Avatar

SleepyWillo

SleepyWillo

About

Username
SleepyWillo
Joined
Visits
3,323
Last Active

Comments

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/955072#Comment_955072

    If DC's don't count, then why was Legion nerfed specifically because survivors kept DC'ing against him?

    Again, disconnects werent taken into account in the statistics released to us. If a killer has disconnects in 90% of their games I'm sure (and I hope) that BHVR would look into same. As when killers and survivors disconnects on certain maps, addons, perk combos. I do not claim that they ignore anything with a disconnect. I am saying that the statistics released to us do not include games where a disconnect occurred.

    Regardless, what we are presented here are maps with over 50% kill rates. I think its a good thing they are adjusting the maps which are furthest from the 50% kill rate and hope it is to bring them in line to be closer to a 50% kill rate.

  • Please show me anything to substantiate this claim.

    I am not disagreeing with you I would just like some evidence to support this. From the statistics released it appears the opposite. Again, I am not all knowing - I am just interpreting what is available to me in the best way I know. If I am wrong then I would love to be educated on how else to interpret them!

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/955056#Comment_955056

    They were nerfs and you know it you dishonest cretin.

    What I said was that those changes effected specific killers and didnt "nerf" killers as a whole.

    Almost all killers have been blanket buffed within the last year. Some killers specifically buffed (ie Freddy) and some killers specifically nerfed (nurse).

    What I'm trying to point out are "nerfs to the entire killer roster" vs "nerfs to the entire survivor roster".

    Regardless of changes to either side, those maps are still statistically "over-performing"...

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/955056#Comment_955056

    Unfortunately for everyone, we don't have access to the data so we don't actually know what data was used and how that data was used.

    Because of that, the stats they released are essentially made for fun and the devs even said not to take it seriously.

    While I agree that we shouldnt religiously cling to these stats, they are however the most up to date and best way to interpret the current health of the game. I mean, these stats are far better than clinging to "evidence" which is anecdotal at best.

    I feel that the fact that the statistics released dont include any games where a disconnect occurs should also be taken into consideration. Survivors would rarely disconnect in a game they are winning. So, wouldnt that make the actual game statistics even more in the killers favour? Not to mention, games where someone disconnects on the first down are an almost certain zero-escape game for any killer (I know it is for me).

  • All maps are currently killer sided.

    The map with the greatest kill rate is currently Hawkins at 69.48% kill rate.

    The map with the lowest kill rate is currently Rotten Fields at 53.99% kill rate.

    If the devs wish to bring the game to the stated desired 50% kill/ 50% survival rate then shouldnt those maps be brought closer to a 50% kill rate...?

    Source: https://us.v-cdn.net/6030815/uploads/029/Q5MJCF6JDYJ3.png

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/955047#Comment_955047

    Stats are skewed by DC's counting as kills. Nerfs? Just recently we had 3 separate nerfs to Legion, nerfs to Oni just days after being added, nerfs to Nurse and Spirit, and soon Doctor.

    NONE of the games used for statistics include matches with disconnects.

    Those arent blanket killer nerfs. They are changes to specific killers. Doctor, from my understanding, is getting a buff. Also Freddy got a huge buff. Spirit and Nurse did need changes... Oni wasnt working as intended when released. Not technically a nerf but more of a change to bring him in line with how he performs on console.

  • Haddonfield is still statistically killer sided... It has a 56.73% kill rate.

    Lerys is also killer sided with a 64.11% kill rate.

    If the devs are aiming for their stated desired average of 50%, any changes should bring the maps to be more survivor sided...?

    I do feel Hawkins and The Game should have been tackled first as they are the most "over performing" maps but I also think Hawkins should be left "settle" as its still quite new and that could account for higher kill rates.

    https://us.v-cdn.net/6030815/uploads/029/Q5MJCF6JDYJ3.png

  • @Perelie said:

    The devs only care about survivor. The game is unplayable as killer but they're still getting nerfed.

    Can you please elaborate on this? Even the safest map by kill rate is over 53%.

    From what I remember there havent been any blanket killer nerfs for quite some time (individual killer tweaks, yes, but nerfs to all killers?). The only blanket "nerfs" I can recall over the past number of patches have been to survivors.

    I'm not trying to be rude I am genuinely trying to understand your logic here.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/955018#Comment_955018

    Hey, sometimes you have enough time to get hit 5 times, break every totem AND selfcare for an eternity behind a tree. How else are you gonna use your time? Gens? Whats a gen? Lol, jk.

    This gave me a good chuckle. Take your well-deserved up vote!

  • @FriendlyGuy said:

    SWF players are used to win 95% of their matches. Some of them got a god complex because of that and are toxic for the same reason. They can do it, there's literally one build that can stop them at the moment.

    This figure is just clearly madeup. Statistics showed that, on average,

    More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group.

    At rank one, 4 man SWF survival rate is approximately 60% across all platforms.

    Please be educated when attempting to use figures. It is easy to be proven false/a liar and when that happens your entire argument loses validity.

    Source: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests

  • The person that brought inner strength AND self-care made my head hurt...

  • I mean... Hawkins is clearly the furthest away from the desired 50% average the devs have said they are aiming for. If we account a lot of that to the fact that its the newest, the next map which is furthest away from that average is The Game at 66.57% kill rate (16.57% away from the desired average).

    Haddonfield has a 56.73% kill rate (6.73% above the desired average).

    I honestly dont know what it is you want. Do you want a map to have a 100% kill rate? Surely we, as a community, should want the game to be as balanced as possible and for maps to have 50% kill rates where possible? Should we then be hoping the devs make The Game slightly more survivor sided?

    If my understanding of these statistics are wrong then by all means please correct me. I just dont understand how people can look at statistics such as these and complain that Haddonfield (+6.73% over the desired average) needs to be addressed before a The Game (16.57% over the desired average)...

    At the end of the day, BOTH Haddonfield AND Lerys are over the 50% kill rate. Shouldnt any changes to either of these logically be to make them more survivor sided?

  • What I stated is exactly how the system is currently designed to operate (with the exception for the fact it has been disabled over the Christmas break to enable faster matchmaking).

    Once again, I am not saying that I believe it is a perfect system. I am merely outlining how the system is designed to operate, which is currently +/- 6 ranks.

  • The entity isn't on the killers side. The entity tortures the killers when they're not in a match.

    The Entity is on nobody's side but it's own.

  • @ravekid said:

    https://forum.deadbydaylight.com/en/discussion/comment/934064#Comment_934064

    Dude how can you say that matchmaking works perfect? Are you payed for that? My rank is 8 and a was matched with white rank newbies. Is this perfect for u? Even with yellow rank dudes are a bad feeling to play, but those rank 17 guys died right after I finished the first gen.

    Just do the quick maths here 17-8=9 and 9>6 so the numbers clearly shows you here, that the matchmaking is sh!+, and according to that the match experience also.

    I have to play with my friends, otherwise it's just bad feeling to play the game cause I don't get decent teammates.

    I'm not saying the current system is perfect. All I was saying was that in the example given that matchmaking, as it currently is, was working within the designed parameters.

    The devs themselves have said it's something they will be looking at after Christmas. In fact, from my understanding of the live stream, matchmaking is going to be worse over the holiday period to allow players find faster matches. it will then be examined in January.

  • @PistolTimb said:

    Securing a kill at the endgame is fair play imo. People will trash you for it, but the game's already over. No sense in giving up points just so they can get free saves.

    Exactly! If theres something else I'm supposed to be doing - or even possibly could do - I would understand! Other than deliberately throwing the game I dont understand whats expected! I even left hooks when I had 2 people hooked beside eachother and saw a third urbaning in so I wouldnt be accused of camping.

    When I play survivor and gates are open I fully expect the killer to take advantage of a hook if they have it! Especially when the gates are 99%! I always give a gg to a killer if the dont camp/tunnel while gens are left.

  • This has nothing to do with SWF. If, for example, a rank 5 and a rank 15 are in a SWF group the killer is supposed to be matched off of the more skilled rank - the rank 5. So in that example the killer should be between ranks 1 and 11.

    This isnt a SWF issue. This is a match making issue. If you have an issue with SWF then please post that to a different thread so this one remains on topic. Thanks ;)

  • This is literally matchmaking as intended. Its designed to be +/- 6 ranks. If the killer is rank 9 they would get survivors between ranks 3 and 15. This is actually matchmaking working perfectly.

  • @[Deleted User] said:

    Really? They are not even going to double blood points for a bit?

    At that point it's just going into a bit of laziness tbh; there is no way increasing blood point gains requires THAT much attention away from other things.

    Double bloodpoint event is starting on January 2nd 2020.

  • @fcc2014 said:

    We no longer get events. Makes one wonder why they even came out with christmas sweaters? No reason to wear them since looking around the game you couldn't tell the difference.

    Every season looks the same in the game.

    Yeah I was mildly interested in the DwElf cosmetic but as its full price for a seasonal cosmetic and apparently theres no seasons in the game anymore... Whats the actual point?

  • @darktrix said:

    I think they've always been on the list but now that pallets, BNP, flashlights, insta heals, Self Care, DS, MoM have been nerfed into the ground there's now time to gripe about mori and keys.

    This. When balanced landing got nerfed I saw someone looking for sprint burst to be nerfed the same day. I think people just have a list of things they don't like and as things on that list get changed they move onto the next item on that list

  • Although you seem to be taking it very personally for some reason?

    I also feel your use of "updated, significantly" and "MULTIPLE TIMES" to be a bit of an exaggeration... There was an engine upgrade. It's not like they are starting from scratch and have to brainstorm an event to implement. It's literally adding currently in game items into the bloodweb loot table (they don't even have to add the gift box icons) and some small visual changes (I think most would be satisfied with a winter menu theme).

    If qualifications have nothing to do with it than why did you feel the need to state that you've "studied game design and digital marketing, both at Concordia College in Montreal".

    As for suggesting that I pull my "nose out of this", may I remind you that this is a public forum. If you don't want people to respond to comments you make where you attempt to insult other individuals then I suggest you not comment such things (at least not publicly).

  • @ruler33 said:

    i think they should make it to where you can't get keys out of chest i just think they are way to common and they basically have zero counter play at least when someone brings one you can get rid of them so they can't use it and also you know its going to happen

    I can't see them touching keys until they've done mori's. Especially since they've just done instas.

  • Smart people usually don't have to declare themselves to be smart...

    Also, I can't help but notice you claim to have studied X, Y and Z yet don't claim to have any actual qualifications? I could audit a lecture and claim to have "studied" there.

    Regardless, let's not pretend that they would have to reinvent the wheel. The textures and items already exist. It's not that complicated.

  • I didn't have much issue with either of those. The one that broke me was the flashlight save...

  • @Mr_Slick546 said:

    It's clear at this point that when survivors focus on generators the games go by pretty fast, it's no wonder Ruin is such a popular perk. Games should not be decided by totem RNG. When Ruin is found right away it fails to do the 1 thing it's supposed to (slow down the early game), when Ruin is up all match the killer player usually has an easy game as the gens don't get done in time.

    Both of these extremes are bad, making Ruin a 2 min effect (like corrupt intervention) would solve both of these scenarios. It's time to balance the game.

    tbh I think that'd make it worse. Ruin is great because people waste time looking for it. If they don't look for it and instead just keep work on gens that'll be a huge nerf

  • @kate_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/921494#Comment_921494

    The entity itself said I could kill all 4 of them.

    And the objective of a killer is to kill.

    I killed 4 survivors.

    I won.

    I didnt lose.

    I shouldnt lose a pip.

    Think of it like a school assignment.

    You were asked to do a paper where you include A, B, C and D (emblems).

    Yes you submitted a paper but you did the bare minimum and only completed one section asked. You got 25%. You failed.

  • Dude - there's literally a pinned post regarding the oni flick at the top of the page. Read that.

  • @McCree said:

    Title.

    Anyone else experiencing this?

    I have these queues on both sides... Something seems very broken

  • @JohnyBlood said:

    https://forum.deadbydaylight.com/en/discussion/comment/906489#Comment_906489

    Because this random number doesn't have to do anything with the balance of the game. It inculdes people who play for fun, probably people who DCs and who knows what else.. we all know the balance is gone when facing COORDINATED swfs. This number is just a number.

    https://forum.deadbydaylight.com/en/discussion/comment/906944#Comment_906944

    I disagree. You can. I personally wouldn't mind not having games so easy when I play with friends. Because it is much more easy than when I play solo. This is not at all about punishing anyone..it's about balance - not being overpowerd over everyone else.

    https://forum.deadbydaylight.com/en/discussion/comment/906952#Comment_906952

    I have already answered that. Not much realistic, imo. And if you take (for example) one perk off of each survivor, I don't think that would be the reason swfs would stop playing the game suddenly. They would just be less overpowered.

    Its not a "random number" though? And the devs have stated they dont include games with DCs in them so this 49% is a generous number... And what exactly do you mean "it includes people who play for fun"? Like, who would keep playing a game they dont have fun in? I think you need to re-evaluate a lot of things regarding your perspective...

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/111762/ungrateful-survivors

    As someone who tends to play killer like this, I think the main question to ask yourself is why do you play like that? What I mean is, that I 100% get where you're coming from and personally I might give it a few secs end game to see if they say something but at the end of the day I play for myself.

    Camping/tunneling sweaty killers ruin the game for 4 other people. I'm not going to be that guy, Because I don't like that guy.

    At the end of the day, play how you want to play. That way you won't be disappointed if people don't really clue in with what you're doing.

    Thanks! Thats a very nice way of looking at it! I might just play how I feel and just leave the end game chat - that way its Schrödinger's chat! They have both said "ty" and not at the same time until otherwise observed >D

  • @Fibijean said:

    It is good manners, of course, to say thank you, but unless they're actually being rude about it in the chat, there's not really anything to hold against them. You shouldn't do nice things for people because you want to be thanked, you should just do it to be nice. Yeah, it's a bit annoying, but I wouldn't read too far into it.

    It's also worth noting that you may not have been doing all of those survivors a favour. Some people like to play competitively even if it means they get killed, and they hate being let go or forced to farm. So if some of the survivors you faced were of that mindset, from their perspective there was nothing to be grateful for, and you shouldn't hold that against them either.

    I see what you mean. I typically play the game normally until I have everyone on death hook and basically have them all downed. I typically view that as the end of the average/competitive game and that they've officially lost. Thus, anything after I viewed as a generous bonus. But I get what you're saying and I shouldnt expect a ty for being nice when they didnt ask for it. Thanks for taking the time to reply

  • @Sonzaishinai said:

    Well the thing is that most people play this game to ... you know play the game

    While farming gives them more bloodpoints you bassicly robbed them out of the game they wanted to play

    I know i would be annoyed if after waiting forever in the loby and i wouldn't even get a real match

    Also important life lesson, if people don't ask for something you shouldn't expect gratitude from them

    I know you probably don't mean it like that but just demanding gratitude for something people didn't even ask for makes you look like a jerk

    Dont get me wrong - dont go into the game to be a jerk/rob them of their game. I typically play fair/normal until I have everyone on death hook and basically have them all downed. I typically view that as the end of the average game and that they've officially lost. Thus, anything after I view as a generous bonus. But I get what you mean - I shouldnt expect a ty for being nice when they didnt ask for it...

  • @MysticAdvisor said:

    I only do that if I demolished a team of potato’s and their is 2 left then 1 I might let them go.

    Besides that expect toxicity you can’t let them go.

    Unless maybe they pay me their item;)

    Maybe thats my problem - I let too many escape/live? If I kill the rest maybe the survivor would at least give a "ty" I just hate when I have a team with a quitter/early suicider... I guess its other survivors faults for making killers just kill them so I should try and not feel so bad about it...

    I like your item tax though. I might give that one a try!

  • @Thatbrownmonster said:

    Do you get that many moris?

    I am lucky if I get a mori every 50 games

    Dude I literally get more games with moris than I do without. What console/rank/region do you play? I NEED to get into your games

  • @Victory said:

    https://forum.deadbydaylight.com/en/discussion/comment/902371#Comment_902371

    hopefully they fix the yamaoka maps before they enable them. That map is so dark + im color blind on top of that so when I say I can't see anything on that map I mean I can't see, I might as well be 100% blind to vision in general on that map meaning I quite literally have to DC.

    I don't mind that map. It's the brightness of the other maps, especially Haddonfield, that I find ridiculous. Feels like walking under a spotlight.

  • Don't think it matters. From what we've gotten in level 3 I imagine 4 will require you to unhook 4 different survivors during EGC in one match (And you're the fourth) or to hook the killer in the basement...

  • @DWolfAlpha said:

    Yeah, survivors don't drop orbs for a time after being unhooked. This is already a thing.

    Do you know how long it is? Because from what I've seen its only about 5 seconds or so...?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/899519#Comment_899519

    I don't, I don't run any tracking perks because of it when I have decent add ons. It's nice to have a killer with a built in tracking system for a change, it lets you challenge the meta a bit.

    I do think its very cool and a good mechanic to let the killer track easily. I just dont think it should make it better to tunnel...

  • @ASpazNamedSteve said:

    Someone correct me if they know I'm wrong, but from playing him a lot I'm very certain this is actually already a thing?

    There have been a bunch of times where I've tried to track the unhooked guy by looking for orbs, but there never is any.

    Even times where I already know which path the unhooked guy went there will be 0 orbs.

    I dont usually have issues finding orbs. Theyre not clustered heavily but they are spread around easily enough to track...

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/898145#Comment_898145

    So...half the time of the rift has passed and you're lvl 43. Of 70.

    You really don't think you'll finish it?

    with on average 10 extra tiers (started gaining from approx 1 week before rift implemented).

    Also the remaining challenges are the most difficult with the least amount of time available.

    His estimates seem pretty accurate

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/890048#Comment_890048

    How is a killer to know a person has DS still when they unhook someone else? How people won't acknowledge that issue, I'll never know.

    How can survivors know if a killer has NOED, etc

    Play as if they do. Don't tunnel! Or slug if you feel you have to tunnel!

  • @antgnstea said:

    Add ons are not working at the moment. You get only med kit charges.

    just one of the many bugs the game introduced with this patch. Though this one is annoying it's far from the worst

  • Every game as survivor had killers running basement builds to take advantage of the exploit.

    Not a problem. I have one killer challenge left to get so I swap over to get it done.

    First game? I get trapped inside the first gen I kick. Unable to move. A survivor completed the gen I was stuck in and it didn't help. I watched 5 gens completed while stuck there...

    Game is broken from both ends.

  • Wait till you see Haddonfield! It's hilarious! Feels like I'm under a spotlight 😂

  • I don't mind the new map but my god does every other map hurt my eyes now. haddonfield feels like I'm playing under a spotlight!

  • @Tawnieeee said:

    https://forum.deadbydaylight.com/en/discussion/comment/887830#Comment_887830

    Bonus action versus a bug where you can't finish your game AT ALL, gee....it really IS the same thing! 🙄

    Sprint Burst exploit =/= to the basement bug. It's not even a comparison. Sure, exploiting a perk sucks and should be punishable...but this basement glitch completely robs you of the chance to play the rest of the game. To say the basement big is comparible to the SB exploit is dishonest.

    let's not forget that fun bug introduce with the EGC where survivors literally couldn't escape and had to wait for the EGC to kill you... How many weeks did that bug last for?

  • @beatddb said:

    "The perk is straight up useless when exhausted, no longer providing a passive."

    No other exhaustion perk had a passive, are they in need of a buff too?

    the point is that BL was very restrictive on where and when you could activate it. Unlike lithe, sb or dh which could be used almost everywhere. the passive was the only thing that made it on par with the others.

  • @chase131119 said:

    Yes, I want this back. Solo survivor is already hard enough, I don't want to play with a rank 18 with 1 perk while I'm in red ranks.

    Literally this. I just had 2 rank 20s in red ranks that didn't have 4 perks between em... It's not fair on them or those in red ranks

  • I just played in red ranks. A red rank brought his 2 friends. Both were rank 20. One had only 2 perks. It's not fun and it's not fair that they get matched with red rank players.

1 … 29 30 31 32 33 … 39