Reinami
Reinami
About
- Username
- Reinami
- Joined
- Visits
- 6,317
- Last Active
Comments
-
@Maelstrom808 said:
I mean, you can go after the Meg. It's not like you had no choice. In fact she's the one dumb enough to unhook while you are still there so she's the one that should eat the consequences of that. Instead, she farmed her team and then escaped. Personally, I like administering justice upon bad teammates. Locker queens and hook farmers are some of my favorites. You do you though.
If the survivor's make a bad play, it's not the killer's obligation to not exploit their bad play. Survivors would never do the same for a killer, so why should a killer do that for a survivor?
-
@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260118#Comment_3260118
I have to agree with rovend, what are you more likely to find one really good nurse or 4 good survivor's on the same team? For me even the comp teams I have gone against have one weak player. Nurse isn't really that hard, well really is any killer. Blight's definitely the hardest when including all collision and mechanics but even then, a couple weeks and you got most of it down mechanically. No one has actually mastered blight I guess and he is the only killer who each tile is player differently based on what's around it. But again 90% of the players in this game I would consider bad, not good or amazing. This is really specific to this game only in all of the multiplayer games I have played besides paladins. Just now I praised a survivor for being amazing for the first time in a couple months. Though tbf a lot of people do just play this game casually, not to actually improve and the mmr system does not help this fact.
No, its definitely about the same in terms of rarity, if it wasn't, nurse would be the highest kill rate killer, yet she is actually the lowest.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3259871#Comment_3259871
Because the toxic swf are minuscule number compared to the entire surv playerbase?
And because is harder to find 4 high level survs playing like a team than to find 1 good killer?
So are God-tier nurses. What is your point?
-
Bumping to make sure more people can see this.
-
Also, if anyone happens to find a better one let me know and i can add the screenshot.
-
@Venusa said:
🏆️ Who do you think the most balanced killer is? 🏆️
We all know there are a lot of variables that can change the way "balance" is defined. (maps, add-ons, items, perks at play etc.)
If we were to take out all the variables or RNG and gave both sides a fair playground: Who do you think the most balanced killer is? The one that is both fun to play as and play against? The one that the other killers could also be balanced around?
All opinions are welcome! 🌹
old billy without instasaw addons. Shame they gutted him.
-
@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3258861#Comment_3258861
You can hold the teleport and return. You can do this at any loop, its especially good at high walled loops. He puts pressure on survivors when doing this and they panic. More times than not, teleporting like this lends a hit
Right, but it's different than the others. He actively moves slower, and then can activate it. It's not nearly as powerful as spirit for example.
-
@hex_uwu said:
Waving your arms on hook means:
A) Nobody is coming to get me (for the teammates who thought someone else was going for the unhook)
OR
B) The killer is facecamping me
Because I've been using it for A and have understood others using it for A but I know OG players use it for B
It has always been that the killer is facecamping you.
-
@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3258698#Comment_3258698
By that logic Dredge should be slower, but he has normal killer speed. There are other killers that teleport or have a dashing power that also have normal killer speed such as mr Whisker, Sadako, mr. Firefly, Demopuppy, etc.
But dredge actually moves slower when using his power. And the teleport doesn't actually land him a hit, unless you are in side the locker he picks.
-
@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3258748#Comment_3258748
I think you're overlooking the deactivate upon death part. Ruin can't be used with CoB, Overcharge, Pop, or Eruption. Deadlock and Dead Man's Switch stop regression while active.
It can be used with Pain Resonance, Jolt and percentage slowdown perks but I have to ask what seems to be more fun. Facing a Killer who loses gen slowdown when they kill a Survivor or facing a Killer with CoB, Overcharge and Eruption where they lose nothing and only gain when they kill a Survivor?
I find games where I stick around for longer and the Killer pressures gens, leaves the hook, and spreads around hook states to be more fun than games where the Killer hard camps and tunnels out a survivor. A Ruin with a buffed regression speed encourages the Killer to leave and spread hooks while there is little incentive for a Killer with CoB, Overcharge, and Eruption to leave.
What they need to do is just normalize gen regression perks to all be extremely powerful, but then only let you take 1.
For example, make all game delay/gen regression perks a special type of perk that only goes in a new 5th slot and then buff/rework them all.
Hex Ruin: keeps the, disabled when survivor killed, buff the regression up to 300%
Jolt: Now works on special attacks, and regress nearby gens by 12%.
Pain resonance: Bring back the gen exploding, regressed the gen by 20%
Pop: Bring back the total percent, make it regress by 30% and buff you base kick to be 5% at all times
Corrupt: Make it block all gens then deactivate on first "HIT" (not down)
Oppression: Remove the cooldown entirely
Overcharge: Make it buff you base kick to 10% along with it's current effect
Dead man's switch: Make it block the gen with the most progress at all times. Buff duration to 45 seconds
Tweak the numbers obviously, but the point is that they should all be strong, but have different uses. But you can only take one of them. You can't ever stack them. Normalize them all to roughly on average, give the same slowdown effect. Figure out how fast you want gens to go, and decrease the gen time back down to 80 seconds. Then make all of these slow the game down, on average, by the same amount, say 40 seconds per gen, but done in their unique way.
-
@Vampirox said:
why so you can properly run Ruin+undying+Brine+overcharge.
i bet that is what your killer mind is thinking
So 2 of your perks literally don't work until you lose your other 2 perks? This is somehow worse than Brine + Eruption + pain Res + overcharge?
-
@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3253507#Comment_3253507
Yh I've seen a few killers doing this over the last few days. Or just straight up not engaging at all.
It's how i've been playing for a while now. I see very few downsides.
- At the start of the season on the 13th, my games are super easy, so i can tryhard myself to rank 1
- After that i can play this way.
- Survivors are happier because they tend to escape, and have more fun.
- Survivors aren't tryhard SWF who play this game as a job so my games are much less stressful.
- I get to play with meme builds for fun.
It's really just a win/win situation.
-
@HoodedWildKard said:
Someone trying to tank their mmr?
This right here is the pro strat. Roleplay the role of killer.
Hook everyone 2 times, kill your obsession. Max out your other points (deviousness/brutality etc.) then just let the rest of them win. You'll still black pip at least and your MMR goes down, making your next game easier.
-
@tippy2k2 said:
See, I feel like that would do the exact opposite
If I'm a killer and I know the entire team has 7 lives, do you think I'm going to run around and chase various survivors or am I just going to hammer the hell out of the week link until it snaps and takes everyone out?
The difference is that now you have to chase and hook that person 7 times. Even if you hard tunnel that survivor, and someone saves them in 3 seconds and all that survivor does is hold W, it will take you easily several minutes to tunnel that person out. Meaning the other survivors are finishing all the gens.
The difference here is the person gets a lot more chances if you hard tunnel them.
-
@Mandy said:
I would completely disagree with the pay to win aspect, as someone has already mentioned, the strongest killer in the game is free...and there's no denying the fact that she's the strongest.
What you're talking about is wanting to play the other characters, because you or your friend are better with them - that doesn't make something pay to win as you can still "win" without those characters. Playing the game unlocks more things, you can unlock characters/perks with shards etc as well as some cosmetics - this of course encourages gameplay, but it's definitely not about paying.
But the data shows she is not. Unless you agree that the data might be flawed there.
If that is the case, when are fixing SWF and Top tier 0.01% survivors?
-
@Fred_krueger said:
The blade of the sword looks way way too thin. Looks like with the hilt it could be a broadsword.
Were swords actually like that?
I hope a much thicker one comes out.
The sword is pretty accurate, the problem is that the knight is like twice the size of a regular person, so the sword looks tiny in his hands.
-
@Ronaldo said:
When is nurse gonna get rework , not really rework just needs to delete both ranges and make blinking to be a m2 because with starstruck and range is really unfun and unhealthy. I don't have a problem with nurse but with those things you can't do anything even she is bad. Lol I don't want any hate :)
Starstruck itself is the problem on nurse. not every other perk. Is Jolt OP on her? Sloppy? No.
The better fix is to reduce her terror radius to 8 meters and give her a 40 meter lullaby like huntress. This way starstruck is far less powerful on her.
-
@Flopiyutiop said:
The perk should have a hard skillcheck tied to the incapacitated part. Where, when a survivor is downed all previously kicked gens regress 10% and all survivors currently repairing get a difficult skillcheck. If they fail, they get the incapacitated status.
Like so, their is a counterplay for solo players by succeeding to land the skillcheck. What do you think ?
The problem with eruption is not a problem with eruption. It is the age old problem of SWF vs solo queue players. Eruption is already countered pretty heavily by SWF, and it is too strong against solo queue. As usual, what they need to do is provide solo players more information. I have always thought they need to make kindred and bond basekit. Then we can rework Eruption to be better against SWF.
-
@jamally093 said:
Nurse according to people to the best killer in the game earning the S tier rank for the fact she's balanced...then why do people camp with her if she's powerful there isn't a reason to camp then.
Why do you make camping easy for the killer to do?
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3247444#Comment_3247444
Not when it happens every single time you get off the gen
It doesn't. Otz did a video on this already and it's not as common as you think:
https://www.youtube.com/watch?v=vjlRqgahTcI -
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3247280#Comment_3247280
Leaving a gen sometimes will prompt a skillcheck that just announced itself, causing the gen to nuke itself
Tends to happen the most whenever running off a gen from what I noticed
That's not a bug, it's just RNG.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3246846#Comment_3246846
Not the same thing because you are comparing a load out vs a power.
Her power PLUS an all slow down + add ons is what is wrong with her. Nerf the perks and that would be unfair to other killers who are much more balanced, that DO NOT break that balance. Everyone and their mother understands that Nurse WITH the perks and broken add ons is what makes her too oppressive. I mean it’s not like suddenly people aren’t going to run perks so yes it would make sense that people complain about her even in a SWF situation.
You probably run into a nurse with that loadout as often as you do these types of survivors.
-
@TheSubstitute said:
While I agree the game was probably 100% unwinnable it relies on a 4 man SWF, 4 purple toolboxes, 4 red add-ons, a map offering and spawn offerings for full effect. Due to how infrequently this would come up in public matches, I don't see it constituting a priority.
While i agree the game was probably 100% unwinnable it relies on a god tier Nurse, Purple addons, a map offering, and good RNG for full effect. Due to how infrequently this would come up in public matches, I don't see it constituting a priority.
-
@Canas said:
Take a look at these survivor builds. They were done with repairing all gens in five minutes or so.
https://us.v-cdn.net/6030815/uploads/9QJ2OXN2E7BT/are-you-kidding-me.png
It's abundantly clear that survivors still have access to gamebreaking builds which invalidate any hope the killer could have at fullfilling his own objective. Now stack these odds with an extremely survivor sided map (Ormond) and voice comms/SWF and the game becomes entirely unwinnable.
ITT: Survivor mains who will say "this is fine, it's super rare to run into a team like this, just let them win and move on"
Also survivor mains: "Nurse needs to be nerfed, she's too OP in the hands of top tier players"
You don't get to keep SWF level play like this, while also nerfing nurse. Both need to go.
-
@Predated said:
And no, this isnt a post about balancing or Nurse being too powerful(at least, not directly), there are plenty of those. What I am talking about is decisions made in the past that were logically sound for being either too powerful or being too unfair on killers, yet never applied that logic to Nurse:
- The easiest one: making her blink attacks M2 because its an M2 ability. Spirit and Wraith are technically also guilty for this one, but we have Legion and Pig who had their power turned into an M2, when it was basically an amplified M1.
- Fatigue. We dont have many killers with fatigue, Legion, Blight, Wesker(its not exactly a fatigue, but it might aswell be). Legion was the second killer since Nurse to have addons that reduced fatigue significantly, these addons were nerfed because there wasnt enough time for survivors to react in certain cases. Blight's fatigue addons were kept to take away at most 25% to be safe. Nurse is capable of reducing her fatigue with 50%. Thats not even including that stunning her takes away her fatigue entirely. Leading me to point 3.
- Legion fatigue addons were nerfed partially because they lost it on pallet stun. Nurse was assumed to have had this feature removed because she kept her fatigue addons and stunning a Nurse was difficult, but they slapped it on back.
- Charge addons. Seriously, look at any other killer that deals with charges. What killer is capable of reducing their charges? You have Blight, but that took quite a bit and other parts of his basekit have been altered or nerfed to accomodate to that. The rest? Wesker has to wait 6 seconds, while he closes a similar distance to Nurse(as they have the basic concept for gap closer, except Nurse can go through obstacles where Wesker can vault) AND has a bigger terror radius, at most a . Bubba takes 14 seconds to fully recharge. Spirit? Legion? 15 and 20 seconds respectively. And yeah, I get that blinking is Nurse's main method of transportation, so letting her wait on her charges too long is going to make her extremely boring, but from a chasing perspective, basically being able to spam a gap closer by reducing charge time with addons even further means hat literally the only thing holding her back is vision blockers.
- Having basically no punishment for messing up your ability. With every single other killer, missing your attack after using an ability increases the distance survivors can gain. With Nurse? Go ahead, swing, while she technically does get punished for missing it, being able to trigger fatigue faster practically cancels it out. So why not swing? Now only do you not have to deal with a spamming gap close ability, but one that constantly puts you in danger of getting hit, without ever giving you the chance to actually gain distance. There is not a single killer other than Nurse that benefits from missing an attack. Even a strong gap closer like Blight allows survivors to gain a relatively significant amount of distance before he can try hitting them again.
Seriously, why not apply the same logic to Nurse? Is there a bigger plan that requires Nurse to stay the way she is? is there an unannounced change coming? We didnt forget that Twins and Blight were both considered higher priority in terms of making changes back in January, yet I would argue that having double standards for any killer should put them on the highest priority. Why are mechanics considered unfair on certain killers and need alteration, but when talking about Nurse, those same unfair mechanics are considered fine to the point of being untouched for years? The only answer I can think of right now, is that Nurse only really flourishes in the higher skills where other killers flourish in lower skills. But that answer would have existed for a very long time by now, with the root of the problem being arguably known since 2018(massive potential performance gaps between solo survivors and swf, and a massive potential performance gap between Myers and Nurse).
And yeah, I might have been a bit misleading by making my question rhetorical, its time to stop favoritism. Apply the logic to killers equally.
- This is not how they should nerf her because it creates too much inconsistency. The problem is not perks like jolt, sloppy, etc. The problem is starstruck. Better solution would be to give nurse a tiny terror radius, like 8-16 meters, but give her a 40 meter lullaby.
- Nurse cannot reduce her fatigue that much. And the fatigue addons aren't even her best ones.
- Additionally, they didn't nerf the legion one because it was too strong, they nerfed it because they made it partially base kit.
- You forgot that nurse is literally SLOWER than a survivor running. She literally cannot chase without blink, this is why blink cooldown is shorter.
- This is entirely untrue. There is a great tru3talent video where he plays AGAINST a nurse, and he goes over things like "she can make it one blink" or "she is too far, and will have to double blink" it's actually pretty solid and shows the mindset you need to have against a nurse. I'll try to dig it up.
-
@En3ermost said:
My ideas:
1) His yellow bottles can be good but are too clunky and awkward to set resulting in most people just ignoring them and never use them, decrease time to activate from 2.5 seconds to 1.5 seconds. Also make them affect the Clown only and not the survivors anymore.
2) Give him 1 more bottle in his base kit.
3) Make the Clown able to set his purple bottles down on the ground that explode after a survivor comes near. This would work both as a pre set trap in loops and as a form of information if the bottle is put near generators. Max 5 bottles could be set on the ground at a time and survivors can prevent the detonation by crouch walking like hag traps.
4) Make the instadown pinky finger effect apply only if the bottle hit the survivor from 12 or more meters away. No more cheap instadown shots when you're right under the survivor's nose.
What do you think?
- 5 bottles basekit.
- Automatically reloads all bottles when a survivor is hooked.
- New mechanic: Jack in the boxes are spread around various parts of the map and slowly release a blue gas. This blue gas has the combined effect of the purple/pink and yellow. Hindering survivors and preventing any actions (healing, repair etc.), while giving the clown haste. This gas spreads continuously from the box, eventually covering the entire map. Survivors can go to a jack in the box and perform an action to destroy the box. After the box is destroyed it will respawn in another location after X seconds.
- Do an addon pass to fix OP addons, and normalize all the bottles to always do the same thing. +-5% movement speed rather than having some increase the slow or speed etc.
This basically makes his chasing power slightly better, by giving him a little extra in the bottles, and allows him to reload when hooking so he doesn't have to stop and reload constantly if he wins a chase. Reloading should be a punishment only. Additionally, he now has some map control with his power that requires survivors to do something other than repair gens. And if they don't, they eventually get punished for it similar to many other killers like onroyo/wesker/pinhead etc. that force survivors to do something other than gens.
-
@HungrySnek said:
I know I will not reach every dbd Player with these please but the more join the better.
I I beg you all to only play Nurse from now on when you want to be killer and abuse the **** out of her. Bring the strongest addons, bring the strongest Perks, Tunnel, slug and Camp how you want. Do everything to win the round and the next and the next.
Upload Videos of high win streaks, of disconnects and first hook kills.
Since the devs ignore our ideas and wishes regarding this Monster of a game destroyer still since weeks/months we have to show them more what Problem this killer really is for this game.
Question.
Do you think the game should be balanced around top tier players, average players, or low tier players?
-
@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3232915#Comment_3232915
I thought the killer's job was to kill survivors.
I don't really understand this thought process of "why would you ever commit to a chase from your eternal 3 gen and risk anything? That would be silly" immediately followed by "the survivors are holding the game hostage by not suiciding on the gens to try and finish them if the killer literally won't down them otherwise".
Like, holding an eternal 3-gen for 50 minutes is 'smart and effective play', but survivors not literally killing themselves to do some gen work and.. surviving is disgusting hostage taking.
The killer's objective is to prevent the survivors from escaping, letting them do the generators while another survivor leads you to the killer shack is not going to help you do that.
-
@Peanits said:
The stats use actual MMR. The soft cap is only used for matchmaking purposes.
Does it factor in people getting matched with those people? For example, let's say the soft cap is 1700. Technically a killer who is 1700 could be matched with a 2500 SWF kill squad. Is that still counted in these statistics? Or are we only looking at matches where the ACTUAL MMR is close?
-
@ViperTheCharon said:
https://forum.deadbydaylight.com/en/discussion/comment/3232924#Comment_3232924
Both, but I think it should be leaning a bit on casual side, because from looking at that the majority of players, (which are the casual players) going against a strong killer that just destroy them, they just don't want to play. They give up or just DC and it hurts me to look at it.
I'm not insanely a comp player, but a skilled one, who just wants to play the game and still win.
Ok, if it leans casual side. Then the data is clear.
Nurse is by far the worst killer in the game in the hands of the average player. If we balance the game around the average player. We need to buff her.
If you want to balance based around the highest level players, then SWF needs to be dealt with and basically every other killer needs a buff.
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3232929#Comment_3232929
The 2800s would get matched with 1700s far more often than they would with other 2800s, and there isn’t a way to force matchmaking to match 2800s with other 2800s. It doesn’t matter of DBD’s matchmaking could theoretically match a 2800 with another 2800, because it’s not happening at a large enough percentage to be useful for data.
That's my point, you are agreeing with me, so why are you arguing with me?
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3232924#Comment_3232924
Top. Doesnt have to be the very top but still high.
If people arent doing gens, mess about and cant do great chases why should they win?
Issue is we usually balance for casual survivors not casual killers, any slight change made to help casual killers gets instantly shut down by the majority. It's why weak killers are left weak, killers like billy, slinger, freddy, wraith... did they need to be nerfed so much? No.
I agree, but i want to know what OP thinks.
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3232861#Comment_3232861
The chess analogy doesn’t work, because that isn’t how DBD’s matchmaking works. The comparable data for DBD would be stats for the MMR range that a soft cap player would normally see, because that is the highest bracket that DBD does matchmaking.
TD;LR this game doesn’t reliably match 2,000 MMR survivors with 2,000 MMR killers, so those stats aren’t useful for balance purposes.
Wait, you said "it doesn't work" and then state the exact reason "it does work" the point is that matchmaking is matching 1700s with 2800s. Maybe not on a regular basis, but it CAN.
-
@ViperTheCharon said:
Maybe looking at the title could create a bit of controversy over nurse defenders and others, but to point it out:
Nurse is not the hardest killer anymore. (Hillbilly is IMO)
Only counterplay to her is when she makes a mistake.
Blink Attacks counting as Basic Attacks is BS. (because of perks that apply exposed and other things, for example: "Jolt" "Sloppy Butcher")
She is still S-tier for past 6 years. (I actually don't bother that)
I don't know if it's true but she's the second most picked killer in the game. (behind huntress)
If BHVR could take a notice at this (probably won't), maybe she would be balanced out, if there were some proper suggestions for her changes.
What are your thoughts?
According to the data she is fine.
Sarcastic i know. But let me ask you a real question then.
Do you think the game should be balanced around top level players, or the average player?
-
@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3232887#Comment_3232887
We have different goals.
You want to know which killer is "strongest"
I want to know which killers are a problem for the health of the game. If counting DC's means it catapults Nurse into 60%+, then this is a very important statistic that needs to be known and addressed for the health of the game. Why are people leaving her games, etc. The opinion of a large portion of the playerbase matters. Goal of game design is for everyone to have fun.
DCs do not show that though. There are much better ways to track that sort of thing. A DC is not the way to do it, because DCs could just increase due to a bug for example.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3232861#Comment_3232861
How are these things remotely comparable?
DBD MMR isn't using the same system as your Chess rating. These things are entirely relative.
What's the lower cap on your chess rating?
How is it calculated? Does a single game of chess increase/decrease your chess rating by how much based on a win/loss? Is that amount adjusted based on the relative chess rating difference between you and your opponent?
BHVR have confirmed that, under peak matchmaking conditions, the 'top players' are generally matched with others in the top 7% of MMR ratings. So it's not meaningless to say there is a top MMR bracket of players who mostly face each other. But it's not so broad that these are playing newbies every other game, or so narrow that it's a tiny pool of the same SWFs and Nurses game after game.
How are they not comparable? I'm not talking about MMR gains or losses, i'm simply talking about the idea of MMR/Elo (MMR is just elo BTW). In this example, according to BHVR, it is possible for magnus to be matched against me in chess due to how their matchmaking system works, if chess used a similar system for matching opponents together.
-
@ASusSheep said:
I decided to try a Three Gen defense build on Doctor, and it honestly felt like the game would never end if I just kept camping on three of them with my perks, addons, and power. I did eventually just commit to a chase and the rest of the game ended normally, but for a good amount of time I was just focusing on static blasting and Overcharging the last three generators, and I wonder if that could be bannable under holding the game hostage, similar to how survivors hiding for 20 minutes without doing objectives is (from what I've heard).
Ridiculous idea. The killer's job is to prevent the survivors from doing generators.
If a survivor immediately bolts from a gen as soon as the terror radius goes and runs to the house of pain, i have no obligation to chase that survivor. If anything, the survivors are holding the game hostage by not completing their objective.
-
@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3232850#Comment_3232850
More than half the time someone DC's in my games, is because killer downed them first.
This should count. Especially in cases like Nurse, whom players hate and get downed quickly against.
No, it should not count. Just because a survivor doesn't like a killer doesn't mean they are strong. If they looked at DCs and counted them then legion would probably be considered the "strongest killer in the game" even though they aren't.
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3232850#Comment_3232850
Can they factor out hook suicides? Or any of the other things (SWF I get the impression they can)
Maybe the could with SWF, but hook suicides maybe not.
I posted this in another thread, but the biggest reason they stats are meaningless is:
Top 5% is a meaningless stat, because the MMR cap is 1700. To put that into perspective, i play lots of chess. My rating is around 1600. Magnus Carlsen, the world champion, has a rating of 2856. But BHVR would cap him at 1700. The reality is though, if i played him 1000 games, i'd never win and would maybe get a draw in a handful of games. Because of that statistics are skewed no matter what. Because a pig with 10k hours and a proper rating of 2800 will get matched against 1700 MMR survivors and will likely 4k without even a sweat. Just as a nurse with 200 hours and 1700 rating will get matched against a 2800 rated SWF kill squad like this:
https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1sBecause of that, the stats are basically useless unless they specifically break down the top players vs the same top players. Like, let's say they actually track MMR about 1700 but it just caps for matchmaking purposes. What are the stats of the players with 2k rating playing against players with the same (or relatively the same) rating? That would be much more meaningful and useful.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3232706#Comment_3232706
So the top 5% you think people cant play nurse? So only the top 0.000001% can and that's why everyone wants nurse nerfed because they're all above that?
Top 5% is a meaningless stat, because the MMR cap is 1700. To put that into perspective, i play lots of chess. My rating is around 1600. Magnus Carlsen, the world champion, has a rating of 2856. But BHVR would cap him at 1700. The reality is though, if i played him 1000 games, i'd never win and would maybe get a draw in a handful of games. Because of that statistics are skewed no matter what. Because a pig with 10k hours and a proper rating of 2800 will get matched against 1700 MMR survivors and will likely 4k without even a sweat. Just as a nurse with 200 hours and 1700 rating will get matched against a 2800 rated SWF kill squad like this:
https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1sBecause of that, the stats are basically useless unless they specifically break down the top players vs the same top players. Like, let's say they actually track MMR about 1700 but it just caps for matchmaking purposes. What are the stats of the players with 2k rating playing against players with the same (or relatively the same) rating? That would be much more meaningful and useful.
-
@SoulKey said:
What's with all these Sadako nerf requests ? I am genuinely curious.
I am experienced player since 2017 but i don't find her to be strong by any means, i don't even recall losing to her unless our team threw the game hard.
The only thing that could be tweaked is her popular and probably only strong build with the passive condemned. And in return she could actually use some buffs to make up for it on other aspects of her power.
People are being sarcastic by pointing out the obvious flaws with the stats they just released. The stats consistently show that nurse is the worst killer in the game for the "average" player, and yet people constantly say we shouldn't nerf SWF because "they aren't the average player" You can't have it both ways.
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3232841#Comment_3232841
Matches where someone DCs aren't included in the kill rate stats.
That's not the only reason the stats are misleading, that was just a single example, but do they factor out hook suicides? What about survivors that go afk? What about SWF?
-
@GrimoireWeiss said:
Just shows how meaningless tier lists are overall.
The stats are misleading, the top players are not.
-
@Nobsyde said:
@Peanits I do love these stats, the only issue I have with the "avg kill rate" is that the difference between a 3k and a 4k is negligible, considering it all comes down to "do I want to try hard and slug or just play the next game?" for the killer.
I would be interested to see stats that instead of showing the "kill rates" show the percentage of games with at least a 3K.
This is why kill rates are a pointless stat. How many of those nurse games had someone who just DCd? of course the nurse gets 3 kills after that. They need to show hook counts and/or WINS. And actually define what a win is.
Additionally, "top 5% mmr" is a pointless stat. Because MMR is capped at 1700, which is ridiculously low. To put that into perspective, my chess rating is around 1600. Magnus Carlsen, the world champion has 2856 rating. So follow BHVRs logic. Magnus is only slightly better than me. When in reality, i could play him in chess for 1000 games and probably never win. I'd be lucky if i even got a draw.
-
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3232019#Comment_3232019
That was at a time where it had no deactivation conditions. That's it. Nobody is suggesting to remove those conditons
Because we are about to enter a world where every survivor gets unbreakable for free. Thereby meaning that survivors will once again be able to use it offensively.
-
@AnnoyingNarrator said:
You load into coal tower as a survivor and are ready to have fun when suddenly...
- You are facing a cannibal but have no vaults
- You are facing a huntress with only four lane style loop
After that annoying match, you switch over to killer only to find yourself back at coal tower but
- When you play the Mastermind, every loop are those weird eyrie loops with no straight lines
- When you play the Artist, every loop is a jungle gym that connects to another
This horrible reality is what many players face daily thanks to BHVR's terrible map rng system. In a game like DBD where different killers have different mechanics, to have all of them use BHVR's sub-par map rng system causes a lot of problems.
For example, a killer like the Cannibal wants pallets while a killer like Clown would much rather have a vault. The map rng does not account for this when creating maps, which can lead to Clown being stuck in a pallet depot while the Cannibal can end up in vault city.
Okay, so the current system is bad, but how does making the map rng be based on killer fix the problem?
Clown is a killer that wants vaults and does not want pallets. Therefore, the map rng will have to keep the ratio of vaults to pallets in a set amount. Some places that have pallets might be changed to vaults to maintain this ratio.
Huntress is a killer that wants line of sight. Therefore, the mag rng will have to keep the ratio of loops with good line of sight to loops with bad line of sight in a set amount.
Hillbilly is a killer that wants straight lines on loops. Therefore, the mag rng will have to keep the ratio of loops with straight lines to the loops with more freeform edges in a set amount.
If you change the map rng to be based on the killer, you can make sure that both sides have at least some part of the map that favors them. It also opens a new way to balance killers while not having to mess with killer perks.
No, better to balance the maps and map RNG in general, then tackle the killers that are too weak/strong at that point. What they need to do, is create a scoring system for every tile. Then tiles that are connected to it have their score changed based on what is connected to them. Thus creating a simple "score" at the end. And then each map should always have the same "score", then balance the game around that. Obviously this would need quite a bit of tweaking as what tiles are good might be different depending on the player. But in general it should work this way.
-
@fake said:
If this is perceived as a game breaking bug, the window will be kill-switched, developers? LOL
According to devs if they can't kill switch something and it's bad they will ban for it, seems pretty bad to me, and it's hard to tell it apart from just a normal hacker. So better to report everyone you see doing it, maybe get it fixed faster.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3231795#Comment_3231795
I did not say that DC does not ruin the game, but your solution is banning everyone?
In a month, you would have 10 min queues.
Basically. Everyone gets a free DC per day. After that, you get a 30 minute timeout. After that, you get a 24 hour ban, and it continues to escalate from there.
-
@Rovend said:
If you ban people for DCing you will lose a % of the playerbase.
Plus you dont always know why people Dc, would you ban someone whose internet was down for 2 sec and were kicked out?
The same reason that literally every other online game does it, it ruins the game for everyone else. Let's count them shall we?
- Overwatch
- DotA 2
- League of Legends
- Counterstrike
- Rainbow Six
- Street Fighter (actually show your DC percent to people so they can just not play with you)
- Quake Champions
- FIFA
- Valorant
- Call of Duty
- NBA 2k
- Madden
- World of Tanks
I could probably keep going?
-
@ACleverName4Me said:
So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.
This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.
This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.
I always thought they should have reworked it to be what overcome ended up being. But now we have that perk, so i don't know what to do with it anymore.
EDIT: Actually, i just thought of something. Make it be a reverse sprint burst.
Walking during a chase grants charges. After X charges, you can sprint away for the usual amount of a sprint burst.