Paternalpark
Paternalpark
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- Paternalpark
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Survivor role used to be fun during the match. Now I only want to escape and when I do it feels hollow.
Killer or swf that's all that's not unbearable.
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I get away with just running Oppression as Bubba.
If you are removing pallets as you should, you'll be fine.
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Camping a corner hook is the easiest pressure you get as killer. Someone tries to save, you hit them, they run for the unhook and you down them there.
And you now have another survivor injured with a new one on hook. Rinse, repeat.
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Idk, isn't the killer holding the game hostage by not downing/sacrificing the survivor as well?
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With 10s added to hook states I think Reassurance will be more meta.
That said I'd say slugging and tunneling are gonna be used more frequently. I apologize in advance.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780782#Comment_3780782
The fact that you bring up the 1000 kill win steak is precisely why this is bad data.
1000 kill winsteaks exist.
1000 kill winsteaks are not a common occurrence among the playerbase as a whole, and that fact that they exist doesn't imply killers have a 100% win rate. It is the sole experience of a singler player who themselves are a statistical outlier.
Likewise, these 100 ganes are the subjective experience of a single player. Their own skill level, and their experience with Trapper, is going to have a much greater effect on the data.
There's nothing here to extrapolate and infer about the game as a whole. All this data really shows is that this redditor is good at playing Trapper.
Thanks for expanding on my last paragraph :)
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780782#Comment_3780782
Because if you read the post, the person clearly stated that they "played really mean".
They didn't say how many times survivors just immediately gave up. Playing "mean" often makes survivors just ragequit and nope out of the match as fast as possible, especially since there is literally 0 penalty to doing so now that deranking is no longer a thing. In fact, from personal experience, i can say that probably half of my matches, someone just gives up as soon as they see whatever killer i'm playing and don't like it, or they get outplayed, or the first chase is "Too quick" and i think that is what is inflating kill rates to such a high level.
I plan on doing a similar experiment as well soon, and will include how many times survivors give up, as well as recording all of the games.
Forfeit is still a lose.
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780782#Comment_3780782
I wouldn't call it very good data, I wouldn't even call it good data
5 things that judge quality of data
Accuracy, there's nothing to confirm that their numbers are accurate
Completeness, this is literally only a summary, no one can look at the raw data
Reliability, no vods, no spreadsheets, no tracking, no notes, no endscreens, nothing, again just a single picture
Relevance, this one would matter more if everything else lined up but since it doesn't its
Timeliness, We don't even know when the data is from, this could very well be 4 year old data compiled and we are just eating it up
Its barely even data I wouldn't draw conclusions from this with a 10 foot pole and a grant
These arnt clinical trails. This is well presented and should be commended. 99% of the player base don't give data like this.
Only safe bets are stats released by devs and those can only be averages, not individual experiences based on luck or skill or killer choice.
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@Chocolate_Cosmos said:
100 matches is very small number to make any statements or conclusions out of them. Minimum should be like 300+
Why? There has been over 1000 winstreak as killer?
This is very good data and to say it's not is disingenuous. It is just to be taken with a grain of salt as there are many variables like player gametime, mmr ect.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780638#Comment_3780638
Survivors do not need to track the Killer the same way that Killers need to track Survivors, so the Red Stain doesn't need to be brighter at all. We also have many tools to read where Killers are besides the Red Stain, even stealth Killers. Brightening it wouldn't do anything concrete. Not every change for one side needs an equivalent buff for the other.
Also I think you misconstrued what CoffeeCrashing was saying. They weren't saying that it was a bad thing that the old Scratch Marks stuck out on the original maps, they're saying that was a GOOD thing. The initial reason they were not made brighter sooner is BECAUSE those maps were washed out so they didn't need to. Now that every map is much brighter due to the updated graphics, the Devs are changing the scratch marks to match. Scratch marks are SUPPOSED to be bright, obvious, and easy to track.
Killer is not supposed to be frustratingly difficult because of unintended glitches or outdated mechanics any more than Survivor is. I wish you understood that, because It seems from your post history you don't play a lot of Killer. Now, I don't want to assume you're only a Survivor Main, but you sure seem to post some very unbalanced, biased, and unclear takes. I would suggest running Predator for a bit as Killer and then taking it off to see just how bad the scratch marks currently can get, so you can appreciate just why this change is sorely needed.
You argue that scratch mark update is qol at first but then state in your first paragraph here that's its a buff.
While I don't think each side needs equivalent buffs every patch, I do think each side should be given qol changes at the same time.
You just said maps are brighter so scratch marks need to be adjusted to accommodate that, so why wouldn't the same be applied to the red stain?
Your argument is not only a nothing burger but clearly shows your happy to use certain logic that doesn't go both ways.
Why do you keep trying to call me out as a survivor main? Your logic isn't sound enough so you have to claim I'm biased?
"Killers do not need to track the survivors the same way that survivors need to track killers, so scratch marks doesn't need to be brighter at all. We also have many tools to read where survivors are besides scratch marks, even Blendettes.Brightening it wouldn't do anything concrete. Not every change for one side needs an equivalent buff for the other."
See what I did there?
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I was hoping I wouldn't have to post this myself.
77% killrate is ridiculous.
Why play survivor role and win 2/10 times when u could win 8/10 times as killer?
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Didn't hatch deal with this situation prior to its nerf?
Now that's gone, survivors can only hope the other tm is found b4 them.
I don't think either side is happy about this current scenario.
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So the red blood stain from the killer is practically none existent these days due to maps being brighter, as was stated.
Can we make the red stain brighter so the survivor role has the equivalent buff?
Scratch marks tracks survivors, red blood stain tracks killers.
I
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780065#Comment_3780065
…The older maps were entirely made out of faint washed out colors, which meant that the bright red scratch marks really did stick out like neon signs.
This has been the most constructive comment so far, thanks.
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No.
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What I don't understand is that I load into a crossplay lobby and then people bail when they can't read my profile.
Lobby dodging will still exist but this is the best solution thus far.
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So..nothing wrong with this? This is pre buff I think.
Makes sense a Billy is using this as he could take advantage of survivors thinking they are safe to run, meanwhile he sees your scratch marks from across the map.
Blight and nurse will also do very well using this.
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Same happened when killers had remote hooks. Will normalize soon. I always have BP incentives on survivor tho.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778110#Comment_3778110
items and add ons are 2 different things completely I wouldn’t compare a map to Weskers egg.
Map is an offering. Not an item.
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@Royval said:
none would be possible if they just deleted the pity trap door
Pity? Idk, if that's the case then endgame collapse shouldn't eliminate afc, basekit borrowed time and ds and otr can activate.
Seeing as that's a "pity" mechanic.
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If I play poorly and survivors don't, I need to tunnel and camp. I deserve that win.
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Award winning chilli and beast marks are insane together. Otherwise he's fine.
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My issue is that Killers can see items in lobby and switch to Weave Attunement if they want.
This is bad design.
Imagine survivors seeing the killer's add ons in lobby and then bring perks to counter them.
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Yes. Killer is alot of fun these days.
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Equip Forced Penance.
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@deckyr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777313#Comment_3777313
having more vibrant scratch marks means you can turn your filters down and still see them. like, this will lead to a decrease in filters, not an increase.
also, what other people do with their screens is not bhvr's concern, and is completely unenforceable. filters are a basic feature of nvidia geforce experience, which is a basic feature of owning an nvidia graphics card.
just like with crosshairs, all you can do is ask bhvr to inplement filters as a vanilla feature of the game. because at least then the playing field is level for all.
A decrease? No, users are used to the filters by now and will only notice scratch marks easier from this.
Your argument could be made towards stretch rez.
Ohh it's hard to track where the killer is, so I need strrtch rez to see easier around loops and track.
Stretch rez is a basic feature of any pc regardless of gpu.
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@deckyr said:
why is this still being argued?
running = not stealthy = scratch marks.
the purpose of scratch marks is TO BE SEEN. that is WHY they exist and the entire justification for their existence is to tell the killer that a survivor has been running in this area in the last 10 seconds. therefore, the scratch marks should be blaringly visible.
you are not supposed to be stealthy while running, unless you have a perk that specifically enables you to do so. if you don't, then the very notion of stealth is directly in opposition to the very notion of running.
taking advantage of bugged, bad scratch marks for months does not mean that your playstyle was valid or that the game should remain in that state. it is FRUSTRATING to have a game that is designed around scratch marks suddenly not have scratch marks in it any more. it does not make you good at the game when the killer loses you due to a bug, and it does not make you good at the game to be able to break away from a tile and leave no tracks, for free, without a perk to do so. actually, this crutch has made you actively worse at the game, because you now think scratch marks being made visible is "a nerf". that, frankly, is worth mockery.
this is not an opinion. this is a fact. this is developer intended. they have come into this thread to explain the purpose and function of scratch marks. you may not like it, but you CAN NOT under any means argue that scratch marks were intended to blend in or intended to be subtle, because that is directly opposite to what we have been very kindly told by peanits.
FACT: scratch marks are designed to be seen
FACT: running produces scratch marks
FACT: running is designed to not be a stealthy action
if scratch marks being fixed genuinely takes away from your ability to be stealthy, equip a perk to deal with it or get better at stealth.
The topic discussed is about Nvidia filters making scratch marks even brighter than b4.
What's more annoying than intermittent scratch marks are the bugged fast vault notifications.
Best this thread is closed as my main point is being ignored.
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You can't expect to win if you have 3 Randoms on your side.
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Little do you know, I'm running Deerstalker.
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Didn't you assume I was playing survivor exclusively? Wasn't that a "subtle jab" at me being a surivor main?
I'm not trying to get the last word, I'm replying to your rather pushy messages.
The purpose of game forums are to discuss gameplay balance, give feedback and speculate.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776723#Comment_3776723
500 hours is pretty new to the game still as either role, most decent players range in the thousands of hours. You should know that as a 4500 hour Survivor main. I have 1500 myself mainly as Killer, and still consider myself pretty baby, as would most people around my time.
But you do unintentionally point out something - after about 500 hours, you've already hit the softcap and you have only been playing the equivalent of about half a year. Is it really fair for people who are still new and learning game intricacies to hit the softcap this easily?
I play killer once every 10 matches. Even if I play the other role mostly doesn't mean I can't tell what's going on.
I also watch too much dbd related content. I find killer is far more enjoyable to watch, as do most, you would know.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776742#Comment_3776742
I play both sides and more Survivor at that, would you like a link to my Youtube channel?
Lose-lose scenarios are unfair, unfun, and bad game balance on both sides. You're the one who is heavily biased if you think otherwise.
Find another tool to help you survive rounds besides abuse of bad game design.
I thoughly enjoy slugging sue me.
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Just play survivor pre 6.1.0 patch.
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@VantablackPharaoh91 said:
This is very likely why Swamp will be reworked @Coffeecrashing, and @Peanits that needs to, NEEDS TO be the Dev's next map priority. Period, enough waiting, there is no excuse for it taking this long. Fix Swamp, both maps are awful. We need updates on this.
@Paternalpark, Family in TCM is nothing like Killer in DBD. Please answer the question that Neaxolotl asked and don't move goalposts: Have you ever played a round as Killer in Dead by Daylight? Have you played enough to get good Survivors?
500hrs roughly spread across platforms. After having 50 killstreak I ended up getting better survivors. 4500hrs survivor.
I go where the BP bonus goes.
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@PreorderBonus said:
Tell me you haven't played a single killer match in your life without telling me
I play as family in TCM. I get by without my hand being held, thanks.
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Too early to tell if he's overpowered in either form.
BHVR has been moving towards utility in most occasions for killers. I like it as survivor as it keeps me on my toes and things fresh.
There's a fine line tho, like with SM.
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@AnchorTea said:
As a colorblind person this update helps me as a killer. The existing accessibility settings ren't helpful enough to let me see
It also helps surivors, to track/consider their own or their tm scratchmarks, that are colorblind.
Accessibility options are highly appreciated by the community no doubt.
@Peanits said:
On colourblind filters, I do want to take a moment to clarify that they are not a perfect solution to scratch mark visibility. The filters apply to everything in the game. If someone has a hard time seeing scratch marks on a surface that has red tones (such as in the example we shared), shifting the colour of the scratch marks also shifts the colour of the surface they're on. This can cause them to still be very difficult to see. These new scratch marks have a white glow to them, making them stand out regardless of the colour of object they're on.
I'll leave it to all of you to discuss, but to be clear, it's not meant to be easy to lose the killer while sprinting around. The entire purpose of scratch marks is to reveal your location. If you want to sneak, you shouldn't be sprinting. This is by design.
Thanks for the reply. So more white then bright red, higher contrast against dark maps then.
Like having a neon sign flicker dimly in the distance with a dark backdrop, it's there and it just caught my eye, now brighter I can see it clearly.
Same with scratch marks now. If that's not a tracking buff idk what is.
I'll definitely be taking advantage of this if it looks as I expect it to. If it's too ugly I'll move to console.
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It's like after adding more objects to slow survivors, those object's hitboxes protrude.
But it happens on places like stairway rails and shack outside walls.
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@hermitkermit said:
The scratchmarks needed to be adjusted. They have been harder to track for a long time now. It's more of a qol update than a buff, but it will help killers track better which will "buff" them so to speak. So I understand your point, but simply put the scratchmarks were never supposed to be as faded and inconsistent as they were, it was a bug. Taking out blights sliding bug was important, even though people considered it a "nerf" as well, but it was a bug that needed fixing. Same thing with the scratch marks.
Like how fast vaults were bugged forever and then when it was resolved, Killer Mains had an outcry.
@Chaogod said:
Running at full speed isn't stealthy I hate to break it to you homie lmao
Thanks man. Here I was running at 3/4 speed thinking I'm 007.
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@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/422839/new-scratch-mark-update
Because you are simply wrong? Just don't run. Survivors that play Stealth know when to run and when to walk, and often mix the two up in ways to mislead the Killer. Clearer scratch marks actually make that easier.
What am I wrong about? I've played 6 years and have a good idea of how to use my scratch marks to bait the killer or misdirect.
I think it's disingenuous to say this isn't a buff as well as a bug fix. If killers got slowed down near hook and I told you just don't camp how would that go?
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Distortion countered every aura perk much like Lightborn counters all flashy saves.
No single perk should have such utility across the board.
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Cam you still gen Cheryl's ugly sweater on Xmas?
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I'm still gonna get bled out to the last second. Only diff is I'm gonna get mori'ed instead of placed on hook.
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@GenmLV10 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773340#Comment_3773340
Typically, killers determine whether there are survivors near a generator not through scratch marks, but by the generator's progress. If the generator's progress increases periodically, it indicates that a survivor is nearby, and the killer will become more vigilant, even if no scratch marks are left behind.
Moreover, the overly defensive playstyle around generators has already been addressed by the recently added 3-gen mechanism, which limits killers from defending a specific generator too aggressively. This is not an issue.
Your argument was being able to track surivors helps to not have to revert to gensitting but at the same time it facilitates it.
You can now see that another survivor is approaching the last gen and you can leave chase to protect said gen.
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@GenmLV10 said:
This doesn't seem like a buff; it looks more like a fix for the scratch marks.
In the past, scratch marks were very clear, but starting from a certain version, they gradually became blurry, causing many complaints.
If I'm a killer, and during a chase, I lose the target because of unclear scratch marks, it prevents me from quickly entering the next chase. Therefore, I can only choose to go back and defend the generators until I see the next target. This playstyle inevitably prolongs the game time. I don't think this is what the developers want to see.
If you find a survivor on the last gen, chase them then see scratch marks near that same gen are you not gonna go defend that gen?
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@tjt85 said:
Scratch marks have been broken for quite a few patches now, spawning in weird places and with huge gaps, all without the aid of any perks. You should only be able to hide your scratch marks with a perk or by walking. And on certain maps, they've been practically invisible at times. So I'm glad they're finally fixing them.
I don't think PC players using filters for a competitive advantage has anything to do with fixing a broken game mechanic.
And if players want to make their games look absolutely awful in the hope that they'll win an RNG heavy casual game with no ranking system of any kind, I think maybe they just need to chill a bit.
I didn't know bugs warranted buffs. While we're at it, can we make tiles stronger seeing as I get stuck on invisible objects?
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Reminds me when we waited 6 months for DS to be buffed by only 1 second.
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Definitely a buff.
With filters its gonna be ridiculous.
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2v8 made me remember what it was like when dbd was novel and chaotic.
Hard to go back to 1v4 in soloq.
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Good. Had a game last night where the killer just camped first 2 survivors to death then slugged for 4k.
Soloq needed this.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771584#Comment_3771584
I'm not huge on the blast mine buff either. It feels awful to lose control of your character and I'd rather not emphasize that.
On the other side the stun gives you some time to drink your beer so that's nice
Ok
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I'm still getting bled out so I'd say just QoL update for killer.
Minor shadow nerf to slug me/sabo builds.

