Avatar

SuzuKR

SuzuKR

About

Username
SuzuKR
Joined
Visits
0
Last Active
—

Comments

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765256#Comment_2765256

    u cant react to killers launge if u have them blowing your neck, impossible to react only to extended attacks you can do potentially something, and still most times you need to read the killer if u want to react, 8/10 times if u want to react you will die, the only reason this perk is popular, somwhat decent is because you can make distance and potentially counter some killer powers like huntress, and some others like nurse.

    Wow it's almost like you aren't supposed to have a guaranteed dodge.

  • @fixdeadhard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766940#Comment_2766940

    If there is something you dont like, that doesnt mean it is irrelevant... 1 factor or a million factors has litterly nothing to do with how relevant it is. Out of all game survivors experience more deads than escapes, which is not balanced, thats just a fact...

    Tell me you've never taken a class on statistics in your life without telling me you've never taken a class on statistics in your life.

  • @[Deleted User] said:

    He has less than a 50% kill rate. He's one of the worst killers.

    He's a pretty crappy killer, but the kill rate stats are irrelevant because there's too many differentiating factors that go into it.

  • @fixdeadhard said:

    The problem is that deadhard is necessary, only 2 out of 26 killers !!! ONLY 2 !!! have lower than 50% killrate (which is 49%...) when they nerf deadhard i wouldnt be suprised to see a 10% increase in killrate for every single killer. On top of that nurse will be like old nurse again since deadhard counters her so hard.

    Those stats are irrelevant. Too many factors.

  • @Sluzzy said:

    I agree his special lasts too long. They could nerf him to have only one stack and he would still be a good killer. He is way too overpowered for the amount of effort needed.

    ty Sluzzy ily

  • People asking for nerfs to 3 of the best designed killers in the game will never not confuse me.

  • Hatchet hitboxes are a sphere the size of the hatchet. BHVR has tested making them flat and rectangular like the hatchet. It made it literally worthless garbage because of how survivor hitboxes work. What leads to wonky hits is latency, not hitboxes.

    Refer to this handy explanation from Peanits, a BHVR community manager:

    image.jpeg


  • I wish bait posters would put the effort Sluzzy does with their posts.

  • Most people suck at playing against Nurse. She is balanced when playing against people of actual equal skill.

  • So… the person is saying Mathieu Cote nerfed flashlights after being blinded, and that pallets(?) are useless against Blight/Nurse, and is criticizing their abilities I guess? I don’t know enough about DBD history for the first but old instant blinds were dumb, and Blight/Nurse are balanced. Even as a Korean I’m confused.

  • This is some of the laziest bait I’ve ever seen. At least Sluzzy puts more effort into their troll posts.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765943#Comment_2765943

    It’d really suck for DbD to be better balanced after five+ years, wouldn’t it?

    DBD is in one of the most balanced states it's ever been in its history. And yet you somehow don't have the slightest grasp on balance.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765961#Comment_2765961

    Pallets are the most interactive looping resource in the game, point disproven.

    Plenty of pallets that can be mindgamed, go ask a friend to open up the map, drop the pallets and take a shower afterwards or smth, take Unrelenting so you can try out from what point you can start a lunge and where those points overlap. You'd be surprised to see easily half of the pallets being capable of hitting a survivor before they finish vaulting as long as you completely use the lunge.

    I have seen 16, never seen more than 26 spawn. Spawning more than 26 would mean pallet spawn mechanics being overridden. Which could be a bug that has been unnoticed, but everywhere I've looked, there are at least 16 spawning and at most 26. Maybe that people used customs to count, but here's a little secret, customs do not take MMR difference in consideration. Customs assume you are a godlike killer compared to the survivors. In reality, you're not gonna be matched up against 0 MMR survivors.

    Why do you think some maps spawn in with a 50% deadzone when you play survivor, but with a 20% deadzone when you play killer? That's because in those games with 20% deadzone, your MMR much closer to the survivors, if not exceeding their MMR, while the 50% deadzone happens when your MMR is much, much lower than the survivors.

    You can tell how big the MMR gap is between you and the killer, based on how big the average deadzone is. The more loops have spawned, the higher the MMR of the killer.

    Okay, you're either inexperienced or baiting. There is no point for me to bother wasting my time further on this.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765906#Comment_2765906

    No, its not one-sided. It starts out survivor sided, and over the course of the game, becomes more and more killer sided.

    The lack of windows means that any pallet used increases the deadzone, any gen done makes it easier for killers to cut you off and even connect dead zones.

    As for unmindgamable and god pallets, there are 7 god pallets, 4 of which near the basement, 4 mindgamable safe pallets(hard mindgames, but if you do time it right, you can hit the survivor before they finish the vault), and quite a lot of very predictable pallets.

    Besides, there are up to 26 pallets in Gideon, but there can be anywhere between 16 and 26 pallets.

    Again, there are practically no windows(there are 6 total, one next to the exit gate which is kinda useless, one at the funnel which often costs 1 hit, one at the tv room, which often also costs a hit, one in the ice room and 2 at the t&l). Once a pallet is gone, its a useless zone. You would need to chase the same survivor around constantly for that to be an issue. If you spread out your pressure, survivors, especially if they arent on comms, would reach the same area again and have nothing to stop you from hitting them. If the pallets at the basement are gone, you could stand away from the staircase, and no one can enter the basement without swapping hooks, nor can anywone exit the basement without taking another hit.

    Mechanically, it's balanced. Over time, it gets more and more killer sided. As long as you can cause survivors to require more time(which is kinda your job as killer anyway), there is a high likelihood of a 3k. If you cant force the survivors to spend time healing or have gens regressing to take more time to finish, you would lose like on any other map.

    The reason why it feels unbalanced, is because its boring to break pallets. You keep losing the flow of the chase. But that's inherently to do with how pallets work. If DBD created a mechanic that is practically a reskin of a pallet, but causes the killer to keep the flow of the chase, suddenly you would enjoy The Game much more. Nemesis is quite fun to play on The Game, and thats not because he can get rid of pallets easily, it takes him the same amount of time as Demo or Blight. Difference is, is that Nemesis keeps the flow of the chase while breaking pallets.

    ??? It is literally one of the most survivor-sided maps in the game because it allows for zero interactivity. Killer has to go through every single pallet which cannot be mindgamed at all, and by then every single generator is done. Also, you are incorrect. Gideon spawns 25 minimum, 29 maximum. Even 16 is way too many let alone 25. There is no way you can legitimately be serious.

  • Bleedout timer is fine as is.

  • You think Bubba is overpowered. I'd rather not leave balance decisions in the hands of someone incredibly inexperienced like that.

  • The dash should either be removed entirely, or be moved to only on a successful dodge. Problem solved.

  • @Predated said:

    Also, The Game is technically the MOST interactive map. I dont want it to be more interactive. Pallets are by far the most interactive looping resource that survivors have.

    Except it's completely one-sided and overwhelmingly survivor-sided against almost every killer in the game. Pallets are fine. 25-29 of them in one map with every single one being unmindgameable safe or god pallets are not.

  • i-frames are easily baitable and counterable. The distance is uncounterable to the majority of killers. That is why distance is the issue, and why BHVR has explicitly said they will be targeting that aspect, as it makes the perk too strong, and that usage for distance is not what they want the perk to be capable of.

  • Several of you need to desperately take a statistics class. Maybe then people would stop citing useless statistics that don't account for the impact of literally dozens of independent variables that drastically change everything.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765814#Comment_2765814

    You can't say "the stats are meaningless" and also say "as you can see, the stats show Wraith has a very low kill rate."

    ???? I never said anything about his kill rate being high or low. The kill rate stats image is useless. It's pointless to use it as reference or defense for any argument, because the data is worthless cause it doesn't account for the literally dozens of factors.

  • @brokedownpalace said:

    Wraith is 4% below the highest kill rate. How is that very low?

    Because the stats are worthless given there's dozens of factors that contribute to them that would drastically change it if you actually looked into all of them?

  • The only reason BHVR even has the option for hook suicide is because of past tests where they removed it. People simply sandbagged their team even worse instead, and BHVR saw what was effectively a ragequit to be the lesser evil. If there was a better way to detect and punish sandbagging mid-game, then hook suicide should not be allowed to exist as an option at all.

  • The entitlement of refuting gameplay strategies that the devs literally acknowledge and balance this game around is amusing. But yes of course, it is simply for the unskilled, which is why... they are required to play the game at all functionally against very good opponents. Yes. The logic checks out.

  • @Lat0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765755#Comment_2765755

    That was a very objective comment, idk what you are talking about. Nobody likes to play Twins, stats show it clearly. And everyone knows Blight is too strong

    You are making mental gymnastic leaps for why people do not play Twins often. Furthermore, Blight is perfectly balanced other than the current existence of Alchemist Ring. So I don't know what you're going on about. Removing Victor's ability to down would make Twins literally worthless garbage.

    @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765118#Comment_2765118

    I mean, the first data clearly shows that there is an imbalance. In a game where there are at most 4 kills, and at least 0 kills, the average should be heading to 2 kills across the entire board. The average killrate in the first one is 70%-ish. Thats 2.8 kills on average. That might not seem like a huge disparity, but let me tell you that in other games, a 55% winrate is the bar to start nerfing, and a 45% winrate is a bar to start buffing. Having a killrate of 70% means there is a huge imbalance somewhere.

    Right now, if we would take the data at face value, Nurse and Trickster fall within 1% of the average. According to the statistics, anything that is Oni and above would be due a nerf.

    You tend to give or take 5% and balance around that. Since 2 kills is the average, 50% would be 2 kills. As long as the killer performs between 2.2 kills and 1.8 kills, their overall performance would be balanced.

    If you purely use statistics to balance, half the roster is still performing too well. So they are not working with double standards here. You're simply taking data, taking 2 things out of context, and when they say that the data they show is not the data they use and you start using that data as if they use that for balancing, then YOU are the one with a double standard here. "some other killers have very low kill rates overall" Because this statement is simply false. 2 kills on average is not very low when there are only 4 kills possible Nurse and Trickster have an average killrate of 1.98. That's slightly low, but not low enough to buff.

    This data is literally worthless. There are dozens of factors that go into these stats that these stats do not show. This is literally why devs always post them with disclaimers, and dislike posting them in the first place, because people take them to heart to argue things that the data does not have any evidence of actually supporting. Furthermore, even besides that, BHVR themselves has literally stated their ideal target is 2 kills with a few more hooks.

  • This is a lot to go through, but I'll try.

    The killer aura near hooked survivor: It's abusable without additional criteria. If they are Undetectable, you should not be seeing them. This becomes exploitable in situations where survivors can make it stupid to not camp the hooked survivor.

    Loops: TLs should not be able to spawn 3 connected TLs. 2 max, sure. Unsafe loops should still exist. Overly strong loops need to be reduced or removed entirely. Strong unmindgameable loops should not exist at all. If there was zero unsafe loops, there would be a lot of problems. Part of the point of survivor and killer gameplay is to avoid/steer towards those areas respectively. Removing them entirely defeats the point.

    Built to Last: Not sure if I'm interpreting this correctly. It should not restore the ability to create permanent progress on generators for toolboxes. That is broken and bad design.

    Dead Hard: Nerfed the wrong way. Distance is the issue, not i-frames. Unconditional dash for distance needs to be completely removed or made conditional to actually dodging an attack.

    Deliverance: No. The ability for last person to unhook was removed in the past because it's literally pointless, gets used to BM, and was a waste of time.

    Renewal: No. Unconditional free heal off unhook that you can passively achieve while doing other actions is busted.

    Coup de Grace: Permanent lunge distance is busted on several killers. No.

    Fire Up: Removing stacking is unnecessary. It's still not that good.

    NOED: This change makes this perk terrible. It's better to rework it into a non-Hex token-based system. For instance, 1 Token per first hook. Endgame is +4% movespeed, and all survivors are permanently Exposed while Tokens are left. Hitting survivor with a basic attack removes 1 Token.

    Undying: Very on the fence about this idea.

    Tinkerer: Doesn't need changes.

    Whispers: The first effect is a nerf when it comes to how Whispers is actually ideally used. The second effect should not exist, and is not the case in-game specifically to prevent it being used for camping/knowing when someone is coming for a save or is already there for a save.

    Items: On the fence about what directions items should go.

    Map offerings: Should not exist at all.

    Data: Is near irrelevant without full record because of the dozens of factors that affect this sort of thing.

    Anything not mentioned is stuff I don't really have an opinion on/don't know how I feel about yet.

  • No. Self-unhooking is busted when even remotely reliable. Hook phase is balanced as is. It does not need any changes whatsoever. Camaraderie is insanely strong with coordination. Slowing/pausing timer is also unnecessary.

  • This again? No one is entitled to expect the other side plays intentionally worse and ignores using strategies as intended. Survivors bring 4 stacked second chances/strong items and play efficiently spread out/bodyblocking/etc? Get over it. They are playing this game as intended. Killer brings 4 slowdowns and tunnels/camps/slugs/etc as necessary to gain and snowball pressure? Get over it. They are playing this game as intended. If these things were not intended, the game would not be literally designed to be balanced around these things. Yes, there are balance issues here and there (such as disparity in experience for solo survivors and SWF, or base regression being garbage). That does not negate that they are still intended as a strategy and part of this game.

  • @Lat0 said:

    I think a smart way to do buffs or nerfs would be aiming at the unnecessary strong or frustrating things a killer has.

    If i had to nerf Wraith because he was too strong at lower rank, i would have probably reduced his mobility..not the uncloak part which made him playable at high mmr.

    For Blight, i would probably reduce the power charges to 3 or 4 so he would stay the same but wouldn't be so damn strong. He has that power way too often.

    For Trickster ane Twins i would simply do quality of life changes.

    Make the Trickster throw knives automatically already...you would only have to hold m2, but the delay stays.The constant switching he has to do feels as bad as the old Doctor(for those who remember how frustrating he was to play).

    Twins probably needs a full rework. Make the switch instant, Victor's jump attack instant like Demogorgon. But remove his ability to down people so slugging wont be abused

    Balancing around completely subjective standards like that is one of the worst possible ways to go around balance. It doesn't matter if some people find it unfun/frustrating/unnecessary, others do. If they're still balanced in actual performance, there is zero issue. There will literally never ever be a result that every single person unanimously likes.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764203#Comment_2764203

    Yeah, just yesterday I've seen some tournament streamed by Tofu, and killer used NOED there. It was Frontier vs Odyssey, the latter was the killer, just at the end. So NOED is literally tournament tier perk. Or you want to tell me that Odyssey play at low MMR?

    NOED is staple in competitive because it's so hellishly difficult to even get a single kill there as most killers the main strategy is to camp out first survivor/use NOED to try and get 1 kill normally.

  • These sort of statistics are always useless cause they can never take into account the literally dozens of factors that affect everything.

  • Dodging an attack can be baited out and countered fine. Using it for distance is uncounterable to the absolute majority of killers. That is not healthy design. Thankfully, the devs have also realized this and are targeting the usability for distance in the perk.

  • Devs have already said their problem with the perk’s design is using it for distance. They don’t want using the perk for distance to be an option, it gives it too much power and is not what they want the perk to do.

  • Devs have already explicitly said their problem with the design is its use for distance giving the perk too much power, and that it’s not something they want the perk to do.

  • It spawns 3 chains at a time, 3 times. After that, there is a 12 second break. Just break the chains yourself manually, not off environment. Then solve it during the break between the chains. Works every single time.

  • Ideally none of them. I would prefer transphobes don't get more money.

  • BHVR has specifically acknowledged the design issue is distance being unintended/too much benefit, not the i-frames (beyond just making validation less confusing/weird interactions with specific powers).


    Peanits: "What aspect of Dead Hard are we really thinking about changing? Are we thinking about changing the way people use it for distance, or are we thinking more about the way people use it to dodge a hit?"

    Patrick: Yeah I mean on the technical side, we're definitely looking at the hit dodging, how that functions, how the players experience it, how you get feedback, how you know that that hit got dodged, stuff like that. There's already some changes coming I believe in the upcoming patch touching on the validation of it, it was in the PTB. From a game design side, we're definitely looking at it specifically in regards to the speed boost and how that can activate regardless of you dodging a hit. It gives it a little bit too much utility beyond what we want Dead Hard to do, so that's another aspect. I don't have anything specific to say about what we're doing there but those are the high-level aspects we're investigating right now.

  • There are still infinites versus 110s. Furthermore, there is not an issue with Bloodlust inherently anyways. You should be making them break pallets anyways as survivor in chase. Additionally, you are not supposed to stay up in chase forever anyways. You are supposed to be going down. The point of a chase is to waste enough time to make it worth going down, not to not go down at all ever.

  • The Twins nerf is bizarre, but so would a Nurse nerf. They're both balanced killers with high difficulty.

  • The problem isn't running 4 second chances or 4 slowdowns. The problem is how differently second chances affect weaker versus stronger killers on more or less survivor-sided maps, and that base regression is garbage.

  • Devs have specifically made it blatantly clear they have a problem with Dead Hard being used for distance and not for dodging hits. The only issues they have with it being used for dodging hits is just weird things that result out of interactions with specific power and making it more clear what's happening (eg, improvements to validation), not the fact that it can be used to dodge hits. So the dash is likely being removed completely, or being moved to only getting the current dash if you actually dodge an attack. Furthermore, they'll likely work on improving clarity of validation and interaction with specific killer powers.

    Peanits: "What aspect of Dead Hard are we really thinking about changing? Are we thinking about changing the way people use it for distance, or are we thinking more about the way people use it to dodge a hit?"

    Patrick: Yeah I mean on the technical side, we're definitely looking at the hit dodging, how that functions, how the players experience it, how you get feedback, how you know that that hit got dodged, stuff like that. There's already some changes coming I believe in the upcoming patch touching on the validation of it, it was in the PTB. From a game design side, we're definitely looking at it specifically in regards to the speed boost and how that can activate regardless of you dodging a hit. It gives it a little bit too much utility beyond what we want Dead Hard to do, so that's another aspect. I don't have anything specific to say about what we're doing there but those are the high-level aspects we're investigating right now.

  • @Phasmamain said:

    So twins’ add ons are being nerfed because apparently she is a “monster” at high level play and these add ons affect her kill rate too much.

    So this begs the question. What about Nurse? She’s by far the best killer at high level and her range and recharge add ons are ridiculous when stacked. But apparently Nurse is fine? Surely these add ons should be looked at too right?

    The Twins add-on nerfs were dumb, given basically no one plays Twins ever which skews it drastically, since pretty much hardcore Twins mains are the only people to play them ever.

    Nurse is balanced though. Bringing back three blink in the way they did was questionable, but she's not problematic otherwise.

    Neither should be nerfed.

  • Do you realize how much god dang work that would take to literally remake the entire god dang game?

  • Balancing around this needs to be carefully done. Ideally, solo gets buffed by being given extra information that SWF already has through voice comms (eg, Discord), not mechanics or perks or whatnot (other than maybe Kindred base). Then, since all survivors effectively have the info SWF always does, they can buff killer around the new premise being every survivor will always have SWF-level info.

    If you don't do that, it makes it a volatile juggling situation where buffs to solo can make SWF ridiculous or whatnot, since there is such a large gap in terms of the difference in what solo players have access to versus SWF currently.

  • These stats aren't really indicative of anything meaningful at all because of how drastic skill levels range from novice to pros in this game.

  • Forfeit option after ~10m or so for either side seems like the better idea (for survivors, it'd take majority vote, people queued together are counted only as 1 so that they can't bully randoms).

  • This doesn't address the issue.

  • @CLB198 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761975#Comment_2761975

    My suggestion would take your well designed system and change numbers only when the matchmaking realizes it made a mistake. If it realizes it matched 4 700 MMR survivors with a 2500 MMR Spirit it would increase the A, B, and C to compensate.

    It shouldn't be matching them together in the first place (in a world where MMR actually works well).

1 … 55 56 57 58 59 … 63