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SOULWARRIOR71K

SOULWARRIOR71K

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SOULWARRIOR71K
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  • @AbsolutGrndZer0 said:

    This is why Franklin's is now always in my build on Pig. Flashlights? Nah, I can easily avoid them most of the time (even before the recent changes to the timing.) But with how often I see 4 Medkits that just completely negate all pressure I might have, yeah. I'm bringing Franklin's.

    I run franklin's about 90% of the time too. Medkits + toolboxes + spray (wesker) = a good time with franklins. Flashlights are just the icing on the cake.

  • @Roaroftime said:

    Might as well be talking to a brick wall, killer mains will ignore the statistics and facts because they like the game being unbalanced, simple as. They'll think of any excuse to justify his ridiculously high win rate to prevent a nerf and keep him unbalanced. And before anyone says he's not unbalanced I'm talking from statistics and factual evidence as shown by the kill rates. Almost 70% Is NOT ok when he's against 4 players.

    It's not that people want it to be imbalanced. It's that the statistics do not tell the story folks like you are trying to paint. As I pointed out in my earlier post, a 65% killrate does not mean wesker is winning 65% of his games. If you play 10 games, and get a 2k in 7 of them and a 4k in 3 of them, that is a 65% killrate (26 kills out of a possible 40). It's like people are forgetting that the difference between a 50% killrate and a 75% killrate in any given game, is only 1 kill (a 2k vs a 3k). So no, the statistics do not show he isn't balanced, just as Nurse's lower killrate does not show she is underpowered lol.

  • @CoDismylife said:

    Wesker is way to rewarding for minimum skill and effort. His chasing is very strong, he has very good mobility, he has side objectives for Survivors which slow them down on gens or chase (lose/lose).

    He just has to much going for him. That's why he has the highest Killrate. And also the highest pickrate (25% that's crazy)

    The skill to reward ratio is really off on this killer and needs to be addressed.

    You do realize that without context, that killrate alone means nothing right? Wesker has a 65% killrate. Seems too high right? But that could easily be broken down as follows (just an example):

    Number of games: 10

    Total kills possible: 40 (4 survivors x 10 games)

    65% of 40 = 26 Kills

    65% kill rate over 10 games could equal = 7 games that you 2k (14 kills) and 3 games that you 4k (12 kills) = 26 kills/65%

    Do you really think playing to a draw 70% of the time is overpowered? lmao!

    Now add in the fact that we have no idea what the average number of hook states is, the fact that the difference between a 50% killrate vs a 75% killrate is literally 1 kill, and how there are anomalies like Nurse, it is clear why don't only use killrates to balance killers.

  • @McDoobz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232619#Comment_3232619

    Just sliding in here to let you know that we received many requests from players to include Pick rates in our post, so we've gone ahead and added those in.

    https://us.v-cdn.net/6030815/uploads/NUJOHCRND6VJ/tablekr3.png

    Nice! thank you!

  • @Pukenplag said:

    Fun fact: if 3 people play one character and all of them 4k, the average kill rate is 100%

    Does that make the character strong, or is it just the fact that so little people play them, a single match can switch the balance by a mile?

    This. The number of people who play/main Sadako and Freddy is probably quite small (former Freddy main). I would bet that the numbers are skewed because of this.

  • Without the usage rates, the numbers are out of context. Sadako for example may have a very low usage rate but the few people who do use her, over-perform. Same thing with Freddy (speaking as a former Freddy main). The character is generally garbage, but you can still get results if you really want to fight through the struggle lol. - not worth it hence why I'm a Wesker main now.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230772#Comment_3230772

    Since you didn't read the 2 other sentences I wrote I'm not gonna continue going back and forth.

    Nothing you said addresses the situation at hand. So thank for you not continuing the back and forth.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230651#Comment_3230651

    I guess you missed the part where I said the gate was open. How would I have time to down and carry 3 people, who were all in close proximity to the gate, somewhere farther in the map? How does that concept even make sense? lol.

    @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230703#Comment_3230703

    You should've been managing where you hook your survivors. Don't use hooks near exit gates early in the match then either. Everything else is RNG at that point.

    I'll give you the TLDR since you didn't take the time to read: The gate was open.

    How do I "manage" where I hook survivors if there are only 2 hooks near by and I have downed 3 people? According to your logic, I guess I should figure out a magical way to teleport the third survivor to a hook or just give the free escape. lol.

  • @Viciusaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230257#Comment_3230257

    Seriously, this change needs to be implemented, especially because Midwich hooks can be a nightmare to deal with. You permanently lose one hook and suddenly one side of the map can be completely dead for the rest of the trial.

    Exactly. I feel like the people who are fine with this, must not play killer very often lol. I don't understand in what world people find it okay to not be able to complete your objective for no reason other than RNG.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230482#Comment_3230482

    Killers have to manage where they hook survivors and survivors have to manage where they complete generators. I think its fair.

    Again, the gate was open and I downed 3 people. What does managing where I hook people have to do with anything in that scenario? I can't magically pause the wiggle timer nor can I stop the other ones who are down from crawling away. If I slug, they escape. When I picked the 3rd one up, they wiggle out because there wasn't a 3rd hook anywhere nearby. That's a lose-lose situation. How is that "fair"?

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230581#Comment_3230581

    Well that just sounds like you made a mistake. Why did you hook right in front of the exit gate? Take the survivor further into the map and save the hooks near gates for later...

    I guess you missed the part where I said the gate was open. How would I have time to down and carry 3 people, who were all in close proximity to the gate, somewhere farther in the map? How does that concept even make sense? lol.

  • @xni6_ said:

    because at higher mmr killers are always short about 3 minutes of time. if it takes 1 minute per hook (15 seconds to find, 30 seconds to down, 15 to hook) then the killer will lose all the gens by their 3rd or 4th hook. now if you spend that minute camping, youve cut down completely on your down time, and you have pressure since the survivors now need to come to you, not you go to them, and if you secure the second state then its a near free tunnel out. if theyre hooked in the 3 gen thats even better bc you can cut down their gen time by pushing them off, while also forcing them to save before second if they want their teammate alive, and making that unhook very difficult

    playing from the killers perspective, you can see the reasoning behind it, and youll also see the necessity of it (unless you are nurse or blight with best addons, meta perks and in the case of blight not vsing absolute gods)

    This. There is a huge time investment discrepancy between the killer’s objective vs survivors’ objective. Unless you can get downs very early and very quickly, it can almost force killers into the boring 3 gen/force second stage type of strategy.

    I think survivors need to be given an objective that actually requires skill and engagement from the whole team. They need more than just they typical 1 survivor in chase, 3 survivors on gens type of scenarios.

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230482#Comment_3230482

    Respectfully disagree, killer basekit is pretty loaded at the moment. Unless you are working against a Sabo SWF crew you are able to get to a second hook. No need to nerf killers further.

    Again this just isn't true. Just yesterday I had to hook one person in front of the gate which destroyed that hook. I then hooked a second person and that hook was also destroyed. I had the 3rd person down but couldn't carry them to another hook in time (and the gate was open mind you). They wiggled off and escaped for free simply because I could not hook them (and couldn't slug either since the gate was open). So again, I'm not sure what this has to do with killer's basekit. It's just bad design lol.

  • @AverageAshEnjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230477#Comment_3230477

    fair point honestly. fingers crossed bhvr comes up with a fix for that problem

    basekit bt doesnt stop tunnelling but it makes it significantly less appealing. and everything you suggested would only make killers tunnel even more (like the 90s gens did). another thing, theres more to survivor than just doing generators. they have to make important decisions just like you do

    The problem with "90 second gens" is that they don't exist lol. The first 2-3 gens are typically done in less than that time if you are playing against survivors who can do their basic objective. You add in Prove Thyself, Hyperfocus/Stakeout, toolboxes, bnps etc, those "extra" 10 seconds are non-existent.

    And no there really is much more to survivor than doing gens at any given time until 1 survivor is dead. For the first half of the game, it boils down to 1 survivor in chase, 3 survivors on gens. Meanwhile the killer has to be on full press mode at all times in order to keep up. A survivor's biggest challenge to be frank, is other survivors lol.

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230257#Comment_3230257

    Strong disagree. Killers need to be smart about where they hook survivors - they also have perks which allow them to carry survivors much much further and offerings to group hooks closer together.

    I hope unbreakable basekit never makes it to the game TBH as it is a bad change.

    It has nothing to do with being "smart". I shouldn't be required to bring a perk just to do my basic objective. Why should I be punished if I just so happen to kill a survivor in a specific area of the map? - especially maps with bad hook RNG. If you are suggesting giving killers basekit Agitation, Iron Grasp and Mad Grit, then maybe I can agree lol.

  • @AverageAshEnjoyer said:

    the 45s unbreakable isnt going to do anything in 95% of your games. when the hell do you need to slug someone for 45s anyway? as for basekit bt, just dont tunnel its that simple.

    This is just false lol. If someone goes down near a pallet and another survivor is close, how do you pick them up? If a survivor goes down in a dead zone and your only option is to slug, what do you do? Basekit unbreakable creates lose lose situations for the killer (which should never be the case). I truly believe that the only people who advocate for all of these second chase perks to become basekit are players who don't want to be in any danger at any point in the match. They just want to sit on gens and get easy escapes.

    Also, basekit bt does not stop tunneling lol. I'm a Wesker main. If I chose to smack you as soon as you get off the hook, 2 charges later I've already caught up to you. Giving you free perks isn't the way to address these issues. If you want to reduce tunneling, make chases more appealing. How do you do that? 1. Make maps smaller/less safe. 2. Give survivors an objective that actually requires skill from all survivors. 3 people sitting on gens while 1 is in chase, isn't particularly engaging. Especially when 2-3 gens will pop right off the bat if they are playing efficiently.

  • Hooks breaking after a survivor is sacrificed on it. This outdated mechanic unnecessarily creates deadzones, which thereby forces slugging. If basekit unbreakable ever makes it to the live servers, this will be a nightmare.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229195#Comment_3229195

    Yeah agreed, NOED is even less likely to help these days but they still seem to run it. However I see it far less than I used to...

    NOED works just fine if used correctly (especially if you have a special attack that can hide the fact that you have it). I find it works best as part of an end game build with No Way Out and Blood Warden. All you need to do is get someone on the hook without a basic attack. Then wait for the other survivors to try and make the rescue. Don’t swing until you have at least 2 near the hook trying to body block for the save.

  • @Draxlore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222029#Comment_3222029

    There is no tunneling solution, because tunneling is not a problem.

    This guy gets it. As long as the game revolves around finishing gens as fast as possible, then killers will do whatever it takes to get kills as fast as possible. But the constant whining and begging for the game to always protect you, is just getting out of hand at this point. If you want to make it so you never get tunneled, here’s the solution: play killer. Then you will never be tunneled and you also have the option to never tunnel anyone else either!

  • @HexSorrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222157#Comment_3222157

    That seems more like a "I'm going to ruin people's game by camping, no matter what Behaviour throws in my face" problem.

    No it’s more of a “tunneling and camping are part of the game so get over it” type of problem. There’s nothing you can do to stop a killer who wants to tunnel/camp. You are supposed to finished gens as fast as you can and then take the trades/body blocks once the gens are done. If you can’t manage a 3 out against a killer who literally face camps, that’s a skill issue on your part.

  • And I’ll still smack you off the hook and watch you run off to mend. Now what? Lol.

  • Unless survivors are willing to give up all perks and addons that speed gens up, y’all really need to stop complaining about perks that slow gens down. From start to finish, the first few gens do not take 90 seconds. As a killer who does not run any slowdown perks, I would totally be in favor of removing all slow down/regression/speed up perks for both sides (I am okay with perks that block gens ie repressed alliance, dms). Are you in favor of removing these for both sides or do you just want to nerf killer perks because you want games to be even easier?

  • At some point people just have to accept that for both sides, focusing on your objective is the most effective way to win. Wanna win as killer? Focus your first 4 hooks on two survivors. Wanna win as survivor? Crank those first 3 gens out in the first 2 minutes and then watch as the killer is forced to proxy camp to get pressure back. This is the game we play. Unless each sides’s objective changes, this is the way it will always be. Base kit perks will not change this.

  • @hiken said:

    killers just want to have their easy victories against solos they dont want survivors to have the nerve to fight back something only SWF can do and thats one of the reason there arent many strong killers and most are kinda weak... the game will never be balanced if u want solos to be always weak.

    The reality is that most survivors won’t accept the trade off for buffing solo close to swf: all killers must be able to compete against the best as well ie nurse/blight/spirit level across the board. You can’t just have a massive disparity in viability on the killer side and then buff survivors even more unless you want queue times to skyrocket.

  • @SunsetSherbet said:

    How many perks do we need basekit before survivors are happy?

    All of them of course. It appears that most survivor mains want to have a no risk no stress experience. We’d almost just be better off if the killer role was completely removed from the game or replaced with AI so they can hold m1 on gens in peace.

  • both sides need to accept this simple fact: there is no wrong or right way to do your objective. There is nothing wrong with tunneling or camping or doing gens fast. If that’s what you want to do, do it. As a killer main, there is no way to tell if you will get an uncoordinated solo team or seal team 6. There’s also no way to gauge how fast or slow the gens will be (other than the fact that you are almost guaranteed to lose 2 gens in the first 90 seconds). Abandon made up rulebooks and just play how you want. There is no reward for playing nice as killer. They will teabag at the gate and/or complain in the end game chat either way.

  • Nah it’s not overhyped when multiple people in a coordinated swf are using it with stakeout/prove/toolboxes/bnps etc. And unless they make big mistakes, those gens will fly and pretty much guarantee at least a 3 man out.

    That being said, I think this has more to do with the fact that gens can be done incredibly quick when survivors are efficient. 90 second gens don’t really exist (especially at the beginning of the game). Gen speeds vary so widely that it’s difficult to gauge if one perk is to blame.

  • I wish every killer had something like this and that it was a one shot when you are in the exit area. You wanna stop to teabag/click? Cool. Then you should be risking getting downed to do it.

  • As a former Freddy main, I think his biggest issue is the alarm clock change. He basically has no power other than the teleport for long stretches of time. But yes it would have been nice to have both pallets and snares but if survivors are awake for most of the match, it makes no difference.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194927#Comment_3194927

    If you can't keep up with 2 man swf then it's skill issue. They're just little better than solos they help teammates instead leaving them to die on hook.

    It doesn’t take a 4 man swf to win despite what people claim on this board. It takes competent players. So yes it is a skill issue. A survivor skill issue.

  • i guess those “extra” 10 seconds is all killers need to combat the prove/hyperfocus/stakeout meta 😂😂😂

  • That doesn’t change the fact that most killers in the game are mediocre. I used to be an exclusive Freddy man until earlier this year. Once I came the realization that he is just an M1 killer with no power because of the alarm clock change, I decided to stop playing him. Many killers are the same in this regard. Weak to okayish power that can’t keep up with good 2-4 man swfs.

  • I mean who wants to play as mediocre killers? Survivors ask to get killers kits nerfed and then wonder why they don’t get played anymore? Lol.

  • @Steel_Eyed said:

    I think Ruin is in a good spot and gives way for other newer perks. Still passive gen regression.

    How is a perk that almost no one uses now “in a good spot”?

  • I see at least 1-2 sprint bursts and 1-2 lithes every single game.

  • The sole reason that this is exists is because of hatch. You should ask the devs to get rid of hatch and then this problem would be solved.

  • Totally agree. Map offerings need to go. And remove any challenges that are map specific so that people can stop using this lame excuse for playing horrible map offerings that send you to unbalanced maps.

  • As others have said, it completely depends on the skill level of the survivors. It takes too much precision to line up grabs and since the time punishment for missing is so bad, I end up getting grabs that I could probably just used his m1 anyway. His power is terrible in its current state.

  • I love when people say PT is not that good yet it shows up in damn near every single game now 😂

  • Or you can always advocate to get rid of hatch all together. It’s literally the only reason slugging for the 4k exists.

  • This map feels even more survivor sided than before. More god pallets and additional areas outside? Who thought this was a good idea?

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148643#Comment_3148643

    I am completely fine with it not working in the EGC, but survivors need at least one perk that killers are afraid of, after a survivor is unhooked.

    I can tell you as a killer main, for the most part I am not afraid of ds during the match (unless it's paired with off the record and someone purposely body blocks).

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148623#Comment_3148623

    Was last patch with 5 second DS really that bad? Cause that is all I am asking for at the very least.

    In general 5 seconds is probably fine. It does need to shut off in the EGC though. There's no reason to go back to granting guaranteed escapes.

  • The whole concept of playing nice only seems to apply to killers. Survivors are free to do whatever they need to do to win and it's perfectly okay. But if a killer wants to play efficiently, it's "playing dirty" lmao. Other than straight up face camping, every other strategy should be considered fair game. If killers have to deal with exhaustion perks, prove thyself, COH, adrenaline, off the record, body blocking, swfs, clicking flashlights, teabagging etc and all of those things are just considered part of the game, I'm baffled as to why people insist on having a rulebook that killers must play by. Survivors do not care about the killer's fun and nor should they. And killers should not be concerned with survivors' fun either. One side's job is to kill and the other is to escape. It's like people forget that part lmao. Imagine if killer mains went around telling survivors that they shouldn't care about escaping and that getting 3ked/4ked every game is just fine as long as you played by certain rules and had fun.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146732#Comment_3146732

    I disagree, I want the change to be that they fix the problem, which is that tunneling is the best strategy to win right now. So that means if you are a soloQ survivor. You should swap to killer and exclusively tunnel until they cannot ignore it anymore.

    Let's say the devs totally give in and find a way to completely stop tunneling from happening. What do you think that will do the kill rate if they don't make chasing a consistently viable strategy in return? Adding 10 seconds to gens and making actions 10% faster is not enough to compensate for totally eliminating one of the best strategies a killer can employ (when done in a smart way). Sure it will make survivors happy because their games will become even easier, but it is naive to believe killers will suddenly become successful/fun being forced to try and 12 hook every game.

  • Interesting that people can't even acknowledge that a perk can be annoying without getting defensive lmao. Anyone who says it isn't extremely annoying when you have 2 gens left and multiple survivors have sprint burst is lying. For the next 10 minutes you will either be playing ping pong between gens as survivors sprint away anytime you get close or you commit to the chase and lose the gens anyway. OP is not wrong for calling this out. There are things that survivors don't like and there are things that killers don't like.

  • I always find it amusing when I hear “genrush good” with no mention of how not fun that strategy is for killers but in the next breath hear “tunneling bad not fun for anyone” lmao. Playing the game efficiently on both sides generally involves unfun tactics more often than not.

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146732#Comment_3146732

    I mean I can't really complete my Survivor Rift challenges by playing Killer, also ignoring it and just playing killer won't solve the issue.

    Maybe the subtext wasn’t clear that I don’t think it’s an issue that needs to be solved lol. It’s part of the game. Might not like it, but hey, I don’t like playing against swfs but I deal with it.

  • @Star99er said:

    I rarely ever got tunneled beforehand as it was never an effective strategy at higher MMR but I feel like ever since the mid chapter balance changes it's made things much worse. With how much more time it now takes survivors to complete Generators + DS Nerf + the base kit buffs killers got there's no longer an effective way to counter it this playstyle especially in Solo Queue. It's better for killers to eat OTR & DS and just keep tunneling because how slow the game is now. Literally almost every game either me or another survivor gets tunneled. Somethings needs to be done about this.

    If you want to see more killers not tunnel or camp, you can always just play killer and not tunnel or camp. You are playing solo queue anyway right? Be the change you want to see 😉

  • 99% of the time no because I don’t think hatch should exist in the first place. Why do survivors need a chance at a pity escape anyway (hatch exists so that one survivor can feel like they didn’t lose)? If blood warden or no way out became basekit, then maybe I’d consider giving hatch more often. Until then, earn your escape just like I have to earn my kills.

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