Seraphor
Seraphor
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- Seraphor
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Some of you need to play killer and it shows.
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@FFirebrandd said:
Last point: I understood you just fine. I don't think you understood me. I am aware that DBD is very snowbally so it will attempt to be balanced so that there's even odds of the snowball going either direction. The problem is that what happens when the Survivor snowballs and what happens when the Killer snowballs is NOT even. Not even close.
Lets say the match snowballs in the Survivors' favor. All gens are done, all 4 Survivors are alive. What happens? Well, if the Killer either has or gets a hook before doors are open, he's probably going to face camp the survivor he caught. Why? Well... what else is he going to do? Odds are that face camp will be successful and that person dies... or maybe the Survivors make a trade and the trade dies. Unless the Survivors seriously out skill or out perk the Killer, he's keeping someone.
Lets say the match snowballs in the Killer's favor. 3+ gens left, 2 Survivors left, one down, one injured. What happens? Well, if the Killer wants, he can leave the downed Survivor on the floor and find and down the injured one and confirm his 4k without the Hatch ever entering the equation.
Those two things are wildly different. We aren't alternating between a 0k and a 4k, we're alternating between a 1k and a 4k. THAT is why all Killers except Nurse have a +50% kill rate and the average kill rate is ~56% over the entire playerbase the last time we got stats. It isn't because killers are stronger... they just get less screwed when they get screwed.
Because killers can almost always secure at least 1k, but survivors can't really secure at least a 1e... To get things "balanced" to 50% kill rate, the snowball will have to go to the Survivors more often... which will make playing Killer suck.
Either that or BHVR will need to buff the hatch or nerf camping.
One small thing to add here.
If a killer is slugging for a 4K, there was never any chance of an escape, because the hatch doesn't count as an escape, it's neutral.
So I wouldn't say the killer is securing a 4K, they already had it. If it's got to that point, it's already snowballed to a 4K scenario.
A true 3K would be 2 survivors left when the exit gates are powered, killer kills one before they pass the threshold, which would sound like it should be a 2K match.
So really, killer can almost always secure 1K more than the outcone of a game would suggest they should get.
So we could even go as far as to adjust all scores down by 1K. A 1K is actually a 0K, a 4K is actually a 3 K, etc.
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1. Low pressure killers (who don't have mobility, ranged or trap powers) are more likely to tunnel, as eliminating a survivor early us almost essential to winning. You need to make sure you don't leave more than one survivor on gens at any time.
2. Nemesis's power promotes tunneling, you need to hit survivors 3 times instead of 2, and they can undo your progress in two ways, heal or vaccine, so you can't let them do that.
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@dallasmedicbag said:
I feel like I'm playing a different game than you all. My killer queues during the day takes ages, and survivor queues instant. At night, it's the opposite since a lot of people play with their friends at night. It's been this way even before I stopped playing in 2018. I don't think there's a killer shortage at all because if there were, I'd have instant killer queues no matter the time of day.
Something tells me that the comments in that video and in this thread aren't very truthful.
If you extrapolate from this, then most people play in the evening.
Those playing during the day are playing without friends, so more likely to play killer. As a majority of day-players friends are not online, then the majority of players aren't on during the day.
So the evening queues are more representative of the playerbase at large.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2656510#Comment_2656510
Which is 40 2k's. Woah super hard to get. I really don't care how you think MMR works since the data mine video exists. 2k is not breaking even.
Your math doesn't quite check out...
Yes I saw that data mine video. I've also read the explanation BHVR put out in response to it which was completely different, and makes a ton more sense. So I'm inclined to believe you're the ignorant, uninformed one here.
It is not a case of win = +20, no matter what your streamers tell you.
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Iron Will doesn't remove scratch marks, blood pools, or auras. To claim Iron Will is OP is absurd.
Shadowstep on the other hand...
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@emodeshort said:
It's past time to create a casual mode and a ranked mode. so the sweat lords have a place to be as tryhard as they like, and people who just want a fun time can enjoy the game once again.
You realise Casual mode would be the one full of sweatlords right? Where they can noobstomp free from the restraints of matchmaking.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2656499#Comment_2656499
That I can't say. But we know how the MMR works, the gains per kill, the starting and the cap. If it works as we know it and the devs have basically said, then you're going to be at that same cap they're at very quickly. My best guess is region or play times.
I don't see how.
If you 2k then you more or less break even and barely move at all. If you 3k, depending on the MMR of the survivors, you could still barely move up at all, maybe 1-5 points. It takes 800 to reach the top MMR bracket.
If you don't realise that, then you don't understand how it works after all.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2656456#Comment_2656456
You're almost certainly in the same MMR as that 4k camper, my man, assuming you play regularly.
Then why are my games brilliant?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2656405#Comment_2656405
Wait, your MMR rises if you get a 1k? That's absurd. The devs have repeatedly stated they consider a 2k the median result they're hoping for. 1k is still underperforming, so why would your MMR go up for that? I've been under the impression all this time that a 2k kept your MMR static, 3k+ was upward movement, and 1k- was downward.
It's impossible to tell.
Killer MMR is based on four 1v1s. A kill is a gain, an escape is a loss, a hatch or DC is neutral. The 3 1v1s adds up.
But the amount each kill/escape increases/decreases depends on the relative difference between your MMR and the Survivors MMR.
If you kill a very high MMR survivor, and three very low MMR survivors escape, that could potentially be a positive MMR change.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2656356#Comment_2656356
So you average 0k's?
No I average 2-3Ks with hatch. But I get multiple hooks, a high score, and a pip, as opposed to a 4hook 4K camper who gets neither but shoots their MMR up into sweaty hell.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2656292#Comment_2656292
There's an issue when you consider 100% of killers sweaty
I'm a killer and MMR is fine, because I'm not sweaty.
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@Myla said:
I get that inexperienced players can get to Top MMR in a short time because of how bonkers it is but why are we pretending as if the sweat loadouts or gen rushers are suddenly new? This has existed for a long long time. To me they should fix the core mechanics of the game instead.
Exactly. Now the sweaty killers are facing the sweaty survivors, instead of being paired with everyone else. As it should be.
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The reason I'm not playing killer has nothing to do with MMR and everything to do with boons.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2654446#Comment_2654446
Dragons grip kinda ip at that point tho
@Fobbo said:
Dragons grip. I really love the perk but i dont get value often because of the huge cooldown
DG should at least have a reduced cooldown. I can't coubt how many times I hear the scream just for me to get back to the gen and the survivor has vanished completely.
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@EvilJoshy said:
5 mins? I could have sworn it was shorter. Ive had the same scenario happen to me and i thought it was only 1 min. I could be wrong. Either way i watched a short youtube vid while i waited.
By the time you load back in, there's probably only a couple minutes remaining.
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Ok booner
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I usually run Jolt and that's it, simply because it saves me kicking gens. Still leaves 3 perk slots for chase, detection or exposure.
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@coolmacc said:
https://forum.deadbydaylight.com/en/discussion/comment/2654238#Comment_2654238
That is not true
It is true.
In the 4s it takes to snuff out a totem, survivors can have repaired 16 charges on a generator.
If it happens to be the same gen, then you will have to kick that gen and keep all survivors off gens for 64 seconds to compensate for it.
That's if it only takes 4s, which it doesn't...
@coolmacc said:
https://forum.deadbydaylight.com/en/discussion/comment/2654255#Comment_2654255
I wouldn’t say so it takes 14 sec to bless it only goes 24 meters and takes 1 sec to be snuffed
It takes 3s minimum to snuff a totem, 2.5s animation plus reaction time.
It can take anywhere between 4 and ~16 seconds to travel to a Boon, if you even know where it is.
Snuffing out a totem usually means dropping a chase, which can result in between 15 and 60 seconds to time wasted.
Killers simply do not have the time to deal with this. I do not snuff out boons any more because it is more beneficial to allow survivors to have instant healing, no scratch marks, and no auras, than it is to go out of my way to snuff them out, multiple times.
Imagine that, instant healing and total stealth being the lesser of two options...
Which obviously means I can only play Plague or full expose builds.
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This is where using her power in short bursts is beneficial. The less time you use it, the shorter the cooldown. I believe it works in 3s incrementsn each second of use = 3s recharge.
I could see there being cause to have a dynamic scale to it though. Mayve something like:
1s = 4s cd
2s = 7s cd
3s = 9s cd
4s = 11s cd
5s = 12s cd
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Just use Blast Mine, and for stuns, DS and Head On as well.
At highest level of play, you get Ruin Pop combo, so cleanse Ruin and they will have to kick the gen. At lower levels killers just kick gens as they feel like it, usually more often than not.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2654442#Comment_2654442
Game is SWF sided not survivor sided.
My first paragraph.
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Any gen-kicking perk. I think if the survivors want to instantly tap that gen and give me the ability to kick it again, then that should come with the cost of giving me my gen-kick perk back.
Pop being the obvious exception as it has an additional requirement.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2654382#Comment_2654382
I have no problem with people discussing why something needs a nerf/buff, when they do it in a constructive way, basically the way you just did.
Lately you don't see that though. You see a lot of low effort threads just say "this op pls nerf", or just general pity posts where everyone brushes each others egos, like a little echo chamber. If someone has a slight different opinion, or no opinion at all they get mobbed.
One side uses the argument to "just do this or that" but as soon as the other side does the same, there is a problem.
Another issue I have with it is that people always mention "survivors" when solo q and swf are almost different roles. All the arguments I see in favor of nerfs for one side, it's either just considered for swf or for top tier killers.
Low tier killers and solos just get forgotten into existence while things keep changing and they keep getting things nerfed that are only actually overpowered on top tier killers and SWF.
My experience with SWF isn't much different to my experience with solo, other than the fact that I always run Kindred when solo. As a killer, I rarely worry about if the survivors are SWF or solo, I don't think it makes much of a difference, you can get good solo players who can still give the killer a run for their money.
As a console player, ever killer is a low tier killer, because Nurse, Blight, and most ranged killers arent viable.
You need to have a ######### ton of chill as a killer, because the game is tremendously survivor sided. There's no wonder why so many killers play sweaty. Killer is a sprint, survivor is a leisurely strole.
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Absolute nonsense and it shows you never play killer.
When I play survivor, the experience is chill af. I can go around looking for totems, I can walk around the entire map, can sneak around the killer to line up a save. It's a leisurely stroll.
Killer does not have time to "do bones". You stop sprinting for a split second and you've lost.
Survivors need more objectives to keep them busy, killers need less.
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Please just close this topic before it goes any further.
Does anyone even notice which face Bubba is wearing? With the lighting in this game you can barely tell the skin tone.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2654206#Comment_2654206
This. This forum has turned into a fear mongering fest and a pity party for players who want free 4ks and free escapes every match instead of just getting better at the game.
I'm a pretty chill killer. I don't care about the 4K and regularly give hatch, or mess about with the survivors when it's clear theyve won.
But Boons are the biggest pain in the ass I've ever faced as a killer. It really is not 14s vs. 2s when you have a coordinated team, you can't keep them down without throwing the game, so you just have to give up and let them have their god-mode zone.
Hit and run doesn't work with CoH, so Wraith, Legion, Pig, etc. just don't work. You're forced to tunnel. (I don't like tunnelling)
Aura reading doesn't work with Shadowstep, so gone are all the fun and quirky builds like Mirror Myers, and a ton of iri add ons like Demo's Leprose Lichen and Lifeguard Whistle. Not to mention, BBQ loses all functionality, you know, the most common anti-camping perk. (I don't like camping)
These are hard counters to base killer mechanics. You can snuff them out, but you have to go out of your way and lose a chase to do so. You lose way more than the 14s it takes a survivor to bless them.
There's playing chill, and then there's being the survivors punching bag. In order to avoid that... I now have to play nasty. I have to camp and tunnel, just to get a fair number of hooks and maybe 1 or 2 kills. I can't be a chill killer any more. So I play Plague instead, and nothing else until boons get nerfed.
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Good
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2653503#Comment_2653503
The game is balanced, you just don't understand how it's balanced.
The game is balanced around Killer tiers. There are certain Killers that work against pro SWFs on both large and small maps with meta perks. There are certain Killers balanced around regular SWFs, partial good SWFs and good Solos with certain perks. Then there are certain Killers balanced toward Solos.
Nurse, Blight, Spirit and Billy are made to go against SWFs with meta perks on large and small maps. If large maps were reduced in size, then those killers kill rates would sky rocket. So asking for smaller maps also means asking for those 4 killers to be nerfed heavily. Asking to slow down gen speeds is also asking for those killers to be heavily nerfed. I'm assuming you are not asking for those Killers to be nerfed.
You can't ask for one without asking for the other.
This might make sense if Nurses and Blight were only paired with SWF on Mothers Dwelling snd Coldwind, while Myers and Ghostface only faces solos on indoor maps.
Unfortunately that doesn't happen. Anyone can face anyone else on any map.
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@Ussu said:
No. It's a way to let players vote on what map they want. I actually think they need to rework map offerings into a more detailed and better map voting system.
Would killer count for 4 votes?
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No. Balance the maps first, then map offerings won't be so crucial to gameplay.
Mirror Myers would be impossible without an indoor map offering.
Thing is most people don't mind ending up on any particular map (except RPD), it's only when they know an offering was played that they get pissy about it.
So, make map offerings secret, like mori's and shrouds. You wont know if the map you got was because of an offering, and you won't be able to DC for every hidden offering or you'll never play a game at all. And you won't instantly know it's Mirror Myers when you see a Lerys offering.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2646069#Comment_2646069
I really like that idea! It wouldn't be a hex anymore, right? Then you could keep the movement boost regardless of remaining totems, and some exposed hits depending on the number of remaining totems. Would the tokens be spent with every hit, or just when you down someone from healthy?
Yes, it wouldn't have a 'hex totem' lit up, so it wouldn't really be a Hex perk anymore, just a totem-related perk.
Whether tokens are spent on attacks or hits? My first instinct is on attacks even if they miss, which adds in the skill element everyone says NOED is missing, but depending on how often multiple totems remain up at the end of the game... I'm not entirely sure if this would be too weak.
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@asirirsprime said:
https://forum.deadbydaylight.com/en/discussion/comment/2653472#Comment_2653472
I think 3 gens in a minute is a bit too fast
Gen speeds haven't changed, nor have survivors gained any significant repair perks, but the game is getting more and more intense and unmanageable for the killer.
While there have always been large maps, there's an obvious trend that high mobility killers do well on them. Map pressure is the main factor, and large maps exacerbate the problem.
What has changed recently is boon perks. They make it substantially more difficult to maintain map pressure, either by forcing you to traverse more of it to snuff them out, or by create safe zones where you can't easily find or pressure survivors.
If gens were any slower, playing survivor would be unbearably boring.
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It's not gen speeds.
It's map sizes and boon totems.
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@Aven_Fallen said:
And now everyone pretends again that playing Killer is SO HARD and this is why Killers quit. Always the same nonsense. Really, it gets tiresome.
@Topic:
I dont know what changed, but something changed. Survivor Queues got longer all of the sudden with the latest Grade Reset. This also shows it is not Killers quitting the game, this would be a gradual process and not from one day to the other.
If I would have to guess, I would say that it is because they changed something with MMR. Before it seemed like there were too many Killers on the high(er) MMR-Scale, because it is easier to get high MMR as Killer than Survivor. This would also explain why I got a bunch of Baby Survivors with my Huntress, I did play her today and the Survivors I got were way worse than my usual Survivors I get with her. I dont expect very strong Survivors, because I am not a great Huntress, but those were way worse and it was not even close to a challenge.
And again - this happened basically instantly.
Boons are likely a much larger factor than MMR.
Killer was great when MMR came out at firstn then it kinda plateaued as peoples MMR grew and settled.
But Boons were an instant blow to killers. I literally won't play anyone other than Plague and Ghostface because of them. Any M1 killer is useless because hit and run doesn't work, any aura reading is useless so no more Mirror Myers, Lifeguard Lichen Demo, Nurses PH, etc.
"Just do bone kek kek kek"
It doesn't just take the killer 2s to snuff a boon, it takes 2s + travel time + dropping chase, all of which can add up to 15-60 seconds of wasted time. Then they just rebless it again anyway. SWF can literally have one immersed blendette doing nothing but Boons and they still have enough gen pressure to escape with 0K.
As a killer, you give up on snuffing boons, because you know it's pointless. They're permanent fixtures, unlike Hexes which vanish in 20 seconds.
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Eh, not too keen on killer add ons affecting such base game things as the fog.
I think what PH sorely needs is an add on that allows his ranged attack to automatically inflict Torment.
Honestly his dailies are the worst in the game because survivors just refuse to step in the red goo.
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I'd prefer it if they reduced the grind by tweaking perk tiers or removing some of them. Best thing to do would be to have all unlocked perks immediately available at tier 1n they you only need to grind to level them up to tier 3.
By increasing BP across the board you not only affect the perk grind, but you also reduce the value of items, add ons and offerings. So expect to see a ton more BNPs and have hundreds of unused and worthless brown and yellow add ons.
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My favourite/most enjoyable maps, and the ones I think are probably the most balanced:
Yamaoka
Dead Dawg
Temple of Purgation
Hawkins (RIP)
Least favourites:
RPD
The Game
Coldwind
Mothers Dwelling
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If you're still learning, take the loss. You can't expect to win if you're not experienced yey, and youll lower your MMR until you're comfortable.
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All radial effects (including TR and boons) should be 3D (spherical) instead of 2D (cylindrical).
For TR, this would mean that a killer on a different floor would effectively have a smaller TR. This could be more more or less unsettling, but it would make a difference that you could learn to discern.
Is the killer on a different floor? Or do they have monitor and abuse?
Quiet TR? Maybe the killer is 20m away, or maybe they're right above you and about to drop down and ambush you.
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@ShinobuSK said:
How does it counter DS?
I assume it's because using DS makes them the obsession, so now the person with the repair speed buff is not on gens, while everyone else gets slowdown.
I wouldn't call it a "counter", more of a consolation.
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It's never that simple.
How many hooks did you make?
How fast did they complete gens?
How often did they heal?
How quickly did you end chases?
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2651480#Comment_2651480
I am enjoying good teammates, if anything I want to keep my surv mmr high as possible
Hope you enjoy facing ruin-tinkerer Blights.
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Stop worrying about your MMR. If anything you should want to keep it low. You'll only end up complaining about how sweaty the game is if you keep driving it up.
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I played an anniversary cake as the Hag earlier. Loaded into the game, set up a few traps, then boom, boom-boom. I head to the bathroom to find all four survivors jumping in and out of lockers, me blocking them in the bathroom.
I knocked one down, picked them up, they rushed me, downed them while carrying with Starstruck, two others DCd instantly...
Like, #########
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1. He sucks
2. No more voice lines
3. I don't want to fund NFTs
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- "your game is not fun for survivors"
- "where are all the killers?"
Hmm...
Maybe boon totems have something to say about this?
Boon totems: "Suc it YOLO! lol"
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@JPA said:
Nah I feel vaulting and pallets is the only defense the survivor have really (well aside from second chance perks)
What about something like, if Survivors have been in a chase for X amount of time, their vault speed gets slower and slower as it progresses. Would prevent god loopers from being able to run the Killer all game.
I always thought Exhaustion should descrease your vault speed. You gain distance or make it to a new loop with your perk, so you should have the time and space to deal with slower vaults.
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M1 killers definitely have the short end of the stick, but they still have a chance. Every killer has a power of some description.