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Wazzup

Wazzup

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Wazzup
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  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352252#Comment_2352252

    Totems might be a bit much, you could get all four stacks just by running Counterforce and not actually contributing to the main objectives at all, but for entire gens repaired I think that would work.

    Maybe only the first two events of a category should count for stacks (similar to BBQ only counting each survivor hooked once). So like your first two unhooks, your first two protection hits, your first two generators completed, and your first two totems cleansed. You could do one of each, or pick two twice, etc.


    Yes - I spotted the same potential issue also. That is why my version gave double as many stacks for safe recues and completing (100% of) gens so it is more efficient time-wise to do those actions.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2352256#Comment_2352256

    I would buff and nerf this perk.

    Max 8 stacks. Each stacks will add 12.5% more points (Max 100%). Finishing gen, healing someone, cleansing totem will also add stack now.


    I had a similar idea. Max 8 stacks, with each stack adding 12.5% with 2 stacks for Performing a Safe Hook Rescue and 1 stack every time you:

    Complete 50% of a generator.

    Cleanse a totem.

    Heal 100% of someone else's health state.

    Take a Protection Hit for an injured Survivor.

    Stun the Killer to rescue a carried Survivor.

    Blind the Killer to rescue a carried Survivor.


    This incentivizes safe rescuing and finishing gens as they give stacks the fastest, and are the most beneficial actions to do for your team's survival, while also giving stacks for other useful deeds.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332173#Comment_2332173

    Explain any type of counterplay you could possibly imagine you give spirit that does not make her inherently weaker. I'll wait.


    Since there aren't enough viable Killer choices at red ranks a possible change could be giving Spirit a clearer annimation when she cloaks, and decreasing the cloak CD.

  • It's nor a bad idea, but the fundamental issue is map balance. If you buff the speed of killers so they will be fine on larger maps, then they will be too powerful on smaller maps. So we will have the same issue but in reverse.


    So the Devs should at least try to balance the maps somehow. Perhaps add an extra generator that has to be done to the largest maps only, so survivors have to do 6 out of 8 generators on them?. And maybe remove a generator from the smallest map so that survivors have to do 4 out of 6 generators there?

  • I would make a small change to reduce idiots picking on people:

    At the end of the match everyone sees their own ELO, that of the Killer and the average ELO of the other survivors.

  • @NoOneKnowsNova said:

    Although I understand your frustration, none of these ideas would work well as theres a huge difference between sweat squads (premades that do gens as fast as possible) and fun squads (premades that simply play with friends for fun).

    The solution, that many people want, is buffing solo survivors and then buffing killers up to swf level so everyone is at an even level.


    A working MMR would sort all these issues out as those SWF that are tryhard would end up facing the Nurse Gods and those who mess around end up playing the newbie Tricksters. That having been said although MMR has been shown to work in other games, I will believe BHVR can manage it when I see it (and perhaps not even then for a while.)


    So next best option is buffs that only benefit solos and not SWF (so basically informational bufs such as totem counter, wheel communication, mini-bond/kindred.empathy, etc,) and buffing the less powerful Killers as well.

  • A lot of games aim to balance for the top levels and succeed very well. The issue is when low level and high level play is dominated by different characters.

    So the best of all scenario would be both high level balance AND an effective ELO-style ranking system.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/262682/wow-cakes-made-available-to-survivors-is-a-joke

    This is so weird that people are getting so few cakes... While they're not ABUNDANT, I've been able to gain at least 2-3 cakes after every match that has 3+ cakes in it. I started with 18 last night and after 3 hours, ended with 33 on Jill after using a cake every match.

    I'm either getting extremely lucky or other players are getting extremely unlucky.


    Yes I also ended up with the slightly more of cakes than i started with after a farming session with some friends, although we usually had 3-5 cakes used per game.

  • Sorry - I just wanted to make sure whether this refers to new changes? As your second paragraph seems to imply that we can use any killer in the tutorial?

  • To be honest just being able to take a survivor or killer solo into any map would be a huge improvement.

    Of course fully customized bot matches would be great but i assume they will have to be have extra programming for every map and killer. But at least being able to use any killer with the bots in the tutorial would be very helpful,

  • Thing is that unless you have a set group of friends to play with in a SWF then you might as well use your cakes during this event when you can use the additional points to buy even more cakes and repeat the cycle...

  • @Bumbus said:

    One more hint to the above - don't kick gens if you are not sure that there is no survivors nearby. It isn't worth it if the gen doesn't stay untouched for a long time.


    To be honest is it ever really worth kicking a gen if you don't have Pop?

    It take 2 seconds plus however long it takes to walk there, and back to your optimal route so even if near a generator that can be 5 seconds total out of your way. Then it only regens at a QUARTER the rate a survivor can fix it. And there are 4 survivors. So if it takes you 5 seconds out fo your way total that is 5 * 4 * 4 = 80 seconds that it has to regress before it is worth it, and a survivor can stop that regression with a fraction of a second of using the gen even in a chase.

    So IMO it seems pretty much never worth it unless you are using perks I think.

  • @Asssblasster625 said:

    One of the killers I find easy to start with is doc. He has good tracking easy game with static blast and madness. And when you learn him more you can consistently stop survivors from vaulting or dropping pallets for easy hits


    Doc has some very strong points in his favour as he finds it easy to find survivors and he has counterplay aganst excessive pallet-looping or windows so he makes a pretty good starter Killer.

    Still the fact that you are so strong initially may make it hard to get used to other killers who lack those skills. Personally I think maybe Wraith is a better choice as he is a pretty basic M1 Killer abeit with very fast movement speed.

  • @FreakPrince said:

    I got more than 30 cakes leveling up my Deathslinger and I didn't even reach level 50 yet.

    Interesting - so maybe it has something to do with the chances of cakes being fixed per bloodweb and not nodes?


  • @TwitchyMike said:

    Okay ######### I have a lot of perks to get


    Sort of - for the vast majority of Killers you can do well with just Barbecue & Chili, Tinkerer, and Hex Ruin/Pop/Corrupt Intervention, If you don't have these yet Whispers and NOED (also possibly Enduring) can be used to fill in the gaps till you do.

    Honestly using just free perks, a setup with Whispers, Tinkerer, Enduring & NOED is pretty effective until you meet very good survivors when you almost need gen defense perks,

  • AFAIK this is only bannable if you farmed with them, and then killed them.

    Regardless it was a very douchy move.

  • Oh one VITAL tip - don;t learn useless perks from other Killers as it will just mean you take longer to get to the perks you really want.

    Community list of the best perks:

    This page shows you what the best Killer perks are in the game Dead By Daylight. The data is community based and open for voting.


    and a decent guide to the best perks (and DLCs):

    https://steamcommunity.com/sharedfiles/filedetails/?id=2518354982

  • Nice guide.


    One point that it is worth mentioning is that to three-hook a survivor Nemesis typically has to hit them 8 times (3 initially, 3 after vaccine, 2 last time) compared to 6 or even 3 for other killers. Naturally this leads to longer chases and increases the need for gen slowdown perks.

  • For easy to use Killers than have decent potential I think Wraith and Leatherface are good choices. Both have abilities that are fairly easy to undertsand and use, and both Killers can do decently against 90% of survivors.


    Wriath is free so a natural choice but Leatherface (or at least his perk, Barbecue & Chili) is really helpful to obtain since B&C doubles the bloodpoint gain in most matches and is a decent informational perk also.

  • I think 2 kills 2 escape is the perfect balance.

    HOWEVER....

    The problem is that Survivors are either solo or SWF and the informational difference is too huge. So any Killers that can deal with good SWF groups, and you need Killers who can do this or no-one will want to play Killer, will absolutely annihilate all but God-tier solo survivors. Something has to be done to buff solo survivors informational awareness else this imbalance will continue.


    Technically, a working MMR would sort this issue out, but i will believe it when I see it...

  • BBQ's information value is far worse than of Thrilling, and several other perks. Moreover I have literally no idea why survivors would want to get rid of a anti-camping perk.

  • Doing generators gives comparatively little points for the time required although they are a vital part of escaping, and should be done. You get a lot of points quickly when you interact with other survivors (heal, and especially save from hook) and the killer (be chased, especially if you can stun them with a pallet or flashlight or escape). And as you might expect this incentives survivors to not bother doing gens which means they can have atrocious escape rates in solo queue.


    Check here for the full info:

    https://deadbydaylight.fandom.com/wiki/Bloodpoints

  • @AGM said:

    This post makes no sense. If you're losing against good teams then the MMR system will eventually match you with monkeys of the appropriate skill level for you.


    This is the key point - a (working!) MMR system would ensure that killers were always matched against survivors (either solo or SWF) of a similar standard to themselves.


    So it has LITERALLY nothing to do with buffs or nerfs to Survivors or Killers in anyway.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284625#Comment_2284625

    And two of which are just so fun to control on console. Often makes me wonder if we're we even playing the same game?


    Yes I feel console Killers especially get stuffed when up against good SWF groups :(

  • +1 to anythind that makes the insane grind better.

  • I completely ignore the pip system.

    So as a survivor I feel that a gate escape is a win, a hatch escape when the gates are opened is a good win, a standard hatch escape is a draw and a death is a loss.

    As a Killer 0 or 1K is a loss, 2K is a draw and 3 or 4K is a win.

  • If you are using Lightborn the number one tip is:


    PRETEND YOU DON'T HAVE IT


    Basically look away when you can and play as if you are blinded occasionally so they think its is working and they just missed the other attempts.

  • @ManyAchievables said:

    Are you... alright? I don't think it's mentally safe to play DBD this much in this amount of time...


    I agree but only because its DBD he is playing :)

  • Yes, but we can't talk about it IIRC.


    EDIT:

    I mean why it is happening.

  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288768#Comment_2288768

    Separating solo and swf is not a good idea honestly i dont know any killer who is massochist enough to go in the swf queue unless they are nurse main


    Realistically in such a system the Killers would not know which queue they are up against.

    But separating the queues like this would allow solos to receive buffs that would place them on a similar level to current SWF, and also allow Killers to be buffed to be able so they can fairly face SWFs.

  • I have always felt that WGLF should reward survivors for doing the things that allow them to escape. So in addition to the current ways to get tokens, the equivalent of every gem completed by a given survivor should count as a token. This would also reduce the losses caused by those WGLF survivors who tend to obviously hang around the hook making it pointless for the killer to move away.

  • The game has pretty much always been survivor-sided at the top level and especially so if playing against SWF. A working MMR system would in theory sort this out by matching survivors and killers of equal skill but let's see what happens in practice. I suspect that what is most likely to help would be a buff to solo survivors that only affects communication abilities (and so won't change the strength of SWF groups) and a buff to lower tier killers.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288669#Comment_2288669

    Did you miss or just ignore where he said he can usually loop killers for five gens? You can try giving him concise advice on how to better handle him.


    No, I didn't. I just don't see how someone who allegedly has 2000 hours and can loop other killers for 5 gens has such massive issues with Bubba that he considers Bubba OP. By that time, he should be the one giving advice to all but the semi-pros.

    Perhaps he could post a video so we could see and give feedback where exactly he has issues with Bubba.

  • Trapper is weak and they should increase the base number of traps he can hold by one I feel. That having been said, if you let him carry as many traps as he likes, he would be insane OP using a 3-gen strategy which pretty boring for everyone.

    I do feel he needs a complete reworik, but have no idea how to go about this fairly.

  • @ITSCJ46 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288639#Comment_2288639

    I have over 2,000 hours, I'm usually able to loop killers for 5 gens but against bubba on maps with unsafe pallets I just can't for some reason


    If you honestly have 2000 hours and still have issues with Bubba then i don't think anyone can help you.

    There is a reason why he is almost never considered a high-tier Killer except by noobs.

  • @Noz said:

    The problem is that the game is at a stalemate and neither party can meaningfully progress the game without the giant risk of losing it immediately.

    Currently dbd has no way of addressing this.


    Pretty much this.

    I think a system where if the fifth generator was not done for 5 minutes then end-game collapse would automatically occur but only the hatch could be used to escape would at least allow people to get on with their next game more quickly. One survivor (maybe) gets out but at least its not a half-hour or more snoozefest.

  • Bubba is only good against new players who don't have the game experience to make the most of loops and windows. He is, however, only mediocre against experienced players, and is very weak against the top tier of survivors.

    The best way to improve against him is to actually play him askiller and watch the tricks survivors use to escape you. Alternatively watching streamers play against him will also be very helpful.

  • "

    The game can never be balanced when half of survivors are coordinated and half are stumbling around blindly. Once the gap between solos and SWFs is lessened and it becomes more a matter of individual merit than comms, killers can be rebalanced around the new average survivor performance.

    "


    Yes that is my line of thought too.

    Solos get buffs which DON'T affect SWF groups as they already have that informational from comms anyway, and also weaker Killers can be boosted so the playing field is fairer and more fun for everyone.

  • I haven't faced a camping Bubba in ages so i suspect you are at low ranks where that is more common. You will be glad to know that at higher ranks it becomes far less of an issue, not to mention you don't even see that many Bubbas there anyway.

  • Hag is in a weird place if you use here to 3 gen. She is insanely powerful against solos, who even at the top level, have diffculty coordianting to get rid fo her traps, but Hag is also remarkably weak when facing good SWFs who obviously have no problem co-ordinating well.

  • Killer shack is amazing for survivors so long as the god pallet is available. Once that is gone though, if the basement is there then any injured survivor is risking throwing the game fi they are found nearby.

  • I think this really depends on peoples' ranks as certain killers are much more common at different bands.

    It wouldn't suprise me if Leatherface and Wraith were over-represented at low and mid-ranks but fall off in popularity very fast at high ranks where Blight, Spirit and Nurse become more common.

  • Trickster is only a decent threat in maps where the survivors have little to no cover. On most maps and against good solos or even below-average SWF you are likely to have a really hard time with him.

    Honestly you would be better off with almost any other killer in terms of the effort required for the same result. Still if you find playing him fun, that is the main thing.

  • @Laluzi said:

    Free premium currency doesn't work in a game where premium currency purchases are contracted to license holders. BHVR would be paying out of pocket for every licensed character and skin purchase that was made with free auric cells.


    This!

    BHVR has to pay a royalty fee everytime a player obtains one of the licensed characters. So giving out Auric Cells would cost them actual money, while say shard doesn't (directly) cost them actual money.


  • I think that overall the game is balanced for survivors. But that is like the old joke about how if you have one hand in boiling water and one in a bowl of ice-cubes the average temperature is perfect. Likewise here SWF > Killers > Solo but the gap between SWF and solos (~15+ informational perks) is so great that any killer that has even a half-decent chance against equal skill SWF will absolutely crush solos.

    So DBD need massive buffs for solo survivors that doesn't also boost SWF and large buffs for low tier Killers.

  • @LiunUK said:

    on hyper aggressive killers like nurse or blight who can be on the survivors before the effect of lethal pursuer ends its amazing to start the snowball


    This is my opinion also - the perk is only good on killers who:

    A) Can get to survivors before the perks ends.

    B) Snowball well off early downs.


    By contrast for most killers without very high mobility, Whispers will allow you to find survivors almost as well and is useful through-out the game. So LP is IMO a well balanced perk - useful but not game-breaking.

  • Trickster is weak on any map except the very open ones.

    So perhaps they could reduce the number of knifes needed to damage a survivor by one? Alternatively increase the fall-off period for the survivors knife hit counter, or just reduce by one every 30 seconds?


  • @UncleStabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283456#Comment_2283456

    I'm not the best killer player, but thanks to the crappy matchmaking, I often find myself up against red ranks-

    And STILL manage to get consistent 3-4ks as a console killer. This can't be the case, plain and simple, because, again, I'm far from professional level.

    The game isn't survivor sided. Maybe you're just letting the game frustrate you too much to get better.

    Your experience is certianly valid for the level where you play, but at the very top skill levelssurvivors (or at least SWF groups) do indeed dominate. Personally i hope MMR works as it should clean up the current joke that we have for a rank system.

  • For solo survivor and killers I agree this is more or less accurate. There are some brokenly power perk synergies for dedicated SWF groups though.

  • The best way to learn to counter a character is usually to play them and see what works against you. The issue with nurse is that to get to a decent level will take you 100+ hours if you are a skilled Killer and also a super-fast learner so this is not really a viable option for many people.

    So here I would suggest watching of high level players both playing nurse and playing against here.. Also there are some YouTube and Twich video complilations on how to beat/win with Nurse that can be very helpful to get the basics.

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