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Warcrafter4

Warcrafter4

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Warcrafter4
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  • Legion is a noob stomper.

    They become exponentially more powerful the worse the survivor's team is because their main power is Feral Frenzy chaining which is on the survivors for letting happen.

    Its entirely possible for a team of solo survivors to force legion's Feral Frenzy to only ever get one hit and thus never chain by simply running the opposite direction of legion the moment they see the deep wounds icon if they are within legion's terror radius.

  • @Hopesfall said:

    What addons could they even touch? They are probably the most balanced.. yeah you have unlimited tier 3, after you sacrifice 4 gens stalking the whole time. Wall hacks compensates with reduced speed and basically no lunge. Insta moris take a long ass time to stalk.

    I don't see an addon worth touching.. but pretty typical trend as of late

    You seem to be forgetting the last and only 2 "Add on" reworks were the nurse and billy gutting.

    They are probably going to be nerfing michael into the floor because that's what their track record says they will do.

  • I think this is just lag as for me depending on my ping it can go either way.

  • This would belong in the bug report section.

    Also please if there's already a report on it to upvote and commit with your evidence on that one instead of making another thread one so the bug its more likely to be noticed by the developers.

  • People are complaining because BP doesn't actually mean much and they are now actively charging people money for what used to be a free event.

  • Because they either earn it like Ghost Face, Michael, and Oni.

    Or.

    There's a downside for missing it such as billy's long stun if he bumps into an object or a 3 second root if he doesn't bump and same goes for Leather face.

  • There have been many suggestions posted by others and myself that if the killer is camping you within kindred radius(16 meters) for over 60+ total seconds you get an auto safety pip but this safety pip progress wouldn't count towards a normal pip.

    Why this hasn't been added in we'll never know.

  • @Milo said:

    You see, that change was made because of mmr system.

    They however removed mmr system but didn't remove not being able to swap out killers (I think they plan on bringing mmr back).

    Almo has said MMR is still calculating in the back ground atm which is why killer lock is still in.

    For the post survivors really don't need to change characters past 30 seconds as they might need to change for a daily but forgot to swap before they qued so giving them a 30 second grace period to swap(half the lobby time) would make sense.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693518#Comment_1693518

    How is the killer able to hold hostage? Escaping and therefore ending the trial depends clearly on the Survivors, not the killer. Or do you have problems to escape vs an afk killer?

    Whereas perfectly hiding survivors give the killer no chance to end the game naturally.

    The top half is to stop survivors from hiding all game and give them 4 mins to finish gens or die.


    The bottom part is if the killer somehow gets the survivors stuck by bodyblocking them in a corner OR the hook glitch happens which forces either the killer or the glitched survivor to DC to end the game.

  • My solution is "Realm Stagnation Collapse"

    at 15 minutes and every X mins afterwords(X can be dynamic to end longer games) the game will check If neither side have progressed their objectives within Y mins:

    If survivors haven't worked on(Regression doesn't count against it) X% of a generator or completed a generator

    And

    If the killer hasn't downed nor hooked a survivor.

    Then the Stagnation Collapse begins:

    During this special collapse the hatch door is blocked off by the entity and has a set 4 minute death timer for the survivors to finish the generators and leave as the gates DON'T get powered when this happens so generators still need to finish the generators.


    The above is for survivors holding the game hostage and the below is for killer's holding the game hostage


    The game will try to detect every X mins(same checks as Stagnation) if all remaining survivors are stuck(No possible way to move by either being glitched or killer body blocking) and end game collapse isn't started. Then if this is detected the match will simply end in a draw for the remaining players rewording to escape nor sacrifice points.

    Edit: (This is purely Anti glitch) If the end game collapse time runs out and somehow the game is still going after 2 mins the game ends in a draw.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693314#Comment_1693314

    So i mained nurse for a long time, even after her rework, but i dropped her because of her bugs. I actually got ~1k hours and although i agree with OP, that she's the best killer in dbd, i don't think she's op, i think she's very clunky and unfun.

    My above statement is only true while ignoring unintended bugs.

    Part of my issue that I have trying to wrap my head around is why would someone who mains the nurse want her power to be completely changed when her power is her identity?

    The nurse's blink and her ability to go through walls is what makes her iconic and how would you rework her power to remove its "Game Breaking" issues without destroying the nurses identity and thus more or less removing her from the game?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693332#Comment_1693332

    I don't know what else to say to convince you so at this point i'm not going to bother responding to you. I literally have 2.5k blink strikes on her which amounts to a hit. When matched with killers like doctor where you can just spam shocks who has 2.7k... i dunno.

    https://us.v-cdn.net/6030815/uploads/IKI23SFLEOXS/hours.png

    How about we stay on topic though yeah?

    For the topic at hand:

    Nerfing survivor perks will need more reworks then anything else:

    2nd chance perks are fundamentally the best perks in the game as they prevent the natural slowdown the game has while also keeping you alive.

    So without a rework 2nd chance perks will always be the best unless they are nerfed into being useless which is just as bad.

    For nerfing killers:

    There will always be a new "Nurse/Billy tier" killer survivors will complain about no matter what making nerfing them at this point ultimately pointless as people will just go down the que.

    Hay the moment they Announced HP nerf the community just went to Death Slinger and it will continue on Ad Nauseam until there is no killer left who has any real power or people playing killer.

    For buffing survivor perks:

    You really can't bring perks up to the tier of 2nd chance perks without breaking the game due to the inherent game breaking nature of 2nd chance perks.

    For buffing killer perks:

    Generator slowdown and detection are king due to how fast the game is and how much momentum the killer needs at all times. So buffing the weaker slowdown/detection ones is easy.

    Its hard to make more niche ones usable when the meta demands endless slowdown/detection perks to even stand a chance against non potato survivors.

  • I feel like if there was a DbD 2 only the trapper would be making a return from the original cast of killers given he's the face of DbD.

    Even then he'd probably would have an entirely different kit.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693314#Comment_1693314

    I mean, i dunno what else to say:

    https://dbd.onteh.net.au/playerstats/76561197966117171/

    • Uncloak attacks: 1,328
    • Chainsaw hits: 367
    • Blink attacks: 2,382
    • Phantasms triggered: 694
    • Evil Within tier ups: 132
    • Shocks: 2,726
    • Hatchets thrown: 2,545
    • Dream state: 1,193
    • Reverse bear traps placed: 478
    • Cages of atonement: 91
    • Lethal Rush hits: 299

    Used to play huntress when i was a baby, then Doctor was the first killer i bought. When i got good i started playing nurse, playing her ever since. For fun i cycle around with Wraith and I farm bloodpoints with freddy (no addons). Blight is pretty fun too lately.

    Ya...Those stats don't really say much about you maining any killer but it does mean you atleast played the nurse unlike most "Nurse Mainz" on these forums.

    Also I still have my doubts you'd want her reworked given how unique she is for her kit if you really play her as your main killer.

    Edit: What I am trying to get at is if you played the nurse for being the nurse then why would you want her to be reworked and have her entire identity removed?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693311#Comment_1693311

    I'm a nurse main with 1k hours. She is OP. I seriously have to try to lose when i play her. I literally can't even remember the last time i played a game with her and didn't get a 4k.

    I understand she is hard to play, but that isn't a way to balance something. Her power fundamentally breaks the game. Ideally they should rework her entirely.

    Somehow I doubt your a nurse main if your crying that she's op.

    There's a lot of "Nurse Mains" who say she's op and when pressed admit they have literally never even played her.

  • The issue with breakable walls as they currently are is that they favor survivors which forces killers to break them no matter what in a game were a killer's time management is so restrictive making a mistake that extends a chase by 10 seconds can outright lose you the game.

    Breakable walls should never be benificial to the survivors for merely existing as survivors don't put time into them.

    I feel like breakable walls should be a trade off time investment for killers:

    Open up a killer only shortcut(lets just say there's an entity wall blocking out survivors but not killers) so killers would have to make a choice of opening up the short cuts to save time later or leave them closed to try to apply more early game pressure.

    Its also entirely fair for the breakable walls to be a mechanic only for the killer's benefit only as they are the ones who actively have to invest a trade off into said mechanic.

  • @nursewannabe said:

    If it's a bug, don't fix it.

    I kinda hope it becomes a feature(Aka an ascended bug) as it turns phase walking into who can out hear/predict the other.

    Aka it turns the spirit's listening game play while phase rushing into her counterplay as well which is fitting and thematic as you can't trust your eyes but you can trust your ears.

  • @GoodLookinCookin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690406#Comment_1690406

    Its a game bro, if you are calling this match a waste of time what is the difference between any other match. No gens are getting done so why are you stressing? You can't kill anyone? Oh well if you think its that much of a waste of time DC and go play something else. These guys are just having fun if you wanna "report" them for that then just get a life.

    "You want to report them"

    And thus this line means you weren't actually reading my posts as I flat out said its not report worthy.

    You also ignored me pointing out winning = fun isn't true as that's a logical fallacy called the "False Equivalence Fallacy" as people can lose while having fun and win while being miserable.

    I have no further reason to respond if I am going to be actively ignored.

  • @GoodLookinCookin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690395#Comment_1690395

    Bruh if I got this game as killer I would find it funny, you don't come by something like this that often, and what do you mean "held hostage"? What are you going to rage quit because you can't kill everyone in 5 minutes?

    First. The survivors weren't doing their objective while also trying to stop the killer from doing theirs with their annoy the killer strat.

    Time scale doesn't matter as the survivors were stalling for the sake of annoying the killer effectively holding the game hostage. Not to a report worthy degree mind you but still can be considered griefing.

    Second. stuns are one of the most hated effects in video games because they stop you from playing. The killer got stunned 33 times with at least 2 missed head on stuns by the survivors.

    So the clown probably wasn't having fun by getting hit by something that is near universally hated 33+ times.

  • @GoodLookinCookin said:

    This does look like a fun game, I don't know what people are talking about bully squad. If they are not touching gens and just having a good time and not being toxic why is that bullying? I swear some of yall don't know how to have fun.

    its simple: They effectively held the game hostage to annoy/troll the killer for 16 minutes?

    Also your falling for the False Equivalence fallacy

    Winning =/= to fun.

  • All I see is a bully squad playing to troll the killer.

    I can nearly guarantee you the killer wasn't having fun that game.

  • The fundamental design flaw of 2nd chance perks as a whole is that they mitigate and can outright negate the game's natural slow down.

    Why run a perk that lets you get info on teammates or deceive the killer when 2nd chance perks will just let you gen rush every game because your perks prevent the game's slowdown while keeping you alive which both are objectively better effects.

    Decisive Strike is objectively the most powerful perk in the entire game for how game breaking it is and that's not even considering killers can be forced to play around it(Which does reduce their own pressure) in games where there are so Decisive Strikes meaning its a perk so powerful it can win survivors games without even being in said game.

  • I'd say The Forlorn(The guy on the "Scholar of the First Sin" steam page artwork) from Dark Souls 2.

    Seeing a headless hooded figure flail a 2 handed great sword and/or scythe around blindly at high speeds would just be funny.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688845#Comment_1688845

    Two mechanics were tested. One where the time between sacrificial stages was increased if the killer was nearby, another where the first sacrificial stage lasted forever. Both were abject failures in ways that can't be fixed by simple "if" statements, despite what some people believe.

    Thank you for the correction.

  • Yep i think it was either first or 2nd hook were infinite or so greatly extended it might as well have been infinite.

    It got removed due to survivors constantly forcing killers to defend hooks and lose due to anti camp.

    Or

    Giving up all pressure they had to try to chase someone who would force them to eat a god pallet and lose the game anyways(Remember it was at the time before the multiple healing nerfs we will make it so if they aren't camping that hook the person being unhooked gets instant healed).

  • You can't punish the killer for camping as it has and always will be abused by survivors.

    As I alluded to above we used to have an anti camp mechanic but the survivors abused it so badly it was permanently removed with no signs of any similar mechanic ever coming back.

    Why it will always be an issue is that survivors ultimately dictate were chases are and were the killer will have to patrol by proxy without even needing to be near something.

    Aka anti camp can never work due to survivors ultimately dictating were the killer is in any given game.

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688737#Comment_1688737

    Peanits said those stats are from games that contributed to tome challenges this year, but never said anything about it being exclusively to the escape challenges

    "Just popping by to mention that these only show sacrifices and escapes that contributed towards the completion of Tome challenges over the past year. This is not kill rate/escape rate and should not be treated as such."

    I highlighted the part of his comment that flatout says it only counts ones that contributed towards the completion of tome challenges aka escape challenges/Unbreakable challenges escapes that cause the challenge to progress count.

  • I think 5 minutes might be the current minimum que ban but the ban can go up to over 2 days so it probably has decayed if your only getting 5 minutes.

  • @gamerscrybecauseofme said:

    I love this place so much 😂 How can anyone read those statistics and instantly dismiss them as meaningless?

    Wait, I know, because it puts to bed all the bullshit the really terrible killers try to say about gaming experience. It's shows that a minority of survivors win! It proves beyond doubt that gen rush, depip squads and ultra nerded out SWF teams are too in the minority, as the 3 groups need to populate the 11% of all survivors that survive, while also remembering that another groups, just good players, also need to be put into those stats.

    Put simply, killers lose 1 in 10 games and in those games, they experience 1 in 4 of those groups, meaning that out of 40 games, they might lose 4 by the hand of one of those groups.

    Gotta admit, it's very close to the kind of stats I get as a killer, but I still boast to not being gen rushed and I have been hit by a DS twice all year, unbreakable happens, but I don't care as it's still just an injured survivor to get another scoring event from.

    On the plus side, maybe bhvr can look at all the nerfs they made to the survivors over the last year and look to rebalance them. Then they can go about fixing the actual problem with the game, the strength of SWF running the "watch the terrible killer stop playing" perks.

    Please read what peanits said. Its at the top of page 5.

    These are archive challenge statistics not Kill Rate for their respective challenges done aka escapes don't count unless they are doing an escape challenge.

    Also please read and realize the statistics also say ~.16 generators get done per game.

    Its not hard to see when numbers don't add up.

  • @Xyvielia said:

    I play killer (not main, somewhat neutral) and I’ve experienced similar statistics, so I agree there is validity to this on various levels. Same on the survivor side, ESPECIALLY Solo queue.

    Love all the killer mains instantaneously flocking to debunk anything that makes them look like the strong players that they are.

    If these statistics were proven accurate they still would find necessity in talking them out of existence altogether. idek why

    Where are any survivor mains, or just survivor players in general in these forums?

    ...or any forums?

    do actual forums with majority of survivor players even exist anywhere?

    I’d like to know the statistics on that, tbh

    the issue was the stats didn't add up and were verified by Peanits to being the archives challenges and only counting while you have an applicable challenge.

    I mean look at the generators completed stat which implies less then ~.16 of a single generator is done every game.

    Its not hard to notice when numbers don't add up.

  • @domai36 said:

    These stats are music to my ears, because some members of this community seem to live in a make believe world where killers are the losers at every MMR level - think of how low the survival rate is at the weakest survivor ranks (hint: it's worse than 11%) and then maybe consider that the next time you wonder why BHVR makes a change that benefits new player experience.

    Read Peanit's comment.

    These are purely archive challenges stats and only for applicable challenges with their condition's met(Aka unless your doing an escape challenge it doesn't count as an escape for these stats).

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688060#Comment_1688060

    Oh I diden't saw that. Can you exlpain me that. Because I don't understand what that mean.

    Effectievly only escape challanges escapes are being completed counted and only if the challenge is completed.

    Aka if your doing the healing X teammates challenge and escape 10 times none of those escapes count towards the stat.

    Or if your doing escape as the obsession challenge and you escape 10 times but only on the 10th time you escape as the obsession will only count as one escape.

    So out of those 2 examples using a total of 20 escapes only 1 counted towards these stats due to how they are set up.

    Edit: What I am getting at is that the survivor escapes are hyper deflated and showing potentially less then 5% of the total escapes.

  • @Crythor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1687741#Comment_1687741

    Still the stats are way too low unless having a challenge active makes survivors throw the game on purpose in nearly all instances. Seems a bit fishy. But even if that was the case you could then argue, that the archive challenges have a very very negative impact on the match and we would be better off without them if people want to have good matches.

    No the escape rate makes sense given that ONLY escape archive challenges are counted AND ONLY if the conditions are met.

    So the escape as the obsession challenge would go like this to the stats: if you got 11 escapes while doing that challenge but 10 of them you weren't the obsession then only the 11th escape that you did would count and only for 1 escape.

  • You didn't read peanit's comment?

    He said these are purely the stats that counted towards the archive's challenges not overall(Which is why they don't add up).

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1687356#Comment_1687356

    In the past it was confirmed that this is the case, yes. That was in reference to statistics that were released at the time though, and it might not be the same this time around.

    Even if the DCed players themselves don't count their 3 now doomed teammates probably still count toward the total.

  • @Sluzzy said:

    With killrates I know as high as they are, killers need a lot of nerfs instead of buffs.

    Balancing around a top SWF will bury the game. At this point, I have no idea how and why casual survivors even play. They don't even realize their disadvantages. Ignorance is sometimes bliss.

    Given that DCs alone can crate a 75% Kill Rate(Not counting the DC directly as a kill but their 3 doomed teammates) with equal ratios...

    4 survivor DC doom 12 teammates

    1 killer DC gives 4 survivors escapes

    To say that the Kill Rate is hyper inflated is a massive understatement.

    Edit: Lets also not forget those numbers most likely include free weekends of the game where people demoed it so theres a large % of those numbers are from people who most likely played 3 games of survivor got slaughtered and dropped it.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686924#Comment_1686924

    Better to reward the survivors for playing right then to punish the killer who obviously doesn't care about winning anymore

    Being honest I feel like safe unhooking needs its own tutorial in game just so survivors will stop unhooking me before a spirit/blight/billy can even phase walk/dash away.

    Also vice versa: When I have to defend the hook when survivors swarm it I generally apologize to the survivor who I wasn't allowed to leave when they are on the hook that their teammates wouldn't let me leave because I do generally feel bad about it but what am I expose to do?

  • @Strange_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1687141#Comment_1687141

    Then wouldn't you have to attribute that some survivor wins are from a frustrated killer DC'ing to a strong survivor team? Just a friendly question.

    Dude lets not even pretend killers DC anywhere near the amount as survivors do just from from a statistical perspective of 4 survivors for 1 killer. This is assuming they have the same DC rate which is from what I know untrue but I'll use it for the sake of the example:

    4 survivors DC doom 12 teammates.

    1 killer DC gives 4 survivor escapes.

    DCes alone make the kill rate 75% with the fairest example so do you now see the hyperinflation?

  • @Strange_ said:

    Disconnects are evaluated differently than kills, so why would you believe that they are a component of that statistic? Every time a survivor disconnects it gives BP for abandoned, so the game is aware that someone has DC'd, and so far as I know does not count it as a kill.

    Here's the thing though:

    How many kills were inflated by a team losing because a survivor instantly DCes?

    If the DC itself doesn't count as a kill but the now 3 doomed survivors do it will hyper-inflate the kill rate stats.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686713#Comment_1686713

    When anyone brings up these stats, I will tell them that nurse needs a buff, because she's statistically the weakest killer.

    I do that too and you probably wouldn't be surprised on how many people walk back on what they say the moment I bring that up.

  • @[Deleted User] said:

    Imo they should reduce the duration and increase rarity. Demogorgon has an exhaustion addon that is purple and only causes it for 5 SECONDS. It should be the same for Huntress and Clown. 5 seconds doesn't completely negate the use of the perk, but at least it remains quite strong because survivors will have to stop running.

    If your using Demogorgon's addons as a basis for your argument for nerfing other addons you have already lost that argument.

    Demo's add-ons are near universally accepted as being vastly under-powered and if anything their exhaustion add-on needs to be buffed heavily.

  • @Golden_spider said:

    Only if her power gets a built in way to disarm the traps to compensate. :)

    You know you can trigger them while she is carrying someone and disarm them because the hag can't teleport while carrying.

    Or if you know she is far away(Lets just say being revealed by kindred while placing traps) you can trigger them and she can't teleport to them due to distance.

  • @Aneurysm said:

    Sneaky little cover up of three of your perks and addons there :p what horrible sh*t did you inflict on those poor survivors, you can tell us

    Looking closer at the picture he has:

    Brutal strength, BBQ, STBFL, Hex:Ruin

    His offering is a survivor pudding.

    His addons seem to be pill bottle(useless/Meme), prototype claws(dream pallets).

    Overall an inoffensive build.

  • @Buttercake said:

    I just want to take screenshots of Felix getting Mori'd in different ways while wearing different clothing and hairstyles....

    No one will give this to me...how come???

    Part of it is that people get moried a lot less then they'd think due to the natural negativity bias in memories(Most people remember bad memories more then good).

    Now that negativity bias is reversed because you'd want to be moried making your remember when you didn't get moried more then when you did.

  • I recommend you edit out the names as that screen shot counts as naming and shaming.

  • One of his issues is that you're forced to use his stalking efficiency addons due to how the numbers work as their main bonus isn't increasing his max stalking speed because its more or less impossible to get against good survivors along with being a very minor increase.

    No what his stalking efficiency addons do is DRAMATICALLY increase efficient his power is at range due to how they work:

    Normally at long range it goes down to a min of 10% efficiency or one tier every 60 seconds.

    With the most basic and WEAKEST stalking efficiency addon the "Memorial Flowers" increases the stalking efficiency by an additive 11% bringing the lowest efficiency up to a total of 21% efficiency literally over doubling the minimum evil within gain.

    Its a night and day difference playing michael with stalking efficiency addons vs not and given how much the WEAKEST one above gives in terms of a boost really needs to be looked at.

  • The one minute is meant to give the killer prep time for the game itself given that its a 1 v 4.

    As for long ques its mainly on the survivor side due to no one wanting to really play killer if they don't have to in this gen rush meta.

  • @Rivyn said:

    The majority of her addons suck. That's the devs idea of balance. Make her a stun simulator, never fix her bugs, and give her a ton of worthless or meme addons. Fixed!

    Also don't forget that the survivors on the forums cheered for that so the devs will never learn.

  • Its not overly surprising that no one wants to play killer unless they'd have to right now.

    Lets be honest: the rift is probably keeping the killer playerbase up higher then it should naturally be when the rift is active.

  • No one plays billy because survivors got what they wanted: Billy being unfun to play, gutted and unplayed.

    The more survivors get what they'd want in terms of killer nerfs the more stale the game becomes because they ultimately want to gut all the killers.

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