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Sluzzy

Sluzzy

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Sluzzy
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  • I disagree about the survivor nerfs, but there is a problem with the game when the one player in an asymmetrical game is a walk in the park. Survivors, all 4 of them, have to play absolutely perfectly with zero mistakes and usually with perfect RNG, yet killer can make mistakes, cheese their way with wins by taking several shortcuts. A power role in a video game shouldn't be a thing.

  • This is what I have been trying to say but you said it with an economic twist and in a more intelligent way.

    Yes, BHVR is lying. I don't know why other than to make the game seem more fair than what it is (marketing). To be perfectly fair to BHVR, every single company lies. We as consumers have to be smart and make our own decisions and not believe every single thing that is said. It is clear this time that the consumers are not buying BHVR's propaganda of defending the killer of being at a massive advantage. Only killers are defending it because it supports a power fantasy over players in a pushed competitive game in what is really not a competitive game.

    And 39% winrate is a perfect example. In layman terms, the game is taking the majority of all killers and says: "Dear Killer, I don't care how good you are, you will win a tremendous amount of time with less effort and skill than your 4 opponents". On the flipside, it says to survivor: "Dear Survivor, I don't care how good you are, you will lose a majority of time with way more effort and skill than your singular opponent.".

    That is for the majority! I would say about 85 to 95%.

    Here is where it gets complicated. On the far right side of your graph where you see a clumping of high MMR killers and an extremely small subset of survivors that are supposedly high MMR. This is because the game requires a tremendous amount of more skill and effort from survivors. I disagree that there is many solo survivors here because it is not possible. It takes four working in perfect harmony to over a killer that knows what they are doing and even then it doesn't always work. There is also a lot of hackers sitting at the top of MMR and that is influencing killrates as well. The overall survivor rate is less than 39% after you dismiss hackers.

    The majority of survivors are losing all the time outside of their control while a very tiny population at the top and most of killers are playing in paradise.

  • Yes, it is lipstick on a pig. It is way worse than BHVR is portraying.

  • Very bad. I read the article and disappointed that the devs are not even alarmed and concerned. Clearly taking survivors for granted and downplaying the lack of survivors by spinning the report to say queue time decreased with incentives. They forgot to mention that killers never get an incentive because survivor is so horrendous now. That is a red flag that they don't care how survivors feel about the game. It is not a fair game of skill when one side has a massive advantage (yes, even 61% is massive).

    And they don't count DCs in a match. This means it is probably closer to 80% winrate for killer. The game is literally unplayable for survivor and there is not even a concern about it which is worse than the stats itself.

  • There should always be a chance to escape. The game needs a huge change so the match is not gifted to the killer when 1 or 2 dies.

  • And killers have perks that make camping easier. It is a no-brainer.

  • MMR is a flawed system in DBD because of so many variables and the fact the game seems to balance the majority of killers (clumping) to match with a top 4 man SWF. The majority of killers playing are at a predicted MMR skill (due to inherent game flaws) around the top percent of survivors playing. This puts a tremendous strain where there is not enough survivors that are like robots to use mathematic calculations on the fly to determine the absolute inch necessary to time arriving to pallets perfectly. So MMR never works because there is not enough survivors playing nor are they enough at various MMR levels. I have no idea why BHVR is so stubborn to keep this unfun system in place. MMR is more suitable for symmetrical games where both sides always have a fair chance at winning and it is always due to skill and not "luck" or what the opponent does or brings (especially the killer).

    Survivors are at the mercy of the killer in order to rank up or down. The system needs to be abandoned in favor of the old ranking system so survivors feel accomplishment to playing while dialing back very bad and unfun killer buffs and buffing survivors and survivor perks. The game is getting less and less fun the longer MMR stays in place.

  • A few killer buffs and some more nerfs to survivors and survivor perks. I'm expecting they announce another killer is getting a buff. Perhaps another buff to bloodlust too.

  • Survivors can't take it up with the devs because they ignore survivors and only listen to killer mains, streamers, looking at stats specifically at high MMR survivors beating lower MMR killers with constantly raising the skill required to play survivor while simultaneously and drastically lowering the skill required to play killer.

    After years of constantly nerfing survivors it is near impossible to win and survivors are probably quitting out of frustration. I can see it, the skill as an individual survivor is meaningless. Killers have a lot of crutches that removes skill from survivor such as buffing bloodlust. Survivor perks are being lost to make it convenient for killers to win. It is a miracle survivors are queuing, imagine how long the wait would be without incentives? Asking survivors to not queue is what is needed though because it seems like most is playing knowing they are going to lose anyway and it gives the illusion they are happy.

    BHVR should stop nerfing survivors and buffing killers - half of the playerbase or more is unhappy.

  • The difference is killers can come back from any situation.

    Survivors cannot and the objective is too difficult to finish leading to most matches being hopeless.

  • Don't forget also that survivor perks actually disable at the end of the game as if killers need additional help.

  • Casual survivors auto-losing to casual killers is why there is proof the game is killer sided.

    All of those perks you mentioned are way more OP than what survivors can use. It is killer sided because in any random match there is a high likelihood survivors will lose. Killers have advantages survivors can't overcome such as slugging in an endgame build. Sitting on a 3 gen and so much more. If survivors have a rough start of the match, they have to accept their loss because they don't have any way to recover like killers can.

    In other words, survivors have to play perfectly against a killer making mistakes.

  • @RavenzZ said:

    Your team ALL went down to a Legion while only getting one gen done, seems like you and your team made some mistakes. Also, your entire team is on the ground and you're sitting there doing a generator, I mean yeah stick to gens sometimes but man not that much.

    Well, someone has to do gens. That legion was very content with slugging. And all it took was someone trying to save one and it was a domino effect. Killers having a buffed animations, bloodlust, hitting through pallets, there's not much survivors can do in a lot of situations except lose. It's easy for survivors to make the slightest mistake and killer reaps in the benefits.

  • @Takeda_Nobutada said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183359#Comment_3183359

    Having nothing hmm

    You want a weapon? That'll set you up? the only thing left for yall is that the company give you a weapon so you can hit killer and kill the killer eventually

    Why don't you Play Killer instead? Play killer for 2 months and ONLY killer Enjoy the very vast amount of features that killers have

    Pallets are the only weapon. Even those have been reduced to a very small number and killers can hit through them at the request of killer mains.

  • @Takeda_Nobutada said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183348#Comment_3183348

    No one uses BBQ it's one of the most useless perks in the game the only reason people used it Was for blood points

    Gen regression is a total waste

    At this point There's no Viable perk for killers thanks to Survivor mains

    Wow, play survivor then so you can see what having nothing is really like. There is literally nothing to use thanks to killer mains. Absolutely nothing.

  • @Takeda_Nobutada said:

    https://forum.deadbydaylight.com/en/discussion/346099/why-is-lethal-pursuer-in-every-game

    Congrats you already Went straight to the crying phase about the most useless perk in the game I'd reward you handsomely But i think I forgot my

    most ignorant Medal in home next time say something more ignorant i'll find that medal and put it around your neck myself We really need more people like you To Lead us straight to The game's death Tho truth be told i'd be pretty happy if it dies at this point all of my hopes for this game is abandoned

    If it was useless, it wouldn't be spammed every game.

    Very much how killers said BBQ was used only for the bloodpoints, yet it is still used quite a bit so that turned out to be false. Aura perks give too much advantage. Same as gen regression perks.

  • It's strange to me how everything killers find "unfun" gets nerfed or removed from the game, yet despite all of the continuous killer buffs and survivor nerfs all of the free unfun mechanics that can killers can exploit remain untouched.

    Slugging is not necessary in an extreme majority of matches and it is not fun. There is no reason survivors can't recover themselves up in the game now. Even if they could, killers would still be grossly overpowered.

  • @neb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183085#Comment_3183085

    agreed, lets remove hooked survivor auras for survivors

    That doesn't affect survivors hiding from the killer.

  • Wallhacks in a hide and seek game are extremely overpowered.

  • Legion is one of those killers where the fun for the killer was a priority and the fun in versing him was an afterthought.

  • They don't engage in survivor topics.

    Expect more survivor perk nerfs. We all know this game is supposed to be a walk in the park for killer mains. It has been made abundantly clear that survivors are the red headed step child of the game.

  • Survivors, I would think, have had a belly full of the constant nerfs and killer buffs and are realizing the game is broken in favor of killer. Survivors is not fun losing outside of your control because the killer is overbuffed. The queues are representative of that.

  • Survivors can't even do the objectives they have. They have a hundred objectives to do and killer has only one. There is an issue at present time.

  • @[Deleted User] said:

    90s gens need to go.

    Yes, I can't believe this happened. Along with all the killer buffs pretty much killed the game.

  • @Regulus47 said:

    Once again, the Devs make concessions for lazy killers who don't want to bother improving at the killer. OhTofu was right all along, unsurprisingly.

    Well said. The game has become a snoozefest because it caters to killers at practically every level.

  • Yes, or otherwise the game will get worse and worse. Survivor mode is so nerfed and unfun I don't understand how anyone plays it. When perks like Self-Care, Iron Will, and Blast Mine are nerfed, survivors are taken for granted.

  • Voice comms will never help solos. That is a misconception. It will be used as harassment tool, just as it was in F13. The problem with solos is killers are......OVERPOWERED!! Yes, that is correct.

    Average SWF are dying left and right and guess what? They have.....COMMS!!!! Yes, that is correct.

    The only SWF that are doing slightly better than the rest are those that know each other well, play with each other often, and play DBD like there is no tomorrow, and have no life.

    The game is balanced right now for highly experienced survivors in SWF and mediocre or bad killers.

    Solos are the majority and that is who it should have been balanced for, not around a top SWF.

  • Game balance fosters this in games now. Survivors don't have a chance to win unless the killer is absolutely empty between the ears.

    Killers persuaded BHVR to break the game completely in their favor, not letting off the "gas" so to speak is like Hulk Hogan flexing his muscles in front of the crowd. They need to add bots to the game because nobody wants to play such a deprived role.

  • Survivors have been nerfed sooooo much, the will to try is fading amongst all survivors.

    I know for me, the harder you try the effort is simply drained down a toilet because all it takes is the power of the killer.

    The devs did a pretty good job making killers an "unstoppable force". They need to reconsider that awful idea. They might be bad at playing killer but the majority of the player base is not struggling with killer.

  • 1 at the most. If you asked what is the lose streak then it would be a larger number.

  • I've been saying for a long time survivors need alternate ways to escape so matches are not hopeless.

    The key nerf and endgame collapse was some of the worst changes ever to the game. Gens taking longer too. BHVR forgot that killers have a million ways to come back from their bad starts. But what about survivors? If a couple starts dying out fairly soon then the other two only option is to walk up to the killer and say kill me. That is not fun and neither is it fair.

    The Entity should remove all aura reading abilities, tracking abilities, gen slowdowns when a single survivor has died. Allow the hatch to spawn like it used to so a key can be used, but make it so only one person can leave. The last dude can find a key too.

    The game shouldn't be determined so early. Killers are too confident and survivors are hopeless.

  • Some people are not analyzing the video game for a living and can make arbitrary graphs showing how items "slightly" helps the side do their objective and to win and make an argument that is so unfair and unbalanced.

    This is why BHVR is having a playerbase retention problem, listening to this and making bad changes. Survivors are not having fun. The game needs to be fun and it should be inviting to new players, not a very tiny loud minority.

    Otz is a nice guy but he is wrong.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175015#Comment_3175015

    Did you even read the replies or even the original post?

    It seems rather selfish to say two perks working together might be a problem when killers stack perks all the time.

    I literally made a reply stating that I am planning on making a post in regards to regression and generator speed-up, still trying to find the words to use with it since stuff like this is a very sensitive topic. But my general idea, if youd actually care to listen, is that both regression and generator speed-up need nerfs and/or limitations to diversify builds a bit better.

    Also feeding into an "Us VS Them" yet again. I made if abundantly clear that I play both sides super evenly, Im not saying anything of this because "Im selfish" or "want easier games", Im saying this because I am actually concerned for game balance.

    Survivors need way better perks than what they have. Hyperfocus needs a buff. Why does it reset for finish a gen? Folks on a controller has to have reflexes like a fly to hit!

    Hey, guess what, I use controller and play on last-gen Consoles. It's not as terrible as you make it out to be, hitting the first 3-4 great Skill Checks is insanely easy to me personally, the rest I entirely rely on Stakeout though. Because again, remember, I did state that I use Hyperfocus a lot, it's one of the first shareable perks I went for.

    When comparing to a similar perk for killer, Save The Best For Last: killers can swing, miss, and still retain their stacks.

    Horrible example imo; Save The Best For Last is punished whenever hitting the obsession, you are basically given a single survivor that you arent suppose to go for leaving them more room to do generators and others stuff without restrictions.

    Also swinging and missing is it's whole other thing, you are punished by default since the survivors makes distance on the killer for a missed swing. Basekit mechanics meant to punish poor gameplay should not be further punished by a perk... in comparison to Hyperfocus, you are punished for getting off the generator or hitting a good Skill Check, you are not punished by basekit mechanics in that instance.

    Survivors are not getting enough reward from it in comparison to killers.

    30+ seconds off of a generator. I get that generators are an absolute snoozefest, trust me, Ive done enough generators to where I just turn my brain off while doing them. But 30+ seconds off a generator isnt something to sit here and downplay. Some stuff on both sides are incredibly overtuned and using "well this side has ____, so let us have _____" is a horrible design and balance choice. Just because something might be problematic doesnt mean that having more problematic things to counter it is good balancement, it just leads to more issues in the long run, which is one of my main concerns.

    Killers have had regression perks for ages. Removing all gen perks simply because survivors have Hyperfocus seems like a step towards stale gameplay. There is no point to want perks if nothing can change or help with the objective. Survivors have never had perks to help with gens, the perk they got (forgot the name) that speeds up the gen when others are dying is very very very very bad. At least Hyperfocus is something you can always work for and its effect is negligible. I don't think killers want their regression perks gone, I believe a Tsunami would crash into BHVR headquarters if that happened. It is so ingrained into killers to crutch on regression perks it would be like completely removing all exhaustion perks. At some point, we need to stop talking about balance. A little perfect balance should be sacrificed for fun factor. This is why playing survivor side is unrewarding and stale because there's been so much fun sacrificed fo make it balancing around only a tournament-like SWF can beat killers.

    I don't think it is quite 30 seconds. Even if it was, have you read the perk description for Eruption? It actually stalls the survivor for a very long time, 25 seconds PLUS it removes objective progress. More often than not, the survivor will leave the gen and do something unproductive which means Eruption actually stalled the objective progress way more than that.

    I thought STBFL is similar since you get stacks for doing your objective but my point is that it doesn't lose stacks for getting a down like Hyperfocus does. I wish it didn't lose all of its stacks for finishing a gen. I don't like survivor perks constantly punishing you for doing well.

    For any killer complaining about Hyperfocus, you have Eruption that is even more potent. Killers that are good at getting downs and using gen regression are still overpowered and Hyperfocus will never save a survivor.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174069#Comment_3174069

    You completely ignored the entire point in the post but pop off I guess. You literally are feeding into that "Us VS Them" I mentioned in the beginning.

    He has a point. Survivors can't get a useful perk without the usual scream of doom that survivors are trying to escape. Killers get extremely oppressive perks all the time to change their builds. Killers stack perks together to totally oppress survivors into a guaranteed "loss". It seems rather selfish to say two perks working together might be a problem when killers stack perks all the time.

    Survivors need way better perks than what they have. Hyperfocus needs a buff. Why does it reset for finish a gen? Folks on a controller has to have reflexes like a fly to hit it!

    When comparing to a similar perk for killer, Save The Best for Last: killers can swing, miss, and still retain their stacks. Survivors are not getting enough reward from it when compared to killers. So it is not a problem but it needs buffed slightly so it doesn't lose stacks and it shouldn't speed up so fast making it impossible for consoles to hit it.

  • Nowhere in sight.

    I would bet real money they buff Wesker or give killer more buffs before doing anything with solo. Solo players have got to quit playing way more than they are doing, make killers wait an insane amount of time to get a match before they do anything. Killers have to be unhappy to get the devs attention. Killers is who buy DLCs, as evident by what happens to survivors.

  • "apparently survivors are meant to play in a group to have some fun and have a slight chance to win the game"

    I fixed it for you. I would also add that the four survivors need to have no life as well.

    And hope the killer is not very good at the game.

  • Killers: Not everyone plays like Otz. He has lots and lots of hours, nobody should ever have to play as hard as him.

    Also Killers: We need to balance around the best survivors.

    BHVR: We heard you killers, ask and you shall receive.

    Dead Hard was nerfed for bad killers. It should have never been nerfed like it was. Both sides are not being held to the same standards.

  • Survivors are fed up....

    I believe survivors are becoming the red headed step child of the game. Abused, ignored, and almost forgotten.

  • @pizzaduffyhp90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171367#Comment_3171367

    You're being sarcastic I know you are nobody says Myers is op everybody throws him in F tier at best.

    An arbitrary list developed by a "human" streamer, probably. The mob mentality thinking Myers is bad does not mean it is accurate. There might be some excellent Myers mains that know how to play him well winning an extreme majority of their matches (which in itself shouldn't be a thing). Whenever I saw killrates by killer, Myers was near the top, almost as high as Pig.

    It is only reasonable to think that if only survivors have faced nothing but nerfs after nerfs, and killers have had nothing but buffs after buffs, alongside extremely oppressive perks and synergies for Myers, he can only be overpowered now.

  • When Myers was released, survivors were immensely stronger. All four survivors had recharging sprint burst, there was double the amount of pallets, all four survivors could use Decisive Strike when they wanted to, and so much more. Myers has remained the same despite all those nerfs.

    Yes, those addons are beyond broken now, and Myers has become overpowered along with the other killers.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171003#Comment_3171003

    BS. People still have all "chances" in the world when they get hit or downed in the first minute or see which killer it is and still DC if they it doesn't go their way.

    I know you are intentional delusional but that's just straight up lying herefrom you.

    I'm not lying. If killers gets a down or two early before any gens are done, then then the chances for survivors to win reaches 0. Because maps are so killer sided and skill required to play survivor FAR outpaces that of killer, then an overwhelming majority of matches turns out with survivors flopping on the floor before other survivors even can get a gen barely started.

    Killers can come come back from a bad start. They have built-in game mechanics free to use such as camping, tunneling, endgame perks, slugging. Survivors have....you ready? Nothing.

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170499#Comment_3170499

    the usual excuses. Sure. Yes they would. Every time they feel frustrated and entitled to do it. That's why DC penalty exists.

    People don't DC if the "chance" to win is there. It is not entitlement, but fairness. Big difference.

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170575#Comment_3170575

    I am gonna regret this...

    Which killer perks "reap wildly strong benefits without skill"? Other than extreme hyperbole which is standard for a post written by you, I do not see any substance behind your whataboutism post.

    Dead Hard should stay as it is now, thank you. And what "tremendously oppressive meta perk" did killers get back? The only perk I have seen that has been "brought" back was reverting Mettle of Man, a survivor perk.

    Any killer perk does the dirty work for simply pressing M1 when the pixels are close together. In a hide and seek game, why are killers given a tremendously long aura reading along with 1-shot down for simply carrying a survivor? Only to now completely bypass an entire health state? This is the opposite of the wrongfully called "second chance" perks that were gutted and removed from survivor. These perks are way more powerful because they slow the game way down for the killer and causes the other plays the need to stop working on their objectives in order to make the match possible to win. All of these adverse effects have a domino effect and why the game is very broken right now.

    If Dead Hard should stay the way it, why was the aura reading from BBQ not removed? Why does Corrupt Intervention still have the same benefits of slowing down the early game, which BTW puts the match in killer's favor?

    Dead Man's Switch with Scourage Hook is what killers got back. MoM was not even a meta perk. It is still a very bad perk because you have to put the match completely at risk to only one health state with a major drawback of showing your aura. Survivors didn't get anything back.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170490#Comment_3170490

    Not entirely, survivors are punished for bad plays. Then get angry when they're punished. People who decide to d/c because they don't like something are the problem in this case. But you're right, we should hold their hands and tell them it's okay because survivors are oppressed.

    Double standards. Killers are not punished for bad plays.

    1) Camping is rewarded.

    2) Tunneling is rewarded.

    3) Killer plays badly? Survivor "survival" perks deactivated to hold the hand for killer.

    4) Killer plays far inferior to the survivors? Very oppressive endgame perks like NOED, Endgame perks like Terminus, No Way Out is now at the rescue.

    Slow down perks on top of already gens that take forever to complete is automatically winning killer games.

    Survivors are even punished for play well of all things. If they managed to save perks like decisive strike to the endgame, it is deactivated for playing "better than the killer". There are some other perks like this too. Yes, you are right, survivors are very very oppressed and not worth playing.

  • Because survivor role is horrendously underpowered and killers are overpowered.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170499#Comment_3170499

    Thats not the issue with fairness.The issue is skill and we all know killer and surv killer curve.

    We have two options we make MMR locked so low mmr play with low mmr no matter if there is not enought players or increase penalty.

    Or remove MMR. The game is not expecting the same amount from both sides. Killers are winning and increasing MMR to astronomical levels regardless of skill because of horrible game balance.

  • @Emeal said:

    No, people are hitting those Dead Hards no problem in my games.

    The problem isnt the perk duration was too small. its the user who used it too early.

    It has to be a skill perk. If you make it easier its gonna be meta again and be a cancerous bulb on Killer's fun.

    "It has to be a skill perk"

    Killer perks reap wildly strong benefits without skill. Playing normally without anything specifically different will normally cause them to activate.

    Dead Hard should be reverted just like killers got an even more tremendously oppressive meta perk back.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170490#Comment_3170490

    Game needs players not crybabies if those who cry becuz killer get u first and dc would disappear it would be a bliss for solo Q also I highly doubt those players actually buy skins or give any revenue as they are always banned.

    If the game felt more fair and there was a chance to win, those survivors wouldn't DC.

  • Running off what few survivors are left really sounds like a great idea.

    The game needs positive reinforcement, not constantly negative. As survivor, there is nothing at all that rewards good. You are punished if you are doing well and you are punished for doing bad.

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