Xernoton
Xernoton
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- Xernoton
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I honestly like them. They're more interactive and even killers with chase powers can be looped around them, if you're good. But if the killer is on point with their mind games they can get quick hits as well. Pretty fair tile in my opinion. Whoever plays better gets the advantage.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656125#Comment_3656125
You don't need to worry I guess. As I know, Adrenaline Vial doesn't increase token when it is used with C33 or Iri Tag
That's good to know. I was unsure because I haven't tested it yet.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654391#Comment_3654391
So we are okey with nerfing killers who are above 60%?
Like you said, why Blight is getting buff. Huntress as well.
Other killers are understandable tho. Especially Pig, Doctor and Clown deserves some nice buffs.
Please don't give them ideas. What ever happened with Freddy, he does not deserve another nerf.
I guess Huntress could have gotten 1 more hatchet (no specific reason, I just like even numbers) and the option for a crosshair but 2 hatchets, faster movement while pulling up a hatchet and the 10% faster wind up are overkill.
I guess the Blight thing is ok... Although I wouldn't have buffed C33. The addon is still pretty bad, so it doesn't really make him 'm stronger but it makes the addon less useless. I'm not sure about the combination of C33 and Adrenaline Vial Though. This might be a bit too strong.
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I'm not kidding you when I say, that I immediately started laughing when I saw it in game. It's more goofy than scary in my opinion. The animations don't help. I mean, have you seen the pallet break? ######### hilarious.
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J. Jonah Jameson.
Until we get J.J.J I'll name random characters after him. Bob is a close contender though.
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@cluxdx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653448#Comment_3653448
Pretty sure BHVR has mentioned something along those lines in the past. They aren't counted in the MMR or pip systems either.
We don't know exactly how hatch escapes are counted. They aren't counted as escapes but draws when it comes to MMR but in kill rates there is only escape or kill. Nothing in between.
So the closest thing would be to count that game with only 3 survivors and ignore that one survivor's existence altogether.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654160#Comment_3654160
Why is it that smart killer gameplay is considered harassment or scummy?
Because the survivor cannot do anything. Their fate is sealed the moment they receive a trap with 4 searches. 2:30 is already barely enough to reach 4 boxes on some map spawns, all it takes is for the killer to be at the one you're going to once and you're guaranteed to die, potentially on first or no hooks.
This is not healthy gameplay. It's worse than tunneling. Furthermore there's a current tactic of using scream perks such as Face The Darkness and Ultimate Weapon to interrupt boxes, which has the same effect without even needing to tunnel.
Ideally, traps ahould only be able to kill when the survivor messes up. Not when the killer decides to casually interrupt one single box search.
Not only is this fair, but it's in line with the lore too. Amanda tried to fix the game in her favour and her hubris killed her, meanwhile John's games always had a guaranteed way out, providing you played by the rules.
They don't have the time to come for an unhook, heal, search a chest, get chased away from traps and still get the trap off, if they have 4 searches. This will no longer be the case. 30 seconds more time is enough to take any kill pressure away.
Absolutely false. An extra 30 seconds doesn’t give you the freedom to drop your box search relay. There is still the chance that your search is interrupted, that the killer intercepts you between boxes, and this can shave off a lot of time. 30 seconds is nowhere near enough to guarantee you tine to spare.
Just don't use her power to its max potential. What about Pinhead's box, would it be a nerf, if he couldn't pick it up himself anymore? Surely not. It's only a nerf, if you do that. Or Sadako's codemned moris, would it be a nerf if you couldn't kill survivors with it but it would give you simple slowdown instead?
Sadako has literally been nerfed and reworked multiple times to prevent her power being used purely for lethal moris. Skull Merchant has also had reworked to remove problematic tactics. Pig isn't even new to this as she was reworked to prevent her guaranteeing a head pop by camping a box. This is no different to that.
Kills have to be earned, and survivors have to have the opportunity to outplay the killer.
Using the Pig's power to it's potential, playing the optimal Pig game, is leaving a trapped survivor alone to make use of the slowdown it provides. It's the most basic form of killer arithmetic, that although can take skill and a bit of luck to fully realise, is still overlooked by many poor killers who rely on crutch perks.
One survivor is hooked, one survivor is in chase/directly pressured, one survivor has to go for the rescue + heal, that leaves one survivor on gens. You want the survivor that's left to do gens to be the one who is trapped. The optimal Pig game is ensuring that scenario occurs as you rotate survivors and work through your traps.
To say that optimal Pig games are where you get head pops by applying minimal pressure to one survivor who has no ability to do anything else but die, is like saying optimal Skull Merchant gameplay is holding gens hostage for 59 minutes. It might be true, but it's scummy.
I play Pig a lot, I always ignore the trapped survivor. I want to get all the slowdown potential out of that trap, and I don't want them to die to a trap on their first hook. I want them to eventually get their trap off? so that I can catch them and hook them again, I want as many hooks as I can get.
Despite this, I still get games where survivors die to traps. Sometimes without any interaction with me at all, sometimes because I accidentally crossed paths with them and delay their searches. You know what usually happens in these cases? A DC, or they give up. There's nothing satisfying in shooting fish in a barrel.
Because the survivor cannot do anything. Their fate is sealed the moment they receive a trap with 4 searches. 2:30 is already barely enough to reach 4 boxes on some map spawns, all it takes is for the killer to be at the one you're going to once and you're guaranteed to die, potentially on first or no hooks.
You have 2:30 minutes to get around the map and do the searches. That's 150 seconds. Each search takes 12 seconds, so that's 102 seconds for you to traverse the map. At the very worst! This would already mean, that you cannot do a single search before your trap is activated. During these 102 seconds you make 408 metres of distance. Let's be generous and take 10% of that for avoiding the killer.
That's still 359.2 metres. On what map, do you not get the 4 searches now? You have more than enough time to do so. If the Pig player interrupts you, that is smart gameplay. If they are tunneling you, then the RBT doesn't do anything! So they instead need to push you away when it's convenient for them (which is incompatible with tunneling, because it would take up too much time) or give you other objectives that you have to do as well. Which is achieved by putting pressure on the rest of the team. Now interrupt them once or twice and you can get a kill. But this already means that you exceptionally well, so you should be rewarded for it.
This is not healthy gameplay. It's worse than tunneling. Furthermore there's a current tactic of using scream perks such as Face The Darkness and Ultimate Weapon to interrupt boxes, which has the same effect without even needing to tunnel.
And why aren't we fixing that issue then? This is still possible. Not only that but it will become the go to way to make her traps work. So they only made this situation even worse. If that is what we want to fix, I'm fine with that. But instead of 30 seconds more and no more auras, why don't we simply change it so survivors will not be interrupted by screams? That would be a way healthier change and it wouldn't nerf her outside of that scenario.
Not only is this fair, but it's in line with the lore too. Amanda tried to fix the game in her favour and her hubris killed her, meanwhile John's games always had a guaranteed way out, providing you played by the rules.
You contradicted yourself here. Amanda rigs games in her favor. This was lore accurate. I rest my case.
Absolutely false. An extra 30 seconds doesn’t give you the freedom to drop your box search relay. There is still the chance that your search is interrupted, that the killer intercepts you between boxes, and this can shave off a lot of time. 30 seconds is nowhere near enough to guarantee you tine to spare.
2:30 minutes is already enough to do all 4 searches and do a side objective even in the worst case scenario. 30 seconds + the removal of the boxes' auras, which prevents the Pig player from interrupting you effectively, gives you so much more time that the traps completely lose their lethality. You can go for an extra unhook, heal up / do a totem or chest and still get the trap off with no issues. This is stupid.
Sadako has literally been nerfed and reworked multiple times to prevent her power being used purely for lethal moris. Skull Merchant has also had reworked to remove problematic tactics. Pig isn't even new to this as she was reworked to prevent her guaranteeing a head pop by camping a box. This is no different to that.
That is wrong. Sadako was changed so she wouldn't rely on moris alone and slug every survivor she downed. The amount of condemned she applies now is higher than before her first rework and arguable higher than her second rework as well but she also has an incentive to hook you now.
The Pig rework that prevented her from camping a box is not even remotely similar to this. One was a guaranteed kill due to rng with no gameplay involved. That was unhealthy, no questions. But even now you have the time to get rid of the trap with little to no trouble as long as you aren't forced to side objectives. In which case, that only speaks for the killer playing very well. If they manage to keep the rest of your team busy, then your team overall plays worse than she does. So you should lose as a team and in that situation it starts with you. Unlucky but fair.
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@VomitMommy said:
Are you playing console or PC?
I might imagine it harder on TV screen, but I don't really have an issue with monitor.
So definetly not default thing, but maybe some settings could be done...
I noticed that it's much harder to see scratch marks on lower graphic settings. Not everyone has the hardware to run DBD on higher settings though (and it's also poorly optimised), so it is an issue that should be dealt with.
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@Seraphor said:
So much melodrama.
Every time the topic of Pig buffs comes up, and it's fairly often, the consensus is always:
- Buff chase
- Buff crouch
- Buff Ambush
- Buff stealth
- Nerf traps
And that's exactly what we're getting.
Traps are not supposed to be a way to reliably kill survivors. Ideally they should only result in a kill when the survivor ######### up, not when the Pig stalks and harrasses the trapped survivor.
Traps are supposed to be slowdown. 12 box searches guaranteed, 12 seconds each, plus travel time. 144+ seconds of guaranteed slowdown. That's the value of RBTs, and that hasn't been changed one bit.
Increasing the time survivors have to remove their trap doesn't change how long it takes to remove the trap. Hiding auras of boxes doesn't change how long it takes to remove the trap.
There is no nerf here... unless you're a Pig who harrasses a trapped survivor to force a head pop.
This is further convincing me that Pig mains don't actually know how to play Pig. You stick a trap on a survivor then you ignore that survivor until their trap has been removed. It's the single most effective form of slowdown in the game, and the best anti-tunnel mechanic that actually benefits the killer. But instead nearly every Pig I go against tunnels a trapped survivor, wasting their slowdown potential. Apparently all those Pigs frequent this forum.
Why is it that smart killer gameplay is considered harassment or scummy? The killer always wants the exact opposite of what survivors want. If they want to be left alone when taking care of the RBT, then it's only natural for the killer to pressure them away from the boxes. A killer has just much a right to play around their power as a survivors has as long as it doesn't involve exploits. And this is not an exploit.
The real value of RBTs wasn't the 144+ seconds of slowdown because they were even stronger than that. A good Pig player can make survivors stop progressing completely, if only for a brief time. That guy with an active trap has to take care of that. They don't have the time to come for an unhook, heal, search a chest, get chased away from traps and still get the trap off, if they have 4 searches. This will no longer be the case. 30 seconds more time is enough to take any kill pressure away. Meaning, they have no reason not to participate in normal gameplay during that time. It's worse when you consider that the Pig can no longer play around their power either. It's still a 1v4 even with an active trap in play. I don't know how that doesn't make her slowdown mechanic weaker.
There is no nerf here... unless you're a Pig who harrasses a trapped survivor to force a head pop.
In other words: Just don't use her power to its max potential. What about Pinhead's box, would it be a nerf, if he couldn't pick it up himself anymore? Surely not. It's only a nerf, if you do that. Or Sadako's codemned moris, would it be a nerf if you couldn't kill survivors with it but it would give you simple slowdown instead? Only if you used it to get kills. Pig needs to do even more to get this kind of pressure. She first needs a down. As a M1 killer with only a mediocre chase power.
Good killer gameplay is using literally everything in your power to build pressure. So you could also say: It's not a nerf, if you play bad. But if you play bad, then you should lose the match. This argument is a complete slippery slope.
There is a difference between tunneling one survivor and giving them so many side objectives that they simply cannot do them all. You don't need to tunnel to get head pops. Strategic gameplay can be enough. If the trapped survivor has a million different things to do all at once, then they get dangerously close to dying. Now push them away from the boxes once or twice and they die. Pig is too weak in chase to win all of her games by hooks. No matter how good the Pig player is, they are still limited by her mechanics. They can't fly, no matter how good they play and they can't use their ambush around connected loops because survivors simply leave.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653708#Comment_3653708
Right but what if there's 4 people on a team that only loop and have no interest in doing gens? I can't tell you how many people I've heard or seen say "Only looping is fun I'm not touching a gen it's boring af" now those people may be very skillful loopers indeed that could all go on a minute plus chase but if everyone only wants to screw with the killer and not touch gens nobody is leaving. Or in another case there's nothing suggesting people who loop are particularly altruistic and they rush to unhook their teammates to avoid having them go second stage.
I'm not trying to be difficult or anything I'm just pointing out potential problems in only rewarding looping or rewarding looping more than anything else.
If all 4 survivors are god tier loopers but they die because they don't touch gens, that is completely on them. But I'm not sure they should lose MMR for that. Because it would lead to them playing against even worse killers in which case we would ruin one side's experience because the other doesn't try to win. That's how bully squads operate. They will die but their goal isn't to survive anyway. It's to make their opponent miserable.
Good point though because it is a potential issue indeed. If you can think of a solution I'd be very interested to hear that. Right now, I can't come up with one.
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Survivors overall are more consistent than killers, which means big buffs or nerfs to survivors aren't easy because it affects all killers but on a different level. So to that degree it is natural that killers are changed more often than survivors.
However, I agree that the recent survivor content hasn't been great and that there could be some more help for solo queue survivors as well. I think they have a lot on their plate though with all these killer changes right now, which is why I'm willing to give them the benefit of the doubt and say that there will probably be some good content for survivors in the future. It's just lower on the list than these killer updates.
Although, I'm not sure why Alan Wake's perks had to be that weak. They could be tweaked a little to make them more useful. That would already help and it wouldn't take a whole lot of resources either.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653570#Comment_3653570
Do you think there's no skill in effectively evading the killer? And doing gens isn't complicated sure but is there no game sense involved in knowing what gens to work on and when? Is that not a form of game sense?
This seems like going down the rabbit hole I see most people go down with games in general where they don't see game sense as a skill and suggest only mechanical skill matters.
I have not said that there is no skill involved in evading a killer. Of course this requires some skill as well. Just not a lot. It's like going for an unhook. It doesn't take a lot of skill but it does work towards helping your team. However a survivor that loops the killer for 5 minutes and then dies is a lot more skillful in that match than the guy that only repairs 1 gen and keeps on hiding for the rest of the game and escapes.
My goal is to balance this out. So that the overall strength of a solo queue team becomes more consistent. That means there shouldn't be 1 guy carrying everone else and 1 guy that barely contributes at all but 4 survivors that all carry their weight or at least try to do so.
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@MikaelaWantsYourBoon said:
- Survivors should see whatever perks and items they have in lobby and in game. Clicking esc would work for this feature.
- Message circle is pretty popular option for most online games. DbD would have it as well.
- We need another additional HUD. If killer is camping, let other survivors know it. Even if they are proxy camping. SWF teams are coordinating so well because they know what is killer doing. Solo survivor have to waste time to see it.
- DS buff. Yeah, tunnelling is one of the reasons why solo-q is so miserable. This will do.
I think that will be enough.
I agree with everything but point 3. I think it's dangerous to go that far because:
1) even SWFs can't always tell, if a killer is proxy camping (no line of sight means little idea where exactly the killer is even with a TR).
and
2) we can't give solo queue all the information that SWFs have because it does not require effort to share and it's pretty game breaking. SWFs constantly know where each of their team mates are, they all know where a gen is once it has been found, all of them know where the killer is once one survivor sees them, they all know what perks a killer has as soon as they are used, they know what pallets and loops are available and they even see the killer using their power.
I'd prefer an option for the hooked survivor to warn their team mates (with a chat wheel).
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@Xendritch said:
Honest question because I keep seeing people saying MMR should weigh things differently so let's take this example.
Survivor A loops the killer for 1.75 gens and does 0.8 gens and escapes
Survivor B take no chases and hides from the killer when they hear the terror radius but this allows them to do 3 gens and escape.
How do you think MMR should reward these two players?
Because according to how people seem to discuss these things I would assume people would says survivor A deserves more MMR for actually looping however Survivor B did more to advance the Survivors win condition of escaping. If one were to suggest Survivor A deserves a bigger MMR boost than survivor B that creates a game where doing gens doesn't matter and people are just all incentivized to run at the killer and start a chase with them to try and get a bigger MMR boost meaning people don't do gens meaning less people escape leading to I would argue an even worse soloQ experience than we have now.
There should be a multiplyer for doing objectives and looping (the one for looping should be higher obviously because it's harder), which then is applied once the MMR gain is calculated. I'm not sure about the exact ratio (this would probably require a lot of fine tuning) though. I don't know how exactly MMR gain is calculated so I cannot possibly suggest an equation to determine how it should work.
The idea is to sort out players, that do not pull their weight. Meaning, if you do almost nothing but you still get out, then your MMR should not be raised. However, someone that performs well (long chases, a lot of progression) should not lose MMR, simply because of their team mates' bad perfomance.
Your example is actually not quite as divisive as you may think. Add up the progress that survivor A made for their team and you get 2.55 gens. This is quite close to 3 but it's clear that survivor A did more work, then survivor B because sitting on a gen takes no effort, so it should be considered less skillful than looping.
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@thatkatemain2468 said:
remove the ENTIRE progression system and all dailies and challenges. if the bloodweb, item counts, lost purple flashlights, need to get to P100, focusing on personal objectives, farming teammates, cleansing all 5 totems at the start, running to basement for a glyph, having to open a door with a character you dont like, playing a role or killer you dont like, i could go on for hours...
i have NEVER in 6 years played in a group of randoms in custom games and had a single person EVER, not even once get salty about losing or salty about ANYTHING for that matter. just saying. the game is supposed to be fun. endless grinds and incentive have no place in a game that is played for fun. nobody works at McDonalds all day cuz its fun only to donate their paycheck to charity.
A game without progression is a game that only lives for a short amount of time. People need something to work towards or they'll feel like there is not much point in playing at all.
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@GeneralV said:
It has already been said, but scrapping the MMR system and fixing the matchmaking is the best thing that can be done for solo queue at this point.
What kind of matchmaking would you like to see instead? Old ranks weren't that great either.
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@sinkra said:
It's not just about solo survivors, even high MMR 4-man SWF has a 48% escape rate. The whole survivor role needs a slight buff. They can start small, like -10 seconds on gen. Or fixing vaults so the killer can't hit you when you're literally on the other side and running.
60% kill rates are the standard that BHVR want to balance around. These will stay. It's solo queue specific issues that I want to focus on. If you would like to discuss BHVR's balancing philosophy, then feel free to open a new thread for that.
@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653194#Comment_3653194
Any kind of buff to survivors would lower the kill rate, so if you BHVR thinks the 60% kill rate is fine then no buff to survivor is possible.
That is not true. Anything that makes survivors stronger overall would come with compensatory killer buffs. But that does not mean the solo experience cannot be improved.
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@MikeyBoi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650867#Comment_3650867
Hillbilly was a unique mechanically demanding killer that when once learned with time invested was rewarding just like huntress, Blight, wesker, Nurse only Billy’s ceiling was higher. My suggestions are an in between balance pre 7.5.0 and current.
If you’re like myself who has been playing nothing but billy since 2018 having an initial turn rate of 1 sec with overdrive paired with addons such as T mix, Iri engraving, lopro etc is very overtuned especially in pubs.
It has been 3 days. 3. Days. Not weeks. So of course, survivors will struggle with this new turn time. Many even struggled with old Billy (pre 7.5.0). Because they simply have never put any thought in how to actually play around his power.
The best way to counter a Hillbilly is not simple M1 killer looping. It's looking out for how they actually play. There is a mind game component to curves that has almost been lost over the last years. Does he curve close to the loop? Predict it and run a little wider. You still have more than enough time to get to the pallet. If you have line of sight blockers at your disposal, it's easy to loop him around nothing when he tries to go for curves. There are a million things that you can and should use against him.
If he does end up overperforming in 2 months from now, then we can consider nerfing him again. But for now it would be nice to just let him be for a bit and see how players adjust.
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I'm all for base kit Kindred as long as the killer's aura isn't part of it (that should remain tied to the perk).
Please no pallet respawns, though. There must be better ways to buff this perk. How about, if you use Kindred and unhook a survivor, they get a further 8% haste effect for 10 seconds (base kit BT duration). This would make it a pretty good anti tunneling perk in my opinion. This could also be tied to the token mechanic you suggested.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653016#Comment_3653016
When I spoke with @radiantHero23, He said that Sadako was unhealthy killer with mori's. Now I can say same thing about Pig. The changes disallow Sadako to kill good survivors with her mechanic. Pig just got same treatment.
A lackluster approach at buffing her chase is not even remotely enough to compensate for that. Especially since it still has the exact same issue it has now. Survivors just leave when you start crouching. You don't catch up quick enough to hit them before they get to the next loop. So you're better off playing M1 killer and pretending your ambush doesn't exist.
Pig has ambush missed cooldown add-on's and they further reduced her missed cooldown at base-kit. So unlike Sadako where her flicker is still bad vs good players, Pig changes might actually compensate her strength in chase.
You don't get it. You don't get to use the ambush, if the survivor isn't in a secluded loop because they will simply leave when you start crouching. It's that easy. They leave and make distance, which forces you to catch up again without a hit.
If they are on a secluded loop however, her ambush is already pretty good. Until you realise, that survivors can simply pre drop the pallet, which makes the loop WAY too big for you to hit them. This is still the case even with this buff. Effectively, it leaves her ambush at pretty much the same strength as before.
The only thing that was really changed is her actual power. The RBTs don't provide a lot of slowdown, if they aren't lethal. Because that means, that you can ignore them for the most part. Before this, you had to get rid of the RBT immediately and couldn't do a whole lot more. Now you have time to heal, get some unhooks and even do your taxes before you need to get rid of it. Which removes the strongest part of her slowdown: Turning the game into a 1v3 even if only briefly. The others couldn't do a whole lot either during that time. But the extra time and removed auras take all her strength away.
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I'd still like to see some addon reworks. No killer needs 4 addons in 3 different rarities. Effectively, this leaves him with 8 addons less because you won't run anything but the best anyway.
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This was the only really powerful part of her kit. The lethality of her RBTs was often underestimated but it allowed good players like @radiantHero23 to play around them and kill even good survivors with them. Now this will no longer be possible.
A lackluster approach at buffing her chase is not even remotely enough to compensate for that. Especially since it still has the exact same issue it has now. Survivors just leave when you start crouching. You don't catch up quick enough to hit them before they get to the next loop. So you're better off playing M1 killer and pretending your ambush doesn't exist.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652989#Comment_3652989
i suspect her chase power will be oppressive zoning especially with add-on's. She's going be stronger then pre-nerfed billy cooldown add-on's. You'll just be able to ambush miss, ambush, miss, ambush, miss and then you hit survivor with m1.
Nope. That's not what will happen. Because Pig's ambush will be pretty much exactly the same. As long as you aren't in a very secluded loop, you can just leave. It takes her too long to even charge her ambush, so you easily make distance on her and get to a stronger loop. That's the same issue she has now.
If you're cornered against a Pig, then you're gonna get hit anyway with or without these buffs. This change only leaves her with a weak chase power and a slowdown mechanic that is not really good. The RBTs were good because you couldn't anything else but get rid of them or risk dying. Now they completely removed the lethality of her. Who cares, if you go for 2 unhooks, heal, do a gen, cleanse a totem, open a chest and then go to get rid of the RBT? The Pig will not stop you and you now have all the time in the world to do that. That's a gigantic nerf.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652981#Comment_3652981
Well i think their stance on crosshairs was they like her not having one. I forget the exact quote. Also they said if you have certain monitors or programs you can just put it on yourself.
I know but it's still stupid. If they aren't against you using one then why shouldn't it simply be an ingame option? It makes no sense.
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It's a nerf. Not a buff. Her chase power is still pretty bad because she's slower than survivors when crouching and the part of her power that was actually good got nerfed into oblivion. They removed any and all lethality that she had and even took away her ability to see the boxes' auras.
Terrible changes overall and it also takes away the most interesting aspect of her gameplay, which is playing around the traps.
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1 more hatchet and a crosshair would have been a way better option. Instead they buffed pretty much everything about her power?! It does not make sense.
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Matchmaking can be very weird when even one player has a MMR that's significantly higher than that of the others. The game takes your average MMR and uses this to find a killer.
The killers you against might not even be super good but they probably have a few more hours than you guys. They cannot know how good the team will be overall, so they tunnel to win. It's not nice but eventually your MMR as a group should adjust and put you with killers that are less experienced. So keep playing, don't expect too much right off the bat and your matches will become better.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652209#Comment_3652209
I've actually never seen one of those, but they shouldn't be a problem now. Not with the anti 3-gen mechanic.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652225#Comment_3652225
It is what we are all hoping for :)
It is what we are all hoping for :)
It is what the Freddy mains deserve.
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@ScioNex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650027#Comment_3650027
why nobody considered Hatch as escape? lol the only reason soloq have high escape rate is HATCH otherwise their escape rate will be 4% with hatch is like 10% x4 survivor = 40% just like the stats lol
1) We don't know how exactly hatch is counted. It's counted as a draw in terms of MMR but there is no draw when it comes to the kill / escape ratio.
2) That would imply, that the solo escape rate without hatch is 0%, which is obviously wrong.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652200#Comment_3652200
Nothing but Coup?
But he has such good synergy with perks like BBQ and PGTW.
After seeing the kill rates, I couldn't equip anything more. He's just too strong. 😉
Honestly, I typically play pallet Freddy as a way to handicap myself and see how well I can do still. It's pretty satisfying. BBQ is usually one of my staple perks. Along with Lethal Pursuer because I love that perk.
PGTW is a slowdown perk though. And I don't run slowdown. No specific reason, I just don't want to run slowdown. It started around the time MMR was introduced and I just stuck with it.
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Last one I got was a player that told me you couldn't curve on Billy without addons. I guess I'll continue to cheat, then. 😉
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I've had some issues as well. Although in my case it was the same thing that @TheArbiter encountered. It takes forever to log in for some reason.
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@Vorahk08 said:
I think that could help solo que a lot. I'd also like to see some perks like Kindred and Better Together's Yellow gen aura become basekit as well. SWF has access to this information anyway, so it would be another buff that only really helps solo que. This would help make solo que and SWF more equitable, which makes killer balancing a little easier.
As an Overwatch vet (who played a lot of Support) I know one line we'd hear more than others:
"I need healing!"
I could live with Kindred base kit as long as the killer's aura isn't revealed.
If we're trying make all the information of a SWF base kit, then you'd constantly need to have map wide Bond, gens would need to be highlighted once a survivor has seen them, the killer's aura would need to be revealed as long as at least one survivor has a line of sight on them and there would also need to be an indicator for pallets that were already dropped. It sounds ridiculous because it is.
The goal is to give solo queue the tools to communicate a bit better, not to give them all the information for free.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652108#Comment_3652108
I can't speak for all of us, but I can tell ya I'll never abandon this killer, regardless of what they do to him. If his rework in 2019 wasn't enough for me to drop him, then nothing is.
Well... That happened. These guys played well until they didn't. This must be why Freddy's kill rate is so high.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652124#Comment_3652124
Thank you for the thoughtful response, I certainly can recognize that if the community has a general definition that they use and that bHVR moderators use those. I might not be working from the same context, as I do not read most of community responses nor do I watch all the content creators. It would greatly help if BHVR could address this concern by writing a blog post for clarity, considering my limited exposure to community discussions as I tried to address this issue from reading textbooks on Game Design instead.
You're welcome. I think it's time the devs updated the ingame tutorials anyway (there are too many things that are not explained to beginners at all) and a bit of this information would definitely make sense to be included in there.
Though, it would be nice to see such a blog post explaining the intricacies of MMR as well.
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2/10. Worst click bait I've seen in the last 5 seconds. Would not recommend.
Jokes aside, yeah... This is pretty disgusting. It also happens on Lery's. Consistently though.
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Handicap perks: Randomly apply short duration debuffs to you throughout the match but grants you bonus BP.
Although this might work out better for killers than survivors. Most wouldn't appreciate their solo queue team mate becoming a liability thanks to a perk (just look at No Mither).
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652082#Comment_3652082
In my opinion, MMR feels a lot like old ranks. My games are mostly all over the place but that's probably for the best.
Agree, MMR is often times (especially on killer for me) very wild.
As much as we would like games to be more even, none of us like the feeling when all our matches are super sweaty and the game feels more like work than a way to have some fun and relax. So the only thing they can do is to try and reduce the range in which these games can swing in either direction.
Not sure if i can fully agree. Personally, there is no problem with old rankish style games where you never know what you get, the issue is, that we get those type of games because MMR is apparently not good enough to seed out the true weeklings. And that is a problem for many people, most likely also the issue for our OP @Krazzik
Like said, the survivor(s) who escape are by no means always (not even most of the time) the best of the team! It is more often then not the opposite, at least in my games. The weakling who cant stand a chance in chase gets the lucky exit game while the good players die trying doing the gens. Same can be said about confident players who go for the risky yet difficult save, while the weaker player is to scared and waits out hatch.
At the end of the day, often the good survivors derank (and get worse killers), while the bad players actually uprank and gets even better oponents.
I am not saying that it is ALL that, but those wild MMR most likely comes from that circumstances i experience in my killer games.
So, if I understand correctly you are talking about how consistent the different skill levels of all survivors on a team are and that these lead to issues. I definitely agree that this is far from ideal. Sometimes 1 player ruins the game for everyone else. But MMR doesn't really consider them worse at the game because they escape a lot.
It's kind of similar to how according to MMR, the perkless Freddy that got 8 hooks but no kills on GoJ is a worse killer than the quad meta Blight on Midwich, that got one hook thanks to Noed in end game and camped it.
If they found a way to work around these issues, I'd like that very much. It would probably also help a bit with how bad solo queue can feel at times.
I just don't want my matches to be like in that one MMR test (back when we still had ranks) where every single game felt incredibly sweaty. If I wanted that, I'd play a lot more serious and try my hardest to win every game I can.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652103#Comment_3652103
Above your comment, I just responded to the same query. But I don't recall ever having seen posts from the developers properly defining these terms. So I would like to know what is the source for your general context and general use?
I looked through quite a few definitions of and it seems to me soft cap in terms of mmr would be what separates the beginners and regular player base. But people just seem to come by to say, "Oh you are lying or twisting" without providing a definite source they just post a sentence which could have different valid reads.
Ahh, sorry. I didn't refresh the page. So I didn't see that.
I am not sure the developers have ever specified exactly how MMR works (besides MMR gain) but they also never refuted what information we have from content creators who supposedly worked with data miners. They even said some things, which imply the legitimacy of these information. I cannot point you towards any specific post anymore because digging them up would probably take me hours or days. I understand, that this may sound convenient but looking through every comment the devs made over the last 2 1/2 years is a bit more than even I am willing to do.
A softcap is technically every number that divides the MMR brackets that we have in this game. It's the upper cap for a MMR bracket because once you reach it, you are considered a higher MMR player and the pool of players that you're matched with changes. These numbers can be considered "soft"caps in so far that it's not permanent. Just because you crossed the cap once, doesn't mean you can never drop down again.
However, in general we, the players, only consider players that are between the highest softcap and the upper hardcap (absolute maximum value of MMR) to be high MMR. Again, I cannot point you towards one specific post on this but because most of the information we have comes from the same source, this is pretty clear. The devs know that. So it wouldn't really make a lot of sense for Mandy to express herself in that way, if she didn't mean the highest softcap, would it?
This is a video that explains MMR in detail and it's what most other content creators and as a result the players have adopted when talking about MMR:
https://www.youtube.com/watch?v=0fsHR0siSY8I am in no way accusing you of lying and I assure you that last sentence in my previous comment was genuine.
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Hillbilly: P.E. My man is faster than Usain Bolt and he can maintain that speed! He's also double the strength of a normal human.
Nurse: Well, nursing. Don't know what else you'd expect.
Doctor: Either physics (it's kind of impressive how he can generate so much electricity) or psychology.
Artist: Art. Again, what else did you expect?
Blight: Chemisty.
Demodoggo: I feel like Demo would be a good geography teacher. He knows his way around the world pretty well.
Huntress: Definitely physics and maths. She is so good in calculating trajectory, there is no other option.
Trickster: Music. Pretty obvious.
Wraith: Probably also music. The bing bong man knows how to strike a tune.
Pig: I feel like she would make a fantastic home room teacher for whatever reason.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651834#Comment_3651834
Hahaha, maybe we are out there absolutely carrying this killer!
But me and @CountOfTheFog can't take all the credit, my friend. We also have: @QwQw , @The_Krapper , @KaTo1337 , @ili and @M1_gamer .
Now, this is surprisingly wholesome. I don't know why but I like seeing that so many dedicated players main Freddy knowing full well that he's in a tough spot.
Maybe it's time I switch the chainsaw for the glove for a while. I've been playing him quite a lot recently and I honestly enjoyed it more than I'd expect.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651718#Comment_3651718
She did not specify what was above and below the softcap.
With the general context of this, it seems rather obvious she was saying that only few players are above the softcap to high MMR, which also checks out with an old post from Peanits, who said the MMR distribution of players looked like a bell with only few people in low and high MMR. After all the term softcap in general is almost exclusively used when it comes to high MMR.
I'm not sure how else you would interpret what she said.
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most recent killers(the last 3 years worth) are designed to ignore resources, camp, tunnel, return to hooks, teleport around, ect.
You just described pretty much every possible aspect of killer powers. I mean, what else is left? A M1 killer with no power would neither be very original nor fun.
Mobility is always a good thing for a well designed killer. Many of the most popular killers to play against (Blight, Billy, Demo and Oni for example) have mobility in their kits. Because without mobility they lose a lot of time to traverse the map, which they then need to compensate for in other ways like the chase. Which then means they have to be all the more oppressive in these areas.
You cannot have a killer that only focusses on one thing alone and expect them to be liked by a majority of players. BHVR know that and most killers they designed over the last 3 years have different things in their power to prevent the necessity of overcompensation in one aspect. Look at Trickster for example. He has nothing outside of chasing. So his chase power has to be incredibly strong to make up for it. Do most survivors like to play against him? No.
For years we had debates about "boring anti loop killers". Then they brought Sadako into the game which clearly showed that a killer without some kind of chase power will need to compensate for that in different ways (this is how the slugging for condemned play style started). These can also be very unfun to play against. Side objectives were requested for years and yet we see a lot of people who hate to play against such killers.
You will never be able to design a killer that is liked by everyone. Name your favorite killer to play against and I guarantee there will be someone, that hates this killer the most. But when you start hating a majority of the killers in the game, then it's time to either stop playing survivor or to take a little break. Because it sounds like you don't enjoy the game right now but the memories that you have.
It's also not clear what makes a good killer in your opinion. I would really like to hear that. Is it a well balanced kit or only a single trait? What killers do you like and why?
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@xEa said:
Not blaming the Blight for performing well, neither the survivors for playing poorly, but it is what it is: The MMR does not work in a correct way.
I said it multible times but the general idea of escaping or killing people is not necessary a good indicator for playing good or bad. Many hook stages, long chases by a survivr or simply efficency during chase have way more impact and more to tell about someones skill then escaping.
The numbers of times where the worst survivor on the other team escaped is inarguably higher then their best player, just from my personal experience.
In my opinion, MMR feels a lot like old ranks. My games are mostly all over the place but that's probably for the best.
As much as we would like games to be more even, none of us like the feeling when all our matches are super sweaty and the game feels more like work than a way to have some fun and relax. So the only thing they can do is to try and reduce the range in which these games can swing in either direction.
Changing the way MMR is calculated could have some positive effects but I'm not sure how much good it would do. The average team would probably be a bit more consistent in strength though.
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The only real issue I have with him is the damn sound cue that tells you the chainsaw is ready. If survivors need that, fine! Let them have it. I have never needed it but it's not a big deal. However, when I play as him it's really annoying to have that sound play every few seconds. It triggers me so much.
Other than that, I just want them to leave Billy alone for a while so that we can really test him and see how strong he really is, once everyone has gotten used to him.
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Agreed. It's an awful feeling, it looks weird and it's not skillful either. You just press a button and hope for the attack to miss.
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Bots are weird. They do the most unexplicable things, are impossible to outplay on a number of loops but can't do anything right on others. They also DH prematurely most of the time. I'm not sure about DS, though I've never eaten a bot's DS.
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What do I do now?
Take a shower and go to the church. You are stinky and need to confess your sins.
Congrats on finishing the grind though.
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It baffles me. It must have something to do with his low pick rate and the nature of his power. He has a second objective and because he is played so little many may not know, that his power is pretty weak. So they rush to wake themselves up every time they fall asleep. Then there's the teleport, that to this day still confuses some survivors and of course his lunge.
It's probably also that he is mostly played by people that are pretty good. A new player will play him once, realise he's pretty weak and switch to a different killer. The people that play him have probably had so many wins in this game that they don't care anymore. I've recently played this killer a lot too and because he's pretty basic, you can use everything you've learned before to give yourself an advantage. He is a pretty good M1 killer because of his small height and he's also pretty quiet.
Apparently, the dream pallets can also confuse some survivors, which I do not understand to this day. They're pretty bad. You only get hits that you'd get any way because there's no pallet there to begin with but apparently some survivors love to run around and drop everything they find because they think it's all dream pallets. This not only lets you catch up more quickly but it also wastes a lot of resources.
The people that do know how weak Freddy is also get pretty cocky at times. I'm not kidding when I say, that Freddy probably has my highest kill rate on GoJ. The amount of survivors that stop to tbag you just to give you a free hit is mind boggling. Combine this with STBFL and you might even get the second hit right after.
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@GeneralV said:
Yeah, we cannot draw conclusions based solely on kill rates.
My main is a good example. Freddy has the fourth highest kill rate in the game, but that definitely doesn't mean he needs a nerf. It doesn't make him stronger than killers like Spirit or Wesker, who have lower kill rates.
I blame this on you and @CountOfTheFog because you are the only Freddy mains that I know of. You guys must simply play too good for the rest of us.
