emptyCups
emptyCups
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Flight
Levitation
Invisibility
Candyman is pretty stacked with powers
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1193035#Comment_1193035
Didnt have to put any of that on. Theres a reason theres a pre game prep xD he put it on cause he's toxic. He could have left to find another game but he didnt. He chose his toxic path, simple. Brought NOED aswell so there is no sympathy shared with him. Combined with his McDonalds connection.
Be brought noed so you wont have sympathy for trolling and giving him a poor time...
What kind of backwards thinking has that got to be?
Seriously what does that even mean am I to assume that noed offended you in some way to say something like that ?
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I get what your saying since as killer a dc rewards 4 players with bp and escape bp it's a free victory for them so what can it hurt?
But since so few killers want to even play anymore ques are insane and it's a huge letdown to wait 20 minutes to see a killer DC and go back to the bottom of the ques.
I won't recommend DC. But if your having that poor a time on those maps you have to send a message to the dev's by simply not playing killer.
It's hard to be a killer. Its stressful and unrewarding and your flamed if you have a single kill. Survivors will always hate the monster
I thank you for your service
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Yeah that doctor prolly slogged through a dozen terrible matches until he had enough bp to use 3 ultra rares so he would for once have a good game in the terrible matchmaking
And you had him waste all of that by trolling. Yeah I'd be upset with you guys as well.
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Noed rework request
No longer a hex.
Is now base game for all killers
Now also has unlimited aura reading
Extended lunge range by 12M for all basic attacks
And the exit gates are blocked for 20minutes use of hatch is instant death instead
@Dwigtht said:
NOED now is the most annoying perk. I have played killer with NOED and in some cases, you could get 4k by literally not doing anything during the main match and slug survs during endgame.
As a survivor I am often running Small Game and cleansing 3 - 4 dull totems on average, but on some maps some totems are really difficult to find and cleanse.
but this is not enough in most cases. And on the large maps it is too difficult to find NOED tot during endgame.
I would like to request to keep NOED as a HEX totem, but make it visible during the main match as the other totems, like ruin or devour hope.
So that, survivors will be able to spot and cleanse noed totem during the match.
Make NOED like Devour Hope.
In the after match chat I see a lot how survs call killer "trash", "weak killer" and so on for NOED,
but I have never seen any trash talk regarding Devour Hope. If survivors have not find that bright totem during the match -- this is totally their fault.
So, making NOED totem visible and highlighted during the main math would also fix this social issue.
P.S.: My favorite meme with NOED is Nurse with Insidious, NOED and Warden staying on the other side of the gates entire match and waiting the gates to open. Then hit and hook first surv who opens the gate and active blood warden.
After that, slug and hook everyone else.
I am bad at playing Nurse and I literally do not do anything during the match and can get 1k - 4k during the end game.
New noed can be disabled if no survivor brings adrenaline DS DH or toolbox
Idk why survivors feel so entitled to escape that literally anything killers do needs a nerf. Like seriously its not like noed auto sacs you when the gates are powered he still has to find-chase-hit and hook you without anyone flash lighting or sabo 2 seconds.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1189692#Comment_1189692
No, just no. I don't even know if you thought about what you just said.
Killers are extremely weak. It's like playing scooby doo simulator watching them run around a car 12 times before I deadhard into the next godloop. And even if they do manage to hit me once I can passively heal during the case.
If by some miracle they manage to down me (highly unlikely) they can be stun locked by my buddies flashlight 1 second clicky click.
So yeah if the pink add on gets buffed to no hooks I might die once or twice more a month... if they spend web after web trying to find it lol once in like 30 games maybe ? Haha I can live with that
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189692#Comment_1189692
I disagree with this. Killers are not weak, I've been in trials where killers have won and trials where killers have dominated without the use of the Ebony. People that make this assumption should just admit that they're not good killers and that's why they use Ebony Mori. And before someone says "well you can say the same about survivors with keys", that is false. Remember, the time it takes to get to hatch option is long and a lot can happen during that time, so even if a weak survivor just hides the whole match, one or two things will happen, they will have to search for the hatch and/or they will come across the killer and die.
Listen... all it takes is a single death for a survivor to feel like they lost. While the killer needs three to feel they've one.
Emblems-BP- trophies-endscreen all support needing 4 kills for victory.
Look at all the stats people put out when they do a study. Killers loose around 80% of matches no matter how you "feel" about that. Personally I go almost an entire week of play as survivor before a killer manages to get me once. Killers ARE weak unless you make tremendous mistakes as survivor.
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From 440 to 710 gates were powered but not open right
4.5minutes for all gens
2.5 min for the 20second gate
Oh wait that's the second gate the first was already open around 5.30ish
This game is so survivor sided its unreal.
Idk how anyone dies anymore unless they make huge huge mistakes
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Mori should be buffed to be first down no hooks. And be base kit on 3nd hook.
Keys should be removed
I'm not sorry, 4 survivors with 4 second chance perks and a life saving item each under the new sabo 2 second meta.
Killers are weak af and it's hard enough as is on most to even get a single kill. Most moris are wasted- exspensive- rare to obtain- and easily countered-if the players dont just DC.
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Looks like a clean hit to me.
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Gates are exactly 20 seconds
Before anything else effects them that is.
It could go up.
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As killer Open the gates yourself to deny them the points and watch the ticker fly
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@Nikkiwhat said:
Getting through these Survivor Challenges is agonizing when so many games end up with terrible teammates and camping Killers.... Ran a Killer for 2 whole Gens, get hooked...fine, that's a fair trade... But then two people run to unhook me when the Killer is right there. He sits right on top of me, chases away the Survivors who made zero attempts for an unhook...and immediately sits back at me...while everyone just leaves me to die.
It's just beyond agonizing that matchmaking has me paired up with Grey Ranks, when I'm in Purple Rank, that barely know how to play. With Killers that never leave the Hook and it's "Well, they can do that". Im tired of Camping Killers....that get rewarded for it at my expense, while my 15+ min queue time gets wasted so early on and I get zero chance to progress any of my challenges.
You start at a campfire at the menu screen... survivors are the campers Lol and dont worry as killer I will stop each and every camper.
If you dont wanna be on a hook you can try running away
And if you dont wanna be killed in dead by daylight... you could... leave though the exit gates
You only get one life you entitled bum. Your not suppose to be saved.
And you can enjoy your 15min+ survivor que because playing killer is a service that you clearly dont respect. To have instant matchmaking you only need 1/5 of players to be killers. Noone wants to play killer because every time you survivors die you ######### about it and its exasperating.
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@Carisma1005 said:
https://forum.deadbydaylight.com/en/discussion/comment/1177011#Comment_1177011
yeah, tht is a very good reason against KyF tht i haven't found an argument against, every single player having god loadouts regardless of skill would negatively affect the overall experience.
the only real idea would be separate progression which would splinter the player base and tht could be good or bad. i don't know maybe the threat tht at anytime a moderator can review a game if they feel it is inorganic and Farm lobbies could be met with punishment maybe. do like CS:GO, allow trusted community members to review suspect lobbies and give it a "Pass-IDK-Boosting" Rating? thts my guess to a solution.
God roll loadouts would be fine. It really doesn't take much to get what you want if you focus a single character.
It's the god items that would be a problem. Personally I'd run brand new part and irr hatches every game
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Kyf points would let people farm pretty easy...
That would flood alot of perks into the game witch isnt bad I'd be ok with just thay
But imagine every game. You play is filled with ultra rares in every slot, with a mori on top. Every. Single. Game.
That's why farming is bad. It's why people cant be trusted with bp in kyf
Otherwise I'd be all for it.
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@Liljay09 said:
When killers camp i get angry asf because i just got caught in the first 2 mins. I barely did nothing but probably pallet stunned only 2-3 times before i get camped for no reason. The killers that camp are sometimes prestige or in purple ranks (im in purple). Its annoying because you sit on the hook for about 2 mins and have to die without playing the game that took 13 mins to get in 1 match. If i get saved they tunnel and put me back on the hook. I can understand a patrol but not a camp. The only time i camped is when i went against toxic survivors who all had ds and head on and purple flashlights when it was endgame (i still lost). I can understand if there are new killers releasing or its for archives but other than that no.
If anyone gives a good detailed explanation on how camping or tunneling is fun for both killer and survivor ill shut up.
Well you dont get 2 health states and 3 lives as chances to escape...
80sec gen X 5 +20sec gate /4players= OBJ time each.
you have one single life. As killer i want to kill you. And if I catch you once I wanna make sure you die. Getting off the hook means another chase that I may not win.
Survivors have 105 seconds of OBJ to escape at base if they all work separately however each person I kill adds this time to the ones left over.
So logically knocking down the team is the only way to give myself enough time to win.
If as killer I'm expected to let everyone escape the hook then honestly what is the point of the hook ?
If I'm expected to "juggle" rather then tunnel then mechanically speaking I have less then 35 seconds to find-chase-down-carry-hook
And I'd have to do this 11 perfectly times without mistakes to win.
If I'm expected to juggle
And if someone has a toolbox or a gen increase perk or even if you all hit skillchecks I have only 20 seconds or less find-chase-down-carry-hook
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Ok but you get a perma ip ban and have to rebuy the game each time on a new account with a new computer/console.
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@danielmaster87 said:
This game is in need of a total balance shift. As a red rank killer, I can get a 4k in one match and 0k in the next. One decent chase from a survivor is game ending for the killer. 3 gens can be done in the first 4 minutes, even with 'adequate pressure'. Some of your perks can actually be destroyed permanently by survivors (hex perks), and others can be negated altogether (ex: can't use Pop because a gen gets done before you can get to it). Entire killer abilities can be negated (disarming Trapper traps, can't throw hatchets over a loop with Huntress, etc). Amazing survivor perks compared generally mediocre killer perks (compare Any Means Necessary to Blood Echo). It all goes to prove that survivors are the power role, always have been and sadly always will be.
Skill alone will not allow you to win as killer. You have to pick a strong killer (unlike Clown or Oni), have sub-optimal survivors, have a good build, have a decent map (because there are no killer sided ones), have good add-ons, play around DS, BT, and DH.
If you're facing SWF, you lose unless they throw the game. If you don't beat a survivor to the hatch, free escape for them, no well-deserved 4k for you. If you make 1 mistake, you lose. If a survivor makes several mistakes, they're fine or better yet, rewarded.
The psychological effect of these survivor bully psychopaths is the biggest turn off for this game, and it is quite possible the worst in the industry. You're always being mocked and belittled by entitled survivors saying that you need to get better, even when you played your heart out and were practically flawless. And to still get a 0-2k after everything you did and be spat on for it, it's unacceptable. The devs have done nowhere near enough in discouraging toxicity in this community. I've heard someone say it made them suicidal. If killers weren't so underpowered, this probably wouldn't be happening in the first place.
I will not play this game anymore except for when a new killer buff comes out. Then I'll check it out, and within the hour probably be off again because I'll see that nothing has changed, as always. This game is the biggest waste of potential I have ever seen.
YeS yes yes
Everything you said and more. 100% why I quit killer role
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Literally the post above this one when scrolling in the forums is how a guy maintains rank one without ever doing any gens...
Lol
Everything you wrote is fundamentally wrong if you have a basic understanding of base game mechanics you'll know its survivor sided.
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@Seltas0208 said:
https://twitter.com/SpaceC0c0nut/status/1240540788167045120?s=19
3/5 of their objective completed in 85 seconds.
I know the devs said expect a couple of gens to pop, so this player has promptly tried to prepare for the mid to late game with his perk setup. But if he gets no time to build it up during the mid game because generators are done to fast then his entire perk build is invalidated.
This is what people like myself mean when we want our early game back. We don't want to be forced to play perfectly 100% of the time just so we can hope to get 2 kills.
Wow... all your replies are people trying to argue that gens being done is "impossible" and what happened before the clip hurr durr.
Come on people OP told you what happened why do you have to argue the premise instead of the question itself
Hot FACTS
Its impossible to pressure 4 people at once.
Its impossible to stop a gen from being done even if you stand on the other side of it kicking repeatedly.
Repair rate 1cps
regress rate .25cps WHHYY
Survivors only need 105 seconds of obj each to escape AT BASE it's much lower with skillchecks perks and items.
Survivors who aren't doing obj are "pressured" however there obj time can be spent by other players. So as long as he can waste 35 seconds of killer time the team can do his obj. 35Number is much lower with items/skillchecks/perks
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97 outta 160 brought items
Seems kinda low... is it the same players either bring items or the same players over and over that dont ?
Did you get your sample from playing killer
Or just solo que and remove your own stats
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Add on stats are confusing.
19% of players used a flashlight
Of those 19% flashlighters only 79% used addons? So only 24 players out of 30
and that 24 could have either brought 1 or both ?
Why did you average the double slot ?
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Mori should be base kit.
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Survivors win 80% of matches according to most vets and streamers so this makes sense... I can't even remember a time when my group let it go past a 2k.
Escape is laughably easy at any rank vs any rank. Rank doesnt conclude skill anymore so I wouldnt even bother measuring it.
Each survivor only needs to spend 105 seconds doing gens to escape or 7min total solo at base game so as long as you can waste the killers time for 7min/number of unbothered players
It's checkmate. I can buy 4 minutes with BT and DS alone.
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It should deactivate when another survivor is recognized as being chased.
And when the survivor does any action like locker or gen
Because its anti tunnel and all of those things means it's not tunneling anymore
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I'm down for this 110%
Or cut the bleedout times down
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1163463#Comment_1163463
For what reason? Playing like scum?
It's not scum
Its playing effectively.
Why would I let survivors activate 90 perks and have 3 "lives" on the hook?
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@LetsPlayTogether said:
And the killer shouldnt get any bloodpoints.
Instead the killer gets double bloodpoints
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So you have a perk that
Breaks the killers grasp
Stuns the killer
Instantly heals you a health state
Gives you a running start to make distance between the killer
And has 0 downsides and can be used each and every game because its activation is guaranteed
And you want more from it ?
Uninstall the game.
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All these changes and reworks you have to have in mind...
how will players accually play because to me if survivors have another heath state I'm camping because my ability to find them and down them again are low compared to ensuring my kill by standing over them.
And everyone hates camping. Everyone hates tunneling but wont admit that eliminating players on a team is the only way to play in a asymmetrical game effectively.
Survivors frustrations with the game including my own is the killers role to eliminate play. Being slugged is minutes on the ground waiting to die.
Being hooked is once again sitting and waiting and being killed early on is... waiting for the next match and since I'm always SWF it means waiting for the current match to end THEN waiting for a new match.
And that waiting is how I became a killer main. That time in the fog has warped me... made me impatient for blood. And with so few killers on ps4 que times are 15 20 minutes some nights. To play at all I have to play the instant que killer role. But it's so frustrating to see all the strategies I made used against me. To see how weak and helpless killers are
when a single survivor perk can break the killers grasp, stun the killer, and instantly heal me a heathstate while giving me the time gain 10 seconds of distance and hide.
Make the pig traps start the match where everyone has them on already with the clock ticking.
Once your madness is maxed you must seek treatment.
Legion should be able to use survivor perks.
The clowns gas should be just as deadly as plagues vomit
DBD 2
This game should be terrifying to survivors not a joke.
The only way to do this is to shift the games focus away from death to torture.
Incentives to keep players alive and hit and hooked and stabbed
While making survivors goal of escapes the last thing on there minds. A secondary objective.
So camping and tunneling and slugging aren't the gameplay. Lore supports this.
But the entity should be the one killing and removing players from matches while the killers are extending the trail and driving them crazy
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Survivors have way to much power over the game. And almost everything a killer does a survivor at base can counter with teamwork alone.
However noone wants to admit mistakes drive the game.
If survivors play perfectly nothing can stop a SWF NOTHING.
Survivors only only have 105 seconds of obj each to escape and win. (Gens+gate)
For a killer to have a perfect 12 hook game that means 35 seconds to find-chase-hit-down-hook
Repeat 12 times no mistakes no going over ur time.
If a survivor makes a 15 second mistake the other 3 just take 5 seconds upon themselves. The killers 5 second mistake of letting someone drop a pallet on him is shared with noone.
To give killers extra exposed powers and then give survivors another heath state... ur just mudding the issue. Every power you give survivors is times 4. And not every killer will handle extra long chases well... at all.
I agree with making alot of the changes you said like making lunges more powerful in response and breaking strong loops..
But you can only take away mori if you completely disable the hatch from spawning at all. You can give keys a rework to work with exit gate in response
Currently I sit at a gen and repair while a killer sits on the other side and kicks it as a survivor I will beat him and repair faster then he can regress...
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1159337#Comment_1159337
thanks for that, if you ever end up having some spare time and are on pc, please take some time reading it through. Its just to give dev's some incentive to change the game in a way where killers are absolutely terrifying to face again.
I've been playing since ps4 release and I've argued alot in the forums. I'll give you my experience
My first seasons of play were as a survivor main with friends. When we first started we mostly survived.
We instantly recognized that mistakes got us killed and had little idea how to come back from that. Killers scared us deeply... but hiding was 90% effective.
To this day we mostly escape however we no longer make mistakes. I haven't blown a gen in at least 2 years.
We perfectly stay out of sight ranges rotate and communicate and coordinate perks and even 1 v 1 with all these second chance perks can outmatch the killer enough that they have tunnel or camp to get one of us and everyone else escapes.
As killer I used to dominate as nurse. I love gas masks and poison stuff in games and picked her purely on cosmetic didnt even touch another killer until she was lvl 50.
But... Players escaped if I made mistakes. And it was clear that I missed an attack or over blinked or lost sight of my 3 gens.
My opinion is that the game has lost sight of its vibe. Its balanced like a game rather then an experience and that killers objective needs to be completely reworked along with matchmaking to get me to play again...
These aura reading perks so you never have to hunt them down kills this game as much as the scooby doo chases and second chance perks.
Survivors should not be able to lead an immortal killing machine around a car more then once...
Rebalancing is a bandaid and giving more heathstates only puts more power into survivors hands no matter how much you buff killers in response.
Killers like myself are leaving this game in droves and the problem that has to be fixed TODAY is killer objective. As killer what am I suppose to do to win...
is a question DBD refuses to be honest about. To me anything less then a 4k is a loss.
For balance it's set to let survivors escape more often then not.
Emblems and pips and rank penalize killing too soon or too effectively so even if I steamroll a team I can still get less points then them and still only safety pip or not get a trophy.
If 2k 2E is the goal. When I get my second kill end the match and take us to the endgame screen.
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This text wall is absolutely awful to try and read on mobile.
But I see you made a grand effort to express yourself so I'll support and congratulate that.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1156674#Comment_1156674
Killer/Survivor ratio isn't necessarily that bad. Having too many red rank survivors compared to red rank killers would be sufficient with the current matchmaking. Have you seen Tofus video on that topic?
Link me and I'll watch it :)
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@Dokta_Carter said:
https://forum.deadbydaylight.com/en/discussion/comment/1157256#Comment_1157256
Which ones if i may know did it count for achievement wise
I got the adept kill billy and hag both with the last person DC. I dont remember when billy was but the hag the last guy dc when I closed the hatch in front of him just in time!
and sent me nasty messages so I remember that match clearly
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So if you Akf or decide to play without hitting survivors for whatever reason... survivors can still bully you and click and dance and all that. And they cant points for that chase and stuff.
If you decide to hide as wraith and never look at survivors because you've gotten 37 matches in a row of angry people mad you hooked them and you just think its better to let them go and enjoy a stroll around the fog.
You might enjoy hiding as wraith because if you wait at the gate and open it you get the points and they dont. If they never see you and dont open the gate and they gen rush you end up with around 3k-4k bp at the match end and they only get around 6-8 and safety or depip.
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I count a DC as a kill as killer.
Lore wise
I pretend it's a heart attack if its server issues or if it's a rage quit I pretend they committed suicide by capsule.
I can tell mostly because its linked to them being downed and then they DC or them being in my arms.
I've gotten ps4 trophies for killers as 4k and I had a DC during the match. So I think while you dont get the points or emblems for a sac it still counts them as dead survivors or non escapes.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1151003#Comment_1151003
I would also totally be interested in stats like, how many red rank killers exist, how many purple rank killers exist... and same for survivors. I think these numbers are a mess at the moment, causing the queue times
I'd like that in game. Like how cod does how many players in tdm vs ctf so you know what the wait is like. As long as killers are 1/4 what the survivors are it should be instant... but given how long ques are I'd say it's more like 1/100th NOONE wants to play killer rn
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@Atchoo said:
I wondered if the pick rates changed after the release of 3.5.0 and how the kill rates were affected. I already posted stats about the pick rate of survivors and killers in red ranks before the release of the 3.5.0 PTB here: https://forum.deadbydaylight.com/en/discussion/119274/stats-killer-survivor-popularity-in-red-ranks#latest
The following stats are based on my personal games while solo queuing as survivor (sample of 228 matches)
I do not claim that the following stats are statistically significant nor representative for everyone. The lower/higher the pick rate the less/more meaningful are the kill rates.
6 most played Killers in Red Ranks + Kill Rates
https://us.v-cdn.net/6030815/uploads/413/AVDJ13LQ9JXQ.jpg
6 Medium played killers in Red Ranks
https://us.v-cdn.net/6030815/uploads/186/OX6I5D1ANI3B.jpg
6 least played Killers in Red Ranks + Kill Rates
Can you give me a rough guide on how I can collect and make stats for myself
I'm really curious what all my games would look like
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1144849#Comment_1144849
Several things.
1) It's not meant to fundamentally change how it functions now. 2 hooks per survivor before you can begin to kill them. Gen speed and game pacing will be directly tied to how many fresh hooks the killer is getting, meaning if the killer is doing well, the survivors are faster to achieve fast gen completion as a chance to bounce back. If the killer is doing poorly, he has 25% gen slowdown to fall back on. Yes, you won't be able to kill until the end, but if the early game is balanced well and the mechanics are given proper care it won't matter imo. It'll be fun for all parties.
2) Time on hook could be an issue. We can implement stricter penalties depending on how long the survivor has been hooked for. While that may be unfun to be hooked for a long period of time, I find it's a fixable solution, and a far cry from being tunneled or camped.
3) Moris needed a nerf anyway. So I'm not shedding a tear over it. Keys need a nerf too.
4) You didn't read. Freed survivors are given Endurance for 15 seconds. Meaning if the Killer camps the hook their hit will be ignored.
5) Slugging wouldn't hurt this anymore than it hurts the current gameplay. A slugged survivor doesn't get a hook stage in the current game, meaning you can't kill them as early. Sometimes that's a risk you can take, and it's no different here. Doesn't break the system.
Ok I misunderstood completely
So we are trading hook bleedout for 25% gen slowdown overall ?
I could make that trade for sure as killer and as SWF survivor
but that's a ton of time on the hook then...
I'd rather a complete overhaul. Such as survivors hooked are teleported to a mini jail like system at different points along the outside of the map and survivors have to free them. But killers couldnt camp because they'd be gone but they'd still need to be saved. And instead of hook states you'd have lives.
Idk kinda like mobile/white noise2
The main issue aside from balance with this game is the killers job is to prevent survivors from playing and literally no survivor is happy about that. Killers lack of clear objective scoring is a part but...
dying state, time on the hook, death players complain on the forum/postgame every single day.
They cant stand dying. Being tunneled/ camped feels unfun...
tunneling is just chased "too soon"
Let's all be honest absolutely nothing needs to be done about tunneling. You should live your best life because you only get one.
Camping is "annoying" to people who demand to be saved... because once again you feel like you need more lives against the killer
So let's just cut down to chase and give them lives instead of hook states and respawn chambers instead of saves
Because It'll basically be the same thing but it'll feel better.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1144776#Comment_1144776
It's more that I want the conditions to be more one side or the other. The goal is for the killer to fill his bar so he can finish off the survivors. The goal for the survivors is to escape before the killer fills his meter to full and finishes them off.
And I'm throwing some numbers around. 25% may not be as much as it sounds on paper. But that can be adjusted as necessary, such as -50% reduction but it increases by 10% each hook then increases 5% above standard late game.
"Survivors will no longer die on hook and no longer have to Struggle during the Struggling Phase."
So no rush to ever ever save someone they can leave me on the hook all day with no consequences leaving me to either sit with nothing to do or just DC because games without timers could be 4 minutes or 40. Twice btw
"Each survivor can fill a portion of this meter twice, but after reaching the Struggling Phase, they are 'expired' and cannot provide anymore progress on the Killer's meter.
When the meter is full, the Entity bellows, and the next hook the Survivor receives will kill them instantly. If a Mori offering was burnt, the Killer can bypass the hooking process and kill them outright."
So either 2 hooks with no change to how we have now or.. you fill two separate meters one and then a second and if its filling meters then optionally if your saved nearly instantly ud only tap the meter not fill it... so dozens of hooks before a single kill ? Yikes.
Expired... so you can be on the hook and ready for death but you have to get taken off to die... so theres no reason to save you unless we about to leave. Also no reason not to take every body block save DS second chance measure in the book because you about to die and the killer has to tunnel you at all cost to get a kill ?
" If a Mori offering was burnt, the Killer can bypass the hooking process and kill them outrigh"
Mori is just to pass the hooking phase huh ? So MASSIVE nerf and it's just an animation not really a shortcut since hooks are right there...? Might as well make that base game.
"All generators are slowed by 25%, which increases by 5% each time the Killer makes progress on the Killer meter (AKA every fresh hook). At around 5 hooks, the survivors begin to gain generator repair speed as the Killer gets closer to meeting his goal and being able to kill all of them.
Hooking an expired Survivor will reduce the generator repair speed back to -25% regardless of current progress"
Old ruin but the worse survivors do the less gen speed affects them... interesting.
"If all four survivors are hooked before the meter is filled, the Entity will free all survivors"
I see so if they all are so bad they cant save each other then they all get off and try again... and the last person hooked would just be downed instantly because the killer would stand there...
Wait wait... wouldnt slugging kill this whole system?
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Flashlight saves and sabo would be huge meta. Body blocking carrys on expired survivors would be brutal to killers... and anyone who could loop well would really just be rewarded with extra lives
I guess I don't see how killers would kill anymore given how hard it is to murder past all these health states and hooks as the game currently is. But I guess your saying the point of the game wouldn't be on kills anymore....
As survivor I'd be holding the gens slightly longer and regression would be an issue but I could literally wait forever to save someone so theres no rush even if I'm last alive I could just hide until I decided to save one of my freinds waiting until the killer is the farthest away or until I'm done dancing and then both of us could save the other two and the killers game is completely lost all steam.
My gens are APROX 67-71 seconds usually because I haven't missed a great in 2 years and toolboxes speed it up QUICK so 25% more time would be... idk 10 or 20 seconds more each gen depending on who you talk to I'm almost never scared off a gen because the killers usually chase the first person who jumps off rather then kick it and loose them... my survivor experience is really relaxed and I hardly ever die dispite putting in 0 effort because my friends carry me so long as I do gens. The game is so easy for survivors it honestly only takes one person experienced to save and lead an entire team out almost every time...
All ur slowdown stuff just kinda seems like base game old ruin in different consistancy
idk really really cool concept
Maybe best saved for dbd 2
Because at its core dead by daylight just doesnt work anymore BECAUSE killers win condition isnt clear.
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Yeah I'm also unhappy with the nurse rework and nerfs mostly because she was my first killer and didnt even try the rest until she was P1
To chain 4 blinks in a Z and then grab someone off a gen was legendary
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LFG
You spent the time in a video game forum so I'm assuming you can work an LFG... 110% no reason not to play with a squad with 4 "friends" on coms so you can coordinate perks.
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How do you expect average killers to get any kills at all ?
@Lavos99z said:
I have had so many games in a row tonight, think I've lost count, where the killer decided it'd be fun to make the game as unfun to play for me as possible by tunneling me. Out of four people...I get hooked three times in a row due to how the killer decides to play their game. Please make some kind of change that discourages this behavior. I know it's hard for killers right now but this is toxic to play against.
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@UkilledLegion said:
1.Fast heal
2.Fast heal after unhook
3.150 % speed on 5 sec
4.When survivor tired adrenaline will work
I think its many actions for 1 perk.
But no.Now adrenaline use because survivors like to troll killer and annoy him...how its really help to survivors?if u wanna run u can use perk "HOPE"... vs SWF team this perk its hell!Especially when survivor unhook and he 100% health :D it will fairly if this perk must be reworked.
ur thought?
PS only about aadrenaline we talk don't tell about noed and not troll please :D
Decisive strike.
Breaks the killers grasp on pickup
Stuns the killer for 5 seconds.
Heals you 1 health state instantly
Gives you time to run. And when paired with Bt or DH potentially gives ur unhook a insane 5 gen chase
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@Toastyy said:
Here we go with another NOED post but I am a mostly killer main that will play survivor when mates are up for it and I do think that NOED is a crutch perk that rewards the killer for not applying enough pressure on the gens.
I know most people use NOED now because ruin isn’t the greatest anymore but I refuse to use NOED purely because I think the perk is unfair and that it’s a bad habit to allow such a perk to exist.
I’ve played survivor games before and see the killer get 5 gen’d then he gets a easy 4k because of NOED.
I know it can be countered by cleansing the totems but in a solo queue or even a duo queue it’s quite unlikely that you will be able to cleanse all of the totems.
I think that either we should be able to tell whether they have NOED sooner than finding out when you get smacked down and left on hook or make the killer actually work for the perk.
Are you downed and killed while the exit gates are powered ? Then boi do I have the solution... it's called open the gate and leave or exit out the hatch.
Seriously... if the killer is far open it before he gets there. If ur gate is close to the killer wait till he gets there looks and then turns to the next gate, you will have the time open before he returns.
If solo get hatch.
If hatch closed and the gates are together and you have no perks and you dont bring items and your team is dead and your awful awful awful at the game then...
then look inside the 4-6 boxes on the map for a key open the hatch and leave I mean... at a certain point it's on you
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Killer is ass to play right now
Nooo way am I touching that
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1133985#Comment_1133985
I think you have no idea how long 1-3 minutes are. If 2 survivors mess around the game can end in as quick as 38 seconds.
1-3 (or an average of 2) minutes for a 4k is nothing special if survivors mess up at the start of the game which you would know if you had a little more than a few days of playtime.
If you are really bad at the game however obviously EVERY survivor will seem like a looping god.
Ur trolling or Ur cheating
Or ur playing a different game because theres no way your faster then the game mechanics.
No way can you play like that in red ranks without some serious luck of all 4 players running into you to derank.
If all 4 players dont move. I'm talking AKF you still cant get time.
On-hit Sprint 2 s6.0 m/s
Successful attack cooldown 2.5 seconds.
So a single hit can cover 12m on boost and another 4 before your cooldown is done 16m distance.
A 4.6 killer would have to run in a straight line to overtake the speed for 10 seconds starting after the cooldown. You have to do that for each survivor for a 4k. They can litterally blow 50 seconds by just running after your first hit.
