only confirms they won't be underdog and doesn't make them "baby easy" at all, because survivors have 4x more chances to throw a match 50% kill rate doesn't mean fair game
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It's mostly because every perks are like "if you are winning, you will win more"
People applause for a perk that require skill/effort to work, but if we want to talk about balanced matches, all we should have is something that helps when we are losing, not other way around