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Raconteurminator

Raconteurminator

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Raconteurminator
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  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669488#Comment_3669488

    The kill rate pre-6.1 was 53%. If killers think the game was unfair pre-6.1 when they already had a higher than 50% kill rate, it tells me they don't want a fair and balanced game.

    https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2F64ldp9jue1o91.png%3Fwidth%3D960%26crop%3Dsmart%26auto%3Dwebp%26s%3Dc39282622425f6c4e9d0661fe98ad1a4b12e2f7d

    53% is still lower than the intended 60%. 60% kill rate = 2k on average. This tells me you don't understand what fair or balanced means, at least in this context.

  • The amount of people that can achieve win steaks in the hundreds, let alone thousands, can be counted on both hands. 99.99% of players cannot do it, 99.99% of players will never experience it. The devs very likely don't care about it because it's not actually important. It's only ever brought up disingenuously as a way to say Killers, as a whole, are overpowered.


  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666782#Comment_3666782

    Make the system optional, let players chose whether or not they want to use the killer ban system or not, if the additional wait time is worth it for them they can use it, if not they don't... Does not really create more of a seperate queue time than cross play on or off... I don't have an issue with longer queues or players still not wanting to play, if someone waits this long and still offs himself early fine by me ^^ Let's see how willing they are to do this after waiting so long.

    The key word here is choice... You can choose to use the system or not, nobody is forced to.

    The system isn't optional. For the game to find a Killer within the average MMR range of the team, first it needs to know the average MMR range of the team, and it can't do that before we're matched. If you're matched with me, then I'll experience the increased queue time along with you while we're waiting for it to find a player that is A) Not using one of the four potentially blacklisted Killers and B) Is within the average MMR range of the team.

    The only person making a choice is the one that wants to ban a Killer; everyone else is dragged along for the ride. A separate queue isn't the answer either. Simplistically, the answer is: deal with it, not enact a system that makes everyone else suffer for one player's inability to have everything be perfect all the time.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666611#Comment_3666611

    If I don't need to see a skull merchant or a Knight ever again I will gladly queue for 15 min every single game.

    Thing is, you won't be waiting 15 minutes, you'll be waiting much, much longer. There are four players; each with their own blocked Killer that matchmaking has to take into account when trying to find a game, and we all know the system is barely fit for purpose as it is. All a block system would do is make sure it is neither fast nor accurate. Then you have to consider the bigger picture: players of this game tend to be massively entitled. You want to wait that long for a game when the odds of someone killing themselves on the first hook are as high as they are? Not facing Nurse won't make Entitled Timmy or Privilaged Paula less likely to rage quit and sink the game for everyone else. I don't much fancy having the game running for 90 minutes just to get 4 games and 10 minutes of actual gameplay.

    On top of that, adding a system that punishes people for using content they paid for isn't a great business practice. People paid for Killers, they paid for skins; adding a system that makes it harder to use that content based upon the whims of other players would be disastrous.

  • Repeat prevention can't happen without breaking matchmaking or bloating queue times needlessly.

  • Probably because FOMO is inherently predatory.

  • Killer Instinct only procs inside of his terror radius. If you're reducing it on every hit, you're making it harder for him to detect people.

  • @SuperCop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658894#Comment_3658894

    Still punishes a repeated action though, doesn't it and in the killer's favor? So killers via tunneling are repeatedly hooking the same survivor right after unhook so that should be blocked.

    There's a difference between blocking windows to prevent infinite loops (exploit) and blocking hooks to prevent basic game progression (hooking someone is not an exploit regardless of how you feel about it).

  • Jimmy Neutron.

  • @LordGlint said:

    Just like with crappy jobs, don't be blinded from all the horrible aspects of it just because of a pizza party. The nerve of the entity to actually charge at all... What does it even NEED money for? Does the entity have bills to pay? Like Joker, does the entity ALSO take the IRS seriously and pays its taxes?

    I mean, obviously. You think the dark between the stars will really stop a visit from the IRS?

  • @MikaelaWantsYourBoon said:

    I want to add 13

    13) Survivors will start trial on hooks. If they unhhok themself with 4%, they will get chance to play.

    Let's just skip that completely and load in on the you died screen.

  • Kill rate =/= win rate. A 60% kill rate averages 2K with the occasional 3K.

  • Oh look, it's my sleep paralysis demon.

  • Survivor is unhooked, rescuer gets downed. The unhooked Survivor immediately starts healing the downed one, preventing pick up. There are a few perks that would make it all but a guaranteed escape for the rescuer. Or, the unhooked Survivor follows the Killer during a chase and immediately starts to heal a Survivor the moment they're downed, punishing the Killer for not camping or even returning to the hook. Or they spend 90 seconds disarming traps or the like.

    TL:DR; if you make Survivors intangible, you need to make sure healing another Survivor in that state or interacting with Killer items counts as a conspicuous action.

  • DCs aren't included, but most players that want to leave a match do so by dying on the first hook to avoid penalties, and that certainly does count. I don't think saying, "DCs aren't included" really means much. If she does end up getting changed again, it needs to be because there's something genuinely wrong with her, not to feed the entitlement complex of players.

  • @ares_theos7 said:

    Perfection.

    1000/10

    More like... purrfection.

  • @Frizouw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648129#Comment_3648129

    I am not sure I understand, you think simply a randomizer could fix the issue?

    No, I just think it's the only good idea in this topic. It's a good idea independent of the theme of the topic itself.

  • Grades aren't indicative of skill, just time played.

  • A randomiser would be great. The rest, not so much.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646724#Comment_3646724

    I will never say it is not true that there is an Overlap between those groups. I have seen it in my games myself. But from my experience, the people who bodyblock with Endurance after being unhooked are not the ones who complain about tunneling.

    But it is obviously nice to pretend that those are the same people, because then you can invalidate any complaints about tunneling.

    But it is obviously nice to pretend that those are the same people, because then you can invalidate any complaints about tunneling.

    I said there was a large overlap, I didn't say that everyone that bodyblocks with basekit BT then goes on to complain about tunnelling. I told you things from my perspective, based on my personal experiences. Never once did I claim those things were representative of everybody that does it [bodyblocks with basekit BT]; it's quite clear I wasn't trying to pretend anything or invalidate anything.

    Other than trying to start an argument over nothing, I'm not quite sure what the purpose of this statement was.

  • @Aven_Fallen said:

    Its funny that you think that those are the same people.

    It's unusual that you'd think the overlap on the Venn diagram isn't immensely large, especially with how weirdly entitled this community can be. I've had multiple people use Sprint Burst to chase me for a bodyblock, I've even had one guy 4% from a country mile away just to run over and bodyblock me against someone that wasn't even going for an unhook. They were just a chase I got into when leaving the hook. The one thing they all have in common is they complained about tunnelling and hurled abuse at me.

  • If your topic was deleted and you weren't moderated for it, it's quite possible an argument kicked off behind your back and a mod just closed it. Happens, sadly.

  • If you leave a survivor on the ground for more than a few seconds you should be punished for it.

    Slugging for the 4K isn't toxic, but advocating for the removal of player agency for one half of players, to placate the side you play, is.

  • Would you see variety or would you see the same meta builds with whatever perk wasn't quite good enough to make the cut normally in the fifth slot? If you see the same 10 perks every game, why would an extra slot change that?

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636937#Comment_3636937

    I dont know for sure, maybe. If the survivors are the ones who have to stay in the boon so the perk triggers, yes it would be absolutly to big of a raduis. But for the killer? Good question.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637096#Comment_3637096

    Thats another catch. I would actually love if it is a boon where the killer has to be inside it (thats why the big radius). But those details are not set in stone.

    I mean, to be fair, it would fit the theme really well. The more I think about it, the more the idea grows on me.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636773#Comment_3636773

    Im down for that; but i am very uncertaint about how it should function. Should the killer be in the boon radius or should the survivors stay in the boon radius for it to work? I guess i am leaning more towards killer tho.

    When I said it should work like every other boon, I assumed they all worked only for Survivors inside their radius. I don't really use boons all that much, so I don't know if there are boons that work only when Killers are in the radius.


  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636548#Comment_3636548

    Well, I guess its time to make hatch keys basekit for survivors then. Killers gain full control over the exit gates with these 2 perks if only 1 survivor is left. I will never accept the idea that if the killer eliminates 3 survivors they deserve a 4k handed to them. That is neither balanced nor fair.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636554#Comment_3636554

    Who said anything about an easy counter? Thats your words not mine. I'm simply asking for balance in a clearly unbalanced situation. I'm starting to understand why people complain about solo que so much. You get a dead weight team and then have to deal with a situation like this. There's a reason why people love SWF besides being able to play together with your friends. It does make avoiding these situations less likely to happen simply because of the communication difference.

    If the Killer has eliminated three-quarters of your team with only two functional perks, has found the time to meet the activation cost of their end game perks and has closed the hatch, maybe it's time to accept that they probably did deserve the 4K at that point.

    That is neither balanced nor fair.

    Now I understand why so many people get exasperated at the game; there seems to be a fundamental lack of understanding over what the genre is and how it functions. They expect a match to be balanced and fair from a 1v1 perspective, yet fail to realise in an asymmetric game, that's inherently not possible. It's a 4v1 game, not a 1v1v1v1v1 game: the balance has to be built around the 1 vs the many as a whole, not individually. The balance actually is the inability to 1v1 in most scenarios. Accept it or not, it's not going away, nor can it.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636716#Comment_3636716

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636727#Comment_3636727

    I like the idea of this is a boom. I change that. I am not sure what is more ballanced / more fun to use. If the killer is inside the boon radius or the survivors are? Or both?

    My vote would be to just have it work like a normal boon for the sake of consistency.

  • I like the effect, I don't like the activation requirement/duration. Like mentioned above, this would work very well as a boon.


  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636528#Comment_3636528

    They are too powerful and give too much reward for the killer. The activation requirement for both of these perks is also not that difficult to achieve. When 2 perks can prevent you from opening the exit gates entirely then they are overpowered. I cannot even think of a situation where the last survivor could even open an exit gate with these 2 perks active. That is not balance and it is not fair. Survivors have no incentive to try against this much power. Also, going the entire match without a functional perk is no excuse for this. Killers already have several overpowered perks that function more as an additional power than an added benefit. There should never be a situation where the last survivor is left with quite literally no way out. The power gap between survivors and killers in this game is too wide.

    Survivors have nothing that gives them this level of power. There is no build a survivor can put together that gives them this much leverage or control in the end game as these 2 perks alone do They are too powerful together. Both of them need to be redesigned and until that happens these perks should not be allowed to be used together.

    3 people on your team are dead, the hatch has been closed, the EGC has begun. Unless it's a massive map with favourable exit placement, all that remains is a formality at that point. End game perks turn it from a 'you have a 95% chance of dying' thing to a 'you have a 99% chance of dying' thing in a 1v1 scenario. The power it exerts on the game is minimal because the game is moments away from ending anyway.

    Survivors have nothing comparable in power because they're not supposed to. It's an asymmetric game; individually, the many are not supposed to be comparable to the few. It's the driving force for the genre.

  • End game perks are powerful because you need to spend the entire match without a functional perk. That's not problematic, that's forgoing power in the short term for power in the long term. Those perks have an activation requirement, they're not free.

  • Bots aren't to facilitate people leaving, they're there to somewhat mitigate the impact of someone leaving. They're not meant to be enablers of entitlement. Do you think people would only leave against cheaters and the like? No. Downed first: leave. Missed a save: leave. Don't like the map/Killer/perks: leave. Somebody else left: leave.

  • It doesn't seem to be overpowered or exploitable, and it leaves room for counter-play. Seems like a good idea to me.

  • @Beano744 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633305#Comment_3633305

    Man, I always see you on the ass-end of undeserved salt. You bring up valid concerns my friend. Don't know why everyone's always so quick to ######### on you.

    That is very nice of you to say. I appreciate it.

  • If they've gone against you multiple times, it makes sense they'd target you. They knew how you played, how hard you were to catch, etc. No doubt you kept the same perks between games, too. You were the known quantity in every game except the first, where you proved the easiest to catch.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634377#Comment_3634377

    I literally explain the difference between the two many times, I'm not making it up, I have seen it happen and even done it myself.

    If a ranged killer is aiming at the hooked survivor then the rest of the team should be knocking out gens

    Yeah this is an old chestnut in this community, and if we would employ that then the same logic could be applied to remove the Anti-Face-Camp System too, which is clearly not the way bHVR is going at all. Clearly bHVR wants a better experience, than the ones that make people quit the game, even if the Killer was skilled or not.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634381#Comment_3634381

    A little bird once told me, reasonable, understandable, carefully considered arguments and explanations of the values employed etc go a lot longer to convince a developer than just being a an incomprehensible voice among thousands. But its also because I care a lot that this game goes in a good direction, its worth the effort.

    Oh, don't get me wrong, I certainly wasn't using it as an insult. I appreciate a good explanation as much as the next man. It was, however, still a lot of words to say that you want to assign intent to a harmless action and punish people accordingly. As well written as your post was, it doesn't change that.

  • This was a very verbose way to say, "Punish people for looking in a particular direction."

  • If you bodyblock me with basekit BT, I will make sure you have a very bad time. Most other things I find only slightly annoying.

  • If I'm reading this right, you think it's perfectly acceptable to make Killer players miserable For the Greater Good(TM), to the point where they don't want to play the game, and then bribe them to play the game again?

  • @Atom7k said:

    What most of you seem to misunderstand is that this toxic behaviour will prevent new players from joining dbd. My friends told me so when they started to play that they see a lot of newer players complaining about not getting a chance to get to know the game.

    If you're fresh in the game and someone with 5k experience laughs about you thats what I call pathetic. Ultimately this game will sign it's own end if it is not capable of attracting new players.

    I don't have an answer how to handle this perfectly as @Simfeliz pointed out. But we can't just keep acting like toxicity in this game is not a problem.

    MMR system might be not working but there is absolutely no reason to drop Chuck Norris on freshmans and then laugh about them when they loose quick. That's why I adressed it in this post. Toxic sweaty killers are a problem for all players in all games but in this case (where they seem to get paired up with newbies for whatever reason) it will cut out a large amount of new players from dbd.

    Thats not good for BHVR, and thats not good for us because, as I said, it will lead to the end of this game a lot faster.

    Most of the time I don't care about people trying to be toxic. But imagine you are new to this game, why would you bother playing dbd ever again if this is the experience in your first games.

    And what some people fail to understand is that calling everything they don't like toxic will diminish the term and allow actual toxicity to fly under the radar because we've all long since tuned it out and stopped caring. Ironically, this will harm newer players more than the things you're claiming are toxic. I mean, nodding aggressively?

  • I hit Survivors on the hook all the time. Auto-aim is a harsh mistress.

  • You see, there's fixing and then there's "fixing." Fixing your loose shelf is a good thing, fixing your loose shelf with gasoline and a box of matches is a bad thing. The idea in the OP is firmly in the camp of, "My wall is on fire but at least the shelf no longer wobbles slightly when I put a book on it".

  • @Chaosrider said:

    @Raconteurminator @pigslittlepet But its fine to have free hooks or trading into slug and tunnel? Killer double standards as always.

    You're working on the assumption that I'm taking sides here, rather than just pointing out the flawed logic behind the requests. Just because you play the Them Vs. Us game doesn't mean everyone else does as well. I don't care whether someone is a Survivor main or a Killer main; a good idea is a good idea and a bad idea is a bad idea. The OP is a classic example of a bad idea.

  • A replay function exists in Unreal 4.27, so outside of a skill issue or just not wanting to add one, there's no reason it couldn't be added. A compromise is to have the game log every button press players make and the seed data for the map, then let people download it as a CSV file. I guarantee within 2 months someone would come up with a way to play that data back in engine.

  • So what you're saying is you want 100% completely free unhooks.

  • I mean, yeah, that's absolutely uncommon.

  • I would say I haven't had a lot of subtle cheaters, but that's sort of the point I guess. If you're noticing them, they've done something wrong. I've had the occasional person zip forward 10-20ft after they've rounded a corner and thought I didn't have an angle, but my favourite cheater is the one that tried to Self Care right in front of me despite not having the perk equipped. They also moved a little too fast for my liking.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632317#Comment_3632317

    I've explained this to you. I won't do it again. As for the win rate, I've seen people explain it to you before, and I've seen you fail to grasp their explanation a dozen times or more. The 60% thing is not, by any means, complex, yet even when a dev has explained it to you in a previous topic, you've nuh-uh'd them and continued believing what you want. If it's all the same, I'll let that can of worms go unopened.

    Those "explanations" were obviously wrong. A dev did it and basically only proven my point.

    Go on Nightlight and check for stats. And see for youself a killer who has 60% killrate. I bet it is 60% winrate or above. Just do it, come back later.

    It's an asymmetrical game, this has been explained to you. And the numbers are worth nothing when you've been shown to be so very willing to ignore them or the context behind them when it benefits your argument.

    All your talk are words with no context, sorry. Invalidate my statement? Try that instead. 😋

    A dev explaining to you why you were wrong and how you were wrong only served to prove your point, which only serves to prove my point, that you'll conveniently ignore things when it serves your purpose. I'm not going to debate established facts with you, as much as you'd love me to.

    Denying context doesn't take the context away, like denying what a dev has painstakingly explained to you doesn't make it false.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632229#Comment_3632229

    What are the extreme outliners here? It is just one small component of the game which speaks for the killer beeing overpowered. There are many others of course. Overall winrate for example.

    It's an asymmetrical game and, Killers, by the very nature and intention of the genre, are more powerful and have more options available to them than Survivors. Killers and Survivors have different objectives and different means to achieve those objectives. They're not supposed to be directly comparable - of course they can't achieve anything close to what Killers can (though low hundreds has been proven possible), they're essentially playing a different game with different rules.

    Excuse me? Why should this not be comparable? Why would it matter if they have different objectives? They play in the same realm against each other. The only difference is that killers objective is easier to achieve then the survivors objective. The numbers are the only truth we have.

    What are the extreme outliners here? It is just one small component of the game which speaks for the killer beeing overpowered. There are many others of course. Overall winrate for example.

    I've explained this to you. I won't do it again. As for the win rate, I've seen people explain it to you before, and I've seen you fail to grasp their explanation a dozen times or more. The 60% thing is not, by any means, complex, yet even when a dev has explained it to you in a previous topic, you've nuh-uh'd them and continued believing what you want. If it's all the same, I'll let that can of worms go unopened.

    Excuse me? Why should this not be comparable? Why would it matter if they have different objectives? They play in the same realm against each other. The only difference is that killers objective is easier to achieve then the survivors objective. The numbers are the only truth we have.

    It's an asymmetrical game, this has been explained to you. And the numbers are worth nothing when you've been shown to be so very willing to ignore them or the context behind them when it benefits your argument.


  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632158#Comment_3632158

    But those top tier survivor teams do have this requirement. Again, they are the best of the best and can not nearly achieve what killer can do. Sorry, you can turn it however you want but it stays a fact: Killer can go for thousends of wins, and survivors can not, not even the best of the best together.

    I'm not twisting anything, I'm stating facts. You're using an extreme outlier to make your point, while arguing against the use of an extreme outlier that would make that point look weak. The number of players who could get win streaks in the hundreds or thousands can most likely be counted on both hands. It is rare to the point where it's not something that can ever be reasonably brought up in the average balance conversation.

    It's an asymmetrical game and, Killers, by the very nature and intention of the genre, are more powerful and have more options available to them than Survivors. Killers and Survivors have different objectives and different means to achieve those objectives. They're not supposed to be directly comparable - of course they can't achieve anything close to what Killers can (though low hundreds has been proven possible), they're essentially playing a different game with different rules.

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