Warcrafter4
Warcrafter4
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@Hamtroll said:
https://forum.deadbydaylight.com/en/discussion/comment/1054621#Comment_1054621
I'd say BBQ is well into the meta. Putting even a losing killer game into the 40k averages. A winning game with BBQ gets you 50-60k, and then that's enough to let you constantly run puddings if you are winning consistently, letting you get the 80k average.
the hard cap for BBQ BP gains without either 100% BP to all categories offerings or the event is 64k as the normal cap is 32k which is doubled to 64k.
I don't get where your numbers are coming from as MOST BP offerings don't get doubled meaning even with green single category one the cap is 72k(64k +8k = 72k).
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@Hamtroll said:
https://forum.deadbydaylight.com/en/discussion/comment/1054574#Comment_1054574
You can get 96,000 with a pudding, BBQ, and a perfect game. I usually get around 80,000 per game as killer when I want to farm.
The other guy said 100k average for killer which isn't possible to be an average as it requires very specific offerings or the double BP event happening for killers to get anywhere near 100k let alone past it enough to make it the average.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1054558#Comment_1054558
Maybe they included bp offerings?
Unless its a blood hunt(X2 BP event) or BPS/Pudding offerings no its not possible.
If I am remembering correctly most BP offering don't get doubled by BBQ.
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@Hamtroll said:
Why don't you just play Demogorgon or Freddy? Or better yet, play hillbilly. He gets around the map almost instantly anyways.
The idea is to let killers who don't have high mobility a chance to play the game properly on big maps.
Its not meant for them its meant for people like huntress/hag(lower then normal killers outside of downing people) plague/clown(Slow in general).
Remember most of the cast doesn't have proper mobility to be able to work on larger maps and playing the same few killers over and over again can get boring.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1054115#Comment_1054115
Speaking of the survivor category, they should give bloodpoints for each hook you live through (so basically points for getting unhooked, maybe survival points for everytime someone safely unhooks you?)
Or like 5 survival points per second you're still in the game. So for a 10 minutes game, you'd get 3,000 points? And the extra 5,000 if you escape? I guess they would need to make that lower than 5 otherwise the 7,000 for getting the hatch is a bit pointless, since any type of escape would max out your survival points, but you get the idea.
- They do reward points from being saved by the hook but only from the struggle phase so adding some for surviving the first phase would make sense.
- I'd say yes but under the condition that your actually doing something as people hiding in corners not helping the team is already an issue and unless there's a condition to that people will try to use that as an excuse to hide all game.
- A condition for the above about the categories: if your in chase with the killer/Have worked on a gen for 10 seconds or broke a hook which grants it for 60 seconds after you get off of it. It doesn't show until you either escape or die how much of it you earned.
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In my opinion: All single category BP offering just need to have their effects doubled if not tripled just to get BP returns properly.
The survival category for example unless you escape as the obsession will almost NEVER refund their own BP but if it was doubled let alone tripled then they actually could give more BP then they costed.
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I think for the current cast it should stay the same.
However I do see a future killer being added in whose ability lets them get into 3rd person.
Imagine a killer whose power is to move a floating eyeball around in 3rd person but can't move while doing so and the eye can inflict exaust and hinder to survivors who don't get away from it.
Mainly an information killer as they can stop to look around with the eye but don't have any real offensive abilities otherwise.
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@CLAUDETTEINABUSH said:
Just wondering.
She is statistically the worst overall(Overall Kill rate is 43%) killer in the game from the most recent statistics(Novembers).
Even in red ranks(The gold standard) she is the 3rd worst killer in the entire game so she isn't even that strong when played by the best players.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1053829#Comment_1053829
That would be pretty debatable, but I'd wager that it probably does more than it seems. I'd be curious to see what kind of affect it has on the stats overall after it has a little more time to settle in. So far it looks very promising.
I think it being debatable by itself should be telling why it shouldn't be a hex or why it should be buffed.
What I am getting at is this: Hex perks by their very design have to be extremely powerful without question because of their frailty so:
If a hex perk is debatable that is useful at all by itself let alone powerful even with supporting perks then it probably shouldn't be a hex to begin with.
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@JawsIsTheNextKiller said:
And lighten maps for killers.
Is this acheivable? Would you want there to be a difference?
Survivors complain about the maps not being as atmospheric as they used to be but killers complain when they can't see anything.
It would even make sense in the Lore, the fact that flashlights blind killers and not survivors suggest that they are sensitive to light, as if they see better in the dark.
So freddy's dream world lighting for killers baseline?
I can get down with that.
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I'm against it simply it being made for the survivor's sake and not balance wise.(No matter how many times they try to walk back that statement.)
Overall ruin did need to changed but only once it was no long needed.
Imagine the devs removing blood lust without fixing any of the infinites in the game. We'd be back to square one of these issues which blood lust fixed much like whats going on right now with gen times/map size issues/everything else it was keeping together because they removed ruin.
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@Dreamnomad said:
Because she isn't very fun to play right now. They need to raise the skill floor. Make it so she can see where she is teleporting to. Make it so she can cancel her blinks. That wouldn't change much for the "pro nurses" who can seemingly blink exactly where they want anyway, but it would make her more accessible for everyone else. She has an add on with that effect that is common. It's the only way I'll play her and believe me... she's not OP with that effect.
I think you mean lower the skill floor as the skill floor is in reference to how much skill to get the character to work at all and lowering that lowers how much skill is needed to play the character to basic degree.
She also would need more then just the ability(Like the charge CD being removed from her blink) to see where she blinks simply due to as others have pointed out running in a straight line can counter her advantages atm with no skill needed to beat the nurse.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1050875#Comment_1050875
I can tell because they have NOED equipped.
Being honest even as someone who has never used NOED I can't blame for using itpeople after the ruin rework sense maps/gen speed are big issues atm and NOED can help even that out.
The moment Maps get adjusted/gen speeds get adjusted/Second main objective is added to slow down the game then there is no excuse in using NOED.
Also if your wondering I play 50/50 surv/killer and NOED isn't even that much of an issue as a survivor if you bother to do totems at all.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1047655#Comment_1047655
There is something unique and wron on your platform then. I play on Xbox which if I had to guess is the smallest population enxt to PS4 and PC. Possibly bigger than Switch but even switch could be bigger by now I guess. I NEVER see that happen.
No this has been happening on ALL platforms for a lot of people.
I can say I have been on both ends of this(As the high rank surivor(Purple) vs a rank 20 trapper with no perks unlocked(Also when I was ranking up my killer to purples this was a common sight))
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1047789#Comment_1047789
Why is it good on Demopuppy? It doesn't affect his charge up attack.
You also don't LOSE IT on charge up attack hits.
Meaning you can still attack the obsession without losing stacks as demo.
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TBH: I feel like phase 2 struggle imputs being required could be removed entirely.
or
Just make so you can hold down the space bar(default PC binding) so it actually matches the animation where you aren't constantly trying to smash the entity but hold it back.
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@AStupidDavid said:
So today I was thinking about this whole gen rushing issue which does exist (nobody can say it doesn't) and that I've experienced myself lmfao mostly against swf teams and so I had an idea about gen speeds and I wanted thoughts on it.
What if the gen repair speed for every survivor would be decreased everytime a gen is done, they start at the normal repairing speed and as they do gens their repairing speeds decrease, or vice versa, they start really slow and everytime they do a gen their repairing speed increases until they get back to the normal repairing speed? This would add a certain level of difficulty to the game which I believe it does require at the moment, I honestly enjoy playing more survivor than killer and it's just sad that sometimes I don't even get the chance to run from the killer once before all gens are done and when I play killer I definitely don't enjoy getting gen rushed in less than 5 minutes like I just think it's ridiculous that a match can end in less than 5 minutes. Thoughts?
The main issue I personally have noticed is the first few generators so the early gens being slowed down is probably for the best as it gives more time to killers to actually get off to a proper start.
Also the last 3 gens have appropriate repair times due to potential 3 genning and just the faster patrols between them sense there is less of them makes them slower as long as the killer has had enough time to get a good start.
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Embodiment of the false equivalence fallacy.
Nerfs to killers base kits which they have to use every game VS nearly universally optional features survivor's have being nerfed(Even then calling some of those nerfs is wrong) or exploits being fixed like hook sabotages/Per nerf BNPs/infinites making the game unwinnable for the killer.
The only one that effect each game that would be the equivalent would be gen speed nerf (vaulting is still too slow to ever really be used in most cases).
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1045453#Comment_1045453
Ok I guess the Switch has 0 players then and player population didn't get affected at all. I would think it's pretty obvious a release on a new console increased the player base. It's literally something you don't even need to check. It happened.
I was not disputing your claim.
I was just pointing out how the 2 things are in fact different and shouldn't be used interchangeably.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1045438#Comment_1045438
Would you prefer I use the term "educated guess"? Everyone knows what I was trying to say, you're just nitpicking me for some reason.
No he is correct as an educated guess and claiming something as being "_____correct" are 2 completely different things.
The first is an opinion while the second is claiming something is a fact.
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@Nicholas said:
He's annoying, what I especially hate is that apparently we're unable to scream and do things at the same time like moving lol do I have to pause for a second to scream?
I have always seen the stun from the doctor as more of a mini seizure then just a scream due to them being caused by electricity.
Needless to say your not going to be doing much while like that.
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Mine is legion, Billy, Nurse, and doctor.
Legion: Its fun to try to out play them/avoid them entirely as one good DH or just getting enough distance during a chase will stun legion along with legion's power actively discouraging tunneling.
Also I find when legion U turns(Hits survivor A, followed by hits survivor B, then turning around to hit A after deactivating FF) to be both fun as it keeps you on your toes and hillarious watching my teammates freak out because they didn't expect it.
Billy: I like the fact he is dangerous and that you have to play pallets/Chases differently due to his chainsaw dash.
Nurse: same as above but when the nurse doesn't randomly bug out and become unplayable because of her many bugs that can disable her power permanently. She needs some coding rework/Revert just because her bugs have become inexcusable due to how game breaking they are.
Doctor: I always find when games changes fundamental rules to be amusing when its generally speaking your own fault when it happens. Also he can be relentless due to his ability to find people.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1044219#Comment_1044219
She is literally 2nd strongest killer rn lol
According to currently statistics at all ranks she is either the worst killer or the 3rd worst killer with a barely higher KR then clown.
Check the most recent(November sense they haven't released anymore sense then) and even at the gold standard red ranks she is still bottom 3.
Also @LegionGhostface she has countless game breaking bugs right now like:
Throwing a pallet where she will be before the blink finishes stuns her out of her blink.
She can randomly have her 2nd blink be disabled after the first blink for no reason.
She can just have her 2nd blink not work for the entire game for no reason.
She is an underpowered broken(In terms of game breaking bugs) killer with very few upsides atm.
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Either maps need ot be adjusted or a secondary objective needs to be added.
For example of a secondary objective being actually hooking up the generators to a power distributor by pulling a wire from the generator/Distributor to the other so the generator's power can actually physically reach the exit gates.
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I don't because I play both sides and know how annoying it is.
Also I don't consider looping the killer for 3-5 gens being bulling if I am not actively trying to be chased(aka not purposely getting in their way/flash lighting them/annoying them).
Simply put if I am trying to lose you and you continue chase me for 3-5 gens its on you at that point.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1035889#Comment_1035889
You’re just assuming that the decision to change Ruin was the result of constructive feedback. It was most likely the result of the massive amount of disconnects that has resulted from Survivors rage quitting as well as the constant complaining.
Survivors dc against Spirit = Spirit nerf
Survivors dc against old Doc = Doc reworked with nerf to “Snap out of it” and make him more fun for survivors.
Survivors dc against Nurse = Nurse nerf to the point where she is almost unplayable except by the best of best players.
Survivors can’t handle getting camped and dc = BBQ&Chili introduced to promote killers to not camp for the survivors benefit.
Survivors DC because of tunneling= DS introduces to make survivors happy.
So yes, many changes have been made because Survivors are poor sports and ragequit. DC’s are probably the best statistic for devs to take notice.
Killers should start doing the same.
* Large map loads in which the killer can’t hope to patrol without being sweaty? They should DC.
* Survivors bring in a toolbox to speed up the match whereas the killer wants a slower one? DC
* Survivors bring in a key? DC
* Survivors bring a flashlight, especially now with how they’re bugged to instantly blind a killer, DC.
If enough killers start to DC and make the game miserable for survivors just as Survivors DC against things they don’t like, Devs will react.
And don’t tell me that Survivors don’t DC as much as the forums claim they do. I play Survivor for most of my matches and everyday, several matches in that day, a Survivor DCs. They don’t care about how it affects the teammates, nor do they care about wasting the Killers time. Why should Killers care how Survivors feel?
I mean, it’s worked for Survivors so far, if killers can’t beat their strategy, maybe they should copy it.
You forgot to add legion's DC statistics where used as part of his nerf's justification too.
They literally said the nerfs worked because legion's DC rates dropped by 80% not that is actually balanced out the killer.
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@Almo said:
Self-Care is far and away the most commonly used Survivor perk. Dead Hard is common, but it does not appear to be in an unhealthy position.
I don't doubt that self care is the most common survivor perk but can I ask how are survivor perk's usage is calculated?
Is it based off of if its in a game at all?
Ex: A perk could be used in 80% of games but only by one person meaning this calculation is 80%
Or.
Is it based off of how many survivor's per game use it?
Ex: A perk could be used in 80% of the games but only by 1 person meaning it has a 20% playrate (80/4=20)
Or
Is it a combination of the 2 aka how frequent it is to appear and how common is its usages when it does?
Ex: This is a very subjective way of doing this but this is mainly for calculating the impact of escape rates and general gameplay impact overall: If its used in 80% of games by 25% of the people who gain 50% higher escape rate it should if that's always consistent mean it greats both a massive escape rate increase while also massively impacting gameplay.
These 3 different ways of calculating the numbers will give wildly different results so can I just want to ask HOW they are calculated?
Edit: TLDR: Effectively how do you guys interpate the numbers?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1033481#Comment_1033481
On PS4 in the evenings, I have instant queues as a Rank 18 killer.
It seems to be different depending on region and platform, but I see a lot more complaints about survivor queue times than killer queue times these days.
I probably mis-worded my previous post when I said speed increase in my ques I mean once I reached high yellows/low greens my que times where cut in half if not a quarter.
Aka it speed up how fast I got a match as the killer role.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/1033476#Comment_1033476
Low rank, then, 'cause in purple/red ranks that ######### flips right around.
Personally even high yellows/low greens I notice a dramatic speed increase in ques when I was ranking up my killer.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1033324#Comment_1033324
I've heard however seems quite unfair since the devs let survivors stack their powers way higher than killers can
I am not saying its fair but given how much the devs listened to the ruin feedback(Completely ignored it) they will probably go through with it anyways.
So I am trying to see if I can suggest a compromise that won't get all slowdown perks gutted.
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@immortalls96 said:
And what limits will be placed on survivor perks to make this even remotely a fair idea may I ask? Killers get 4 perks vs 16
This is more in response to the devs themselves saying they think slowdown perks should NOT to work together on their latest stream.
So this is more of a compromise idea that should be healthier for the game then what they seem to be planning(Reworking slowdown perks not to stack) for which will probably cause an insane amount of bugs.
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@Waffleyumboy said:
No one is. Get over yourself bro
I believe this is mainly for those in game who do(Idk why he's posting on the forums).
He does however have a point as when I play survivor(I don't run it because I try not to let all gens get done when I play killer) nearly every game where noed goes off people complain in the end game lobby about it and decry the killers for using noed when I was the only one who broke totems(Noed when off after I broke 4 totems meaning no one else did a single one of them).
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1033164#Comment_1033164
Because when killers dont like something its nerf, nerf, nerf and a lot of excuses.
When survivors dont like something its adapt or jump through hoops. No matter how much effort needs to be put in killers will argue some counterplay in some way. Best one is “dont get hooked”.
Not trying to be rude or disrespectful but:
Wouldn't this logic apply(In reverse being survivor's asking for nerfs) to you and billy?
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@Waffleyumboy said:
If slowdown perks are harder to stack then devs will have room to increase their power.
TBH the devs should just make slow down perks their own per catagory and limit it to 1 per load out instead of trying to rework them not to work with each other which could cause a lot of bugs.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1032878#Comment_1032878
New ruin wins you the game...ever tried it on doc or legion?
I personally can't as I haven't been able to grab ruin from the shine as I was taking a break the few times it was in there(I love to play with and against legion though) and I don't have hag(I am getting close to unlocking her with shards though).
I am just more confused on the idea behind it and how people can compare a near instant win condition like devour hope to ruin when ruin is widely used only with synergistic perks like surveillance + a matching build to make it good.
Its more of the idea of ruin needing so much to get it going to make it have value vs devour which doesn't and which if it stays up for as long as ruin does wins you the game.
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@UltraVenom said:
Just played a game on Lery's against doctor where my skillchecks just stopped showing up after being put in madness. Invisible skillchecks...most op crap ever, better than ruin ever was.
This has been a known bug sense before this patch was released.
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@Waffleyumboy said:
New ruin is definitely as powerful as devour.
I never understood this comparison:
A perk that slows down the game and requires another perk to be good while being destroyable.
Vs.
A perk that WINS YOU THE GAME if it stays up for as long as the above does to get value.
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I was having the same idea where most hexes continue yo have an effect when cleansed but all token effects they would have had are removed and their base effects are halfed.
It also would let the designers have more room for hexes in the future as they don't have to be entirely front loaded(Like old ruin) or entirely back loaded(Devour hope) to be usable.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1032598#Comment_1032598
I don't understand "killer role is too stressful" concept lately. The game is not that hard. The killer role is not that hard. Win some, lose some. I just sit back and enjoy. If I get creamed, so be it. I try to have fun no matter what. I stopped stressing over playing killer over a year ago. It makes it much more fun.
Stress like all emotions is subjective.
Meaning something could be stressful to others but not to you.
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My change to predator would be it would instead make a second version of scratch marks that spawn along side the current ones.
These would have a wavy shape(Or entity "spider legs" shape) to them with a black center line with a pearl white outline to distinguish them.
These would disappear 2 seconds earlier then normal scratch mark but would have a near perfect path on where the survivor would have gone.
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@Xerge said:
No, I wouldn't recommend it, I think bloodwarden or rancor would be a better choice.
Insert: "Why not both" meme here.
I know end game builds are memes but if they are fun for them why shouldn't they go full meme?
Killer role is widely considered too stressful atm so who cares if they have fun.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1031949#Comment_1031949
Who cares why BL was changed? It's still a buff for killers since survivors can't use it to extend chases against M1 killers as much as before. The developers wouldn't change BL if they were survivor mains.
Instaheals provide more counterplay for the killer, and could've been left in a broke state if the developers didn't care about killers.
As we all know, EGC is extremely favorable for the killer, and finding the hatch is pretty easy once it's spawned in. All you have to do is slug, find the hatch, hook near the hatch, and use the sacrifice animation to reach the hatch before the last survivor does. This effectively, approximately 84% of the time, guarantees the killer gets a 4K every time they get a 3K. The only thing saving that survivor is if they get an indoor map or hope geometry is against the killer's favor. Developers, again, added a mechanic that makes 3Ks into 4Ks just to end the game.
About DS, if the developers didn't care about killers, they would've left it in its original broken state. However, again, you don't look at that, and only focus on the part you wanna see. I know DS can be strong, but unlike before, it has way more counterplay. You have to take everything into consideration of you want to get an accurate view of balance.
Overall, the developers aren't biased at all, they will make changes where they see fit. Just because X got changed doesn't automatically mean they are Y biased. If you take a look into the patch notes and see everything, you would understand my opinion better.
I'm willing to argue this further, since I'm trying to break the stereotype that developers are survivor biased.
I'd considered all infinites to be exploits and this changing them ISN'T buffing the killer role as it is removing something that shouldn't have been in the game to begin with.
If something can make the game unwinnable for either roll(Perma hook sabotage/Pre nerf BNP) then its an exploit.
If something makes the game much harder but still winnable(Like god loops/keys sense killers can still beat those or iri heads/mories sense survivors can still escape against these) then they aren't exploits.
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SB is the most reliable but they are all euqally as good just in varying niches
Head on being the weakest but it can be game winning at the right moment(Using it to save a teammate being held) but is extremely niche.
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@kreeper124 said:
Not sure where you got that from. I don't remember seeing anything about them disabling splinters
It was one of the few things in the leaked patch notes that never went live from what I remember.
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I really wish this had a neutral option of: Some should other's shouldn't.
As I feel like lullaby SHOULDN'T have a notification until max stacks just due to how minor of an effect it has until later stacks.
Third seal shouldn't as its the ONLY blind on hit perk in the game and should be obvious because of that.
Thrill being a hex is a meme as it becomes weaker even by cleansing other totems already. Also shouldn't have a notification as its the only pure totem cleanse reduction perk in the game.
I feel like all expose perks SHOULD have them as they are too powerful to remain hidden.
Its part of the fun of haunted grounds is the instant exposed message its a :"You screwed up" part of the perk.
Devour reaching 5 stacks should notify everyone the moment it happens because suddenly moris is stupid.
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They probably shouldn't but they DO need to force people to do some form of tutorial on hex perks as a whole.
That being said some hex perks SHOULD reveal themselves such as NOED and a stacked Devour simply because hiding that everyone is exposed past the first person getting hit is too powerful.
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@DanteMorello said:
https://forum.deadbydaylight.com/en/discussion/comment/1030841#Comment_1030841
Man that will be one long weekend.
Given that before the free weekend it was more or less neutral player average(~1% or less gain from what I saw) so yes it does have an effect.
Sarcasm doesn't work when something does in fact effect numbers to a notable(If small) amount.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1030815#Comment_1030815
Nobody says the lower tiers are useful. But IMO tier 1 & 2 of any perk shouldn't be used to qualify a perks usefulness. The game would be better off if they removed the tiers.
Anyways, you are making the same mistake as OP. You can find guides for using Whispers on Youtube if you want to learn how to use it.
I am just saying unlike perks like Pop where its more or less the same power at all ranks unlike whispers which is nearly if not outright useless at tier 1-2 and anyone who has tried it at the lower ranks probably thinks it sucks.
TLDR: Unlike other perks whispers effectively does nothing until leveled up so a lot of people tried it and found it useless.
PS: I do use it to find where they aren't as I like the perk because of that.
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@[Deleted User] said:
Wow! Dbd is gonna die? Again? Wait, nothing's changed at all. Probably because everyone here is making it a bigger deal than it really is.
Free weekend so those numbers aren't 100% accurate atm.
Not saying your wrong but the numbers are currently inaccurate due to people effectively demoing DBD atm increasing the numbers.
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@Mr_K said:
There's nothing wrong with Whispers. What are you going on about?
I really only find whispers good on doctor and no other killer, and even at tier 3, looking for a survivor when your perk procs kinda waste time just looking for one survivor.
That's using it incorrectly. Part of using the perk effectively is using it to know where survivors aren't as oppose to where.
Being honest: If you only use whispers tier 1 its effectively a dead perk as its range is so wide its near useless.
Remember radius is exponential(Area = Pi x (Radius^2)) in how much a few more meters actually adds to the total size by a lot.
tier 1 has a 7238.2 meter area of detection.
tier 2 has a 5026.5 meter area of detection.
tier 3 has a 3216.9 meter area detection.
Quiet the difference in areas covered wouldn't you agree and how the first tier is so wide its useless.
Edit: please correct me if I am wrong. I do use this perk btw just tier 1 isn't even worth looking at.