SuzuKR
SuzuKR
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Anything except FNAF.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2849857#Comment_2849857
How is it perfect balance in the gameplay of dbd when she ignores pallets and windows otherwise known as the main chase tools of dbd? Surely we want to encourage gameplay around these 2 things. I agree mind gaming is important and it’s why maps like dead dawg are fun to me since the pallets allow for effective mindgames. On maps without many walls (like blood lodge, shelter woods etc) nurse ignores these mindgames since she can just go through anything to hit you and make up for lost distance fairly easily (especially with range add ons)
Range add-ons are also bad design. Also, any map and tile can be mindgamed. The entire basis of mindgaming is out-prediction. So people can be not where the Nurse is.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2849837#Comment_2849837
Why would they buff 26 killers just because one is much stronger? Would it not be easier and better to nerf the 1 absurd one and then balance the game around the others?
Because the 1 is in a spot of perfect balance (minus things like Torn Bookmark), and the majority of the rest fall behind drastically the killers in a good position. Also some of them only need minor changes, it’s not like they need massive buffs.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2849806#Comment_2849806
To an extent yes. Because nurse exists perks like these cannot be buffed properly because they’ll end up being too strong on her
The solution to that is buffing the other killers so they are strong enough to get mileage out of the perk, not nerfing the killer in the position to use an otherwise near useless meme perk. Like, think of it this way.
Trapper has Starstruck. This is practically useless on him (outside of weird Mad Grit/Agitation stuff) because if someone’s not extremely hyper close to him, by the time he even gets to them, the duration is long over. This is cause he has no mobility, and basically no good anti-loop to use on-demand in-chase. If he puts down a trap, that takes a lot of time and the survivor will usually just go somewhere safer.
In comparison, take Wraith for instance. Okay mobility + okay anti-loop. Not amazing by any means, but has options. Now, he’s a lot more likely to get usage out of the perk since he can actually chase down people (and also have advantage of Undetectable on finding them). However, unless he has specific add-ons or perks, unless it’s an extremely unsafe loop, it’s very easy to counter Wraith by just waiting at a pallet, and then dropping it once he’s committed to the uncloak but before he can swing. Through this, you can make him practically useless in any semi-safe or safe loop, as just a pallet-break simulator.
Now take Spirit for instance. Has advantages Wraith does, but better, and it’s a lot more risky to predrop versus her on more loops than Wraith. She has only 24m TR, but can take advantage of it with stuff like Agitation just fine. Now she has a good chance to get good usage of the perk, and the only actual way to counter it in this case is via pure skill: mindgaming. Not just mechanical map-granted advantages and disadvantages that can make skill irrelevant. (Eg, predropping against a killer with no way to counter that or hold W)
It’s not the fault of the few killers that can actually get a good chance to get mileage out of a perk in a way that relies entirely on mindgaming. It’s the killers that are too crap to get any use out of the perk, and should be buffed.
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@Phasmamain said:
Nurse needs a rework imo since the more balanced the game becomes (which is happening slowly) the more absurd she becomes. Even recent perks like starstruck that are balanced on most killers are just plain ridiculous on her. Not to mention her add ons
You mean, perks that are pretty much useless garbage on the vast majority of other killers that are not good enough to get any meaningful mileage out of the perk, unlike the few killers that can actually get use out of it?
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“I support the LGBT+ community.” - Person who has helped finance and push for election of politicians that promised they will try and tear down LGBT+ rights.
Something doesn’t quite check out here, but I can’t quite put my finger on it. Can someone help me figure out this super difficult task?
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@jarjargist21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2849601#Comment_2849601
he did make it clear that he supports his LGBTQ fans and that his financial support for these candidates had nothing to do with gay or trans rights issues. He is a Republican, and he has the right to support anyone he wants with his money.
Saying you support LGBT+ doesn’t really check out when you vote for and donate multiple tens of thousands of dollars to people who literally promise to fight to strip LGBT+ human rights in their campaign promises. It‘s frankly literally irrelevant why he voted for/donated to them. The fact of the matter is, he actively contributed to a major source of major potential harm. He has the right to support whoever he wants, correct. People also have the right to judge him for it. Freedom of choice is not freedom of consequences/judgment.
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Why would Nurse need a rework? Other than stuff like Torn Bookmark, she’s in a perfect spot.
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Shrouds should be removed completely. Shroud of Separation on survivors would be busted.
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Devs are neither-sided.
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You could check Bug Reporting.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2847262#Comment_2847262
FNAF isn't owned by a single creator. Also if you are talking about Scott he sold the franchise
He would still get royalties if an FNAF chapter happened.
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Isn't baitposting against forum rules?
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Just make it immediately count as 1 hook's worth for perks, and all 3 for emblems/BP/etc.
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This entire thread is based off a false premise. Camping is intended, and it’s a strategy the devs have explicitly verbatim accepted is a strategy, and have balanced this game around. Animation grabs exist so you cannot just do things in a killer’s face without severe consequences. Getting in a killer’s attack range means being hit (usually), such as in chase. Ignoring the killer outright to do actions in front of them means you go down, because you are not supposed to be able to just do that.
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@brankt said:
https://forum.deadbydaylight.com/en/discussion/comment/2847798#Comment_2847798
Holding the game hostage for no reason is so much fun
That’s not holding the game hostage. Get over it.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2847223#Comment_2847223
I don't. Cuz I know the devs think it's legit. It's a waste of MY time, having to report smth the devs don't care about.
But it still doesn't mean it's not frowned upon.
And if your magic button for preventing camping is to not get caught, then that's the most childish thing I've read on this forum until this day.
Or... you could just not waste time reporting something useless that BHVR literally explicitly says not to waste your time doing? There's no "having to report" anything.
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FNAF, Jeepers Creepers, etc. Anything with a crap creator.
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2846890#Comment_2846890
Did you read my comment at all? Even if she loses the initial mindgame, the second or third blink allows them to correct their misread. Hence, if they can reliably hit blinks, they will score the hit, even if they initially misread the mind game. Mind gaming is eliminated after the first blink. Subsequent blinks are just correcting.
"Even if you out mindgame her on first blink, they just correct with a second blink and now even a third one" you literally just didn't read. "Reliably" in the meaning of distance
Torn Bookmark is bad design. You can mindgame both blinks. You also don’t have to mindgame both blinks if the first one isn’t in range of you or needs to be used to regain LOS first. Do you need someone to help teach you mindgaming?
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Camping is intended. BHVR just doesn’t want facecamping to be too rewarding (which it is only to solo really, due to lack of info/coordination). Grabs exist so you can’t just do things in front of the killer.
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@Trex_Crazy said:
https://forum.deadbydaylight.com/en/discussion/comment/2846920#Comment_2846920
It isn't really a skill all the walls in the entity's realm are buttered up, Talbot can attest to that, and it isn't the hitbox's that cause this so much as it is the pov difference. if killers had a third person view looping would be much less of an issue because the killer would also be able to grate their face into a wall while chasing. (not that I am suggesting to do that I am just saying).
Blight sliding mechanic was also intentionally created.
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Survivors have smaller hitboxes than killers. This is intentional, and learning to hug an object as tight as possible without getting stuck is a skill for survivors.
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Stats on just slowdown vs without wouldn’t give enough info by itself. Less-experienced/skilled players would struggle a lot more to combat it than very experienced/skilled-players. Also, different types of slowdown can be good or bad depending on things like map size/structure, coordination of survivors, toolboxes/gen progress speed-up perks, etc.
For instance, Deadlock is impossible to avoid, but it also prevents regressing the gen, which means it can buy less time than something that regresses a gen potentially. Stuff like Ruin can be destroyed at any point in the game which would also skew results (eg, games where Ruin is destroyed in first 14 seconds versus lasts for a lot of the game). Also things like Pop can be unhelpful for big maps/quick gen progress if a killer physically can’t get there in time (too big of a map/no mobility/powering through the gen with PT/etc). Some slowdown perks are crap and others are great.
There would need to be dozens of adjustable factors/graphs displaying all said differences to be able to draw any meaningful conclusions at all. Just one would be basically as useless as the complete overall kill rate stats BHVR posts (which they themselves recognize and always disclaimer the stats with).
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Have you considered checking the Bug Reporting section first?
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2843572#Comment_2843572
I mean, it's not untrue. If a nurse can reliably hit her blinks, there is no counterplay. Even if you out mindgame her on first blink, they just correct with a second blink and now even a third one. True, she's hard to get that good with, but many people are. It doesn't matter if you break LOS or mindgame, that second blink is always going to be there to correct their misread on the first blink. Unless your default build consists of IW/Q&Q/DWM/DH, you're not going to be able to do much at all.
It's often said that survivors don't juke Nurse, she just misses her blinks.
“If a nurse can reliably hit her blinks”, you mean, the blinks that rely on her winning her mindgames? If she’s reliably winning every mindgame, she SHOULD be hitting her blinks. The survivor needs to get better at not being so easily read.
Yeah, and that saying is also wrong. Something being commonly said is literally irrelevant. People commonly said the earth was flat in the past too.
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@ItsJesseFFS said:
https://forum.deadbydaylight.com/en/discussion/comment/2844502#Comment_2844502
As someone who's worked on games with a similar system before, as a professional software engineer. I can confirm it is totally possible to tell weather or not it's intentional with 99.9% accuracy. There are definitely ways to do it.
There are many flags and booleans you can have in place, as well as a lot of "talking" back and forth between client and server (when possible / connection is restored).
There are ways to bypass basically every single check, including physical methods.
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@Adjatha said:
Despite all of this guy's posts being trolls, I actually agree that checking kill/escape rates on killers who run regression perks versus those who do not would be a good idea.
There's an old statement from the old Dev team that amounts to 'If killers feel like they are required to run slow down or regression perks, that's a problem and we have to do something about it.'
Well, here we are. Sluzzy's little troll post raises a great point: Exactly what ARE the win rate differences between running a bunch of slowdown versus those killers who run no slowdown?
BHVR actually has addressed it before. They’ve stated they are looking into the reliance on gen slowdown, and to make changes if they find killer gameplay is over-reliant on gen slowdown perks. They don’t want anyone to feel they have to run specific stuff just to have a chance.
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The entire reason it’s hidden is to prevent elitism over it.
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Just here to see if anyone calls themselves an expert, lulw
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/313619/internet-disconnection-ban-penalty
Killers can dodge lobbies. Just let survivors see who they're about to go against so they can leave beforehand. Make it where survivors have to lock in their loadout(perks and items) BEFORE they can see the killer, then choose if they want to leave or stay during the prep time. This way people can't abuse loadouts while seeing the killer beforehand, but now they won't have to go against a killer they absolutely hate playing against. You'll probably get far less DCs that way. Me personally, I'd never play against another Huntress ever again. I don't think she's OP or anything, but between the visibly unfair hatchet hits and that super annoying humming, you'd have to be a masochist to enjoy playing against her.
I’m not sure if you realize this, but the system is intentionally made to prevent that. You are not meant to pick lobbies based off the killer.
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Nurse and Blight are my two favorite killers to play against by a huge margin, so I’m loving it to be honest.
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@IamFran said:
Because she's ridiculous and unfair.
And I'm main killer and barely face a nurse when playing survivor (solo in low-mid mmr), but I still thing would be healthy for the game if she is disabled forever. Also due her existence there are killer perks which can't be buffed only because they would too strong in her.
You have it a bit backwards. She is the most fair killer, because every trade instance (attempt to dodge or land a hit) is a 50/50 mindgame. The map RNG and objects are irrelevant, only player skill in mindgaming matters. Killers that have to play around those objects and tiles are either inherently advantaged at some (eg, Nemesis at window/pallet), or inherently disadvantaged at some (eg, standard M1 at long wall jungle gym), meaning the chase starts favoring someone out of either side’s control regardless of player skill. It’s more fair to land or dodge a hit because it is 100% the player making the more skillful mindgame, than it is to do so because you are just automatically advantaged or disadvantaged by RNG map generation.
Also, yeah, some perks can’t be buffed cause of Nurse, but Nurse is the one that uses them well, not OP. Most other killers are just not good enough to even get decent usage out of the perks in the first place. Take Hex: Retribution for example. Example 1 is any non-mobile killer, 2 is Nurse. Retribution activates. All 4 survivors are on the opposite side of the map from you. Okay, so Retribution giving you that info was helpful. Well, what are you actually going to get out of it? Not much, if you’re a killer with no mobility. It’s pretty much useless in that instance because you will lose all of its value by the time you even make it to that side of the map. Comparatively, killers like Nurse/Blight/Spirit/Oni (if Blood Fury is up)/etc can actually make use of it. It makes Retribution not nearly useless on them since they can actually quickly reach said location.
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@Etukan said:
https://forum.deadbydaylight.com/en/discussion/comment/2844953#Comment_2844953
Ok, and? So isnt dropping? lmfao
If you'd actually take more than 1 second to read what I typed, you'd realize it is normal for rises and falls to occur in player counts for literally any online game ever.
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There's already a bug thread for this.
Yes, this is a huge bug. No, it is not game-breaking.
Killswitch is only used for game-breaking things (like Nurse, who could get permanently stuck, or Wake Up crashing the game entirely), or when a map is being reworked entirely.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2845919#Comment_2845919
No, he really isn’t. He has four (four!!!) lethal rush opportunities, made even more lethal with add-ons. Then they rapidly recharge as the chase continues, even if all are successfully juked by the survivor.
Dead Hard is a one-time use in chase perk (minus one-hit downs while healthy), yet floods these forums with complaint day after day. Blight needs at least one less rush token and at least a little slower base recharge rate on the tokens. Along with a few add-on needs of course.
He doesn't have four opportunities to attack with on most loops. 10s (to recharge 5) is a very significant downtime, given it means he is zero power M1 115% during that time, and something experienced players can play around well. The only reason it seems short is because most other killers have absurdly long downtimes which is part of a design problem with them. Blight's rushes are entirely mindgameable if you understand the map and how the power works.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2843586#Comment_2843586
https://forum.deadbydaylight.com/en/discussion/comment/2843586#Comment_2843586
Yeah, I don't wanna have to sweat to have a chance with winning.
You don't have to sweat to win. It's just less likely you will win if you are not trying. Obviously.
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@GoshJosh said:
Killer complaint: Dead Hard is a second chance crutch perk that artificially extends chases and corrects mistakes.
Blight with five rush tokens and Alchemist Ring: exists.
Don't see how you can be ok with one of these things and not the other.
Alchemist Ring is beyond busted/badly designed. Dead Hard is badly designed. Without Alchemist Ring, Blight is fine.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2844390#Comment_2844390
it seems u didnt see the part where i said "if she is good" have 4 thousand hours in this game... dont need people to teach me how to play the game agaisnt her. thos mindgames and tricks dont work IF IF IF IF IF (lets see if now you get it) she is good.
Fun fact, there are also god-tier survivors/squads that know how to go against also god-tier killers.
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I think powers that change the standard gameplay loop is good because it means more ways of looping, both as and against killers. As long as the anti-looping is interactive and gives an equal opportunity to mindgame (the way Blight or Nurse does), it’s good design. Comparatively, stuff like Nemesis is bad design because it’s “M2 for unavoidable guaranteed hit at window/pallet”. There’s not really anything to mindgame, because not vaulting/dropping the pallet means they will M1 you a few seconds later.
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@Ravio_Li said:
https://forum.deadbydaylight.com/en/discussion/comment/2844499#Comment_2844499
Sounds like a you problem. Play other killers.
https://forum.deadbydaylight.com/en/discussion/comment/2844502#Comment_2844502
Sounds like a BHVR problem. Add a grace period before penalties start getting added.
If you aren’t DCing intentionally, you’re not going to have a big DC timer unless you’re knowingly playing with poor internet which is your fault that you are still responsible for. Just cause it’s your internet’s fault doesn’t un-screw the game for the 4 others you DC’d on.
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@hazzzard said:
https://forum.deadbydaylight.com/en/discussion/comment/2845540#Comment_2845540
You said it yourself. It's a serious bug. As if she wasn't broken enough so let us add this to the pile of broken things in the game. Now there are more Nurses than Blights and this is the reason... Absolutely disgusting. :/
Playing this game on high MMR isn't fun at all and there's me running random builds...
You have no way to check your MMR. Also if it’s unfun, try running more meta builds.
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BHVR > Scott
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FNAF fans when the dictionary has the words “Five”/“Night”/“At”:
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It’s a serious bug, but you’re misunderstanding what the killswitch is for. This isn’t gamebreaking. Being permanently stuck in place/crashing the game/etc are gamebreaking things.
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Ackshyually, the name “Dead by Daylight” having the letters i,e,g,h,t,a,d,y is a clever reference to the hit game, “Five Nights at Freddy’s”, which also has those same letters. Also, “by Daylight” means it is currently night, and that you will be dead, by daylight. Just like how “Nights” is referring to how FNAF takes place at night, just like DBD. Also, you can die in DBD and FNAF. Coincidence? I think not! “IEGHTADY” can be reordered to “EIGHT DAY” and it means FNAF will actually be out in eight days. Anyways, please like and subscribe to my channel and click the link below to see more exclusive content! Byeeee!!11!
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2845400#Comment_2845400
?
just use his power at the right time, it's not like you're forced to use it and lose power as soon as you hook someone. Do a m1 chase, accumulate blood, hook the survivor and use their power. repeats the process.
Oni's users already do that, and abuse the mechanics to accumulate enough blood in the area where they zoned the survivor to activate the power at all times. At least I don't see this being the developers' intention
don't use ad-hominem fallacies to try to prove your point. What would be your suggestion then? "nerf the Oni's power ? Brilliant Idea"
“Abuse the mechanics”
You should actually learn what you’re talking about. Devs have explicitly created Oni to play around slugging, and have acknowledged that before. That is the entire point.
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Ackshyually, the name “Dead by Daylight” having the letters i,e,g,h,t,a,d,y is a clever reference to the hit game, “Five Nights at Freddy’s”, which also has those same letters. Also, “by Daylight” means it is currently night, and that you will be dead, by daylight. Just like how “Nights” is referring to how FNAF takes place at night, just like DBD. Also, you can die in DBD and FNAF. Coincidence? I think not! “IEGHTADY” can be reordered to “EIGHT DAY” and it means FNAF will actually be out in eight days. Anyways, please like and subscribe to my channel and click the link below to see more exclusive content! Byeeee!!11!
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@randonly said:
blight and Oni are the killers that the base kit makes them so strong that when built with the right perks they are practically unbeatable (although the two kind of suffer in more closed maps)
while blight at the very least needs addon nerfs and maybe a slightly longer cooldown, Oni needs to reset the bloods left on the map as soon as he gets a hook or when his power runs out (to avoid and discourage slug)
Ah yes, kill the entire point of Oni. Brilliant idea.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2845119#Comment_2845119
I disagree with this. Blight in the right hands is absolutely oppressive. Even in competitive, when versing a Blight it's not a question of if survivors escape but how many gens they complete before they die.
Sorry, but this is just wrong. Even in comp, people regularly escape Blight. If you remove all restrictions, people STILL regularly escape Blight. On an actually even map for him (eg, Blood Lodge) his average is still only 2K.
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2845220#Comment_2845220
The current killer stats released by the BHVR developers is showing every killer slightly above a 50% kill rate or better, depending on the killer.
You mean the stats BHVR themselves literally always gives as a disclaimer literally any time they post kill rates that people shouldn’t use in arguments of any kind, because there’s dozens of factors that contribute to the stats? What they posted was all games on all regions, which completely removes any distinctions of what specific factors do. You know, the stats BHVR themselves said they dislike posting cause people always take them out of context when there is no usable context for them because it doesn’t control for any factor?
If you want to see the impact of something, you have to control for those variables, and even then, correlation is not causation. The kill rates BHVR posts controls for literally nothing.
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@Suzzys_Secretary said:
Yup tested out basekit nurse no addons and she is broken, skill ceiling has plummeted no need to predict survivor movements anymore as the travel speed of a blink is ridiculous. Now the question is was this actually intended?
Clearly not, it’s not in patch notes.
