Avatar

TheSubstitute

TheSubstitute

About

Username
TheSubstitute
Joined
Visits
6,661
Last Active

Comments

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355640#Comment_3355640

    this is BS otherwise i wouldn't have troubles to find matches suited for my usual gamestyle (brown addons and meme builds), not to mention that THE DEVS themselves stated that mmr exist

    If there were actual high MMR matches then the queues would be insufferable. Witness how Dowsey took up to 45 minutes to find a game when MMR was brought in initially. To make queues bearable the softcap was lowered to 1600 MMR with a 200 point variance if queue times got too long.

    That's why there is no high MMR. We don't know what percentage of the playerbase is at 1600 MMR+ but, as most large inclusive groups have roughly 30 to 40% of their players at 1600 or up, I'm assuming that's similar here. 35% of the playerbase, as an example, is not defined to me as high MMR. It doesn't exist.

    You might be at the soft cap or over; it's not a really exclusive group. If Killers start at 1100 MMR they can probably camp first down for a few hundred point rise. If you're saying you run into SWF death squads all the time what could easily be happening is that you're at the soft cap or a bit above it and many of the survivors past the soft cap are maybe at 1700 or 1800. Those would be really tough games for someone at 1600.

    A soft cap exists. A significant amount of Killers are probably at the soft cap. Very few people are at high MMR but they can be matched with anyone at the soft cap to keep queue times down since there aren't enough people at high MMR to match with them and have tolerable queues. That's why high MMR doesn’t exist; if anyone is at high MMR in a match its normally only one side.

  • @th3syst3m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354182#Comment_3354182

    Seems like the game was healthier and more popular when those systems weren't separate.

    I'm of the opinion healthier gameplay was more incentivized under Emblems due to the factors I mentioned above but the matches were probably more lopsided than they are now. I started shortly before the switch to MMR so I can't comment that much on what it looked like before MMR but, from a previous thread I made, the majority of people said their matches felt fairer overall.

    That might be different now as I think the MMR cap was 1900 then and it's 1600 now. I know @ScottJund mentioned in a video he thinks this is practically old red ranks if I remember correctly. Anyway, I'm kind of curious again now to see if the feeling that matches are fairer than under old red ranks is still widely felt.

  • Honestly OP, and I'm not trolling, I think the best thing in DbD that you could do would be to split your playtime between survivor and Killer for a few months.

    You haven't played Killer so the things you've posted about are understandable from a I've only played one side perspective but playing both sides would give you a more rounded view. You may still disagree that it's appropriate to do the actions you dislike after but you'll have a better understanding of why they're done. As well, playing the other side will improve your gameplay for both sides.

    There is no great Killer Survivor divide. In the end, both sides just want to have fun and a lot of frustration and division in this community would be eliminated if people just tried to look at things from the other person's perspective as well.

  • I can see a few possible reasons why. The first is the devs are using pips and ranks as a visual indicator of performance tied to a BP incentive to keep people logging in. The devs either don't have the time or don't see the benefits in changing it to something that better aligns to MMR or don't want to since BHVR doesn't want to give indicators to people what MMR they're at.

    Another possibility is that pips are staying Emblem based since Emblem based encourages a style of gameplay that is more rewarding to all participants; not just the Killer. It's hook based; not kill based and it's more fun to the survivors and possibly the Killer if it's a 12 hook 4K game as opposed to a 5 hook, 4K game as an example.

    It's not a coincidence, in my opinion, that tunneling and camping has been on the rise since we switched to MMR. There's a lot of vanity in gaming and before Red ranks served as a visual indicator the game said you were good. You didn't get to red ranks by camping the first down and repeating the process. You might have been 4King a lot of matches but, since you didn't have enough hooks, you couldn't get the Emblem points.

    Now, there is no indicator of the game saying you're good, and MMR is based on only kills and escapes. With that change most people focused on the most efficient strategies; tunneling and camping whereas getting to red ranks encouraged people to hook more.

    The devs might also recognize that and realize that, if they changed the pipping system, the only incentive to hook more which is pipping to get the BP bonus would be gone and since the devs want less tunneling and camping that would be counter productive to their goal.

    Anyway, those would be my guesses. The devs either don't view it as a priority or they actively don't want to change it as you need to play with multiple chases and hooks to pip up and that's the gameplay style preferred by the majority of to possibly all of the participants in the match.

    If you don't know the math behind it this link explains it quite well so you can see the best way to earn emblems and pip up.

    The Emblem System, also just referred to as "Emblems", is a Ranking Game Mechanic used to determine a Player's Grade.It was originally introduced with Patch 1.9.4. Before Grades were implemented with Patch 5.2.0, Emblems played an integral role in Dead by Daylight's matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.Since reworking Ranks into Grades, the Emblem System no longer determine one's matchmaking scoring and merely track successf


  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353055#Comment_3353055

    Bro come on. The point of the thought experiment isn't about DH. It's about your contention that statistics are the main determinant of OPness. Answer the question. I literally said this. Just answer the question and we can move on about how we should discuss dead hard. Is it just statistics? Are there other metrics we can look at?

    "Anyway, to your point about survival rates being the main measure of OPness I disagree."

    So, did I correctly interpret your point? Is my interpretation incorrect? If so, answer the question. If not, tell me what I missed and lets move forward.

    To surmise, you state that we need the statistics to evaluate whether DH is OP.

    I say, no we don't need the statistics. The power level of the perk is baked into the definition of the perk. We can observe its power through examining the definition. The statistics are just an externality of the perk's definition.

    Finally, regarding your point on the data gained from streamers, they face a wide enough skill range of players that given a good sample size of say 100 games, we can gain enough information. You said it yourself, there are not enough people at 2000 MMR to match them with, it will draw people from a wider variety of skill levels. The system will prioritize lower queue times over balanced games. It will answer the question what effect does dead hard have on a top killer player for a wide range of survivors. Also, look at the BHVR released kill statistics. The difference between the generalized stats and the top 5%. What among those would you constitute an important statistical difference?

    Finally, I do think the bottom 20% of any skill bracket should be of minimal consideration. These are people who fundamentally don't understand the game, lack the experience, lack technical skill, lack interest, etc...

    There is very little incentive to include them in balancing discussion. They just don't know enough about the game or have enough skill to be able to ascertain knowledge by observation.

    Sure, there are other metrics. And DH might be OP. Are you attempting to argue it is OP or is it your position that the other aspects of DH make it OP regardless of its effect on survival rates?

    Edit: Please don't take this the wrong way but I'm tired of responding. It's not your arguments; you've presented them in a rational and respectful fashion but I honestly don't care enough about the issue to keep responding to people on this thread.

    Personally, even with the other aspects of DH, I don't see how it's OP. 'Flick the camera up' tech almost always works and DH users can't just DH over traps anymore. Generally, DH users in my matches get one, or two if I'm tired, uses of the perk off and that's it. DH is a perk and can't be useless; it requires some value.

    Once again not directed at you but I've just related my personal experience and have spent far more time discussing an issue I have little to no interest in than I care to. You might be right and DH might be OP but, as I've stated, I don't have a position on the issue as I don't have the data and I don't see it personally. No matter how much people want to argue they can't change what I personally experienced and I've been clear from the start that my personal experience only reflects my experience.

    The only time I use DH is as a challenge as I suck horribly at it, I don't have a problem with it when I play Killer and I honestly don't care if it gets changed or not. Once again, not specifically directed at you, but I've been clear I'm relating my personal experience and I'm tired of being pinged and using up my time on a thread about an issue I don't really care about. The only time that I would care that much is if DH got the Eruption treatment as I'm of the position we don't need more useless perks.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352862#Comment_3352862

    -"I work with data all the time"

    You could have fooled me with the way you want to present any discussion about statistics.

    DH is a powerful perk when used by skilled players. It's probably too good compared to the other exhaustion perks. When we look at two very skilled killer mains we can see a variety of good players using the perk in their games.

    There is no way you are presenting a neutral front on DH. You clearly don't want the perk to be nerfed. If DH had been nerfed in a balanced way then you would not see something like a 60-75% pick rate in high tier play vs try hard teams.

    One of the biggest problems with DBD is that majority of balance changes affect middle and low rank play. A good game adjusts for ALL levels of players. DBD isn't very fun to play as most of the killer cast because survivors can basically do whatever they want against M1 killers.

    This causes a shift where people stop playing the weak killers. Over time they get better at the game and play harder opponents and then once again they are forced to play better killers to compete. That should not be a thing. The best killer and the worst killer should be no more than 15% apart in terms of power level.

    Largely speaking if the average player can loop for 25 seconds before getting hit then the best players in the world should last no more than 35 seconds before taking a hit. But that's not the game we have. Sometimes players can make a chase last 90 seconds betwen hits and that completely breaks the game.

    VHS messed up because the devs are actually good at their game (unlike DBD devs - see the Korea video). They balanced the game around limits that work when everyone is highly skilled but those same limits make low tier play intolerable. This is the exact opposite of DBD actually. People can play DBD for 2-12 months and think the game is great. Then they get good at the game and realize that the "endgame" is incredibly poorly balanced.

    High skill dbd is basically only Nurse/Blight. If you find some rare other killer then they are going to hardcore tunnel and play in a very cheap way because their killer is grossly inferior to the best two killers.

    I am neutral about DH and don't care if it's nerfed or not. The problem is that you're single-minded on this issue. You can't even concede the slightest possibility that it might be that you have an issue with DH and/or are misperceiving its effect on survival rates. Your inability to consider that has led you to becoming more defensive and insulting throughout the conversation.

    It's obvious no amount of reason will change your position from being black and white to considering any form of nuance so I'm not replying anymore. Have a good day.

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352997#Comment_3352997

    • "Streamers do not represent the entirety of DbD's skill levels unless you're arguing that DbD should be balanced exclusively around streamers. They're not a representative population."

    The streamers themselves don't but the survivors do. AFAIK, the MMR system prioritizes time spent in queue which is why there are alot of matches that result in complete stomps for one side. This information was from a while ago (6 months+) but they haven't announced any matchmaking changes since then so I would assume its the same.

    Also, the data doesn't include just the streamers. It's the thousands of other people that play with them as well. These people are of various skill levels. The other people that play with them are representative of the population. It's ridiculous to say "it's only two people" when the previous poster mentioned utilizing the games they played. It's a strawman argument and its what you initially suggested is wrong with the data.

    • "As well, you're not showing the survival rates of survivors with the same level of experience with SB or Lithe versus the survival rates of survivors with DH."

    Survival rates aren't my point of contention with the perk. Review my post. They failed their original design goal and the perk still functions as before the rework. Anyway, your contention seems to be that survival rates should be the main measure of whether or not a perk is OP. I disagree and I'll explain why later.

    • You can't because the data hasn't been released and so, instead of data, we get statements that are false such as 'DH is a third health state' which precludes the possibility of the Killer countering DH or the DH user messing up. DH can give an extra hit but it quite often doesn't.

    Agreed. BHvR has been terrible with their data. They obviously cherry pick what they want to show. If they just made an API the players would do the analysis for them and they wouldn't need to spend time and money on it.

    • If you want to say you can 'prove' DH is OP then get a sample of Killers that is representative of the DbD playerbase, compare survival rates between the survivors that use DH and those that use SB and Lithe, determine if there is a statistically significant difference in survival rates between those groups and if there is a variance in survival rates in different MMR groups and make inferences about game balance from there (and also let the data lead you to a conclusion instead of trying to make the data fit a conclusion).

    I can't prove DH is OP with statistics. I can prove they failed their own goal of the rework. BHvR would actually need to release the statistics in totality for any analysis is done. Until then we can only speculate on statistics and make conclusions from the perk themselves. My conclusion is that the Dead Hard rework was a failure and thusly still overpowered. It's based on the total utility provided by the perk. I don't care if the majority of survivors that use it are complete potatos and fail every time. It's OP on paper. That's bad enough.

    Anyway, to your point about survival rates being the main measure of OPness I disagree.

    Think about OOO. Used in solo it's terrible and survivors who use it deserve to be tunneled. Used in a SWF it's very good. It's free info for the group and outright counters stealth killers. There is minimal downside especially considering you have a group to help you resist the killer. The perk itself had a low survival rate according to Almo and thusly wasn't overpowered. Well that's partially true. It did have a lower survival rate. It was an absolute menance in SWF though and brought about way too much utility. Because now all the information gained is spread throughout the team and the team can plan and react accordingly.

    So, I think it can be fairly stated that the main measure of a perk's OPness is the actual description of the perk itself. The survival rates are a side effect of the OPness. As a thought experiment, imagine a perk that provided complete and permanent immunity 1% of the time at the start of a trial. The survival rate of the users wouldn't change much, but when it does activate it is definitely OP. We can look at the perk itself to determine its OPness. We don't need data in this case, the case of OOO, or the case of DH.

    Anyway, what is your opinion on the thought experiment? Is it inconclusive because we don't have the data, or if the data shows survival rates haven't changed is it not OP?

    Your thought experiment has no relevance to DH though. DH, at no point in time, grants invulnerability for the entire match. It can be countered and is countered whereas your thought experiment perk has no counter and is entirely RNG based. To compare apples to apples DH needs to be compared to other chase perks. It's not a perk like Object Of Obsession either. Being in a SWF doesn't automatically make DH better. It's a chase perk. I don't experience any issues with DH users over SB users which is a comparable perk. Apples to apples.

    Also, the streamers themselves are not representative of any group but streamers and people at their MMR. In any event, you still don't have any data showing how many DH users escape over how many SB users escape. Saying that streamers are not representative of the entire population is a fact as the majority of players are not at 2000 MMR or up.

    Even if you want to use the survivors at the soft cap, which is probably a third of the player base but that's just a guess using the population distributions of other elo games, they aren't representative of the entire survivor population. Unless, of course, you're saying lower MMRs shouldn't be considered. That, in my opinion, would be an error and an example of why would be VHS which did balance for the top lost so many players and has only just started to feel better ever since they began to make changes to make their game more accessible. Balancing for the top, if your revenue is based on participation instead of spectators, is a mistake if your goal is a growing player base.

    That's fine, though, and you sound like you're basing your opinion as an opinion on DH and you believe it's OP. As I said, I'm neutral on that. I don't see it in comparison to pre 6.1 DH but that could simply be because I'm more experienced now than I was before. I haven't seen anything in my own personal experience that makes me feel like it's OP but I'm just one player. All my discussions in this thread have really been about is me relating my personal experience, saying that I don't see DH as OP but I could be wrong and there is no data out there to prove me wrong or right. There are other people in this thread that also said they don't see a problem with DH so, if people want to argue about DH, their time might be better served arguing with someone who has a position on the subject instead of someone who is neutral and just pointing out there is no concrete data available to support or debunk DH being OP. It's okay if people have different opinions.

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350946#Comment_3350946

    It's literally not two people. Over hundreds of games between the two and there thousands of people.

    Why do you think it's two people when there are 5 people in EVERY game?

    If we look at 500 games for both of them played over the last month or so we have.... 4000 people.

    DH is a problem. The stated goal of the rework was to "address the problematic nature of gaining distance..." and that "Dead Hard's intended use is to dodge hits by timing it correctly".

    Well it's still used to gain distance. You get 2m of free distance when you use. In fact, its even longer if you consider reaction times.

    Killer is 6m away from survivor. Survivor is 6m away from pallet. Survivor can DH any lunge (1 second lunge time for killer, average human reaction time is .25 seconds)

    Killer is 6m away from the survivor. Survivor is 10m away from pallet. If the killer lunges immediately, same situation as before.

    If the killer waits 1 second. Killer is 5.4m away from survivor. Survivor is 6m away from pallet. Survivor has smaller window to react but still plenty of time. If the Killer waits 2 seconds, Killer is 4.8m away from the survivor. Survivor is 2m away from pallet. DH distance away.

    If the survivor couldn't interact with anything for a time period after using dead hard, so that they actually lose distance to a point, then it would have been a rework. Right now it's just the same thing with endurance. The extra 2.2m really isn't the issue. It's the interactability afterwards. The problem still exists. They completely missed it.

    EDIT: Please explain why you keep referring to a "few streamers" when the totality of their games over a given period is likely to include hundreds if not thousands of other people as valid data entries. We are keeping one thing consistent (generalized killer skill) and the only variable is the survivors. Certainly it would be easier to measure the effects of DH when we have less variables, right? Am I missing something? Can you bring in something from data analytics to show why I am wrong?

    Streamers do not represent the entirety of DbD's skill levels unless you're arguing that DbD should be balanced exclusively around streamers. They're not a representative population.

    As well, you're not showing the survival rates of survivors with the same level of experience with SB or Lithe versus the survival rates of survivors with DH.

    Instead, cherry picked situations are being described instead of using actual escape rates to show how DH over SB or Lithe increases survival rates in a statistically significant manner. Somebody could also describe cherry picked situations in which SB, Lithe or BL is better than DH but that means nothing either.

    You can't because the data hasn't been released and so, instead of data, we get statements that are false such as 'DH is a third health state' which precludes the possibility of the Killer countering DH or the DH user messing up. DH can give an extra hit but it quite often doesn't.

    If you want to say you can 'prove' DH is OP then get a sample of Killers that is representative of the DbD playerbase, compare survival rates between the survivors that use DH and those that use SB and Lithe, determine if there is a statistically significant difference in survival rates between those groups and if there is a variance in survival rates in different MMR groups and make inferences about game balance from there (and also let the data lead you to a conclusion instead of trying to make the data fit a conclusion).

    If that sounds impossible that's because that's exactly my point. We don't have the data. We can't access or collect the data. BHVR has the data. All we have are opinions.

    If you cannot admit the possibility that perhaps your opinion on whether DH is overpowered is wrong then you have a bias and attempting to argue you have facts when you have opinions that just discredits your arguments as you're not even trying to be objective. I mean, I've stated multiple times that I haven't seen a huge issue with DH in my games but there's a possibility it still needs a nerf and yet I'm getting constant arguments from people who can't accept someone who takes a neutral stance on the subject based on their own personal experiences. You think DH is op. That's your opinion. That's cool. You might be right. However, you only have an opinion, not a fact. That's my entire point. I'm not even defending DH. I'm relating my personal experience and saying I haven't seen the issue but there could still be one and it might (or might not) need a nerf. Why is that so hard to accept?

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352695#Comment_3352695

    -"Just because you have a problem with DH doesn't mean everyone experiences the same thing."

    Dead Hard is an overtuned perk similar to the way that NOED was overtuned in 2016 (not quite as much though). I can recognize that the perk is too strong and not have a "personal problem" handling it.

    My favorite counter to dead hard is hard tunneling+STBFL+ hitting people as soon as they get off the hook. What dead hard? If you tunnel someone like this they get to use the perk once per game. You should not need to play that way against the perk.

    Furthermore DH should not be able to give you a third health state.

    -"You still don't understand what a sample entails"

    Generally speaking 1000 is a moderately decent sample size. I think it's you who has the issue with statistics.

    -"similar to saying DH can't be countered when it can be"

    Imagine you're chasing me at a pallet and you can lunge to hit me before I get to the pallet. If you choose to attack then I use DH and you get nothing. Where's the counter? You don't swing and I don't use my DH so I just go around the loop again.

    The only time you can counter DH is when they are out in the open and you've gotten so close that you can do an m1 tap. Almost nobody can really react that fast due to latency. And if they do react well then I have STBFL. The tiny distance doesn't matter because they are in the open and I will hit them again in a few seconds.

    But here's the issue with all that: knowing that DH exists makes most killers wait 5-7 seconds of close distance and sometimes another 2-3 seconds for hesitation. In other words - just because Dead Hard exists it can waste 7-10 seconds per chase. If each game has 10 chases then that is 70 seconds wasted without a successful dead hard. That's completely ridiculous.

    Before DH existed you got in range for a lunge and you attacked. Most of the time you immediately hit the player. DH ruined the chase experience in a lot of ways just because it exists.

    Imagine if there were a killer power that removed skill checks. You can't use Hyeprfocus anymore because there are no skillchecks. You don't get to reduce the generator time by 1.2 seconds every time you hit a great skillcheck. You can't use autodidact anymore (not that anyone is really using it). Strangely enough it would be a decent perk vs good players because you would make them take about ~40 seconds longer to finish all the generators on average.

    All this might sound really dumb but a lot of people don't really stop and think about how much DH changed the game.

    You have an issue with DH and don't like the perk. That's fine but, once again, that's your opinion and it may or may not reflect reality. I work with data all the time but, hey, if you think a few streamers constitute a sample size that's representative of DbD as a whole you do you. You're only really discrediting your own arguments by going 'No!!! DH is such a problem!' to somebody who is neutral about the issue.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352523#Comment_3352523

    -"your arguments are very similar to the more vehement anti-Nurse posters"

    Where is this coming from? It's irrelevant and unrelated. DH had a high use vaules before the perk rework and it has high use after the perk rework by the best players. Nurse has counterplay but requires the survivors to do something besides mindlessly running the loop like they can vs killers with no antiloop.

    The only argument to keep DH strong that had any merit was that pre-nerf nurse with stupidly broken addons left zero room for counterplay. Well that nurse element is gone b/c those addons do not exist anymore (and rightly so).

    Pop was unfairly gutted. DH was made stronger in some ways and weaker in others. If Pop had gotten the DH treatment it would hit a generator at 95% for like 40% total progress removed.

    I agree with you that Pop was healthy for the game. In fact I believe Pop should have been base kit at something like 15% progress. And then let people use and extra 20% total (not current progress) if they take the perk.

    -"There is no data available showing DH is an issue."

    Look at the vods of good streamers and look how many survivors use it to good effect. It's common to see 3/4 players playing with or against True using it. That is dumb. Look at the website tracking perk use in DBD. We can se DH has an absurd pick rate.

    -"it should be nerfed because it's widely used"

    This all on its own is problematic reasoning. Wide spread use however is often a symptom of a problem that should be looked at. There is no scenario where you can make DH worse than Head On. Head On is actually not bad; if you use it in the right scenario it can be extremely rewarding but has more risk. Over the majority of games however DH is easier to use and not only that it is easier to create a lot more wasted time for the killer.

    The bottom line is that DH should not be wasting more time than any other exhaustion perk - we know that it does. Therefore the perk should either get nerfed to make it in line with all the others OR it should have a penalty to make someone think twice about using it. Needing +100% longer to heal would be a big penalty and that would go a long way to prevent the third health state.

    -"we don't have the data"

    Ok sure whatever. You can throw your head in the sand if you want. For 4-5 years we were told : SWF offers no advantage. And then on the 6th year we learned that SWF offers up to a 15% increased escape rate. That's an insane difference. Freddy was absolutely ruined for having a 4% higher kill rate.

    And what do survivors get? Nerfs to SWF? No they get bufs to make everyone have massive info as if they were in a SWF. What do killers get : nothing except lots of stress and annoying games.

    Being one sided and doing an us versus them argument still doesn't make evidence. You still don't understand what a sample entails and that's okay but that still doesn't make an opinion fact.

    Edit: The other item that is showing that your viewpoint is very biased, similar to the 'there's no counterplay' against Nurse when there objectively is (similar to saying DH can't be countered when it can be) is that I have already said from the beginning DH might be an issue. If you're not incredibly biased why are you spending so much time arguing with someone who says 'there could be an issue but I don't have the data for it' with your anecdotal stories? The OP asked what are your problems with it. I answered for myself. Just because you have a problem with DH doesn't mean everyone experiences the same thing.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351659#Comment_3351659

    -"I really don't care if DH gets changed or not. I almost never use it"

    NOED used to be a perk you never took off because it lasted forever and gave you 9% movement speed. I wonder why it got nerfed?

    DH was being used by 75% of the best players before 6.0 and it is still being used in the same frequency after. We have web sites that track data about DBD - go have a look.

    DH is used way too often to not be nerfed. And this time it needs a real nerf, not a "kid glove" tap on the wrist.

    Honestly, your arguments are very similar to the more vehement anti-Nurse posters whom I've argued with that say Nurse needs a full rework and is uncounterable and totally 'broken'. She's not broken in my opinion and there is no data available to show she is but the more vehement anti-Nurse posters continue pulling at whatever anecdotes they can as 'evidence'. This is what you're doing with DH.

    There is no data available showing DH is an issue. The data may exist but we don't have it. There are other reasons why DH is run more and why people complain more about DH such as DH is more fun for the survivors than SB but also less fun for the Killer. Due to how incredibly OP it was pre 6.1 more people might like it due to familiarity than they like SB. It might be perceived as more of a skill expression than SB, regardless if it is or not, and a significant amount of gamers are vain about skill.

    Are these major factors in the pick rate? I don't know and neither do you.

    If your opinion is that it should be nerfed because it's widely used that's your opinion. I disagree because I feel that Pop Goes the Weasel pre 6.1 promoted healthier gameplay than the current meta and that Ruin at 200% regression with the current deactivation conditions would be the ideal anti-gen perk for both sides and the regression should have never been nerfed. I don't think shaking up the meta just to shake it up should be the only goal but, if it matters to you, BHVR disagrees with me and agrees with your opinion about high usage rates and it's their game so they may nerf it in the future on that basis anyway.

    To return to my main point, though, we don't have the data. If your goal is to try to convince me that DH is an issue that won't happen unless we see data and is kind of irrelevant anyway as BHVR will make their decision regardless of if individual posters agree or not.

  • @HugTechLover said:

    You could never catch me running unrelenting. 😂

    I’ll stick to “flick the camera up” tech. Works literally every time.

    This is definitely correct. I've seen it not work once out of hundreds to possibly thousands of times using it.

  • Depends. If the Killer is not tunneling and, somehow, you have no hook states while everyone else is dead since you wouldn't try to bodyblock or take the Killer's attention then I'm taking my measly struggle BP.

    If you did what you could then I'll let go but if you were selfish during the match then I'll be selfish on struggle phase as there's a good chance your attitude contributed to this situation.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350946#Comment_3350946

    -"If you think that two people constitute a sufficient sample size for DbD then you don't understand statistics."

    Let's do some math. Two skilled plaeyrs with 8-9k hours playing 15-20 games per day. Let's say 30 games a day between the two of them over 30 days. After 90 days you have a sample size of 2,700. That's definitely an "ok" sample size for looking at high level play.

    -"Another possibility is that I'm just better at reading people and countering DH than you are"

    You're projecting. I could say : well maybe Im just better at telling when to let go of a generator so I never get hit with an eruption.

    As an idea DH has a fundamental higher potential than both SB and Lithe in the same way that Nemesis has a higher potential than Trapper (and likewise Blight has over Nemesis).

    -"The reality is that neither of us know if DH is fine or not"

    Before 6.0 and After DH was being used way too often by the very best players. Ruin has been hard nerfed twice as a result.

    For something like 4 years DS was in a really oppressive place where it could be weaponized by good players. Now it's on par with some of the other perks liek flip flop where if everything goes perfectly wrong for the killer then they might not get a hook. That's good balance.

    DH needs to be risky and offer more reward than SB/Lithe or it needs to be a lot weaker in terms of game impact but stronger with a single use. Making it work once per game would potentially put it weaker in some ways/stronger in others when compared to SB/Lithe.

    It's not a sufficient sample size and, even if it were, that would be a different issue as the issue would now be should BHVR balance around the top players? On that my position is that they're a factor but not the only factor and the other factors would have to be considered as well.

    Maybe, if Dead Hard is an issue, BHVR can use your balancing idea. I really don't care if DH gets changed or not. I almost never use it, and I don't personally see it as a problem, but it might be a problem. My entire main point in our discussion has been nobody, outside of BHVR, knows if it is or not. The data is just not available to us.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350406#Comment_3350406

    -"First, Otz and TruTalent are way too small of a sample size to draw inferences."

    That's not true considering the volumes of games they normally play of killer every day over a 6+ hour stream. I say normally because TT is playing killer by sell out right now because he is fed up with the role atm.

    -"It sounds more like you have a personal agenda against DH."

    You need to watch some of the better streamers and see how little counterplay it leaves for Nurse/Blight/Huntress/etc. You need to see how much it punishes m1 killers when used well by a survivor.

    Compare that to SB and you get usually 1/3 the advantage with SB that you do with DH against someone that knows what they are doing on both ends.

    I play in a way that somewhat trivializes DH because it's not fun to play against. If I know you have it I will hit you immediately off the hook so you can't use it. I also tend to play with STBFL because DH is so ubiquitous.

    If you think that two people constitute a sufficient sample size for DbD then you don't understand statistics. Also, if you know of streamers that are better than Otz, Dowsey, Scott Jund and SpooksNJukez but are just as entertaining I'll take a look at them but those are currently the only streamers I watch.

    Another possibility is that I'm just better at reading people and countering DH than you are and that's why we see different outcomes. It doesn't really matter though as when I say I don't notice an increase in survivability of DH over SB I can only speak to my own personal perception and guess from there as are you when you say that SB is 1/3 as effective as DH. That's not you pointing to data; that's just guessing and making up a figure with no data to support it. It's not facts.

    The reality is that neither of us know if DH is fine or not since we don't have the data. The difference is that I'm saying I don't know and you're trying to state an opinion as fact when it's just an opinion.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348555#Comment_3348555

    -"Realistically the playerbase does not have enough data to draw a clear inference one way or another."

    We most certainly do. We can take games From Otz and Truetalent and look at how well they do in a chase - not escape rates. I can tell you without a doubt DH gives more time than SB and Lithe in a chase when you look at very good players using both perks. DH gives a better outcome in at least 7/10 chases. Against certain killers like Blight, Nurse and Huntress where the attack window for DH is extremely simple - DH does massively better.

    -"Now using DH over SB hurts my survival rates when playing Survivor. It might be much better but I don't see it in my matches as Killer."

    Not trying to draw shade but lets consider that the best players tend to use DH way more often. If you're not seeing many people use DH then you're probably not at the top of the food chain for killer. I am guessing you are not regularly playing against 5,000-10000 hour players. I am guessing you are not usually seeing people who are part of DBD tournament play in your matches.

    I can say that I play against all of the above with regular frequency.

    In my matches I see people use SB and while it can be helpful it can't extend a chase like DH can. The same goes for Lithe. The most time/distance you can get with SB/Lithe in the optimal situation is how long it takes for me to catch up. The best case scenario for DH is that you can avoid a down and run to a pallet then run to 3-4 more pallet which you instantly throw.

    I recently had such a game vs 2 tournament players on crow map. And while I still won the game - it was DH that let one player throw about 5 pallets in one chase while on death hook. She made the chase go long but she didn't give them enough time to finish the last generator. To their credit they had at least three times in the match where one generator was at 95% or more and it was reset to at least 50% progress or lower (no I wasnt using eruption).

    First, Otz and TruTalent are way too small of a sample size to draw inferences.

    Second of all you misread my other point. I see DH all the time. I don't see DH provide a significant survival advantage over SB. If I didn't see DH often then I wouldn't have needed to say maybe I'm just better at countering it (DH) now to explain why it could still provide a significant advantage but I don't see that advantage. I have no idea if your guesses are accurate but, on the Killers I don't farm with, I don't really see a large difference between the survivors I face and the survivors I see streamers face when I have the time to watch their videos

    To be honest, I really doubt you face 5K to 10K hour tournament players most games and think that's an exaggeration. The softcap is too low for the top tier death squads every match. That's evidenced by how long the queue times were before the softcap.

    I might be wrong and there might be enough 5K to 10K tournament players that are only at 1600 to 1800 MMR to be regularly encountered. I don't check profiles before matches since I don't care to so I have no idea how many hours the people I face have nor do I know the names of DbD tournament players as, for me personally, I feel that paying attention to tournament DbD would be a waste of time that I can put to better use. I do get 4 person TTV SWFs (which are more obvious since they have TTV in their names) fairly regularly if that means anything.

    It sounds more like you have a personal agenda against DH. That's fine but it doesn't change the fact that any evidence out there for or against is entirely anecdotal and that there is no data available to the general playerbase to show if DH does provide an overly significant statistical survival advantage. That's an objective, not subjective, statement. BHVR hasn't released the data and they're the only ones that have it.

  • @FridayNightPizza said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350079#Comment_3350079

    I've never understood the whole artist is boring stuff, she's one of my mains and getting across the map crow snipes is one of the most satisfying things in the game for me.

    Cross map downs and double hits with Severed Hands are definite dopamine hits. She's a lot of fun

  • Adrenaline is fine. It's a strong effect but it activates once over a condition it doesn't help acheive. You could argue it's a slight hindrance in getting there as taking it uses up a perk slot that could have been the difference in getting to the endgame or not getting there.

    In my opinion, endgame perks should be strong since the value depends on getting to the endgame and there is a very limited period of time for usage even when it does activate.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348013#Comment_3348013

    "The true test, in my opinion, is if DH users survive significantly more than people using SB and Lithe"

    We already know that to be the case. Have someone play a killer and pick the perks to use vs two teams. The first team can have DH and the second team can have SB/Lithe/Overcome.

    We already know that DH overall gives that team more time in chase against the majority of killers. How much time? It's at least twice as good compared to the other exhaustion perks.

    But we don't know that since we don't have the data. From a purely subjective viewpoint I don't see a large difference in survival between DH users and SB or Lithe users when playing Killer. I don't use DH as a survivor because I suck at it but, pre 6.1, I would use it at Iri grades to help pip up and I did notice a huge difference in survival rates. It was definitely a crutch and OP then.

    Now using DH over SB hurts my survival rates when playing Survivor. It might be much better but I don't see it in my matches as Killer. Maybe I'm just better at countering it now since I have a few more months of experience I didn't have then

    The team idea is interesting but it's too small of a sample size to really draw any inferences. Realistically the playerbase does not have enough data to draw a clear inference one way or another.

  • I'm pretty much neutral about it. It's not fun for Killers but there are things that Killers can do that are far more fun than DH (eg cross map shots on Artist and Huntress) but probably aren't that much fun to the survivor who gets dropped out of the blue. If everything that was fun for one side but annoying for the other got blocked there wouldn't be a game.

    The true test, in my opinion, is if DH users survive significantly more than people using SB and Lithe. If DH users do then DH needs a nerf. If they don't then it's annoying to watch DH be used at a pallet but you wouldn't have gotten to the pallet that quickly anyway if SB or Lithe were used so I keep that in mind.

  • @calem said:

    It seems like a very selfish perk, though I can understand it's use. With BT being base-kit, it does make it difficult for the killer to go after either one of the survivors. However, I see this perk + Guardian being a good combo for both survivors to make it away from unsafe hook saves.

    I might actually use it in an unhook build though. Background Player, Borrowed Time, Desperate Measures, and Guardian sound like a cool combination.

    I was thinking the same as you but I was thinking more Guardian and No One Left Behind to get away from camping Killers in the endgame. Still very niche and memey but I do run memey builds for fun so there's a bit of use for the perk.

  • Lockers and Distortion exist. No change required.

  • @NerfedFreddy said:

    Yes we need killer ban system

    Do Killers also get a perk ban system? I'm not sure if driving players out of the game by artificially increasing queue times to intolerable amounts is a great way to keep a healthy playerbase.

    Also, looking at the results of what would happen if Killers got a perk ban system shows how unviable a perk ban or queue lengthen would be. BHVR wouldn't have to worry about CoH or DH changes or complaints anymore since any survivor using it would get high enough queue times they would drop out.

  • @Technature said:

    That's more or less my point. The bare minimum it should be is what it was pre-buff, when people rarely used it.

    As is, it's going to be worthless for all but like, one or two killers, and even then they have better options.

    Yeah, my issue with the change is that we don't need more worthless perks. If it's going to be virtually worthless for gen regression and gives an aura reading that mostly only benefits hard core slugging make it a fun rework instead. If you're not going for a 4 person slug I'd argue the change above gives more utility than the change proposed by BHVR and is fun as well for the 'how do you like those flashbang effects now!' feeling.

    Fun and meme perks obviously have their place in DbD so if Eruption is going to be nerfed to oblivion make it a fun perk instead.

  • @tippy2k2 said:

    I hate it

    My game is now ruined because some whiny baby threw a fit for whatever offense I evidently did. I either just kill everyone ASAP and get the game over as quickly as possible (assuming they don't just start playing Hide & Seek out of spite because somehow this is my fault) or I let the survivors farm. Either way, my time has been wasted.

    That's my reaction as well. I hate it less if it's a game where I was already going to farm (usually multiple streamers or flans in play) but it helps show how whiny and self-centered it is since the survivor who self deleted had a guaranteed escape if they had done the bare minimum of sticking around.

  • @BlueRose said:

    Some of yall have made some good points about how Oni, and Artists could get used to the new Eruption. That said tho I think ppl are overlooking the fact it does encourage slugging, act survivors hate just as much as tunneling and camping. Remember they tested the base kit unbreakable just a few months ago in a PTB and if slugging goes up bc of an Eruption then I have no doubt in my mind they will go through with the whole base kit unbreakable. I still think Eruption is a useless perk and in the cases where it could be useful, it just encourages unhealthy gameplay in the form of slugging. I know for me as a killer main I HATE slugging, I don't like the feeling of leaving someone on the floor to bleed out or be picked up. I rather get my hook in and move one. Guess that's why Oni is one of my least fav killers.

    It does definitely encourage slugging a lot more. I don't hate slugging myself and quite often use it as a way to either increase pressure or to not hook a survivor twice in a row. This change, though, does 100% support tactics such as Eruption and Knock Out for a 4 person slug for the 4K. I'm not overlooking it myself; I think it's evidence as to how the proposed change to Eruption needs to be overhauled.

  • @Technature said:

    Honestly, Eruption should just take away the inability to do anything for most of the cooldown. If either that was taken or the cooldown was, I Don't know, Doubled? Then it wouldn't be nearly as bad.

    But BHVR prefers to either make things so overpowered that it's not funny, or nerf something so hard it's never used again.

    And I mean hey, what was it before it was buffed? Incapacitated for 16 seconds? Maybe find a middle ground if it was previously too weak to be used? At least don't make it worse than it was before it was buffed for the love of christ.

    Yeah, it was almost never taken pre 6.1 due to being a weak choice and the proposed version is worse than the pre 6.1 version. If the perk is going to be ruined, though, at least make it a fun perk.

  • If you have a very good sense for macro strategy and you are capable of downing survivors very quickly it is possible. That relies, though, on using Killers whose powers are strong enough to do that (of which there are four in my opinion against equally skilled players) or, on any Killer, being far enough over the softcap for MMR that you regularly face survivors with less skill than you.

    For the majority of the Killer roster, no, it's not possible against survivors of even close to the same skill level.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342930#Comment_3342930

    The perk relies on killer wanting to slug after a down, having mobility to kick gens and makes use of aura reading before it runs out. Artist has little mobility to kick gens and she has little reason to use aura reading over running DMS/Pain res that 99% of artists use.

    Blight has little reason to use it because he is not really about slugging but he has mobility to kick gens. Nurse is also really bad at kicking gens and she is not that good at slugging anymore because her recharge add-on were nerfed and whole premise of instant down nurse slugging is kinda dead with her rework.

    I think Oni is only killer where this perk makes sense because he's a killer who can kick gens, go into his power, down someone with it. see gen explode really far away and then use aura reading to slug people. Its like infectious fright for Oni when kicking gens. I still do not see anyone using this perk because rewards just are not there. kicking gens as killer is high commitment time investment for killer so the rewards have to be incredible for killers to run it.

    I think if your going to kick gens, you'll likely just run overcharge+call of brine.

    @Sonzaishinai said:

    Think it will be decent for Oni too.

    He often wants to slug a survivor and has the speed to use the 10 second aura reading.

    That's about it i think. Nurse and Blight probably won't want to waste time kicking gens when their chase power is so good

    That's true that Oni can make use of it. Thanks for pointing out that I overlooked him.

    Referring to Artist, though, I personally find Overcharge and Surveillance to be more effective than Pain Res +DMS. Artist can easily disrupt gens by just dropping survivors which is what aura reading perks give Artists that can land crossmap snipes. If survivors can't do gens because they're waiting on the ground for a pick up that's also effective gen slowdown.

  • @yauniqua said:

    Killers who aren't looking for EZ kills.

    Feel free to point out how the new proposed Eruption is useful or worth a perk slot. Us vs them arguments aren't enough to justify destroying a perk.

  • @Aurelle said:

    Survivors do the same thing though. Players on both sides are going to complain about something, no matter what.

    @Crowman said:

    There's always going to be someone (on both sides) who has something to complain about. It's really hard to please everyone.

    Exactly. It doesn't matter what it is or how good something is; expose it to enough people and eventually you'll hear a complaint. In a videogame this human tendency is magnified even more.

  • @Forza said:

    it should cause survivors to scream revealing their location, stun/blind survivors the same way blast mine stuns/blinds killers for 5 seconds and cause effected survivors to suffer from blindness effect (can't see auras) for 60 seconds. it shouldn't just effect survivors working on the generator but be an AOE stun that causes all survivors within 10 meters to be effected as well.

    lets remove any element of gen regression and turn it into a fun perk.

    you might think this isn't strong but imagine not being able to see the downed survivors location or where they are hooked for 60 seconds. would be strong in a different way.

    I like that idea. It would be a fun perk run similar to Blast Mine. Even if it's not that effective just seeing a BP for Survivor Blinded notification (preferably with a boom audio effect) would be fun enough to justify the perks existence.

  • @sizzlingmario4 said:

    Regardless of whether it’s overnerfed or not, it should not be reverted to how it was before 6.1.0. That version was unhealthy for all the same reasons, it just wasn’t complained about because almost nobody actually used it.

    That said, yeah, it’s probably most useful as a slugging tool now. It’s not going to give nearly as much slowdown.

    I partially agree just because I don't see a problem with the Incapacitation status as a concept; my primary issue was 25 seconds is too long. I liken the status to stuns on Killers; both remove control of the character from the player for a few seconds and that's okay in small doses.

    Honestly, my preference would have been blocking the gen (maybe with an almost fireworks like spark visual instead) and then the duration could have been tweaked after once more data came in.

    The only reasons I can think of to change it like this is that BHVR wants to stop the current arms race of new gen regression perks versus new gen speed perks or they just wanted to cut down the synergy (for which the block effect would have been better).

    As it is, the aura reading effect only encourages slugging as it takes place precisely at when the priority is fending off the flashlight saviours and hooking the down and 6% of current regression is almost pointless. I don't like this change as it limits choices instead of expanding them.

    @GolbezGarlandGabrant said:

    I've never done condemn Onryo builds but seems like it might be useful for her to get the aura reading and know where to spread the condemn through TVs.

    It's a big boon for condemned Sadako builds. You're not worried about hooking so down, teleport, down, kick, repeat.

    @BlueRose said:

    I know I won't be using it ever. The perk doesn't exist in my book. I don't like slugging on any killer so the info would never be useful plus when the basekit unbreakable happens even that part of the perk is going to die also. The 10% of the current is a joke and makes it worst than the current Pop so yeah Im not going to run it ever. Congrats BHVR you did what some whiny survivors mains wanted, you completely killed the big bad Eruption. Now killers have one less perk to choose from and just move on to the next best thing till that gets nerf when survivors complain about that also either CoB or PR.

    Also want to go on the record I always thought Eruption needed a nerf but it didn't need to completely killed off....

    It definitely got too harsh of a treatment.

  • @Blueberry said:

    Most the killers that could actually use this are more of the already top tier killers to begin with, weaker killers aren't using this as they don't have the pressure to capitalize. First problem.

    Second problem. Those top tier killers are high pressure killers who don't waste time kicking gens in the first place so they wouldn't be interested in this. The only reason we sometimes saw them kicking gens in the current meta was because of Eruption. That will be gone now.

    So I don't see any scenario people would run this.

    I agree on most Killers. That level of aura reading is amazing on Artist. I was already getting injures and downs off of Hex: Face the Darkness and LP which only gave 4 seconds of aura reading on my heavy aura reading build. But, as I stated one Killer is nowhere near enough, to justify a perk being nerfed this hard.

    For Nurse and Blight, you're correct. There's no real point to use it unless they're specifically going for a four person slug and no hook strategy. It might buff Sadako condemned strategy though. That's not really a desired outcome from the dev's viewpoint though nor from the viewpoint of anyone playing against them.

    It's too bad, judging from the other threads in the forum, that there are so many who can't see there are legitimate reasons to dislike how severe the nerf was and how it only helps playstyles that are already heavily complained about.

  • @Adalid_Arnez said:

    Si porfavor señores desarrolladores escuchen nos, la verdad es que le dan mucho mucho valor a los supervivientes, tengan en cuenta a los killers tambien. Claro maten a erupción pero háganse a los ciegos con las premades con chat de voz comunicados en todo momento, que no es parte del juego y es una gran ventaja extra, o con la perks: demuestra lo que vales (demuestra el genrush), resiliencia, con los 4 survis con cajas de reparacion con recambio a tope. Para que sea equilibrado deberían tocar un poco esas perks también, no lloro por erupción pero lo justo es que también toquen las perks de genrush meta, o no debían destruir totalmente a erupción hay muy buenas ideas de cómo cambiarla sin destruirla en los foros, a la comunidad no nos gusta que hagan estas cosas por favor tomen nos en cuenta y balanceen el juego para que sea divertido y sobretodo JUSTO para ambos lados.

    Hay un foro en español y aquí se hablan puro ingles. Si quieres que la gente te conteste sería mejor escribir en el foro de español porque la mayoria de la gente aqui no van a entender

  • @Dinan said:

    "im mainly talking about survivors'" tell me youre a killer main without telling me you are a killer main. Of course """"survivors"""" are more toxic because there are 4!!!!! that means the chance you get a toxic person is A LOT more likely. the thing is that toxic survivors dont ruin games only sandbagging survivors do, meanwhile the killers actually has the biggest impact with toxicity, facecamping and tunneling and slugging. it is much worse than simply teabagging, getting mad about teabagging just shows your fragile ego.

    Teabagging just shows your lack of maturity and lack of respect for other people. There, I fixed your statement for you.

  • @Laurie268 said:

    Good, bad killers won’t get carried by this 1 single perk anymore. I wish BHVR would focus more on aura perks and less on regression perks to promote more chases which are the most fun part of the game. Gen speedup perks/items would need changes too

    The issue with your statement is that the change is good for one Killer, Artist, without heavy slugging and that's only because Artist doesn't need to chase you to down you.

    The very few other Killers that could use this need a mass slug strategy to use it. It's useless info most of the time and we don't need useless info perks; Killers need actionable intel if you want more chases

  • The MMR cap is too low for tunnelling and camping to be necessary. It's a choice; not a necessity. If you feel it's a necessity it's because your chase skills are underdeveloped for your MMR bracket because you either camped and tunneled and/or don't feel a 60% win rate is enough.

    Due to how efficient it is though tunneling will always be a part of DbD (or any asymmetrical game). The only way to change it in DbD without overhauling mechanics significantly would be to make current DS basekit, buff DS as a perk, and then give Killers chase buffs and/or a gen slowdown basekit that disappears as each survivor is killed.

    As well, tunnelling and camping effectively does require skill on a macrostrategy level. It's not a healthy strategy for the game but it's a misnomer to say it doesn't require any skill. It's just harder to counter than it is to do.

    Players in both roles often lose games because they overemphasize the micro nature of the game (eg chases) instead of the macro strategy (eg Killers overcommit to chases and Survivors focus on just doing gens instead of doing gens in an order that makes the last couple of gens really hard for the Killer to defend)

    A lot of the hate against Nurse comes from people focusing on if it's possible to clown on Nurse in a chase instead of focusing on if they can escape the trial.

    Similarly, if you escape the trial you can't use that game to argue Nurse is op. You won. Take the win with grace.

    Also, if more Killers had Nurse's chase mechanics so survivors practiced more there would be far less complaints about Nurse

    Even if you die but three other survivors get out that's still a win

    Anyone that puts enough of their ego in a video game that they need to insult others or takes excessive pride in their ability in a video game needs to perspective check. Also, anyone who crouches repeatedly in an exit gate should get a 10 second block on leaving. Don't be a sore winner.

    DbD would be better if there were a mechanic that slowed gens down if they were done super quickly but also sped them up if a survivor was killed. That way the optimal play would be to 12 hook and both sides would have more fun.

    BHVR has a good grasp on what they're doing and produces an overall high quality product while doing their best to be objective in handling issues.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340825#Comment_3340825

    I want to see if they can do a female Killer that has a face and hasn't been mutilated or horribly disfigured in some way. It seems to be an impossible challenge for them. There ain't many on the male side, but at least Deathslinger and Clown got away with "just old and ugly, respectively" xD

    Elizabeth Bathory or a Killer inspired by her would be a great choice for this.

  • Overcommitting to chase is a common mistake especially for people newer to Killer. If they're facecamping first down, their chase skills are probably underdeveloped for their MMR bracket and they're trying to secure a 1K while hoping for altruism to give them more kills.

    Or you BMed at a pallet in which case the facecamp was deserved. I speak out against tunneling and camping as being unnecessary for general play but, if you BM, I'll also tunnel and camp.

  • Boil Over-Expo -Flip Flop- Sabo squads?

  • Are you seriously complaining that the Knight needs to facecamp better?

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339215#Comment_3339215

    "It might be abused in discussions" is not a good reason not to let players know how they rank or how piss-poor of a job matchmaking does.

    You also say that like the discussions here really impact development in any meaningful way; there's very little direct feedback that the devs appear to use when making decisions about the game. It's mostly just the community (myself included) collectively pissing in the wind.

    We can agree to disagree then. Having it be used abusively in discussions is, in my opinion, 100% a reason to not release it. If someone wants to see a DbD rating go up nothing is stopping them from joining the DbD competitive scene. There's nothing for the general playerbase to gain by releasing it but there is something to lose.

    BHVR can't even release the most perfunctory statistical information without a follow-up ban wave due to the community's reaction. It's not worth it to release MMR numbers.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339140#Comment_3339140

    You have the right to an opinion but the value of your opinion on things like game balance definitely should be at least loosely related to your skill level.

    Anyway, DBD doesn't necessarily need to show the rating of your opponents/teammates (at least until after the match, if at all).

    Very loosely as balancing exclusively for the top is a great way to kill any game that's not an esport. It doesn't matter if it shows your opponent's MMR for discouraging discussion because the second it becomes possible to screenshot your MMR and post it on a forum it will be used to discourage discussion.

    Edit: Even if you prohibit it on this forum someone will do a third party website and link to there. Also, this isn't the only forum

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339128#Comment_3339128

    We already have elitism and toxicity. The difference is that a lot of it comes from mid/low MMR players who claim to be high MMR. Revealing rating and deflating some people's egos may actually reduce toxicity coming from the faux-elites.

    I disagree based on my experiences with WoW arenas from a few years ago. More meta slaving, less fun and the 2200s can't contribute because the 2400's think they're trash, the 2000s shouldn't have an opinion because the 2200s think they're trash, and the 1800s shouldn't speak since they're obviously trash even though their rating was better than 80% of the playerbase involved in arenas.

    Forget that noise, if you play DbD you have the right to an opinion and all players should be considered by the devs.

  • Honestly, Ormond makes me feel like equipping Eruption to maintain my sanity even though I hate that perk. I just hate Ormond more.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339106#Comment_3339106

    Is a poor measuring stick bettering then having no stick at all? The majority of players would say yes.

    People naturally want to see some form of visual representation of their improvement in games, we currently have none.

    I'd say no. We don't need more elitism, toxicity and to feel like Dbd requires more and more time. A video game is healthier without it.

  • @Biscuits said:

    I would wager that the number 1 and 2 reason for why they don't let you see your MMR is. People on the forums would discredit your feedback based on your MMR. People would take that information to determine how good they are at the game.

    They don't want you discouraging people to give feedback on the forums. They don't want your own belief of your skill at the game to stop you from posting on the forums. They don't want you feeling bad for not being good at the game.

    Bingo. That's one of the ways that showing it would hurt the game.

1 … 13 14 15 16 17 … 47