Seraphor
Seraphor
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The reason why Sadako is at the top and Nurse is at the bottom, is because these kill rates are taken across all MMR brackets.
The lower MMR brackets are heavily killer sided in general, where simple M1 killers like Sadako, Freddy and Pinhead work just fine and whose powers simply augment their already stale gameplay loop, but that bracket also includes all the newbie killers who try out Nurse and fail.
Ultimately these figures are all completely worthless. Even the individual killer kill rates are pointless to look at because the gameplay at the top end is vastly different to the bottom end, so without having at least a three-way breakdown between top-mid-bottom, you can't glean any useful information out of it.
Crushing this data even further down to a single 59.1% kill rate across all killers at all MMR brackets is even worse!
It's like attempting to calculate mortality figures and coming up with "100% of humans will die due to a reason of some kind."
59.1% kill rate could indicate that the game is roughly balanced, or it could be the result of having a 90% kill rate at the lower end and a 19% kill rate at the upper end!
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To a degree yet, Hag excels at zoning, so sticking to one side of the map is your best bet against any decent survivors.
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I wish it made it clear that a hatch escape was not an escape but a concession.
You are not winning by screwing over your team for the hatch.
Now I fully endorse running perks like Sole Survivor, as an insurance policy against those games that go downhill fast, and I enjoy trying to get an exit open before the killer comes for me as the last remaining survivor. But a hatch escape is not a win in my book.
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@VikingDragonXii said:
I have given up even trying for any event crap because of the DCs....I have had matchest where entire teams all DC when they see me play Spirit, Vommy Mommy, or Huntress....if I play basic weak M1 Killers then they run ruff shot over me and that ain't fun either.
I'm actually about done with DbD as a whole. BHVR really needs to either extend the event or compensate players for how horrible this event has been because of current issues.
This event is much easier as survivor. All you need to do is 60% of a gen, bank your 15 energy and repeat.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3232324#Comment_3232324
Not really, because dcing tanks your MMR i'm pretty sure.
Edit: I meant people who dc, not cheaters.
Maybe it should, but I don't believe it does.
So DCers would probably be high MMR, since they can quit before they lose.
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@ASusSheep said:
https://forum.deadbydaylight.com/en/discussion/comment/3231858#Comment_3231858
Well it's not really fair to say I attempted to down them either. Most of the time I would go up to the generator to kick it, and the survivors on it would run off, but I would just ignore them to go patrol the other gens, or stay nearby to use my perks and abilities (Static Blast, Overcharge, Unnerving Presence, Distressing, Surveillance) to shock them and make them miss skillchecks, and then go to kick it again after, which "chased" them off the gen, though I didn't actually engage in chase (go after them to try and hit or down them)
A few times I did start chases, but would drop pretty fast, at most only getting a single hit before quickly returning to patrol the generators. It's true that they were running away from the 3 gen, and one of them did seem like they might have been leaving too early (overly cautious as you said), though maybe that's understandable considering the generator was in a rather open area and my terror radius would have been bigger due to Distressing.
Either way I still worry that I was in the wrong.
I know the scenario you describe, and it is partly on them too. They're playing too cautiously, and so they're not making any ground because of it.
If they took the risks and held onto the gens a bit longer, then they'd force a chase closer to the 3 gen. They were just too scared of going down in the 3 gen and getting camped. But the thing is, while one of them is getting chased, injured, downed, and then hooked, the others can still repair gens, even if it's 10 meters away from the chase that's going on.
I've repaired gens right under the killers nose before, because they think they're still pressuring their gens by forcing a chase right next to it.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3231802#Comment_3231802
Its still a mystery to me why the game still doesn't have a simple 15/20 minute time limit upon which it ends in a draw, forcibly quits and awards a certain amount of BP for everyone.
Nobody should really care about such long matches in a game where rounds are usually 5-10 minutes. Those long games will most probably not award adapt or double pip anyway at that point and/or aren't worth the frustration, for neither side.
This could be a neat way to implement their new mori system, instead of what we got in the PTB.
After ~20 the game goes into some kind of 'sudden death' mode. You get ~4 minutes, the first survivor to go down is instantly Mori'd, everyone else who isn't down/hooked escapes. If no one is downed by the end of those ~4 minutes then it ends with a null state, like 4 hatch escapes or something.
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Ok sure, remove medium vaults.
But every vault that would have been a medium is now a slow vault.
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Tell me; how many games have you actually finished?
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Don't forget...
Plague: See a fountain, DC
Dredge: See a lock, DC
Ghostface: Get marked, DC
Doctor: Get shocked, DC
I've experienced all of those in the past day or so.
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You said you didn't chase, not that you didn't attempt to down them. Surely by defending the gens you had to approach gens they were working on. Why would you commit to a chase that's taking you away from your 3 gen?
If they're playing overly cautious and just running away from gens the moment your terror radius touches them, trying to bait you into a chase to the other side of the map as if they think you have the intellect of a chihuahua, then it's kinda on them if they don't get them repaired.
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Tier 20 after three evenings, about 10 hours in total. 85 days left to complete the remaining 65... yeah it's not going to be a problem at all.
Killer queues have been fine. Try playing at peak times.
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Never.
My least favourite killers to go against however would have to be Blight, Clown and Trickster.
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They should just change it so that if anyone DC's, killer or survivors, the game ends, everyone get's a 5000 BP quitters bonus, and nobody but the person who DC'd loses a pip or MMR.
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@Joskey said:
https://forum.deadbydaylight.com/en/discussion/comment/3231411#Comment_3231411
Again, 61% is what the developers quoted. They didn't throw out a random number. If you go to an aggregate site, you will see all the killers have over a 50% average and most have over a 55% average. This is probably a skill issue if you aren't getting high kill rates with your killers.
It's pretty overwhelming evidence, honestly. Ignoring it is like sticking your head in the sand.
You're not understanding at all. Please go back and read the post I quoted.
I never said the average kill rate among all killers across all MMR brackets isn't 61%.
I said it's meaningless to draw any conclusions from that figure, because it's an average kill rate among all killers across all MMR brackets.
Tell me: What is the average kill rate among all killers at the highest MMR bracket (top ~7%)? What is the kill rate among all killers at the lowest MMR bracket (bottom ~7%)? Why are they different? Which killers come out one top at the highest bracket compared to the lowest bracket? Why?
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@Joskey said:
https://forum.deadbydaylight.com/en/discussion/comment/3231396#Comment_3231396
Except it matches exactly what the developers stated (mines actual at 63.4%), which lead credence to the fact that the average kill rate is exactly what the developers told us.
If you think one person's anecdote has any connection to an average taken from thousands of different players, I don't even know where to start with educating you.
There are players with 90% kill rates. That is a fact.
What does that do to your averages?
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3231401#Comment_3231401
By that logic, we shouldn't nerf Blight and Nurse, because they only have the potential to be good killers, and there are a lot of people that are garbage with them.
And that is the problem with trying to sidestep balance by arguing about potential. Pretty much everything in the game works on potential, because there will always be people that won't use things to their potential.
Those things aren't even remotely comparable. A bad Blight or Nurse is already penalised by being a bad Blight or Nurse. And a killers MMR is solely applicable to them rather than a team, so a good Blight/Nurse will already be penalised by a high MMR.
There are ways to bring solo survivors up to SWF levels without penalising those who want to play with their friends.
What's more, is you will just get lobby dodging all over again. Before we had the option to SWF, survivors would lobby dodge until they ended up in the same lobby. A SWF group could just time their 'ready' together and try to get into the same lobby, and bypass their MMR penalty you're suggesting. These days there are even scripts you can run to put you into lobbies with certain players.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3231391#Comment_3231391
When people complain that solo q needs buffs, you should tell them that solo q shouldn't get buffs, because you think SWFs have practically the same performance level as solo q.
You're brilliant at twisting peoples words.
What do you not understand about this sentence? "These advantages are not guaranteed, only potential."
guarantee
/ɡar(ə)nˈtiː/
- a formal assurance (typically in writing) that certain conditions will be fulfilled, especially that a product will be repaired or replaced if not of a specified quality.
- "we offer a 10-year guarantee against rusting"
- an undertaking to answer for the payment or performance of another person's debt or obligation in the event of a default by the person primarily responsible for it.
- provide a formal assurance, especially that certain conditions will be fulfilled relating to a product, service, or transaction.
- "the company guarantees to refund your money"
potential
/pə(ʊ)ˈtɛnʃ(ə)l/
- having or showing the capacity to develop into something in the future.
- latent qualities or abilities that may be developed and lead to future success or usefulness.
- the possibility of something happening or of someone doing something in the future.
Solo queue does need buffs, but not discrete performance buffs, because SWF isn't a discrete performance buff, SWF is merely a potential for better coordination. SWF do better than solos on average, not all the time.
So Solo survivors need QoL enhancements, that improve their potential for better coordination.
Things like:
Preset chat options. So you can communicate key info and certain times.
Some kind of ping system. Limited, so not like auras, but should allow you to locate other survivors in certain circumstances.
Action icons over portraits to show what team mates are doing.
The ability to view other survivors load outs. So that you can plan around your team mates perks.
All of these things would help solo survivors, and indeed help badly coordinated SWF groups a bit too, but their use would be limited and even superfluous in well-coordinated SWF groups.
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@Joskey said:
https://forum.deadbydaylight.com/en/discussion/comment/3230519#Comment_3230519
You think the stat has changed even though the Developers want to maintain a ~61%, as they stated. No, it's not delusional, that's what the kill rate is at. If you want to test it, play killer and record your kills/escapes and you'll get around a 61% kill rate. It's easy enough to do. I do it myself and that's what I'm getting.
Do no, it's not a delusional random number that the developers just randomly tossed out there. It's 61% and it's testable. You might just be at a really low MMR and need to improve your skills if you are getting a 61% or higher.
Your 61% kill rate means nothing, it's your personal kill rate. Others might have 80%, or 40%. Furthermore, it's an average across all MMR brackets. Its meaningless to players.
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3227629#Comment_3227629
People need to stop parroting this "61% kill rate". It's meaningless numbers, it's simply bad statistics to try and glean anything out of that number. It is an average among all killers, across all MMR brackets, it's meaningless, and everyone who tries to use that "61% kill rate" argument looks stupid.
For example, the lowest MMR bracket, the newbies and the worst players, is always going to be very killer sided. This is due to the shear immutable fact that survivors reap the benefits of experience more than killers. Newbie killers can just walk in a straight line up to a newbie survivor and down them, but a survivor has to know how to loop, know how to time pallets, etc. No amount of 'balancing' will ever make the lowest MMR bracket any less killer sided. So we accept that the 'lowest 7%' is going to be something like a 90% kill rate. Hold that thought.
Next, where do you balance the game? Do you balance around the top skill levels? or the Middle?
If you balance so the middle range is roughly 50%, then the highest levels will inevitably be around 30-40%, because the highest MMR brackets are saturated with SWF.
So let's assume that the highest 7% of players are predominantly SWFs who experience a 30% kill rate, the lowest 7% has a 90% kill rate. If you extrapolate that trend and make a straight gradient of kill rates across all skill brackets, starting at 90% and ending at 30% If you add that all together and average, you get a global kill rate of about 58%.
So let's say our magical number is "a 58% kill rate". That sounds killer sided. But the reality is that even with a 58% global kill rate, the top 35% of players are experiencing a survivor sided state of the game with a kill rate of <50%, as low as 30% at the very top.
Not least, a 61% kill rate applied to any single game, is still representative of a 2K, you can't have a 2.2k game.
Furthermore, the state of the game is just not great, and not conductive to producing a meaningful kill rate. Killers are tunnelling and camping more, inflating kill rates. Survivors are giving up on hook more, inflating kill rates. The kill rates aren't indicative of how strong or weak killers or survivors are, they're merely an indication of how often survivors are being, or allowing themselves to be, killed.
Just as survivor MMR being based purely on escapes is a poor judge of skill, so too is this 61% kill rate a poor judge of the state of the game.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3231370#Comment_3231370
It's not penalizing people for playing with their friends. It's balancing for the extra advantages people get for being in a SWF.
These advantages are not guaranteed, only potential.
Some SWF groups do not play with voice comms. How did you not get that from my post?
Some SWF groups play worse together than solo. I'm an example. I do far better solo because my friends are chosen because they're my friends, not because they're good at DBD. The amount of ######### talk I have to wade through to get any info out of them is incredible, and most games we just end up dicking about and getting each other killed. But I'd rather lose with them than win without them, most of the time.
Forcing me and my friends to play against sweaty Nurses just because we queued up together is penalising me for playing with my friends.
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Actually on topic though:
I think Kinship needs a buff, not to be basekit, but to make it as viable as Reassurance. Reassurance is the DLC alternative, while Kinship is a generic perk that does a similar thing.
It should:
A. Apply to both hook states, not just the struggle phase.
B. Telegraph it's presence to all survivors via a buff icon.
So perhaps the change to Kinship should be:
While on the hook, at the start of each hook state, all other survivors gain the effect of Kinship. If an effected survivor comes within 16 meters of your hook, your hook timer is paused for 26/30/34 seconds.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231251#Comment_3231251
I thought the point of filters/nvidia or amd settings was just that the game offers terrible settings to change graphics or unlock basic stuff like v-sync or anti-aliasing. The game even used to have anti-aliasing options before they actually removed it. According to a Q and A video they even removed it on accident but promised to bring back the anti-aliasing option, didn't happen until now.
I mean sure you can say that they intend the game to look in specific way they consider best and most balanced, but when we look at the lighting in some areas for example the main buildingin garden of joy that just does not work out.
I agree on stretched res though, it gave you an advantage against the killer as you could see him better when you were not supposed to see him at all..
But this point is a crucial difference for me in the entire matter... Stretched res gave you an advantage against the killer... Adding coms just brings solo players closer to SWF that already use communications. By evening out the differences between those two groups of players you get something to balance around, but as long as there is difference in effectivity and communication or information you just have two different groups of players and cannot balance around both.
Yes adding comms does just bring solo players closer to SWF level, that I'm not arguing. I'm not saying voice comms wouldn't close the gap between SWF and solo a bit.
What I'm saying is, it will set a precedent by the nature of being the default state of the game. Instead of the default being no voice, the default will be voice comms. This will exclude solo survivors who do not wish to use voice drastically moreso than they already are. To the point where people will likely dodge lobbies if they end up with 'non-talkers', because of how advantageous voice communication can be.
Players who speak other languages. Players who have social anxiety. Players who simply don't want to listen to a bunch of 13yo's shout racist, homophobic and misogynistic slurs while they play their atmospheric horror game. Players who are trying to focus on the game sounds instead of random Steve 300 miles away screeching interference down his broken microphone.
What's more, is that voice comms provide much more advantage to players who already want to coordinate. People speak to people they want to speak to. SWF aren't better than solos JUST because they have voice comms, they're better because they're players who are trying to coordinate, who are trying to work as a team. This mindset and behaviour is as, if not more, important than voice comms, and any other way of communicating what you need to say will be just as effective. Things like preset chat messages, a ping system, action icons, etc. would close the gap between SWF and solo just as much as voice comms would, because either of them will only close the gap so far, as the rest needs to be made up by the individuals willingness to work as a team anyway.
Also, filters can be just as broken as stretched res. There are filters out that they make pools of blood and faint scratch marks like up like fireworks, and make otherwise hidden killers glow like a neon sign. Information that gives an advantage.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3231245#Comment_3231245
MMR isn't taking SWFs into account, especially for people that aren't always in a SWF.
Example 1: If 4 players have individual MMRs of 1,200 and they all join into the same SWF, their SWF MMR would be 1,200 even though they have extra advantages for being in a SWF
Example 2: If 4 players are at the soft MMR cap and they all join into the same SWF, their SWF MMR is calculated at the soft cap even though they have extra advantages for being in a SWF
If 4 people always play in a SWF, then they will escape more, which will increase their collective MMR's, which will give them a higher combined MMR than solo players who don't escape as much.
MMR is based on averages, data gathered across several games, it cannot gauge the effect of any single game, not least because of match making issues like lobby dodges and off-peak queue times.
You simply can't penalise people just for playing with their friends.
What if I joined a lobby with one of my friends, who also happened to randomly join with one of their random friends. Perhaps we don't know each other, maybe we're just randoms who added each other after one decent game. None of us are on voice, or maybe two of us are, but there's four players in the pre-lobby. Should we get an MMR penalty for queuing up together?
Now if we're consistently playing with each other, learning each others tactics and behaviours, learning to coordinate, becoming familiar enough to communicate via voice. Well then there might be an argument for boosting our MMR. Guess what? That's exactly what MMR already does.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3231304#Comment_3231304
Kinship (Camaraderie), not Kindred.
Sorry, I still forget it's called Kinship and not Camaraderie. 😂 That's how little it's used.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3231304#Comment_3231304
Voice gives way more information than auras.
Absolutely doesn't. It's why I still run Kindred even when I'm playing in a SWF. Being able to instantly see where someone is is far better than waiting for them to tell me.
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Aura's are still more powerful than voice comms, so I don't think basekit Kindred as it is, is a good idea.
I'd much rather something like 'killer instinct' but for survivors to see other survivors. 'Survival Instinct' if you will.
When a survivor goes down, you get a graphic that shows you the rough locations of other survivors for say 3 seconds, then again when a survivor is hooked. This let's you know if there are any other survivors close to the hook.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3231174#Comment_3231174
What about the 100 thousands of people who don't complain???
What about the 10 million who don't complain but still want the DC penalty?
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@Archol123 said:
Have there ever been complaints in a multiplayer game that a voice chat simply exists? It is just a feature you do not have to use it, you are generally able to just mute everyone if you don't feel like talking to them... The possibility of not everyone speaking the same langue is not that big of an issue to not implement it.
Yes a chatwheel in addition would also be a great idea, but voice chat would be great too, especially when you need to coordinate an unhook against a camper for example where everybody needs to take hits for everyone to make it out.
Not a single person has brought up a reasonable argument why it would be a bad idea to have a voice chat and a chat wheel in this game, I simply don't understand what your issue is guys...
Most multiplayer games aren't balanced around available information like DBD is. It's the same reason why stretched res and filters are also a contentious issue.
Most games that have voice chat, you can just turn it off, and no one is any worse the ware for it. But voice chat offers a distinct advantage in DBD, which means if it were implemented in the game as a default feature, players would be pressured to use it.
Some kind of chat wheel however would be a brilliant way to level the playing field a little bit.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3230246#Comment_3230246
We even have some people that just want to buff solo q, and do absolute zero to help killers. Or they'll suggest minor buffs for the lower tier killers, and say the top tier killers can just suffer.
https://forum.deadbydaylight.com/en/discussion/comment/3230237#Comment_3230237
SWF can get a group MMR score that's higher than it currently is (even if it causes them to need a higher MMR soft cap). The problem with SWF is they can get a higher escape rate due to being in a SWF, and MMR doesn't account for this currently.
Er... MMR is based on escape rates. If SWF can get a higher escape rate, then MMR is taking it into account.
This is why higher MMR brackets are saturated with SWFs.
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There you go, you overlapped by one pixel.
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@Nirgendwohin said:
https://us.v-cdn.net/6030815/uploads/KJ5NC6AN3Y1C/grafik.png
so far for this event.
i have no idea why people are disconnecting
Having seen what some survivors call 'tunnelling', I never trust self reported cases like this.
And having only experienced tunnelling in about 1 in 10 games since the event started, even more so.
Love those crackers like "you tunnelled me again after you killed my friend!" and "you tunnelled all of us at once!"
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When Plague uses her power, it fires an array of several discrete projectiles. It's possible to be hit with multiple if facing the stream head on.
Hitboxes look a little like this:
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@LylakLavender said:
I'm going to play devils advocate here. If the killer DCs no one gets to play if a survivor quits there are still people to play. With that said DCing is wrong.
Complete opposite.
If the killer DCs, all the survivors immediately escape, win, and get to play their next game. They're all happy about it, and get to revel in their belief that they triggered a salty killer.
If a survivor DCs, it becomes a 3 v 1 that the survivors cant win, nobody enjoys that game, and the killer has no correct course of action because for every survivor that thinks the killer should 'go easy' after a DC, there's one that just wants the game to be over.
The game should just immediately end when anyone DCs.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/3231012#Comment_3231012
How are you at a non existent page? Even with the deep rift there's only 11 pages.
Other than that, exactly this. I'm at Tier 20 something, I think 22, and I've really only played long enough to get all the currently available challenges done. Older rifts could be completed if you play for 1 tier per day, sure this one is a little more than that because I believe we have 82 days to do 85 tiers, but with how many tiers you can knock out with one tome level, that should still be a breeze. All people need to do is complete the challenges, and for all we know, you still don't need to complete all the challenges to max out the rift.
What's only 11 pages?
You just said you're at 20...
It should be clear from the context what I meant. There's 1 page in the event tome, 1 available page of the current tome with a maxinum of 4, and 70 unlocked pages of the rift, so when I say I'm at 14... what do you think I mean?
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Are you kidding?
There are 4 pages of the tome. After completing 1 you've cleared 1/4 of the rift.
How is that not fair?
I've played two days at about 2-3 hours each and I'm already at page 14.
"how many hours are you having to play the game in order to reach Tier 70?"
Not many.
Lets say I've done 10 pages/tiers so far, rounded down just to balance out the effect of the event tome, It's taken me about 5-6 hours over 2 days. 6 hours for 10 tiers = 51 hours for 85 tiers.
3 hours a session = 17 days. You have 85 days to finish the rift, do you think you might play DBD 17 days in that time? That's approximately 1/5th of the time available. You think you can play DBD maybe 1 or 2 days a week?
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You can see it in the loading screen too, BP offerings fly off to the corner instead of burning, just like refunded map offerings
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Yeah the stealing sucks, stun stealing that is.
After about 20 killer games, I've been unable to get 30 void energy even once.
Either the survivors wreck me and I don't get 4 hooks without eating a load of pallets, or I wreck the survivors and I'm unable to score enough hooks due to DC's, hook suicides, and failure to rescue their team mates.
It's virtually impossible to secure your 30 void energy as a killer. While as survivor, all you have to do is a gen and a bit. I haven't failed to get 30 void energy as survivor yet, and I play solo. I've managed to score all 12 cosmetics by playing survivor, completing 60% of a gen, banking my 15, and repeating that a second time. Whether is escape or die, I've secured my 30 void energy.
It's actually completely within the survivors control to secure their 30 energy, you just don't get caught, you do about one gen and a bit of another one, and you're set. Bank your energy and whether you escape or not, it doesn't matter. As a killer, you are completely at the whims of the survivors, who can prevent you getting energy by giving up, by DCing right before a hook, and that's when they lose, let alone when they're a SWF that wrecks you with pallet stuns. Survivors control how many hooks you get. There are 12 finite hook states in the game, and survivors can eliminate 3 by DCing, 2 by killing themselves on hook, and more when they fail to rescue their team mates and let them die on hook. I've had games where I've absolutely wrecked them, and they've literally prevented me the possibility to even be able to acquire 30 void energy to start with, let alone stealing any, and I don't camp.
For all the talk about killers preventing survivors from playing by camping and tunnelling, well survivors are doing exactly that for this event. The power of the DC isn't something to be ignored, and there is currently no penalty for it.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3230215#Comment_3230215
So an unavoidable DMS+Pain Resonance that can affect multiple gens at the cost of a kick and without the need of using a Scourge Hook, yep, sounds super balanced.
Oh you're problem is that's too strong? Then nerf it by all means. 15s? 10s good enough?
FYI, if you think that suggestion is too strong, that is exactly how it affects solo survivors. So why is it not already too strong? Oh because it doesn't affect SWFs, so it doesn't always work. Totally fair, right?
Thanks for agreeing that Eruption needs to be changed.
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I consider a 3K a win for the killer, 2K a draw and 1/0K a loss.
But I don't consider the same for survivor.
For survivor, powering the exit and personally escaping is a win, whether it's with three other survivors or just by myself.
This is an asymmetrical game after all.
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@duygu said:
https://forum.deadbydaylight.com/en/discussion/comment/3229719#Comment_3229719
I have literally never heard of eruption being called a worse jolt, even against swf. Not all the time can swf call out their down (sometimes they dont expect it) and even then you're assuming every single survivor is in the same group. Even if they do call it out, you're still buying yourself extra 10 seconds multiplied by generator kicked which can be game changing. Jolt doesn't regress that much and you have to be within the generator's radius for it to actually work.
As a killer, you benefit less from Eruption against SWF. Them being able to call out downs can effectively render the perk useless, and a game against a SWF is already stacked against you, why would you want to make those odds worse by rendering an entire perk obsolete?
Killers and solo survivors alike should want this perk changed into something that doesn't disproportionately hurt solos and effectively aid SWFs by removing a killer perk from play.
As I suggested before, change the 25s Incapacitated to 20s of blocking the gen. It might be 5s less but it will affect all survivors equally, gaining you more value out of it.
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@Ryuhi said:
Ranks (now grades) arent tied to matchmaking anymore, they're specifically for the monthly reset bonus BP. People have distilled their win condition specifically into escaping or killing, as that is what the MMR scores are based off of. Most people just dont care about pips and it shows.
I wouldn't say most, but it's definitely split the player base in another direction.
You simply can't know what any given player will consider 'fun', and there are wildly different opinions. So there is no correct course of action.
You can't play nice.
You can't play sweaty.
You can't farm.
You can't end games quickly.
Because you will get complaints whatever you do. So don't worry, don't read the end game chat, just do whatever you're going to do, and if the survivors take issue with that, it's their problem. They made their bed.
It's a shame because the most fun games are always the ones where everyone is on the same page. The anniversary event was great, because I was able to dominate the start of most matches as Dredge, secure my 2 hooks per survivor, maybe kill one, and they'd more or less get all 5 gens done in that time. The amount of times it worked out that I'd orchestrate this 1K scenario that everyone benefitted from, without actually needing to pause the game and farm, keeping the pace so that everyone thought I was playing normally, it was great.
Sadly that doesn't happen anymore, since 6.1 everyone just gives up the moment they stop 'having fun'.
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I try to, but I don't get any enjoyment out of playing killer these days.
I either lose to SWF, or I 'win' and invoke the DC and hook suicide from entitled survivors. So even when I 'win', I'm losing due to stolen hook states and unfinished, anticlimactic games where everyone gives up. It makes it impossible to win on my own merits.
Meanwhile the exhilaration of getting that exit gate open when I'm the last remaining survivor is some good #########.
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I get wanting to vent, but in all serious, you need to learn to not let it bother you. You will enjoy the game a hell of a lot more.
Teabagging is fine in my book, it's the equivalent of smacking someone on the hook. The person doing it is having fun, it doesn't affect you, just let them do it.
Better yet play Ghostface and teabag them back.
If it's because they're not leaving and prolonging the game, just knock them out of the exit.
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@C3Tooth said:
Something like this should happened as core mechanic instead of +50sec.
Survivors need to run around more
I've suggested before, that survivors should need to find some kind of tool in order to unlock the ability to repair gens, and these tools could be readily available, like 10 or even 20 spawn points on the map. Bringing a toolbox would suffice as well, cutting out that step, but this would be no different to the fact that bringing a medkit eliminates the requirement to find another survivor to heal you. It would also open up the avenue to a host of perks that could play with this mechanic, extending the amount of repair time you get with each 'tool' pick up, showing auras of these tools, etc.
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@BaschFonRonsenburg said:
Not only are survivors doing gens, but gens aren’t going fast either. As killer I love this event because there are gens getting done which does bring a challenge, but they are t flying because survivors are running around looking for rifts afterwards.
The optimal way to do this event is to bank as soon as you reach 15 energy, which happens around 60% of a gen. So survivors aren't knocking out gens in one go, they're doing about 60%, then leaving, sometimes to the opposite side of the map to find a rift, leaving that 60% gen free for whatever regression you have available.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3228556#Comment_3228556
SC was gone? Still the number 1 most used survivor perk.
Because it's a crutch perk for solo/newbie survivors. It was never meta because it was good, it was meta because it was necessary.
Even the figures BHVR shared showed that it was disproportionately used at lower MMR brackets.
All the nerf did was force those people to run Botany Knowledge as well, costing them a perk slot and making them even weaker.
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@WorthlessBeing said:
What's the reasoning behind this. That's dumb. That's just giving a freebie to t-baggers at the exit gates.
Great. Well, if toxic is the name of the game, I might as well play.
Read again.
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The point of the nerf was to make less people use it because too many people were using it. That's it.
No consideration for the effects of the perk on the game, or the fact that the info it gave the killer promoted healthy gameplay in disincentivising camping.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3228739#Comment_3228739
5% would kill this perk and trow it under the bus.
So are you conceding that this perk is only worth the one totem stack it gains?
It could probably lose all the other effects then right? Just make it a flat 30% reduction to repair speeds and forget the rest?
Perhaps going back to my idea, it could be a scaling system.
1 totem: 15% penalty to all action speeds.
2 totems: 20%
3 totems: 23%
4 totems: 25%
5 totems: Uncleansable.
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I like the idea of reigniting broken totems. But I don't like what Pentimento does. It's just badly designed. It disproportionately hurts solo survivors than it does SWF. This makes it yet another factor hurting solo queue, and is what contributes to the inconsistent value as a killer, those games where you get 4 stacks of Penti versus those games where you just can't seem to keep the totem up long enough to get any value out of it.
I'd much rather if it was something like a 5% speed penalty to all actions including; repairs, healing vaults, cleansing, etc. for each reignited totem.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3228728#Comment_3228728
If you could add a voice chat or a ping system the problem would go away immediately. One perk is not what makes solo q miserable.
No it's not, but it's one of the things that makes solo queue miserable, particularly because it's a meta perk and is seen a lot.
You don't seem to realise how much of an effect having a meta has on the game. They wouldn't even need to functionally change Eruption, they could just flat nerf it so that it's no longer meta, and it would improve solo queue.
Voice chat is not the answer because not everyone will want to use it, or want to feel pressured to use it. There are a myriad of other options to provide information to survivors that is superfluous to voice chat, and therefore will aid solo survivors without enhancing SWFs.
