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Reborn2020

Reborn2020

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Reborn2020
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  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176762#Comment_1176762

    Not really, unless you plan on playing 100+ games against them.

    All challenging them to a specific game does is massage your ego if you win, and show nothing if you lose. Further, it completely sidesteps the live test method, as in the live environment, a swf knows that they are a swf, knows what they are bringing, and knows their plan. The killer doesn't get to have the foreknowledge.

    Your quest for some sort of rematch is simply for your own benefit and has nothing to do with trying to show any sort of empirical evidence of their experiment being true or false.

    If you really wanted to discount their findings, you'd be organizing an experiment of your own.

    If you just want to prove you're better than any given swf, go get on discord and find some opponents. There's tons of them dedicated to playing in swf, and there's a lot of players out there that are better than most of the depip squad.

    "Your quest for some sort of rematch is simply for your own benefit and has nothing to do with trying to show any sort of empirical evidence of their experiment being true or false."

    Thats Marth 😀 because swf with comms proves nothing.If he really wanted to prove something he would do it with any team.

  • Guys by the way Marth also believe a simple math in this game.

    I quote him "This dev team gives no shits about balance so im not wasting my time. Plus its simple math and apparently half the community plus you are bad at it, and im not gonna sit here and explain it in details to a passive agressive keyboard warrior".

    So he believes that 4 survivors means 12 chases in order to win.

  • @finitethrills said:

    Y'all are funny. Some group puts down the many hours of both play and simply just trying to organize everyone on at the same time and still just denigrate the effort involved.

    Here's a trick: if it was always so irrelevant, why don't YOU go ahead and put together a group of 4 and play your butts off to refute the findings? That's how debate works.

    You don't get to say, oh hey, these guys collected a ton of data, recorded every bit of it, but they're wrong because that's what I think.

    Maybe they are wrong. Feel free to prove it. Until then, I'm going to go with the side that actually made an effort to collect data, in full public view.

    well doesnt it make sense to challenge the one who put that experiment in the first place?

  • @vigilante714 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176685#Comment_1176685

    you're only talking about the result. nvm the process of downing them. well if were neglecting the process of doing something. taking out a survivor while the 3 other just finishing a gen. whats worse, if the other 3, just like the dev said, has BT, DS. then more gens complete if you neglect all 3 of them

    No i mean if killer chase others too but trying to eliminate survivor that has less lifes that sometimes implies as tunneling i believe since there s no other well known term for that around here

  • Also Freddys fake pallets and red stains works only in dream world. So i d say they are pretty much like Hag vs Trapper though Hag may not commit into a game against flashlight ez counter.

    Hag is a smartass.

  • @Peanits said:

    It's one way to create pressure, but it's not necessarily a good way.

    To give an example, you tunnel that one guy all game. They get saved with BT, you finally down them and get DS'd. Then they're saved again with BT.

    All of that is an awful lot of time for the other three healthy survivors to do generators. You're leaving them with nothing else to do. They're all healthy, nobody that's not in a chase needs healing, so the only thing they have left to do is generators. Yes, things would slow down after that one guy dies, but that's only if all the gens aren't done by then. If the guy you're tunneling is decent at the game, that's going to give them plenty of time to do the gens.

    Short version, yes, that guy being dead is going to help later in the match, but only if there's still a match left by the time you kill them.

    I tihnk sometimes by tunneling people imply taking out survivor as fast as possible.

  • I think tunneling is when you being chased after unhooking. IF you start working on a gen killers is just doing his objective.

  • @Steel_Eyed said:

    If you’re having issues with Distinguishing noise it’s time to upgrade the headphones?

    Hey if i post on forum it doesnt mean i have issues

  • @Steel_Eyed said:

    I also wouldn’t mind knowing I have a survivor chasing with a flashlight when I’m chasing someone else.

    Theyre not on gens. It’s the dream really.

    Wasnt asking whether you mind or not im asking if the noise can make you to screw a chase?

  • I guess he can counter DS and exhaustion perks.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175807#Comment_1175807

    So if I get unhooked and go to the gen right next to me, which is probably about to be finished soon, and the killer comes back to chase me, I lose my DS for what reason? Its still tunneling.

    Juke the killer or proceed to loop him until your team fix all the gens. Its not like the game last long.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176478#Comment_1176478

    That's beside the point. Notice I didn't make any judgment about the change itself and merely informed people that it did change? That the devs aren't more transparent about changes like this is what I take issue with.

    Was it changed? BBQ is the most common perk to use because of how this game is and i can assure you lockers thing was always like that.

  • @brokedownpalace said:

    I have a question to anyone claiming the experiment is still relevant today: why don't you replicate it? Prove that you're right. It should be easy if the results still matter, right?

    Here s what he said:

    "No thanks. Most of the group moved on after BHVR played there hand they dont care about balancing this game at all. There business model is money > game health. So i just accepted it and gave up trying to advocate for change.


    And trust me that experiment is still very valid. We as killers are just lucky survivors are boosted apes"


    So apparently he needs his old team to prove games imbalance😂

  • @Foxfire47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175969#Comment_1175969

    Ugh, you are absolutely right about that. Survivor mains are like "oh they're just fine!" No, they're really not, my dude.

    Its fine and im a killer main. I play both sides i mean.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176387#Comment_1176387

    Kind of important information whether or not the killer can see your aura as you're entering a locker, don't you think? 🤔

    https://forum.deadbydaylight.com/en/discussion/comment/1176398#Comment_1176398

    No, like I said, it keeps being changed for some reason. Over the past several months to a year or so it's gone back and forth between the two. Perks like Inner Strength and Head On also don't start taking effect until you are fully in the locker, whereas before they would start counting as soon as you pressed the button to enter.

    https://forum.deadbydaylight.com/en/discussion/comment/1176436#Comment_1176436

    You're welcome! I'm not sure if these are balance changes or unintended side effects of changing other things.

    It only makes sense that aura is denied for killer only when survivor is fully in locker

  • cause survivors heal against him

  • they do and i just versed her two times in a row

  • Tunneling: less survivors less pressure to apply

    Camping:

    1)just for fun

    2)because its viable option in some situation

  • Its impossible to play killer because of gen rush yeah so just switch to survivors so i could kill you more.

  • Lol i play solo survivor and the game ends in 3 mins. Gens need to take 180 seconds to repair if not more because killers are too weak.

  • Killers are joke in this game. If survivors dont do mistakes killers stand no chance.

  • @re5_gamer2263 said:

    GIT GUD.

    Seriously, people need to understand how unfair the game is for killer. Survivors are overpowered because they have a combined total of 16 perks while killer only has a combined total of 4 perks. How is a 4:1 ratio fair?

    Killers should have 16 perks then

  • @WiredGamerOni said:

    Oni Because With The “Ima Going To Find And Kill You” Addons And Perks Then You Can Find Anyone You Hit And He’s Just OP Even Without Addons

    Was he buffed after nerf?

  • Here s what he said:

    "No thanks. Most of the group moved on after BHVR played there hand they dont care about balancing this game at all. There business model is money > game health. So i just accepted it and gave up trying to advocate for change.


    And trust me that experiment is still very valid. We as killers are just lucky survivors are boosted apes"


    So apparently he needs his old team to prove games imbalance😂

  • There was also an experiment where few nurses lost with ebony mori? I guess mori is balanced then?

    Also so called "no comms" experiment is laughable. I mean they still knew each other and most likely had a plan to follow before games. Which also is the reason why he refused to make another experiment with me as a killer.

    The questions are:

    If the game is really such survivor sided why the heck would you need your friends you were playing with for so long in swf to prove the game imbalance? Why the heck you need toolboxes to prove ridiculuos gen times? I know they went with no items in one of the experiments but they still had comms which would compensate for everything.

    If you ask me its not hard to win when you play in a team you know so well with toolboxes with addons that insanely increase those gen times against random killers.

  • In the meantime killers are happy to know if their devour hope even stands at all.

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175112#Comment_1175112

    They lost to a few killers in there, including a pre rework Freddy, iirc. The point of doing 300 matches is to have good data. Pulling out one match is pointless. Nobody ever doubted that nurse is/was the strongest killer in the game. Considering that they blew up most killers, it can easily be said that nurse was the only killer that stood a chance, using your method. In reality, nurses still averaged less than 1 kill per game. They did average the highest number of hooks per game. The only two killers who averaged MORE than 1 kill per game? Freddy and Pig. So I guess they're the OP ones.

    I mean they were using comms that completely breaks the balance and nurse still win. Im wrong? How many games were against nurse at all?

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175045#Comment_1175045

    Sorry, forgot to even answer the OP. Yes, they're still viable, if anything, they are even more viable. With ruin cut down, every game now runs in a version of the depip squad (just powering through ruin unless someone bumps into it)... With the ruin change, all players are now handling the gens this way, and it shows. The experiments were always meant to show that optimal Survivors will nearly always beat the killer, regardless of the killer's level or build... There's been zero changes to change that equation. The gap increases every time the devs make changes to make things easier on new players.

    But then they lost to nurse when using comms. Doesnt it mean that she s extremely overpowered and needs to be handled?

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174918#Comment_1174918

    The experiments should be on his YouTube channel, along with a link to all the nifty parsed data that was collected (off the top of my head: killer, map, ruin y/n, ruin destroyed, 1st Gen done, all gens done, final escape, kills (per killer, per map, per match) , and individual points as well as averages of most). 300 matches were played, 100 with no comms, 100 with no perks but with comms, and 100 as a "hero squad" where it was required that they save teammates, no matter the risk.

    Shortest gens time was something like 3:30, can't remember if it was with ruin or not. They never really bothered to blow ruin unless someone happened to walk right past it (which happened a lot). Longest games were 10-12 mins vs stall doc and Freddy builds, and Freddy was the most dangerous to the perk less group.

    Okay so what do you think?

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    Here s his channel.

  • @Kwikwitted said:

    Ok, so now that you've made your list, let's check these off one by one.

    1. This wasn't a nerf, this was a correction to the nonsense that killers were getting stunned when out of pallet stun range, it made respecting pallets literally no different from just challenging all of them.
    2. The exhaustion nerf was also necessary, being able to continuously abuse exhaustion perks while continuing to run around was ridiculous, and let's not pretend survivors often easily recharge their exhaustion while sitting on generators anyway.
    3. The DS rework was again, a correction, the perk should not be completely free, but function as anti-tunneling. Even in its current iteration it is still 60 seconds of immunity from being picked up.
    4. Mettle of Man's problem was it was a free damage state with no way of indicating to the killer whether it was active or even that the survivor was running it, at least now if I see multiple attempts for a protection hit I can get an idea. Honestly this perk should have never even happened.
    5. What are you even talking about here? Balanced Landing is still a 40 second cooldown and now even muffles grunts from falling by 100% at tier 3. It's still absolutely destructive on Haddonfield and is also very good on the new saloon map?
    6. Spirit is countered by good juking and an understanding of her mechanics. Just because she's not a standard looping killer doesn't mean she is impossible to play against, and she's been nerfed, CONSTANTLY, notice you left that part out.
    7. I'll give you iridescent heads as being OP, I'll even throw in Ebony Mori's. Now that those are out of the way how about YOUR KEYS MISTER.
    8. Um, you are aware that mirror myers moves at a majorly reduced speed right? And is easily counterable by just having someone follow him around? If you die to mirror myers it's because your team is potatoes, not to mention it's easily countered by sprint burst and spine chill.
    9. You even admit insta-heals are OP, and gen rushing has not been fixed. Toolboxes now also make sabotaging way more viable and super annoying for killers, so where was your big "nerf" again?
    10. Endgame collapse had to be put in to prevent survivors from taking games hostage by refusing to leave, this was brought on by survivor behavior, no one to blame but yourselves.
    11. Really? The mere existence of second chance perks? So we're just going to ignore Adrenaline, DS, BT, and Unbreakable? Spare me.
    12. The point was they both DID get patched. My guess would be the Legion exploit was more complicated coding wise so it took longer, this isn't killer sided, fixing exploits is just something that gets done.
    13. Um, hello? Dedicated servers have been a thing for months now? Next.
    14. We CAN'T hold a game hostage because of bleed out you idiot, that's the point, if we leave you all on the ground the game will end when everyone bleeds out, likewise before EGC, if survivors just hid the whole time they could keep the game hostage INDEFINITELY.
    15. Now you're just assuming community sentiment, killers get haranged for quitting games too, and DC penalties affect both. The better question should be why a survivor can decide to die on first hook, screwing killers over out of possible hooks needed for pips, just cause they don't like facing a certain killer?
    16. Camping and tunneling are both punished and can be easily countered. DS counter tunneling hard and camping is countered by just rushing gens and ending the game while the killer stands with one survivor like a doofus. The emblem system also punishes this behavior severely.

    Now that we're done with your list, I've got a couple to counter.

    1. The Ruin change, biggest one that cause the gen rush meta we are now living through, destroyed cleansing totems as a secondary objective and turned every game into a sweaty tryhardfest for any killer. Particularly devastating to trap based killers. All to appease "newer survivors".
    2. Deliberate removal of all synergy in generator regression perks. New Ruin can't work with Thrilling Tremors, New Ruin can't work with Pop, goes on and on.

    I won't pretend survivors haven't seen nerfs occasionally but to pretend this game isn't survivor-sided is just delusional.

    57 upvotes . This forum is clearly killer sided. In my discussion about 4 man swf there was even a post with a quote " if survivos play good killer has no chance to win" it got about the same amount of upvotes no matter that the person that said that couldnt back up his quote and jumped off the train. Just quit arguing with them you only waste a time here.

  • Can you provide link? Maybe happens only for certain killers

  • I never had it happened to me.

  • Because developers only care about huntress.

  • He headshot you. The gun hitbox is really small thats why.

  • @trouble2x said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174352#Comment_1174352

    It’s not that I’m saying that they’re bad necessarily as much as I am saying that they need improvement. And I know that the title seems to contrary to this, however it’s simply to give the word out and to make a point. There are occasions it feels like trash and other times it feels fine and fair. The issue is that it doesn’t feel consistent considering, as stated, every other game seems to lag and disconnect me as well as friends of mine too.

    those issues you were having were temporary i guess

  • Hillbilly players including me leave pallets downed most of the times.

  • @Jplanas98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174278#Comment_1174278

    No, I deserved the grab. The survivor ran in and out of a locker in front of me twice, and both times that I went for the grab it started the animation and suddenly switched to a hit.

    Also, how are you gonna say I didn't deserve the hit because the survivor most likely was already running away on their screen, but then complain about killers getting hits after you've vaulted? That's hypocritical. There's no difference in the situations, one got am escape they shouldn't have and they other got a hit they shouldn't have.

    Survivor had lower ping than you. So yeah its latency issue of yours.

  • Dedicated servers improved the game for me. As survivor i dont get bullshit hits anymore.

  • The game screwed him over one time and he disconnected because he could end up with less than 4 kills😮 due to that bug

  • @PigNRun said:

    If NOED was basekit, therefore making totems a full actual secondary objective, then a "totem counter" would be reasonable. Even then, instead of a simple totem counter cluttering the screen, I would instead go for a global notification for cleansing dull totems, like there is for hex totems.

    Otherwise, even if NOED became meta, an entire UI feature to counter a single perk which may or may not even be present in the match is a pretty disproportionate balance of focus.

    You dont counter that perk by showing how many left . You just give them a notification. I think its a good idea but noed needs to be buffed because it may not even activate.Also the reason it does activate most games is due to how unnecessary it is to cleanse totems. Noed needs to have its current power and also maybe add bitter murmur effect to that when all gens are fixed. It would make cleasing totems a high priority.

  • @inferjus said:

    Sabo works only in SWF teams. It's usually useless outside of it.

    Only if 2 survivors are working on it.

  • You mean you cant force survivors to leave gens ? For the most part yes " you cant apply pressure" but you can get 3-4kills if you did good.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173855#Comment_1173855

    But you can't. That's the whole of this suggestion. As long as you move and Survivors are actually maintaining awareness of their surroundings, they will see you coming towards them. Unless of course you're blocked by an obstacle but that's not always the case.

    If you hide they will see you only when you close. If you implement this change but rework his addons that make him uncloak faster it wouldnt change anything. The result wil be the same i.e. you wont be able to uncloak and get a hit right away anyway.

  • You could just appoach survivors while hiding and avoid those unnecessary changes.

  • @myersismydaddy said:

    Nothing new. The devs don't ban for it either (don't even try to @ me - had multiple cases of this exact thing happening, sent the video proof, and those folks are still playing to this day). This is going to go on until they make the server the one responsible for confirming hits, not the killer's side.

    I think they will get banned after a few years but then those hackers will just get dbd on sale and hack again.

  • @InTheBushes321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170488#Comment_1170488

    Yeah, that's the problem. That 3 gens can get done in 80 seconds. That a game can theoretically be done in 3-4 minutes. Do you understand this? Too difficult, maybe?

    Yes, by facecamping. And that isn't even a guarantee. If the killer got a kill normally, and not by being dirty, then your team is objectively bad at the game, and the fault is on your team of survivors.

    80 seconds is a decent amount of time for gen to get done and if you dont see that i feel sorry for you.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170669#Comment_1170669

    I really don't get where youre going with the skill check argument.. 20% on 1 gen and 20% split between 2 gens is still 20%, however the latter scenario - 10% on 2 gens (20% total) is more dangerous for a killer because it applies split pressure in 2 parts of the map. I start to question your reading comprehension.. I've literally said this 3 times already.

    Regarding your second argument, i'm not even going to respond anymore.. I'll just paste this and do with it whatever you like

    • 1 Survivor - 80 seconds/survivor/gen
    • 2 Survivors - 44.44 seconds to finish the gen, so 88.88 seconds/survivor/gen
    • 3 Survivors - 33.33 seconds to finish the gen, so 99.99 seconds/survivor/gen
    • 4 Survivors - 28.57 seconds to finish the gen, so 114.28 seconds/survivor/gen

    You do make one good point that generally survivors favour certain gens over others (e.g. middle gens) in order to split the map/avoid a 3-gen endgame, but again, it's up to you as killer to plan your patrol route from the start of the game and defend the right gens and avoid chases that lead you away from your objective.

    Thanks. I mean its more dangerous for a killer to lose gen he was trying to protect in a ridiculuos amount of time thanks to great skillchecks . I mean 20% of bonus progression and i think its more than than if both have resilence+ prove thyself.

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