PetTheDoggo
PetTheDoggo
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Just create "give up" system to catch situation where it is valid to give up (DC) and then double the penalty for DC.
I would also make it if survivor gives up on hook, just replace them with a bot…
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Don't do anything complicated to get result of Trickster.
Just make him 115% and don't touch anything else.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879471#Comment_3879471
How was it designed that way? What's the reasoning for it?
Because it was easy for the developers to code.
It's been known since Killer Map Interactables were first added that they used the Chest Spawning algorithm for their spawn locations, the only thing that has caused people to have such an uproar about it is more Killer Powers being affected and Event Offerings spawning more chests.
Since it was intentionally coded to be that way, it isnt a bug, it is an intentional effect coded by the developers.
Again, I must state, just because it is intentional, does not make it good design. The developers took the easy way out early on and ever since it has negatively impacted Killer Powers, and the developers should go back and change this so it does not impact Killer Powers as much.
Because it was easy for the developers to code.
That really doesn't sound to me as intended design. It comes to back to can't, or too much work to fix…
Issue is at start of the game it simply wasn't an issue until you they released killers whos power needs those objectives to spawn in decent locations.
Pig doesn't really care that much, but it's huge issue for Sadako and Alien, which should be fixed imo.
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I don't really have an issue with him. Just use clocks whenever you can and make sure you don't heal asleep.
Usually when we lose it's when he used 4 slowdown perks, but that would make most killers look strong…
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876157#Comment_3876157
Because fundamentally, it isnt a bug, the game was intentionally designed that way. This being said, just because it was "designed that way" does not make it good design, and the developers should look into finding a better spawning system for Killer powers.
How was it designed that way? What's reasoning for it?
Reality is you have blood points offerings that screw specific killers basically during every event…
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Sure, it would still be very bad perk.
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Sounds useless and just waste of BP.
It also becomes more useless with every new realm.
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Just make it count only for direct kicks and buff the hell out of CoB and Overcharge, or rework them.
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Beast of prey is way better than before imo. Fact that you can activate it while it is already active is kinda funny…
On almost all killers Unforeseen is better, because most killers don't get bloodlust often and it's way easier to activate.
I have tried it and it workes quite well on Legion. Undetectable/blidness perks are mostly useless for Legion, because it disables Frenzy. It's kinda normal for Legion to gain bloodlust and it means you are commiting to chase, which is perfect trigger for him to gain undetectable.
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@Rokku_Rorru said:
If Freddy's rework is anything to go by I'm really looking forward to Skull Merchants rework! I've been enjoying playing against him with the mindgames and interactions with his power.
Let's home we will get it faster than Freddy rework…
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I'd pay more if they include more QoL changes in every patch. Basically put more effort into old content.
I don't care about charms etc. that's useless. Just fix your game…
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Well, he is one of the most popular killers for a reason and I wouldn't say he is too strong for survivors. I like to play against him, there is a lot of room to outplay him.
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@Ayodam said:
Yes.
No, it wasn't.
Don't trust patch notes… -
@AbsolutGrndZer0 said:
Its not a new effect, they just made it only work once (not sure if it's once per chase or game) and for a limited time. It's a MAJOR nerf.
No, it's way better than before.
40 seconds is often enough for two hits, but you also have option to drop a chase, which you did not have before.
It's not even one per chase, but it should never happen. After undetectable ends and you get bloodlust 1, it is going to activate again.
EDIT: it's even better. Basically whenever you get bloodlust 1, it activates, even when it is already active. -
@Devil_hit11 said:
i like the perk. it is on demand undetectable. I was running it on Oni. It lasts for almost entire demon fury. So good. The only issue is that cooldown is a bit too severe.
Suggestion: decrease cooldown from 120 second → 80 seconds.
I think it could be decent perk for Legion, or Oni (those are kinda only two killers where it's expected to hit bloodlust), but I don't think it is worth it on most killers.
Even for Oni, you can simply use Unforeseen, which is easier to trigger. Unforeseen also has high synergy with Nowhere to hide….
Suggestion: decrease cooldown from 120 second → 80 seconds.
There is not really any cooldown. You can activate it with getting bloodlust 1 while it is already active.
120 seconds was simply mistake in patch notes
It's kinda only undetectable perk that could work on Legion. Did not have time to test it yet, but could be good.
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What exactly?
So far if you use clocks he doesn't really do much…
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878686#Comment_3878686
There is so much wrong... 😭
I run bamboozle to somewhat mitigate that issue… but the perma visible scan lines within a limited range is what really kills it for me...
I have a thing for Pig, Myers, Trapper and Hag cause I love the set up into eventual pay off elements of those killers (even if not strong)... and I liked Skully for the same reason. Have a web of drones up, and deliberately take a suboptimal loop path to push them into it...
Skully got everything taken off her... timing her scan line anti loop, her ability to create a web of traps, her speed boosts... everything that made her fun.
She wasn't perfect, I did feel the double scan line at tiles was a bit much of a zoning tool that meant you could lock it down without even using her rotate ability… but this nuke was biblical.
I don't know what BHVR intend to do with her, I don't really care if she's a little weak as my above list of killers shows... I just want her to be able to do something 😩
Yeah, I am just going to stomp survivors with Blight and Oni until they rework her…
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877654#Comment_3877654
They also said her rework was priority and that they might be able to get to it sooner than expected.
We can hope it will be soon and they won't screw it like Twins…
She is so bad now, especially because survivors don't get detected on fast vault. That makes her unplayable. -
Just played her for the skin, but damn she is so bad it's not even funny…
Yeah, I am not touching that until her rework. What devs did to her is really pathetic.
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Not even close, that title is hard to steal from Twins…
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@BlackRose89 said:
I hate it! I love the skin so much and want it but Im not buying a skin for a D(imo a F) tier killer…
Yeah, they are lucky I have selfcontrol of a monkey…
Just look at this: -
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877135#Comment_3877135
Math is out of touch with reality....got it. A 50% win rate is literally an average of 2.5 kills per match. That translates to a 62.5% kill rate. I'm not saying it's 2.5 kills every match - I'm saying an average of 2.5 kills per match.
If math's not your thing, that's fine. I merely was answering your question.
Edit - and FYI, careful depending on nightlight - it's not reliable and tends to be skewed towards people just reporting wins. If people only reported wins, should we accept the report that killers have a 100% win rate? Of course not. Is it an extreme example, absolutely - but the fact remains those stars are self reported and human nature is human nature.
Math is out of touch with reality
Statistics are not really simple math…
You realize I can get way higher win rate, when all losses are going to be 0k and wins 3k. Compare to scenario when all losses are 1k and wins 4k.
0/3K scenerio has 66% win rate while having 50% kill rate.
1/4k scenerio has 50% win rate while having 50.5% kill rate.
You see how that doesn't work? There is not only one option for same kill rate, each killer is going to have this different.
If math's not your thing, that's fine.
You just don't know how to use it…
careful depending on nightlight - it's not reliable and tends to be skewed towards people just reporting wins
Doesn't matter, there are clearly some losses too. If it was as you are saying, every killer would have above 60% kill rate, which is not the case and we had options to compare it with real data several times and it was usually close..
Still it shows actually real pattern how kills are distributed for each game, which is better than fully guessing.
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I would really want to turn it off…
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I wonder if it is valid at least for Legion. Most undetectable are useless for Legion, because Frenzy doesn't work with it, but if you got bloodlust, it means you are chasing…
It's still bad for everyone other killer in my opinion. There are simply better options.
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Changes seem good to me. I am not going to play him anyway, because of no skins tho…
But this version is definetly better than current in my opinion.
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@Adrien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876644#Comment_3876644
Hooking survivor basekit progress towards the sacrifice. Basekit, good option, Meta perks even better option. Period.
Not taking into account the impact of perks is irrelevant for a typical game.
Well, with that argument slugging gets exactly same result with less risk, no? I can pick perks that works exactly same for slugging, but survivors are most likely going to have only few anti-slugging perks, when anti-tunneling/camping are more common.
Every slugging is progress towards the bleed out, which is still survivor out of the game.
Meta perks "CAN" make hooking better option, but it's not like there are not builds that would make slugging better and most perks work exactly same for both.
Just to clarify, I rarely go full slugging unless survivors annoyed me, or I have to use it in order to win the game. Never as default playstyle. I simply found your argument kinda flawed…I think it is an issue there is kinda no reason to spread hooks and tunneling/slugging are simply way better options unless you pick either Pain res, No way out, or Grim embrace…
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876476#Comment_3876476
First, a definition of a win. A win is a 3k or higher.
That being said, if a killer had a 50% kill rate, that means on average he's getting only 2Ks - not enough for a win. If the killer had a 75% kill rate, then on average he's getting 3 kills (a win). Kills are essentially broken down into "chunks" of 4 which means the same thing but just a different way to view it. Every 25% is a chunk…and every "n" where n is a kill numerical value is also a chunk. In other words, a 0% kill rate is 0 kills. A 25% kill rate is 1 kill. A 50% kill rate is 2 kills. A 75% kill rate is 3 kills. A 100% kill rate is 4 kills. Those are our 4 possible chunks…you can ready it as either 0-4 or 0% - 100% in steps of 25. In order to have a "perfect" (on average) 50% win rate, then you must be halfway between a 2K and a 3K on average…meaning you need 2.5 kills on average for a 50% win rate. Over the course of several matches, that .5 will get you a win every other match. Just remember, that's just averaging across a lot of matches. While it's true killers can sometimes get 0 kills or 4 kills, we're just talking strictly averaging which would take those anomalies into account. Anyway, regarding the 2.5 kill rate, that .5 is "half" of our chunks - or another way to see it, 12.5% (half of 25% which is also one of our "chunks"). So, a 2.0 + 0.5 kill rate (ie a 50% + 12.5% kill rate) puts killers on average smack dab on a 50% win rate. Since killers are actually designed around a 60% kill rate (NOT a 62.5% kill rate), then they are designed on average over the course of multiple matches to win sliiiiiiightly under half of their matches.
Bear in mind, this is based on what the community wildly accepts is a win condition for killer (3k+). A dev awhile back posted that getting a single kill is a killer win which doesn't make sense at first, but that was just them trying to reinforce the idea that every match there are 4 "battles" of 1 v 1 going on. That means from their POV, the killer can win anywhere between 0-4 times in a single match. That's just overly complicated to try to work with, so most of the community just sticks to a 3k+ being a killer win and don't really take too much heed to the concept that every match has 4 individual and distinct 1 v 1 scenarios happening at once. While that statement is absolutely true, a killer only getting a single kill while 3 others escape doesn't really feel much like a win nor a good way to balance the game around that being a killer victory.
So you just tried to find what could be a result with 60% kill rate, but it has nothing to do with real games.
The post I linked also works with 3k+ is a win, but results are actually submitted by players and it is calculated based on it.
With your approach, results are simply out of touch with reality. Killers are going to have different results, by that I mean different % of games in each "chunk".
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@Adrien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876595#Comment_3876595
Wdym ? Basekit killer or survivor is bad anyway. Perks are making the game for both sides.
Your argument for slugging vs hooking was basically based on perks.
Basekit killer or survivor is bad anyway. Perks are making the game for both sides.
I would say playing survivor without perks is definetly easier, simply because killer perks are simply more impactful (as they should be), so difference is bigger.
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@Adrien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875725#Comment_3875725
Pain res, grim embrace, DMS, Pop, NWO : all META perks. Hooking a survivor is far from being a bad option.
But yeah you also give tools for survivors to fight back, it's a trade. IMO when survivors will get used to slugging, this strat will fall flat in comparison.
Isn't it kinda an issue, if you need to use perks so major part of the game (hooking) doesn't seem as "bad option"?
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I wish there was behaviour score like Dota has. Then simply survivors who like to give up often, are going to play with survivors who also give up…
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@imabakedpot8o said:
literally. they expect me to want to play a game where im statistically destined to lose the majority of my games? rocket league could never
You shouldn't talk about statistic, when you clearly know nothing about it…
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876331#Comment_3876331
A 50% win rate would be a 62.5% kill rate (halfway between a 2k and a 3k), so a 60% kill rate means you're expected to win slightly under half of your matches.
A 50% win rate would be a 62.5% kill rate (halfway between a 2k and a 3k)
How did you get that number?
Data I talked about was based on results from nightlight. 50% win rate is not even close to 62.5% on anyone.
Issue is if you have a killer who is good at securing 1 kill at least (camping), kill rate is going to seem higher even with killer who has same win rate, but not by camping.
btw here is link to the post I talked about:@adsads123123123123 said:
Interestingly, many of the killers typically ranked high on tier lists have average or below average win rates. For example, Billy, Nurse, Chucky, and Artist are near the average. Oni, Wesker, Spirit, Pyramid Head, and Huntress are below average.
Killer
Win rate
Kill rate
Difference
Win rate ranking
Kill rate ranking
Difference
Skull Merchant
64.1%
69.0%
-4.9%
1
1
0
Plague
61.2%
64.8%
-3.6%
2
4
2
Blight
60.6%
65.1%
-4.5%
3
2
-1
Nightmare
59.0%
60.6%
-1.6%
4
8
4
Onryō
58.4%
63.4%
-5.0%
5
6
1
Twins
58.3%
64.8%
-6.5%
6
3
-3
Lich
58.2%
64.0%
-5.8%
7
5
-2
Dredge
57.0%
62.2%
-5.2%
8
7
-1
Unknown
54.9%
60.4%
-5.5%
9
9
0
Cenobite
54.2%
58.3%
-4.1%
10
15
5
Wraith
53.7%
58.8%
-5.1%
11
13
2
Doctor
53.5%
59.7%
-6.3%
12
11
-1
Pig
53.0%
58.0%
-5.0%
13
16
3
Dark Lord
52.3%
58.9%
-6.6%
14
12
-2
Nurse
52.3%
57.8%
-5.5%
15
17
2
Hillbilly
52.1%
60.3%
-8.2%
16
10
-6
Cannibal
51.8%
58.5%
-6.7%
17
14
-3
Singularity
51.7%
57.8%
-6.0%
18
18
0
Good Guy
51.5%
56.9%
-5.4%
19
23
4
Overall Average
51.4%
57.7%
-6.3%
20
19
-1
Artist
50.9%
56.2%
-5.3%
21
26
5
Nemesis
50.8%
57.3%
-6.5%
22
21
-1
Shape
50.0%
57.5%
-7.5%
24
20
-4
Oni
50.0%
56.9%
-6.9%
23
24
1
Trickster
49.8%
57.3%
-7.5%
25
22
-3
Demogorgon
49.7%
54.7%
-5.0%
26
30
4
Xenomorph
48.9%
54.5%
-5.5%
27
31
4
Mastermind
48.8%
56.5%
-7.7%
28
25
-3
Legion
48.5%
54.1%
-5.5%
29
33
4
Hag
48.1%
54.8%
-6.7%
30
29
-1
Spirit
48.0%
55.1%
-7.1%
31
27
-4
Executioner
47.8%
54.8%
-7.1%
32
28
-4
Knight
47.2%
54.0%
-6.9%
33
34
1
Huntress
46.7%
53.4%
-6.7%
34
37
3
Deathslinger
46.6%
53.5%
-6.9%
35
36
1
Clown
46.4%
54.0%
-7.6%
36
35
-1
Trapper
45.8%
54.3%
-8.5%
37
32
-5
Ghost Face
42.9%
50.5%
-7.6%
38
38
0
3-4k is considered a win.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875718#Comment_3875718
Seeing the killer should be gone, but the hooked survivor's anti camp meter should be visible to all so they at least know the killer is camping without revealing their exact location
Sure, I am kinda surprised they didn't include it in HUD already…
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876305#Comment_3876305
I really like your idea, but this would be very difficult for the developers to tune, perfect, and implement.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876153#Comment_3876153
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875718#Comment_3875718
I'm interested to read why you both feel that way. I'm not able to figure it out based on the clues left behind.
Basically because it would be huge nerf to every M1 killer. It's very big deal when you can clearly see killer is running towards you so much in advance. So you can either prerun, or hide.
Not even SWF can often do this, either killer break LoS from hook, or survivor is stuck in struggle animation and can't look.
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Kill rate does not equal win rate
Guy made a post while ago about reality % and 60% was around 52% win rate, which is suddenly not that much higher…
Which means 50% kill rate some players want is simply killer losing most of their games. In data Ghostface had lowest kill rate with 50.5%, which was 42.9% win rate.
It also seems logical to me that side with disadvantage (amount of players) should be the power role, otherwise it is bully simulator…
There's just no way to enjoy the game if you play solo and actually care about winning.
You should not play soloQ if you expect to win. That's like playing Trapper and try to play seriously… That's simply not how it works.
If you want to sweat, go play SWF, then you are going to win against most killers.
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I would put main build to try win and escape and 1 perk to find hatch.
So Lithe, Kindered, Deja vu is my main build for soloQ. Last perk is usually OTR…
To find hatch I guess best is Clairvoyance. -
Yeah, seems kinda pathetic to say this is not a bug.
Sounds like they just don't know, or it would be too difficult to fix.
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Why? Just don't touch him anymore…
His addons are not really that broken.
He is still strong killer, but he definetly has a counterplay after hugtech removal. Just git gud. -
Survivor aura reading? sure, maybe limit it on people outside of your group
Killer aura reading? Hell no -
Give penalty for both and create give up system for extreme scenerios (for both sides, where DC is valid).
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My dogs disagree
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No, players should be free to play any survivor they want, it would be highly annoying if some survivor character meta is created.
It's bad enough they are not equal by size and sound.
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not really that often, sometimes I have killer securing 4k, but don't really care
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- survivor can use unbreakable at cost of hook stage
- survivors can use unbreakable only if they were not hooked before
- survivors can't use unbreakable when all gens are finished
- show killer hook stages per survivor
This would make it way more difficult to use slugging from start of the game, because if survivors start to lose, they can recover with unbreakable, but it won't be issue mid/late game.
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Just no,
I am not fully against antislugging mechanic, but it should work only in early game to prevent killers using slugging as main strategy.
Sure, you can go with basekit unbreakable, but put some limitations on it, so it can't be used mid game and definetly not late game.
I believe slugging has place in this game and it is needed tool for the killer, it's issue only when it is used as primary strategy and killer simply ignores hooking survivors.
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@Evanmacmillan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875074#Comment_3875074
so I dead hard at the perfect time but the killer misses it’s my fault I don’t think so HAHAHAH
Doesn't sound perfect to me…
You know that killers can also miss on purpose, right? I do it often with Blight when I expect DH. I have to force survivor to use it somehow…
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Game can't last forever, it's capped at 1 hour and mage hand has very high cooldown. So that's not really unlimited…
It got nerfed already and doesn't really need anymore. Just greed the pallet or predrop, not hard…
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He is quite easy to play against unless he can flick…
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Because players would definetly not use this to DC without a penalty, right?
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@Alicia_Tried6041 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868897#Comment_3868897
Run lightborne if you hate flashlights. Lightborne is like meta now a days.
Run unbreakable and/or WGLF if you have issue with slugging…
