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@Aven_Fallen said:
Since you are one of those persons who think that SWF is cheating, I dont have much hope, but:
The Survey is a quantitative survey. This means you give answers and the person asked has to choose from those. This is an easy way to collect data. You cant expect a quantitative Survey to have many options to fill out on your own.
This would be a qualitative survey which would have to be way shorter, because people have to analyze them manually.
That's not exactly what those mean. For example, a qualitative question would ask what color shirt are you wearing?
- blue
- red
- purple
- other
A quantitative question would ask the What rank are you in dbd?
-1
- 2
-3
The op is annoyed that the survey doesn't have the other option or sometimes guides the responses.
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@Mooks said:
Actually they tried to make the current rank system matching around the highest rank of an SWF. It just doesn’t work as it’s supposed to.. it’s definitely not searching with the lowest rank in mind - at least not purposefully.
for MMR I guess it’s either the average, the maximum or something in between. They know they shouldn’t matched for the lowest skillrate of an SWF.
They removed that ages ago cuz queue times for red ranked survivors and low ranked killers sky rocketed. Too many survivors were pulled into red rank matches. Then it would eventually search for lower ranked killers anyways. It's average survivor rank now.
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I was looking at Steam achievements and I think looking at the achievements reveal why matchmaking is so messed up.
Note: this only gives an approximate upperbound for Steam players that have managed to make it to a certain rank. They could've also quit or regressed to other ranks. Plus the players can overlap between killer and survivors too and percentages are out of all Steam players.
Survivors Killers
Rank 10. 15%. 8.6%
Rank 5. 9.7%. 5.2%
Rank 1. 6.2%. 3.9%
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/222654/most-survivors-are-just-bad-at-the-game
Its just a dumb assumption to say survivors are bad. there are as much bad survivors as killers. what youre saying is that killer gameplay attracts the smart people and survivor the dumb people, it doesnt make any sense to make such a claim. killrate for every killer was/is 50%+. thats means that the dumb killers are also able to kill the dumb survivors which is far from balanced (litterly not a single killer out of the 20+ has an average killerate below 2)
56% kill rate when including all ranks is basically balanced. Add in the fact that there's a 68% kill rate when only looking at Red ranks and it plummets to a 56% kill rate when looking at all ranks could equally mean that the dumb killers are losing pretty badly to pull the kill rates down.
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Don't insult Bill. He might have a tough exterior but he's a kind old man behind it all.
In this case, it's not entirely Bill's fault. U did mess up yourself by getting too close and getting downed. Meanwhile, there were a series of other downs and saves that stem from that mistake. Finally there was the 3 gen itself. I think this is more of a team effort type of situation.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1903368#Comment_1903368
Both sides like to play the Whataboutism card, which is hilarious.
BHVR doesn't favor either side. Believing otherwise is just delusional and extremely myopic. BHVR simply does what must be done to balance the game as best as they can. If we want to talk about which side got more balance changes in their favor it's definitely killer, not even a question. Does that mean BHVR is killer-sided? Of course not.
I'm having a different conversation with some1 else. It doesn't have anything to do with what u guys are talking about here.
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Yeah I've played the maps enough to have a sense of where the gens are on inside maps.
I just read a different post that said that every map has similar gen spawns. 1 gen in the middle. 3 in an outer perimeter and 3 in an inner perimeter. Dunno if that would help at all or if it's even true. For some maps it sounds familiar.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903393#Comment_1903393
he doesn't become a statue while aiming, he still moves faster than the survivor, what do you mean
I assumed the wind up time means he isn't moving during that time or heavily slowed like Huntress.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903380#Comment_1903380
Wind up time I just mean how long it takes for him to be able to shoot once he aims downsight
Yeah... 2.5s windup time would kill deathslinger. In 2.5s the survivor will have moved 10m. Death slinger's range is 18m. U could just hold w to run away. I don't know what loops you're talking about where he could even use his power, plus the 1 second cancellation means you just told every death slinger to not use their power.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903371#Comment_1903371
That literally doesn't fixes him, it's what I said, his problem IS NOT HOW STRONG HE IS, his problem is how UNFUN he is to go against, it doesn't matter how strong or weak he is if people are gonna have a bad time going against them, also 0.5 seconds for a RANGED power on a 4.6 killer would be EXTREMELY OP and would still have no room for outplay, with 2.5 wind up time his power would still be useful in some tiles, just not in EVERY SINGLE ONE, which is exactly my point, no killer in the game should have a power that is useful in EVERY TILE, and playing a loop normally with a 4.6 M/S is not that bad.
What do you mean by wind up time? Also, assuming that I understand what a wind up time would work on death slinger, a 0.5s wind up time with a 4.6m/s would actually be a nerf for his power. In 0.5s the deathslinger losses 2m of distance from the survivor. That's 10s of distance gained from the 0.2m/s increase.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1902555#Comment_1902555
I think you unintentionally bring up a good point.
Genuine question, what makes killers complaints about perks valid but survivors complaints about perks invalid?
I've seen just as many killer ideas invalidated /ignored (whether rightfully or not). Ironically, I've seen a killer bring up DS/unbreakable in an argument against ruin/undying and got immediately invalidated because whataboutism. I think both sides get about equal push back.
Also, a lot of the time a killer shows a killer being weak or how powerful survivors can be/ powerful perk combos, survivors tend to say that the killer is bad. Same idea.
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Devs should change Franklin's so that the item gets destroyed in 30 seconds but any item knocked out of some1's hand gets returned if they manage to escape regardless if it's destroyed or not.
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@Chrisko said:
BHVR needs to "Build a VPN" for the Russians and make Putin pay for it.
U shall be missed. Ur name is probably on a few different country's watchlists now.
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Remove tunneling and camping of all forms from the game to test which side would quit first. The survivors or killers?
I've been wondering why the devs won't do something more concrete about them. Then I realized that there would be 0 risk in the game for survivors for most of the match. No more risky hook saves, no more worrying at all if you've been recently saved, no use worrying about strategy cuz it's optimal to unhook asap. The only thing to do is just sit on a gen until it's your turn to be chased again. The game would be mind numbingly more boring for both sides but definitely less frustrating for survivors.
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Maybe there was a delay + the steamer loaded in a little bit later than the other person in the SWF?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1897229#Comment_1897229
I mean, they are introducing this system completely new and it works with a different system that calculates your skill in a new way.
the current matchmaking system should only consider the visible rank which doesn’t have much to do with skill.
Yeah but u get what I mean right? U made it sound like bhvr invented MMR. It would be like saying BHVR created a new entertainment medium called a video game. They made a new video game but they didn't invent the video games.
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@Mooks said:
Didn’t read your text just wanted to inform:
they are working on a new skill based matchmaking system called MMR that will be tested in the live version sometime after Midchapter release (which is probably next week).
the rank system will get reworked along with this too
MMR is a type of a skill based matchmaking system. It's not a new skill based matchmaking system called MMR. That gives a different meaning to things.
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Isn't that literally what the forums are? Or at least that's how ppl seem to be using the forum.
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80% of all players in a dbd match are survivor so yeah the overwhelming majority of players will be playing survivor.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1896448#Comment_1896448
How often? VERY often.
Many of the solo queue teammates I have found are not going to risk their own lives to force a trade or even attempt to unhook for that matter. I've seen many of them come by and run away.
Not sure I understand what you mean by "calling" but if they were already doing gens, that's fine, at least one or two people are going to leave their gen to try to get the unhook. Thus losing time they didn't know they needed because of a killer abusing their own mechanics.
I meant camping. I'm on my phone and sometimes the wrong words pop out. And I'm telling u at best the response from the survivor community is that it's a step in the right direction but it's not solving the issue. At worst ppl will say it does nothing and it's a pointless mechanic.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1896425#Comment_1896425
So, be more specific... what about it do you think people will not be happy with?
The mechanic would literally require every survivor to continue holding M1, which is what the previous experiment never did. If no survivors are around the hook, there is absolutely 0 reason for the killer to be remain there.
Too lenient. How often will you have the rest of the living survivors doing that in solo queue? If they were already doing gens in the first place face camping wouldn't have done much anyways.
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@Johnny_XMan said:
OP - You are definitely right about something, Camping does ruin the game for many players and certainly for the one playing the role of the "sacrifice"... no longer a survivor who got to play the game.
I'm not going to shrug off your ideas, because you see... nobody on here ever bothers to ask what can be done about that one individual who never (technically) got to play the game. I fully understand that the game isn't designed for all survivors to survive. However, it also shouldn't be designed so that a person just remains on a hook, practically idle because a killer decides to abuse a mechanic that exists in the game solely to boderline abuse and bully others, behind a facade of "It's a legit strat". When, if you have played killer you know it isn't always a strat. You can and some people will camp without their match calling for this strat.
Ask yourself this question, why on earth would devs even entertain the idea of providing a buff during abusive camping if they didn't feel there was a need to fix it? Doesn't it seem weird that they went from "Let's see if this will help" to "Oh nvm, it can be abused, it's fine as it is"..... rather than providing other alternatives....?
For example: let's take their own 'attempt' and modify it. If a killer is hardcore camping while ALL survivors are holding M1 on a generator (meaning the killer isn't even trying to go elsewhere) the struggle timer will be slowed down. This works for 2 reasons, it gives the other survivors a fair chance at finishing gens (whether the killer has or doesn't have slow down perks). Many times people on here want to claim that "survivors should just do gens"... clearly they don't play enough survivor to understand that sometimes there isn't enough time due to slow down perks and also do not take into consideration that in solo queue NONE of the survivors know the killer is camping, at least not right away. Finally, this also prevents from survivors being able to abuse the mechanic, because the game will know when someone isn't on a generator.
I do have to also agree with you on the traps situations. Mainly for Hag because I do play Trapper and I believe his traps cannot be set right next to a hook, like Hag's can.
Just know that those of us who aren't clinging on a "bias" because we play both sides... hear you. I am sure the devs have something planned, especially if DS is getting neutered in some form in the future.
The problem with an idea like that is that nobody will be happy with it. It'll either be way too strict on what camping is or be too lenient and has little to no effect.
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@Dpooly said:
Just make it like Pyramid Head's Cages...if the Killer is in close proximity long enough, the hook moves across the map
What about the situations where the killer manages to get everything into a strong position to defend multiple objectives.
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Kindred is not a wasted perk. It's pretty powerful as long as ppl actually pay attention.
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@posterum said:
https://forum.deadbydaylight.com/en/discussion/comment/1893071#Comment_1893071
You are worth more bloodpoints than any other survivor. You'll get more tunneled - as if there weren't enough tunnelers already.
I thought they removed that a long while ago to prevent people from tunneling the obsession.
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What do u mean? DBD's image of a casually competitive, horror themed children's party game of tag that only has one gamemode has never been any less confusing.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1893132#Comment_1893132
They actually did give the numbers, I don't remember them off the top of my head though.
When? During a live stream?
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That's exactly what the entity wants us to do.
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Stop shaming people for not wanting characters.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1888015#Comment_1888015
Momentum is easy to gain though. A little patience goes a long way, especially if you run a three-genny build like yours truly.
That's not really gaining momentum. Don't get me wrong 3 gen builds are strong but they don't rely on building momentum to stall the game. They rely on stalling the game through proximity of the gens, until either the survivors overwhelm the killer or they get so bored/make a mistake that the killer wins. It essentially causes a stalemate. DS would have little to no effect in that case cuz there's no momentum to lose, unless it happens to trigger at an inopportune time.
Honestly, if all killers started doing 3 genning i'd quit dbd completely. Even if my solo queue teammates knows how to counter a 3 gen, it takes so long to beat. Who am I kidding. Solo queue can't even deal with ruin let alone a 3 gen. I assume killers hate doing it too cuz it takes so long to get results even compared to face camping.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1887920#Comment_1887920
If you're truly downing Survivors as quickly as you say, then get DSed, then what's stopping you from doing it again, or just slugging for that matter? Theres no reason that Survivor's running it should doom your match.
Because it halts the momentum of the killer chaining downs and slowing gens.
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This is basically the description for nearly everything ppl consider op in the game. From unbreakable, to OoO, to Freddie to ruin + undying.
Although broken has a different connotation to it. It's arguable that DS is broken in the same way nurse is. It messes with the normal flow of the game by providing too big of a safety net.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1886862#Comment_1886862
gen rushing isn't even a thing that exists tho, like it's just doing the objective. tunneling is different because you need to go out of your way to do it. You need to make that decision when you're a killer, as a survivor there is no decision of gen rushing, you just do gens cuz that's all you can do. Killers can choose to play by tunneling or not tunneling
U can say the exact same thing in the other direction. Tunneling isn't even a thing that exists though, it's just doing the objective. Gen rushng is different because you need to go out of your way to do it. You need to make that decision when you're a survivor, a as a killer there is no decision of tunneling cuz that's all you can do. A survivor can choose to play by gen rushing or not gen rushing.
If a killer decides to just mindlessly chase whatever happens to be the most vulnerable survivor there's going to be a high chance that they'll be tunneling just like if a survivor just mindlessly does gens. More often than not ppl are asking killers to make the active decision not to go after the most vulnerable survivor to give them a chance.
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@landromat said:
hillbilly needed overheat and a lot of people agree with me. Chases were not rewarding for survivors because chansaw was infinite and he can just rev it again. You guys are just loud minority
A Billy spamming his chainsaw generally wasn't going to hit the average survivor. At most it could feel oppressive/scary but in terms of actual effectiveness it does very little.
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@Dovahkat963 said:
I'm pretty sure I've only overheated Billy's chainsaw once out of all the games I have played as him, and that was just me getting frustrated and not paying attention. The only way you're going to overheat is if you just spam the chainsaw nonstop and hold your revs for an excessive amount of time. And that's without the overheat add-ons. So I don't get why it's such a big deal?
That's exactly the problem with the overheat mechanic. It did nothing to nerf Billy's overall power. At the same time all of managed to do was nerf Billy's fun factor.
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Yes survivors give sacrifices. They do it more often than killers give hatch/escapes. They do it most often when they just give up or get tilted and suicide on 1st hook. Next up is the suicide rescues where you try to save some1 knowing it'll probably fail or you'll take their place but u don't really care. Then there's the rare times when there's a killer whose probably a baby killer and I give a free sacrifice.
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It's only ban able if they worked with the killer to get you killed (different from sandbagging). If the killer tunneled you out and then decided to farm or felt guilty that he'd crush them so he let them out I don't think those are ban able.
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Ghost faces power really needs some UI changes or something cuz it's either bugged or a feature or both. Like I had killers saying that u need to be able to see a certain percentage of him to pop his stealth and the grass gf was crouched in was enough to block him. Crouching also lowers the percentage threshold. The mechanic is super hard to play around without better feedback. Apparently it's not the only bugged killer.
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There's already been a solution/compromise that most ppl have pointed out. A ping type system where you can ping other players stuff like killer is here, I need healing, gen almost done, come here, etc.
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They don't want to face it and know it's a lost cause so they die and move onto the next game they'll maybe enjoy more. Then the devs see the data and nerf it for them.
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@valvarez4 said:
Well, survs can have a perk as pgtw: when you’re unhooked and you touch a gen in 45secs this gen is done 25% more.. Or a perk like noed: at egc you move faster and the killer needs 3 hits to put you in dying state.
that means they should nerf pgtw and noed?
That's not exactly the point of the post and those aren't even the correct equivalences.
For pgtw, it would be when you're unhooked and touch a gen in 45secs the gen is fixed based only off of how much it has regressed up to a max of 25%. (A killer can't kick any gen and get the 25% regression. They have to go to the one that's been worked on)
Noed: after being rescued from a hook, if you are on death hook you are healed to full and move faster. You are also immune to 1 hit downs but still require 2 hits to be downed. Perk is deactivated if the killer kicked 5 unique gens before the activation of the perk. After the activation of the perk 1 random gen is selected and the killer only needs to "kick" that one to deactivate the perk. Add in the ability to do something even if a gen is done or not worked on regardless of if the perk is in the game or not.
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@Marigoria said:
Why do you complain about being found first when as soon as you spawn you start sprinting everywhere?
Why do you loop near the hook your team mate is on?
Why do you open the gates when the killer is nowhere near you?
Why are you allergic to totems?
Why don't you crouch when you unhook against a hag?
Why do you still drop that pallet after you get hit?
Why do you self care under pallets when a team mate is being chased nearby?
Why do you feel the need to heal 10 times a match?
1. I don't Sprint everywhere at the beginning. At most I say oops or curse my rng if I happen to be found first
2. I don't usually unless there's a strategic reason.
3. There are reasons to do it when it makes sense. Unless I get really bored of a match or hate my team, then I'm gone.
4. Not really allergic. I just don't go out of my way to hunt for them outside of if I need to hunt for them.
5. Very rarely but sometimes ppl make mistakes.
6. Lag/accident/latency.
7. I don't.
8. I don't.
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They could've just added a condition where all gens had to be finished for keys to work.
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I thought it was always really quiet.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1877157#Comment_1877157
I disagree. What you're talking about sounds more like collision detection than a hitbox. I think the collision detection is fine, running into objects or someone doesn't look bad at all. But the invisible space around the survivor that the killer can hit is way too big. That's totally different than a survivor falling through a floor or morphing into things.
It's what the devs said. They used the hit boxes for collision detection.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875655#Comment_1875655
You're right, animations doesn't have much to do with hitboxes. In my opinion, it takes a lot more effort to rework how a character moves, so my point was that if they can put in the time to do that, they can certainly rework the hitboxes as I don't believe it takes as much time as character animations.
I told you why that's not true. The hit boxes are built into the core design of the game. Changing them requires changing way too many other things.
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@Deadman316 said:
I know a lot of people say it's bad ping/latency, but what can you do when your ping is green and stays green until you get into the trial itself and all of a sudden, your low ping is now in the triple digits?
The devs have to figure something out when it comes to hitboxes, so many times I've had hits recorded on me after I've turned a corner, vaulted, or ran away a good distance with Sprint Burst. Even when they were doing their test to clean up the hitbox range it was still awful. I don't get why they can make all of these changes and not address the hitboxes. If they can change the way the survivors move, they can definitely work to decrease the range of hits recorded.
From what I remember it's cuz of how they designed the game. The hit boxes also dictate collision with objects. They start changing the hitboxes and suddenly survivors are going through walls, falling through the floor, etc, etc. Animations have nothing to do with the hit boxes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1875607#Comment_1875607
Because of current undying, old habbits, etc.. Most major killer mains and streamers stopped using it for the most part until undying came around; but then they stopped using that combo because it felt a bit too cheesy sometimes (Unless they were going against like a full kitted SWF or something). It could be strong if it stayed up, but it was far too unreliable and was often gone very quickly so most did not bother with it; and opted for something more reliable like corrupt and pop.
Besides; Self Care is the most used perk in the game; doesn't mean it's good.
Funny you say that about self care... I think either nerfing it into the ground or buffing it a little would help solo queue a massive amount. Either option would work.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1875492#Comment_1875492
If it goes away in 1 minute than why do half the killers in the game use it?
I assume it's cuz half the time it tilts survivors into losing. It's like clicking a flash light against a killer, except less detrimental.