Wolf74
Wolf74
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If you get picked up, the result should be getting hooked in MOST cases.
If no one interferes and the killer doesn't try to get you to the basement, you should get hooked in like 80-90% of the cases. -
How about "just break the totem"?
Oh wait… yea, that would slow down your gen rush, so you better come to the forum to complain instead of changing your way to play.
Simple rule: Everybody does cleanse at least ONE (dull) totem.
4 survivor doing 4 totems plus one hex (Ruin), done; no Noed.
Not that hard to do. -
Survivor show a lot of overconfidence if they still ask for NM buffs.
They are so sure about not getting hit at all, that they gladly give up a healthstate and ignore the fact that they basically negate any one shot ability. -
@ChesterTheMolester said:
RuneStarr said:@Wolf74 said:
@RuneStarr said:
-Good for getting quick heals if not running self care
Getting healed is still faster and more safe than using SC, if you have it.
I agree, however there are many that don't (not my screenshot). This kinda bs happens super often and to the point where some people refuse heals from teammates to self care. So silly.
Its because of the BP, i believe points from self care should be removed andhealing others should grant more BP. Would also hopefully increase the popularity of perks like Autodidact and We'll make it
Since I am actually interested in SURVIVING, I rather let myself get healed up fast instead of doing ti myself just for the points.
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@RuneStarr said:
-Good for getting quick heals if not running self care
Getting healed is still faster and more safe than using SC, if you have it.
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@Dr_Trauts said:
https://www.reddit.com/r/deadbydaylight/comments/7urzsq/i_compared_leatherface_chainsaw_speed_withwithout/ i think thats the link you can judge it for yourselfThis is a bad joke.
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Since I am playing solo 95% of my survivor games, I need Bond for Infos.
Who is where and is someone chased etc.And ofc where is the next survivor that I can use to get the killer of my back.^^
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@Peasant said:
@friendlykillermain said:
@Peasant said:
@Utna said:
@Peasant said:
@DocOctober said:
@Peasant said:
@George_Soros said:
Peasant said:Just finished 1.0.2, I have -3 for survivors and +2 for killers. Survivors got: (Botany and healing nerf, sprint burst nerf, We'll make it nerf.) Killers got: (Stillness crows added, Spies in the Shadows buff.)
Not to be a downer, but whatever the final numbers are, they should be interpreted with keeping original state of balance in mind.
That said, please go on. Properly done Excel sheets are incredibly sexy.Yeah, I'm currently on Patch 1.0.5 and it's a slew of killer perk buffs and nerfs, can't wait to calculate this out!
Sounds like you're doing the exact same thing as OP: valuing quantity over quality, which is not how you go about these things. Please correct me if I'm wrong with that sentiment.
Also, I suggest that you don't go purely by Patch Notes. Patch Notes have left out multiple shadow changes, even a QA dev admitted that they are usually incomplete as they can't remember everything they change.
Damn, I suppose you're right. Unfortunately, I don't really know how else to really "measure" the balance of the game. I suppose I could make a Powerpoint of the changes, but then again, won't that just be quantity based? What to do?
There's nothing to do actually, the whole discussion was started under the false idea that X number of buffs mean something in terms of balance.
Any balance related question is about HOW MUCH and not how many.
I guess the only way to measure it is the number of escaping survivor per match compared to the date of each patch release.
Wait a second . . .
https://www.youtube.com/watch?v=4F4qzPbcFiAyeah exactly obviously those results wouldn't favor us and would ultimately be biased
If you did a qualitative analysis the results would be different. A number of my +'s for killers were buffs to "Spies of the Shadows". Who even uses SITS?!
Before the perk got gutted, it was a very powerful perk and I used it a lot.
Btw... +/- things… if something affects survivor in general it should be worth "1", while any change to specific killer should only the worth "1/4".
That would get closer results.
Also minor nerfs/buffs should also be just "1/2".
And bugs and fixes should never count anything. Even the removal of infinites should not count. -
@I_am_Negan said:
Another camping topic. I don't camp or tunnel I find it boring I'm probably one of the few friendly, fair, fun killers out there. But why does everyone take it so serious do what you have to on the hook and move on to the next game. You might run into someone like me. You can't change the way people play.

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@AndreasLyUs said:
@Spicybarbecue One more killer main that dont care about balance but only "I WONNA GET 4K EVERY MATCH [BAD WORD] BALANCE".lol
Today I had a match as Wraith with 1K and the survivor insulted me in aftergame chat as a frickin camper and tunneler and therefore a trash tryhard killer, yadayada… you get the picture.
They did not CARE that it was a 1K match!
They complained and cried like they got totally trashed, but in fact THREE escaped.
Survivor in general do not care about "balance". -
@DocOctober I know, I just keep talking about this for other people to read. Sometimes you have to argue with biased stubborn survivor mains, just for others to read, so that their crap doesn't go uncommented and other read take it for truth.
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I think we could go over the whole list in details and rip it apart.
Example: "Noed improved" , when it is a true quantitative view that would count as "0", because the lower tiers got the exposed effect, but lost speed improvement. -
@Edilibs said:
SS: Nurse, Hillbilly
There is no other killer on the same level as Nurse.
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@George_Soros said:
I have another idea: reward the first one who leaves with X amount of BP, the next one a little less and so on.Yep, good idea.
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@Blueberry said:
I don't see how this ranking system is any better than what we had before.It better masks the inabilities of killer.
Now killer can get a participation trophy if they had been unable to kill anybody. -
@powerbats said:
@pabloddiablo316 said:
this is the clip I wzs on about as you can see my friends did gen rudh but this wasted a BPS and i only got about 9k points at end of game
I do wish the hooked person should gt credit for gens and being a decoy basically similar to the one you get for distraction. Only this would work based upon if the killer is camping and no survivors are near as well.
So you get credit for gens being done and then get distraction points the longer you keep them occupied.
So again a survivor main asking to get rewards for failure.
You got caught, you are on the hook, you failed.
Now you can decide to be a decent teammate and stay as long as possible, or your just a douche and suicide on the hook or leave.
Rewards are for success.
Killer don't get rewards for escaping survivor either. -
@AndreasLyUs said:
@Wolf74 I play both killer and survivor much. Both sides i think survivor should get a LITTLE buff. Not something big. The balance should be average 2 kills every match, but when i play killer in rank 1 i get around 3-4 kills.Sorry, but your claims are laughable at best, every experienced player KNOWS that the game favors survivor.
Killer are only strong in the low ranks where they stomp noobs.
So I just do not believe you that you have a significant amount of ingame experience as a high rank killer. -
@Radiant said:
There are still some trends and consideration we can make and questions we can ask, like:
1- Are killers usually too weak when they are first released? Given the amount of improvements needed - look how many time the wraith have been buffed in 2 years - it looks like something is wrong with that.
2- Was the game generically too unbalanced towards survs 2 years ago?
3- while the surv nerf\buff is "gently" leaning downward (currently around-15) the killer nerf\buff ratio looks like growing exponentially: what does that mean?
4- Is the surv playerbase getting better faster than the killer playerbase so a constant nerf to surv capabilities is and will always be needed?
5- In this framework, it appears like it will never be possible to touch some big issues like: hitbox, lag, vacuums and so; since those are generically killer advantages they would heavily impact the game with the inevitable following need for many more survivors nerfs to balance back.
- Simple said, yes.
- Again, yes and it still is.
- That means, Devs start to acknowledge the unbalance and work on it.
- No, because the survivor playerbase does not "get better faster" it s just a gamedesign flaw that makes survivor just easier to play with less skill. When the player are on the same skilllevel, the survivor will win with the killer getting 1K max.
- Since when are problems with hitboxes, vacuum and lag favoring the killer?? Hitboxes are in favor of the survivor, vaccum was fixed and lag always goes both ways.
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@Rebel_Raven said:
Anyone got one of those "how do you do fellow killer mains" pics?
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We could go over all the details and would find a lot more that needs to be reviewed in this stats.
Like already mentioned, fixes should not be included and any specific killer buff should only be worth 1/4 of a point and same it true for single map changes. -
First of, good effort!
But as every statistic is has it's flaws, since not every nerf or buff should get weighted the same. Especially buffs to specific killer aren't worth a +1 when a survivor buff is worth -1.
Survivor are just skins and a survivor buff affects everyone, while a buff for a specific killer is only affecting that ONE killer.On the other hand, the chart shows that the game is taking a good direction balancewise right now.
Survivor had been way to powerful for 2 years and despite all the nerfs and buffs, they still are very strong. -
@ReneAensland said:
Needs to be reworked, or taken a look at, or test anything but it needs some rework.I was still on her shoulders when she was about to hook me, then my Wiggle Meter stops.
Anyone know if there are any talks into balancing this out?Or is it balanced? Is this balanced?
I main killer and I wouldn't mind a rework.I watched the video several times now… when did the "vacuum" happen and please explain me the "unfairness" of it.
I just saw someone getting hooked. Period.
Hook vacuum is a survivor lie. -
@Tsulan said:
If you complete a gen up to 90 percent and the killer kicks it. Do you return to that gen after the killer left, or do you search a new gen?That's exactly what the killer does.
And no, he isn't trash because he camps you. Since he caught you in the first place.
Very good answer.
Survivor just try to use peer pressure through the forums to make new player believe camping is for "trash killer".
Most of the time -like 98% of the time- I am actually totally right to do so, because the others will come, no matter what.
I see them sharking around the hooked victim waiting to get a chance or I just don't take their bad executed bait to drag me away from the hook and at least 2 survivor are busy trying to get the unhook, so why should I try to look for the one that is not and sits somewhere across the map? -
Do a Q&A question for the Devs.
Ask for stats.
I can only stick to my personal experience, which you don't want to believe.
So ask them. I would love to see some stats again. -
Doesn't it already do that?
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Just no. WGLF should only grant token for SAFE unhooks.
Stupid unsafe unhooks should not get rewarded at all. -
@ReneAensland said:
@Attackfrog said:
It's not my job to make sure survivors have fun.Not is it my job to make sure they get blood points.
My job is to get as close to a 4 k as possible and obey the ToS, even if that means choosing "dirty" perks or "playing unfairly". Unless it violates ToS, then it's fair game.
Survivors can do the same thing. I camp when I need to and don't when I dont. If a survivor cries about that, oh well. ...Next time being ds and pallet loop me...you probably won't get hooked as easily.
There is NO excuse for a camping killer.
Never.You can try and justify it as much as you want, but I believe the only OK reason to monitor around the survivor is when your BBQ and Chilly doesn't show you anybody and you know they're around you.
That's it.I don't need an "excuse" for camping.
If I want that sucker dead, I camp. In most cases it is just playing efficient, because the other survivor will play superaltruistic anyway.
So there is fresh meat on a hook... sounds like a good bait to catch more for me, so I rather stay near and wait for the greedy douchebags to come running. -
@Aerys said:
I am aware they were nerfed and buffed, and I'm not saying to change them back (From what I understand WGLF gave a healing buff and such?). If you read my post I don't advocate for anything of the sort, so what point are you trying to make while using me as a strawman?See? You do know nothing Aerys Snow. WGLF never had an ingame effect, it was always about the bloodpoints.
It got nerfed, because if screwed the lobbies, because to many player switched to play survivor.
Survivor got a crapton of bloodpoints with it and killer have been even weaker to play as of now.
And BBQ got buffed to fix survivor issues, the said long lobby times and to lessen camping and tunneling.
These perks are basically balanced now in their current form.
Survivor can afford to waste a perk slot for bloodpoint gain alone, but killer need efficient perks that really help them during the trial. -
@Aerys said:
Briefly skimming through the posts I see there is a lot of vitriol between people here. I've only been playing the game for a few weeks and got Killer rank 1 already (to my dismay) and survivor rank 8, I enjoy both, and I understand why BBQ'n'Chilli and WGLF exist how they do now. However, there does exist two vital differences between them, one of which is innate and the other is situational. The innate difference is that BBQ'n'Chilli actually has a secondary (its Aura reading) use aside from points while WGLF does not. The situational difference is that BBQ'n'Chilli uses a main objective to stack points (hooking a Survivor) while WGLF uses two highly situational objectives (rescuing a hooked teammate or body blocking for them). This has often led to a lot of body blocking plays that I've seen at the exit gate simply to raise their stacks while they refuse to escape.The way to fix these issues is rather simple however; Have WGLF's stacks come from main objectives as well. Giving 15% bonus BP at the end of the match for each generator completed (15 * 5 = 75) as well as a 25% bonus for having powered an exit gate. This accumulates to a 100% bonus BP gain, assuming you lived all the way to the end anyhow, and would eliminate the pointless body blocking exercises just for stacks. If someone dies during the game they would get however many generators were done/the exit gate being powered when they died, so if 3/5 gens were done they would get 45% bonus BP. As for the secondary use, someone had pointed out that the probable or explicit reason BBQ'n'Chilli has that use is to promote hunting down other targets and not camping/tunneling. Good in theory, not always effective.
Ideally though, as the game moves forward, these two perks should become innate effects for Killers and Survivors rather than a perk. There are simply far too many characters to level up at this point and that number will only ever increase. Exp bonuses will be sorely needed more than ever then going forward. It also locks 1/4 perks for either side to being those boosters lest every game you play be only half the value it could be when speaking efficiency.
And since you are new to the game, you obviously do not know or understand the WHY behind the changes of these perks.
WGLF was nerfed and BBQ has been buffed, to balance the game.
It worked well and do not want to go back the old versions, that would create old problems -
@AndreasLyUs said:
Yeah lightborn is pretty broken like many killer addons. I have a idea. Idk if its only me that thinks it but maybe do so the flashlight blinds faster when you blinding the killer in the pickup animation and keep its normal timing to blind a killer when he break a pallet or vault a window. Dont do the pickup blind too fast, but maybe speed it up 0,8 seconds or something like that. Right now its 1,3~ seconds. And baby killers, please dont say "flashlights too op" because its NOT. Right now the flashlight kill survivor more then save survivors.Your logic is completely twisted upside down.
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@Jack11803 said:
@Wolf74 said:
@Jack11803 said:
Gonna adress this? It seems when someone makes a point that actually works, and goes through your points, you seem to conveniently not see it.
I just don't agree on his point of view.
I understand his points, I just don't think they matter, because they are weak.
Seeing a new target in the distance is still a good reason to go hunt, knowing nothing is always a good reason to stay. So the pro outweights the con. The killer can actively decide to go for a halfway asured new chase and accept the unhook, but if he just expect someone near with no new target as an option, he would stay anyway.
So no, I don't ignore it or "not see it", the argument is just not that strong.Those weren’t the points. The points, were regarding bloddooint gain, and why survivors should get a buff to it with just base bloodpoints or WGLF. Not how effective BBQ is in the meta
You call THAT his point??
Survivor get enough points, why should they get boosted even more?
Good survivor can get more points than the killer already.
If other survivor can't, than they might be not as good survivor as they think they are.
Survivor can use their items multiple games and can even stock up their stuff through chests.
Survivor are just skins and you don't need to level up every survivor.
The only time that slows survivors point genereation down is waiting for their SWF buddies if they get killed early. -
@brokedownpalace said:
Wolf74 said:I can't believe people bring up that "it's a game" to ignore realism.
Any game, especially fantastic games (or movies or books, etc.) need SOME level of realism to make the player immerse in the game.
There has to be some consistency in the physic of the gameworld.
Of course some stuff like killer powers are meant to break that, because they are some kind of demonic magic, but the rest around it hast o follow some rules to make it feel real.
But exhaustion being relieved from a chilling time hanging out at an relaxing rusty hook? Come on.
Leave your "this is a game" crap and get some real argument supporting this crappy band aid to please the survivor and give them another extra chance on top of all their extra chances. Why is the killer get punished for teammates doing bad unhooks?
"Any game, especially fantastic games (or movies or books, etc.) need SOME level of realism to make the player immerse in the game."
There is "SOME" level of realism. You're just trying to pick and choose which things you think should be realistic to suit your bias.
lolBut your totally bias free, right?^^
So funny, you defend a bullcrap mechanic just because it helps YOU.
Killer are MEANT to have "unrealistic" abilities, because they should be the powerrole that can do things that survivor can't. That's why they can't get hurt, etc. But you just ignore the whole core concept of the game and call me out to be picky and biased.
That just wrong on so many levels. Just hilarious. -
@Jack11803 said:
Gonna adress this? It seems when someone makes a point that actually works, and goes through your points, you seem to conveniently not see it.
I just don't agree on his point of view.
I understand his points, I just don't think they matter, because they are weak.
Seeing a new target in the distance is still a good reason to go hunt, knowing nothing is always a good reason to stay. So the pro outweights the con. The killer can actively decide to go for a halfway asured new chase and accept the unhook, but if he just expect someone near with no new target as an option, he would stay anyway.
So no, I don't ignore it or "not see it", the argument is just not that strong. -
BLOOD LODGE!
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My idea for a killers DS would be:
vorpal strike:
2/3/4 survivor start the trial exposed. This effect ends after they get downed. -
"Not enough survivor" is just a lie from survivor mains complaining about the recent nerfs.
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Unfortunately Devs stopped showing stats on stream, so we need to stick the old stuff they told us.
50% of all survivor join the game via "play with friends", including people that play solo, but still click "play with friends" to avoid old bugs.
Therefore 70% of all lobbies contain some sort of SWF in different combinations.
Overall that is not the "vast majority" of the playerbase.
The playerbase is ~75% survivor and 25% killer and from those 75% of the total playerbase not even half of them play SWF, so a meager 35-38% force SWF on all of us. -
You already get to know the killer when he first breaks anything, even if it happens on the far side of the map, because you can recognize the Silhouette.
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My guess is that the matchmaking still bugged.
I simply do not believe that just everybody switched to killer, that's just a fake argument to encourage to nerf killer again. -
There are so many bad maps for killer… it's hard to choose just one.^^
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@brokedownpalace said:
Wolf74 said:The whole invu frame crap is total BS.
Same as the free exhaustion relief for getting hooked.
Serious a rusty hook through your shoulder is relieving you from being exhausted? #########?
I can't imagine you typed this comment with a straight face. Absolutely nothing about this game is realistic. Just as a reminder, this is a video game. It is not real life. It's not even pretending to be.
I can't believe people bring up that "it's a game" to ignore realism.
Any game, especially fantastic games (or movies or books, etc.) need SOME level of realism to make the player immerse in the game.
There has to be some consistency in the physic of the gameworld.
Of course some stuff like killer powers are meant to break that, because they are some kind of demonic magic, but the rest around it hast o follow some rules to make it feel real.
But exhaustion being relieved from a chilling time hanging out at an relaxing rusty hook? Come on.
Leave your "this is a game" crap and get some real argument supporting this crappy band aid to please the survivor and give them another extra chance on top of all their extra chances. Why is the killer get punished for teammates doing bad unhooks? -
The whole invu frame crap is total BS.
Same as the free exhaustion relief for getting hooked.
Serious a rusty hook through your shoulder is relieving you from being exhausted? #########? -
@Nos37 said:
When the Killer performs a break action, maybe show the aura of the object being broken (gen/pallet) as well as the Killer's aura. That way a Survivor can tell if the Killer is chasing, or just patrolling, from across the map.Before the "too OP" counter arguments flood in, just remember that there are far better perks that turn the game on its head, and give Survivors 10 more chances on top of the 10 they already get. That, and this perk is mostly for solo Survivors anyway; they don't always know if the Killer is in a chase, unlike SWF.
You want another buff to Alert??
Serious?
I even used this perk pre buff, because I thought it is pretty damn good and than they BUFFED it.
And you even ask for MORE?? -
@No_Cluie_Louis said:
i agree it never seems to work when u get unhooked, but what happened in that clip is supposed to happen, they don't take damage until they hit the ground. Why was the guy face camping with a chainsaw anyway... tahxicAre you aware that he hit him a second time after he started running??
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I really wish that the Devs would start showing stats on stream again.
I really would love to see the usage of different perks.
Because I would bet a lot on it, that Noed is no where near the usage that survivor claim it to be. -
@Kind_Lemon said:
BBQ actively works to promote tunneling and effectivize camping.
I have a difficult time expressing my emotions about this within the rules of the forum…. so a simple #########? has to be enough.
I had a hard time reading through the rest of the post, because this has basically been burnt into my brain.
How does this statement make any sense?? -
@Raccoon said:
purebalance said:@apropos said:
It's kind of hard to see how powerful survivors can be when you are playing with randoms, but there's so much strength in numbers. Almost any survivor would change their mind about tunneling/camping being unfair if they played a killer to rank 5 or so. Play one to rank 1 to really drive the point home.
Without tunneling we would have to cycle each player, and considering that the average match above rank 10 has 1-3 gens done by the time the first person is downed, there would be almost no way to win the game for the killer.
My killer is rank 1 and camping and tunneling is for bad players. The only time it's reasonable is dying light or bm'ing survivors. If they have 1-3 done by the time you down someone, you don't belong at that rank.
If you're at R1 and not seeing 1-2 pop (in most cases) before your first hook, the survivors are the ones that don't belong at that rank.
If that's not the norm for you, you're either very lucky or cherry-picking your games.
Any decent team will pop 3 gens one the first hook.
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@friendlykillermain said:
@Supernaut said:
Wolf74 said:Just make a simple rule that everyone should follow: Every survivor should cleanse at least ONE (dull) totem.
Always wondered, how many totems spawn per map? I always play solo, so never keep tabs...
i believe its 5
We got a smart one.^^
So option 1. there is a Hex perk involved, most likely Ruin and you cleanse that one anyway. Or option 2. everybody cleanse AT LEAST 1 dull totem, chances are pretty high that someone does 2.
But yea, that tactic won't ever work, because it is 5, so you are totally right.
[/s] -
@Wahara said:
I don't think they ever figured out what they wanted to do with Michael Myers. At first they wanted to make him an abused kid, then they made him into the cursed reincarnation of a murdered druid or some #########.I just think pure evil type characters are fairly boring. I don't think something like that has really been done in a way that feels new and exciting since the release of the original exorcist.
Your vision of killer and their motivations is pretty… nice?
All just seek justice or vengance or salvation.I like those that just like bloodshed and the thrill of the hunt.
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Just another power that SWF with voice com get for free.
Just make a simple rule that everyone should follow: Every survivor should cleanse at least ONE (dull) totem.
Noed problem solved.
https://youtu.be/gBJd34n-Kf8