Raptorrotas
Raptorrotas
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- Raptorrotas
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Shock delay addons removed, madness actually does hallucinations basekit, instant thumps up! And while I think it's probably unlikely the devs were ever to add this in the game, the shock trumping survivor vacuums is absolutely needed.
This looks nice.
(Off topic but dont listen to people who fail to realise that survivor comfortably sits between S and A tier on killer tier lists.)
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085453#Comment_4085453
If there are four gens left and two people what's the point of revealing your location so the killer can find you too? You aren't going to both be able to leave.
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085453#Comment_4085453
Soooo what should the 4th survivor do if the killer decides to stay close to the slug while there's multiple gens left?
Did i suggest in any way that you gotta stop being a vulture?
Youre free to be egoistic , but survivors should pratices what they preach about empathy for other players or shut up about it, dontcha think?
So id suggest the last survivor to silently jump into the pity escape hatch, get their escape score and then shut it about killers being evil for slugging
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Survivors care only for their own escape.
If you really felt for slugged people you'd help them instead of being such a vulture for the hatch.
But your own escape and ego are more important so youd rather hide in a corner and blame the killer for your own strategy.
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Which rules does she supposedly ignore?
"Moving through walls" ?well we have many teleporters by now.
She doesnt hit people through walls btw. Thats tule is broken by many others
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I'd say killers for whom simple number buffs wont make them keep up with survivors.
So choose some of the myriad killers below the border A/S tier.
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Nice work, if quite unnecessary in my opinion.
She's in the game and thus should be available.
People crying over killers working as intended in 2v8 are weird. Oh no, the runny stabby guy is runny stabbing around the map with 2x the targets. Just ignore theres also 2x the number of people who can heal each other.
@Rokku_Rorru said:
I agree I'd love all of those you mentioned, I'd also like to add in trickster, I don't see why they can't just add the knives in between the hatchets in the locker so they can both reload without an issue visually.
Ive seen some idea recently that lockers should simply only show the relevant ammo assets for the person opening the locker, so its hatchets for huntress, knives for trickster and dwight for the rest.
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So what exactly does SWF have that SOLO doesnt?
The only thing that comes to mind is comms. The rest like "team mentality" or "teamwork" is skill/community issue the devs cant touch.
AS for comms, cynically said: Survivors dont want it to change from an added benefit ontop the balance to being part of the balance.
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Mhm. Years ago i played Identity V's duo hunt. Back then I think the only disabled killer was the photographer who was already using the 2v8 UI to track copies of the survivors in his own photgraph-paralell dimension. ( He could attack copies while phased to damage survs, i hope it makes sense)
He was disabled cuz he'd break the UI with twice the survs and needed a NEW UI just for him.
Dbd's killer seem rather tame with only adding interactible objectivs at designated points.
Pinhead for example', same with dredge and vecna², is that they affect all survivors at once. But you could easily tweak the durations, charge rates or spawn amount, depending on map size.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076482#Comment_4076482
I feel like "tunneling gens" was said in jest...
Why should it be in jest when its quite usable synonymously for "rushing" in dbd? Both is "doing the objective efficiently, effectively or tunnelvisioning or wearing blinkers" ( these things you put on horses for carriages so theyre less distracted by other stuff)
I think its the negative connotation the (survivor) community has build up with that word. They do not want their derogatory term for killers used against themselves.
Survivors cant "tunnel", its called "rushing" for them, but remember that "gen rushing" doesnt exist because its just "doing your objective"
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Well then you have 3 Survivors complaining about you being a tunneler and 1 Survivor calling you boring.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075191#Comment_4075191
Say you didn't read my post without saying you didn't read my post. I'm not saying make her the same as xeno (I'm using it as an example, a parallel), I'm not saying nerf her power or rework her. I'm saying give survivors a way to counter her, since she currently has no counter. You need to read it in detail before criticising the suggestions.
Having a counter would also give cause to bump her movement up to 4.4 so she doesn't have to rely totally on her power.
The devs are free to add a 4.4 not-through-walls-teleporting banshee who needs to disable metronomes so she can use her ability near those. Power to those who want that.
But keep the nurse the nurse.
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Wouldnt stop survivors from seeing the mere act of killing them as tryharding.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073706#Comment_4073706
The problem there is you are looking at kill rate, which is not the same as win rate. The devs balance around a 60% kill rate not a 50% win rate. Which is partially to account for the 1v4 nature, as well as for hatch.
You have to keep in mind that a 3k and a 4k are both a "win". So if i played 100 games, and got say, a 3k in half my games, and a 4k in the other half, my kill rate would be 87.5% and my win rate would be 100%.
But in those same games, if i got 3k every single game, i would still have a 100% win rate, but my kill rate would go down to 75%.
So now, if i play 100 games say:
- 25 games i get 0 kills
- 15 games i get 1 kill
- 20 games i get 2 kills
- 30 games i get 3 kills
- 10 gets i get 4 kills.
This would be a win rate of 50%, i would have 40 games lost, 40 games won, and 20 games a draw. But what is my kill rate? 51.25%. So my kill rate is actually higher than my win rate. There are other scenarios where you can have the opposite. But given that a loss can actually be 0-1 kills, and a win can be 3-4, it makes sense to skew the "kill rate" balance to something higher than 50% when you account for the hatch mechanic which leads to wins being statistically more likely to be a 3k, and in general losses tend to be 1k (just due to the nature of the game)
Wouldnt an outcome of 40:20:40 make it a 40% winrate? Of 100 trials you only won 40.
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I'd say the shambler or that pig flesh thing would fit dredge a bit more.
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Well obviously the survivors are creating the monsters that tunnel them. Haha. Some part of the survivors do tell everyone they dont care if they lose or wanna play casual and chill.… These are the first to rage at anything that makes them lose.
In less ragebaity words.
Ignore the sore losers and play as you want. But if you ever feel theyre being ungrateful despite yourself actually playing by their book, you're free to actually stop giving a ######### about their rules anytime you want.
("At 5 gens" is anything between 7 gens at 0% and 7 gens at 99%, which can be anything between 0 seconds into the trial and 5+minutes into the trial, it can also change from 5 to anything between 4 and 1 within seconds at any given moment after about 2-3minutes into the game. Its such a broad variable timeframe if were being honest. In the meantime survivors are rushing up to 4 gens at a time, without the curtesy of swapping gen every 30s, while theyre "at 0hooks".)
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073008#Comment_4073008
Of course that's the point. The game is filled with ways players can give themselves an advantage. Survivors can run BNPs every match, killers can always play Nurse, you can run BP offerings or things to make it more likely your side wins, etc.
People want to be incredibly selective about making SWFs sound different when they aren't. Killers have a 60% KR, a substantial advantage, if you want to talk about unfair that's the place to start.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073016#Comment_4073016
The 60% KR doesnt even mean what you're implying here either, because you can have a 60% KR and have a 20% win rate at the same time.You can have a 60% KR and an 80% win rate.
As for the 20% win rate absurd outlier, let's actually explore that math. To get that over a 100 games a killer would have to 4k 20 times, and 2k 80 times - so they would have a 0% loss rate.
I'm not going to pretend that either of these scenarios are even close to true, but to try and disprove my point you brought up a situation where the killer never loses.
You all really needs to stop using it as an argument because it really isnt one. It being targetted lower wouldstatisticallymean killersshouldlose more than winNope, not even close to how the math works out, because this thing called draws exist which you even have in your post.
you can see the problem there. Or maybe you can't or don't want too.As I said above, the situation you brought up above requires a killer loss rate of 0%. So for those of us who don't want to understand things…
Please elaborate, who are the other actors that neither win or lose in a 2k?
Because it isnt the dead survivors, they lost. Its also not the escaped survivors, cuz yknow they escaped and thus won.
And "team survivor" doesnt exist in dbd. Survivors arent judged and scored as a team.you dont magically get a win if 3 other escape or lose when youre the sole survivor. If theres been some changes, please enlighten me.
"Draws" do not exist in dbd.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072168#Comment_4072168
More than both s-tiers in last 4-5 years togeather and still its not enough for some people who want him to end up like skullmerchant and still complain about him than.
Its just DBD culture nothing unusual here in these 9+ years of this game exestance.
The community doesnt care how the killer Tiers compare to the survivor. S tiers are broken and need nerfs because theyre S tier.
Ghoul' gonna be the next blight and blight is still gonna be complained about because "good blights wont care about 110, nerf rushes".
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I think when stacking the same effect may lead to reduced effectiveness, the devs will be free to buff the perks with lower numbers. Afterall now theyre getting auto-balanced when stacked.
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May I ask why the community is still clinging to the misbelief that solo and swf arent the same character?
The devs dont want to differentiate survivor into "solo" and "swf". And ingame there already arent any differences left as there were never any to begin with.
the problem is bad players seeng good players perform well and wanting to do the same without actually improving. That those good players additionally might be using third party apps to be even better doesnt help this situation.
Adking for Solo buffs is like demanding blight buffs because im worse than momo.
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Id like formsurvivors not to be able to do stuff while getting electrocuted, thank you.
I doubt we get any substantial buffs either way. Its most likely gonna be these nothingburger +/- 0 addon passes which dint buff the max power of the killer.
The top killers wouldnt be"too strong compared to the other killers" if the devs actually made the weaker ones stronger.
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Stop with the 4.4, its outdated by todays game speed.
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wow like with trickster.
"If they were 4.6 they wouldnt use their power." - No you dinguses, people choose a killer to play to use that power. Why play blight if you dont wanna use rushes?
If anything, the recent trends with gamespeed etc made 4.4 obsolete and all those killers should just become 4.6.
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Its funny that good survivor groups are apparantly so rare theyre an gigantic outlier and shouldnt be considered that much for balance. Meanwhile people cant stop citing that 1 guy as reason to nerf blight.
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They simply should do it oike Identity V if they cant make grabs consistent.
just make survivors take double damage when interrupted while doing any action.
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@mecca said:
Imagine a survivor winning 1992 times in a row.
Imagine a player winning 1992 times in any other video game.
Shows the massive disconnect the devs have with their game.
"Omg why cant the bad newly installed soloq players do the same? Buff survivor"
Im pretty sure thatd be happening.
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Survivors want easy outs and farm games so they wouldnt ever touch comp. They also start calling each killer who doesnt farm a tryhard, "cuz its casul queue". Probanly mass report too.
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@random1543 said:
Ill answer with one thing from both sides
For Killer
-- Top tiers / not different perk strengths
I feel like having strong Top Tiers causes perks to be weaker just because x can use them, this can be fixed by addressing top tiers so stronger perks can be made or having weaker/stronger perks based on what killer you are playing. Perk Strengths could also apply to survivor side as we could have more powerful induvial perks that loose value when stacked but its harder to do for the survivor side because of my next issue
For Survivors
- Not wanting to bring Soloq closer to SWF
Devs seem to not want to add Soloq benefits such as seeing each other perks and comm wheel call outs, by not doing this the game will just continue to be harder to nerf aspects on the survivor side as the solq - SWF gap is not bridged. last Soloq Bridge we got was the hud years ago. edit: correction the anti camp addition to the hud was last one before that it was the HUDWhat exactly is the difference between solo and swf that the dev can actually tackle?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064067#Comment_4064067
For the wall climb, they should have tried wall cling. Use the same coding as the Hux's pods. The xeno can "shoot" itself up to a location then becomes undetectable and cannot move. From there, it can pounce off of the wall injuring any survivoes it hits.
While i like the concept, i think its a bit similiar to the blight/wesker: "Jump to wall, dash attack to survivor"
Depending on the timing its either useless (the delay between perching on the all and jump-attacking is too long) or survivors will hate it cuz its another blight/ghoul dash attack.
More power to weakish killers, but something like this will alarm the horde lol.
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Thats sadly not how it works unless the measure to "lessen the gap" literally is "add voicechat to dbd". The omnipresent "solo-swf gap" technically isnt even real or about solo and swf, as those already are identical.
Its more of a gap between using comms or not. Cuz people on comms will use the free aura even better than those who cant give orders or strategize together.
Survivor+buffs will not catch up to (Survivor+buffs)*comms
The only buff ive seen to only target comms would be a chat menu with premade callouts. Even a ping menu wouldnt lessen the gap without buffing the comms users.
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- " Ah yes , good survs are an outlier that should be ignored, but that one blight exists so we gotta nerf that killer. "
- "Btw buff survivor cuz solo (survivor) by bad players underperform compared to swf ( exactly same survivor +comms) by good players."
second point also applies to nurse but this community just loves ignoring bad players on good killers.
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Discord for mapwide teamchat. Ingame proximity to insult the killer.
Its an romantic idea but it just doesnt work.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/463896/where-is-the-variety
Let me tell you this way.
There is a variety of guns you can use, but there is an rpg you can use with no consequence.
It works as intended, a massive aoe oneshot weapon.
The others get easily overshadowed, pistols, smgs, shotguns, machine guns, snipers, ecr.
People will stick to the rpg because its easy and effective.
nice analogy, let me expand it.
Do you take a derringer or a panzerfaust when you can run into enemy tanks?
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Use your eyes?
Scan the area with your camera instead of staring at your survivor repairing the gen?
HEY LOOK AT THIS GIANT WARNING TELLING YOU THERES A STEALTH KILLER HERE. are you seriously asking for this nonsense?
What does soloq have to do with this? Due to lack of seriously convincing arguments, I'll just assume usage of buzzwords to summon shallow survs to defend a bad take.
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Making trapper traps not affect him but deep wound injured survivors will not affect any other killer.
changing general killer mechanics might be problematic, but not changes to specific killer abilities, unless those changes may make the killer the new top 1 killer.
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I think its remarkable how often people think that hitting an enemy just happens by doing nothing.
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The devs are already struggling with balancing te killers. Why the hell would you want to add map size and object count to the variables theyd need to juggle to get the balance.
If trapper and pig got like 1 pallets on a map the size of singularity's nonexistant ass i'd bet you survivors suddenly want those two nerfed.
Just buff the weak killers disregarding the consequences, the community wants it for the survivor character so it'd be applicable to killers too.
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@Specotoge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044900#Comment_4044900
grabbing to insults already? Early game tunneling is much worse than disconnecting from a match, read my other comments, maybe you you should play survivor, maybe everyone disagreeing should play a custom match against me and I will be the killer and show you how it is to get tunneled? I think that’s a good idea.
"Tunnel is bad so im gonna tunnel you to show my moral superiority" what a way to prove yourself a hypocrite.
You cant denounce tunneling as evil to people who dont share that opinion.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044909#Comment_4044909
Tunneling isn't "playing optimally," it's taking a shortcut. Instead of running faster to win the race, you cut across the track.
Survivor is a completely different game, so the comparison doesn't hold here. Survivors are always expected to improve, loop better, play better, etc. Why are Killers not held to that standard? Why are only Survivors' skills expected to improve while Killers' skills are expected to remain static?
Would you kindly elaborate how tunneling is a shortcut?
And please dont tell me you mean "choses same survivor multiple times in a row" or "focuses down one survivor. Thats hillariously the same as "playing normally" on survivor by sitting on the same gen as much as possible.
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Its funny how collectively scrub the survivor community is
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Because ingame swf and solo were never balanced differently. Theres no swf and solo, but only survivor.
~ Discord isnt a game mechanic ~
Adding anything to emulate cheat comms is a straight buff, be it ingame chat, chat wheel, ingame map, radar or permanent free bond.
Its asking to break the balance lol.
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Shes barely faster than an m1 when traversing the map.
No.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041673#Comment_4041673
Truth megs will be mehs and nothing changes it.
But maybe its time to just give bond and some rudimentary chat wheel and point/ping tool to survivors. (Itd soften/eliminate the solo-is worse-excuse)
It'd be hillarious to see people's reaction to the entity-send revelation that its not the killer's fault that "solo" sucks.
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@FerrousFacade said:
Or it means that the killer got a 3k or 4k in as many matches as they got a 0k or 1k. Ties are the rarest outcome in the game.
Who the killer tie to? The two dead or the two escapees? A tie only works if theres more than 1 team with an inconclusive state.
Dbd is not Survivor Team vs killer. Its a free for all among all survivors. You dont magically win if 3 others escape.
Survivors die or escape individually and the killer loses on 0 to2 kills and wins on 3 or 4 kills.
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It might be ancient knowledge by now, but didnt the devs explicitly state they will not balance survivor differently for solo or swf?
For the devs there isnt solo or swf, but only survivor. Technically theyre already the same too, since comms are 100% third party tools.
You'd rather start balancing survivor around good players like people demand for killers.
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Identity v does have it and it works well even with rudamentary sentnces like "heal me" and " focus on repair"
Dbd survivors may need a ping tool too. (And free bond basekit /s)
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029434#Comment_4029434
While placing a generic icon on the generator would be more sterile to digest, I'd prefer an effect more attached to the generator. EG: Where the ambient sparks already occur, have a larger spark and illumination indicate an upcoming skillcheck. This still tells the respective survivor they have a skillcheck coming, but is a bit more ambiguous when viewed from the corner of your eye. Or this spark could be shown only to the survivor receiving the skillcheck (much like I'd imagine a generator icon would be).
It should sync up with the audio skill-check (including any reductions in the delay EG: Huntress Lullaby).
(The hose side would spark at the hose connection to the green canister only from the skillcheck (doesn't make total sense but that plays into the entity not having complete knowledge of things).
Ohh i thought you ment in the UI.
Well something visible ingame would be cool and might force survs to choose between focusing on the gen or watching out for the killer.
Cool idea.
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If its similiar to the visual heartbeat? Maybe
Still will not make people stop comlaining when they let go as a skillcheck started.
But there cant be a longer delay between the warning and the actual skillcheck lest the skillcheck will be easily skippable.
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Give command / chat wheel or extensive menu like back in the original cs.
Maybe even free bond. But then we gotta stop making excuses.
At that point its not the survivor-character at fault.
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For all that talk about bringing solo up to swf, its always baffling how people dont want to close the killer tier gaps.
Just buff the weak killers to be on par.
