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StevePerryPsychOut

StevePerryPsychOut

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StevePerryPsychOut
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  • @Dreamnomad said:

    Here is why your conspiracy theory is complete crap. There are players like me that actively go out of their to not rank up. How do I do that? By allowing survivors that would otherwise die get a free escape. None of your theories seem to account for survivors that should have died not dying. The reality is that the kill rate should be higher.

    Arguable, this is probably balanced out by survivors giving up on first hook or sabotaging their team in other ways.

    I will say it's pretty sad to see the mental hoops some killer partisans have jumped through in order to discount the stats that came out last month. From the beginning the devs said that the stats don't represent the whole picture because there are a number of factors that weren't revealed by those graphs. Unfortunately that doesn't seem to be enough for some that don't want to accept the stats for what they are.

    I've seen people:

    -Claim that the stats are inaccurate, which they aren't. They're true, but they only show what they show, nothing more, nothing less.

    -Invent Conjecture on outside influences, which is fair, but ultimately completely based on unfounded theory and anecdotal evidence.

    -Create conspiracy theories like this one with seemingly no basis in reality.

    I suppose this mostly stems from a few things, pushing for certain killer buffs, being unwilling to accept they may play worse than the average killer, or straight up victim complex. This isn't exclusive to killer partisans, I've seen plenty of survivor partisans exhibit these attitudes as well. It just seems that recent killer changes have really stirred up some bad feelings in killer partisans.

  • As a deuteranomalous player of a game with no color blind options, please don't buff trapper.

  • @Rin_is_my_waifu said:

    Survivors' bugs > Killers' bugs

    Simple maths from BHVR

    @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/908458#Comment_908458

    That's gotta' be it. Clearly a bunch of guys sat around a table and thought, "How can we make the game worse for half the players, leaving the other half with nobody to play against?" It's a bold strategy, I'll give you that.

    We're working on a hotfix as we speak.

    ohhhhhhh.gif


  • @csandman1977 said:

    I did it with pharmacy and a brown med kit. No add ons. Easier than blinding a killer while they carry someone in red ranks

    ^^^This^^^

  • @Not_Tru3 said:

    this isnt including xbox and ps4 right?


    Afaik it's only being applied to platforms on dedicated servers. Consoles (besides switch) are still peer to peer, so it'll be a while before it applies to xbox and PS4.

  • @Lentoro said:

    https://forum.deadbydaylight.com/en/discussion/comment/880866#Comment_880866

    The hitboxes themselves I don't have any issues with. It's the latency that frustrates me. I could be a solid 1-2 meters away from a window after fast vaulting and still get hit. I started noticing stuff like that happen once dedicated got released. Prior to that I didn't really notice stuff like that happening.

    This still happens on consoles too, and we're still on p2p. Just gonna leave this as a reminder how bad p2p could be... https://xboxclips.com/Chum8ler/23001f4e-125e-48ac-bef7-e55c7df0aeac

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/883628#Comment_883628

    Probably, yeah. I'm going to be taking a break soon because I'm getting bored.

    I know how it is, I found myself getting a bit overly invested in conversations about the state of the game around the time the last batch of stats came out. It's probably what caused me to put the game down for a bit. I'm kinda gearing back up for the new chapter, thus why I'm here in the forums again, perhaps with a clearer head, perhaps not.

  • I see campers and tunneled once in a while. More recently I've been seeing opportunistic killers taking advantage of survivors making bad saves or "hook farming" probably related to rift challenges

  • @HatCreature said:

    Well you know BHVR, we ask them to nerf something they'll go all the way, just like they did with Legion when they tried to balance him the first time, they fixed the problems we were having with them but also chose to go overboard with unecessary things as well. I think they go overboard so they can show us they are listening and that like the Killers they make less is more. ''Oh is that 25 bothering you ok got it I'll shrink it to 5 so you'll feel better. Oh is that Killer too strong, ok got it I'll gut them in every spot that matters so you'll feel better''. This isn't sarcasm or me being a smart ass this is just an observation on my end that is probably poorly worded so not everyone will understand what i'm trying to say.

    Yikes, my dude. You seem a bit overly invested.

  • They explained this somewhere, the justification is that the liberator quest in tome 1-3 is a bottleneck that you pretty much have to pass through early if you're doing survivor challenges. It was causing too many people to "race" their teammates for unhooks. The liberator challenge in tome 1-2 was on the other side of multiple branches along the path, making it less likely a whole team would be gunning for the same task.

  • @TangledNoodles said:

    There's times where I have taken a break from playing and then come back but it's reaching a point where I just don't really feel like playing anymore. I mainly play survivor and I feel like it would be nice if another objective would be added or a different game mode.

    Yeah we get new chapters but quite frankly it's more entertaining for killer mains because killers are actually play different, but survivors are essentially the same person just different perks. We (whoever mains survivor) usually get 2 ######### perks and 1 decent one that would later get nerfed so it's like... why am I buying this chapter again? lol

    Anyone else got some input or feels similar?

    Honestly, for me it's the rift that's done it. In the past I would take breaks for a few days up to a week when I was getting bored. Now I feel like the rift has pushed me into playing a lot more than I normally would, and I'm completely burnt out. I've played maybe 3 games in as many days.

  • @LushyBunny said:

    Xbox is fine, apaet from alot of lagswitchers. Ps4 is just poorly optimized from the heavily restricted rules of ps4 and it's poor indie support.

    Is lagswitching really a common issue on xbox? I had always wondered, but chalked it up to bad luck with connection. Once in a while I'll get a lobby with good ping, but then get a game like this: https://xboxclips.com/Chum8ler/23001f4e-125e-48ac-bef7-e55c7df0aeac

  • No, it just gives you the charm and a rift level. You can actually work backwards from it and clear harder challenges before easier ones.

  • @I_Face_Camp said:

    This has been happening alot tonight. I have been getting a bunch of 4ks and they have almost all ended with Entity Displeased or Brutal killer

    Name checks out

  • I play on xbox, and generally end the season between 6 and 4. I'm at rank 5 and 3 pips right now. I actually think pipping is way too easy as survivor, especially compared to pipping as killer. Sometimes I'll try to depip/safety pip without completely bombing the game for my team and I'll still get pips at this rank.

    I do agree the lightbringer emblem is inconsistent as hell. Even with the points breakdown on the end screen I don't understand why it's as high or as low as it is sometimes. I'm guessing it has something to do with how many people are actually doing gens while you're being chased.

  • @vossler25 said:

    Stop, I am looking to play a game, sometimes I get the time for a game before I need to leave and decide to be survivor, but then someone decides to not play and farm with survivors, stop, please make this something one can be banned for, It's extremely irritating and completely ruins the game anyone that enjoys it, why? Are you trash? Do you not enjoy the game itself? I don't get it, screw farm games and every killer that does it

    Get the devs to stop making challenges that demand farming. Of course excessive amounts of actions in extended challenges and luck based master challenges are going to encourage farming. I called this before the first tome came out. ¯\_(ツ)_/¯

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/866290#Comment_866290

    "Here's some statistics to show how killers are preforming but also keep in mind it's not accurate and you shouldn't use seriously"

    I've been seeing this a lot, they didn't say that the numbers were inaccurate, they said that numbers aren't everything, there's a lot of factors. That is not the same thing.

  • @BunnyTheHutt said:

    And honestly It's pretty useless info. Every time someone tries too use the official stats in a post, a dev will come in and say "they aren't actually accurate, so don't rely on them for info." Why even post them then? What's the point of giving people data too simply throw it all out the window?

    Can we get accurate Data that goes into all the details? I want too know with accurate information who are the weakest and strongest killers by accurate numbers, not what feels almost random numbers.

    I believe they said "numbers aren't everything, there's a lot of factors etc." Not that the numbers were inaccurate.

  • @Weederick said:

    What about this thought: In order win as survivorteam, you need 3 good survivors against a good killer. The one weak link will die quickly, but you can get over it if its just one. Ranking up is too easy, so bad players get to r1 nonetheless. Whats the chance to have 0-1 potato in your team vs having too many potatoes on your team. Not that high to get 2-3 competent teammates. What if you are a potato yourself. Pretty damn low then. How often will the killer 4k in result of potatoes? Pretty often, especially if you are a potato survivor yourself.

    How are the queue times? Survivors is really slow compared to instant killers = Most people dont play killer rank 1 and those who do, are probably pretty skilled. Survivor on the other hand has a lot of potatoes, even though its 4:1 already, there are still more than 4 survivors vs 1 killer at r1. The potatoes stack up on survivorteam, especially later in the season = easy wins for killers.

    What happens if you face 4 good survivors though? A balanced match so to speak. Thats where everyone who plays both sides will tell you, that survivors have the upper hand. Whats more important to you? Balance -> Survivorfavored. Matchmaking -> Killerfavored

    Killers op is not the conclusion though

    I do agree that ranking as survivor is way too easy across the board. I'm not sure if I said it in this thread or another, but I think making it harder to pip as survivor would bring the kill rates down a bit, especially in red ranks. There are too many bad survivors getting too high in rank too easily. Furthermore, perhaps SWF should incur a higher standard for pipping while maintaining the same standard for safety pipping. This would prevent people being carried beyond their appropriate rank without penalizing people for playing with friends.

    @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/869815#Comment_869815

    According to the games tutorial winning is escaping or Killing everyone depending on your role.

    The difference for identity V is that their wincons are team based in that all Survivors win or lose together while in DBD Survivors win individually.

    From there you can conclude that for DBD any Kill rate between 2k average to 3.2k average could in theory be balanced.

    Specifically at 2k everyone has a 50% winrate with either everyone escaping or everyone dying with equal probability, identity V also has this due to a team wincon which is more flexible in terms of exact outcome. And a 3.2k has a 20% winrate with 3 people always dying and the 4th Surviving 80% of the time.

    Kill rates between 2 and 3 allow for more variety while maintaining balance and thus are ideal compared to the extremes. So having something be getting a 65% Kill rate with a fairly even spread of 4ks and non-4ks is pretty healthy, whereas something with a 65% Kill rate where all of those Kills lead to 4ks and the remaining 35% are 0ks is far too swingy and needs changes.

    I don't agree that 4k is the only win condition for killers. I've never played the tutorial, but expecting killers to judge only 4Ks as wins and creating the hatch as a mechanic seems a bit antithetical. With hatch as a mechanic winning is completely luck based as killer by that standard. I generally apply the IDV standard of win>2k=draw>lose for killer.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/107404/these-stats-finally-show-that-survivors-have-been-right

    https://www.youtube.com/watch?v=NIgfiSzCy1o

    no.

    yellow rank survivors and just survivors who don't understand what looping or even a PALLET IS. HEAVILY scew these numbers. I have been to yellow ranks when de ranking as killer. you could 4k 5 gen no perks clown easily against them. these survivors will not run to pallets they will pretty much do anything instead of gens, heck they will try to be a claudete the second they hear a terror radius. heck one time I even 4k 5 genned with spirit WITHOUT using her power against yellow ranks. don't punish killers because some survivors don't know how to play the game

    That doesn't really bear out in the stats though. If that were the case then red rank kill rates would be lower than overall kill rate.

    @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/868163#Comment_868163

    Given that this is an Asymmetrical games with 5 different players who win and lose independently with 1 wincon being mutually exclusive with the other 4 you'd expect the winrate to be below 50%.

    Note that this doesn't imply that one role is stronger than the other since the winrate is still ideally constant. It just means that it isn't necessarily 50%.

    Define "winning," this isn't identity V where there are clear win, lose, or draw conditions. It's really up to the individual player to decide whether pipping, bloodpoints, or a certain number of kills/survivals constitutes winning. The only thing BHVR has said they balance around is an average of 2ks per match, which the game is not meeting. If the situation were reversed, and the average survival rate was at a ceiling above 75% I would be arguing the opposite right now.

    @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/869265#Comment_869265

    Shouldn’t be balanced towards either, stats aren’t enough to go off of when making balance decisions. I don’t care much about the survival rate since stats aren’t enough to make balance choices.

    I find that hard to believe, but I'll take you at your word. I think it's a mistake to just throw out statistics as meaningless, especially if the reason is that they simply don't agree with my opinion/experience. I've had games on both sides where I've destroyed or got destroyed, but I can't point at any one of them and say that it is representative of the experience of the playerbase as a whole.

    Of course there is a difference between causation and correlation. Freddy has around 75% kill rate, but that doesn't mean it's impossible to 0k or 1k with him. It does mean that he 4ks consistently enough to make up for the weaker performances. I'm sorry to say that discounting that evidence just seems a bit disingenuous to me.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/868038#Comment_868038

    I didn’t get notified of this but now that I’m here, I’ll put my two cents in.

    Stats alone aren’t much to go off of, in my experience most people can’t play against Spirit very well which leads to easy wins. The problem there isn’t the killer but people who don’t know how to play against her.

    As for Freddy, his slowdown build is strong but I’ve escaped it plenty of times, he is beatable if everyone knows what to do. It never feels like a balanced game to me when I play against clown, I can keep him on my tail for awhile normally and it just feels like he is bound to lose.

    That could be confirmation bias though. Do you believe the game should be balanced around your anecdotal evidence as opposed to stats that represent the player base as a whole?

    Can I ask what your opinion would be if the survival rate was between 60% and 75%?

  • @dbizzle said:

    so i play 50/50 survivor killer. and i have to say being a killer is soo hard now. too many nerfed kilers? also MOST survivors ranked 13 to 20 are useless now. so unless you get good macth making all the time you will be carrying someone.

    I would take this more seriously if stats didn't just come out yesterday showing that killers are performing well over the 2k balance point. When they were favored, "Entitled survivors" were told to "git gud" when they cried about killers. Well, time for killers to stop making excuses and "git gud"

  • Welp, I guess it's time to start farming

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/868152#Comment_868152

    I must confess it was very odd to see the stats, from what I understand the stats are not 100% accurate and don't account for several variables but yeah it was odd to look at. I've gone done to weak Killers loads of times and it was always because I played badly or my team played bad, the game is a trail of dominoes and if you flick the right one it will keep falling towards a conclusion you can't avoid.

    Very true, to be clear I don't think 60% is an unreasonable kill rate. I think expecting perfect 50/50 win loss rate in an asymm is a bit unrealistic. I don't think the kill rate ceiling should extend as far beyond that as it seems to now though.

    I'm mostly worried that the game was so survivor biased for so long that many have become blind to the possibility that killers have come into their own and perhaps have gone a bit too far in specific cases.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/868116#Comment_868116

    Well from what I've heard the Devs goal is to balance solo players to the level of SWF players, I personally don't know how I feel about that, I don't. But it is very evident that they intentionally design weak Killers and balance them towards solo players and they have said once the solo is up to SWF level then the Killers can be buffed.

    I think it's wise, the only way to truly balance the game is to make the survivor experience consistent, otherwise the balance point for killers would be much too strong against solos, or much too weak against swf.

    To be fair even the killers who are considered the weakest are at or around 60% kill rate. Case in point if you'll allow me my own anecdotal evidence; I was playing solo on a team of rank 4-5 players who got destroyed by a leatherface, I only got out on a hatch play.

  • @PiiFree said:

    The only thing these stats show is that most Survivors play like potatoes, that's it.

    Every single Killer has above 60% kill rate even though some of them are actually hot garbage.

    Then why is it that at red ranks, the kill rate goes up? Presumably these are some of the best survivors in the game? Maybe survivor pipping is too lenient?

    @Artyomich said:

    Survivor skill is at an all time low is the case really. Go play a random queue in red ranks with Bond and the staggering amount of casual mistakes is mind blowing.

    Killers are improving skill wise but Survivors are declining once their clutches got Nerfed. Were they even skilled in the first place? Oh well.

    To be fair both sides depend on strong perks to succeed. I don't see a lot of off meta killer builds in the higher ranks either.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/868044#Comment_868044

    Kill rates have to be at 60-70% at red ranks because that's what it takes to pip at red ranks as killer.. if it was 50% like their goal is all the red rank killers would depip..

    Meanwhile I can die every game and pip as survivor in red ranks.. it's way to easy.. so as the ranking system stands it needs to be about 65% death 35% survive.. maybe fluctuating a bit for diff killers.

    I don't necessarily think that's true. Pipping up in red ranks should require a decisive show of skill. I honestly think that it should be harder to pip as survivor in general across all ranks. I believe that would actually bring down red rank kill rate because you would have less bad survivors pushed into red rank, maybe at the same time pipping should be more lenient for killers, with 2k's generally giving safety pip at red ranks. Especially if that is the balancing point in BHVR's design for this game.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/868068#Comment_868068

    Tiny misunderstanding I guess I needed to clarify in my comment.

    Most of the things in my comment are things that Survivors can do, not what I have done personally, except for the Hillbilly and the Legion part that I have done. I was trying to convey how much power a skilled Survivor has if they know what they are capable of with what this game provides. The scenario with the hook and the locker is a valid scenario that can happen and has basically almost happened within what I said minus the locker part and the blind as I am crap with flashlights. Looking back at my comment I can see how it looks like I was saying I was that skilled instead of what I was actually trying to say; I'll have to edit it but my point in it is still valid. Solo Survivors can be just as amazing as SWF if they understand how the game works, if you do not understand the fundamentals of loops, distance, speed, abilities, etc you will lose every time because you aren't paying attention. But if you understand those things you can loop for 5 gens, you can deny the Killer every hook and any kill, the De-Pip Squad proved that not me; if you don't know who that is then look it up on Youtube.

    As far as your questions though my highest Survivor Rank has been 4 because at 5 I get the worst teams who are just selfish and get me killed. As a Killer I have gotten games where I killed everyone before 1 Gen was done and it was purely because the Survivors were brain dead Altrusitic idiots who thought they were good; their cockiness got them killed basically. I do not Survive every game no, I die most games but that's because I care more about getting my team out than myself and sometimes I'm an idiot; risky plays basically. Very rarely do I escape without getting hit, that only happens if the Killer is either very bad or they got Gen rushed to hell because of various reasons.

    Right, ultimately you're theory crafting. Which is fine survivors do have a lot of strength, but so do killers. Most players aren't Monto, or Puppers, or Noob3, and just aren't going to be able to pull off near perfect play like that. Going into a game as killer expecting all survivors to have that kind of skill, or balancing the game around "professional DBD players" would be a huge mistake.

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/868081#Comment_868081

    The stats don't mention platforms. I play on PS4 and playing killer there is more difficult due to limited sensitivity and sometimes due to framedrops.

    Ofc i make some mistakes but I don't feel I stand a chance against SWF teams while playing clown or legion

    I can't say for sure of how the statistics play out now, but in the past survival rates at rank 10 and up were highest on PC, meaning kill rate was lower on console.

    1573330877737.png


    @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/868081#Comment_868081

    Or the survivors aren’t doing gens and are just having fun? I know for a fact if I was insidious camping with bubba how fast survivors are willing to gens. I don’t blame them otherwise cuz yeah insidious isn’t fun anymore compared to when survivors were stronger and could actually work around tackling it now and then.

    What if killer is afk farming or chasing birds for ornithologist, or moonwalking around survivors without attacking them? Both sides are capable of not playing to win, though you could argue that survivor teams are 4x more likely to have a dead weight team mate.

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/868058#Comment_868058

    I saw them but at red ranks the game seems survivor sided, at least in my games (when I don't play spirit, billy or Freddy)

    At red ranks most killers are hovering around 70% kill rate. I really don't want you take offense at this, but perhaps you're making minor mistakes that most red rank killers just aren't.

    KillRateRed.png


  • @RWoodrow said:

    Sorry but there are too many things not accounted for in the statistics that make the statistics meaningless.

    How many of the games had at least 1 DC?

    Are DC's counted as a kill?

    Also, tome challenges are a factor (focusing on the challenge, not escaping or suciding on first hook after completing the challenge).

    Games with DCs are discarded for statistics like this, which would probably weigh the scales a bit further toward killer honestly. The tome thing can go both ways. I spent a whole game as hag at badham ignoring survivors and scaring birds.

  • @HatCreature said:

    I play Survivor and Killer, do you? This game is geared towards Survivors, that is why D-Strike was invented and even after the change remains powerful.

    I can run a Killer around for 5 Gens, I've done it to a Hillbilly and a Spirit and her nerf hasn't come out yet. I made Legion my ######### several times and I'm talking about the OG Legion on release, I was on the PS4 so that did help. I can me my friend completely immune to damage and make the Killer blinded at the same time then hop into a locker silently then stun the Killer before they can she my friend, then my entire body blocks and takes hits so everyone can run out of the Exit.

    Clown can throw bottles that make you slow, Trapper can waste the ENTIRE GAME setting up 4-5 traps, Billy has the simplest mind game when it comes to pallets and that it is the only reason I don't like facing him and Demogorgon as well.

    Survivors have the advantage and those statistics don't prove anything, you can die in all of your matches and STILL be a damn god against the Killer, you can die and 2 pip. The Killer can kill the entire team and get a de-pip.

    A few questions if I may.

    What rank do you play survivor at?

    What rank are you playing at when you dab so hard on killers?

    As killer, have you ever destroyed a team of survivors before they get a single gen done?

    As survivor, do you survive every game?

    As survivor, do you go every game without taking a single hit or down?

    I watch a few streamers who have poured thousands of hours into the game that don't have the same success to which you seem to be claiming. One last question.

    Do you believe your anecdotal evidence should outweigh the statistics that account for the experience of the playerbase as a whole?

  • Kill rates seem to be hovering between 60% to 75% (with a few outliers on either side of the scale) with red ranks seeing more killer success on average. I know that the game used to be strongly survivor biased, but it kinda seems evidence is showing that the pendulum is starting to swing in the other direction.

    Can I ask what you would think if the survival rates were between 60% to 75%?

  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/867677#Comment_867677

    We will have to agree to disagree. My experience as well as others have shown dbd to have the worst community in gaming currently. The games that you listed do have some level of toxicity but dbd is another level.

    Spoken like someone who has never played OW or league. The toxicity in those games make the toxicity in this game look like a drop in the bucket. If you're really getting more crap talked to you than those games generally engender you might actually be playing a bit unsporting.

  • @Avariku said:

    the lowest avg killrate is still around 65% and many players are still spouting the killer pity-party crap.

    it would be laughable if it wasn't so pathetic...

    "killers clearly need massive buffs across the board, 1-2 escapes in even one round is unacceptable." /s

    Was about to say the same thing lowest kill rate across the board is 55% besides nurse. Kill rates seem to spike significantly in red ranks where all the "gen rushing" and "swf death squads" reside. I think given the statistics it's safe to say that the pendulum has swung the other way from DBD's early days.

  • Camping is lame. It's a real failure on the part of BHVR that nothing has been done about it in all this time. The worst part is that it limits game design that would benefit killers. A lot of killers complain about gen rush, but gens can't be made longer and secondary objectives can't be added, because it would increase the efficiency of camping.

    Sad to see so many veteran killers defend it. Folks say good killers don't do it, but you see a lot of strongly killer-biased people defend it vehemently. ¯\_(ツ)_/¯

  • Yes, please! Struggle phase is so obnoxious, and it's unfair for console users. PC players can bind it to mouse wheel, but console players are stuck mashing. I've worn out buttons on 2 controllers and when I wore out my first A button i thought the mechanic was non functional. Now I change my struggle button and systematically wear out all the face buttons one at a time.

    BHVR! Struggle is literally costing me money and breaking controllers! Please change the mechanic!

  • Longer basic quests like "15 gens" "13 survivors" and "20 emblems" should be worth more rift shards.

    If I make it through tome 3, tome 4 will probably break me and make me hate the rift system.

    (For context I have 4 more challenges on the current tome to do. "Blood pact," and the small branch ending in "blind killer twice)

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/847959#Comment_847959

    We should be able to change Freddy's lullaby to this...

    @premiumRICE said:

    Tbh waking up is a oretty good counter to freddy. You just have to be smart and not get the first hit from him in 0,1 secs

    Don't mind me, just gonna leave this here...

    https://youtu.be/WZU2PDO33IU

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/833943#Comment_833943

    There's no "might". People don't try to loop her like an M1 killer.

    I've yet to see a single person who's done a live commentary explaining what they're doing, why they're doing it and how. None of this post commentary crap.

    I try to do the stuff the dozens of people preach counter her on here. They simply don't work. I don't see her hair animation reset, or crystals glowing, and other stuff like that.

    The glowing crystals thing is a myth, int3r4ct talks about it in this video. Nothing in testing or in the code suggests this was ever a thing.

    https://youtu.be/uq4Zf0akdQ4

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/834180#Comment_834180

    Thats why I wrote "first game".

    And many of them are doable by just playing normally. Like dropping 15 Pallets, took me a few games, but I just played and got the Challenge. Nobody has to run around and waste Pallets, just fking play the game and you get those Challenges which can be done in multiple games.

    Do pallet stuns not count for this challenge? I keep track of the number of pallets I drop and always get less counted. My last game I only got 2 stuns and the counter didn't go up at all. I didn't want to start a whole new discussion for this one question, so thanks to anyone who answers. I play on xbox btw if that matters.

  • Ohm for casual, monto for builds, hybridpanda for shrinewatch and vs. Series.

    My favorite right now is probably cowsIAM. He seems to be the one that most genuinely still enjoys this game after all the time put into it.

  • You guys got this all wrong. BHVR knows this is just going to force people to farm. Clearly this is meant to encourage cooperation between survivors and killers, just in time for the Christmas season! Entity bless us everyone!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/794327#Comment_794327

    No, they prove that survivors are in fact capable of earning as much BP as killers.

    Rank does not effect how much BP a survivor earns.

    The killer's character barely effects how much BP a survivor earns. That Legion mending of 100 survival points every 20 seconds isn't going to suddenly make you a millionaire, sorry to say.

    If you play well as Survivor and fill in your categories and basically do a good blunt of the work, you will get lots of points. It's simple.

    Look at their perks, they're using all general and personal perks for the killer they're playing, which denotes they are probably inexperienced. One of your pictures has you playing 4 teachables from different characters showing that you have experience as a survivor.

    Inexperienced killers can't apply as much pressure giving you more time to find scoring opportunities and making it more likely that you'll be able to max out certain scoring events.

    Rank doesn't directly affect BPS, but a difference in skill level certainly can.

  • @[Deleted User] said:

    Survivors: Can invest in one character and get full gameplay. Can re-use the same items and add-ons in multiple games. Can find items and add-ons in multiple games and keep them for free. Is competitive even without the use of items and add-ons. Blood points are somewhat shared with 3 other survivors.

    Killers: Have to use add-ons every game to be competitive (bar one or two killers). Has to level every single character to get the full gameplay. Loses their add-ons at the end of the match no matter what. Cannot get these add-ons for free. Generally the best add-ons are of green, purple and red rarity.

    Anyways, survivor can earn just as many bloodpoints as the killer if they put in enough work:

    https://us.v-cdn.net/6030815/uploads/182/10GU938G1V3O.png

    https://us.v-cdn.net/6030815/uploads/574/RR52YXQQSW4A.png

    Those pictures just prove that survivors can earn a lot of bp in wildly unbalanced lobbies and against inexperienced players playing weaker killers. As you rank up to the point where both sides are forced to complete their objectives more quickly, killers clearly and consistently outpace survivor bp gains.

    @Mr_K said:

    You received 24,863

    Survivors received 39,460

    63% more bloodpoints divided among 4x as many players...Yeah still seems pretty bad

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/788859#Comment_788859

    No YOUR logic is terrible lol

    SWFs on comms severely nerf killers. "Oh I'm being chased" so the other 3 know then to immediately work on gens. Comms pretty much kills most perks too. Bond, Empathy, Insidious, etc, all become useless. The only people arguing for this are survivor mains, which is nothing new. Since 2016 survivor mains have been pushing for as much advantage as possible and whine and cry about every single nerf, even if they're glaringly obvious (like red instaheals.)

    There's absolutely NO reason why the devs just HAVE to ad comms to solo queue, just because SWFs use Discord or Party chat. Ok, so SWFs can use comms via third party sources. So? It is what it is. What's the actual tangible reason for adding, other than ridding the purpose of a large number of perks and screwing killers over?

    This isn't DBD exclusive either by the way. League of Legends, one of the biggest multiplayer games on the planet, does not implement voice chat for solo queue. You can voice chat with your friends you're queued up with, and it's built in (no outside apps necessary), but not with randoms. And that's simply just due to toxicity, which DBD has plenty of. Now League isn't asymmetric, but if it was, they DEFINITELY wouldn't implement comms for solo queue.

    The purpose is to be able to buff killers to the level that they can compete with swf. 80% of survivors play solo so that is the survivor experience that the devs will balance the game around. If solo survivors are of a similar strength to swf, then killers can be buffed to truly compete with swf. I want killers to be able to properly compete with all survivors.

  • @Romey95 said:

    https://forum.deadbydaylight.com/en/discussion/98528/i-cant-understand-the-absence-of-a-voice-chat

    https://forum.deadbydaylight.com/en/discussion/98528/i-cant-understand-the-absence-of-a-voice-chat

    It would be to over powered you'd be able to identify the killer your going against immediately an track what the killer doing throughout the match

    Swf already does this. If you want killers to be buffed to compete with swf, than solo must compete on the same level since they're about 80% of the survivor population.

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/788851#Comment_788851

    LOL!

    Please refer to my post literally right above yours. AMAZING logic.

    They made a cogent argument and you're just throwing shade. Perhaps it is you who should read their post again and actually respond to it.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/788228#Comment_788228

    It doesnt work that way as a good team of solo can still be far better than a team of swf players.

    Swf aren't strong due to just being able to communicate. The top SWF being strong are due to them playing with a set group who know they are good players and have spent the time learning to coordinate well.

    Empathy is a perk where you can see when the killer is in a chase and know you are safe doing gens without comms.

    If you also balanced the game around chat then SWF will become the norm and I could guarantee queue times for killers would increase. If it affects Solo players which are over 50% of the playerbase then you risk losing that market.

    Take other games with voice chat balance. They don't last long and the playerbase dwindles as without actual friends online it's never the same game if you try to play alone.

    4 man and 3 man SWF are the only groups that are considered strong and they make up around 18% of the userbase according to the last stats and out of that not all are "tryhard" squads or even good players. The problem with this is so many think it's SWF when they lose when it's generally not.

    This means what people are asking for here effectively changes the game people bought for 82% of the playerbase as they will be disadvantaged if they don't use a feature which wasn't part of it.

    And again those that live in a region like Europe who can be matched with around 30 different countries all speaking different languages. And that's only one example you also have south America, Asia etc.

    The same players playing solo would undoubtedly be a stronger team by simply putting on mics and communicating.

    Yeah teams that practice together will be better than randoms, clearly. The point isn't to make them equal but close the gap. But part of that coordination is undoubtedly voice comms.

    Comms are stronger than empathy, they work without requiring anybody to be injured and free up a perk slot.

    I am this market, I don't generally like to mic up with randoms. But I will if the situation calls for it. I'm not the kind of guy who is going to gab with my team the whole time but i will make call outs when necessary. I don't see how an optional chat system will destroy the solo playerbase.

    I would argue team based games with integrated chat are among the most successful titles in the multiplayer genre. If you mean asymmetric or asymmetric horror games, I would argue that they failed for different reasons such as being based around a strange battle royale mode or weird instant death / respawn mechanics.

    That's still like 1 in 5 games, and even if you're not some try hard squad communication does give an undeniable edge. Simply being able to say, "ruin is here killer is chasing me," or " killer lost me he is heading toward this part of the map is quite the advantage and should be considered. But if you make it the norm that most of your playerbase can't do that, then you are allowing those that do communicate to effectively break your game.

    This is the kind of thing they probably should have thought about before allowing swf in the first place.

    Now this is actually a good point, even on american servers I play with a lot of Spanish speakers. I'm not saying open comms is an end all be all perfect solution. I would prefer a vermintide style ping system personally. My general intention though is that either solos need communication or swf needs nerfs/removal. I don't really care how it is achieved, I am just want a more balanced game.

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