Pulsar
Pulsar
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@Shroompy said:
Yeah... randoms are like those surprise bags youd get as a kid. You never know what youre gonna get.
More like those gross surprise jelly beans.
You've got the very rare Chocolate Caramel and the more common vomit flavors.
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@Mr_K said:
Which boon was it?
Exponential and Shadow Step.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956440#Comment_3956440
Honestly? I have no real evidence to back it up, and no real reason to think this besides a gut feeling and circumstantial logic. I suspect that BHVR doesn't always give us accurate statistics.
First of all, it would be in their best interests to not give us accurate statistics. Stats are used by the community in pretty much every debate on every social media outlet. If something like SWFs DID have a huge statistical advantage… would they admit it? It's well known that survivors spend more money on cosmetics and stuff than killers. Nerfing swfs may damage BHVR's bottom line.
Secondly, something really stood out to me the other day when BHVR announced that the anti-go next had zero impact on kill rates. That makes no sense. Do you mean to tell me that getting rid of the survivor's ability to throw the game because they don't like Legion had zero effect on kill rates? It would have been one thing if they had said, "it has had a small, but not concerning" effect on kill rates. But Mandy came out and said, "none." I don't know about you, but I can't tell you the number of games, prior to go-next prevention, that a quick down early in the game turned into someone killing themselves on hook and throwing the match. It was pretty consistent. Not every game, but at least one out of four or five. Getting rid of that has had ZERO effect on kill rates? That doesn't add up. Especially since it flies in the face of my own personal experience, the collective experience of the community, and community gathered statistics.
I guess the real test for my theory will be how BHVR reports the kill rate statistics after they add anti-tunnel/camp/slug. Will they admit that kill rates are free-falling, or will they come out and say, "everything is fine."
Because I think that you and I can both agree that a LOT of killers use tunneling as a crutch to clutch out a LOT of their matches.
It would make less sense to lie about it, due to internal leaks. Hackers have access to a ton of internal information, or at least had access, so they'd be running a big risk. It'd make more sense, if that were the case, for them to simply not post Kill Rates anymore.
I would agree that the second part does not pass the smell test, as it were. Unless they weren't counting games with an early suicide, but even then.
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Your mistakes are your own, and the pressure is on you alone.
For better or for worse, Killer is autonomous. You only have yourself to blame and it can put a large amount of pressure on the player.
Contrasted to Survivor, while likely more frustrating, it's easier to not take it quite so hard. After all, you're one of four players and you can lose through no fault of your own.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956425#Comment_3956425
I'm not psycho-analyzing. I didn't postulate on why you strawman, only pointed out that you do.
Possible doesn't mean probable or even plausible. That's the point that you keep missing.
And, no, one of the most powerful things SWFs do is warn each other where the killer is and where they are going. Communicating their own locations and the killer's location is absolutely powerful. Pretending like it's not is dishonest. A heads up that "killer is heading to you, Jim," is the difference between a surprise hit and 5 seconds of pre-running. Sure, technically, a survivor can pre-run at anytime. They may even do so at the perfect time by happenstance. However, a swf can work the gen even within the TR and get a heads up the moment the killer starts to break chase and will start pre-running at the perfect time every time.
That's only one example, but I'm sure you can extrapolate from there. Comms are very, very powerful tools. They're not quite as powerful as permanent aura reading, but they're pretty close.
And that is the difference, right there. You completely discount pre-selection.
Comms are nice, sure. Powerful in the right hands, to be certain. Let me pose a question. If having comms is so powerful, why is SWF not escaping more? Either having comms is not as powerful as you say, or the people who use them effectively don't contribute enough to the escape rates.
As to your example, this is true. It's also only really a factor in 4-man SWFs.
I think you overestimate comms and underestimate pre-determined teammates. Realistically, whether for competitive purposes or fun purposes, that is what draws SWFs together, the ability to play with pre-selected teammates (friends).
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956394#Comment_3956394
Did I say, "if a single person takes a hit for someone, I assume it's a 4 man god swf!" Or did I say, "If I have a group of survivors that are consistently taking hits for each other, I'm going to assume they're in a group. That may not be 100% always correct, but it's a pretty safe assumption." That's right, I said the second one.
This is a common trend with you, I've noticed. You consistently strawman other people's arguments, bring up the 1% exceptions as if they're statistically relevant, then say condescending things like, "maybe it's time for you to take a break." You're unwilling to look past your own preconceived notions to the point that you either don't read the posts that you respond to or you just blatantly and intentionally misrepresent them in order to make them easier to argue against. Either way, continuing this is pointless because it's impossible to have a discussion with someone who lacks intellectual honesty.
John psycho-analysist over here lol
If you look at what I said in my reply which was, "And I'm saying that if hit tanking is the sort of metrics…". I am trying to tell you to take a step back and breathe. You don't know who is in a SWF because BHVR doesn't want you to know. Every metric you could use to determine if they are a SWF can occur "naturally", you admit as much. You just want them to be a SWF because it fits your ideas better.
If you can believe it, I was once in the exact same spot. Trying to discern who was a SWF and who wasn't, who I could expect to employ cheating tactics (my words, not yours) and who was playing the game as it was meant to be played.
Ultimately, it got to a point where I was checking profiles and friend's lists prior to the match to determine who was playing together and who was okay. I had come to blame all of my losses on SWF players and how they broke the rules of the game.
What I came to realize, eventually, is that it didn't really matter in the grand scheme of things. It mattered to me, of course, but it wouldn't really change anything in the match I was about to play. Perhaps that knowledge gave me an advantage, but it also stressed me out, made me play extremely tightly and it just wasn't fun.
Everything a SWF can do; a Solo Team can also do. The true strength of SWF isn't even communication, it's pre-selection. Being able to pre-screen and pre-vet your teammates removes the randomness of Solo Q. All this does is make it so that good SWF's are more common than good Solo Q teams, which are few and far between.
Thirty percent is probably too high of a number, I'd say more than likely other factors play into that, at that percentage point. I'd say good SWF teams make up, perhaps, ten percent of the total population of SWF's and even then, that fluctuates based on builds and attitudes. Ideally, we'd like good SWF's to go against equally good Killer players, who have the same mindset as them, but MMR is nothing if not worthless and it's impossible to gauge attitudes.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956390#Comment_3956390
I'm not saying it's the only incident. I'm saying that it's extremely rare. You know what, nevermind. This conversation is pointless.
And I'm saying that if hit tanking is the sort of metrics we're going off of, that casts some doubt upon your claims, which were dubious to begin with.
My point is, you don't know. Not sure it really makes a difference though ultimately, if you feel frustrated and maybe fatigued by having these experiences; then maybe it's time for a break?
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956379#Comment_3956379
But apparently it's rare enough to be remembered and remarked upon. That's my point. If I have a group of survivors that are consistently taking hits for each other, I'm going to assume they're in a group. That may not be 100% always correct, but it's a pretty safe assumption.
I mean, it's rare and remembered because we became friends, not because that was the only incident lol
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956374#Comment_3956374
I have never, not once, in my time playing DBD, had a random survivor come flying in out of nowhere to take a hit for me unless I was on death hook getting tunneled.
I have, it's actually how I met one of my friends! I was…not happy since he sandbagged me at a pallet. He did fly in to try to take the hit at 5 gens but just ended up getting my killed at Shack with a Bubba…in like 2018.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956355#Comment_3956355
Complimentary builds or actions that almost require communication. If I'm getting 3 hook offerings and sabo toolboxes, I'm assuming it's a squad. Or there's the old, "Ace just flew out of nowhere at the perfect place at the perfect time to tank a hit during the second chase of the game." Solo Queue doesn't do that. They sometimes try to do it for someone on death hook, but not for someone on a fresh chase.
SWFs and Solo Queue play differently. Pretending otherwise is dishonest.
Three hook offerings is a fair assessment, I think.
Taking hits to delay the first down as much as humanely possible is pretty standard operating procedure for high-skilled players. I would say it's plausible to use that as an indicator, but I would say it's more accurate in more average skill brackets. Normal players won't do that.
Some SWF's and Solo Q play differently. Clearly, not enough to affect the KR's significantly, but there are more competitive SWF's, just as there are more competitive Solo's.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956340#Comment_3956340
Yes, Pulsar. We get it. You're a god-tier killer with 8 billion hours that can go on a 2000+ 4k winstreak with a perkless Skull Merchant with both hands tied behind your back while blindfolded. The game is very, very easy for a killer of your caliber and the rest of us lowly peasants just need to get on your level.
Also… you should read what I wrote again. I said that they're NOT the top 1%. I said that 20-30% of my games are against good players, usually in 3-4 man groups. I was disputing what the other person said when they said, "So because the top 1% of the top 1% are gods among men the rest of the people playing with their friends are magically in the same bracket and deserve to get the same treatment?" They were implying that only 1% of survivors who play in groups are good. I was saying that it's a lot more than that.
Now that you mention it, I did do a perkless Legion winstreak back in the day…
How are you able to accurately discern who is in a SWF and how many of them are in it? Do you have some kind of software? Or is this just another one of those, "I feel like there in a SWF because of X" kind of things?
Because let me tell you, if what you are saying is true and those players are genuinely of a high caliber, then it becomes harder to use those forms of discernment.
Easy example? In most brackets of play. SWF's usually have good hook rotations. They've got someone on a gen, someone distracting the Killer and someone going for save. Consistent rotation is a pretty good way to determine if players are together or not. However, really good players will just kind of do that, no comms required.
I would say, following your clarification, that I would lean more towards their line of thinking. It takes a very good SWF to genuinely break the game, barring skill issues of course, which are a lot of times really matchmaking issues, so it's hardly the poor person's fault who got matched against a 15K hour god squad.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955880#Comment_3955880
Lol. Look at this gaslighting. Pretending like it's only the top 1%. It's like 20-30% of my games.
Bad news then. Unless they've massively tightened matchmaking, which I doubt, you don't play against the top 1% in 30% of your games.
It took me multiple days and/or WEEKS to find decent games against quality opponents. Just because you think they are the top .001% doesn't mean they are.
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You've posted "proof" via screenshots of you losing. What happens if I post my stats or screenshots of the opposite?
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955501#Comment_3955501
We'll make it isn't the one that just got buffed…
And? If it's a problem, it's a problem.
Botany isn't an issue and most people who say it is aren't seeing the big picture.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955498#Comment_3955498
Yea also a strong perk… and?
Yet I don't see you complaining about it, despite it doing the same thing.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955492#Comment_3955492
A free 50% healing increase with zero requirements / specific attachments necessary, is a bit more than just "okay".
We'll Make It does double it with a extremely basic requirement AND it lasts for two minutes.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955446#Comment_3955446
It's not just botany, it's also desperate measures. It's healing buffs in general. Though I do think y'all downplay the botany buff to an egregious degree.
Botany is just okay. Desperate Measures isn't good unless you're in a losing position.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955468#Comment_3955468
we're both not washed i feel so vindicated
we've still got it 😂
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954100#Comment_3954100
Actually something fun I've noticed two days later, I decided that over the past two days I'd just try and see if my claim was right. I changed how I played almost entirely, going from playing for fun memes, like Head On or 5 stacks of Autodidakt, to actually trying to escape. My build has been some variation of Botany, Deja Vu, Sprint Burst, Vigil, and Windows of Opportunity (I changed Vigil to Deja Vu when someone told me it was bugged to reduce at 60% instead of 40%), alongside a medkit with enough charges for 2 full self-heals, and the difference is night and day.
https://us.v-cdn.net/6030815/uploads/BEP2OOZ49H00/image.png
I've gone from a 22% escape rate to a 51% escape rate in quite literally 2 days (I've been playing a lot of David because P100 bloodwebs are so inefficient for cakes that I can get about triple the amount on him than I can Claudette)
https://us.v-cdn.net/6030815/uploads/LVMJ0ZQOCAHE/image.png
Botany has managed to become my #1 most picked perk, and the escape rate on it is also quite impressive, but not as good as the other perks of my build which I didn't run prior to this.
https://us.v-cdn.net/6030815/uploads/FI8EYFOKT23C/image.png
In fact, the new perks all boast an impressive 70%+ escape rate.
https://us.v-cdn.net/6030815/uploads/RNPGK7LZ5JP9/image.png
My conclusion? I'm not washed, I'm slowly beating the fraud allegations, and when I focus on the game I'm actually, shockingly alright at it.
I am also beating the Survivor fraud allegations, somehow.
I attribute this to my friend, whom I am helping learn the game, being a flashlight demon.
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@xGodSendDeath said:
I thought you didn't play anymore?
Was challenged to play to prove something
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955058#Comment_3955058
A very small viewership one. The map could have been another one with hard to hear footsteps like Borgo. It was the first game I played before I switched over to Springtrap to play him instead, so I don't really remember that well. I was annoyed that hit and run basically doesn't work anymore. I'd have done better just camping and hard tunneling the first person
Think we played against the same guy lol. Was running the same set up against me
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Rough.
Was the Ace a TTV?
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@xGodSendDeath said:
Would absolutely love to hear how you're supposed to deal with this when they're healing in 3 seconds and absolutely slamming gens. You can't split pressure because they just heal in 4 seconds flat non-stop. Someone tell me a strategy that isn't proxy camp the hook/hard tunnel so they can't heal in 2 seconds or a suggestion that isn't Just Play Blight.
Healing speeds are absolutely absurd right now
https://us.v-cdn.net/6030815/uploads/DIAWCFLHZ8D3/spirit.jpg
What map were you on?
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Definitely doesn't feel great to be forced into playing out a lost match to the bitter end. One guy dead at 5 gens? I feel like it isn't totally unreasonable to want to go next.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954151#Comment_3954151
Thank you for the trust you place in me, my friend, I really appreciate it <3
Yes, I do vouch for the event. I cannot come here and pretend that the game has absolutely zero problems right now, of course. But, in my personal experience, playing the anniversary is fun for both survivor and killer.
If you do give it a shot, please let me know what you think. I hope you have as much fun as I am having.
I didn't queue in the event queue, it was alright.
I got some decent competition right off the bat, but I was handicapping myself hard.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954060#Comment_3954060
As of this moment, day, hour, minute that I am writing this comment, my friend, I do believe DBD is worth playing. Personally, I am enjoying the event on both sides.
If you vouch for it, perhaps I'll give it a shot.
Unlikely that I'll hit 100 games.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953962#Comment_3953962
According to a statistician, it would probably be 1000+, But personally, for this purpose, I'm happy with 100+
This is maybe also a reality check for me that most ppl don't play over 10 hours every month… Whicn in its own turn might explain why most ppl are sitting around 40% escape rate. That is what this post is for. Getting to the bottom of it! :)
Probably too many for me to commit to, but we'll see.
Playing 100 matches in a month would be very close to just being back into DBD, so idk if I want to do that.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953879#Comment_3953879
This is why I post a screenshot of 100+ matches played ;) of course anyone posting a screenshot like your stats would not be taken seriously.
What would be the minimum amount of matches?
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I will play one Killer game, get a 4K and claim my 100% KR.
I will also play one Survivor game, escape and claim my 100% ER.
This will show the game is perfectly balanced, both sides are OP and need to be nerfed.
/s
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953624#Comment_3953624
If it worked properly.
Unknown, my main, is completely absent from my stats, somehow.
Are they STILL not right?
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@Bloodartist said:
The stats are largely useless, since it mainly shows the killer I use the most, which I already know about. It should show ALL killers, because then I would have a point of reference to compare them.
….it does show all Killers.
there's a drop down menu:
As shown here, GF is my 17th most played Killer (probably would be higher since I played a LOT of him on release) and if you drop THAT menu down as well, it'll give you more detailed stats
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953464#Comment_3953464
The difference being I'm not running a build that can be very easily confused with cheats
Lethal can easily be confused with cheats.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953438#Comment_3953438
I am not upset I hit a speed bump
I am upset because I thought I was going up against people that were cheating and the fact that the game lets you run that sort of thing is a serious problemTaurie probably thought you were cheating too, if her points are anything to go by.
The fact that the game lets you do that sort of thing is a serious problem.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953417#Comment_3953417
Down her because the other option was looking for a Meg in the bushes or go up against what I thought at the time were a pair of cheaters
Like what other option did I have
She had 7K points!
Did you VAPORIZE her when you downed her?
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Brother what did you DO to Taurie???
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953096#Comment_3953096
You’ve never once shared evidence of your own gameplay, or even your stats to prove how “easy” it is to play killer. You’ve made these claims so many times without evidence that nobody can take you seriously.
I think the root of the problem here is your expectations vs what the devs have intended for game balance. You seem to feel that a 60% kill rate target is far too high. If that’s your opinion, that’s fine - everyone is entitled to their own opinion. But what does a 60% kill rate mean? It means that, on average, a killer is getting 2 or 3 kills, weighted more heavily to the 2-kill outcome. In any given match, the most likely outcome is 2 escapes. That feels pretty damn balanced to me, especially for a horror game where escape is supposed to be somewhat difficult.
I can respect your opinion if you feel differently about what the average kill/escape rate should be, but what I can’t respect is people throwing out baseless claims that a certain role is super easy to play without providing any evidence whatsoever that they themselves can back up that claim.
Your quote below is exactly what I’m talking about:It is fairly easy to play Killer, really at any level except the absolute peak.
You absolutely can analyze something without having been a master of it.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952852#Comment_3952852
I'm going to be brutally honest: If the overall purpose of the statistics is to be used for balancing purposes, and their experience knowingly introduces a statistical anomaly, then no. In terms of feedback on the player experience? absolutely yes. I think the issue is what people want to use the data for, either actual insight or just argument fodder.
Edit: Its worth noting that there is absolutely no reason both couldn't be tracked simultaneously.
If it was for balancing purposes, they'd have a functional MMR system.
Tracking a 10K hour team vs a 200 hour Killer isn't going to tell you much about balance.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952802#Comment_3952802
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952805#Comment_3952805
But that doesn't take into account of what the match would have been if that person didn't DC. It wouldn't give a clear picture of what the kill/escape rate is either.
Sometimes they DC at the start, sometimes at the end, and sometimes between. And having a bot is not the same as having a "thinking" human player.
Doesn't matter. It happened and it affected the players in that match. Are you saying their experience doesn't matter?
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@Rulebreaker said:
We got a question: Why should devs count DC matches?
Since a DC happened, it doesn't have the intended set up of 4 players trying to get out alive till the bitter end. So why does that need to count?
Because it still happened and it needs to be taken into account.
It affects the average game and the average players' experience with the game. We should know what the actual Escape Rate/Kill Rate is.
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Least toxic Twitter SM mains.
I swear it's like a cult or something with how vehemently they defend her.
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He also gets great boons from having bad ping.
His hits are absolutely WILD.
You shouldn't be allowed to play with more than 120 ms ping.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952010#Comment_3952010
Yes you need two but in some situations its easy to pull like if you are near powered or opened gate.
Not really. You need comms or you need everyone to know what they are doing, which is decidedly uncommon.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951574#Comment_3951574
Well without it its guarantee escape on the other hand which isnt healty for the game either. Just like getting another hook on other survivor then findibg one that was hooked before and getting stun from decisive strike which makes it untitunnel use more antihook theres reason some perks like ds or otr are turned of when last gen is compleated because it would be super easy escape. Sometimes you cant hook survivor futher from the gate because hook spawns arent good most of times and smart survivors wil bodyblock you and force you to hook near gate, same as getting last kill with m1 killer sometimes all you can do is wait if survivors will make mistake or not.
It takes at least two players to execute a unhook in the EGC. If the Killer is in that position, then they should not be in a winning position by default.
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Any news on the new DC Penalty system?
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951565#Comment_3951565
Dead Hard
Off the Record
Decisive Strike
Borrowed Time
Adrenaline
We’ll Make It
Reactive Healing
Maybe few more that i versed but yeah i manage just enough to get my grade up to get bloodpoints and feel satisfied with the match but it would be nice to end up getting 2 kills at least and draw againts them
This is all pretty standard stuff and isn't difficult to counter. Would you like some tips and tricks?
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This is a dumb change. It guarantees a kill and is the exact reason that we had basekit BT in the end-game to begin with.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951551#Comment_3951551
I dont know all perks by memory but you can 100% stack them where it crushes certain and most killer perk builds because they just simply synergize with your other 3 friends who you have comms with that are in real time.
I saw a post where the devs do confirm that to be the case but again its niche as you say, its just one of those things that happens once in a while or maybe 2 times in a row and then you get games with people who abandon
I would be curious to know these uncounterable perks.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951534#Comment_3951534
Body blocking, baiting actions that lead to chained perk reactions from one survivor to another which leads to no downs or even chase time for killer much you practically escape, certain haste perks that can be stacked to refresh each other with certain hurt states.
Also for anyone wondering these should be the stats:
Match Type | Killer Win % | Survivor Escape %
--------------------------|--------------|-------------------
All Matches (All MMR) | 60% | 40%
High MMR Matches (1800+) | 63% | 37%
Solo Queue Survivors | — | 43%
2-Player SWF | — | 44%
3-Player SWF | — | 45%
4-Player SWF (Premade) | — | 49%
But its a bit confusing since the stats tend to not be perfectly accurate and unsure what is considered a "killer win" would it be 3 kills = win and 2 kills = draw?
Since with only 2 kills you can maybe max out gold grading that does not really give you much to progress from
This doesn't really sound like an issue. Sounds extremely niche.
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@Coffee2Go said:
Yeah i agree with you about the stats but i was also making a point about only certain perks that offer survivors ability to do certain actions in game that make it so killer side cant get any bloodpoints out of that, its not the matter of winrate much more about how spread around the grading is and rewards for the match
Like what?
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951497#Comment_3951497
There can be a system that is less punishing towards high MMR players and lower MMR players and as well when you mix lets say one of your friends is high MMR while you play with your other 2 or 3 friends that are more towards the killer MMR but still higher MMR than killer then it sort of equalizes to make it fair and correct.
But overall there can be a system that balances it out in the background while lobby is being filled before its ready to put in match, maybe machine learning which is being worked on by devs already
My point was that there isn't a need for it, the game is already in the Killer's favor even when there's a 4-man premade in play.

