Pulsar
Pulsar
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2693994#Comment_2693994
It is, though.
If it's really such constant agony to play, stop playing it.
It's probably what you'd recommend to anyone playing anything else that they seem to have an awful time with.
No, it is not.
When DBD works, it really works. It's an incredible concept. However, I'd say it only "works" 10-20% of the time. The other 80% is you chasing that feeling of it "working."
This makes it difficult to quit because you know the game can be great and a ton of fun.
Also, many of us have played for thousands of hours and the sunk-cost fallacy is a #########.
Finally, if you get tired of Apex Legends, you can go play any other number of Battle Royale games to fill that spot whilst still being noticeably distinct and unique, but not so far from the "Battle Royale Formula" that your skills don't transfer. However, if you get tired of DBD, you can play......DBD? There are no real alternatives. If you want to quit DBD, you are quitting the asymmetrical horror genre entirely. You have no other options.
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@Johnny_XMan said:
Honestly some people should play Civ5, or better yet get a life.
Kind of sad when they are constantly complaining about a game they supposedly hate, but are on it every single day.
I don't think it's that simple.
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@Leatherface1990 said:
Did the OP die to Insidious because this is too funny?
"I've seen a lot of threads complaining about camping recently, specifically about Insidious camping Bubba"
Nope, they seem to want open and honest discussion.
@ topic, Insidious should be changed. It's a relic from a past long since forgotten, when the game was supposed to be hide-and-seek.
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I simply await Elden Ring.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2693859#Comment_2693859
I think they're present on all Vanilla forums as a type of punishment system or something but the dbd forums use a completely separate system all determined by mods.
Aka they do basically nothing rn.
A shame.
I would like to cash mine in for pictures of cute animals please.
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It's just too stressful for me anymore.
Not worth it.
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It would kill Xbox One, Xbox One S, Xbox One X, PS4, PS4 Pro, Switch and a lot of PC's.
So no, hopefully they don't do that.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2693491#Comment_2693491
I think Noed is fine as it is and should stay..
What if Noed were a Hex, though? Every time it gets cleansed, it relocates to another Dull until there are no more Dulls? This way, there is no more second guessing if you are wasting your own time?
This way, we really can tell people to just "do bones lmao".
That doesn't solve the issue.
You can cleanse 4 dulls and still get hit by the full effect of NOED.
Make NOED a token-based system, one instant down per remaining dull and a 1% speed boost per dull.
Punishes Survivors for not cleansing totems, doesn't ######### them because they couldn't cleanse all of them
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If Bubba doesn't facecamp, he cool.
If he does (and in 104 games, EVERY BUBBA DID) then he's literally the worst.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2693054#Comment_2693054
Here's what I keep coming back to on your dataset.
You recorded 104 games, and found in 99 of those your teammates didn't do anything about totems.
Your conclusion from that data isn't "my teammates didn't do totems" but rather that it is impossible or that the mechanics are broken.
I'd look at that data and argue that the issue is that your teammates didn't do bones in 99 out of 104 games. That's not a design issue, that's an issue with the players.
If I'm QB in a football game and get sacked 99 out of 104 plays because my offensive line didn't block, I'm not able to then blame the design of football for allowing sacks to occur.
If you have time to do all 5 totems, you would have stomped if you didn't.
I also gathered that most, not all but most, Killers who used NOED facecamped off of first hook. There's literally no time to get NOED in that scenario.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2692591#Comment_2692591
Well yeah, you are 1 person on a 4 member team trying to do all the totems by yourself. That's not the way any of this was designed, and, frankly, says more about your teammates.
I'd argue that every survivor is responsible for taking out at least 1 totem. Then at end game there is only 1 left, which can be found if noed is in play.
There is no patch or rework for lazy teammates, so if they aren't willing to do that small task, then yeah, noed is going to punish the team as a whole. That's team games for ya.
A perk that unfairly punishes Solo Q but does nothing to SWF isn't a well-designed perk.
It should be changed to be less punishing for Solo's but more useful in general.
There is NO reason that cleansing 4 totems should cause NOED to activate as if you cleansed none.
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@NatzAshe said:
https://forum.deadbydaylight.com/en/discussion/comment/2693022#Comment_2693022
It exactly does what the perk description says, and shows where I should head next to light up my map when I do bones.
What's so bad about it? You DID say that you need to setup your whole loadout around it, and I've proven otherwise.
I mean, hey, if you want to be a totem warrior, go for it.
I brought Small Game to see how many totems were cleansed in all my matches. I was also hunting them, but I wouldn't throw the game by looking for them instead of doing gens.
I literally saw 5 cleansed ONE time in Solo Q. In 104 games, it happened 5 times.
Idk how you can say there isn't a problem with that design. You aren't even rewarded for partaking in that MASSIVE time-sink because if you miss even ONE totem, you get #########,
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@NatzAshe said:
https://forum.deadbydaylight.com/en/discussion/comment/2692591#Comment_2692591
I kind of was pissed off with Ruin, so I decided to run Counterforce with a map.
With that build, you only have to use a perk slot, and an item slot to find all totems.
Yes, it does take time, but it isn't a build solely dedicated to finding totems as you claim, as there are 3 free perk slots left.
Counterforce is so bad lol
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2692580#Comment_2692580
I think Twins are just struggling right now, so you don't see many at higher MMRs. They aren't common, but I've seen a handful at mine. Ditto Billy.
Hag...yeah. She's very different, to the extent that I struggle to adjust when I go from her to another killer.
I've literally never played against a Demogorgon.
Demo has always been one of the least played.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2692591#Comment_2692591
Just queuing as solo is unfair punishment in this game. Don't know what to tell you other than deal with it. If Noed needs a rework or nerf then so do some survivor perks. Can't be unfair to one side over and over.
Sure, I'd absolutely agree.
But saying "do bones" to counter NOED is like when Survivors said "just don't tunnel' with old DS.
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@themoobs1984 said:
Okay. Do bones then?
Yeah, I did that actually.
For over 100 games, in fact. And I recorded stats for it, just to see if "do bones" was a reasonable argument.
It isn't. Unless you make a build solely dedicated to hunting totems, Solo Q has almost zero chance to cleanse all 5. Duo isn't much better.
The only times I found it to be remotely possible were in 3 and 4 man SWF, where it was easy to keep track of totems and cleanse them.
NOED is a bad perk. It unfairly punishes Solo and Duo Q, but does very little to SWF groups. It needs a rework to be useful.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/299663/rework-noed-as-a-ruin-for-exit-gates
Nah. It's fine the way it is. Survivor fun isn't the only thing that matters. I hope it never gets changed.
It really isn't lol
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Twins, haven't seen one in actual months.
Hag, saw one in 104 games.
Billy, haven't seen any in months.
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@Myla said:
You're getting called trash either way.
Here's me getting called weak despite destroying everyone in that match
https://us.v-cdn.net/6030815/uploads/DZCTIDET6TBA/image.png
That's me being nice and let someone be lucky if they get the hatch, they did and it backfired on me. Imma sweat absolutely hard every time now, I forgot most survivors don't give af about the other side anyway.
This is why I am not nice.
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You know, I used to get called trash a lot.
I always posed the question, "If I'm trash, why couldn't you win?"
Of course, you shouldn't instigate, but it is fun to pose questions like that.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2691328#Comment_2691328
Honestly, I've found that Lethal Pursuer to pick the box up immediately is often worth less than having another perk. As long as the box does get going at some point during the match, you can snowball the pressure pretty well.
But I also think Original Pain is probably his best addon outside of Engineer's Fang (especially with Engineer's Fang) because it combos so well with his playstyle.
Early game pressure trumps late game pressure.
If you start strong, it's easy to keep Survivors on the backfoot. If you start weak, it's difficult to get a foothold and even harder to control the pace of the match afterwards.
But yes, Original Pain is very good and tbh, it should be basekit.
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@MrSlippery said:
https://forum.deadbydaylight.com/en/discussion/comment/2691304#Comment_2691304
Lethal Pursuer only lasts for a few seconds. I don't see it benefiting him much. It's pretty decent on Huntress and Nemesis for some early game pressure. I use it when I play Nemesis, so I can get my tier 2 tentacle quickly.
The Box cannot spawn within X meters of a Survivor or the Killer. With Lethal Pursuer, you get to see where Survivors spawn, and you obviously know where you've spawned. This tells you pretty much exactly where the Box is, allowing you to get easy early game pressure.
Likewise, many good Pinhead's can pinpoint (HA) the next likely location of the Box when they pick it up.
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@MrSlippery said:
https://forum.deadbydaylight.com/en/discussion/comment/2691287#Comment_2691287
I thought he was pretty bad in the PTB, and still bad now. He basically has to rely on Hoarder, and constantly go after, whoever grabs the box. His passive power is the only thing, he has going for him.
You don't really need Hoarder.
You can get a pretty good sense of where the Box is by running Lethal Pursuer and snowball from that.
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@[Deleted User] said:
Awhile ago I saw somebody say that BBQ should be a hex perk. I predicted that the comments would be less than supportive.
- Body is 1 character too short.
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@MrSlippery said:
https://forum.deadbydaylight.com/en/discussion/comment/2691208#Comment_2691208
Nah just somebody on Facebook. But if that dude really thinks, he's top 4, he's not the brightest. Pinhead is basically Doc, but less effective.
In their defense,
Pinhead was very good when three things happened.
1.) You had Engineer's Fang.
2.) You had a full (or nearly full) slowdown build.
3.) You consistently got the Box.
With those three things, I do genuinely think he was better than Blight. However, one of those things has been nerfed, the other has been made significantly harder and one is unchanged.
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I really don't think Bubba camping should be a thing.
I also don't think there's a good way to punish it, so it's a necessary evil for now.
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"Only psychopaths play Killer, so do the world a favor and #########."
That was a fun person to deal with
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I'll do three for each side.
Killer:
- Mad Grit ~ The amount of times I have been accused of hacking because of Mad Grit is actually hysterical.
- Surge ~ It just feels nice to use.
- Brutal Strength ~ It also just feels nice.
Survivor:
- PEBBLE ~ Pebble is just funny.
- Circle of Healing ~ It is very nice to have Self-Care, but a socially acceptable version where you aren't crucified for using it.
- Flashbang ~ Is it good? Not really. Is it funny to burn Wraith constantly? Yes.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2689064#Comment_2689064
Circle is not quite free infinite med-kits (fairly far from in fact, there's a reason med-kits are a much more popular pick here), but it is indeed an amazingly powerful perk and this tournament's meta doesn't negate that. I do still think a nerf is in order, primarily that Circle should not affect the action speed of any healing action other than its own, meaning of course that healing other survivors and healing with a med-kit would not get the 100% boost, which in my opinion is the actual ridiculously overtuned thing about Circle. Maybe those other healing actions could still get a boost somewhere between 30-50% though.
The argument that due to looking at results mostly ranging from 1-4 kills we should not consider 2 kills a draw is flawed. That the nature of the game favours killers to still kill 1 survivor even in bad losses is not something that can reasonably be used to then shift the point of balance to even further favour killers - that's actually the opposite of the conclusion that would have to be drawn from this from a balance perspective: to instate balance with regards to this, a 1-3 kill range would have to be sought for, changing the game such that survivors also stand a much greater chance to still have 1 escape in bad losses, likely of course achieved through changes of the hatch and gate mechanics in 1V1 scenarios that tilt those scenarios much more in the survivor's favour.
Hook stages mean quite a lot. You might want the game to be balanced around actual hooking events, such that a killer can win by getting 12 hooks rather than 12 hook stages, and that might be a noble and desirable wish for the game (I'd mostly agree), but the reality of the game of course is not balanced around that. Camping and slugging exist, and they allow for killers to win decisively without hooking everyone 3 times. The existence of these things is completely balance-relevant unless you want to balance for wishful fantasies, and hook stages tell us pretty clear things about the state of real balance that includes these strategies.
Survivor spawns are definitely something that could be looked at. Spawning all survivors together every time could be an easy and healthy change for the game. As I've mentioned, Circle could do with a nerf. Then there are a variety of map adjustments I'd like to see, as well as restricting the ability of SWF groups to stack perks and items/add-ons. On the flipside, there's various killer add-ons I'd tone down, and some adjustments of maps that can be pretty oppressive for survivors (such as Azarov's Resting Place, to which I'd add an alternate route between the map halves, or Sanctum of Wrath, where I'd like to see a tunnel through the shrine). Beyond that, I would actually want to experiment with nerfs for camping, tunnelling and slugging, compensated for by buffs to other aspects of killer play, such as chase strength, map and gen control, snowball potential... Albeit only to a certain extent, since I think camping, tunnelling and slugging do have a valid and even important place in the game. And yeah, a bunch of killers and a whole bunch of perks on both sides could very much do with buffs. Some survivor items too for that matter, especially once SWFs would be restricted in their use of them.
As for your last argument, that's been addressed multiple times now. For one thing, the blanket satement of "game balanced" cannot and is not being made, however keep in mind that "game not balanced" does not equal "game X or Y-sided" - there are way too many variables and RNG aspects and skill/experience/loadout disparities at play in the game's actual mode that players are actually playing (public matchmaking), and even disparities in levels of "sweat", i. e. how hard players are even trying to win... and then 4-player SWF teams that practice together and use voice communications that are inherent to the balance of these tournaments are awfully rare. The competitive balance premise is almost never met in pubs, and this skews "balance" in both directions (and in fact, as global stats go to show, overall more often does so in favour of killers). And for another thing, you cannot compare a killer side choosing Legion, Clown etc. to a survivor side choosing the best of the best stuff, that would not be meeting a competitively balanced premise either. In tournaments with restrictions for both sides, many of the other killers do actually perform perfectly reasonably well. At the very top end with everything allowed there may be argued to be a lack of diversity, but it's not a lack of balance - and while I would like to have around 2-3 more S-tier killers, I mean, I would also like for flashlights to be viable at the top end, or saboboxes, or any of the many other things that are currently not equally as viable at that level. So yeah, both sides suffer from the lack of diversity in top-end viability as well.
https://forum.deadbydaylight.com/en/discussion/comment/2689102#Comment_2689102
A correction: To be on equal footing with 4 survivors equally as skilled and experienced as you, teaming up together in SWF, practicing together regularly to have refined strats and cohesive tactics, using voice communcations and doing so in efficient, trained ways, coordinating their builds to all use only the very best perks and items/add-ons. If you show me you meeting this in pubs even just once, I'll give you the new DLC for Christmas.
https://forum.deadbydaylight.com/en/discussion/comment/2689112#Comment_2689112
Exactly right!
We should rather talk about the game reality that 99% of players are actually experiencing in 99% of matches, and the game reality that people on forums such as these actually refer to when they discuss balance, the reality namely of public matches... and that reality is seeing global kill rates of above-50% with just about every killer on every map and seeing good players win 80+% of their killer matches with much of every killer (as evidenced by countless streamers). That doesn't mean there aren't balance issues in the game remedying which would help improve the gameplay experience in pubs as well, but it does mean that most of the concerns about balance (and specifically a supposed survivor-sidedness of the game) are much less pressing in that environment than it is being made out to.
https://forum.deadbydaylight.com/en/discussion/comment/2689259#Comment_2689259
Always cool to see engagement of players from the Asian region with the "Western" playerbase and discussions. I'm fairly familiar with the Asian playerbase actually, since I watch a lot of Korean as well as some Japanese and Chinese streamers, including tournament play (primarily DFC of course). I find the Asian meta pretty fascinating, and it is unfortunate that the latencies more or less prohibit the participation of players from all regions in the same tournaments. I would love to see KDBD and some of the top Japanese teams compete against the top Russian/European/North-American teams.
And I completely agree, it would be great to see various other killer characters compete in this environment. I do suspect a fair few of them would be hard-pressed to average more than 1.5 kills, but I also suspect a fair few others would be surprisingly successful still. And yes, the meta for some of those other killers would likely be very different, which would make it all the more interesting to see. Maybe Wispy will hold a similar tournament again, or perhaps other people will be inspired by this to try more adventurous formats for their tournaments themselves. There are actually a lot of tournaments being held for this game, and in many of them people are forced to play other killers, it's just that the majority of them have a restricted format of course. Either way, if you are interested I could share info about those other tournaments as well.
No Way Out's rise to popularity (and even ubiquity) in tournament play was a bit surprising to me at first too, but it has been a popular pick in tournament circles for quite some time now and it isn't surprising anymore. In general a shift in the top-level meta can be observed to guaranteed game delay perks, most of all of course Corrupt Intervention and Deadlock. And like them, No Way Out is not only guaranteed delay that creates more possibilities for killers, but it is passive delay that the killers can therefore make use of in any way they like (such as using it to camp and secure a hook stage or kill as you point out). No Way Out can often secure an entire additional kill just on its own, and that's obviously a massive impact. Rancor is actually not seldomly banned in tournaments due to having a similar effect.
https://forum.deadbydaylight.com/en/discussion/comment/2689268#Comment_2689268
Against high skill survivor teams using 1-3 different items out of a total of 28, and voice comms, yeah. With a slightly killer-sided outcome in terms of average kills, and a significantly killer-sided outcome in terms of average stages.
https://forum.deadbydaylight.com/en/discussion/comment/2689283#Comment_2689283
This tournament does not account for being able to choose maps. Of course, therefore it also does not account for the killer being able to do so, or being able to deny any map choice with the Sacrifical Ward. As I've stated though, the maps play did take place on are completely in line with the state of balance of a large quantity of maps in the global pool, and while I do think there are more survivor-favouring maps in that pool than killer-favouring ones, there still are some of the latter too.
But yes, to reiterate, I think a bunch of maps need adjustments and are not fit for top-level competition. I don't think every map should be perfectly "balanced", even if that were possible, I think maps having a certain "flavour" of balance is preferable, and certainly I don't think map balance is a huge concern in pubs where stats show that even the most survivor-sided maps average below 50% escape rates, but I do obviously agree that some maps are in a completely unreasonable state, such as Cowshed and Haddonfield. I don't actually think Badham and RPD specifically are terribly imbalanced - that doesn't mean I think they're super good maps, just saying I'd be cautious to assume they would favour survivors significantly in an environment such as this. They might, but I would be less surprised if they didn't than with some of the other maps.
I did count hook stages using the hook wheel, as I've pointed out I did not count individual hooks. Doing so would be an interesting additional stat, but hook stages is objectively the more balance-relevant stat because as much as we may wish for them not to be, camping and slugging are integral elements of this game and therefore obviously its balancing.
https://forum.deadbydaylight.com/en/discussion/comment/2689369#Comment_2689369
Thumbs up. I can provide stats for at least 10 other restricted tournaments in which various killers were played and in which kills averaged out to slightly above 2 as well, with outright wins entirely commonplace. And I would argue restricted tournaments are actually much closer to the public matchmaking experience than this tournament in terms of the loadouts you will see most of the time.
By the way: Cool to see that you covered this tournament and some of my evaluations of it in a video. Your conclusions seem mostly correct and reasonable, as I dare say is usually the case. I would have liked for you to perhaps highlight more that seeing survivor sides like these is vanishingly rare in pubs to the point of basically never encountering it (when have you last seen even just 4 BNPs in one of your matches, how often did that happen in your last 1000 matches? Certainly not often for me), but you did make the more essential point that pub matches are almost never actually meeting a "balance premise" like these tournaments do, and as such can obviously be notably imbalanced even in cases where all 5 players in them are roughly equally skilled and experienced (which itself is already very rare of course).
I think the proper conclusion from the fact that matches are often imbalanced in terms of the stuff people bring in is not that skill and experience often don't matter like people usually argue, on the contrary it's that they matter even more, because in order to overcome those imbalances consistently, you need to be even better at the game. Players are rewarded a lot for their skills and experience in this game particularly because they are tools with which to overcome base game imbalances, and if anything this is even more true on the killer side where one's skills and experience constitute 100% of the impact one's performance can have on a match, as opposed to the survivor side where any singular player's impact potential is obviously limited. A player's skill and experience are also the only consistent elements in the otherwise wildly fluctuating balance-relevant circumstances of matches with their many variables, which further adds to the importance they carry. Skilled and experienced players such as yourself will find this easy to agree with given that even now with MMR in place, good players still win most of their killer matches even with some of the weakest killers and on some of the most imbalanced maps.
That doesn't mean those imbalances are fine, but it does encourage a change in mentality wherein people stop looking to the devs so much for help with improving their experience of the game, and instead look to themselves, and the realization that practicing and thinking more about the game in order to become a better player can make for a tremendous improvement of one's experience with the game. Things are not nearly as hopeless as not few people seemingly believe, and if there's a change in mentality I want to effect with threads and posts like this, it's most of all that one. Some of those people for one reason or another choose or want to believe that the game is hopelessly imbalanced as you point out in your video as well, but I think there are also a lot of people that more or less blindly believe that the odds are stacked against them impossibly much, partially because that's a lot of what they read online, and as a result they never really even conceive of the possibility of becoming better and beating the odds.
https://forum.deadbydaylight.com/en/discussion/comment/2689372#Comment_2689372
I don't take real issue with this statement, but you do make a mistake various people here already have: these stats show what they do, they don't show what they don't. Just because everybody was using the strongest stuff here and the results were fairly balanced, doesn't mean that every other scenario has to have unbalanced results. It could be true, but it isn't automatically true.
And we know from many other tournaments that the game trends toward similarly balanced results without using the strongest stuff too.
https://forum.deadbydaylight.com/en/discussion/comment/2689383#Comment_2689383
There is an actual point to be made in this regard though: Obviously GF performed well here because it was on an indoor map; some maps benefit some killers particularly, so much so that even some of the weakest killers like GF can perform exceptionally well on them even at a very high level. Not everything that skews balance does so in a linear fashion that would always benefit the strongest side or character the most. With regards to indoor maps specifically, there's a reason why they are the statistically most killer-sided maps in public matchmaking. Even RPD is a map that I would say while it does have potential to be notably survivor-sided if the survivors actually know the map very well individually and play to its strengths in a coordinated manner collectively, it is notably killer-sided if the survivors don't know the map very well and are not coordinated (read: most survivors you will actually face in pubs). So that quality of maps changing their "sidedness" between coordinated SWF and non-coordinated SWF/non-SWF is also noteworthy.
https://forum.deadbydaylight.com/en/discussion/comment/2689408#Comment_2689408
- This is not about competing period, it's about competing against the highest level of opponents with the highest level of stacked loadouts. Please don't take or make this out to mean in your pub matches you can't compete with any of the other killers - in average pub matches even the weakest killers can compete, and even dominate if piloted by players of this caliber.
- Survivors also only have very limited options if they want to compete at this level. In fact, survivors are much more limited once we take into consideration that they need to be 4 players that practice together frequently as a team and coordinate their builds and plays. That's a much more difficult premise to fulfil than the killer equivalent of simply picking the best stuff.
- This tournament only shows what the top-end balance of everyone using the best stuff is like, it does not show whether everything else would be "garbage" in this environment. Maybe kill rates would not go through the roof if survivors started using flashlights or saboboxes instead of BNPs and med-kits; maybe kill rates would not plummet if people started using Huntress, Twins, Oni, Pyramid, etc. - in other tournaments other killers are able to compete perfectly well, with some of the strongest add-ons that are banned in those tournaments it would not be impossible to see them still be able to compete in this tournament as well, and of course, even if they wouldn't average 2 or more kills, there's still a lot of room between "able to compete" and "garbage", especially if we include hook stages. I wouldn't say Oni's and Pinhead's 6 stages here were garbage, for instance; 12 stages are obviously the maximum achievable, so 6 stages would be the equivalent of a 2k if we were to look at balance from that perspective. Not saying 1k 6 stages is necessarily actually a balanced result, but really not garbage either.
To reiterate: I for one don't use these stats (or the ones from the 20+ other tournaments I've looked at in the past) to say that things are simply fine, as if the game would be in a perfect spot and there's no need to complain. Things are certainly vastly more fine than people here and elsewhere not seldomly make them out to be ("killer impossible, can't get a single kill if survivors have more than a single brain cell", and more such ridiculous nonsense), but they are not simply fine either. There's a very blatant disparity in the strength of different killers, and I do think all the weaker ones should be buffed to be at least A tier with add-ons, and that more S tier contenders would be good for the game. There's some blatantly imbalanced maps that should have long been adjusted. 3/4-player SWF with voice comms and stacking the best perks and items is problematic. But yeah, the ceiling for survivors is not nearly as astronomical as some people believe, and this realization should be something positive: if it's possible for killer players to become good enough to compete even with the best survivor players using the most ridiculous ######### that you will basically never see in your pub matches, then surely it is possible for you to become good enough to do well in those pub matches more often than not. It should be a realization that breaks with the timidity of killer players that don't believe in their chances and stirs ambitions to become better and overcome imbalances, perceived or real.
I do not believe using hook states is a good measurement. For example, if a Leatherface attempted to play the game normally, but only got 4 hooks by the time 4 gens were done and he downs someone else and facecamps them, that's 7 hook states. I'd also like to know how many of those hook states occurred after the gens were done. I know a lot of Killers are good at forcing trades, especially if the area's are far from the gates.
Also, I'd like to see the hook/kill distribution on the maps. I only find one of those maps to be "Killer-sided" and I see 1 being neutral and the others being somewhat "Survivor-favored." My point with bringing up maps is that the tournament was limiting Survivors best offerings, but not the Killer. You mention the strength of mori's and how they allow Killer's to ignore DS and possible rescue attempts on the final hook. However, if Survivors were allowed to bring their best offering, Killers would either have to run a Sacrificial Ward or deal with Cowshed, which I doubt many would choose willingly. Ergo, the power of mori's would be nonexistent.
I am not a competitive player, but these are things from my perspective that either do not make sense or that I take issue with.
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This indecision's buggin' me.
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I have two questions.
One, how do you account for Survivors not being able to choose their own maps? I'm fairly confident these results would change if the Survivors could send themselves to Badham or RPD. If we are meant to be comparing the best of the best with the best possible set-ups, why not allow Survivors access to their strongest offerings? Does that not unfairly skew the results?
Secondly, were you counting hook states using the "hook wheel" on the left-side of the Killer's screen?
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I just don't think designing an event that cripples certain Killer is a wise idea.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2688783#Comment_2688783
Did they? Maybe I'm just paranoid, but this seems like them attempting to tie in with Propnight. Comes off as a bit. . . convenient that they come up with a new event mechanic just when another game with the same mechanic pops into the scene.
Eh, they made an attempt.
It's better than nothing.
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It's not a good event, but at least they tried.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2688393#Comment_2688393
She was completely naked
With how much the community thirsts over Felix, I don't think we would've survived.
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@Mandy said:
And I wanted to check if the Event had any effect on the game for you, freezing, hitches etc?
I haven't seen any issues on my Xbox One X.
I'll test the Series X later today.
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Eh.
I like the sentiment and idea but I do not like the execution.
Unfortunately, I'd like to avoid a Halloween 2020 disaster, so I'll support it.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/299136/ive-seen-everything-now
Oof. Everything was fun and let me chuckle, till they wished you cancer and verbally attacked you. What's wrong with this people?
That being said, I enjoy the chat and love to engage with toxic people there; that's the only way how you might educate one or two of them.
I've never successfully done that.
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178/184
I don't really go for cheevo's
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Here's mine.
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@legacycolt said:
I feel you but dbd needs updates to keep being interesting. I personally am very excited for the new haddonfield for example.
Okay but have any of the reworked maps actually gotten better?
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@Thunderfrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2642566#Comment_2642566
Isn't that basically the artists new perk? Hook everyone once and block gens for 40 seconds.
Yeah, basically.
Seeing Grim Embrace, I'd keep my perk how it is and then buff the duration to 60 seconds.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2686554#Comment_2686554
Hey you got a new console? I didn't know that.
Glad to hear it, enjoy it. :)
Yeah, I managed to acquire one.
I'm going to be posting analysis of the patches from last-gen and next-gen. Hopefully that will help.
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@Unicorn said:
got this from Reddit:
https://preview.redd.it/bikx2wzub0381.jpg?auto=webp&s=b67daeeb6e077f0bcb4546245e237f5deafcb83c
Okay, am I the only one who thinks that looks terrible
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2686378#Comment_2686378
Oh so it didn’t really get nerfed that much.
Depends on who you ask.
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Because there isn't really an opportunity where you (the person being tunneled) can gain a victory from it.
DBD is now in a state where if a Killer wants you dead, there isn't anything you can do about it. The rest of your team can escape, but you will die.
The fun aspect of the chase is the opportunity to outplay and the opportunity for victory.
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I have news for everyone (especially our PC friends).
I have recently acquired a Series X. This allows me to play DBD and have a much better experience.
I assure you all, I am not going to give up this fight. I am keeping my Xbox One X and will be continuing to test performance whenever a new patch comes out.
I will also be reporting on any issues affecting the Series X (which I hope are few).
That being said, I am comfortable enough with the performance on the Series X to turn Crossplay on. So, who knows, I may see more of you out in the Fog ;)


