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@Devil_hit11 said:
i have no clue why people think of draws in video games. Most games heavily avoid draws as it gives inconclusive result. DBD is no different in that regard.
The concept of draws comes from chess. the concept of Stalemate. In chess, its refer to as draw by insufficient material. Both players cannot progress so they agree with draw. The other stalemate is the inability to move your king or other pieces. One player not being able to progress the game therefore game is concluded as draw. draws in video games come from one player being unable to progress the game.
dbd does not have have draws really. there is no stalemate in dbd. they used to have stalemate with hatch stand-offs but this was removed for obvious reasons. one side can always make progress towards their objective. I would say 0, 1k and 2k are loss for killer, the killer failed to kill the majority of the team while 3k and 4k are wins for killer. the killer successful killed the majority members of the team. The survivors are suppose to be at odds to escape, while killer is favoured to kill but their objective is harder. the cookie cutter asymmetric win-conditions.
Closest you get to draws in dbd is if survivor are hiding when two players are left, but I am not sure how common this is. Whisper is killer perk that helps counter this situation but whisper was not one of the perks in developer statistic to be highly popular so I assume these situations are not that common. People do not care about it/put up with longer drawn out games as normal gameplay if the survivors refuses to die. I think what would be good is having killer instinct when two people are left if the killer does not find anyone within 2 minutes but this is separate issue altogether.
I am not sure if 3 generator can be consider a stalemate situation if the survivor is unable to progress them but that is another issue where generator should be so close to each other where killer can make the game go on forever. its also why I am heavily skeptical on perks like overcharge/call of brine that allow killer to compete with survivor's progression of the game in certain instances.
win-rate is way better then kill-rate for general statistic. the 1-2k for killer is for tiebreakers... which are only relevant if you are making tournament-type competitive system which dbd does not really need because its not really competitive. its more casual and the game largely centers around casual-fun.
I am using the term "draw" to describe an even score situation rather than a stalemate situation where no players can achieve anything. To be more specific, a draw is a situation where the killer nor the survivors played significantly better than each other, so the game ends up with an even score and no side wins.
You are right about draws being rare though as the 2k rate in DBD is roughly 10%. I am not saying every game should end in a 2k. The game can still be balanced with a minimal number of matches ending in a 2k, e.g. 40% loss rate, 10% draw, and 40% win rate.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3208327#Comment_3208327
Draws do exist in real games. Baseball games can end in draws for example when they're rained out. Soccer matches can end in ties depending on the rules of the respective tournament. Many boardgames can end in ties. It's not nearly as uncommon you're claiming.
Also DbD unfortunately has no clearly defined victory conditions regardless, the devs never have said what constitutes a killer winning a game versus the survivors winning the game versus the game being too close to call. So when a bunch of players feel it ended in a tie after 2 kills that's just as valid an opinion as saying the person with the most bloodpoints wins the match or every survivor who escapes wins and every survivor who dies loses and the killer only wins if they got the most bloodpoints, or whatever other system people come up with.
You are right that there is no official win condition but I feel like most killers would agree with the win-loss system I mentioned. Regardless, it's important to note that it's unnecessary for everyone to agree with the aforementioned system for it to be implemented because wins and losses won't be shown as mmr is hidden. All of this will occur behind the scenes to balance matchmaking and gameplay.
@fake said:
I think it's an interesting discussion. May I present other points to consider? Because game balance and emotion are two different things.
The developer has already said that the line of draw is 2kill-2escape.
Since half the survivors are dead and the other half are alive, I think that is numerically true.
But this is for the killer, we are talking about.
What about for the survivor?
Similarly, let's assume there were five games.
0k4e, 1k3e, 2k2e, 3k1e, and 4k0e.
Now in 4 games at least one survivor is sacrificed.
Now what if the dead survivor player in all four games was the same person the whole time?
The kill rate on the game is 50%, but the kill rate for him is 80%.
In other words, the balance is not taken on an emotional level.
This is even more so if it is a solo queue. Why is that?
Next, let's keep this assumption and assume that the survivor is SWF.
Likewise, identical players are sacrificed, but if we can consider the survivors to be a team, then the kill rate is 50%, both numerically and emotionally; a 4-person SWF, even at 3k1e, can be fun and exciting with voice chat and spectating. "We win!" In other words, with emotion, the kill rate might be 20%.
Especially for solo survivors, the outcome of the game is whether you live or die. In other words, you win or you lose, so there is no tie.
But as a game, Survivor is a team of four, and the 2k2e line is considered a draw. This discrepancy between numbers and emotions may make the balance difficult.
I was curious to hear someone else's opinion on this idea.
I see your point. Some survivors see themselves escaping as a win rather than most of the team escaping and balancing around win rate could lower the escape rate. Ultimately though, survivors are a team of 4 and they need to work together to win. The other 3 survivors aren't working just so 1 survivor can escape. BHVR should incentivize victories as a team rather than a single survivor as this may encourage more teamwork and reduce selfish behaviour.
You should also consider the emotion of the killers. Balancing around a 50% kill rate is a poor way to make the game feel fun for killer. As I previously mentioned, the win rate of killers is likely lower than the kill rate, so despite a 50% kill rate, the killer may be losing most of their games and not having fun.
@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3208398#Comment_3208398
Thank you.
I can actually play the game as a solo survivor and be the hero that got their attention and saved them when the other 3 were able to escape as a result of being face camped. It may be a bad game experience and there is no incentive for it. Still, it's a win numerically and a win emotionally, which is a strange state of affairs, so I didn't have much to worry about.
I find the balance argument complicated.
If the game was balanced around team outcomes as I suggested, you would be rewarded for being the "hero". Currently, the mmr system considers any death as a loss, so sacrificing yourself so the other 3 can escape would lower your mmr, which is why an mmr system based on kills and deaths isn't as accurate as one based on team outcomes/wins and losses.
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I main Wraith and I don't even run that addon because there are better ones to run.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3204822#Comment_3204822
Why? Because you say so?
Same can be said about all those doom and gloom posts over perks which aren't even ran that often (Boil Over/Power Struggle/etc) where people were losing their minds and yet here we are people are still not using those perks.
Why? Because it's extremely powerful to make the killer unable to hook the survivor? Forcing the killer to drop the survivor then having the survivor recover with Unbreakable is basically giving the survivor an extra hook state and health state. Survivors are already doing this with Flashlights, body blocks, and pallet drops. The better question is why wouldn't survivors want to force the killer to drop the survivor so they can recover with Unbreakable?
"Same can be said about all those doom and gloom posts over perks which aren't even ran that often (Boil Over/Power Struggle/etc) where people were losing their minds and yet here we are people are still not using those perks."
Boil over became the meta and was heavily abused until it was nerfed, so I don't know what you are talking about.
@Mister_xD said:
That doesn't sound like an issue with the ability to recover from the dying state but rather like a map design issue to me.
You are partially right, but Sabo is a major problem. Once you account for that, hook dead zones can be created on most maps.
@Wezil said:
https://forum.deadbydaylight.com/en/discussion/348031/how-to-abuse-new-base-kit-unbreakable
Well, we should balanced for horrible killers who have 1 braincell then, since it seems killers chase survivors to the corners of maps.
It isn't necessarily only the corner of the maps that have no hooks. There are many other locations where it can be hard to hook, such as the underground portion of Badham and The Temple of Purgation and Swamp and Midwich once a hook is removed. You also aren't accounting for Sabo. Say a killer walks to a hook and someone Sabos it, the killer is now forced to drop the survivor because there might be no other hooks or they can't make it to another one in time.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3202790#Comment_3202790
Are you actually serious? LMAO
Survivors WOULD do this with normal unbreakable. They are not because it's virtually impossible unless everyone (I mean everyone) has build load outs for exactly this purpose.
"They are not because it's virtually impossible unless everyone (I mean everyone) has build load outs for exactly this purpose."
You realize once base kit Unbreakable is added, everyone or at least the swfs will be running builds exactly for this purpose because it will become the meta to run Sabo and other perks to force the killer to drop the survivor and force the killer into a lose-lose situation.
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@Audiophile said:
OMG the exaggeration is epic. If that ‘strategy’ worked people would be using it now all the time to struggle free when being picked up. The reality is that’s workable like 0.3% of the time.
Reality - this will be harder to deal with people going for plays with downed survivors - sabotage, flashlight, etc. Oh no… you’ll have to pick up the survivors quicker and lose a few more in transition.
Also - this will stop all the fng a holes who used to slug the 3rd to get the 4th which evidently proved they were good at the game. Lol. Sportsmanship be damned, I will leave you on the ground and ruin your gaming experience for 5 minutes because getting all 4 means I’m fantastic. No more slug traps. You know the lose/lose situation where if you went for the save you’re stupid and if you left them on the ground you’re a bad teammate? This is LONG overdue.
Everything connected to slugging was garbage. Please get a grip and continue to enjoy your 75%+ kill ratios. Decent killers are not at 61.
Survivors aren't doing it much currently because they don't have unlimited Unbreakables, which is the main factor making it exploitable. 🤦
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202548#Comment_3202548
It would be more rewarding to go for the 4 man slug, as you are immediately rewarded with a win now. That's I think the biggest problem.
You should not reward killers more for using a strategy that is not fun to go against. Tunneling and camping are already a serious problem, and slugging would become more frequent too. So this change will need to happen, and I really doubt they won't go through with this. They certainly don't want even more people to stop playing survivor, that's for sure.
If the main focus here really is only to nerf slugging, then that's fine for me as well. This is surely a healthy change for the game in general. Especially now, with there clearly being a shortage of survivor players. Though I for one am still hoping for some more nerfs to camping and maybe tunneling in the upcoming patch. If they do that, I wouldn't be so mad if they didn't go through with this nerf to slugging, but as I said, I see no reason why they wouldn't go through with it. They do seem to be improving this game step by step, even if the game faces some new problems along the way.
The Unbreakeable buff is the only problematic aspect here. Being able to pick yourself up an unlimited amount of time within 22,5 seconds will be completely busted in my opinion.
"It would be more rewarding to go for the 4 man slug, as you are immediately rewarded with a win now. That's I think the biggest problem."
With or without the Last Standing mechanic, it wouldn't impact my decision to go for a 4 man slug because Last Standing barely makes a difference. If I down all 4 survivors without Last Standing, the game is over 99% of the time. Last Standing maybe increases the odds of a win by 1%. The added incentive for slugging from Last Standing isn't enough to make me want to slug for the 4k more than I already do. It's completely unjustified to give base kit Unbreakable for the Last Standing "buff" that makes virtually no difference.
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@AmpersandUnderscore said:
Because Last Standing, by their own description, has no requirement of how long the game has been. It would give killers a much, much, much easier win condition than 12 hook stages.
If they just implemented Last Standing, and did nothing else, every killer would just slug every survivor at five gens. Because the game could be over after four chases, instead of up to twelve or more. Some nurses can already do this now, but it'll be the optimal/fastest way to win if they implement it.
I'm not saying base kit infinite Unbreakable is a good thing, it's not. I think Last Standing is dumb, and will just become the end of game every killer aims for, because it's always the easier play.
"every killer would just slug every survivor at five gens"
Do you seriously think this is possible for the majority of the killers? Please enlighten me on how you would achieve that with Trapper.
"Some nurses can already do this now, but it'll be the optimal/fastest way to win if they implement it."
Nurses are already doing it in this patch. Adding Last Standing doesn't change anything because they are already doing it. Also, as I said, if you slug all survivors, it's game over most of the time already. Adding Last Standing doesn't change much.
@ad19970 said:
It does in a way that, as far as I can tell, all survivors will be treated as sacrificed when the last survivor goes down, and they would also not get to use perks like Unbreakeable anymore, although such situations would be quite the rarity.
But still, this change is definitely good. It would otherwise simply make slugging more reliable as far as I can tell. Not to mention that a basekit unbreakeable that takes 45 seconds will just generally be very healthy for the game.
Unbreakable only takes 24 seconds to use. Usually, chasing the last survivor will take longer than that, so they will already get a chance to use Unbreakable. If it takes less than 24 seconds, you can just hook the first survivors you downed to avoid Unbreakable.
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@blankfaced said:
Or, and I know it's controversial, they could gasp balance their game....
Just a thought.
If you don't want to sweat to win, then don't expect to win. The game wouldn't be balanced if killers could win without trying.
@LordRegal said:
Main issue with that - from my experience, the sweaty survivors despise going against people who aren't trying. They'll start stalling the game, doing everything they can to goad you into trying harder, and will not hesitate to just sit on 1 gen for a good amount of time because you're "not playing correctly." It's been absolutely miserable trying to play casually just as much as it is miserable to go against them at all.
Plus it's per killer. I accept I'm going to lose every game for a night on my Wraith, he's set, maybe, assuming MMR is working. But that discounts the other dozen killers I enjoy playing. Oh boy, a fortnight of losing! So much fun!
...you know, this probably explains why I've been playing more Tales of Maj'Eyal lately, it's more fun losing to a PvE game than a PvP one...
If you are really playing against sweaty survivors, they would "gen rush you" and the game would be over in 5 minutes, as the people on this forum claim. The only scenario in which you describe where they stall the gen is you are playing against a toxic 4 man swf because if a solo player is involved, they would just finish the gen. 4 man swf are extremely rare. Only 3-6% of games have a 4 man swf (https://devtrackers.gg/deadbydaylight/p/7b8835f4-community-community-data-requests).
I don't really think it will take that long to lower your mmr since it seems that all killers are locked within 200 mmr of each other based on Scott Jun's video about mmr. Anyway, it's something you will have to weigh: whether you want to sweat forever or eventually fall to a mmr that you enjoy playing at.
@Alphasoul05 said:
Counterpoint: If the game favors 4 survivors of equal skill against 1 killer of equal skill, and "balance" is technically 2 kills 2 escapes, then that means you'll forever have to feel the need to sweat because equal matches result in overall more difficulty for the killer. Unless you specifically try to tank your MMR, then your matches are always going to feel difficult. If that's the point, fine, but I'd suggest you remember that it's BHVR deciding themselves that 2k2e = balance, not the general playerbase. 1v4 asymmetrical game btw.
I just don't feel the same difficulty when I play survivor as I do when I play killer and far less is expected of me and what I have to do.
I would have to disagree. Sweating is more like trying your hardest to win or tie. If you play casually and lose mmr, you would only be lower mmr because you weren't playing to your full potential. The only scenario in which you would sweat from playing lower mmr games is if your true skill also decreased in the process.
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2509121#Comment_2509121
I think what the OP means is play the game without worrying about the result. You got a 4k? Nice. You got a 1k? Hey it happens.
By playing casually, I mean not sweating to win. I mainly see people complaining that they have to sweat, camp or tunnel to win. If they dislike doing this, then they should just stop because it's keeping them at a mmr where they are forced to do it.
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As a killer, I don't really notice much of a difference. Before MMR, I was rank 1 killer and faced red ranks every game. After MMR, I am probably playing against the same people.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2507372#Comment_2507372
https://forum.deadbydaylight.com/en/discussion/comment/2507361#Comment_2507361
If you toss the pallet before the colliding hit and your ping isn't terrible it's free real estate , killers like demo and Bubba suffer most from this and pallets weren't supposed to be made safer but they are, and having my hits stolen is bs, it's essentially built in syringes
Yep. Pallet validation made me stop playing Bubba. He's the type of killer that will regularly run through pallets and the hit validation causes him to lose so many hits.
I have 26 ping and still get validated at pallets half of the time. Imo, anyone with ping below 50 shouldn't be hit validated because this is already very good ping.
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Alternatively, Hex totems are disguised as dull totems for 1 minute.
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Yep. Every streamer I have seen thinks this killer is dog #########.
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Check out Otz. I think he has a 100 win streak with her.
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Because if mmr was shown, people would go super-tryhard to get the highest mmr and most games wouldn't be fun.
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In addition to some of the changes here, some QOL changes:
- removing the cooldown after using chains, so that you can instantly break pallet or vault
- allow you to end Gateway Possession whenever, so that you can end it quickly if you miss
- make it so survivors don't see him channelling the Gateway or make it so he isn't slowed while doing it because survivors just break line of sight
- make the camera automatically face the closest survivor within 10 m after opening the Gateway. This is necessary because if the survivor breaks line of sight, you lose distance using your power in the time it takes to look for them
- make it easier to aim at different elevations (I find at extremely difficult to aim at a lower or upper floor)
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1691942#Comment_1691942
They are unreactable, it's mathematically impossible to dodge a huntress or deathslinger shot.
I'd like to see video evidence of you dodging one, and not the other side just missing.
If you really can dodge them, you have the new world record for best reaction time.
Huntress's hatch can be dodged at long range. The reason? It's forecasted before she throws it. You don't dodge Huntress's hatch by looking at the hatchet in real time. That's impossible. You just look at the direction she is facing while she is holding the hatchet, which is where the hatchet is going, and the moment she makes the throw sound, you change your direction. People react to sound far faster than visual, "Many researchers have confirmed that reaction to sound is faster than reaction to light. [5] Perhaps this is because an auditory stimulus only takes 8-10 ms to reach the brain, [13] but a visual stimulus takes 20-40 ms."
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I am going to be honest. That was the first time I got to see what it looked like and I laughed so hard. It looked way too funny.
@EntitledMyersMain said:
I wouldn't get mad. In fact, I would clip it and make a youtube video about it called "Super spinning nurse" , which would have really bad edm music in the background as it shows them spinning for a solid 3 minutes
I mean, there's nothing stopping you from doing it now. Could you do it? I want to see the results. Lmao.
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@xXCAM3R0NXx said:
Just laugh, because it shows that you outbeat the killer so much that you p***ed them off 🤣.
Ggs my guy
Actually, it was an effortless 4k at 5 gen. The game was over at 2 minutes. All 4 survivors were down 1 minute into the game. An Unbreakable delayed the game for an extra minute. Here's the game if you're curious https://www.twitch.tv/videos/762138962?t=00h26m32s.
Anyway, I just did it because I wanted to see what it looked like from the survivor's perspective, which was possible because it was a streamer.
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@calem said:
Not at all, this is funny
Oh. I should keep doing it then since they find it humorous.
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I don't think it was interesting.
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Wouldn't you need control groups to validate the results of this experiment? If so, we need a toxic group. To participate be as toxic as possible and post the results here.
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I can't wait for next gen so I can get more console players. Only roughly 25% of the players I meet are console.
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None.
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Thana will probably get buffed since that's what everyone is complaining about. Everything else will remain unchanged. Then Blood Pact will get nerfed a few weeks later for being op.
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It's possible with dynamic movement speeds e.g. like Myers or Spirit who start off slow but can become faster through their power, but for a killer with a static movement speed, it is extremely unlikely to ever happen.
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@Moundshroud said:
I wish I could say you are wrong, but I can't. I play both Survivor and Killer in equal measure and the percentage of Survivor jerks is far higher than that of the Killer jerks. It should be noted, however, that the vast majority of Players (Survivor and Killer) are polite and friendly both before and post-game. The problem is that we tend to remember the jerks more clearly, and it skews our perception like a fun-house mirror. Back in the 80s it was called the Geraldo Effect. If most of what you see/remember is negative, your context and perception gets twisted and standards lowered. Most games end with polite GG or nothing at all. Those fade into the background of our minds because we aren't keeping track of them or counting them. The jerks stand out and that we remember. Do you see how it works?
So yes, there are more poorly behaved Survivors than there are Killers, but it is also a 4v1 game so statistically you are more likely to encounter a jerk on the side with four people even if three of them are perfectly nice or silent. Do you see where I'm going with this? My own experience, roughly tracked and counted is that about one in thirty or so Killers is a jerk post game. Survivors are more like one in four or five.
It's true. People tend to remember bad things more. I personally used to think survivors only said gg when they won, so I paid more attention and noticed this wasn't the case at all.
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@sweeneyn09 said:
Agreed. Once you get past about rank 10 on either side it stops being a fun game. On a side note, if anyone knows a max rank survivor named Honourful, he and his SWF crew are toxic pieces of trash that totally ruined my night trying to mess around with learning a new killer (I'm only rank 8 and they were all red ranks) and I hope he his friends and family all get COVAIDS (covid and AIDS simultaneously). Thanks for eliminating fun from the game guys!
Lmao.
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The bloodweb is the worst part about this game in all seriousness. If you had 1 million bloodpoints, it could literally take you 30 minutes to use it all. It's annoying and a waste of time.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1664420#Comment_1664420
yes it is. But that doesn't mean that people have to win every game they play. I can still loose a game and find fun in it, but that seems to be a very rare case for a lot of people who play this game, "oh I'm going to loose?" better DC ######### the killer and the rest of my team, as a killer I "can't catch this person right away" Better DC. "Oh I see mori" better DC and end the entire game. "Oh no it's a killer I can't stand" Better DC too bad rest of the team.
https://forum.deadbydaylight.com/en/discussion/comment/1664419#Comment_1664419
Pretty sad but yeah it feels like that sometimes. I get frustrated but I've never rage quit, even as a killer a team can give me the run around I still stick it out, my enjoyment goes out the window and I don't care anymore but I won't rage quit then either. Any DC's I have are because the game kicked me out or froze and I still loose a pip and any item I played.
@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1664420#Comment_1664420
Not when the journey there filled only with misery, frustration and suffering. It becomes hollow.
Different people have different perspectives of fun. This is what my version of fun looks like
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Winning is fun though.
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Go ahead and use it. I am killer main and think DS should be base kit. I haven't been hit by a DS in ages. It's the killer's fault for tunnelling if they get DSed.
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Funny how I do the opposite and don't chase toxic survivors. Survivors who are toxic or even ones that run OoO want you to chase them. They will go out of their way to stay close to you and harass you. This means they are wasting time by not doing gens. I don't really care and let them waste their time while I win the game.
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Make some friends then.
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I only tunnel off the hook as Nurse if I accidentally hit the unhooked survivor and they had BT and the unhooker is healthy. Between a survivor that requires 1 hit to go down vs one that requires 2, I am obviously going to go for the 1 hit.
@ohheyitsbobcat said:
Probably because they want to show off how elite they are at Nurse and that there is little you can do to stop them. I've run into 3 different Nurses this week all stupidly good. Two of them slugged at 5-gens with infectious while the other slugged at 5-gens with no perks. All three gave no shits about DS.
The games were over in about two minutes as I'm sure most of their games are. The only reason to keep doing that is because they must get some kind of satisfaction in curb-stomping randos, showing off their skills or they happened to have a bad match before on some other killer and are now taking it out on the next group.
Good on them for being as skilled as they are and they have no doubt earned those quick games but ending every match in 2-minutes seems dreadfully boring to me.
That's how most of my Nurse games go. Ending the game really fast just gives you a rush. It's puts you in a super-clutch scenario and lets you apply more of your skill than giving them a chance and killing them off slowly. You are right about 2 things though. I also do it because it's fun to completely smash survivors and I do occassionally play Nurse when I get salty from playing a low tier killer.
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1664164#Comment_1664164
You either don’t understand how she works, or you have been brainwashed into thinking this because 99% of survivors are potato. Most don’t even try to mindgame her and are still circling around things as if she is an M1 killer.
Yep. They are extremely rare but I have played against survivors that made me think Nurse was weak, and I am someone who 4k 99% of games as Nurse at rank 1.
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Wow. I had always thought you were a PC killer. Didn't know you were console.
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As a killer, I don't really tunnel survivors but I have a tendency to chase bad survivors. For example, if I am in a part of a map I don't really want to chase, I won't chase a good survivor but if it's a bad survivor I know I can down in 20 seconds max, I am very likely to chase them. These survivors tend to get chased more often and die fast, which gives the illusion of tunnelling but really I am just chasing them because they are easy targets. As for camping, I rarely do it. When I camp, it's because it's the end game and there's no reason to leave the hook or a survivor is 10-15 seconds from reaching the next hook stage.
Tldr: you get tunneled because you are bad at looping
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I main both killers. Nurse is harder. Blight is much easier. You just use Blight's power for mobility 80% of the time and chase as an 115% killer.
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@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1663943#Comment_1663943
How did it fail? What exactly did they do?
Idk. Google it. They enabled it and disabled it after a while because it didn't give the outcome they wanted.
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BHVR currently doesn't have a way to do this. They tried MMR and it failed.
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You make it sound like healing is a bad thing. Ok. They heal, so what?
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I wonder why skill levels change so much at ranks 1-4. Rank 5+ survivors are babies. Rank 3-4 are average. Rank 1-2 are above average-good.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/196027/its-too-easy-to-get-rank-1-as-killer
I'd like to see that video of you going from rank 9 to rank 1 in two day's two day's
Well, I didn't record it and I would have to depip from rank 1 to rank 9 to do that now.
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If you get 4 player slugged, your team messed up greatly. Against good survivors, you can only slug 1 survivor at most. If you go for more, you will be heavily punished i.e. you will just end up chasing the 3rd survivor and the first 2 survivors you slug will get rescued resulting in massive time loss.
Source: I slug a lot.
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@holywhitetrash said:
https://forum.deadbydaylight.com/en/discussion/196027/its-too-easy-to-get-rank-1-as-killer
3-4 kills should not be the norm , in ideal match making 2 should die and 2 should escape if one side really outplays the other +1 to that side and a 4 escape or kill should be distant outliers... this clearly isn't the current case for the game
In a balanced game matchmaking-wise, there should be 2 kills and 2 escape. Then the most obvious way to determine whether matchmaking was unbalanced is if there wasn't 2 kills 2 escapes. If the killer gets 3-4 kills consistently, the killer needs to pip to face harder opponents. If the killer gets 2 kills, the match is balanced and no pip should be awarded.
@GreyBigfoot said:
I'm pretty bad at killer tbh, got any tips because I still have to get that rank 1 achievment : '(
I already gave 2 tips in the thread. Don't tunnel so you can get hooks on different survivors and apply some form of gen control. PGTW is usually good enough.
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At this point, I would have to assume they can't. It's been here since dedicated servers.
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4k at 4-5 gen with the survivors having 0 hope of winning i.e most of my Nurse games.
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That's your therapist's opinion on your experience of DBD. It's not reflective of everyone.
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I don't think it's effective because the DS stun is 5 seconds. Even if the survivor is slowed by 15-20%. 5 seconds gives too much distance. Also for some reason, gas cannot go through windows, so if a survivor vaults a window, they can quickly escape the gas.
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Yes because it would be op on any killer with stealth or even Tinkerer. It would need to be a Hex perk for this effect.
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Play Clown if you want to understand.
