Raptorrotas
Raptorrotas
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@Evocto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322910#Comment_3322910
As a nurse main she's not hard to play whatsoever. Sure if you're brand new she's difficult but just play a couple of games and all you need to do is get her blinks down. Not hard whatsoever there are more complex killers like blight and billy who have a way higher skill ceiling.
If "shes essy once you get the blinks down" is your argument then billy is even easier because getting his saw down is easier. And he can just resort to walking if he cant use the saw.
If people boil her down to "just blink next to them and hit them", then bill is "walk up to them and saw them", which is essier to execute.
@Little_Kitten said:
Mastering the movement of the nurse is not complicated.
After a relatively short time, a motivated player will be able to know whether his blink will take him next to the tree, in front of it, behind it, or next to the generator, or behind it, or in front of it, etc 😊
That's not the hard part; the hard part is being able to react on the fly and adjust your blinks extremely quickly depending on what's going on in the game: Is the survivor running straight? Does he make a back? A double back? A bluff? Is he preparing to pass a window? Does he go right? To the left ? Is it possible to catch him with 2 blinks ? Should you only use one blink? Etc 😋
I like this post, it atleast explains what might be asier or not. Most people handily ignore the third part tho.
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I think the keeper is the most recogniseable? And if the original game didnt get trouble i doubt thered be problems because of lampshade-head man.
And his ability would probably be easy to implement.
Spawn X safes on the map. Target these and activate your ability to then swap places with the targeted safe. Each safe is probably then given a seperate cooldown. Would be "hold m2 to highlight safe auras, choose safe by looking at it ( arrow appears above it), press and hold m1 to confirm teleport/swap", i guess.
Might be a tad close to sadako or freddys warp tho.
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Why imagine tho?
There was huge pushback against it when killers asked why they didnt get it when the devs announced the new hud and the hook counters.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334214#Comment_3334214
It was a very rough approximation that is actually what people not so versed in math give. Sure enough if we are talking about same probabilities of each event and only 60% kill rate, then stricktly speaking you are right.
However you have made 2 crucial mistakes:
a, (the less important one) killer not killing someone does not mean survivor won. There's a pity escape. Namely hatch and letting last survivor out (we can also count farming, but I presume that one is not statistically significant - at least not in average-to-higher elo)
b, You group losses with draws and consider them the same. They are not. If you strictly want to match feeling, you have to match wins with wins and losses with losses. As there is harder for survivor to draw then for killer, you need to split draws evenly between wins and losses (because as I said - draw doesn't feel best, but it certainly feels much better then loss - and bad feelings are generally more memorable then good ones).
So considering your equation, the percentual escape rate (39%) should somehow match killer wins (~47.5% - you have an error in your formula with combination numbers -> (1-x)³+(1-x)⁴*4 ) but at the same time survivor murder rate (61%) should somehow match killer losses (~15.6%). The first number matches quite well. The second one is not even close. Now can you see why 60% kill rate is not fair?
To a) I admit i didnt consider the hatch because its a hassle especially because i wanted to get an asverasge escape chance for a survivor, didnt really remember how to add the hatch into the mix, as it only affect the last survivor. As for the pity kills/hatches, theyre opposite of normal gameflow and can be ignored fo wuch a calculation of chances. They're part of the actual rates ingame but for the chances theyre not important.
B) im not sure where that 4 comes from as im equating a (singular) survivors chance with the killers. But as you implied, i havent dealt with math in a long time so what do i know? Draewing is only possible if you count survivors as a team, but i was working on the premise of a solo survivor chance to escape.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333663#Comment_3333663
You are wrong. You can't match just wins. You also have to match losses. If both survivors and killers can win at 40%, but survivors loose 60% and killers loose just 40% - guess who has better time? A draw is something very different from loose. And losses are way more frustrated/memorable then wins. So we could argue losses should be matched for both sides. And yet this would make 40% kill rate balanced which is not something killers would like. So again - make it mathematically middle ground. 50% kill rate. Both sides having fair chance to win or to loose (or to draw)
I should probably elaborate, i meant a percentual chance to escape per survivor.
Setting the escape/win chance as survivor player as x, we can express the chance to be killed as (1-x)
A killers win chance is the sum of the chance to 3k and the chance to 4k, so its (1-x)³+(1-x)⁴
Now equating a killers chance to win with a survivors chance to win
(1-x)³+(1-x)⁴=x ; ~38.2%=x
This is a mathematical formula to show the chance to escape per survivor thats equal with the chance for a killer to win, which is the sum of the chances to 3k and 4k. Which is a ~38.2% chance to escape.
I'd like you to tell me how you come to the conclusion that a killer who has a winchance of 40% doesnt lose 60% of the time. I dont even get what you mean by accounting for losses.
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Good list. Except one personal nitpick.
"Hey what perks are you running?"- theres still a chatting feature in any survivor lobby.
Cant wait for the "not enough" to kck in in full throttle and survivors asking for bond basekit and self-updating radar/map. 😂
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@Blueberry said:
Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.
Hopefully we follow this with some serious map reworks for size and tile strength.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408
I would not say so. the gen icon are pretty good at replacing kindred because you can assume everyone that works on generator is working on generators so when you let go of a generator, it assumes that your going for the hook save. Strangely enough, they added base-kit kindred for hook saves indirectly.
The only two other pieces of critical information missing is pallet dropping(i.e how to make window of opportunity base-kit without making it base-kit) and looping away from your teammates(I.e base-kit bond without adding base-kit bond).
I am thinking for windows to make it that when a survivor drops a pallet, the aura of the pallet is highlight to the team, so if you pay attention to the map, you can tell which pallets are being dropped by your teammates thus not needing windows of opportunity to know where dead-zones are created.
I really dislike when my teammate bring killers to generators when they're looping the killer. no clue how they could give more info to the survivor in the chase to avoid teammates bringing people to 80% completed gens.
Swf can create a pseudo map / ping by callouts with a clock based system.
Obviously that means survivors either need a map that gets automatically filled with everything seen or have the auras of known objects be displayed permanently once seen by survivors. Also free bond.
Dont you know swf has all that already?
/s
Although i can see some survivors demanding similiar stuff in the future.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333297#Comment_3333297
Okay, but why is that a problem? Is it not good for the game to be in a state where the top tier (which is like, three or four killers, so not even that many) aren't as powerful but everyone else is at the point where they're super viable at most levels of play?
The top killers should able to resonably be on the same level as the top survivors.
We are currently buffing survivor, so all killers need to be raised too. Top killers for the changes on the survivor side and the loser killers? They get buffed even harder to close the tier gap.
Top killers : the general buffs like smoother Qol stuff. Maybe whispers basekit.
Everyone else: buff the abilities.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333047#Comment_3333047
Only in DbD is losing 50% of the time considered a balance issue. And killers have to be doing something massively wrong to lose 50% of the time.
Technically not escaping half of the time isnt even balanced. Balance would be "winning on both sides has the same chance"
If each survivor had a 50% chance to escape (win), then "winning as killer is (1-0.5)^3 + (1-0.5)^4 whixh becomes about 18% to win, and thats with considering a 3k a win too.
Mathematically more fair is a ~38% chance to escape.
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She was just effing nerfed.
"Never enough".no nerf to the top killer is enough, because theres still a top killer.
Cant wait for survivors demanding a map/radar and permanent bond because swf has that apparantly.
I know im exxagerating but survivors do seem to be like this.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332320#Comment_3332320
Why, what happened with VHS? I am not following that game so i am not up to date. Did it go the way every other asymmetrical game aside of DBD goes and died?
Im not sure if they changed it by now, but i heard that the monsters were way too weak compared to the teens. So nobody was playing monster until they then released a robot killer that was waaaaaay better than the rest.
Salty monster players and monster player exodus happening etc.
But im not really invsted in the game, there mightve been changes by now.
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Great can we increase survivor collision radius too so theres no advantage in taking corners anymore? No? Thought so.
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How about the devs for once dont screw over killers when they touch something sound-related?
I think its been atleast thrice they tweaked something resulting in worse hearing for killers. Like x0,8 x0,8 x0,8.
Remember when they added sound ocvlusion and you now cant hear generators through a wall? (Its old but relevant)
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May I ask why the "best " state survivors should be in is somewhere beteeen "strongest ingame survivor" and " strongest ingame survivor plus external comms" while killers somehow shouldnt be put in line with the " strongest ingame killer (nurse, blight)?
@Audiophile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331770#Comment_3331770
Well, but this adds another piece to the puzzle. It’s killer vs survivors. Killers are SUPPOSED TO BE roughly all equivalent. Different powers and play styles, but all are supposed to be about the same strength. And I think you agree whatever this strength level is, it should match fairly against survivor teams. So, my argument is that, since solo is not getting any stronger, we need to bring the strongest killers down. For the sake of argument, I think Billy is one of the most balanced. A great player can wreck a team but he has limits to his turning, etc that can be accounted for but not always beaten. Oni is strong but fair. Wesker, Dredge… there are lots of solid killers that aren’t as OP as Nurse and Blight. I think Spirit is much more fair since the nerf. I would be fine with buffing some of the weakest killers to these levels. But making everything Nurse/Blight level? That’s insane.
@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331798#Comment_3331798
I agree to an extent. But my main issue with going that route is it leaves the strong SWF’s unchecked. I am a firm defender that you cannot penalize players for playing with friends, it just isn’t right. So if we can’t nerf SWF, and we nerf the ONLY killers that can put a fighting chance against strong SWF’s then they are going to completely run the game even more than they already do.
A billy is still getting wrecked by decent survivors. Pre nerf billy was fantastic. I believe oni needs a buff for early game, as all you have to do is pre drop and starve him of an early hit. Wesker is in a pretty balanced place. I think spirit is addon dependent. Dredge is ehh. His anti loop is laughable at times.
Both sides should get their "weak buffed twards strong" without moving whats the strongest.
Just a reminder that currently survivors get buffed because bad players kant keep up with good players on comms usong the same character. Thats like buffing nurse for noobs like me despite people like supaalf or marth back then.
m not disagreeing with the survivor buffs. But we cant say "awf is what all survivors should be" and "top killer OP, nerfnow"
If all survivors need to be the level that good players can reach with good usage of comms (callouts, "clock"-map), then all killers need to be mechanically buffed toward reacing the level of the strongest killer.
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Should we buff a character because bad players cant keep up with good players using the same character and using a third party program efficiently?
Currently survivors get buffed because of that. The differwence between solo and swf have nothing to do with ingame mechanics, but skill and voicechat. Yet paradoxically survivor gets buffed to reach the level of 4 survivor plus comms.
"Overperforming" killers get nerfed and weaker killers ( real ingame mechanical differences) dont get buffed to reach nurse's level.
Is delaying a disatvantegous gamestate toxic or acceptable behavior ingame?
99'ing a gate to delay EGC time pressure / Slugging to delay hatch opening.
I think some questionable perk changes arent the biggest problems. They wanted to make ruin worse to make space for other perks, and they succeeded.
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Oh netease?
I wondered why the dbd mobile skillchecks felt similiar. These guys did Identity V, they got some framework to use for dbd mobile.
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Please dont overhype and get your expectations too high. It might as well be a 5 second reduction for incapacitation eruption and 5% healing for COH.
As soon the devs post actual changes, feel free to mock each other in gleeful Schadensfreude.
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Why's escaping so important to survivors?
Quite hypocritical to demand them not to go for their goal ( kill all survivors) when you're trying to do yours (escape). Just do some gens, maybe loopdaloop for some time, and then stop trying to escape. Afterall it's just fair if all involved players just dont go for the win.
Tl:dr dont shame killers into playing hoe you want.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326663#Comment_3326663
Dead Hard
nuff said
If we balanced killers like survivors currently, we'd be buffing nurse because bad nurses cant keep up with good nurses who are also using third party wallhacks 😉
@Marik1987 said:
Nurse is FAR TOO STRONG compared to other killers.
Bring them closer together.
Playing Nurse = cheating
Might I ask why nurse has to be nerfed when every other killer is an equally good target for buffs? Its quite sad to see this community be so ... Unawarely survivor biased.
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@Gamall said:
Always laughable when killers ask for nerf for what they are gonna struggle more instead of improve their ability to work with it
Hellllllooooooo Nurse!!!!😆
Please cease this hypocrisy.
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"Its not enough". She was just nerfed. Contrary to poular belief survivors are indeed unable to stop complaining about the top killers even if they got nerfed.
Can we apply the devs "watch and see" to killers too, before jumping the gun and gutting yet another top killer?
Just be happy survivor buff logic isnt aoplied to killers too.
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Cuz survivors unable to keep track themselves and need UI ? They dum dum /s
Seriozs answer: "killers could use it to tunnel". They folded because of a buzzword.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324818#Comment_3324818
Like I always laugh at people on the forum when killer mains say "survivors just want killer to be nerfed until it's free 4 man outs" but audiophile actually does want that. Proof hours don't matter when people like this exist.
Im pretty sure theres enough survivors who think like that, especially with the whole "4k bad" sentiment/narrative being so prominent here.
The 4e bad crowd seems miniscule in comparison.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322910#Comment_3322910
i mean, she isn't as hard as Billy is, for example. She's hard but certainly not the highest skill ceiling the game
- Walk to survivor
- Hold m2
Backrevving complete. Im pretty sure needs to do more than billy and has more input behind her actions in a chase.
She actually has always been perceive as harder to play and stronger than billy. And I've been around when she was introduced.
@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322910#Comment_3322910
you need to play 3 games to understand how to play as a nurse. Try playing as a nurse or watch streamers who get 500 wins in 4 kills without perks. IS THIS BALANCE? She obviously needs a nerf.
I myself take on a nurse if I don't want to spend a lot of time getting a rainbow rank.
"Shes strong so she needs a nerf" is not an argument I'd choose especially since were currently in the wake of buffing a character because noobs are worse at said characters than good players. Survivors are lucky survivors arent hold to the same standard as killers. Or killers to the same standard as survivors.
I laugh at the thought of the crying survivors if the nurse was buffed because bad players like myself werent performing like alf.
Snark aside, the concept of blink blink attack isnt that hard. Kinda like, throw axe, or shoot gun? Or "walk, uncloak, attack" thats a classic too. Oh how could i forget, "hold M2 walk forward hit 2 people" "hold M2 to shock".... Damn all so complicated co understand.
Now hit a moving target thats not resigned to just ragequit instead.
@Little_Kitten nice explanation, have a vote 🤗
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I think its more likely the Survivor HUD to be not affected by anything "to protect the mechanic thats closing the solo swf gap". All that free info needs to stay free else survivors riot: "but an third party advantage (comms) is unaffected by ingame mechanics, unfair, nerf blindness now!!!!"
Only your 3rd idea might be implemented if the devs bother to.
If dbd were better optimized, blindness could maybe raise the fog density tremendously for affected survivors or restrict the max visible distance, but probably never as strong as dredge. Or maybe add a black vision obscuring border around the edges of the screen to reduce the visible area for survivors.
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Just make the other killers as strong as her.
When we are buffing "survivor" to make bad survivors as good as good survivors on comms, despite it also buffing good survivors.
Buff the weaker characters on the killer side that are actually different charactets and dont shift the maximum potential killer strenght a survivor might face in a trial.
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Lol.
Nurse gets stunned the same duration as other killers. Her punishment is the same.
Its not her fault the other killers suck or have clunky mechanics or restrictions in their abilities.
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I wonder why and when survivors started reurgitating the "shes not that hard" nareative?
Shes constantly losing LoS and NEEDS to be good with her blinks. Its not a point and click "teleports right behind you, kid" move but each move has to be calculated.
The only point aknowledge her "not being that hard" is when compared to other killers who have to fight their own specifically so designed clunky mechanics for less output. But thats not a nzrse problem, its pig, nemmy, twins' etc problem.
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@Little_Kitten said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320010#Comment_3320010
Indeed, instead of crying over a killer who, even in 6.4.0, has counterplay and can be challenged by a good team, people should be putting their energy into proposing improvements to the weakest killers in the game 🤗
Unless they actually want to have NO problematic killers, so they can feel very strong? 😏
The community is quite survivor sided, unconsciously or not.
"We should buff survivors to the maximum a swf can perform". We're giving survivors (solo AND Swf) quite a lot of info automatically, when swf had to have intention to relay it and waste time talking. Cant wait till thats not enough afain and survivors get permanent bond.
Yet on the other side the "perfect" killer strenght isnt the top killer but top 5-7 or so.
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@Sparxlost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320010#Comment_3320010
it is not a NERF thread it is a rework thread....
i personally think these changes would make nurse more accessible and easier to play...
Imagine wraith would look down while uncloaking and gets slowed down more.
Thats what you think is good for her, which means killing all potential of using her power in a chase or to ambush survivors. The ability would become useless in a chase, which makes her chase the default braindead "M1" chase.
She'd be a worse wraitth.
Edit: too lazy to check math bit wrerent her blinks just barely better than 115% walking on long distances?
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As far as I know Identity V's duo hunter mode has some weird timed restriction for when its available, but its popular.
But it also gets some special modifications like 45 seconds of hooked survivors neither being rescuable or progressing sacrifice, 3 healthstates and a 30% repair speed penalty (mightve neen on all channeled actions, cant remember) on 7 needed generators of 11 max. Oh and only 2 of the biggest maps were in the map rotation.
It could work in dbd, but the killers would need to be a) more in line with nurse instead of strong killers getting nerfed and b) probably also some special rule modifications. The timeout for hooked durvivors is a good method against "1 camps, 1 hunts", for example.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320079#Comment_3320079
Nemesis has an entire kit of meme addons. The best addons are zombie movement speed but they are easily path glitched. There's an exploit where you can make them "afk" next to a generator when they should be pressuring you.
Well thats concerning.
I dont know anything about nemesis nor am I interested in learning about his curret addons. The whole "needs 3 hits" and the "weak-to-barely good" progression of his whip put me off somehow.
But thasts why I'm in support of removing statboost-addons and adding most of these lost stats to the basekit. If there arent statnboosting addons which dominate the usefullness of addons, the othet types of addons may shine. Im thinking special effects ( wraith aura reading while invisible) or minor mosifications should be the kinda of effect for the addon slots.
Transformative addons like Tombstone or mirror myers, or even nurses new "warp back to start" should be alternative abilities to swap in the ability/item slot.
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@DBDVulture said:
Once upon a time killers were strong without addons. Someone had the "brilliant" (please not the sarcasm) idea to make killers weaker and require them to have strong addons to be scary.
As an example: Launch Wraith used to uncloak faster than he does now. Many killers got minor nerfs that would be 'undone' via certain addons. As you can imagine it was not a good idea.
One of the biggest problems with DBD is the "doubling down" of addons that do the same thing or nearly the same thing. As Nemesis you can stack 2x zombie movement speed addons - ok this is a terrible example because they still do almost nothing. However in the case of Pyramid Head double range addons makes his attack nearly impossible to miss. Double up on Nurse addons and you get the same thing.
OP you need to realize Clown is a complete joke without Pinky Finger. I'd be all for deleting pinky finger if Clown got massive buffs and the new pinky finger was crap but he was so much better that it was like you had a 60% buff on all the time.
As weird as it sounds, I'd be fine with killers only having meme addons. IF they made some of the possible stats lost by removing %-statboost addons basekit.
Because then killers had a "good" basekit plus "good" miniperks/memes instead of bad basekit and "good addon that only fixes 1 bad aspect of the basekit"
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319572#Comment_3319572
I mean all you need is for two people to come at the hook at the same time and most killers can do nothing about it. One unhooks, takes a hit, second one bodyblocks, all three run. GG.
That is not "fair for both sides".
Some people zhink fair or 50:50 in this game means 50% chance to escape. When in reality it means "killer win chance is the same as a survivor's cjance"
For the community approved way pf thinking 3+ kills is a killer win, a survivors having a "mere" 38.2% chance to escape is actually fair.
More often than not this community is too biased (generally survivor sided) to objectively be fair, see 99'ing gate vs 4k slug on example topic of "is delaying disadvangeous gamestate bad?" (hatch open and egc respectively)
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The community are advocating to buff sirvivors because some of them are using comms for advantaged, and the devs are actually implemeting stuff for that.
Yet here we are in another nerf thread for the opponent who actually competes on the level of said survivor+thrid party tool users.
We should be wrecking our brains to pull up all killers to the level of nurse, not nerf her down into uselessness.
Cuz most killers will be inadequate once "solo" (read: survivor) reaches "swf" ( survivor pluss comms plus teamwork)
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So do killers get IdV's terror shock instead of grabs to compensate? (that means survivors are exposed during actions.)
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It'd be interesting to see statistics between the items/addons sold and the items/addons being used in trial.
Could maybe lead to another addon overhaul ( changing total number of addons instead of just changing effects )
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And yet again no one cares that the 4th survivor is hiding instead of helping the slug. More specifically the last survivor is explicitley waiting for the slug to die so the hatch spawns. Funnily most often the 3rd and 4th survivors both would do this regardless who gets found first.
Afterall they stopped trying to do remaining gens once 2 die.
As for the "killer delays hatch gamestate" argument? 99'ing gates does this too and isnt being considered "bad", hypocrites.
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*joins lobby*
*links discord*
Boom randoms on comms who'd be able to share the perks if they died.
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As far I know its not intended anymore for survivors to see killer info as survivors on comms did tell their friends.
"Hey he's running noed and bloodwarden"
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"Hey im being chased" instantly automatically available without the chased survivor needing to distract themselves from the chase.
Its just one of the better comms callouts.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317149#Comment_3317149
It simply comes down to the fact that robbing one player of the ability to even play the match, as a strat, is not healthy for the game.
Getting killed, even by *scare cord* camping, doesnt "rob a survivor of the ability to play the match". Progressing generators, evading killers, the all beloved chase and looping... playing the game, as is getting killed.
The game also doesnt suddenly become a "unwinnable 3v1", that'd only apply if the game loads with only 3 survivors. the 4th had enough opportunity to do stuff before getting chased and killed.
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There are:
- bad players and good players
- 1 survivor character
- Solo and group players
- A lot of killer characters at different strenght levels.
Were trying to push bad solo survivor players to be par with good group/comm players by buffing the same character used by both.
One of the problems is that one side gets adjusted upwards and the other downwards.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315661#Comment_3315661
So you are one of the ancient players who didn't stop playing. You get fewer and fewer, which is sad to see.
I remember the Trapper stuff from videos. And I also think that Billy got nerfed too hard. Wraith is OK, which is OK, since not all killers need to be top notch.
Anything but AGI+IG was not fun with all the perma Sabo I guess until STBFL came into the game. And then there were insane infinites, insta vaults, insane we'll make it heals and so on. You can't tell me killer was easier back then. Survivors were just not as efficient as today.
The real problem is map design, not Gen speeds or perks. Big maps like Mother's Dwelling should not exist. Maps like Ravaged Square or The Game have too many safe loops etc. Tiles connecting to each other creating insane layouts (Suffocation Pit) are a problem. That needs to be fixed first. Survivor spawns at the beginning need to get fixed. Medkits need to get nerfed.
Yes, there is a reason why Blight and Nurse dominate in high level play. There is a reason why Myers and Trapper struggle against the same people. Anything that is just right while vsing strong survivors will destroy any newcomers. There are 2 aspects that make balancing difficult: experience and swf. Experienced players can make the most out of pallets and play very efficient, while new players don't. Swf have insane info, soloq hasn't without perks. You see? How do you balance a map or a killer without it being too strong or to weak for either side of the spectrum? It will always feel unbalanced to you if you are not in the middle.
I dont wanna be nitpicky but i kinda dislike your " its okay for bad characters to not be on par"
Why cant the bad killers be buffed to be on par with the good killers? The killer tier gap is actual game mechanics/variables compared to the voicecomms and group mentality of swf.
If the power level of survivor can be pulled up to "survivor+comms+teamplay", then im sure we can buff every killer except the top 3.
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Killers chase survivors at 5 gens and survivors do generators at 0 hooks or even 0 hits.
I seriously think the "at 5 gens" narrative is disengenious because survivors do the same all the time.
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Top killer nerfed
Responses will range from "wasnt enough " to "how about we gut the next top killer next" to "nerf pig again".
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Irs never enough for survivors. Did you visit the forum in the past days?
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@WesCravenFan said:
The problem with most anti-camping/tunneling perks is they would become instantly meta, overly effective on SWFs, and become must-runs.
Remember how everyone "had" to run Borrowed Time before?
I don't want that community mentality back.
Dont worry, the perks arent gonna ne must run perks...
Nowadays they get demanded basekit.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315090#Comment_3315090
Thanks to killers who camp and hit right off hook. Basekit BT is undeniable needed, and eventually its still not enough against hardcore tunnelers, its like they asking to buff basekit BT more, which Basekit BT actually got buffed after 3 months.
No offense, but for some people its never enough.
People are slipping down the slope and are gonna demand to deny the killer the choice who to target, when to target, and where to be.
We arent gonna demand survivors do their gens in a certain order or only at a certain speed.
But might just be my killer bias talking.
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@C3Tooth said:
Somehow I wish my creative as an artist can be as good as killers' balance idea in the forum...
I miss the crazy survivor ideas from a year ago.
But stuff like bt basekit did happen, the devs accepted the crazy.