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Rovend

Rovend

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  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195273#Comment_3195273

    You're supposed to counter the "obsessive 3 gen" By doing one of the 3 gens early on. Hatch was a poor design, and is in a good spot now

    But the actual hatch allowed this current problem to exist.

    If two surv are left, and more than 1 gen remains there is no reason to try to keep repairing unless you want the killer to kill you. Back then you would keep on repairing in the hopes you could get a key.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195254#Comment_3195254

    Old hatch ....Where you could maybe set up a 3 gen...Kill one off finally....Just for the other 3 to escape and render saving the 3 gen useless....That old hatch ?

    Yup, it would counter obsessive 3-genning to a degree.

    Always hated how bhvr butchered the old hatch instead of slowly nerfing it like usual

  • This is something that old hatch could have prevented. If the game had a bad start for survivors, At least it encouraged survs to keep repairing hoping they could do enough to allow a 2-man escape with hatch.

    Good ol dayss

  • @Xernoton said:

    The thing about DBD is, it's a 1v4. If both sides were equally strong the 4 would still feel strength in numbers thus playing more reckless, finding new ways to win or make the game easier on them. The next phase of that is, how else could it be, bullying. Let's be honest. If a team of 4 managed to overpower one very strong individual, they would feel good about it (as they should). But because there is no real way for the survivors to express this in hunting the killer down and killing them instead they'll settle for the next best thing. My point is that killers need to feel powerful both to play as and go against to an extend where survivors don't take a risk in playing bold just to assert dominance. I think a kill rate of about 60%, while it may sound high, would serve this purpose.

    but why you seriouly need 61%kill rate to feel powerful to play killer?

    I mean, kills rate could be 50% or 55% and still get 4k now and then. You dont need to constantly kill every surv to be able to play your role.

    I dont enter every game expecting to get 4man escape

  • @TWiXT said:

    if there are 40,000 players online in a day, at least 8,000 of those players needs to take up the killer role in order to meet the demand of the 32,000 survivor players. That's 1/5th of the player base with the weight of having to take up the role the majority of the players oppose, generally punch down on, and despise because it's the 1 "powerful villain" against the 4 "good guys". For an Asymmetrical game to work, you have to make the role of the Villain appealing enough that at least 1/5th of the player base will actually WANT to play it.

    Nobody is going to want to play the role of the villain if the role is too weak to do their job. New players especially need to be able to pick up on it fast and enjoy it until they get experienced enough to start competing against the mid-higher skilled survivor players, otherwise the game becomes what it what it was considered to be for a long time in 2016-2018... "a bully simulator" wherein 4 players gang up on and humiliate the 5th for their entertainment because of how unbalanced the game is in their favor.

    Every Patch leading up to late 2018 were historically infamous for making the game easier for the survivors, and so much harder for the killers. Finally in late 2018, and throughout all of 2019, the devs decided to start making balance changes to the game mechanics to improve the Killer experience, while nerfing the survivors to a reasonable degree. This sprung new life and interest in the game, and lowered the survivor queue times, because the killer role could more comfortably compete in the mid-high end as they no longer felt like they were queuing up to be bullied.

    Post 2019, the game slipped again down the path of making survivors more and more powerful, while the killers were getting weaker, culminating in a particularly egregious couple of patches (SBMM going online and hour of the witch DLC) that resulted in making the killer role less appealing to new players, caused a lot of killer players to drop the role, raised the survivor queue times and basically almost killed the game. This last mid-chapter patch however was a massive overhaul of balance improving the QoL of the Killer, while again reasonably nerfing the survivors back to a more balanced level.

    That 8% rise in killers win rate? That's mostly factoring in all the New killer players at lower competitive levels of play due to how the killer role became a little easier to take up and enjoy, which resulted in enough players wanting to take up the role that we now have a surplus of killer players to meet the demand of survivors. So now, if there's 40k players online at a time, the amount of killers is above the minimum required 8k, resulting in lower queue times for survivors and killers in total, but also meaning that the demand for survivors is higher, which is why you hardly ever see the "BP bonus Incentive" switch over from survivor to killer.

    What the Devs have been doing recently are GOOD things. Despite popular opinion/whining, They haven't actually nerfed survivors "into the ground" making the role completely unappealing to play (that's a gross overreaction), and have improved the QoL of killers enough to make it fun enough for new players to enjoy.

    Basically what I'm saying is this: Powerful killers = more available to meet the demand of the rest of the player base. Powerful Survivors = Less killers wanting to play resulting in longer queue times.

    But the same thing could be said for the other side.

    Nobody is going to want to play the role of the 'good guys' if the role is too weak and are being killed left and right. Imagine new players getting into the game with killers being like this. and this is not taking account of camping, tunneling, slugging, bleeding out purposely.

    i didnt play dbd before last year so i dont know how the state of the game was before the first resident evil chapter(when i started) but while i totally agree that dbd must never be a bully simulator against killers, it also does not need to be a slaughter of soloQ players.

    Maybe the devs made 6.1.0 to improve killer QoL but at the same time it made soloQ worse than ever.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/347007/killer-is-the-power-role-so-it-needs-to-kill-more

    First, this is an asymmetrical competitive game. This is why people play it. Competitive games are expected to be a 50/50 win rate.

    It's not a horror survival game, that's Silent Hill or Resident Evil. People who are saying it's a survival horror, are absolutely wrong. The games not scary and never will be scary.

    @Ayamir said:

    The game should be balanced for both sides it should never be survivor sided or killer sided but in an asymmetrical game like DBD it is really hard to make the game balanced and fair for both sides.

    When people talk about "power role" they mean that the killer should be that big scary 9 ft tall Japanese demon that should strike fear into survivors and make them feel weak,thing is DBD stop being scary after like what 10-20 hours maybe even less the game is more of a 1V4 PvP game than a horror game,the horror aspect is nonexistent we dont even have the old fog that old maps used to have.

    We should try going toward a balanced game with no power role or whatever people say,currently SoloQ is miserable for most people and something needs to be done about it our SoloQ enjoyers are in Pain rn.

    so yeah no power role but then the question remains the same how do you balance an asymmetrical game such as DbD 1v4 PvP is really hard to balance.

    @EvilSerje said:

    Power role is something that has dominance. It must not be in competitive game (otherwise who would want to play predefined weak role), so no power roles. Of course other thing that due to asymmetric nature and bazillion of variables and nuances makes it lopsided to one side, but that's the issue of balancing, not desired design.

    That's exactly what i was thinking. Ever since the devs published the new stats i am constantly reading comments of people justifying the 61%-39% ratio with "killer must get more kills" "they are supposed to be strong and scary", "escape should not happen very often, "survs should be happy with losing".

    And seeing the devs also state that it is intended that one side has more advantage over the other in a pvp enviroment escape my reasoning

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191397#Comment_3191397

    Yeah, it’s usually paired with CoH since they obviously have good synergy. I bet it would be ok on its own though if someone really wanted to just bring it. 🤷‍♂️

    What it would be nice is that a boon totem could have a different color depending on the perk it has. Like, you have COH? the boon is blue, you have shadowstep? green and so.

    That would be nice in soloQ so your teammates wont kill you when they go to your boon for a heal just to find shadowstep

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191387#Comment_3191387

    Shadowstep is ok. I’m sure I’ve lost or didn’t spot survivors because of that one.

    I know, i meant that Coh is the only one that people take by itself. I dont see shadowstep only boons or exponential only boons. shadowstep is more of a addon to a Coh boon

  • The only good Boon is Circle of healing,and it has already been nerfed twiced.

    Think that SWF are the 10% of the playerbase, not every match you will encounter 4 boons from a perfect SWF

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189645#Comment_3189645

    Historically it's something like a +4% escape rate per extra person in your swf (e.g. +4% for 2-person, +8% for 3-person, +12% for 4-person). And about 55% of games are all solo players so the weighted average is closest to that. It's probably looks like

    All solo - 36% escape (55% of matches)

    2 person swf - 40% escape (20% of matches)

    3 person swf - 44% escape (15% of matches)

    4 person swf - 48% escape (10% of matches)

    Total average: 39% escape rate

    wait wait, if 3/4man-swf only has a 44%-48% escape rate which is lower than kill rates.

    why everyone states that SWF are unstoppable and should be nerfed inmediately ?

  • I can't wrap my head around the idea of the devs being happy that one side has less chance of winning than the other, while at the same time saying that this was the state intended all along.

    What did they expect it would happen? Survs cheering that they are dying more often?

    They pride on increased killer rates while at the same time bribing survs with an almost permanent 100% bp boost to try to keep queues lines decent

  • Man, if the entire surv escape rate is 39%, and that includes the so dreaded seal SWF, i cant even imagine the escape rate of SoloQ. must be <20% being generous.

  • I always thought they tried to balance the game in terms of reaching 50%-50% or close to that. not intentionally sway the winrate to killers at the expense of the destruction of soloQ.

    is this really the state of game they were hoping for?

  • @kizuati said:

    As per title. 6.2.0 has been a really unfun patch for me and frankly the last actual DLC that was interesting to me was Pinhead and Mikaela. I just want more mid-chapters and with how stale and boring the game is (especially when you're vsing the 166th wesker with Coulrophobia Distressing who sends himself to gideon) I'm personally just quitting till the next mid-chapter drops.

    Anyone else feeling like the game is super stale?

    i havent quit but i play far less than a month ago

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187610#Comment_3187610

    Killer queue does not take minutes. Are you playing on like Antartica servers with the researchers there?

    In my region, surv Q are instant and killer Q +3min. That hasnt changed since 6.1.0

  • For me, you shouldnt cleanse a dull totem because of the possibility of someone using coh

    Unless you have a perk that needs cleansing to proc (inner healing, clairvoyance, overzealous) or you are doing a challenge

  • @NuKeD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184301#Comment_3184301

    i disagree. if this game was better balanced, you wouldn't feel the urge to tunnel and camping and 10 seconds BT basekit wouldn't be an issue in the first place. just admit this game is busted.

    The problem is this game is imposible to balance, without making a enormous rework.

    You have SWF, which are strong as f, and soloQ which are the most punished being in all dbd. You cant buff/nerf either because it would make the other strong or unplayable.

    In killers you have absolute monsters like nurse and blight, and then you have trappers and myers which cant kill anything if they dont bring their 200% and iri addons.

    There is no way bhvr could balance this

  • This game could have 60min gens and killers would still rely on camping and tunneling

  • @nam said:

    Survs can always use op perk combos to plunder advantage... meanwhile, too many situation can consume killer player's enthusiasm.

    Like, 8 hooks but 0 kills then 4escape and 4 ggez, 4 downs but 3 selfheal up with perks, infinite stun combo, and also gen rush. DBD always ignore these depressing gameplay.

    It's just feel like, they never treat killer players like their customer, but as an AI enemy, or toy for Surv . Surv always can feel achievement by using Op perk combos and chat channel. While killers can't have fun with the game, always be worn down in enthusiasm all the time, even they spend thousands of hours in practicing... They nurfed Huntress, Sprit, Billy... And which is the next...

    There should be some reason to attract players play killer...

    Define "Surv op perk combo"

  • Don't make me call the "Git Gud" squad

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164423#Comment_3164423

    Not care and do gens and chases and whatever, cause that’s still points to get?

    Doing gens knowing that you will lose is the same as giving up. You need to have some chance of escaping against this type of situations that are not unusual. If not what keeps you from DCing

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164414#Comment_3164414

    Giving a chance of escape in an otherwise likely unwinnable situation is literally rewarding failure.

    then what would you do if you were playing surv and one of your teammate dies in the first 2-3min leading you to an unwinnable situation?

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164381#Comment_3164381

    It’s just a fun alternate mode of escape at that point. Letting multiple survivors escape when not all gens are done is literally rewarding failure.

    Hatch never rewarded failure. it was always meant to give a chance of survival, a reason to keep on playing the game.

    Imagine if hatch didnt exist, and you are playing a game when someone DC's early or gets tunneled quickly. A game state where there are 3 surv left and 5 gens remaining. The game is pretty much doomed in 90% of scenarios, then what would survivors do at that point, knowing they have already lost? throw themselves to the killer?DC?

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164347#Comment_3164347

    Hatch should never ever be possible for more than one person unless all 5 gens are done.

    "Reward survivors for getting beaten"

    Yeah, no.

    why would you use hatch except for situations when you can't do all 5 gens?

    If all gens are done and there's more than one surv you should head to the gates.

  • "Is he uncounterable? no"

    Flashbacks of legion chasing you with superior anatomy + bamboozle

    image.png


  • @Mandy said:

    And in-game reports do work - it's just that evidence is required for things like cheating. For chat offences, only an in-game report is required, no further evidence.

    Is there some kind of notification or feedback that tells you if someone you reported actually got banned?

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164022#Comment_3164022

    Unfortunatly there are archives and achievements that require the killer to get a 4k. There needs to be a counter to hatch or these will be complete RNG.

    With that logic, there are archives that require one (even two) hatch escape using a key, and these are FAR more RNG based than a 4k, like REALLY RNG BASED

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164007#Comment_3164007

    Hatch mechanic should be reworked to be more interactive and skill-dependent IMO. Then the killer won’t have to slug if they want a 4K, and survivors won’t just hide and do nothing and refuse to play.

    They could have nerfed the old hatch less, by removing hatch blueprint offerings or making keys only obtainable in game chests, forcing you to take plunderer and coins offering and rely on RNG to get a key. I have always said the hatch nerf was too much for the reason it had to exist.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163969#Comment_3163969

    That is not holding the game hostage as per game rules. The game will end in 4 minutes. Hatch having counterplay is a good thing. Hatch in the first place is a pity mechanic that exists for players on the side that have basically already lost. It should not be reliable.

    Hatch existed purely for survs to have motivation to keep playing if they had a bad start, as if someone DC'd early or was tunneled in the first Two minutes, they could still hope to find a key and find the hatch.

    Now, if you dont have a decent start, you can clearly see the 4k happening like 3 minutes in, that is one of the reason many people DC so quickly.

  • @KOj420 said:

    Why are survivor perks so OP, to the point where there is no counterplay? With the new chapter, you hook someone they pause the timer as soon as the hooked icon appears. No LOS needed for it. Someone took a hit, LOL I'm healing. I'm the last one alive, now the killer can't see me no matter what. Faster gen speed, totem cleansing, healing, etc. This is the best update ever... Hopefully people don't mean this when they say it

    Are you serious? Of the 6 new perk the only one i can think of being good is Reassurance, that works specifically for camping and it has been already nerfed.

    Ada's reactive healing never fully heals you, so it is more of a slight advantage, plus you need to be close to other survs getting hit.

    The other one that needs your entire team to die to proc is awful, very awful.

    And wire tap is fun but not strong at all, and you cant pair it with open handed.

    Hyperfocus can be good if you pair it with stake out and a good toolbox, but still you need to farm Stake tokens and be good at hitting perfect skill checks as one mistake or 1second out of the gen you lose all stacks.

    And the other rebecca healing perk is average at best

  • @kizuati said:

    BHVR said that the incentives are based on the amount of players in the role,region and your MMR bracket.

    However I just plain do not believe that this is the case and I'm calling on the devs to explain how this could happen. I'm a very low MMR survivor - I die a lot as I usually goof around and run meme builds and play primarily solo,a notoriously bad idea if you want to live. I should be in a decently high MMR bracket,I get lots of kills and all the survivors I face have lots and lots of hours and really high prestige levels are common.

    Despite the disparity in my MMR,I only ever see an incentive on one of the roles,which makes little sense,how is there never a deficit of low MMR survivors at the same time as high MMR killers or vice versa?

    That is highly unlikely. You know what's also weird? Every Killer you play has different MMR,but BHVR just applies it to the role,period. Either they're ignoring MMR or per-killer MMR is completely useless and abritrarily limited us to switch Killers in the lobby.

    I would like a dev to comment on this,because this makes no sense.

    also bring back the incentives being multiplicative.

    I believe incentives are given taking the entire number of survs and killers at the moment, without taking MMR in consideration. I think it would be kiind of inconsistent to subdivide incentives by MMR as MMR does not work properly most times.

  • Man, i really need to test an endgame (Borrowed Time + Guardian + No one Left Behind) unhook just to see how fast can a human run

  • @DredgeyEdgey said:

    I would notice that people would walk into walls and teleport or I would slam into someone as wesker and I would slide off then to learn they were never there

    Anyone else notice things like this

    You say lag, my pc hears standard gameplay

  • @Peanits said:

    Friend, we're gonna need some more constructive feedback than that if you want any chance of it being addressed. Eat less toenails is not enough to go on.

    Peanits be like: you dont wanna talk with human resources

    bhvr.png


  • Flashbang will explode on survivor pockets because op

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158724#Comment_3158724

    Right, but this is still probably how this perk should've worked to begin with.

    A good additional change would've been to lower the requirement, I think that'd be a fair compensation.

    If the requirement was lowered to 33% or lower, we could argue about balance. But making one time use of a 66% repair progress requirement is nonsense.

    Plus, i dont believe this is something that should go with "thats how the perk should have worked". It s been over a year since the first chapter, they had plenty of time to properly test this perk and as i said before, i dont see how blast mine would be considered op pre 6.2.0.

    This truly feels like a random nerf for the sake of nerfing something.

  • @jesterkind said:

    I mean, none of those perks need nerfing either?

    As for Blast Mine itself, it's not a huge deal. Honestly, this is probably how it should've worked to begin with, and while it definitely doesn't feel fantastic to have it changed the end result is still probably better- especially with Wiretap in the game, I could see those two working together too well, potentially.

    It's still a fun, goofy perk, and it's still not particularly useful outside of that. Nothing much has really changed, functionally.

    Because it already had the requirement of 66% repair of a gen to activate, which is a longer with the 90sec gen. Now that minute of repairs are one use worth, making the perk less consistent, and weaker. For a perk that was not strong, was not used much and didnt need a nerf.

  • @YOURFRIEND said:

    I don't instead understand the correlation between those perks and blast mine. They obviously want survivors to plan when they put down a blast mine instead of spamming it on cooldown. Should it get some sort of compensatory buff? Obviously. But their logic is apparent.

    Because it is unnecessary, and it is part of a new trend of adding new restriction to perks that are already not being used much, like what they did with calm spirit or pharmacy

  • @Rise432 said:

    "Hmm.... blast mine is overpowered, lets nerf it"

    Next patch be like:

    "Now Blast mine kills survivor if explodes close to them"

  • It will reset the perk to 0 if the mine times out on gen, from what i read

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158544#Comment_3158544

    It's literally feedback regarding a change.

    I will never understand this idea that things moved to feedback are somehow hidden, the section is open to everyone.

    Where can i see the full patch notes?

  • Why? Just why?

    Who would actually complaint about this perk to add that restriction?

    Random nerfs like this makes me think BHVR runs a perk roulette every month and whatever gets picked receives a random restriction for the sake of filling a patch list.

  • @Chocolate_Cosmos said:

    That perk had to be changed. You can't just have ability to hold hostage someone forever or just make someone stay alive no metter what even at end game where killer has nothing better to do since gates are 99% and no gens left.

    "then go for the rescuer..." Sure, so if I play weak killer with no instadown atm and they can just run to exit anyway while I can't even secure a kill. No can't do, sorry.

    They could have just added a way for the hooked surv to cancel reassurance without nerfing the perk

  • @Crowman said:

    I've gotten the perk to work. It's not a perk you can pull off every game and honestly that is okay. Being able to free yourself from the killer's grasp is a really strong effect that if you could reliably pull it off every single match, well it would be broken.

    Although i agree that if you used it consistently during a match it would be very strong, i dont think it is okay the way it is now.

    If you have to use 3 additional perks just to try to emulate the situation where you can use power struggle, it says how useless it really is.

    But again, survivors have like 50% of their perk composed of really weak, really situational or heavy restricted perks

  • I am more hyped about the bloodweb changes than the chapter itself.

  • @Sumnox said:

    I still remember when people claimed "Power Struggle" WaS GoNNA bE MeTA because of how strong it supposedly was. I've been trying to get value out of this perk unsuccessfully for ages now, over 20 matches later I couldn't make use of it.

    Anyone has any ideas how it could be buffed to a usable state?

    The only time i can think of getting value using this perk is when paired with

    Flip-Flop + Unbreakable + Tenacity.

    Other than that, it is extremely situational and relies more on the killer being careless than you.

  • @QwQw said:

    Well, her name starts with an N and rhymes with curse.

    Must be Npig

  • @Blackboar22 said:

    It could be used to hold the game hostage and now it can still be used to completely counter facecamping, any of u survivor mains out there, get to high mmr killer and try facecamping at 5gens, it doesnt really work that well. (last part was for people saying facecamping is to op). the perk is still strong against facecamping.

    Because it was nerfed when the only thing it needed was for the devs to add a way for the hooked surv to cancel reassurance if they see their team trolling

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