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Wait this build sucks. They can just heal the injured survivor to disable the totem. Also, the box search time is only 12 seconds, which is much shorter than 25 seconds.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594594#Comment_3594594
How do you know that? The globe can also indicate that they are playing on another console.
What? If I'm on PC and they have the globe, 99% of the time they are on console. Plus the people usually chat. The number of console players are literally x4 the number of PC players. If console players were really equally skilled, I should be seeing all console players at high mmr too. When crossplay was released, I literally got all console players. Now, I only see them occassionally.
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The top survivors are whoever has the most skins/is the most popular.
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Killer is designed for people who like competitiveness. It's actually still fair less competitive than games like LoL and Dota, which I came from.
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Yes. There should be one. Most competitive games have a surrender feature. DBD shouldn't be an exception.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594605#Comment_3594605
This suggestion would kill DBD overnight.
Wrong. You realize DBD used to have no DC penalty and anyone could DC without consequence? DBD seems to be quite successful despite that.
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@Mandy said:
We have stated previously that we are looking for a solution to the "3 gen issue" - one that will have little to no impact on normal gameplay, when we have more information on our plans around this we will be sure to share them.
Just add a surrender vote. People that want to keep trying to break the 3 gen can keep going. People who want to give up can surrender. Most competitive games have a surrender option. I recommend following League of Legends' surrender conditions where surrender becomes available at 15 minutes or if someone disconnects.
3 gen isn't necessarily a problem that needs to be fixed. Not all 3 gens are unbreakable, and some people like the challenge.
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Fixing his Guard AI is far higher priority than anything.
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They would never do that since it would confirm the long-held belief that console players are worse. I know this is true for a fact since I'm above the mmr soft cap and most of the players I play against are PC.
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Borgo is still worse.
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Welcome to the dark side.
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Thanks for the build.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594113#Comment_3594113
Otz is high MMR. The average player isn't high MMR. At high MMR, survivors rarely make mistakes which is why tunneling is necessary. The average player isn't high MMR and makes plenty of mistakes.
I never stated that you wouldn't lose 3 gens by time you get four unique hooks against a good a team. Against a "good team", you're likely to lose all your gens if you don't tunnel, but unless you're at high mmr (which you won't be as a casual player) you're about as likely to go against a "good team" as the casual survivor is to go against a god nurse. While it does happen, it doesn't happen often enough to really matter.
I think the video is representative of how long it would take to activate Grim Embrace. Otz is high mmr but it doesn't mean he will face high mmr opponents. Due to the mmr soft cap and fact that matchmaking is very lax, the odds of facing a strong team is 10-20%. Most matches as a high mmr player are against mediocre players. Otz actually has a very large advantage due to the lax matchmaking since it allows him to face far less skilled opponents.
Going for the no tunnel route also has risks:
- you might get 4 hooks too late. The difference with my suggestion is that it requires enough remaining gens to get value from it whereas with tunnelling, killing a survivor gives value at all stages of the game.
- you might never achieve 4 unique hooks. If Grim Embrace becomes base kit, the survivors 100% know about the effect, so it's possible for the last survivor to hide and play very safe to avoid activating the effect.
- you might accidentally tunnel and fail the activation conditions.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594097#Comment_3594097
Tunneling is balanced, but unfun. It comes down to a matter of skill. At an intermediate skill level, you're likely to lose at least 3 gens by time you get your first kill if you're tunneling. It's high-risk, high-reward. Pick the wrong survivor to tunnel, and you're walking away with a 1k at best.
What you're proposing is zero risk, maximum reward. For just four unique hooks, survivors end up with a 25% debuff to action speed. There's no risk here.
Then there's your second suggestion, which is to undo all the progress invested into a completed generator and then block all generators for 30 seconds. Where's the risk? There is none. There's only maximum reward. Even with all of that, you can still choose to tunnel.
I don't think you're understanding just how terrible those suggestions are. You have zero consideration for the other side and only think about how best to incentivise killers to not tunnel. There is no simple solution. The solution to tunneling needs to be something that is fair for both sides. There needs to be appropriate counterplay, and it can't be too strong. That's what it means for something to be balanced.
When someone is tunneled out, the action speed doesn't change. What changes is the number of people that can be on generators at any given time. With four people, the most that can realistically be on generators is three. Minus one survivor, now it's two. Minus one, now it's one. I cannot make it any easier to understand than that.
Tunneling is intentionally going for the same survivor repeatedly. While hook farming technically fit the definition of tunneling, people didn't call it out as tunneling because it's not the killer's fault you had dumb teammates. DS was common, sure, but people liked to save their DS for the endgame. BT was also common, but given that this was before SBMM was implemented, you could have several games where you had dumb teammates.
If you still don't get it by this point, I'll sum it up for you. Tunneling = Balanced, but unfun. Your suggestions = Unbalanced, unfun, overpowered.
So you're saying you won't lose 3 gens by the time you hook 4 unique survivors against a good team? So wrong. Otz tested Grim Embrace on every killer and on average it activated with 0-2 gens left. In most of the games where it activated earlier, he already won and Grim Embrace didn't influence the outcome significantly. https://www.youtube.com/watch?v=TUWTCtrvfb8.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594012#Comment_3594012
Don't put words in my mouth. I'm not arguing that tunneling is unbalanced. It's unfun, period. You are arguing that your suggestions are fine because tunneling is stronger. Fixing tunneling by giving the killer a reward for not tunneling that is equal to tunneling someone out just creates a new problem. Your suggestions are unbalanced. Tunneling is not. See the difference?
Being farmed off hook by a teammate was what is known as survivor-induced tunneling. It's still tunneling, but the reason for it was a teammate not running BT and going for unsafe rescues. It's easier to not call it tunneling because the killer is expected to capitalise on survivor mistakes, and not doing so would be tantamount to throwing.
It really doesn't matter what they put in the developer update. Those of us who were around before basekit BT know that being farmed by teammates was one of the top complaints, and basekit BT was implemented as a result of that.
"Don't put words in my mouth. I'm not arguing that tunneling is unbalanced. It's unfun, period. You are arguing that your suggestions are fine because tunneling is stronger. Fixing tunneling by giving the killer a reward for not tunneling that is equal to tunneling someone out just creates a new problem. Your suggestions are unbalanced. Tunneling is not. See the difference?"
No, I don't. If tunnelling is balanced, how is an effect weaker than tunnelling unbalanced?
"Being farmed off hook by a teammate was what is known as survivor-induced tunneling. It's still tunneling, but the reason for it was a teammate not running BT and going for unsafe rescues. It's easier to not call it tunneling because the killer is expected to capitalise on survivor mistakes, and not doing so would be tantamount to throwing."
It really doesn't matter what they put in the developer update. Those of us who were around before basekit BT know that being farmed by teammates was one of the top complaints, and basekit BT was implemented as a result of that."
Tunnelling is going for the same survivor multiple times to kill them fast. You can call it hook farming or w/e but it still falls within the definition of tunnelling.
Back then, most survivors had DS and there was still a high risk of BT. Going for the unhooked survivor was risky. If they did it, they were knowingly tunnelling.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593928#Comment_3593928
Again, you are missing the point. What you are suggesting is not balanced. How much clearer do I need to be?
When someone is tunneled out, it results in the match slowing down because there are less survivors on gens, reducing their efficiency without actually affecting how long it takes to complete a generator.
When someone is tunneled out, it still takes 90 seconds to complete a generator solo. That doesn't change. What changes is the amount of people that can be working on gens. So, no, it doesn't result in a 33% reduction in gen speeds.
Your suggestion is to increase gen times via a debuff. Your second suggestion is extremely unbalanced. A basekit effect for not tunneling that undoes a completed generator, resetting it to zero and blocks all generators for 30 seconds. For either of your suggestions to be balanced, survivors would need something equally strong for not genrushing and even that would destroy the overall balance of the game.
Tunneling needs to be addressed, sure, but it isn't worth destroying the game's balance to do so.
As for basekit BT, that was implemented to address an entirely different issue which was that survivors would get farmed off-hook by their teammates who would go for unsafe rescues without running BT. It was incredibly frustrating to have no agency in the matter. You would get unhooked, immediately get downed again, and put back on the hook.
In essence, you're arguing that tunnelling in its current form is unbalanced. I don't think it is unbalanced when most killers are doing it and kill rates are near their target of 60%. I've provided solutions that are comparable to tunnelling someone out. Whether tunnelling is balanced is another discussion, which I don't care enough to argue about.
As for basekit BT, that was implemented to address an entirely different issue which was that survivors would get farmed off-hook by their teammates who would go for unsafe rescues without running BT. It was incredibly frustrating to have no agency in the matter. You would get unhooked, immediately get downed again, and put back on the hook.
Nope. In the developer update where they introduced base kit Borrowed Time, they specifically said it was implemented to address camping and tunnelling.
There's also no reason to stop at removing base kit Borrowed Time. Since tunnelling is still happening, we should just remove every anti-tunnel perk, e.g. OTR and DS.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593404#Comment_3593404
People aren't complaining about the reduction in efficiency after someone's been tunneled out because that reduction in efficiency would happen even if the killer didn't tunnel.
But what you're suggesting is that for 1 hook per survivor, the survivors get a 25% debuff to action speed.
Now, let's assume the killer is a standard M1 killer running Gift of Pain and Dying Light. 3 Stacks of Dying Light is 9%. Gift of Pain is 16%. Combined with your idea of 25% for 4 unique hooks, that's a 57.33% penalty or 0.57 charges per second, assuming my math is correct. That's now 157 seconds to complete a generator solo.
To make it clear, the point isn't how feasible this is. The point is that there is no simple fix to tunneling that doesn't remove killer agency, provides sufficient incentive or reward to not tunnel, and is also balanced.
Those are terrible perks no one runs. You keep giving me these examples but I already told you that when you tunnel someone out, there is at minimum a 33% reduction in gen speeds, so if someone tunneled and ran the perks you mentioned, it would be a 65% reduction in gen speeds. Yet no one is doing this or complaining about it.
Another solution could be that when you hook 4 different survivors and 4 survivors are alive, a random completed gen is sabotaged undoing all its progress and all generators are blocked for 30 seconds. There are 5 gens. A 25% increase in gen times would be equivalent to 1.25 gens. Note that killing a survivor also reduces action speed.
Also, even if the solution doesn't stop tunnelling completely, I think it's silly to think that nothing should be implemented. That's like saying they should remove base kit borrowed time because people are still tunnelling.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593465#Comment_3593465
That's not what I'm trying to say.
I'm trying to point out that trying to use incentives to lure killers away from tunnelling is practically impossible without also utterly demolishing game balance. Tunnelling is simply overpowered, so making non-tunnelling the more appealing option would require buffing killers to such a point that survivors have almost no chance of winning.
I don't think tunnelling is overpowered. It's more like the bare minimum you need to do to compete with strong teams. They also could nerf tunnelling more so that a weaker reward is required to be comparable.
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Nope. Bots are still a loss most of the time for survivor since they are worse and it's boring to play against as killer.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592738#Comment_3592738
Just to illustrate: You're suggesting a 25% action speed penalty, which is pretty heavy, and... It's still not enough.
As @Kaitsja mentions, in the general gameplay loop, not all survivors can be on gens. Even if you have only one survivor in chase and the others all on gens, going from 4 to 3 survivors would effectively be going from 3 to 2 survivors on gens, max. That's a 33% cut for 3 hooks, as opposed to a 25% cut for 4 hooks. So the reward is greater, and the cost is lower.
Even with that much of an action speed penalty, tunnelling would still be stronger.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592820/#Comment_3592820
I think it's silly to think that nothing should be implemented just because it won't stop tunnelling completely. That's like saying they should remove base kit borrowed time because people are still tunnelling.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592510#Comment_3592510
Trapper. Are we seriosuly bringing Trapper as an example here? He takes time to set up a trap and CANNOT move. Against a good Artist there's always a chance of counterplay. It's not impossible but it's very tricky. I've faced many Dredges and they are quite predictable. Just need to learn the playstyle and you'll be fine.
With Trapper, you can just fake the trap to force survivors into staying. First time you set the trap, you fake it. If they run away, you chase them. If they stay, you set the trap and they are stuck in a tile with a trap.
Nope. There's no counterplay in a loop against a good Artist. If you think there is, you just haven't played against a good one. Otz mained Artist for one of his 50 win streaks and said that Artist was a guaranteed down unless survivors could chain loops. There's a reason why she is considered to be one of the best killers.
As for Skull Merchant, you can chain loops against her, even if you are Hindered. Here is an example. I think what you're missing is that you need to drop a pallet fast against a Skull Merchant. It's very similar to playing against a Clown. Otz has been playing Skull Merchant for the past month attempting win streaks on her. I've been watching his streams and many survivors have taken him on long chases. She's definitely not a killer with 0 counter play.
Even after maining her for a month, Otz only thinks she is B tier. She can injure survivors fast but her chase is similar to Clown.
There are a few reasons why Skull Merchant has a high kill rate:
- She's a noob stomper. Killers that cause Hindered tend to be noob stompers
- She's extremely easy to play, much easier than Clown and Cenobite
- Survivors still dc against her frequently due to hating pre-rework Skull Merchant. Otz had so many survivors dc against him when he didn't even do anything.
- She's still new and survivors haven't learnt her counter play
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592820#Comment_3592820
The overall efficiency of each survivor is equal to 25%. Killing a survivor results in 25% less efficiency, as one survivor is worth 25%. The team is 25% less efficient when they are a man down. With 4 people, you can have one in chase, and a 2-1 split on gens. With 3 people, you can have 1 in chase and 2 working gens either separately or together. The team is significantly less likely to escape when they are a man down because they are less efficient.
Your suggestion may indeed alleviate tunneling, but is an equally terrible outcome. You've suggested basekit 4-stack Thana, with the activation condition of Grim Embrace. A 25% reduction is massive for a basekit change. The killrate would go up, while the escape rate would drop. It already takes 90 seconds to complete a generator solo. A 25% reduction increases that by a whole 30 seconds. That's now 2 minutes to complete a generator solo. Assuming my math is correct, it would take around 83 seconds for two survivors to complete a generator together. That is, in no way, balanced.
Thana was just the first perk that came to mind, but there are other perks that reduce the repair efficiency that would stack with this basekit change. The point was never how feasible getting 4 stacks of Thana is, the point was that a basekit action speed penalty debuff stacks with other debuffs.
If I were to flip this and suggest survivors get a buff to action speed if someone is tunneled out of the game, killers would be the first to denounce it as punishing them for playing efficiently.
Rewarding the killer for not tunneling by giving them extra BP or emblem score won't work since they don't care about that. They also aren't going to care about a basekit grim embrace because the payoff just isn't the same as eliminating someone and having permanent slowdown.
In the current game state, we can already tunnel a survivor out and achieve a stronger version of this Thana you're describing. Complaining about the action speed penalty doesn't make sense when a stronger version of it is already in the game, which survivors don't complain about. When survivors complain about tunnelling, they're complaining about dying fast, being unable to play, and not having fun. They're not complaining about the action speed penalty afterwards that results from dying. This is based on comments I've read about tunnelling https://steamcommunity.com/app/381210/discussions/0/3499887039228967158/
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Yes it did. Mainly because it made playing M1 killers unbearable.
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Yes. SM can still 3 gen if she gets a lucky gen spawn or the survivors don't know how to counter her. Tips against her:
- don't ignore her drones just because they don't hit stationary targets. You must disable them before working on the gen to avoid getting detected when she comes and you have to run
- learn to dodge the drone beams. Under no circumstances should you get hit by the beams while not in chase. They are extremely easy to evade. Even when the drones are in stealth mode, you can look at the lights on the drone to determine where the beams are. If you do it properly, you can just run to the drone while evading the beams for a fast disable.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592738#Comment_3592738
You have to think about how these effects will interact with other perks. So, a basekit slowdown of 25% stacking with, say, Thana (Which has a max of 20%) that's now 45% slowdown just for not tunneling.
25% is equal to one survivor. While this would be an adequate incentive to not tunnel, it would take survivors far too long to do a generator. This wouldn't go down well with survivors.
This is why I say there is no reward that both incentivises killers to not tunnel and is balanced. Anything short of 25% slowdown is going to result in killers opting to tunnel because it's easier.
A 25% action speed penalty is actually still weaker than a survivor dying, which is why I think it's balanced. It's a misconception that killing a survivor results in a 25% reduction in gen speeds. The killer is usually in chase with 1 survivor, so 3 survivors working on gens is usually the maximum. Killing 1 survivor results in 2 survivors working on gens, so in reality, killing a survivor actually results in a 33% gen speed reduction. Though, with 3 survivors, you usually have 1 survivor on a hook, 1 survivor unhooking and healing, and 1 survivor on a gen, so the actual gen speed is lower.
There's the question of why not tunnel if it's still stronger? The outcome of tunnelling is stronger but the method to achieve is weaker. Tunnelling is much harder than just chasing another survivor. Tunnelling requires you to stay near the hook and chase survivors into parts of the map with completed gens, uncleared pallets, and strong loops, which means you can't pressure gens and the chases are harder. You also can't change targets to someone who is easier to down.
Overall, I think the change I suggested is close to tunnelling a survivor out and killers would choose it over tunnelling since it's easier to just hook another person. This change won't end tunnelling but it will significantly reduce it.
You mentioned Thana but you need 4 survivors injured for that, which is extremely diffficult even for Plague and Legion, which is why they don't run the perk. I also mentioned a 5 minute limit to prevent the survivors from being 3 gened.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592580#Comment_3592580
There's literally no reward that could be given to a killer that is both balanced and equal to the pressure created by removing one survivor from the match.
4 Survivors. One in chase, three on gens. Hook one, now you have two on gens, one going for the save.
3 Survivors. One in chase, two on gens. Hook one, now you have one on a gen, one going for the save.
It takes 90 seconds to complete a gen solo, compared to the roughly 53 seconds it takes two people. By removing one survivor from the equation, you have permanent slowdown.
I haven't thought of balancing it perfectly but here is one example. Hooking a different survivor than the previous one 4 times in a row causes all survivors to suffer a 25% action speed penalty. This effect deactivates once a survivor dies and only activates when 4 survivors are alive. This effect deactivates after 5 minutes (to prevent 3 gening).
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592028#Comment_3592028
Rewarding the killer for not tunneling isn't going to make them not tunnel. You need both the carrot and the stick. Without the stick, there's no reason to take the carrot.
I agree. We already have the stick (Borrowed Time and anti-tunnel perks), but there's no carrot.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592495#Comment_3592495
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592487#Comment_3592487
Because for Artist you can run into the crows which doesn't injure you or you can bait doing that so the Artist releases them. Two counterplays. Dredge is the exact same, but when he holds his ability he moves slower, allowing you to move to the next loop. An extra counterplay. Knight is a different story. You can't just run to the next loop each time against a 4.6 m/s killer (that developed bloodlust/haste) without getting hit.
Against good Artist, there is no counterplay but running to the next loop. You're relying on mistakes that they won't make. Against Dredge, you can only run to the next loop if it's very close i.e. can be chained. There's also Trapper, which is 4.6 m/s and gains haste after setting a trap. Knight also has an addon that gives him a speed boost after setting a Guard.
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Every day is national Wesker day.
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How is this conversation still going? Placing a Drone in a loop is like Artist, Knight, and Dredge. You just run to the next one.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592012#Comment_3592012
I don‘t understand why people aren‘t making their own opinion and just copy what a streamer said.
And if you think the condemned was bad, then for me the old version without condemned, would be far better and more fun than the version we have right now.
I don‘t understand, why behavior took the part that people complained about and made it the main way to play her!
I mained old and new Onyro and that's my opinion. I just posted Otz's stream since you're obviously not going to believe me without proof.
@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592012#Comment_3592012
I'm sorry you feel that way but I was able to consistently win games with her without slugging at all or playing for condemn. If you were skilled enough with her you can take advantage of her great macro play and could use her TVs to have great map presence.
If you thought slugging was the only viable way to play her before, you probably only did it because it was the easier for you.
99% of the community thought that Condemn was the only only viable build on pre-rework Sadako, including Otz who attempted win streaks on both of them. Regardless, Otz already proved current Onyro can do well without slugging, tp spamming, and Iri tape. I suggest you practice her more if you think otherwise.
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@Skitten56 said:
She is worse against coordinated teams but destroys soloq. Her current state is unhealthy for the game. Even worse is that she is just so much less fun to play now compared to before, for both sides.
Pre-rework it was a blast to use TVs as a strategic tool either mid-chase to catch survivors off guard or to surprise them at gens. Now with the rework we pretty much are forced to just mindlessly teleport to build condemn. TVs are pretty much never turned on in key areas now due to survivors always doing tape runs and you are pretty much forced to use the Iri-tape add-on to even stay competitive.
Pre-rework you could tryout a number of fun builds and playstlyes and still be successful with her. Now if you do anything but a full condemn build you are pretty much screwing yourself against any decent players. This is bad for Onryo and makes her a much less interesting killer.
In order to make her fun to play again they need to just undo the rework and focus on making her teleport play more fun, not nerfing it by giving it double cool-downs and having TVs be off all the time. Survivors hated getting focused down by condemn to be removed from the game so it baffles me why BHVR made the whole rework focused on it at the expense of the rest of her abilities.
In my opinion the Onryo rework is one of the worst changes they made to the game. It significantly makes her less fun and more boring to play. BHVR took a fast paced interesting killer who felt very rewarding to use when skilled with her, and turned they into a killer who is utterly boring to play and feels like easy wins most of the time unless its a swf game. Swf game are just frustrating now because I know that pre-rework I would have been able to be competitive by using her teleport mobility to keep up unlike now.
"Pre-rework you could tryout a number of fun builds and playstlyes and still be successful with her. Now if you do anything but a full condemn build you are pretty much screwing yourself against any decent players. This is bad for Onryo and makes her a much less interesting killer."
It's the opposite. The only build that was viable before was Condemn slugging. Now you can play Onyro normally if you want. Otz got a 40 win streak with Onyro without slugging and said it was very easy. Current Onyro is healthier and far more versatile.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591915#Comment_3591915
Wasting perk slot ofcourse. It's aura perk after all, if you know maps by your own, you can use better perk instead of it.
Dang. Guess every perk has a con since they all waste perk slots.
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What's the con for Windows of Opportunity?
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OP is right. This map is unbalanced for killers without mobility. Killers with mobility can just leave the houses and find another survivor in the open whereas killers without mobility are forced to chase survivors in broken double window loops.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591761#Comment_3591761
Alright.
Lets just look at the stats we have. According to you, if i understand you right, we need to achieve a ballanced winrate more %kills for that goal.
Lets look at some of those stats.
Skull Merchant:
Killrate 68%
Wins/Loss (3+4K)/(0-1K) 65% - 25%
Clown:
Killrate: 51%
Win/Loss 43% - 41%
Spirt:
Killrate: 56%
Win/Loss 50% - 37%
Doctor:
Killrate: 55%
Win/Loss 47% - 40%
The only killer which achieves a ballanced 50/50 win-loss rate is the clown, with 51% killrate. All the other killers with higher winrate are unballanced.
The only way your arguement might make any sense is when we count a draw (2K) also as a loss for the killer.
For more experienced killers, 2k is generally considered a loss. If BHVR balanced the game so that killers achieve a 60% kill rate, getting a 2k is technically losing.
Though, there are other reasons for a 60% kill rate. Firstly, swf. The kill rate is inflated from playing against solos. For matches to be balanced against swfs, the kill rate needs to be higher. Secondly, poor matchmaking. The skill level of survivors often varies. A killer can tunnel out one weak survivor to win. If matchmaking was better and gave 4 equally skilled survivors, the kill rate would be lower.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591727#Comment_3591727
The 3K and 4K (win) is 50% on PH. Not relevant if the 4K rate is higher then the 3K. Its a win.
Or that Clown is perfectly ballanced with a 50% killrate regardless on win/draw/loose?
The devs basically already confirmed that this is irrelevant.
I have absolutely no idea what you are talking about. A 4k results in a higher kill rate compared to a 3k but not a higher win rate. Killers are more likely to 4k than 3k, which is why a kill rate higher than 50% is needed to achieve 50% win rate. The thread I made explains this very well https://forums.bhvr.com/dead-by-daylight/discussion/348478/bhvr-can-you-post-and-balance-around-win-draw-and-loss-rates-instead-of-kill-rates/p1
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Reward killers for not tunnelling. I've made a thread about it long ago. https://forums.bhvr.com/dead-by-daylight/discussion/351078/add-incentives-for-not-tunnelling#latest
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591708#Comment_3591708
That is untrue, by fact and proof. Why not just look at the data and see for yourself?
How about you look at the photo you posted? The 4k rate is roughly double of the 3k rate.
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It was already weak before. If anything, it needed a buff.
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Killers tend to 4k when they win, so a 60% kill rate is more like a 50% win rate. I made a thread about this long ago. https://forums.bhvr.com/dead-by-daylight/discussion/348478/bhvr-can-you-post-and-balance-around-win-draw-and-loss-rates-instead-of-kill-rates/p1
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Never.
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591182#Comment_3591182
no not really
one provided info on the killer at all times and the other one shows where you can (usually poorly if you're running windows) loop the killer for an extra ten seconds
you are not playing against tournament level players when you see this perk (excluding that 1% game), you are playing against people just trying to make it through SoloQ.
Nope. What you said matches OOO perfectly.
"It's purely informational, and how the survivor uses that information is what counts. It's also on you to be able to play around what the survivor is doing, generally speaking."
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590997#Comment_3590997
It doesn't "provide multiple health states" at all. That's some weird business major logic.
It's purely informational, and how the survivor uses that information is what counts. It's also on you to be able to play around what the survivor is doing, generally speaking.
The information provided is used to prevents hits. Your argument is kinda like saying pre-nerf Object of Obsession was balanced since it only provided info.
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591019#Comment_3591019
Clock call outs are more precise than just saying North. In fact it seems like you don't know much about clock callouts (and im no expert play soloq predominately). theres as many as 16+ different precise locations. 1-12 the hands of the clock, can be a top mid bottom mid, middle, etc. As far as direction (most maps, not all but most) callouts give main the 12 oclock and shack 5 o'clock.
Meh. Saying 12 o'clock in Hawkins still doesn't mean much when it could mean any of the pallets in the rooms.
Even Otz's team, comprised of some the best survivors, while doing the hardcore survivor challenge didn't call out pallet drop locations. I think it's safe to say that only comp teams would do it.
@RFSa09 said:
No, it´s not a really a ´´good op perk´´ if you know the maps
The strongest effect from it is avoiding dead zones. Knowing the tile layout is a bonus. Though, the bonus effect will become stronger as more maps are added requiring more learning.
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590997#Comment_3590997
Very good teams use clock callouts or just say top mid bottom mid etc. They could even just say the tile (jungle gym etc) .While maps have rng there is somethings that never change. Main will always be in the same spot (some have up to 5 variations rng like temple and grim, but thats maximum) as will killer shack (except on one map 2 possible locations).
Tiles will always be in the same spot (just the tile itself wont always be the same tile). The only thing that changes with ALL main, shack and tiles is orientation. Indoor maps tend to have the least amount of rng. Hawkins prolly has the most indoor rng, the 3 middle long rooms have a few variations.
If I use WOO I use it in soloq to know when my teammates have used a pallet, not too often do I use it to learn maps (I have 7k+ hours), except like the newest maps where i havent bothered to figure out the rng yet.
TLDR while there is rng, the rng has a pattern.
EDIT: maybe be slightly off on some of this doing this off the top of my head quickly.
You would only see that in comp teams. There are still problems with that method. It's not precise enough. Saying 1 pallet dropped in North isn't helpful since would be many pallets in North. There's also an issue of direction. There's no set direction of North, South, West, and East, so a team would need to quickly decide from the start the orientation for their directions, which is also difficult. The hardest part is of course memorizing it all and applying it on the fly. When there are many pallets dropped around the entire map, it becomes too hard to track. It's also hard to remember while trying to loop the killer at the same time. It requires a lot of practice and effort, which I only see comp teams doing.
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@Annso_x said:
The perk doesn't make you "immediately understand how to run a tile". Newbies aren't suddenly god loopers with it, they still pre-drop or camp pallet first chance they get. And good players already know how to loop and are still as good without it.
Nerfing perks because they're popular is not a good thing, and if info perks (aura reading) was so strong killers probably wouldn't be complaining about blindness being the most useless status effect in the game all the time.
Finally, I'm fine with a perk countering dead zones when they shouldn't exist in the first place, and if they're "survivor made" dead zones (someone dropped all the pallets) nerfing WoO would only nerf solo queue.
@I_CAME said:
Believe or not experienced players can play just fine without it. High level survivor teams don't even use this perk. It's mostly something people use because it's impossible to know where pallets were dropped in solo queue. All nerfing windows would do is make solo queue even weaker. It's not going to do anything to SWFs full of strong survivors. Really any survivor with 2000-3000+ hours already has all the maps memorized anyway. The kind of survivors who can run M1 killers for the entire game with no mistakes are not good because of windows. They're just good at the game in general. That's a whole other issue and has more to do with certain killers just being extremely weak.
@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/397714/does-windows-of-opportunity-need-a-nerf
It's the most used perk because of SoloQ. You don't want to get caught in a dead zone because Feng Min predropped every pallet on the map.
It's fine as it is.
I disagree that it's only a solo queue perk. Swfs also run this perk. It's extremely difficult to communicate what pallets were dropped in a swf since you would need to describe the exact location and have the entire team memorize all the pallets dropped. For example, describing what pallets were dropped in Hawkins is extremely hard since it's hard to distinguish between the rooms and there are so many pallets. The best that swfs can usually do is saying whether shack pallet is dropped.
Being able to avoid dead zones is a very strong effect since entering a dead zone is effectively a guaranteed fast hit. For that reason, it can provide multiple extra health states.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590065#Comment_3590065
It was absolutely skill less and somewhat even stupid, because proxy camping has always been the stronger strategy.
The fun part is body blocking pathways to secure a kill. In some maps, particularly RPD, you could body block the pathways so survivors couldn't unhook. For proxy camping, it's still a nerf when camping basement since you can't just stand at the basement entrance anymore.
