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Terro
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That's great! Now killers and survivors can complain each other to death.
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That somehow makes more sense to me than what the op wrote.
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I think there's not much the DS nerf will change. Killers will still slug cuz they don't know if survivors have lost their DS or not but killers will be far more likely to just pick up survivors anyways. At the same time survivors who are used to surviving until all gens are done will probably still run DS cuz it becomes far more powerful.
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I keep telling survivors that just going by kill rates is actually going to bite us in the butts cuz the kill rates for all ranks is 56%. You nerf red ranks and that'll drop the average kill rate down far below 50%, which means the devs will start buffing killers to be easier to play but either harder to master or lower their skill ceilings. Imagine more Freddies or spirits...
Here's an important thing to note. Kill rates shouldn't be fully discarded. However, they should be using more than kill rates to balance the game.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/229330/how-did-old-bnp-work
Here's something a lot of people today don't get.
The equivalent of Moris is not Keys. It is BNP.
BNP used to complete a gen instantly. Done. Period. Install and gen is done! It completes the survivor objective instantly. That is why it is the direct equivalent of Moris which skip a lot of the nonsense in killing a survivor. You just kill them instantly!
That's why this nonsense about keys getting nerfed after the mori nerf is ridiculous. BNPs got nerfed into oblivion ages ago it's only fair that Moris also get nerfed into oblivion.
That's not an equivalent. An equivalent of BNP for killer would be if the killer could instantly wipe a hook phase from a survivor without hooking. The equivalent of killing a survivor is escaping as a survivor.
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/1963323#Comment_1963323
I'm sorry, I'm not disagreeing that you're successful with it. I'm saying if that's the only way to be successful that's a problem. I guess I'm saying that killers have many more options for perks that create fun combinations, while survivors playing solo are limited to what you described. And that's a problem, because it means the "deck building" aspect is tilted towards one side.
Survivors need better / more interesting perks, especially with solo play in mind. Until then, the game is not very good.
I think we just need better matchmaking/stricter rank up criterias.
You can only do so much for solo queue before you realize that nothing short of an instant win button can actually help a team that can't do 1 gen in 2 minutes. There's just no helping them. You can give them all the information in the world, an objective indicator at the top of the screen, voice chat and they'll still find a way to mess up. Okay I'm just venting about other games now lol.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1963346#Comment_1963346
I don’t know how the hell people even played killer with all of these
The answer is nobody took the game seriously and everyone sucked.
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@Grim_Grimz said:
https://forum.deadbydaylight.com/en/discussion/comment/1958994#Comment_1958994
r u ok? um not sure what ur trying to say here dude but no reason to be rude. they asked a question i gave my opinion, can u chill fam?
i was just saying thats a thing people do for fun. throw on builds to loop the killer instead of being a gen jockey. im sorry i had the opinion that a new objective might be fun. im sorry my opinion bothered you so much it made you type out some weird rude unrelated reply
How am I being rude? I'm totally serious here. Why do you instantly assume some1 is being rude when u're not sure what they're saying?
As for what I mean. Another objective can just be making new friends. They probably have similar hobbies with you.u asked for an extra objective.
The internet has changed you... You used to be cool. Now you've turned grim. (I'm joking here)
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It's a Steam glitch. I've had that happen randomly before with other games (mostly games that update a lot like early access games). More than once too. Fixing it depends on ur situation. I once had to download some other software to manually free up the memory and had to reinstall the game.
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@Grim_Grimz said:
honestly if you look at some high rank players that throw on bright clothing, a flashlight, and maybe object of obsession, theyre thinking this exact question. M1 gets boring theres nothing to do... so go play with the killer. if ur an ok looper ur about to get better and if ur a god teir looper some poor killer is about to get bullied.
i get the replay loopthe game has, but i would like an extra objective too
I'll give you an extra objective if you so choose to accept. Your extra objective is the friends you made along the way. Not friends that'll just say I'll see you tomorrow and never log on/talk to you again. I'm talking actual friends. Internet safety and all that stuff too.
Good luck, have fun.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1957982#Comment_1957982
There’s an upside to that occurring.
No doubt many in the dev team will watch out of curiosity. If they can see that against highly coordinated survivors killers simply do not stand any semblance of a chance, maybe some more balancing will occur.
From what I heard Asia plays this game differently from the West. Well they play most games differently. It's not really representative of anybody's experience in the West.
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Seems awful. It's asking for the killer to slug the survivor with this perk and then down the injured survivor in an unhooking situation. It also easily effects situations outside of tunneling, either by accident or could be used to decent effect, negative and positive. There are also very strong synergies with this perk.
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Maybe they were using plunderer? It increases chances of keys being found. I think... I remember there being a nice key perk build now but I don't remember the exact details.
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There were some posts by other killers about it. Dunno how bad it is since I don't play killer.
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It's a game of digital cops and robbers with the time before the cops loses obfuscated by gens.
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1958682#Comment_1958682
I'm aware that it's desync and not hitboxes. The fact is survivors are still dropping from several feet away and that the desync is favored towards the killer.
We now have to play like we're viewing the game through a car's rearview mirror.
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Just put in stock phrases and be done with it. Something like in Hearthstone.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1958231#Comment_1958231
Some killers need it but I believe Freddy is the only killer who doesn’t get slowed down by anything. For example nurse needs slowdowns and stuns to balance her immense power
Be glad that Freddie doesn't instantly teleport to a gen and have a lower cool down on it (something that killers said during reworked Freddie's ptb). Also, putting down snares without animations. Would be funny though. It would look like Freddie wets himself.
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@Sand said:
https://forum.deadbydaylight.com/en/discussion/comment/1958321#Comment_1958321
That's not the issue though, the issue is if I camp a hook I'm not doing anything if I'm actively killing all 4 survivors I am doing way more then sitting in front of a hook, but the game I spent a large chunk sitting doing nothing I pipped and the game I killed everyone and did multiple chases and kicked several gens I didn't pip. I think it's probably an issue if I get rewarded more for camping.
I don't know exactly what happened in those matches or even what rank these are. Google the emblems. Then figure out why it happened and then judge if it's right or wrong. With so little info you could've 1 hook killed everyone for the 4k. While, the camping was a long match of hitting and chasing only to camp a kill in egc
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The problem is that the more optimally the twins play the more it seems to encourage camping. It's a strange spectrum between slugging and camping that goes full circle into each other. In the middle is playing awfully.
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@lexihvh said:
https://forum.deadbydaylight.com/en/discussion/comment/1958319#Comment_1958319
What you probably mean is "the rest is normal dbd hits" because clearly most of the hits even before this update, killer's weapon doesn't even reach close to your body. Keep in mind you paid for this :D
Is this your first online game?
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It's because DBD's ranking system isn't about just killing or escaping.
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Only 2 of these are really bad. The rest are just normal latency hits. You're actually pretty lucky compared to the hits I've been hit with after the patch and the clips I've seen.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1958246#Comment_1958246
OH GOD PLEASE SHUT UP SHUT UP WE DON'T NEED TO MAKE EVERY OTHER THREAD A KILLER VS SURVIVOR "CONVERSATION" PLEASE SHUT THE ######### UP
I agree. At the same time, this thread is kinda baiting it anyways.
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@I_am_Negan said:
https://us.v-cdn.net/6030815/uploads/LT4DSC4ERYGJ/image.png
You have to crawl before you can walk.
Not in DBD.
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@TimeOutTimmy said:
https://us.v-cdn.net/6030815/uploads/YVKAMM4XV2LP/20210218-082223.jpg
This is what I am dealing with. I have to "+2" to get a safety pip.
I think this one specifically is the visual bug they were talking about.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1957727#Comment_1957727
The numerator will always be 1, because you are testing a single attempt versus the number of attempts remaining.
Basically your odds are always: 1 / # of Attempts Remaining
The times where the numerator in stats would be greater than 1 are when you have multiple conditions that can succeed. For example: rolling a d6 and getting an even number is 3 / 6 because you 3 successful outcomes and 6 possible outcomes.
I don't think any of that matters, since it's an arbitrary escape chance. They could've changed it to 0, 0,0, 0, 0, 1. Well more like 0, 0, 0, 0.68, 0.68, 1. Which matches their goal of lower chance of escape, equal chance of escape at 4th and 100% chance of escape by the sixth.
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@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/1957622#Comment_1957622
Well, even at 56% this implies a slight skew towards Killer. The before mentioned 68% at red ranks pretty vastly favors Killer so...
I would like to see the kill rate after this update, lol!
But that's the thing if it's at 56% with all ranks, including all the ppl doing challenges (one survivor can skew things heavily compared to one killer getting one to 2 kills even with challenges), farming, general solo queue and nooby survivors. Plus, it includes the 68% from red ranks it kinda paints a different picture once you think about things.
Just imagine if the devs brought down the red ranks to 50% and let's say that they managed to do it without bringing general kill rates down in other ranks by more than 2% (probably not going to happen), than wouldn't the kill rates be hovering around 40%?
Of course this assumes that bad killers don't quit.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/1957622#Comment_1957622
I wouldn't reccomend looking at Steam achievements for overall red ranks, as many people would've played on a free weekend, played a few matches and didn't like the game or are survivor mains.
An example of how achievements can mean nothing, a game I play called Celeste (I play it on Xbox) has 41% of players complete the first level which only takes about 10 minutes.
It's still good for an upper bound. The actual percentage doesn't really matter as much.
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@NoOneKnowsNova said:
I believe in red ranks the average kills per game is about 68% (These were released before the release of Twins).
Take this number with a grain of salt however, as these stats state Nurse is the weakest while Pig is one of the strongest. I wouldn't look at these stats as a sign of balance at all.
I'm still surprised it's so low... 56% kill rate for all ranks, which is even more surprising. That includes the red rank stats. Although, I kinda would like to see how many killers are actually in red rank. I assume not too many based on Steam achievements being the upperbound.
It defies a lot of community assumptions. The general logic is that noob killers have an easier time compared to noob survivors and if survivor skill is equal to killer skill the killer should win.
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Survivors: "Make sure you play making sure I have fun or your toxic."
Killer: "Make sure you play making sure I have fun or your toxic."
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1957025#Comment_1957025
Ruin has only gotten better. Against competent survivors old ruin was useless tbh and was only good against newer players. New ruin is really solid against all players so long as the killer pressures gens like they should be
It really hasn't. You can tell by how solo queue got increasingly worse for red ranks as more and more bad survivors creeped up the ranks overtime thanks to the ruin nerf, since at the very least they can hold m1 now. Then they can't handle red rank killer chases, thus increasing the effectiveness of new ruin. The ruin change did very little back then. All it did was ensure a snowball was already going to snowball. Now years later ruin is too powerful cuz u have teams where survivors just can't loop at all or even do gens effectively. If matchmaking had equal teams the new ruin shouldn't be as effective.
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@VonCrow said:
In which universe gen speed got nerfed?
Anyways, I'm okay with dead hard nerf, not because they can "avoid a hit", is just the time you lose because of that. At same time I'm okay with iris huntress nerf.
About the OP, Its true that neither killers or surivors get satisfied, but nerfs go to both sides (on my perspective, specially killers at least in the last 2 years).
It did a bit. Tool boxes were nerfed a bit with gen speeds. Great skill checks were reduced from 2% to 1%. There might've been more but I don't remember if it was within a reasonable time from now.
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Almost every single one hit down has some condition to activate, has limited use or some way to deal with it. The only one hit down I'm still trying to figure out is Leatherface. There are a lot of things that I theoretically should be able to do but it's really hard to practice without a practice mode.
I guess Ghostface is also annoying, since it's really confusing to pop him out of it. It's almost better to just ignore his power and loop him normally.
What else... I guess iri hachets need to be changed so It can't have more than one.
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How about 2 seconds. 5 seconds and you've nearly made the perk useless unless you have really good spacial awareness.
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Also, take care that you don't get reported for holding the match hostage/ working with killer. Depending on what the killer/randoms report it could get you in trouble.
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But the gens now give me a mini heart attack everytime I finish one and forget about the event. Most scared I've been in dbd since last year.
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To me, it's a hook to gen ratio. If we have 4 gens done by the Killer's second- third hook we probably won. It takes a lot of stupidity and mistakes on the survivor side for the killer to reverse it. It happens... But I usually escape in those situations anyways, unless I want to be altruistic.
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I was told there was a Shrek Easter egg there... Completely disappointed i couldn't find it. Terrible map. 0/10.
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@PendulumBeat said:
https://forum.deadbydaylight.com/en/discussion/comment/1954935#Comment_1954935
I'll do my best to answer your two comments in one. I mention it only in the video, the Killer is not supposed to see the Hook zones once activated but hear sound getting louder and louder so he has an idea of what time he has to still be there. Every timer are reset when interrupted, which means if he goes out of a zone then go in, he has 5 seconds again before the Entity stops ascending, then again 15s before being teleported. Chasing a Survivor in the radius and grabbing/carrying one has no effect on the Hook stage as well. Don't know if you saw it too but with this system you could also instantly grab the Survivor if he stands in front of the Hook (2 meters max) to prevent Survivors abusing it too. After all that, I can only say there's obviously some things you are not supposed to be in control of everytime, if you can't find a Survivor near the Hook in 20s in the game you usually leave anyway, I've made my best to make the system harmless to the Killers but Killers have to also understand that they have nothing to gain by standing there.
I'll agree with you on your second thought, this is a concept so it will obviously need tests to balance it and bring the best solution, so we may have to change some numbers, reducing the radius of the zone or increasing the timers are from many options to improve it.
Know that the second part of the Anti-Camping System (teleportation after 15s) is only there to make it "troll-proof", some players could choose to still camp despite blocking the Entity's progression, which would totally go against the purpose of the system : allowing every player to have a fair chance to play the game. Still if it is considered too heavy in consequences for Killers, I could totally see the 15s timer being enhanced, even 1 min could be okay but as I said it needs to be tested.
The thing is that it's not just 20 seconds of searching. You add in the walking time with the search time and then the killer needs to force a chase initiation. Add in other things like pallets, kicking gens and other objectives and the time restriction gets in the way of gameplay. Increasing it however makes things a bit too lenient. Then there's the fact that just pausing the time a survivor is on the hook is torture (not in a good entity way). Sitting there bored on a hook is kinda meh and the 5 second pause is going to constantly be hit whether the killer means to or not.
A 2m grab around the hook takes the survivor a second to leave. Although, in basement and certain maps it might just be crazy. How do things work with verticality? Can the killer grab a survivor if it's above a hook? Same thing with how the hooks effect killer. Lets say it's a more verticle map like pyramid heads (the school place. I forgot the name already) and the killer is on the top floor.
Personally, I think that if the devs wanted to get stop camping they should get rid of it completely. The killer can hook the survivor. They get pulled by the entity and the other survivors can respawn the survivor by doing something. Yes it'll remove aspects of the game like the thrill of saving a survivor and wondering if the killer will be back or clutch saves but you can't have your cake and eat it too.
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@PendulumBeat said:
https://forum.deadbydaylight.com/en/discussion/comment/1954858#Comment_1954858
Said in the video, written in the picture : you don't stop the Entity if you are chasing in the radius of the Hook, if you know there's a Survivor here and you find him you don't get punished for staying in the zone. Please take all I say in count guys.
20 seconds to find and start a chase with a survivor is rough. The countdown starts the instant the killer enters within the radius of the hooked survivor. "A Chase is initiated whenever a Survivor starts sprinting within 12 metres of the Killer and has direct Line of Sight." What happens if a survivor knows this and does their best to prolong the timer as long as possible? Then they knowingly just take a hit and the killer gets teleported far away. Remember that the diameter of the circle is still 40m that's still about 2/5 of a map to try to search through with the gens there in 20 seconds. Forget 5 seconds. Of course the killer can leave and enter the circle to reset the time but it also wastes their time.
Also, what happens once the killer downs the survivor? Does carrying a survivor not eliminate things?
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@PendulumBeat said:
https://forum.deadbydaylight.com/en/discussion/comment/1953293#Comment_1953293
The probability for this kind of situation to happen is way too low to be representative. This should be tested to balance the concept around, but to happen, this situation would imply that :
- you get the time as the Killer to hook a Survivor, find another one, grab him/put him on dying state and hook him on a Hook that has spawn exactly at 40m from the other Hook you used
- during all this time, no other Survivor went to save the other one
- while both Survivors are hooked, you don't manage to find the others (remember that you don't stop the Entity if you are in a chase)
- Plus : you can still stand between the Hooks by going from a zone to another, the timer is reset each time so you can move each 5 seconds to not get any penalty
Basically what you're talking about is a non problem in my opinion.
It happens more often than you'd think. Bad saves, slugging, dumb body blocking, looping near the hooked survivor so 2 survivors end up on hooks and a few other dumb things I've seen in solo queue. Depending on hook spawns RNG it could be close to 20m apart.
Does this mean the killer can see the different radius or do they need to guess? Same with time?
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1954104#Comment_1954104
If the Nurse had telekinesis why would she have to hunt a Survivor down the hard way to hit them with a rusty saw?
Dbd nerfs the killers for gameplay. Shouldn't nurse be one of the fastest killers since she literally just floats around? And she should be able to fly up to the second floor, above pallet drops and through windows
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@Not_Entitled said:
https://forum.deadbydaylight.com/en/discussion/comment/1953809#Comment_1953809
True, but like I said you don't really need if for all the HEX perks TBH so noed is definitely a janky one. Another thing it promotes survivors to doing their "second objective" which slows the game down a bit. This can be good because when survivors aren't pressured it's either do gens ASAP or maybe get screwed from totems later. See survivors have the choice to do bones or not, and this adds more of a reason since it can REALLY screw them over. The camping though does sound very aids especially since a killer can move everything closer to their camp spot. But this gives more of a reason to not risk trying to save them and to play smarter. This change can change the meta a lot and makes survivors really get punished for their mistakes.
And the ruin pop doesn't really work as is anyway. You can't pop a gen that's regressing and killers can already run them both.
I mean couldn't the killer remove ruin and then use their pop and then put it back down?
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Can the nurse use telekinesis and that's how she floats?
I think it leans nurse since nurse can fly and im assuming she's not going to be as slow as in the game and she wouldn't just hover. So flight + unbound teleportation would lead to some really tricky attacks. Spirit can phase in and out of reality but she has no easy way of hitting the nurse. It reallys depends on how much plot armour you want to give spirit with crazy Samurai skills but I think nurse has the upperhand. Add in telekinesis and nurse would definitely win.
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Wouldn't they just unhook them and then rehook them?
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1953766#Comment_1953766
"License risk to capcom"
Dude, we are talking about Capcom, the company that have systematically run into the ground each and every of their IP, they couldn't even even the effort of pulling ONE very good R2R have apparently exhausted them enough that they had to half ass R3R.
The more probable reason for the fact that a Resident Evil DLC still didnt happen is more likely due to Capcom being Capcom, and being extremely greedy to the point of making a deal impossible.
Resident evil isn't in the ground yet. It just has some parts in the dirt and some clawing its way out. I think Devil may cry, Street fighter and Monster Hunter are still above ground. Mega man could still be revived, I think...
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What do you mean? Something like respawning after death?
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It's cuz using numbers is a fairly recent thing for BHVR. They're slowly adding numbers to everything.