Raccoon
Raccoon
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Comments
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3193215#Comment_3193215
Solo queue escapes are impossible.
Dishonest hyperbole helps no one.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3191960#Comment_3191960
I think the gen regression we have right now is inadequate and easily countered. Pop for certain doesn't need anymore damage done to it, knocking off 3% of a gen and garbage like that.
I was thinking of PR, in particular.
Aside from Pop as it's really 'progress' based and niche, now, I think anything over 10% is a bit oppressive.
10% is nice (in my eyes), as it's easy to understand (when the killer does x I lose ~10s) and decent regression.
Base regression is bad, yeah, but mini-pop kick isn't terrible - If I have the time/build to kick a gen, I look at it as a bonus instead of a reward.
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@Hex_Maidenless said:
"I stopped using the self healing perk and my escape rate went way up because I'm playing the game now"
I admit it's not very catchy but it is accurate.
I use the Self-Healing perk and apparently have a great escape rate (judging from what I read here >_>)
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In real life odds (ie gambling) and every other game (ie Fighting games/LOL/OW/etc) a 40/60 (or 60/40) match up is pretty negligible, often able to swing in either direction due to player skill/luck/etc.
To address your other point, certain regression perks definitely need to have their percentages adjusted a bit, imo.
I'm not personally bothered, but knowing the math/effect on a match, I can see how it can be oppressive to other people.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3191933#Comment_3191933
At the end of the day, we're all people trying to enjoy this game, there's no sense in being aggresive over opinions :)
Agreed.
It's pretty amusing to see people turn into pretzels while I'm sitting here shrekked and passively typing.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3191905#Comment_3191905
Everyone stop trying, the funniest answer has been written xD
Yourself and OP's civil replies to our minor disagreements has earned my respect this day!
It's really weird to see replies defending stuff/disagreeing with me that don't resort to KILLER/SURVIVOR MAIN rhetoric/personal attacks.
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3191882#Comment_3191882
Link to devs saying that? I don't doubt the difference between SWF and SoloQ is overstated or missing the actual causation. IE: Good players take the time to form SWF while poor and mediocre players don't. Poor players in SWF don't magically become pro. It would rule out a factor if they posted the %s. My issue more is High MMR SoloQ+SWF skewing the data heavily for everyone else.
Yes, I typoed in mspaint. Whoops.
Pobody's nerfect, friendo :3
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3191887#Comment_3191887
Oh I didn't say all of the numbers were necessarily correct. I'm saying the effort is there to make it official looking, and assuming their numbers are correct (which they may not be), the following logic is sound.
I do not get that at all, but I respect your viewpoint good Hag!
I'll agree that people die more starting out at lower/basic mmr, though - that's not really disputable.
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@HugTheHag said:
According to devs the escape rate variation for SWF and SoloQ is in the vast majority a matter of a couple of %. The highest mmr SWF will have an escape rate superior by 15 points of % at the very most.
So for the common of mortals, SWF and SoloQ does not make much of a difference.
That being said, I agree with the rest of your arguments.
(I'm getting big economic student vibes from this post and I'm loving it, as one myself)
After reading the o/p I am getting 'distrobution' vibes on my end, coupled with some 'probably', 'likely', etc vibes while trying to make a direct statement/correlation based on personal assumptions.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3191844#Comment_3191844
The forums are really just for people to discuss the game and my guess is most forum users just like chatting. I'm sure there are some on here that think the developers might go here and make decisions based off the forums, but I highly doubt they do. The DBD developers have never seemed interested in what players think and have their own direction for the game.
It kind of makes me sad, because I play a lot of paradox games, and their developers are very involved with the community and have made changes based on their forums.
I'm sure they take stuff from here, but this is just a drop in the bucket if you think about all the feedback sources they are registered on - they're most likely bombarded with thousands of suggestions/complaints/reports on all of them.
The forums are also, in no way, representative of a majority of the player base.
I'd imagine sometimes the ideas/opinions here mesh with universal consensus and/or dev data, and sometimes the stuff here is out to lunch.
IE - People say the game is dying all the time (delusional). Any game that has a consistent player count of 20k+ on Steam (just using this as it is viewable/direct numbers - game is also in top metrics on all platforms [dunno about switch]) means hundreds of thousands/million+ people are logging in daily. People seem to think that if it says 40,000 one moment and 35,000 the next, that 5000 people have just logged off. In reality, 30k of the previous users could have cycled out and been replaced by 30k new logins.
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I mean that in a 'every person has the right to voice their opinions even if I disagree/agree/etc' kind of 'yee'.
I love the vid, too, haha
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3191824#Comment_3191824
If everyone who posts forum threads, including you, SuzuKR and I, don't realize that everything post we make is meaningless, then that person is delusional.
Yee
https://youtu.be/q6EoRBvdVPQ -
@SuzuKR said:
I don’t get the point of this thread. The stats are basically irrelevant and prove nothing. Do you understand how statistics work?
Same as all the other threads, I suppose ;3
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3191702#Comment_3191702
Not really. If you wanna bring medkits and Botany, you either just cram as many charges into your medkit as possible or bring Streetwise to counteract the penalty. Either are good- multiple charges + 50% heal speed increase means bringing medkits is still very strong and efficient, and bringing Streetwise means you can apply that efficiency bonus to any item you end up using, as well as your teammate's.
Botany is fantastic, you just have to understand what kind of builds it goes into.
People also use Self-Care solo on the assumption that they'll finish up a partial heal from their med-kit, charges pending (IE they know their last heal will leave them at whatever % healed).
This carries risk, of course, but barring Mangled, it's a valid strat.
People just look at stuff in a bilateral/black and white manner and it realllllllllly shows.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3191621#Comment_3191621
My build is pretty unspectacular: Sprint/Windows/Prove/Kindred w/ a 32 charge medkit.
I tend to pass the medkit around. Healing under hook is one of the worst common practices. Hard to maintain spacing in solo, but some things can be done to try and force it.
I will say another thing I do is rarely hang around my teammates. Players really like to group up at really bad times. My general rule of thumb is to always attack the opposite end of the map from two teammates I have eyes on unless we have a really bad gen cluster like Suffo Pit. Then I'm going to stay glued to the 4-5 gen side and W insanely early to shack side until that's broken.
I agree with most of this.
I heal under hook at times with Botany or WMI depending on how I see the other people react to it/killer position.
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@SuzuKR said:
Every time BHVR posts stats, it leads to people proving why everyone should have to take a statistics class.
Modern education systems have failed a lot of people in this and the previous generation, but that topic is wayyyyyy too deep for this pal-around topic :P
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i see what you did there ;3
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3191575#Comment_3191575
It is not acceptable to basically say that killers should just have to deal with swf. I don’t care if it’s 1\10 games. I’ll also say for the millionth time that most games are balanced around the best players. Dbd shouldn’t be special
Not to disagree/look like a call-out again...
I think the game is somewhat decently balanced vs SWF as it is, currently.
The issue that I see with it is that in order to beat a good SWF you need to:
1) Identify VERY early on in the game that they are a co-ordinated SWF - this is hidden information until something happens to reveal it.
2) As a result of #1, it's safer to assume EVERY group on your high/decent MMR killers is SWF.
3) Play in such a way that they HAVE to react to you/feed into you, which generally involves taking advantage of several of the most unfun aspects of the game ('cheap' perks/tunnel/camp/slug/fake leave hook to pull from gens/etc as much as possible). I don't personally take issue with the assumed comms or whatever, because they're going to have a far worse time in the game then I am, even if they win.
Weaker SWF break apart when I get the upper hand, but chill/comepetent SWF will play consistently well/try to alleviate my scummy tactics, all the while still performing well in chase and cranking out gens. Sometimes the whole game just comes down to/revolves around the positioning of the first hook, but I guess that's the reality of it when you're facing a Lunchables squad.
Edit - I also don't really care about losing to such groups, so long as I can make them work for it/put them on notice.
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@Coordi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191517#Comment_3191517
Exponentiation of a non‐zero real number can be extended to negative integers. We make the definition that x = 1/x, meaning that we define raising a number to the power −1 to have the same effect as taking its reciprocal.
Can you delete my forum account?
(kidding)
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3189413#Comment_3189413
The problem is the game gets boring instead, because a killer camping doesnt make for a thrilling game, no matter what kill rate he ends up with.
Also, now the matches are derailed so early, it becomes pointless to play some matches after 3 minutes.
Most of my losses do seem to come from people giving up early/after they have been hooked 2x/literally after they spawn/etc, so I definitely agree with your derailment statement.
I try not to let it bother me - Queues are instant and I cannot control the actions of other people. I just do what I can and queue up again.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3191475#Comment_3191475
I feel like I play smart in a general sense. I don't go for plays or anything. I'm glued to gens unless I'm in a chase or saving/healing. Run super early from the killer and don't greed any loops. Don't go down in bad spots or take chases to bad spots. A big part of survivor is creating space for teammates. A short chase in a good area is always better than a long chase in a bad gen cluster or near a hooked/downed teammate. Even better if you can die in a corner and make the hook take 10+ seconds.
I was curious, but you have confirmed that you, too, ABM1 (ALWAYS BE M1'ING) unless you have a reason not to.
There are games where I get 2-3 gens done Solo if I'm not interrupted and games, like yourself, where I carry in chase/know where to bring and end a chase if I am going to go down.
I didn't mean to call you out or anything (as I'm sure you could tell from the tone/punctuation of the post), but I am glad you answered!
I also play mostly Solo [maybe 1-2x a month I'll get an invite from some nice people I met on the forums...generally do Killer for Tomes/Dailies now...I'm ok as killer but I like the BP bonus on survivor as of the patch/played a bunch of Solo games after the initial killer changes to figure out some niche stuff/readjust my game], never bring Kindred, never bring 'sweat' builds, use THE DREADED SELF-CARE, etc, but still make out pretty good - I literally play to do tome stuff/have a laugh and have a pretty good escape rate (~48% - used to be a bit higher, but this is not bad).
No trolling, my main builds are:
Self-Care/Botany/Overcome/Filler (usually WoO/BTB/Resillience...gonna try Hyperfocus soon....w/SPCA Claudette!)
Head-On/QQ/Inner Strength/Detective's Hunch (on Steve w/ Ice Cream Shirt!)
Second Wind/We'll Make It/Guardian/Lithe (on Feng of course!)
I NEVER have other players complain about my perk choices in the end game, but that may be based on my performance. Maybe if I did super bad consistently I'd see a lot of Self-Care/Inner Strength bashing.
I don't really consider myself a tryhard at the game, but I do play on multiple servers as my unique physical location lets me do so, so maybe this helps with me gaining experience/leveling up/etc.
I've also been in MMR hell a ton of times (some challenges force me to throw a bunch of games in a row....had an 8 game loss streak earlier in this tome), but I just grind on/try to consistently do ok in matches and the problem seems to sort itself out (I honestly don't really get it/know how as I personally think the MMR system is not the best, but maybe it works?).
I realize this is all anecdotal, but I genuinely think that most games are not 'impossible to win' and whenever I get sent to 'Farmville' as I call it, I just grind on and eventually seem to make it back to a decent tier.
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https://youtu.be/LRrSOLX6WoU@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3190648#Comment_3190648
Is this a secret tease for the American Psycho chapter?
The groundwork is laid.
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@SunsetSherbet said:
So the devs previously stated this is what they wanted and now people are surprised it has happened? Perhaps pay better attention to dev posts and diaries. Also, as always, statistics like this are worthless as are statistics in general when read by laymen and not experts who understand why the statistics exist.
I wouldn't take too many of these posts seriously.
After a while, you'll come to enjoy all the histrionics, bait, bad faith arguments, reactions to statistics, etc.
It's quite solid entertainment to see The Circle of Gripe in action.
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@Coordi said:
https://forum.deadbydaylight.com/en/discussion/comment/3190677#Comment_3190677
(Unless it's Dead by Daylight math.)
Have to give a negative on that one.
A NEGATIVE ONE
-1
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3191340#Comment_3191340
I dont use math here. I just want to point out: If new players have win rate so low. Would they continue to play or instant quit game?
Im talking about new survivors who has that low escape rate
Will Year 7 be DBD's death knell despite millions of daily users?
I'm shakin'!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3191369#Comment_3191369
Solo most of the time.
https://forum.deadbydaylight.com/en/discussion/comment/3191406#Comment_3191406
Yeah, the big one I have an issue with is CoB/Overcharge/Eruption. It's a complete auto-pilot build IMO. Or killers like Legion that often win by virtue of making the game take forever
Impossible!!!
The forums tell me that such an escape ratio is impossible in solo queue!
Care to explain how this is possible ?!?!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3190989#Comment_3190989
I definitely agree in the sense that players on both sides should feel like they're losing to an opponent, not a loadout. That feeling is mostly cleaned up on the survivor end, but it's really bad on the killer side now. I've adjusted and still escape most of my games, but it still feels bad when half of my losses feel like they're against a loadout and not the player.
Are you solo :O
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@AverageKateMain said:
Is it bad that I'm actively enjoying both sides argue and start drama because of these stats? Like the anger/irritation is making me laugh
Not at all.
Most people find extreme histrionics/scenarios entertaining to some degree.
I'd be lying if I said some of the posts didn't make me feel thousands of times better about my own in-game experience and game views.
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@ThiccBudhha said:
I am surprised it is not higher given the month of mental health awareness that survivor mains were advocating for.
Oppressive to some, deadly to others!
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@Akumakaji said:
Here is happy face to counter the bad vibes a little bit :)
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I am dead...
by daylight!
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3190655#Comment_3190655
The sad face is much appreciated (although certainly not enjoyed, so as to maintain my everlasting gloom).
There should totally be a killer that makes survivors feel sad (yeah, I know what's coming, too).
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@Coordi said:
Only Dead by Daylight can make me care about math.
Math - NOT EVEN ONCE!
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@OnryosTapeRentals said:
I don't. I hope everyone is in a state of perpetual misery because I am mean-spirited and don't enjoy happiness.
I will post this sad face in solidarity with the forum's Misery Crew TM.
:(
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/346848/another-nerf-to-self-care
It's where it needs to be. At this point, the people willingly shooting themselves in the foot to use it are either A) Building around this perk specifically to get value, and using it appropriately, or B) An absolute trash panda and they're simply never going to take it off.
.....What if I am both?!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3190006#Comment_3190006
Sounds like the perfect recipe for solo's saying F this and flocking to games like VHS or the new Texas Chainsaw game releasing soon
VHS is at Death's door.
TCM will probably do well, given how people responded to the Evil Dead game.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3189894#Comment_3189894
NEVER!!!
I like caps, it can highlight key points. Plus everyone looks at the caps because they're looking for those juicy arguments lol
Got me into the topic....I CANNOT TELL A LIE!
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Only if you stop using CAPS :P
And I mean forever, even in standard sentences!
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3189776#Comment_3189776
I do agree with the changes to Dead Hard. It was a broken perk ran by half the field. It is nice to see variety in exhaustion perk usage.
But the most of the changes were just changes for changes' sake to adjust their usage rates. Self Care was not a strong perk, just a popular one. It didn't need a nerf, and certainly not such a harsh one. Seriously, what were they thinking with the Pharmacy change?
On the killer side, I don't think there is much more diversity. The perks have changed but slowdowns are still slowdowns. BBQ, Ruin and Pop have fallen while Overcharge, Call of Brine, Eruption and Pain Resonance have filled their place. It's not more diverse really, just different.
If Self Care was buffed to 40%, I'd be the happiest user!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3189784#Comment_3189784
That's part of how Tweets are scheduled, it's not a paid advert - those have "Promoted" across them on Twitter.
Twitter is hard for some people, Mandy.
Especially people grasping at straws, as the Twitter bird mercilessly takes them away for nesting material T_T
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3189700#Comment_3189700
It's also a regional thing, apparently Self Care is very popular in non-English speaking countries. Probably because it's the most flexible, least risk averse healing method, even though it's also the slowest.
P.S. 🐱👤🥜
Cat Person Peanuts?
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@egg_ said:
I'm more interested about the fact that 7 out of 10 of the most popular killer perks are unsurprisingly slowdown perks
And here I am wondering yet again, wasn't the whole perk overhaul supposed to be a meta shift? The only surprising thing is not seeing up there Deadlock, DMS and Eruption
The only thing they were able to achieve was drastically reducing the use of BBQ and DH
Although I like the current state of the game, those perks (Deadlock, etc) are all still used a bunch, are still boring, and should probably be spiced up.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3189688#Comment_3189688
Same. I try different combinations between the less expected perks from other players and it's actually really cool. I also use a website to completely randomize my perks and see either new combinations I didn't know or a complete disaster 🤣
Pretty sure at this point, although it probably always has been, Self-Care is a good Perk but it requires several levels of game sense to know when/where/how to properly use it in a team based setting.
People will rag on it - I've always used it and seem to be doing way better/having a better time than most people that complain/call it throwing/etc.
Based on my previous topics/conversations regarding other perks that people shot down and are now confirmed as meta (ie Windows of Opportunity), I'm pretty sure that a lot of people aren't as observant/able to read/understand/play the game at the level they feel like like they should be able to.
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@Peanits said:
The most important numbers in all of those are the peak usage rates. For both Killer and Survivor, the most used perks have dropped by half. Dead Hard, for example, went from being used 42% of the time to only 19% (and dropping). That is a huge step forward in terms of build variety.
But I will say that the most used perks are still changing. BBQ, for example, is steadily dropping in usage rate each day and doesn't show signs of stopping any time soon. I really cannot stress enough that these numbers are more of a "first impression" than anything else- they'll likely be irrelevant even in a week from now. This is purely for the sake of transparency so you can get a better idea of how things are going.
Several of the top 10 perks also have modified/different effects compared to their previous iterations, buy people seem to be glossing over that.
I honestly find the game really chill and fun on both sides as of late.
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I use Self-Care religiously, and seem to be doing extremely well in the hell that is Solo Queue judging from the posts that I read.
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Did it first try, but it was clear that the killer was tanking pallets for the break challenge (Spirit Fury/Enduring).
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@EvieSimpsForCrowLady said:
https://us.v-cdn.net/6030815/uploads/A9QCD2ZSL965/image.png
Guess I'll go play siege
I got a 5 minute ban yesterday for dying on hook.
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*Can we hide Prestige?*
I don't see any reason for people to see it.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3188248#Comment_3188248
Fearmonger only helps 99ing it... It helps if killer runs it.
For the first use, assuming you spawn next to/near a gen in walking distance, yeah - This is a common misconception about Sprint Burst x Fear Monger.
Unless you're planning on walking to gens each time you're unhooked/win chase (and in this tunnelly/time sensitive meta you may as well be throwing because someone walking around the map is giving Fear Monger a wayyyyy better effect than Exhaustion), Fear Monger is going to get value.
I guess you could run Fixated to alleviate this a bit, but it's still a perk slot that doesn't eliminate the issue and is best used on something else.
Fear Monger also helps vs Solo players as even if they bring Kindred, they can't stay on a gen while properly assessing an unhook situation in real time.