Xernoton
Xernoton
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- Xernoton
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That sucks. Really. For some reason, this game has a worse problem with sore winners than sore losers.
Mostly, I try to keep on a positive attitude in such situations because 1) misery loves company and only you can give them the power to make you miserable and 2) it's kind of funny, when you say gg wp and see them fuming because they couldn't get the reaction out of you that they wanted.
Luckily, most players in this game aren't like that. Just look through the forums for example. We stay pretty civil for the most part and there is a lot of good sportsmanship too. It only seems so bad because we are wired to remember bad things more than good things.
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Deceased By Latency.
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586895#Comment_3586895
hit and run is such a pain to play against, useful yes but truly a pain and unfun way to play, if you play like thos then obviously sloppy wins over GoP, but as a normal killer not going for a hit n run GoP should take priority
While that is true, the other side's fun is mostly not very high up on the list of your average DBD player's priorities. Which is fine, as it's BHVR's responsibility to keep things fun, as long as nobody breaks the rules.
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Sloppy is easier to apply and more consistent. It also works better than Gift of Pain, when playing hit and run.
From my experience there aren't all that many killers that use Sloppy at the moment. I've seen it on Oni (which makes sense), Doctor (could use both, honestly) and Wraith (makes sense too). But most other killers seem to not be all that keen in incentivising survivors to stay injured at the moment. Maybe that's just me though.
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I have been accused of cheating for curving with Hillbilly and always knowing where the survivors were with Lethal Pursuer, BBQ, Nowhere to Hide and Floods of Rage. It seems like Hex: Basic Human Deduction really is reportable.
As far as I remember I have only reported 2 killers for hacking (one of them was a flying Trickster that was a survivor, I still have the screenshots) and one was moving just a little too fast. Oh and they had a few too many hatchets. On Myers!
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J. Jonah Jameson. Someone said they had hinted us towards 3 upcoming chapters with the letter "J". At some point I'll have to be right about it!
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I'm not a huge fan of that play style. I find it boring to play both as a killer and as a survivor. But I also know to break 3 gens early on, so usually when I play survivor we do not end up in such a setting (no. 1 reason Bond never leaves the build). When I play killer I don't try to defend a 3 gen specifically. When only the 3 closest gens remain however, well, where else do I go? All my objectives are in the same area and as soon as I leave the last gen pops, the exit gates open and we proceed to Europe's Next Butt Dancer. I have watched all the seasons already, so I'd rather get comfortable in my triangly of attrition.
My policy is to neither dc or hook suicide and for the most part I stick to it. Exceptions are, if the game is over and I can get my team mate a chance at hatch, or if I am being held hostage for all eternity.
In my opinion the whole 3 gen thing isn't fun for either side but there should be something, that keeps survivors from falling asleep while doing gens. A little bit of thinking should be involved. So, if they could find a way to replace this with a more engaging yet equally punishing alternative I'd take it. But I don't expect that to happen.
How do I feel in these matches? Bored. Mostly bored. Oh and like both sides chanel all their hatred for each other to keep going.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586774#Comment_3586774
idk those traps still seem very well hidden to me. gideon/eyrie are pain though.
What? But they added all these little things on the ground for Trapper, even said you could hide your traps in there...
Not sure what they thought would happen with a few see-through plants on the ground. It definitely does not help. Guess that's similar to the changed hitboxes on that map. I'm still trying to figure out which ones actually changed because to me it feels the exact same as before. You still can't curve around half the loops thanks to the 2 inch twigs of doom. Must be made of steel.
Anyways, I think this is tolerable. The traps are still somewhat hidden in these pictures, so it's not quite that bad.
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@Shroompy said:
You only get notified if the thread/post is deserving of a warning.
For example, leaking upcoming content!
Makes sense, but why would they remove posts, if it's not bad enough to warrant a warning? That's what I struggle to understand here. If they don't tell you, why they removed the post, then how will you know not do that again?
This is directed more towards the mods, who could have the answers, not you personally. Unless you have the secret knowledge too, that is.
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I really recommend playing around with the yellow bottles a bit. They are way better than people give them credit for. You can use them for a little bit of extra mobility, to get a head start in chase, guarantee yourself hits around some loops and even to lose a bit less time when reloading.
I am not a Clown main but for me STBFL, Lethal Pursuer, BBQ and Play With Your Food have proven quite fun and not a bad build overall. If you are looking for something more meta, then I recommend Deadlock, Pain Res, Jolt (or is it Surge again?) and STBFL. In both cases the Cheap Gin Bottle or Sticky Soda Bottle and either the Flask of Bleach for the first build or the Smelly Inner Soles should work pretty well. You can also try the Kerosene Can (counters WoO and makes any survivor using it hate your guts).
The first build is what I call a hyper aggressive killer build (leaning into Clown's strength as a chasing machine), while the second is targeted towards more of a safety net to fall back on, when you struggle (slowing the game down, so you have time to chase). Personally, I hate playing Clown without STBFL because it forces me to use bottles to counter Shift + W. But I also play him mostly without extra bottles (or any addons for that matter), so I would need to reload more often.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586571#Comment_3586571
But the problem is UW is problematic perk even without Nurse & Blight. Like it's very free and it has no downside.
I mean as players we are seeing how problematic killers are Nurse and Blight but BHVR is refusing to nerf these two. Would you surprise if they nerf Wesker in next patch but keep Blight as he is? I would not. For whatever reasons, Nurse and Blight are never getting fair nerfs.
That is a different discussion. You think it's problematic, I think it could use one change and would be completely fine (though I think problematic isn't the best word to describe it).
But then, why did you make the argument to nerf it for the existence of Nurse and Blight? Nerfing a perk is one thing, but when you take Nurse and Blight as a standard for what perks are acceptable, then that becomes an issue. Which is what I tried to explain. Nerfing UW doesn't really improve the whole Nurse / Blight situation, does it? They still remain just as broken as before.
So, I am less against nerfing UW for the sake of nerfing an overpowered perk (though, I do not agree with it) but I am against the idea of nerfing perks because they are overpowered on 2 killers. Because that would afford them to nerf half the perks available to killers.
My suggestion for UW would be to either not make it trigger DMS (I don't like that, for the idea of high mobility killers running across the map and randomly blocking gens) or to make it activate when you open the locker and let the cooldown begin immediately (I'd prefer that one). In my opinion that would make UW still a good perk but some of the supposed main issues would be gone.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586543#Comment_3586543
Yes, if Nurse and Blight are not going anywhere we need to nerf perks. Strong perks should never exists when these killers are in game.
I would like to see nuke Blight and rework Nurse but i am highly doubt this will happen. So we have to target next things which makes them even worse to face.
Well, then I am sorry to say that this would kill the game for me. I don't like playing as Nurse and I only play a few Blight games at a time (he is enjoyable for a bit, but I rather play other killers). If it's them, survivor or nothing at all, then I would quit. Because there is quite a lot of content in the game they would break by doing that. Stopping with UW wouldn't do much. We'd go back to how it was before. And that wasn't much better, was it?
Basically, Blight and Nurse would still be overpowered (I mean, look at these streaks, perkless and no map offerings) while every other killer would suffer. You wouldn't actually fix the issue but hope to make it more bearable for one side, while almost deleting the other (31 / 33 killers would feel these nerfs too, when they don't need that). That cannot be a good idea.
Just a few examples of other perks they'd need to nerf: BBQ, Lethal Pursuer, Pain Res, Deadlock (granted, needs changes anyway), Floods of Rage, Forced Hesitation, Gift of Pain, Pop Goes The Weasel, Dying Light, Eruption, Agitation, Corrupt Intervention, DMS, Undying (the aura effect alone is kind of funny stupid on Nurse), Nurse's Calling, Alien Instinct, Bitter Murmur, Blood Echo, Call of Brine, Dark Devotion, Cruel Limits, Darkness Revealed, Infectious Fright and Discordance.
Some of these perks aren't even that strong. But because Blight and Nurse can use them to get even a little stronger, it's still too much. The list is much longer but you get the idea. This is a bottomless pit.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586496#Comment_3586496
The thing is they have to take into account the type of Killers available in the game before designing a perk and make sure there's a fair amount of value they can get from them without huge gaps like Trapper with UW vs. Nurse with UW. Which they obviously failed to do with this perk.
Balancing perks with this in mind is more doable and realistic than rewriting Nurse or Blight from scratch. So these specific Killers being busted doesn't invalidate anything related to perk design and it's a part of it.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586496#Comment_3586496
Well Nurse and Blight are not going anywhere. So it's better to nerf perks, when we have killers like them we can't have that strong perks.
Are you suggesting we repeat what happened to Awakened Awareness? Because then, we would also need to nerf about 50 other perks and change their best maps. They can perform perfectly fine with no perks at all even on very survivor sided maps. Now, Freddy on the other hand can't even perform that good with the best perks and on his best map. As most killers can't.
Both Nurse and Blight are issues, that should be dealt with individually. Changing the game around them would maybe work, if they made up the largest part of it, but these are only 2 out of 33 killers. I'd rather they find a suitable rework for Nurse and we send some Seal Team Six Squad to the BHVR head quarters to stop whoever Blight main holds them hostage, so they can nerf him too. That is definitely a better option than to break the game.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586271#Comment_3586271
The tracking it provides is worse than every other tracking perk, especially nowhere to hide, which is much much better.
That's true but UW is more convenient. It's not overpowered but definitely more convenient to trigger. You don't need to be around a survivor to activate it, after all.
UW is a good perk because it's easy information (essential part of the game), useful on most killers, has no significant downsides (other than seeing the position rather than the aura of survivors), is easy to trigger (unlike Floods of Rage) and it is a counter to the most popular survivor perk. A perk that is used as a crutch rather than a learning tool.
I have tested a few blindess builds over the past couple months and they always worked best in chase. Because many survivors really rely on that one perk and basically run around like headless chicken when it doesn't work. Funnily enough, the unhooking part of blindness wasn't that big of an issue (with small exceptions).
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So, how much better do I need to be to have a good match? I lose a good chunk of my killer games to survivors, that I find to be not real good (judging by what kind of mistakes they make) but they still outpace me by default. Because I don't use the same few perks again and again. Meaning, if I want to play with whatever perks I like, then I need to be significantly better to even have a chance to win alreasy.
I usually don't tunnel but when my first 2 gens are gone in less than 50 seconds, you bet I'm not going to grant you an easy win as a reward for using all your tools on the same thing. Gen speed. You don't get all the benefits without any of the draw backs, because the killer is neither obligated nor encouraged to play nice. Also, tunneling is more effective than ever because survivors beg to be tunneled more often than not. It's not the killer, that decided that no survivors run any anti-tunneling perks. This used to be a widely known fact. If you don't have any protection against tunneling, then of course you are in more danger to get tunneled.
This is the same as me refusing to use gen defense (I find that boring). I know that this is a weakness, so I'll have to compensate for that by playing better. If you are good enough in chase, then you should be able to make for a pretty unattractive target for the killer. If that is not the case, then use one of your 4 perk slots for an anti tunnel perk. Maybe even 2, if you have that much trouble. Or use chase perks in general, so that the killer has a harder time to get their first down on you.
Both sides have their meta play styles, that really aren't fun to go against. Survivors gen rush / predrop and Shift + W while killers tunnel and camp / slug. This is nothing new. But for some reason, we have a double standard, that allows us to tell one side what kind of perks they have to use (chase perks / slowdown for killers) but holding the other side to the same standard is a problem. If one side doesn't follow that formula, then it's no wonder they'll have to play more effective to compete.
For killers this means, they'll need to be more efficient. You can't save a lot of time as killer by going for 12 hooks. This is not achievable (unless you manage to end your chases super quick, which shouldn't happen thanks to MMR and your killer's limitations). So you'll find another way. If you can't progress faster, then you can still try to slow down your opponents. This is what tunneling does. Alarmingly efficient. You take 1 survivor out of the equation, so that you can then progress at a much faster rate than the other side.
I would love for tunneling to be less effective. Really, I would. In fact, I'd take a 7 seconds DS on every survivor over what we have now. But I do not accept that with no draw backs. Because I don't see why I should be punished for NOT tunneling someone out early on. However, this is how the game currently works. Playing nice has become harder and more detrimental (thanks to more perks working against you in that scenario) while playing mean has become easier and more effective.
Yet here we are with people pretending like playing nice is actually desirable in any kind. When you get less positive results, less points because of that, no incentive to play nice (name one, I'll wait), are heavily encouraged to tunnel and have more survivors be jerks in end game chat, when you did play nice.
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It's the other way around. In comp, you'll see quite a bit of predrop Shift + W. That is what baby survivors do too. The coordination doesn't work that well but that is only natural.
Most killers have some mechanic that they need to learn and master before they come anywhere near a decent level. However, when survivors don't know the maps, can't hit skill checks, hide in corners / lockers, pre drop pallets as soon as they hear the TR and leave loops before the killer even breaks the pallet, then it is only natural that they will die pretty often. They make every mistake in the book. Multiple times.
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It's terrible how the system works. You can walk 0.5 metres and a gen that is so loud, that you can't hear anything else just gets silent. House of pain and double story house on Badham come to mind. But there are also instances where there could be no walls at all and the gen would sound the exact same.
Whatever they did, it clearly doesn't work in the correct way. Otherwise it wouldn't be this inconsistent.
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@SirCracken said:
I don't usually make art, but right now I'm working on a mock-up advertisement for some of the tools and equipment that DbD's killers use called "Home Depot by Daylight". And as part of video production I created 5 ads for reference. Here they are:
https://us.v-cdn.net/6030815/uploads/K088QFOPNZWK/macmillian-traps-ad.png
https://us.v-cdn.net/6030815/uploads/ZXZR16UZKH2U/kramer-27s-contraptions-ad.png
https://us.v-cdn.net/6030815/uploads/IM8C4BZIL9CA/thompson-26-son-27s-ad.png
https://us.v-cdn.net/6030815/uploads/S6X80UBBU95B/sawyer-industries-ad.png
https://us.v-cdn.net/6030815/uploads/90YF7MMR6VXL/redeemer-model-600-ad.png
Do you accept credit cards? I am in desperate need of a Coldwind Cutter MS250. My neighbors are a real pain.
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@squbax said:
https://us.v-cdn.net/6030815/uploads/OFG178JWHWAS/img-20210823-182800.jpg
Me when I me when when I when me when I when me in I me when I me when when me when...
Hang in there. I sent help to your house. You'll be fine.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586078#Comment_3586078
Part of it is because of dedicated servers. The server now has to communicate the survivor's movement to you which causes a delay between the scratch marks appearing.
That explains a lot. I hadn't considered that. Now I feel 5% more like an idiot and only 95% like they messed up scratch marks. 😅
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The Nightmare has been the laughing stock of DBD as of late...
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They definitely have changed a lot over the last 2 1/2 years. When I started playing scratch marks were very thick, intense, wide spread and pretty much impossible to miss (or at least it felt that way). I remember seeing scratch marks from halfway across the map at times. Now I'm happy, if I can follow them with the survivor right in front of me.
There is quite a significant delay between the survivor crossing a certain point and the scratch marks appearing, sometimes there won't be any scratch marks at all on that spot. It seems like they changed scratch marks to appear in patches instead of a trail. Also, scratch marks are nowhere near as intense as they used to. I know this might not be that much of an issue for some people, but I really struggle with this as it can lead to scratch marks having barely any contrast to the surroundings, which makes them blend in instead of stand out.
I can follow the flashy lights because I see them very well. But when that isn't the case, I always need a bit of time to sort through it all and notice slighter differences in color. So sometimes I do see them but it takes a moment to actually recognise them as scratch marks. Don't know, if this is a me problem but it's something that I had always trouble with.
Some months ago, I came back from a little break and I immediately had the problem, that I couldn't track scratch marks anymore. It got so bad, that I started fiddling with the color blindness settings (something I had never done before in any game I had played) but that didn't help much either, probably because I don't suffer any form of color blindness. The weird thing is, that scratch marks not only blend in on maps like Lery's with it's white walls but even on darker maps (worst for me is Badham). I also noticed that scratch marks don't look as thick as they used to. Just compare them. You'll see what I mean.
Predator doesn't help either, so that is not an option. The perk is downright detrimental in many cases because it makes scratch marks even harder to see from a distance and barely does anything when you're close because then you know where the survivor goes anyway.
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@Xyvielia said:
Yeah, same
Also, my notifications always says I have 1 additional reply more than the amount of notifications from my actual inbox. Repeated attempts to clear it hasn’t been successful.
That happened to me too. Was like this for a few weaks and annoyed me quite a bit. Eventually it just disappeard by itself.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585845#Comment_3585845
Well I’m in TOP MMR. Imagine only being in high mmr… that’s so last year.
Nah, top MMR wasn't humble enough for me. But what else can you expect from someone, who loves Hug Techs? You sweaty, filthy comp player, you.
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Obviously me being the only one in high MMR with no competition. It gets lonely up here, looking down upon you peasents.
Jokes aside: Cheaters. The situation is a lot better now than it was before but I'd rather they make sure something like waves of cheaters ddosing streamers and other random players never happens again.
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Wesker is a very fun killer to play against. For the first 3 times in a row.
After that, I would like to see a different killer. Pretty please.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585436#Comment_3585436
The killer would have to hook a survivor, go to a locker, spend a few seconds opening to trigger UW, and then the remaining duration of the 30 second DMS blocks a few gens.
They can work together, but I don't think it's really that notable.
Just the idea of a Blight hooking someone and then rushing around the map with UW doesn't sit right with me but I see your point. It's not the worst thing in the world.
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Most balanced perk? Eh, not sure about that. But it's definitely nowhere near as strong as some claim it is. I still think that there wouldn't be quite as many complaints, if it didn't counter precious WoO but I will admit that I do have one issue with this perk. Its synergy with DMS. I don't like that part. Otherwise, I think it's in a pretty good spot.
If we have to nerf it, then make it activate when the killer opens the locker and make it go on a cooldown right there and then. Weaker killers would still get pretty much the same use out of it, while it wouldn't be as good on high mobility killers.
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https://www.youtube.com/watch?v=dPgB15XBwtk
All of this, except the part about breaking him out of his power with flashlights and flashbangs still works.
Overall Wraith is not that strong. Definitely not op as you will realise with a bit more practice. Wraith is one of the few killers that is indeed easier to play as than against, which makes sense considering that he is the easiest or 2nd easiest killer (depending on how you rate Legion) in the game. He is what I'd consider a noob stomper. With time, you will learn how to use his weaknesses against him though, which takes a lot of the threat away from him.
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Nope. It's not your fault they were afk.
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His time management is pretty bad. He needs to set up his portals first, which takes a lot of time and also means he can't use his mobility to go anywhere he hasn't already been to.
Playing against him is pretty is fun in my opinion. His shred offers a lot of counterplay and he doesn't really have any unfun mechanics. I guess his zoning potential can be a bit nasty.
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I don't see why this is not part of the game, honestly. They don't ban you for using a crosshair and it only serves as another disadvantage for console players that can't set up a crosshair from what I can tell. The best Huntress mains use it anyway.
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A win is not a win unless you assert your dominance. The other side must know, that you bested them and they need to feel terrible, so you can feast on their misery and grow your strength. Each and every one one of them shall suffer for all eternity!
Jokes aside: I don't know either.
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I always say "gg", unless I don't think it was a good game. Then I either write "well played" (when I get absolutely stomped) or nothing at all (when I stomped or played against exploiters / cheaters).
A match in which I am paired with complete beginners cannot be a good game for me, because that's boring. Or fascinating. Sometimes it's like watching a rare animal and trying to understand their behavior. Nature is truly marvellous.
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@C3Tooth said:
Im a casual killer and never dodge lobby.
Because for me, if a player is casual, they dont mind a losing.
Very much agreed. Losing can suck but fun is not always determined by who wins. I'd rather lose 50 games in a row and have some good, interctive chases than winning 100 times in a row by completely stomping every lobby I get.
P100 is mostly a placebo effect. You expect them to play like a tournament winning basement dweller and as a result you conceive them that way. Don't look at the pre game lobby and you won't even notice it for the most part. Because most P100s (like myself) are pretty average players.
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@myersgoestochurch said:
Agreed with everything, especially hitboxes. Some of these are ridiculous and they always favor killers, giving them downs/hits they shouldn't have gotten
Tell that to Demo and Billy when they get countered by the press of a single button that's not even "E". There are ways to savely bodyblock a Hillbilly's chainsaw without getting hit. That is not working in the killer's favor.
Most killer hitboxes in this game aren't that bad. It's latency that makes it look way worse than it actually is. Do the math yourself. It's obvious, that even a hitbox as small as a Deathslinger's shot can look way off. If hitboxes were such a big issue, you'd find more killers hitting walls / clutter with their powers. But that doesn't happen (with the exception of loops with invisible hitboxes of which there are quite a few).
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585154#Comment_3585154
You're still babbling around, throwing random assumptions with no proof whatsoever. I did, now's your turn :)
Again, read my initial post and tell me how I am wrong about any of this. This is how a discussion usually works. None of us can provide anything else but our arguments as proof because no other form of proof exists in this instance.
You would need to define a metric to compare different killer strengths. And this metric would need to be universally agreed upon as well as (obviously) follow the definition of a metric. Do that and I would more than happily use it to proof that Freddy is indeed the weakest killer. Alternatively find a norm to express a killer's strength as a number. One that actually works.
If you keep asking for a form of proof (number values), that you know cannot exist, then the argument is over here and I will not respond further. Because that is pointless and leads nowhere. Neither you nor I can magically summon these numbers and provide them as proof, no matter how much you would like that. They simply do not exist.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585052#Comment_3585052
Then I cannot wait for you to show me the proof Freddy is one of the weakest killers in the game. I'll wait right here :)
Read my post again and tell me how I am wrong about any of it. I explained exactly why Freddy is a terrible killer. Do you need to me to compare him to every one of the other 32 killers on top of that and analyse it all? Sorry but that goes too far. Even for me.
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I think the BP grind is acceptable now. It still takes forever but that is kind of the point. The grind for iri shards however is getting worse. More and more content is locked behind DLCs, when the game already costs money. They could at least reduce the prices on some of the older characters, so that it doesn't take quite as long to unlock a bit more content. They still make good money with all the new DLCs and cosmetics.
Gen speed perks have been an essential part of DBD for years. So fixing that would likely take a looot of work and multiple adjustments later on to get that right. I don't know, if that is a good idea. Don't fix what's not broken, you know? And gen speed modifiers for the most part aren't broken. Of course they could make a few adjustments to the exssting modifiers here and there but completely deleting them, would likely cause more problems than it would fix.
The new content is what keeps the game fresh. Although, I agree that slowing down on the new content and taking more time to sort through existing issues (like the alarming vulnerability of DBD's code to malfunctions / bugs) would be a good thing, this is not how a live service game operates. They constantly need to generate income. Otherwise they'd have to cut support for the game and leave everything as is. Which would be a real shame because DBD has pretty much defined the genre of asymmetrical horror games and became the Super Smash Bros. of horror.
Speaking of horror, it is true that they could focus on that part a bit more but no matter what the game will not be scarry once you have spent enough time in it. Try rewatching the scarriest horror movie of all time again and again. Eventually it's not scarry anymore. BHVR know that and focus on what always works. Fun and funny stuff.
100% with you on the Shrine of Secrets. It needs an overhaul. Either make it 4 perks on either side, or so you can't get perks, that you have already unlocked in the shrine.
Almost every single killer in the game could use some tweaks. And that will always be the case, because the game keeps changing.
The thing with hitboxes is that you can neither make them significantly smaller, because that would frustrate killer players that learned the game in this state for years (= danger of alienating existing player base) nor could you only slightly readjust them and fix all the issues. Because the issue more often than not isn't actually the hitbox but latency. And latency in a game like DBD where even mere inches make a huge difference not only visually but also balance wise can't be 'fixed' either. They can only try to improve that situation by making small adjustments, which seems to be what they do from what I've seen.
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@myersgoestochurch said:
Oh, I see. You're the kind of person asking for proof and such, but dismiss it when it's being presented to you. Interesting. Unless you have evidence to show otherwise, I'm not interested in debating over your feelings. I'm sorry this game is too hard for you. Have a beautiful day :)
That's exactly the point though. It isn't proof. These numbers only tell us exactly what it says up there in the graph. The kill rates.
If we go by kill rates, then Nurse is also the weakest killer in the game. That was @Mooks argument, to show that kill rates aren't a reliable indicator of strength.
Are you familiar with the law of large numbers? It states that, if you repeat an experiment often enough, then the average results should come close to their expected value. Meaning, if I were to roll a dice often enough, all possible results should have a relative probability of 1/6. It's still possible for me to roll 1,000,000,000,000 (pretty large number in my opinion) times and only get one result 60% of the time. Does that mean, the dice is broken? No, it only means that statistics aren't a perfect science.
All of this comes down to; We can't take numbers out of their context, interprete them in whatever way we see fit and expect any validity to that.
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No offense, but it sounds like the game is getting to you. When that happens, you might want to consider taking a little break. Just for a few days. See how you feel then and come back when you can enjoy the game again. But getting worked up over a game doesn't help. In fact, we tend to play worse when that happens, which only amplifies the issue.
This happens to most of us and there is no shame in it. See you in the fog.
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I thought it was only me.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584961#Comment_3584961
I don't understand. You're saying he's a pub stomper among lower mmr lobbies (the vast majority of players) but too weak for the top 5% players? That doesn't look like what you want is balance in my opinion, quite the contrary. Some people really don't to be challenged I guess.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584982#Comment_3584982
Welcome back! new account, new you ;)
Please, don't make me look for that old Peanits post again. He said back then that the vast majority of players is distributed around the middle with only few players at the absolute top or bottom. By that definition, Freddy is not a pub stomper. Because there are only very few people that actually struggle against this killer. But the ones that do, seem to die almost every time. This isn't good either. A killer ideally should have the same kill rate in all regions of MMR. So even then Freddy is in a bad spot.
Asking for buffs to the weakest killer does not equal the desire to be unchallanged. I play Hillbilly and I am challenged by even the killer himself but I enjoy that very much. You will also find me calling for nerfs to Blight and Nurse, because I think both of them are too strong.
But everything you said is not even a real counter argument to any of the points I made. How is it a bad thing to buff a killer that is too weak? How is Freddy not too weak with all of the weaknesses I mentioned? You haven't answered any of these questions but continue on anyway. That is not how a constructive discussion works.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584620#Comment_3584620
Don’t worry, the sweaty nea build and map offering I bring every match is enough to make you throw up in your mouth.
I’ll run some full slow-down alch ring/c33 blight tonight, just for you. :D
Thanks. You really know how to make people feel special.
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Both killers use it well. Although, I would say there are better perks on Xenomorph. On Demogorgon it is a really good perk. M1 into M2 with 8 stacks almost resembles an insta down, so that is definitely good. There are also a number of loops where his shred isn't all that amazing, so you will be forced to play a fair share of M1 killer anyway.
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Wraith. I don't like playing against him. I know he isn't incredibly strong but I just don't like it. I won't dc or anything but chances are I'll be happy to go next whenever the match ends. Hopefully against a killer that is not Wraith.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584888#Comment_3584888
I wouldn't do anything, Freddy is in a good place. I have no trouble getting a few kills with him. Maybe you should readapt your playstyle.
Freddy is by far the weakest killer in the game. In low MMR this killer is supposedly a monster. But really, he is not in a good spot. That isn't even debatable.
He has no potential to play nasty, no potential to snowball, no power in early and end game, a lackluster anti-loop that we already know is objectively weak (check Clown for more information), the most counterplay out of any killer (literally anything you do will counter a Freddy to some capacity) and a lackluster teleport, that is also way too weak (check Dredge for comparison).
He also has no skill ceiling because there is no way to improve as Freddy. You can improve as a killer overall but there is no skill that you can master on this killer. Teleporting to a gen in front of a survivor is as easy as that and shouldn't work on at least 80% of all survivors (how much more indication can you need?) and his anti-loop does not allow any creative uses either.
If you play against bad survivors, then any killer is super strong. But even against somewhat decent survivors this killer falls behind quickly.
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It's completely random. Unless there is a map offering. Outdoor maps tend to be more survivor sided, so they are more likely going to send you to an outdoor map. Also, there are only 5 indoor realms. The other 15 are all outoors. So you naturally have a 75% chance to get to an outdoors map even with no map offerings. They haven't changed this and they likely never will. Every one of the 20 realms has 5% chance to get picked as long as no map offerings are used, no matter how many maps it may contain.
It's likely you either have a streak of bad luck or your bias influences what you do and don't actively remember. This is completely normal behavior, nothing to be ashamed of. But if you were to record the maps you get over a course of a great number of matches (excluding the ones with map offerings) you'd get pretty close to 5% on all the different realms.
Iri 1 means very little. It hasn't meant much with the old emblem system either but now even a complete beginner that has no idea what they do can reach iri 1 (which isn't a bad thing for the 1 million BP). Because it doesn't have any effect on the matchmaking. So this doesn't speak for your experience or skill in the slightest. I have trouble reaching iri 1 with my main killer (Hillbilly) but I can easily do it on other killers that I'm way worse with because they just pip more easily.
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Meg. Easily Meg.
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Give me 0.5% and I'd still use it. There are more than enough addons that do absolutely nothing. I don't mean that they are niche or nerf you but they do absolutely nothing.
I have more than 3k Junkyard Airfilters, 2k Punctured Mufflers, 1.8k Big Buckles and 300 (I always try to avoid that one) Pighouse Gloves. I cannot get any value out of them because they influence a mechanic that exists on paper only. If I had 3 addon slots we could talk about it again, because then I could use them to make Driftking Billy 0.1% stronger. But as it is these addons are 100% worthless. Worse than the Speed Limiter because that one at least does something.
On a more serious note: I think 30%-40% would be fine.