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Wazzup

Wazzup

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Wazzup
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  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269870#Comment_2269870

    If they are playing chill then technically they will never reach a point that requires sweat.


    This is what some people seem to be (delibrately) missing - if you fool around and play for fun your MMR won't be as high as if you were playing sweaty so you will get chiller enemies. And as each killer will have its own MMR, then whenever you can play a new killer and relax.

    Also it will be much better for people who are high rank atm and want to learn a new Killer.

  • @Weederick said:

    My guess is, he takes longer to learn now. When you start off, you want to chainsaw all the time just to see what works and then work from there. Probably feels a bit limiting on top of the usual punishment for missing chainsaws. Once the fun phase is over and you optimise your chainsaw usage, you'll cut most chainsaws and only go for backrevs, pallet mindgames and curves at tiles for the most part. Then overheat should stop beeing an issue. Another issue was the addon dependency of some players. There were a looot of instasaw users before the nerf and you just cant chainsaw all the time until you get lucky anymore with his basekit.

    His effort-reward ratio isn't as good anymore, but imo he is still as good as ever. He was great since release and the game only got easier for killers, so i assume it should favor billy who makes short work when pallets disappear. On the other hand, a good survivor can keep a good billy at bay and the average skill level has heavily increased over the years, so he naturally cant keep up at highranks anymore.


    More or less this. Hillbilly WAS somewhat easy mode before the nerfs in terms of effort/results. Amazing mobility, instadown capability and anti-loop was a scary combination.

    The nerfs were so bad however that it is now the opposite - for the amount of effort needed you can main any top-rate killer apart from Nurse and do much better. A skilled player can be VERY deadly but the effort needed is much more than for other alternatives. So a small buff would seem fair.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266701#Comment_2266701

    Well...yeah and that's the exact reason why everyone hates playing against it. Things that take away options and force a playstyle that you're not really able to demonstrate skill with is gonna be boring. Because the way you play against bamboozle is dropping a pallet when the killer hits space-bar at a window. That's not fun because it takes away the skillful part of chasing and you're both just playing like bots until the survivor eventually gets downed.

    It's not an amazing perk and it doesn't need to be nerfed, but it's not a fun perk to play against and people have every right to express that opinion, just as you have the right to use the perk.

    Wow a nuanced take.

    You may well be right - objectively the perk isn't too strong but it as it reduces their options, survivors don't find it fun to face.

  • In the interest of fairness and fun, I would rather that addons and the choice of maps doesn't make too big a change to win rates.

    So IMO all maps should have average win rates (where a draw is counted as 0.5%) in the region of 45% to 55% at most. And the choice of items should make at most 10% change for survivors or killers also.

  • Wraith was a joke before and now he is a decent B Tier Killer.

    The thing is that less experienced players don't realise that he is now an actual threat if you play carelessly. Much like Bubba, he punishes greed and carelessness HARD, but is not a threat to experienced survivors let alone good SWF teams.

  • I do agree Billy needs a small boost honestly. I prefer this to be done via a boost to his base kit rather than addons, since relying on addons (especially rarer ones) can leads to unbalanced games.


    Perhaps BHVR wants to keep Billt underpowered to prevent sales of Bubba being affected, but I don't think they will be if Billy is improved since Billy has a MUCH higher skill cap.


  • Don't forget Killer stay in a game till the end, while survivors can leave or be removed early so obviously points per game is not an ideal metric. Still even using BP / time played survivors do seem to get less but the difference isn't huge. So a small boost to survivor BP doesn't seem too unfair. Then again Killer is much more intense as they have to be focused from start to finish on chases ans hooks while survivors can happily M1 their way through gens so there is a basis for Killer earning more,

    Personally having been a survivor main for the first 90% of playtime I am fine either way. I would suggest boosting WGLF so you can also get 1 stack per generator equivalent completed. This would boost potential survivor BP a lot and discouraged the hook rushing at all costs that kills so many solo survivor teams.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/256367/about-bbq-and-wglf

    I just don't really like the fact they give BP bonus at all, it has the potential to affect match quality just for long term progression.


    Err, B&C doesn't affect match quality except possibly in a postive way.

    WGLF can cause issues though where survivors only want to get unhooks, and a campaign killer wins because of this.

  • I think it was Meg or Claudette for survivors, and Trapper for Killer.



  • I once played a VERY unpopular (i.e. incredibly underpowerd) class in a MMO. When i got to the first main hub I got a tell from someone asking what class I was as he hadn't seen it before.


    That was fairly depressing...

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262290#Comment_2262290

    How about this:

    Survivors have to find a specific part for each specific generator. This part is located as far away as possible from that generator.

    You get to slow down the game, and the survivor has fun looking for the part.


    That is a very good idea also - it fits thematically and is a fairly interesting twist. This forces survivors to move around the map giving killers more chance to find them while lengthening the game without increasing the time spent in front of a gen. Of course there should be a suitable BP reward as well.


    Perhaps make a separate thread for it?

  • @Jasix said:

    With the introduction of boon totems - here is what I think should happen.

    Four boon totems per match - that equals to 1 per survivor (not that each survivor has to do one). In order for survivors to access the gate OR the hatch - all 4 boon totems must be cleansed. Boon totems should take 21 seconds to cleanse (50% more than a regular/hex totem). Boon totems will not decrease regular totem counts - so you will end up with 9 total totems per map. That being said; more unique and random spots need added to each map for totems. With 9 totems per map I think there should be a minimum of 36 spots on each map where any totem can spawn.

    I do not think there needs to be a regular totem counter, BUT I do think just like generators - there needs to be a boon totem counter so once all 4 are cleansed other survivors are not trying to find boon totems. Boon totems should award 1k BP in Objective and Boldness category.


    Nice idea.

    Some potential issue i forsee is that:

    A)

    The biggie - if a Killer can see the boon tokens then he can camp one (or two if they are too close together) which would lead to boring games. Easily solved by having say 6 boon tokens and only needing to cleanse 4.


    B)

    if Boon tokens give too much BP then no-one will want to do gens initially.

  • @akanadi said:

    • hillbilly base kit buff
    • spirit counter play
    • weak killer buffs
    • fix spawns
    • add second survivor objective
    • fixing blight collision
    • fixing poor map design
    • buffing bad survivor perks
    • key nerf
    • huntress hitboxes
    • buff solo queue
    • give legion a gun

    Honestly, most of those seem perfectly reasonable.

    What is going on in the forums when stuff like this gets posted???


    I would say the most important points are:

    A) Buffing solo survivors as they get the really short end of the stick ATM.

    B) Buffing the weaker killers.


    A secondary objective would be nice for more varied play also.

  • @latinfla4 said:

    Survivors need a second objective right...so why not just make noed basekit for killers? You want more killers to stay? Swf with coms and 16 perks vs 1 killer with 4 perks sounds fair? Gen rushing would not hurt lower level killers as much as the game would have to last longer...and with maps and perks designed to find totems (especially with the new re dlc) would this really be so bad? Even makes sense in the lore with the entity being displeased if there are no sacrifices;so here killer a slight boost get me a kill.


    That is not a bad idea as gens go VERY quickly with a decent survivor team and it does provide an alternative objective that is not essential but helpful nonetheless. Survivors should get a token counter to help out.

  • @nursewannabe said:

    I like it, and I also believe WGLF needs more ways of getting stacks. Picking up a slugged survivors should grant one. Right now it's simply not good enough and it promotes hook rushing


    Yes exactly.

    WGLF just encourages the entire team to rush hooks for a save, regardless if if loses them the game, Because if they get a safe unhook they not only get a buttload of points but also even more from the WGLF stack. Given that why would you NOT hook rush as opposed to spending a boring 80 seconds on a gen for far less rewards comparatively?

    An easy fix I would suggest is also giving WGLF a stack every time you complete the equivalent of a generator. This would encourage people to not bother rushing hooks if the killer is camping or if it unsafe.

  • @FrootLoops said:

    I don't think one merciful match is going to throw anyone into the sweat pool. more than likely SBM is a continual averaging of match results. BHVR hasn't released the information on how it works, but we can safely assume that a statistical anomaly here and there isn't going to drastically shift anyone's skill rating


    Precisely this - ELO (aka MMR) is a statistical measure so an occasional anomaly is not only not an issue but expected.

  • Doesn't looking to the side a bit not trigger Spine Chill?

  • MMR is a probability based system so even if it worked "perfectly" you would still have some spread of easier. average and harder games. You just shouldn't get one sided massacres. So I suspect that this won't be a serious problem in actuality.

  • @GannTM said:

    The Blight is the most fun in my opinion. He has a high skill cap and zooming around the map bumping into obstacles to catch survivors is very rewarding when you get good at it.

    I would go with Blight as you can't beat psycho pinballing for the win...

  • If you are a new player then it might be worth getting closer to survivors and using the quick attack (tap M1) rather than lunge (hold M1). It has a shorter range but you are less likely to be messed up by autoaim IMO.

    in Killers Comment by Wazzup
  • There are two related issues here.

    First the game was originally intended to be for 4 solo survivors against a killer hence the lack of ways to communicate in-game for survivors. Which so long as all survivors are solos is not that hard to balance Killers around.

    Second, the Devs introduced SWF and even encouraged it on their own Discord. SWF effectively gives those players the equivalent of 15+ free information perks over solo players which leads to a huge disparity between solo and group survivor players. So any Killer that is balanced to be able to cope with SWF teams will absolutely decimate solo teams. The Devs did promise to help close the gap between solo and SWF teams but so far nothing has happened.

  • Okay as you insist I won't say that "You are dumb and you should get good."

    Instead I will note that your idea is dumb just isn't that good. Is that better?

    More specifically, random pallets add a dynamic layer to the game which keeps it interesting. Though I wouldn't mind a system where the pallet generator assigns the first X pallets a minimum distance away from any other pallet. This would reduce the chances of the unfun cases where one side of the map has zero or a huge number of pallets while still preserving a random element.

  • @Sweet_Potato said:

    BHVR is scared to give us more BP, because everyone would probably run broken rare and ultra rare Items and Add-ons.

    The solution is to split blood web for Items and Add-ons and implement some other perk unlocking mechanics.

    Not saying you are wrong but that would be a very stupid reason.

    All they have to do is announce they are doubling BP gains from now on, and halve the rate of rare and ultra rare items.

  • Yeah I lost a few friends who joined and had a good time (well except the one who tried killer and got smurfed till he gave up) but all soon left once they realized the amount of grind needed.

  • Just gives solos Kindred, perhaps without the vision of killer, and Empathy or Bond. This would help so much as a lot of the disadvantage of solo players compared to SWF is figuring out if you are the best person to go for a hook save and healing/covering injured teammates. Also a communication wheel or ping system would be very helpful too.

    If BHVR had actually wanted this to be a true horror experience with no communication they would only have had solo play and they certainly wouldn't have channels in their own Discord for SWF groups.

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