SmarulKusia
SmarulKusia
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2639249#Comment_2639249
How is dead hard necessity ?
Is getting one get out of jail free card when you mess up a mindgame or don't reach another loop a necessity ?
Should Coup De Gratze be buffed so that it's a 40s cooldown perk and killer can activate it whenever so they also get rewarded for messing up ?
Are we going to start ignoring the that only way a survivor's game is classified as a win is if THEY get out, not anyone else? Like, it physically does not matter if anyone else makes it out if they're not the ones to be out?
Meaning that those chases are completely detrimental to the survivor?
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@Kebek said:
In other words, to stop people from using perks like dead hard, devs need to release perk stronger then dead hard or buff old perk to be stronger then dead hard.
Or change the way the games feels/plays so that a deadhard isnt a necessity
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@thebrentster911 said:
Don't survivors already have a bunch second chance perks/resources and pallets/loops/windows? Why do they need more and at what point would you say they have enough?
Why do you think that currently second chance perks are a necessity?
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2636541#Comment_2636541
"If you want a legit response, dont downplay the other side first."
This I agree with
" All you have to do is hold W and press M1.."
This isn't viable against good survivors unfortunately, adding more resources would just exacerbate the problem unless you somehow make it only usable against anti-loop killers specifically. Even then you'd have killers who have anti-loop but still loses due to gen speeds and map size, so you'd be making killers who already don't usually win against a team that knows what to do even worse.
Most maps are still currently too big and/or have to many resources for the vast majority of the killer roster. Survivors are still the power role, they don't need more resources at this time.
Maps were reworked to take out literal infinites, but they also have a boatload of safe pallets and windows as well as structures you can loop for a very long time to the point its better to just not even attempt to as killer. So they still aren't where they need to be to start considering making them even stronger.
And I simply do not agree because we shouldn't be looking at one section of players.
A good survivor, will (or ideally should) go against a good killer. You won't necessarily have games with a killer that already struggles being played against a good set of survivors.
I don't agree about survivors being the power role either, to be quite honest.
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@Kaitsja said:
Recently watched a Dowsey video where he claims that The Artist has more potential than Nurse. Now, personally, I disagree with this but I wanted to see what other players on here think.
I believe The Artist is going to be a very solid A Tier, if she remains as is from the PTB, but I don't see her having more potential than Nurse.
I think he's somewhat right. The Artist has the same potential as nurse, but on a larger scale and x4.
The birds just have too much pressure available to them - especially since they go infinitely, and through walls.
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@T0thLewis said:
I've been playing a lot of Killer and I have to tell you that while I'm having the time of my life with Nurse trashing almost everytime, I want to strangle myself whenever I try to play an M1 killer. Hag, Nurse, Spirit, Blight, even Billy with Brutal Strength, Enduring can somewhat deny loops for survivors, but I try to play anything else and unless I bring a loop-denying build, I have no chance with M1 killers at all. It's just absolutely frustrating to play anything else other than Nurse, Blight or Hag right now. Hell even Huntress can be bad sometimes, because she slows down to the walking pace of a snail when she readies her hatchet.
And this is all because survivors rely too much on looping as it is a braindead tactic basically. All you have to do is hold #########, W and A or D and wait for the right moment to press E to dab forward like a cringy kid and drop a pallet to then tbag in front of the killer. Majority of the survivors have no brain capacity when it comes to making intriguing builds.
The same logic can be used against you. All you have to do is hold W and press M1..
If you want a legit response, dont downplay the other side first.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/2635914#Comment_2635914
Because the more people play the game the better they get? If you balance for the low ranks and mid ranks (like the devs have been doing) you start having problems at the higher rank because things made to help noobs become really exploitable and games get sweatier for whichever side isn't benefiting it leading to people eventually leaving because of balance reasons or lack of fun
The more people play, and the more better they get, the more the average 'skill' point gets. You shouldnt ever solely balance around a statistic that is impossible for the large majority to reach.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2635905#Comment_2635905
Yes I have and on other maps too
Then you would know that maps got reworked to remove those. So i have no idea why you're still denying the reworks.
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@eric_alrasid17 said:
I don't get it why dev nerf so many killers because entitled survivors whining about "tHiS KiLlEr So OP!!" and dev taking this seriously and agree by saying every killer is "too oppresive" so they can nerf it.
Just look how they massacred Nurse and Billy.
Even mid and mid high tiers like PH (poor him got nerfed 4 times and 1 useless buff), Deathslinger, Pinhead, Pig, Twins got nerfed too.
Is too hard to give oppresive actions judging by too many pallets and every pallet distance is below 10 meters meanwhile dev always nerfed every killers is major update and ONLY gives "A little buff".
How do you guys think? Killer MMR already makes stress out because currenlty any emblem challenges in archives become SO HARD to get, especially any IRIDESCENT one.
Best solution to stop a hypothetical situation that has 50% of happening is by forcing that situation as the standard and balancing around said situation.
Right now, they have to balance around solo q, swf, and killers. They need to add VC into the game as a standard option/alternative and then you can safely remove solo q as a necessity to balance around.
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@Maperson said:
There are 4 killers who have competitive match against good survivors. And if you want to buff survivors just because of that, let's look at the team named Oracle, who toys with almost everyone, pre nerf Spirit, so called strongest and most unfair killer in the game got only one hook against that team, should we balance it around Oracle then? Because as we've seen, it's possible to reach that level
I'm sorry, but why would the focus ever solely be around a 1%?
We should be looking at the broad spectrum - It's not like im suggesting killer nerfs that will screw over killers that dont fit into the category. I'm literally saying that we should have alternative sources if they aim on releasing killer after killer that denies the primary source of running a killer.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2635689#Comment_2635689
Thank you I know I'm not crazy and being told by op and another saying otherwise I know what I see.
Well, you clearly are because all the changes happened right after the Slinger chapter. Have you ever even experienced the infinites on Hawkins and Saloon????????
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/2632745#Comment_2632745
I don't remember them making maps smaller besides rancid and pale rose and with the map changes they just add a boatload of pallets, safe loops and god pallets
It was at the same time that breakable walls were added, where a TON of infinities were blocked off or said walls got added - it was around the same time that deathslinger was released.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2634476#Comment_2634476
Way to read the title and nothing else.
THANK YOU.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2634104#Comment_2634104
None of the maps are smaller I dont know where you see maps are smaller all are still busy a large as before. I have yet to see a loop blocked off by the game. Windows yes have been blocked off but none as the semi-inf loops and breakable walls are usually at a spot that if you break it, it makes a semi-inf loop.
Survivors have everything they need to stay alive and you may not like it but it includes......BOONS, Gen Speeds, Un-Altered Items, Meta Perks, SWFs with Coms.....the list goes on. I play Killer mostly because I love the chases and the fun that comes with them but I do dabble with Survivors and have very little experience playing them, but when I do the only time I die is if I get tunneled and Camped or my team leaves me to die on the hook. I can easily loop killers, pallet slam into a long flashlight blind only to repeat the process 4 times maybe 5 depending on my resources at hand. When I do 3-4 gens are done and the killer might get one hook and that's me.
Have you literally been in a coma or what? They reworked maps around a year ago which aimed at making them smaller, removing infinites and removing certain pallets/windows to remove those loops.
Literally look no further than red dead dawg saloon????
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@Maliken said:
https://forum.deadbydaylight.com/en/discussion/comment/2634104#Comment_2634104
RPD, the latest map they released, is literally one of the largest (if not the largest) map in the game. Then there’s the rework to Gideon Meat Plant where there’s like a pallet every 12 meters, including half a dozen god pallets.
so we are going ignore the large overhaul of reworks they did to other maps? k
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2632745#Comment_2632745
They haven't made maps smaller they haven't removed the loop, gyms or pallets.the new killer map just proves it. Survivors already have plenty of ways to protect themselves from Killers and powers. Most wont or dont want to learn how to handle Killers in their own way so they whine and scream XX is OP there no counter play nerf now. Sadly....the Devs listen and gut killers until the only thing they can do is Tunnel and Camp just to get a single kill.
Its large, alot of Infiniti loops, god pallets and free gens. Giving survivors MORE ways to screw over M1 killers isn't needed. What's needed is a REAL BALANCE update that looks at both Killers AND Survivors.
Where have you been when they did map reworks which literally focused on making the maps smaller, blocking loops, adding in breakable walls and closing off certain vaults/windows, lmao????
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@Voodoo101 said:
The new killer is definitely a loop killer, I said this when I saw somebody putting birds over a pallet. Then somebody made a video about shack where they was able to put birds out on the two exits and the window. The survivor had no choice but to go in shack, running through the birds and getting first hit. They then had two choices, run out through the birds and get downed or stand there, the killer did not even have to make a swing.
This is a knee jerk reaction to all the killer players that cannot loop or chase, then say it's survivor sided and that's why they camp.
I have played this game daily for 2 months as both killer and survivor equally. Killer I win 90% of my games with a 3K or 4K, even with killers with one perk. Survivor I win 50% of my games with all perks.
Pinhead is a joke to play against, he can take all distance you have made from a killer with his chains, Pyramid head can hit through walls, Trickster can have ricochet and on indoor maps, does not even have to aim at you. They make really bad players have an easier life.
I'm not complaining, the game is the game and you have to just find new ways to beat them, play different depending on the killer, but then you just get every killer type camping.
I think BHVR are listening to all the poor killers on here, who keep saying it survivor sided, trying to cater for the new players, instead of thinking about the core game and the long standing players.
It's a shame because I have some good and enjoyable games, not camping, having chases against good players. I have some very poor chases against bad players, these are normally the ones who drop a pallet, teabag and then get downed seconds later, only to be the first to die.
I also have had some good chases with good killers, and get downed but at least they don't camp and tunnel. These players get my respect and admiration. Then you meet the streamers that blatantly camp, just to get wins. One major one holds the record for the most wins with pig, who every time we meet camp the hook.
Thank you.
I'm convinced that this place is filtered with killer biased players because i'm seeing everyone justify all these killers and their existence, not to mention the previous nerfs to the existing resources that survivors have had - whilst also using M1 killers as an excuse for why survivors shouldn't get something in compensation (without seemingly understanding that all these direct nerfs to survivors have screwed said killers)
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@Munqaxus said:
Maybe a perk that prevents special abilities from going through walls and windows. Because that's really most of the problem with the hold "w" meta. It's better to run in a straight line from certain killers. You have Nemesis, Pyramid Head, Nurse, Cenobite and the New Killer where they completely ignore loops.
I'm not exactly sure as to what would be the right direction with these killers, to be honest, i'm just scared that they keep adding more of them.
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@emodeshort said:
https://forum.deadbydaylight.com/en/discussion/comment/2632789#Comment_2632789
uhmm, the last two maps are gigantic, the police station and the crows' nest are a nightmare for a low mobility killer to patrol
RPD is literally hated by both sides, and strongly favours said killers though because most of the 'vaults' and 'loops' are tiny and you're mostly running through a tight corridor if you're forced to not loop the killer.
Crows' Nest is also awful in terms of loops, and parts of the map being literal deadzones.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2632775#Comment_2632775
And still many maps are hated and loated with a passion, treads about super safe zones and pallets still pop out continiously wich in turn create "killers are sluging/facecamping/tunneling to much do something", just go to youtube and look for a few minutes, even today theres plenty of evidence on how easy its for survivors to loop most killers unless those are exactly the antilopers or speed rushers (spirit, nurse, blight). Walls are hit and miss, some actually hurt the killers if they break them as they give survivors easier ways to escape while others are actually a help to them.
Sorry to break your bubble but many M1 killers are being guted thanks to dumb nerfs from the devs, wraith rings any bells?, some of those thoug are plain out weak because the way they where designed or their addons are simply bad in many cases.
Did i ever said they loop me to dead?, not really. I play pyramid head the most, so i dont get looped as much thanks to the fact hes an anti looper, that still doesnt take away the fact that with courent tools killers can easily be looped by midly competent survivors.
What's it to do with me that M1 killers are being gutted by BHVR? that's a BHVR issue lol, and i never stated the M1 killers were powerful, so i have no idea why you even went there lmao
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@emodeshort said:
This problem goes beyond that, when the devs made this game, they didn't do it with looping in mind, nor did they imagine the game would go from being horror to this killer bully simulator.
With looping (which is currently the right and optimal way of playing) The passing of a trial is messy. Killers couldn't get casualties fast enough, they spent years trying to fix this situation and decided that the best way is to make extremely oppressive killers in a chase but have zero map pressure.
Adding more options for survivors would return the game to its previous state, forcing devs to create even more chase-oppressive killers.
But they've gone the wrong way about it because they've hit survivors from both sides - removing their resources via reducing map size, removing pallets/windows and adding breakable walls at a lot of loops, and the growing addition of killers focused on range/anti-loop
as I've said in response to another user, it's not as if survivors are the only ones affected by this either, as stealth killers have suffered tremendously from this too.
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@Viamont said:
No...they dont, the whole problem with the game is that most killers can be looped eternally thanks to the unbalanced maps, jungle structures and safe pallets that are all over the place, the anti loop killers are actually a healty addition to the game as they break the mold and force the survivors to get out of their confort zone and play diferently. If anything there should be more killers that hard counter suvivors specific playstyles to keep them on their toes. Just like killers that constantly have to adapt to new perks survivors should be on the same place
Are you playing in 2017 or something?
They've literally made maps smaller, removed several windows and pallets (which contributed to removing several infinites), on top of adding breakable walls which make most existing loops redundant.
All of these changes simultaneously screwed over M1/Stealth killers as their resources against survivors also got taken away - in favour of the anti-loop and range focused killers.
If you're getting looped eternally, then you're bad at chasing to be honest because the game starts to drastically favour the killer in a chase if it lasts for an extended period of time.
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@EvilJoshy said:
Are you suggesting we give survivors a banana peel to drop when being chased?
maybe, who knows
sounds funky
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@solidhex said:
i was playing m1 killer for the last 2 days and i completely disagree. On some maps, survivors can barely do any wrong because the next pallet or vault is just 10 metres away. I understand that there was some sort of power creep by all the ranged killers but just adding pallets won't solve the problem
I didn't say to add more pallets, I said that survivors need a new feature in the game to protect themselves specifically against these anti-loop/range killers
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@StarLost said:
No.
This would absolutely ruin the experience of M1 killers even more.
The problem is that we are currently in an arms-race between an increasingly skilled survivor pool that, even at an intermediate level, can loop and pallet a lot of killers to pieces, and new killers almost always having a tool to bypass looping somewhat (the closest to one who can't is Pinhead).
This isn't going to change without a complete shift in the meta, and that shift will have to start with the design of the maps.
Far too many either have pseudo-infinites, endless safe vaults/jungle gyms, a lot of safe pallets or 'free' gens.
EDIT: Yeah. Pinhead is not a true anti-looper, his chains are really easy to break and are nearly useless in any structure or jungle gym. He only excels at dealing with survivors in the open. His strength comes from his addons and his passive pressure (which are getting giant, honestly overly mean nerfs in the next patch).
So instead allow an array of players to suffer with the increasing amount of killers, some which nearly completely, bypass the only natural defense mechanism the survivor side has?
They've made maps smaller, removed infinites, removed pallets/windows and have continued to add even more anti-loop killers ever since those changes. Not to mention that the new map also in itself has awful loops, with one part of the map nearly being a complete deadzone.
I'm not here to argue about semantics either, Pinhead is anti-loop and a range killer, it does not matter to which extent.
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@blue4zion said:
It's visuals hurt my eyes, the building looks like a nightmare, stealth for both killers and survivors are non existent.
It's bad, but
It's my new favorite map SIMPLY because of the terrain. It's very old dbd like and I honestly missed the terrain from way back when.
I just have an issue with the way tiles are very deceiving, the back of the main building is 90% a deadzone, and the loops just feel non existent tbh.
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@Sluzzy said:
We desperately need killers that have fair counterplay. They need to remember that the only thing survivors have is pallets in the game. Either give more tools to use or stop making anti-loop, super oppressive killers.
I've been saying this for a very long time, it makes little sense to target survivors' only resource against killers, with each killer release if you are not willing to give survivors more resources.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2628096#Comment_2628096
Except he does have less knives. He used to have 60 and now he only has 44.
This negates the "mindlessly spam knives" playstyle.
Considering that he only needs 6 knives for a full health state, 12 for a down (from healthy). He still has 3x the amount in his kit, which is still very forgiving and still allows him to mindlessly spam the knives.
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@NAERUUU said:
Is that the « oppression » mental effect with knives ?
too op ?
too weak ?
tell me dudes :3
Personally, I just find him very unfun to play against because of his ability to completely negate chase with his range attack.
From day one, prior to his buffs, I've stood my ground by saying that he should have less knives, now that they lowered the requirement for a hit/down, they definitely need to remove a certain amount of knives that he has
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@Mandy said:
The problem with what you are suggesting is that by seeing the Killers profile you can work out a lot about the player in advance. For example from a Steam profile with their achievements you can usually work out which killer they're the most likely to play and change your build accordingly.
It used to be that you can see the Killers profile a long time ago (on Steam), and this led to players being effectively "blacklisted" because they were known for being a fantastic Nurse player for example, so they were dodged. That led to a lot of queue hopping, which affects matchmaking as well as players waiting an extraordinary long time for a match, just because they chose to play a character or that they were good at that character. So it was removed for very good reasons.
Using this logic, why do killers have access to survivor profiles prior to the match start? If it should be blocked one way, it should also be blocked the other.
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/2600170#Comment_2600170
The killer is 1 person playing around 4 survivors with 16 combined perks.
They are trying to get 12 hook states before survivors can finish 80 seconds on 5 out of 7 objectives.
Thats 24 hits/health states not counting any instadowns, and the 4 survivors can be anywhere on the map and move freely, as opposed to stationary gens that can’t run off and regress themselves.
Healing is also many times faster than it takes a killer to catch and hit a survivor, excluding potatoes and throwers - whereas base gen regression is 200% slower than a single survivor on a gen.
So it takes the killer 20 seconds to regress 5 seconds of a single survivor working on a gen.
There’s 1 killer and 4 survivors.
NoeD is fine by your reasoning right? As it’s fine that survivors have to respect and play around killer perks? They don’t even need to use perks to counter it, just do totems; and if they want to the option is there to bring a perk or item to counter killer totems right?
You're saying 16 perks as if most survivor perks aren't followed by strict conditions, which are DECIDED by the killer, not the survivor themselves - on top of most being also a one-time use only.
Not to mention countless gen perks for the killer, either to block, highlight or regress generator progress marginally - on top of the fact that generator locations are highlighted to the killer throughout the whole match.
You have killers, who work exceptionally in gen-pressure, and killers who excel in end-game with their powers. You, as a killer, have a choice on where you get the most value.
You can put most of the perks that are META to shame because they quite literally demand the killer to play a certain way for them to even work. Realistically, you should hardly ever worry about a decisive strike, or borrowed time unless you actively choose to tunnel the survivor that just got unhooked. Unbreakable only works if survivors are being slugged, in which case, it's largely the killer's greed more than anything.
NOED isn't fine because it follows a criteria that is punishing to the other side for completing their objective. It's a good perk against gen-rushing, but it's heavily punishing and unjust in an already elongated game.
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/2599275#Comment_2599275
I can’t agree with that, those perks you mention still have value by forcing the killer to avoid ‘playing optimally’.
In fact those perks are so strong that they are respected and get value, even if you don’t have those perks equipped on any survivor in that game.
The killer has to play as if you have those perks, because they can lose you the game if you don’t respect and play around them.
And the survivors don't have to play around killer perks and respect them? The fact that killers were the only side that had perks that literally force the other side off the objective for a very long time?
Counter-playing around perks is a thing that exists from both sides, except most times that you have to counter-play as a killer, you still have a legitimate chance at getting value because your in-game value doesn't come from a singular survivor.
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@XANA7274 said:
I would like to ask why NOED get so much salty hate from survivors. Survivors have a huge arsenal of 2nd-Chance perks...
Borrowed Time
Dead Hard
Unbreakable
Deliverance
Decisive Strike
Adrenaline
SWF/Comms
Now it's one killer against 4 survivors, facing against potentially 16 2nd-Chance perks. Mind you the killer is also now playing the match with only 3 perks (since NOED isn't activated). PLUS the totems can be broken and cleansed before the last gen so you still may not even get to use it. Let's face it, Totem spawn locations are trash as it is anyway.
But you get ONE down from NOED, not even necessarily a kill, and suddenly you're getting t-bagged at the gates and the end-game chat is full of salty survivors saying how trash the killer is, how broken NOED is, telling the killer to uninstall, go kill them self, etc. So why do the survivors have such contempt against one perk that has a 50/50 chance of actually being useful?
Deliverance and Adrenalin are not second-chance perks.
Unbreakable, Decisive Strike and Borrowed Time are only useful if the killer does certain actions - meaning that the killer can completely negate the value of these perks.
Dead-Hard is an exhaustion perk, that you can bait out.
Your only real form of argument is that the killer does not have access to NOED until end-game, which is.. the objective of the survivors to reach. NOED is literally one of the only perks that awards a killer because the survivors completed their objective.. lol
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@danielmaster87 said:
There's only one way to shake up the meta of this game, and that's to finally look at the survivor perks that have been meta for literal years, some of which are from the first 4 survivors. I'm not gonna be able to cover all of the ones I want, because then this would be insanely long, but I'll try to focus on the main offenders. I'm gonna be talking about perks that the killer pretty much has to respect or else he could lose the game. Hear me out.
Adrenaline: It is trivially easy to complete all the gens as survivor. Without gen defence, the killer's losing all those gens in minutes. With gen defence, a few more minutes MAYBE. You are lucky these days to kill 1 or 2 survivors before the gens get done. If you instead tried to injure everyone so that you could maybe get a big slug comeback at the end, this perk ruins it. You can't let the gens get done or else they might have this perk to use, and yet the gens will certainly get done. If 1 survivor has Adrenaline, you might still be able to get another kill at that point. If 2 or more have it, it becomes a near impossibility that you get another kill. Whether they're on the ground, injured, healthy, or about to be unhooked, as long as the survivors are alive they're going to get value out of this perk. I realize it's 1-use, but still. It gives a health state and a sprint burst even when exhausted. Coupled with an easy prerequisite of doing 5 gens collectively, this perk just has too much going for it.
Decisive Strike: I know it's been nerfed already, and yet I see it everyday. Sometimes all 4 survivors are running it, sometimes none are. But the 5-second stun is far too punishing, and will lose the killer the game. For that reason, the killer must respect it every time. If they don't, they could get an early 2nd hook or a kill because the survivor by pure chance did not have it equipped, but mostly what happens is you "get rid of" their DS early and lose the game because of it. It's a high risk, high reward perk... for the killer. The survivors who have DS'd the killer will not show their face until the end when they're in the exit area and are invulnerable, unless the killer takes all 4's DS in which case they lose anyway. You can avoid all of this by just not tunneling, but you've got to understand: killers must tunnel sometimes to play catch-up. And in a game where the killer's on the back foot and playing catch-up from the very start, it's a necessity. And despite the nerf, survivors can still abuse it. They can jump in a locker, body block, flashlight save, or open an exit and still have it. It's effect is so powerful that you can still bluff to the killer that you have it, and they'll most likely respect it.
Dead Hard: Other exhaustion perks like Balanced and Sprint Burst are usually used to delay the real start of a chase, but Dead Hard extends the chase at the end when the killer most needs the down. No other perk gives i-frames, and that's an unnecessarily huge advantage obviously. Even when the killer's planning/pathing/aiming/tile knowledge was perfect, Dead Hard could still allow the survivor to escape unscathed. And when used for distance, there's nothing the killer can do. No waiting it out. And assuming the survivor has a good connection, or bad depending on how you see it, they can simply react to the killer's swing. The only prerequisite this perk has is being injured, which encourages survivors to be insanely efficient by pushing gens while injured, simply because this perk offers so much protection at the press of a button. If the killer doesn't respect it, he misses and the survivor gets to the next tile, and if he does respect it a good survivor will use it to the fullest anyway.
Unbreakable: This perk, like Adrenaline, stops the killer from slugging. Except it can be used at any point in the game. And even when a survivor "uses it up" to pick themselves up, they still get the 20% increased recovery speed, which is still a huge blow against sluggers. And just like with tunneling, sometimes killers must slug to generate enough pressure to have a chance of winning. If 1 survivor has it, that's manageable. But if multiple have it, any chance of a mass slug is gone. Slugging has to be done quickly, because once the survivors figure out that's what the killer's doing, they'll focus just on staying healed so that the killer can't slug them again. It's 1-use, yes, but that's all it takes for the killer to lose, plus they still get the recovery speed increase. It's got too much going for it.
A lot of these perks are 1-use, and they're practically uncounterable. The killer may be able to deal with each survivor having maybe one of these, but more often than not the survivors will have all of these equipped at the same time. Survivors will guilt trip killers about using strong perks, but they refuse to accept the strength of their own perks. The killer should not have this much to worry about from each individual survivor. They're the 1, and the survivors are the 4. Why then do the survivors have the tools to 1v1 the killer? Why have they barely been touched when it seems like every update, killers are being given a crumb of a buff or are straight-up nerfed? The killer role can't go on with these circumstances, or everybody including myself is just gonna throw in the towel.
I don't really agree with any of these - especially when you've self-admitted that 3 out of these are one-use, with one being EXTREMELY situational, one being forced out, and the second depending on how good the killer is.
As a killer, you can easily deny unbreakable and decisive strike. As a killer, you can have an anti-gen build to deny adrenalin. As a killer, you can bait out a dead-hard.
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@Zarathos said:
Riddle me this if you as a survivor are "rewarded" with more difficult games vs much harder killers why would you want that? Why would you seek out the escape if you can get more points shorter queues more opponents prone to dumbe nonesense like cj techs, taking long chases and vault techs.
Tome challenges are easier to complete if you keep your mmr low. Your rank rewards are unaffected by your mmr. The only reason you might want to escape is items or escape points but long term you stand to gain more points and more items keeping games in low mmr with more exploitable killers. Keep your mmr above the camp you at 5 gens killers and your set.
Best part is no one can tell your a low mmr survivor since its hidden. You can claim your high mmr and theres no definitive way you can claim there not.
Simply because I dont get any pleasure or fun from a match that is so disproportionate in skill and understanding of the game that it's depressing.
Whilst others may like going against killers and survivors that aren't on the same level, this doesn't apply for everyone. Realistically, in a game that is assessing your skill, you should eventually reach a point where you and the other side are on par, and your kill/escape rate should hit around 50%, so it wont be like you're walking up a hill in your games.
Not to mention that if my MMR is low, this will also mean that my survivors will be on par with 'my mmr', so, not only will the quality of the match go down when versing the killer, but also when trying to cooperate with other survivors.
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2555353#Comment_2555353
Most players won't change their style to raise their MMR. You said before that this MMR incentives the players to just escape, but the thing is, what actually gives you a reward for playing well isn't the MMR, it is the rank system. In theory, the MMR should be a hidden system that allows good matchmaking. You don't get BPs neither cosmetics by raising your MMR, therefore, there is no reason to, unless you are a hardcore player that wants always to go for strong opponents, which I don't think is the case for most players. What gives you rewards however is the rank system, which not only gives you achievements the first time you reach a certain rank, but also gives you BPs at the end of the season. To rank up, you still need to please the point system as always, so for most players, having a MMR won't change their style.
For the reply that you gave me, I would say that I still disagree, for the fact that being altruistic is a choice most of the times. Ofc, you still need teamwork to complete all 5 gens and escape, but if your goal is just escape, you can just wait for hatch if your team is getting dumped or leave as soon as the gates open, even tho someone is on hook. You won't get as many points, but you will raise your MMR, which I think that people who only want escapes don't care about.
Actually, the last bit is false. Hatch escapes count as draws and thus gain you nothing.
As for everything else, I don't believe this to be true but that is purely down to anecdotal evidence - so feel free to take with a grain of salt. I've never, prior to SBMM, have dealt with so many players that hide out in the corners of the map, or have left me to die on my FIRST hook (when the killer isnt even camping/proxying). It has made the experience miserable so far, and I do believe that is it down to SBMM, because whilst there are many that dont care for it, there are many that do too.
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@[Deleted User] said:
Generally speaking, good chases and doing gens leads to escapes. But I do agree that there has to be a bit more nuance to it, because making it a binary escape or not question really doesn't tell the whole story in many instances. Three survivors can escape because one survivor ran the killer for most of the game and died at the end. So the players who did the least are gaining MMR and the survivor who carried the entire team is moving down. It's asinine. It's honestly shocking that the best they could come up with after two years is something so simple but something that also misses the point by so much.
Exactly this, out of everything that they could've picked, they've selected the most RNG part about the survivor side. There are games where you wont once touch a generator, and games where you're stuck on generators trying to get the gates going.
Today, my first game, and every time i was hooked, i saw this Yui that stood still in the edge of the map, contributing virtually and physically nothing whilst everyone else has already been twice on hook... lol
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2555378#Comment_2555378
I didn't contradict anything, read it again. I said losing MMR isn't a punishment. First line of my post, I said it's the opposite, and then explained why.
I know it's not a skill based system exactly, it's not, and SBMM is a complete misnomer. But it is an effective Results based system, and it works in matching players who have a fair shot at escaping/killing against each other, regardless of skill, or luck.
With so much RNG and imbalance in this game, you cannot accurately gauge skill. This is the next best thing.
Did you win because you're good at the game? Or did you win because you brought Ruin, Undying, Pop and NOED? Or did you win because all the survivors gave up and killed themselves on first hook? The game will never be able to tell.
Except there are so many differing conditions as to why one may escape that it doesn’t account for anything skilful - the only one that they accounted for is a hatch escape which the game counts as a draw.
believe it or not, this WILL cause skill disparity as the game only asses one aspect out of the many that are in the game
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@tippy2k2 said:
It sucks. There's not a nice way to put it. It absolutely, positively, sucks.
Solo Queue has the deck stacked against you as it is and with this new system, I need to survive with potato teammates but it is INCREDIBLY difficult to survive with potato teammates. So I keep staying where I'm at where I need to survive IN SPITE of my teammates because I have such a hard time surviving.
I am consistently outscoring my own team, even when I've died and the hiding potato has survived but in the eyes of the game, I'M the potato. Which puts me with more potatoes that get me killed. Which makes me play with potatoes because the game thinks I'm a potato. Which puts me with more...
Absolutely frustrating and is making me reconsider playing the game period anymore...
I understand the feeling and the frustration.
Ever since they've implemented the SBMM system, I've been left to die on my first hook more than ever before. I've also witnessed far more DCs, and hackers too which I'm not sure is in correlation to the new system or not. But generally so to speak, the quality of matches has gone down tremendously for me.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2555353#Comment_2555353
MMR isn't a "reward". It is not "rewarding" players who survive, or "punishing" players who don't. If anything it's the opposite.
If you survive, regardless of 'how' you survived, then the game recognises that as a win, and adjusts your MMR so that you will face tougher challenges, ideally reducing your chances to win, unless you improve.
If you die, regardless of how you died, the game recognises that as a loss, and so adjusts your MMR so that your subsequent games will be a little easier, increasing your chances of survival.
It really doesn't matter whether or not your escape was deserved or not. If it wasn't, then you get punished for your cheap tactics and are forced to face tougher opponents If it was deserved, then you're rightfully placed against higher MMR opponents who are more on your level.
You don't get punished if your escape wasn't deserved.... You've contradicted yourself in your own post - the game sees it as black or white - either you escaped or you didnt - which I am arguing is wrong.
Why is it wrong because you do not start the game with the ability to escape - you have to work towards it through other objectives such as unhooking others or completing generators, and in some cases, distracting the killer for others to complete generators. It is absolutely outrageous that there are multiple factors to the game that are being overlooked by one criteria which is whether you were killed or you escaped.
No skill is being assessed in that because your active engagement in the match is not being monitored for the purpose of MMR. It's a terrible system, and the ranking (aka 'grades') are deceiving, especially to newer players, about just how well or badly you engaged in that match.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2555348#Comment_2555348
Then what does it even mean?
So what if the rank disparity is absolutely atrocious, rank and MMR has no connection, therefore it's meaningless.
You could be grade Ash 3 and matched against Iridescent 1s and still have a more evenly matched game than if you were all Ash 3's.
Because it is deceiving. That's why it's an issue, either remove altogether, or remove the point system that is associated with the rank as it affects the amount of BP that you get at the end.
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@GlamourousLeviathan said:
I disagree. At the end of the day, for the majority of players getting kills/escaping is what really defines a win, therefore, the game should take in mind that these are the objectives that each side pursues. The point system is a mere way to take your attention out of this binary vision, so that survivors get a reason to be altruistic. However, at the end of the day, getting only one kill and a "Ruthless Killer" isn't satisfying, neither is getting sacrificed and getting a good amount of points.
Tbh, I'm on the team that thinks that survivors should play more individualistic, in a way that the whole point based system gets dumped.
Except, the game is assessing games as a 1v1 now rather than a 1v4 - despite demanding the survivor side to be altruistic and to work together - how is that NOT problematic?
If we are to make the game award selfishness then they need to remove the reliance that exists in the game currently and allow players to be more independent - but this isnt the reality.
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@Seraphor said:
How can you be seeing any rank disparity when there are no ranks?
You have to go by experience in the game, and what your team mates are actually doing.
Eh, yes we do, just because MMR doesnt influence it doesnt mean that it's non-existent.
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@DBD78 said:
4-0 escapes - All survivors gets maximum MMR points
3-1 escapes - All survivors gets equal high MMR points
2-2 escapes - All survivors gain nothing, lose nothing
1-3 escapes - All survivors lose equal MMR points
0-4 all die - All survivors gets maximum MMR point reduction
This would promote teamwork instead of promoting selfish gameplay, leaving teammates behind just for the escape. This would also encourage facecamped survivors to hold on until the end, so the other three can escape and you die but still gain MMR points.
I some-what agree, however there is so much more to the game than just escaping and making that redundant on affecting MMR is the worst bit about SBMM rn.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2281027#Comment_2281027
Yep, he gets 2 hits and that survivor still isn´t downed.
The hitbox of his whip is to small. He can easily miss even close survivors. Its always worrying when survivors think a killer is in a great spot.
What are you talking about? Nemesis can literally down a survivor on the other side of a pallet whilst nemesis isnt nesr the pallet himself
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2285958#Comment_2285958
Yes because clearly a killer with no mobility that needs to get three hits to down people for their first eight chases is overpowered.
What is wrong with you people?
are you forgetting that the top rated killers are the ones that deny loops (Spirit/Nurse)
thats literally what Nemesis is, denial of looping. His power demands for Deadhard and he has the power to completely deny loops or vaults.
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@kingbojenbo said:
A change I would like to see is to give infection a purpose. Zombies should be able to lock on to any survivors that are infected whenever they are within a certain range. However, they can only injure and not down. Add-ons could be changed to increase the radius that zombies can see survivors. From the zombie's point of view they should be able to see the auras of infected survivors within the radius.
Also maybe just have 2 tiers for Nemesis as the 3rd tier feels pointless. If Nemesis had only 2 tiers then there would be less stress of trying to max out to tier 3 and Nemesis players can basic attack more often.
The zombies already lock on - without the infected effect
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It sounds like you’re just bad at him tbh
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@whycantIwin said:
Is it me or she looks EXTREMELY weird???? she looks really unatural and her face doesn't look right at all, it honnestly makes me really uneasy looking at her, look at her eyes and mouth, her face shape, she is ######### up, it's not Claire at all.
https://us.v-cdn.net/6030815/uploads/TAGJ6VFFL4VQ/image.png
https://us.v-cdn.net/6030815/uploads/JGYF0ZTS0F7E/image.png
https://us.v-cdn.net/6030815/uploads/XNZ6XBKSJOD2/image.png
She really doesn't look polished and done properly at all
out of all the faces this game has, this is one of the best ones they have to offer.. lol
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@nutmilk420 said:
From its pre game setup , its pick an ban system, different game modes, if the devs of Dbd studied an put in the same kinda work seige got done in its first 3 years this game would have alot less issues balance wise.
how the hell would a ban system work in dbd?