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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065192#Comment_4065192

    Nobody showd that this perk is broken. People like you want to claim its broken. Thats a huge difference.

    There was numerous feedback how broken it was on the ptb including multiple videos showcasing how broken it was.

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065196#Comment_4065196

    I think that would just unnecessarily ruin design variety imo, which to an extend is already a problem with the ever more morphing of killers into the dash (myers, pig, etc) or projectile design (huntress, glitchtrap, etc)

    Right now, non mobile killers would have to be stronger in chases than all mobility killers to be balanced, but if mobility was built in then we would have complete design and balance freedom around chases mostly, which I think is the best

    Eh, I just think we are getting too much bloat. Everything is too chaotic and almost impossible for any new players to understand the game and stick around. That means less new blood which means a slow death of the game. I feel the game needs to go back to the basics and focus on low mobility killers, but give them some sort of unique twist that makes them different. They dont have to be mindblowingly different - just different enough to add a bit of variety. Right now we have TOO much variety which is hurting the game. Every match is all over the place which pretty much scares away any new players. It has gotten so bad that even the devs realize this which is why the devs released a more streamlined description of perks this patch.

    The fact is, high mobility killers have been problematic for the games health. I dont think trying to fix it by making all of the killers the problem will be a good fix - the problem of high mobility still persists. We would be turning a few problematic killers problem into an every killer problem. High mobility simply breaks the balance of the game. It even makes tunneling worse when a killer from across the map can quickly get back to any hook. In every aspect, high mobility is just broken.

  • Id rather they balance around low mobility killers and stop making mobile killers and bring survivors back in line than making every killer a speed freak.

  • Im finding it to be of great use when unhooking to avoid the unhooked survivor getting tunneled. If you unhook and fog, it gives them a chance at vacating the area if the killer tries coming back.

  • We showed how broken fast track was, why on earth did you push it through to live? Why even have a PTB? We already have gens going by way too quick, now a gen can be completed in 20 seconds AND the killer has no idea if a generator at 0% is actually effectively at 50% or higher. On top of it, it strongly encourages killers to slug since hooks once again are punishment against the killer. Why do you insist on punishing killers for hooking?

  • @ThatRyanB said:

    Thanks for the early feedback, folks! Keep it coming!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064445#Comment_4064445

    Would love to dig into the specifics here. What about it feels imbalanced to you?

    We've been letting you know. God pallets, no cut off routes, incredibly powerful windows. It's hell for m1 killers with no mobility.

    That being said, the art team knocked it out of the park!

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064290#Comment_4064290

    I'm inclined to disagree. Any Survivor with more than 3 brain cells and a bit of game knowledge will quickly figure out what Xeno is doing, especially as the chase icon around the Survivor portrait will disappear a few seconds after Xeno crawls up in the ceiling.

    Plus when was the last time you saw someone use Insidious for mind gaming during chase and get value out of it?

    You give survivors too much credit, ha. That being said, it would be utterly useless in high mmr. In chases for sure, and waiting for ambushes arent exactly viable at high mmr where gen efficiency is peak. Regardless, having a niche ability because it fits the killer thematically wouldn't harm anything, and if you feel shenanigans should ensue, why not have the option. Not every match is a sweatfest.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064197#Comment_4064197

    Thematically fitting perhaps, but wouldn't really translate well into gameplay. While Xenomorph is wasting time doing nothing but wait for one of the Survivors who just by chance walks by its exact location, Survivors will in the meantime be working on gens.

    Not to mention how half of the maps are outdoor maps, so it's not only a power that waste time and is entirely reliant on Survivors comes by in by chance, but also that Xeno gets a map that's either indoor or has more indoor sections than just shack too.

    I mean, I'd use it in chase. Great for mindgames. Instead of a killer just stopping in place for a few seconds, it adds a level of vertically to it. Ghostie for example can use stealth mid chase to mindgame. Would be interesting to think the killer is still on your tail only for him to ambush you from above. Naturally, the TR would not go away instantly upon hopping up somewhere (similar to insidious, as you pointed out).

    It just adds an option, and there's no harm in giving options. If I had a choice of having a wall ambush and none, regardless of how niche it may be, I will still take the wall ambush.

  • Well, yeah, thats the point. Xeno is naturally an ambush killer thematically. Give it a saliva drip tell.

  • @Smoe said:

    Wall/Ceiling climbing was originally considered, but was scrapped since the game's design cannot support vertical powers.

    Also Facehuggers would work better as a basement hook aesthetic instead of as a mini mori, as Xenomorph already brings the hive with it on all maps, by replacing hooks on all maps with the Nostromo hooks.

    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.

  • I've made a few long-term DBD buddies through endgame chat - even opposing sides. It can be awful, but it can also be great.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063650#Comment_4063650

    There used to be a message in game that popped up when "appropriate action was taken" haven't seen that message in ages tho

    https://us.v-cdn.net/6030815/uploads/SCCIF1ILTAOW/image.png

    Yes, but the appropriate action sometimes means no action. BZHR clarified a while back that they never let people know if bans actually occur. That message just means they looked at the report. Sometimes the appropriate action is disregarding it if they feel punishment isnt warranted.

  • You are never notified if a ban happens. You SOMETIMES get notified that they looked at your report.

  • For what it's worth, the ranks have no ties to skill or performance. You could do amazing and still lose grade, or do awful and go up a grade. The grading ranks there only show how much you've played during a month, nothing more. We have never had a reliable way to tell where we are MMR-wise outside of ingame player behavior/tactics/skill. Even if you generally did well and went up a grade, it would act that way regardless of where you were in mmr (whether brand new or a seasoned veteran). A brand new player could get iridescent 1 just as much as a veteran could. Didn't really show skill, just time played.

    Long story short, nothing had really changed other than you can more reliably get higher ranks for more bp before the reset.

  • Imagine 4 survivor team competing against another 4 survivor team with 2 killers.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063178#Comment_4063178

    To my knowledge Trapper is the next to get a rework so your statement is not the reality.

    It's from the devs themselves, so you're proving my point. Their statements often dont match reality. They have stated many times they feel trapper is in a good place and well balanced. If they do a rework, they are doing it begrudgingly since it has been a popular request for years.

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063150#Comment_4063150

    According to the devs he is strictly middle of the road statistically and only slightly above average in the highest MMR bracket. Try again.

    These are the same devs that claims nurse isnt overpowered and that trapper is in a good place.

  • A handful of those are brokenly overpowered and has nothing to do with comms. High mobility simply breaks the game balance because survivors are designed around the concept of trying to out-mobile killers for as long as possible using loops/pallets and distance gained with them, but certain killers can entirely bypass that design. Survivors have mindgames, loops, pallets, windows, and so on to have mobility over a killer for a time. Any killer who is of high mobility naturally cancels out those survivor options which leaves survivors practically defenseless hence why those killers are so broken. I would prefer they start focusing on m1 or ranged killers with interesting twists and abandon the notion of killers with dashes - high mobikity always causes problems.

  • @azaxydbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062971#Comment_4062971

    night stats means nothing, not even 1% of the playerbase, the last shown stats killers were vastly superior to survivors, and now they shrinked pallet sizes so u can pick a guess how much worse it actually is, it is in fact mmr/rng issue in most cases, but the game is currently heavily killer sided for most people, for the top 0.01% of the player base is pretty even. means nothing tho.

    Like I said, I don't like relying on the night stats, but it's sadly the only ones we have available to us. The alternative is just entirely guessing. Limited data is better than no data. I would absolutely love for BHVR to release killer stats for all killers.

    Regardless, the point still stands. Killers reign at lower mmr, and survivors reign at higher mmr.

  • @azaxydbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062963#Comment_4062963

    with current maps game is killer sided even at top levels, people claim skill issue when survivor lose, well i claim skill issue when killer lose. same thing.

    With 1 player vs 4 players, in order for a 50% balance, it maths out to either each survivor needs a 38.5% escape rate if you view the game where survivors are not a team (how BHVR claims it is), or each survivor needs a roughly 42% escape rate if survivors are treated as a team (to make room for ties). According to official stats, at experienced levels of play, solo, duo, and trios are in the low 40's%, and 4 man squads at at 48%. If you view the game how BHVR views it where survivors are individuals who aren't part of a team, every average survivor is overperforming at experienced levels of play. If you reject BHVRs stance of no teams and view survivoes as a team, then solo/duo/trio is balanced, but 4 man squads are still vastly overperforming. On the killer side, BHVR's goal is for killers to get 2.4 kills (60% kill rate) a match on average (which is just shy of on average winning half their matches). Unfortunately, BHVR refuses to release killer stats, but we do have Nightlight stats. While I dont like to rely on those stats, most of the killers stats on it are under a 50% kill rate which is well under the intended 60%. No matter how you look at it, at experienced levels of play, survivors are king and killers are vastly underforming which is why you only tend to see the best killers at high levels of play just so they can stay competitive.

    For reference, I play both sides, but over the past few months, I've played far more survivor than killer.

  • You're new to the game, so i understand where you're coming from. DBD can be daunting for new players because of two primsry reasons.

    1. They dont known how to effectively use the generous number of tactics and capabilities survivors have against the killer. The game does a terrible job at teaching these tactics to the players. You dont want to just or hide from the killer. There are so many options survivoes have that you can literally have bully squads who just tease the killer all game because of how powerless the majority of the killer roster actually is against Survivors who have enough experience to utilize that generous number of tactics and techniques.

    2. A new player will have a VERY limited number of perks available to them. Less options early on means it is much harder to actually have a good set up against various killers.

    Due to this, early in your DBD career, killers will absolutely be crushing you. However, once you learn how to effectively loop, how to do saves, learn things such as check spots, and so on, the game drastically begins to sway in favor of survivors. Experienced and equipped survivors are the power role in experienced levels of dbd play (with the exception of a few killers such as blight/nurse which frankly are overperforming). The unfortunate truth to this is that very little killers are actually viable to play at experienced levels of play due to how much power survivors have over the killer. This means as you get more experienced, youll start to see the same 3 or 4 killers every match because all other killers are a joke to survivors.

    That being said, keep learning, and you'll eventually see that shift and will see that facing against most killers will be a breeze. Some survivors have shown their personal stats for a month and have a 70%+ escape rate. The sky is the limit unless it's a nurse or blight.

    Not his best video, but a fun watch to see what experienced levels of play look like. Can pick up a few tricks.

    https://youtu.be/G1-E0AYooUc?si=smPmbNhv9MdB9DVC

    You'll notice he is pretty laid back and calm because he knows the killer isnt that threatening and with smart survivor plays, you're generally at low risk unless you put yourself into a bad position.

  • Would be great, but it would require a new license considering our ghostie has 0% to do with the Scream franchise.

  • Only issue here is that some people sit inside their illusion. That essentially means the killer would be blinded any time they attack them if they stay in the illusion. They could also just crouch in it to prevent any grabs.

  • I wouldn't say it's an exploit and more that it's intentionally a bad game design choice. They easily could make hatch reveal itself after the 2nd to last has been slugged for more than 10 seconds so and have it shroud itself if the slugged person somehow gets back up. It would need to reveal itself in a new location after, naturally. Once someone goes through hatch, there should be no more hatches that appear.

  • Ive seen about 5, but the movie certainly has brought in new ghosties.

    Prime example:

    https://www.reddit.com/r/deadbydaylight/s/95Zzrt7Zrp

  • When playing killer, I usually find that p100 survivors are the ones who DC the moment something doesn't go their way.

  • Minor thing to clarify, you can still blind killers who face a wall. If you blind from their side, it can sometimes still blind them despite you not being in their cone of vision. Additionally, flashbangs cannot be countered by looking at a wall. Additionally additionally, experienced survivors avoid walls when going down so their flashlight savers can get easy blinds.

  • @jayoshi said:

    Nah, on demand sprint burst is what wins you games. Trust me. From my stats. It's the most broken thing in the game

    https://us.v-cdn.net/6030815/uploads/VKZ3J8906GFI/image.png

    https://us.v-cdn.net/6030815/uploads/EQ14RNJAC1NR/image.png

    You just need everyone running as much escapist as possible, and a scout to keep refilling killer shack pallets. gg

  • As requested, my thoughts. After some consideration, a few elements came to mind. Various elements can exist through a thought process can can simultaneously coincide with not only facts, but also opinions, as well. After carefully considering all possibilities, much like how quantum science and theoretical physics has been studied and attempts to understand them have been made, I have come to realize that the only singular possible outcome is viable and true, and, elegant that it might be, it is quite simple: I disagree. I would suggest dodging.

  • @ConstantCapybara said:

    i just played against a bubba whos ping avg 400-700ms and legit chainsawing us through walls LMAOO this is a joke bro bhvr can u fix the damn netcode the hits should be fqing server side validated not based on the killers ping this is actually stupid asf

    Half correct. It is killer favored for hit detection. It is survivor favored for interrupts (such as gen grabs, slinger harpoon, etc...).

    Both sides get latency favors.

  • It's frustrating how short the cooldown is considering it affects multiple people, and it is only detrimental to already weak killers (trapper, ghostie, etc) while nothing to s tier kills (ghoul, nurse, etc). It literally exists solely to punish already weak killers, as it has little to no effect on strong ones. This, once again, means BHVR is intentionally trying to get all killers to only play high mobility killers and abandon no mobility killers. This only means less killer variety. Why BHVR is obsessed with this design path is mind-boggling - constantly kicking weak killers in the gut while letting mobile killers overpower everyone.

  • Before anonymous, usually 1 out of 5 matches. After anonymous, not as often...maybe 1 out of 15, but I suppose because people know they have no way to actually reach out to me outside of general chat toxicity. If they dont have a platform, they are pretty powerless - thats why I play anonymously.

    I play both survivor and killer, and surprisingly, I have found that survivors are more likely to be toxic than killers.

    What bugs me is a lot of survivors complains are because people just dont want to try. Prime example is that video I provided. He is extremely upset because he couldn't casually walk to a locker 2 yards away from a gen hes working on. No effort to actually evade the killer realistically, no attempt to loop, to run, just any minor inconvenience, and we have people kicking and screaming expecting to make any real effort - and this is the crowd BHVR is balancing around. Im getting to the point where im finding match after match of people who dont even do the basics of looping, even if they are p100 full stack. If they have to make any actual effort, it MUST be because the killer is cheating or toxic or lame or whatever because usually they dont need to actually try. Any real opposition and it's panic mode. Is this really what we are coming to? When im survivor, I'll loop like there's no tomorrow, but I rarely see other survivors actually try - or they DC if they even get a hint that effort is required.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058233#Comment_4058233

    As a Killer Main, you definitely catch some flak for tunneling, camping, etc I know this to be true, not every game tho but if you play 10 games I have not doubt you will get 1 nasty thrown your way. But this also means you have to tunnel/camp/slug every game which well.. i find it boring to do that.

    I'm typically a "fair" killer, as in I try to avoid double-hooking and almost always let last hatch. Regardless, I get so much trash talk, death threats, profile hate comments, and so on to the point where I just play anonymous so I don't have to deal with some crazy person with a vendetta. For what? Because I give people a break from S tier killers and play weaker killers all while playing with good sportsmanship.

    This is the crap I deal with:

    https://www.youtube.com/watch?v=5ccuXuIttEk

    So yeah, you get flak and hate regardless of how you play - even if you actively avoid tunneling.

  • We need more killer variety. 2v8 is the perfect grounds to bring in underpowered killers into the spotlight. Killers like blight\oni\nurse and such shouldn't even be an option. It just makes broken killers even more broken. Let's get the weaker ones in there so we get more variety. 1v4? Nurse and blight spam. 2v8? Nurse and blight spam.

  • Honestly, I think this is a great idea so as long as the person taking over inherits the bot's gear and perks.

  • Fan of the idea except opposing sides should never hear each other. Why? If they did, then everyone would just use discord anyway to bypass the obvious disadvantage.

  • @Sir_hooks_a_lot said:

    losing a whole cage state for survivors vs 20 seconds haste for killers? That just negated all the time it took to find that survivor and an entire chase by removing a cage state. Either pick something less impactful for survivor or give the killer something better like see all auras for 30 seconds or everyone is exposed for 30 seconds. Make it comparable is all.

    For a more fair comparison, it should deactivate a completed generator. A whole hook state removal is very strong. Haste for a few seconds, not so much.

  • @mcgurupro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054961#Comment_4054961

    When you say “stealth is weak,” that really depends on context

    Against coordinated teams with communication, yes stealth loses a lot of power. But in solo queue, it’s far from weak. An experienced stealth player can snowball very quickly. You get the first down quietly, someone rushes for a save without full information, and suddenly the match collapses.

    That’s not a skill issue that’s information asymmetry.

    Early detection and subtle audio cues only work consistently for high-awareness players. Most matches aren’t tournament-level. In solo queue, information doesn’t spread, and that’s where stealth becomes significantly stronger.

    I’m not saying stealth is top-tier everywhere I’m saying its strength scales heavily depending on coordination. And most matches aren’t coordinated.

    Keep in mind, the game isn't balanced around solo queue. Balanced discussions typically assume some semblance of teamwork. Balancing around solo queue would pretty much nuke the majority of killers out of existence with SWFs.

  • A few ideas I have had. I'm not seeing add all of these, but they are just some thoughts I've had.

    1. While not in chase and in stealth, he should have an innate movement speed buff. This helps both sides. With better non-chase map mobility, it gives him enough map presence to have better pressure on all gens. This means, he's far less heavily encouraged to just camp near the center of the map where gens are closer since he currently can't afford to patrol gens far off in the corners of the map. That means more map presence for ghostie, and less of a chance of a 3 gen camper for survivors. Currently, most survivors do the outer gens first since ghostie simply can't afford to travel 5,000 miles to corner gens. However, that comes with the downside of 3 gens in the center happening more often. If he could get around better out of combat, gens could more equally have attention.
    2. One problem ghostie has is that he has to generally set up ambushes unless he just wants to run around as an m1 killer in which you then have to question - why are you playing ghostie? The issue with the ambush plays is that it takes up a lot of time - time that ghostie simply doesn't have due to how fast gens fly. To help deal with this, when ghostie is crouched and stealthed, any nearby survivors currently interacting with a object (ie gens and totems….NOT interacting with people) will have their aura revealed to ghostie. After standing up, breaking stealth, or as soon as the survivor is no longer interacting with an object, the aura read is loss. This allows ghostie to more reliable set up ambushes instead of taking time to sneak up and peak around a corner only to find out the survivor was on the far side of the generator and now that survivor spots him and runs for the hills with nothing to show for it for the time spent sneaking up. With an aura read, he can set up good peeks.
    3. The Accomplice option A. One of ghostie's biggest flaws is SWF communication. With the following, misinformation can be spread as to the true whereabouts of the killer. Upon activating a power, ghostie spawns a decoy ghostie that continues to travel in the direction the killer was facing. If he was stealthed, the decoy is stealthed. If he was not stealthed, the decoy ALSO has a TR (along with the real killer if the killer is still not stealthed). If the decoy spots a survivor, it will attempt to chase them. However, upon being in strike range, the decoy will vanish into smoke. This allows ghostie to spread misinformation amongst survivors giving wrong callouts to the killer's true location. This would also aid in confounding survivors in a loop. The decoy does NOT do any damage.
    4. The Accomplice option B. Ghostie seems to me in multiple places at once! At the beginning of the match, 3 random lockers have a mark visible to the killer only. Ghostie can enter a locker. Once in a locker, he can teleport to a marked locker. In doing so, the locker teleported from gains a mark, and the locker teleported to loses its mark. This means only 3 lockers have marks at any given moment. This simulates there being multiple killers. Any locker with a mark hides an Accomplice inside. A survivor interacting with a marked locker gets a surprise skill check as the Accomplice takes a surprise swing. If healthy and the survivor fails the skillcheck, they are injured. If they were already injured, they get deep wounds. If they pass, they dodge out of the way safely. Regardless of the result, the Accomplice then remains in the locker, but killer instinct activates letting the killer know the location of that survivor for a moment. They can decide to hop into a locker and teleport to that Accomplice if they so desire. This feature let's ghostie more effectively get around the map and adds in some limited jumpscares. This would also help encourage ghostie not to partake in the currently heavily encouraged 3-genning.
    5. His greatest weakness is having nearly zero chase power. Making drop leg knife sheath base kit entirely would help. Quick and easy buff.
  • Im okay with it, but i absolutely LOVE the terror radius music. The brass is great, along with the electronic sound.

  • I'm still sad that they turned the beloved Myers into a dash slop killer. I could see maybe ghostie getting a dash treatment considering it makes sense for him, but Myers has never traditionally been one to just run around at high speeds. Hes usually slow and methodological with some sort of off-screen teleport.

  • Stealth is weak. You're asking them to be weaker which means youre asking for more people to just swap to blight and nurse. If youre asking for the weakest killers to be even weaker, people will simply stop playing them and youll be facing strong killers.

    You can tell there is a stealth killer on most maps within the first 15 seconds of the match. Small to medium map and no chases happening and no terror radius? Youre dealing with a stealth killer. Keep eyes and ears open. All stealth killers have an audible tell, and a random crow flying off nearby means leave immediately in case it's not another survivor. High level play sometimes have survivors working on gens only when there's a chase going on or if someone has eyes on the killer's location.

    The only stealth killers you have to worry about are ones with high mobility or otherwise are not actually stealth killers but are using stealth perks/addons.

  • Goes both ways. Killers get hit detection priority. Survivors get interruption priority. However, hit detection definitely comes into play more often than interrupts.

  • Survivors have a large number of options that can completely wreck most of the killer roster. The more experience the survivors, the better they utilize these tools. Eventually. The effectiveness of these options out-power killers to such a degree that only a select few killers are actually viable to play. That means youll start seeing killers like blight/nurse more and more often, because killers like ghostface and trapper simply dont have a toolkit to deal with effective looping and teamwork. Most of the perks that at the very least allowed them to stay somewhat viable continue to get nerfed due to strong killers being almost unbeatable with said perks. This means strong overperforming killers get slightly taken down a notch but still strong, but low tier killers barely holding on for dear life become completely invalidated. With all the gen regression nerfs, this only leaves a handful of killers left that realistically get picked. People demanded killers nerfs, and killers got nerfed globally. Every nerf, less and less killers are viable which push more and more killers to only playing s tier killers.

  • @Emeal said:

    I find the game is best when you don't try to win at all costs.

    This is why I advocate for Chaos Shuffle features to implemented into the base-game as using the best perks just bloats mmr.
    And Im not into wanting to do an arms race with the Survivors.

    It seems tho slugging will continue to be part of the game for a while, because players will say, I need to tunnel, that they cant win without tunneling. Which I think is because their MMR is bloated and they wont let their guard down, if they take off all thier good perks and dont tunnel, then the game WILL make them face the same players until a proper reduction in MMR is justified.

    I do submit my experience as Killer is much more manageable and fun when I dont try to go beyond.
    Does that mean being competitive will drain the life and joy out of you? No, but I did for me and I changed my tune to still play.

    I play for the fun of all players involved. That sometimes means playing less efficient, or playing along with silly situations. The problem is that it can lead to survivor escapes that would not happen otherwise. I have noticed after playing this way for a while, im starting to get survivors who frankly are no good at the game. To get any kind of opponent that can hold their own, I am going to have to absolutely stomp on some lower experienced players to get me out of the "friendly-ish" killer mmr range. That just makes for a terrible experience for the survivors, and a bad experience for me. DBD just heavily discourages playing nice. Before, I was getting 4 man p100 squads on the regular. Now im starting to see sub p10 players often that are really bad at looping.

    I wish they would abandon the concept that kills means wins and instead balance around hook states. If the killer gets 8 hooks, it should be considered a killer win without the requirement to fully eliminate anyone. You CAN go for player elimination which is a minimum of 2 kills and 2 hook states, but if you want to spread hooks out evenly, you can still win just by 2 hooking everyone. It would be nice to have the option. Besides, everyone gets their own unique win condition at the moment. One side getting a win doesn't necessarily mean the other HAS to lose. Granted, this means a far more casual approach to the game, but BHVR has been preaching for years they view the game as a casual party game and not a competitive one.

  • They initially tried something similar with the xenomorph but said it caused too many complications to design. Would have been fun having a wall climbing killer, though.

  • I would still prefer removing basekit BT entirely and replacing it with surrounding the unhooked survivor in a shroud that makes them entirely invisible, silent, no blood pools, no scratch marks, they lose player collision, cannot be attacked, and they cannot interact with anything for 10 seconds. This gives them plenty of time to avoid the killer and have a fair reset. At the same time, it makes it impossible to weapnize against the killer. This, of course, would disable once all 5 gens are completed. Chalk it up to the Entity wanting the survivor to suffer for longer as opposed to getting hooked again immediately.

  • @trinity_dbd said:

    As a Native American, I think it would be a pretty cool idea to have a Native American survivor and a Wendigo killer.

    Honestly, Native American has a lot of great folklore that would fit very well in DBD. I'm all for it! One of my friends is Native American and has provided me with some insight on various traditions and folklore. It's a rich untapped source of storytelling that BHVR could look into.

  • @azaxydbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048717#Comment_4048717

    im over 12k hours in dbd, i played comp dbd, i read ur comment, and u said it is not the same but it is, Stats are evidence, and evidence says that the game is far easier for killers than survivors, the only reason u feel like the game is survivor sided is because of the game mechanics which allow survivors to fight back against a killer which makes the experience rough on the killer end, even if the killer won the game he will still feel stressed as if the game is not really killer sided, but it is, when balancing any game, lets forget about the league alright, in any game balance is made around the 50s, DBD is clearly going for 60-40 which is a fact. there is no balance in 60-40 buddy, even if matchmaking was fixed, killers would still lead in scores.

    They would need to lead in scores. At the moment, per official stats, experienced levels of play (meaning we're outside of newbies unfamiliar with how to loop and such), SWFs have a 48% escape rate on average across several matches. For a survivor, escaping is their win, so essentially, a near 50% chance to win. That means the killer has to be able to kill at least 3 out of 4 people to win their match when each of those people have a near 50% chance to escape. That's generally why people say it's survivor favored - the killer has to face off against 4 survivors who have a near 50% escape rate according to official stats at experienced levels of play, while those same survivors only face 1 opponent. As a reminder, a 60% intended kill rate translates to 2.4 kills per match on average across multiple matches. Some people have a hard time understanding that, so for those people, understand that a 50% kill rate is 2 kills on average, and a 75% kill rate is 3 kills on average.

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