finitethrills
finitethrills
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The proper answer is the killer you are best at and have bbq on.
Every killer can build bps. While killers like doc generate devious faster, it doesn't matter as much.
Whichever killer you can hold 4-5 gens on and then finish out the game with a 3-4k consistently is the best one to use for bo farming. If you are doing that, the rest of the points will fill up just fine.
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Pig. She was only ever decent, and BHVR's obsession with kicking her in the shins every other patch has been ridiculous to watch over her entire existence.
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Glad you kept track of some data, although it seems that your killer picks are generally less suited to bloodlust being a factor than some other would be.
I mention that mostly from the guy who seemed amazed you might still support bloodlust when you averaged 3.25 kills, as though there's not 50 other factors involved in how many kills you get.
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Most consoles run off wifi vs a cable, and there may be some extra steps for a console in between them and dbd servers (like has to go through a Sony gateway and then on to BHVR)?
Not sure on the last one, just spit balling.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1770410#Comment_1770410
You do realize why the kill rate is higher than 50% (barely), right? It's because at the lowest levels, where 80% of the playerbase is, people are ######### potatoes. It's just easier to win against potato survivors. At the highest levels, survivors are OP as #########, while Killer feels like a ######### chore, which it is. At the highest level, killer mains are just playthings. At the average level (and I mean average as in between these two levels, not where the average player sits), it's kind of sort of maybe balanced, but survivors are still at an advantage.
It's not just the lowest, it happens at all skill levels. Survivor game play is so basic, they go out of their way to put themselves in danger. They can knock down all 5 gens in 4 minutes, get a door popped, and instead of a 3 escape, turn around and give the killer a 4k trying to make sure everyone gets out. Many will focus on a totem even though them and all their friends went from 0-death hook in the space of a couple minutes over it (hell, I enjoy bringing thrill of the hunt as my only hex because of this). If they get a single pallet stun or the killer aim dresses into a tree just once, they will get so cocky they will stop to taunt the killer at every vault and pallet, assuming that the killer is some r18...
And that's before you even get to the true potato behavior, sprint bursting into a corner, unhooking 3 feet from the killer who was leaving without bt, burning every pallet in sight before even taking the first hit.
If there was an actual competitive vs casual queue breakdown, you'd see a hell of a big difference in kill stats when Survivors are trying to actually win and not just screw around for half the match.
You can already see how many people are allergic to a challenge here. They'll DC and hook drop at the mere hint of a killer that requires any more thought than shift+w and occasionally spacebar.
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Because gen speeds are the longest standing problem dbd has, so they have the most bandaids available in the hopes that BHVR will never have to bother thinking outside the loop and changing the mechanic up at all.
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Just don't injure a survivor, duh.
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1773764#Comment_1773764
How do you fight back against a good nurse?
Being unpredictable in your movement helps. Sprint bursting in an open direction also.
Trying harder to not get found in the first place than you would vs Mikey or the Trapper.
Just count how many Survivors you see run straight for the nearest loop and begin the rinse/repeat immediately against a nurse.
Also, most tunneling in this game is basically the unhooked survivor immediately vaulting into the killer's face or trying to hide in a blade of grass 2 feet from the hook while their ninja rescuer smoke bombs off into the night. (Not your case, apparently, as you said tunneled off the hook, and I'm going to assume you mean she came back during the unhook and went straight for you... In which case, your best way of surviving is having non-terrible temates who will intercept a hit for you).
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No matter what map you pick, there is someone out there thinking you are toxic for picking it. Just like there's always someone who thinks wraith or trapper is OP and unfair.
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The only lesson to be learned is that many modern gamers are just brats who want to play a pvp game but don't want to be challenged by it. I enjoy versing spirits, nurses, and slingers... Because they all make you think differently about how you play the game.
Unfortunately, the relaxed and streamlined experience of playing survivor tends to make people want to NOT have to think.
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Windows are holes. The killer can still hit you through them, as long as you're close enough to it. (also over top of some fences)
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1762704#Comment_1762704
Thank you!!! People forget about those of us that are not great loopers.
I guess the question is, what is the majority?
Great loopers or not so great loopers.
The problem is that if you make it difficult to catch bad looper, you have, by extension, made it near impossible to catch good ones.
You cant balance a pvp game based on lowest common denominators, it has to be done from the top down. You balance for the potential something has, not for its common use.
Pvp players are expected to improve their skills, not degrade, so balancing for how people play when they're still getting there is folly.
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Because it's not a single player game?
Here's a thought.... If you're having a bad night in Dbd, just... STOP PLAYING. Log off, go play something relaxing, or hang out with your cat, or jump rope.
When you DC, you screw four other people you entered a game with. If you DC over and over, you absolutely deserve to be looked down upon... You keep forcing people to deal with that crap because you're having an "unhealthy time", and then immediately exposing yourself to it again and again, just for the same results. There's no high road to take in that situation.
Face camping isn't "being held hostage", it's getting stuck for 2 minutes before you can find another round, 2 minutes in which your teammates COULD Have finished 1.5 generators EACH, except you DCed, so now they have no Gen advantage, and the killer doesn't have to stand there letting them do it any more.
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Imagine playing a match-based PVP game and complaining about people trying to win.
Everyone knows folks full of the competitive spirit gravitate towards animal crossing and paper Mario.
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Edgy af
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1762315#Comment_1762315
I think he's part of the balance department, but I'm not sure.
Apparently, according to my massive sample size of the one statistician in my life - "a lot of physicists have a crappy grasp of statistics, and a bunch of them like to just make it up as they need it". They may be biased, they say physicists think they know everything and refuse to listen to actual statisticians. Probably similar to how nurses tend to think doctors don't know crap and never listen to them, lol.
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What exactly does he do there?
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To BHVR, statistics is just numbers. I have no confidence that they employ anyone who has an understanding of how to accurately obtain and interpret statistics.
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I will never understand why people queue to play any sort of match based pvp game and then go Eff off for however long.
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@Yung_Slug said:
Since bloodlust is getting disabled temporarily, many players will likely play differently for the duration. Survivors will use more "5-gen looping builds" and killer players will likely use more chase-oriented killers like nurse or blight. I hope BHVR takes this into account when looking over the stats. I would like to believe they know what they're doing, but they've challenged my faith before.
My friend, there is no one with any authority at BHVR that has any grasp of statistics as a discipline.
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Jumpscare Myers is the single most fun thing to verse in this entire game. It's the only time that you can recapture the feeling of when you first played, everything made you nervous, you didn't know exactly what or where you should be looking out. Jumpscare Myers feels like what the game SHOULD feel like.
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I think posting profiles is a big no no, friend.
It also sounds like this may have just been the perk Mad Grit being used.
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I won't say it's easy, but it IS simple.... Slug, slug, slug for your life.
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You know this is a pvp game, right? Play it like you want to win. If you want to screw around and meme, play kyf or lobby the devs to give us ranked and casual modes. Chill matches can be nice, but most people who pick up pvp only games do so because they aren't carebears, and they enjoy competing and winning. It's like asking why NFL players aren't out there playing flag football every other week. It's true that the balance and design of dbd makes it horseshit for esports, but it's still a pvp only game.
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@Withered8 said:
So considering that the clown change is coming soon and most likely will be next mid-chapter, I wanna talk about some of the worries which I currently have with it.
So we all know clown is definitely one of the weaker killers, but we have to look at the reasons why. His antiloop is very good, sure it may not be the best such as nurse or spirit level but downing survivors is a hell of a lot faster with his power. It's also not too difficult to use and messing up doesn't cost you as much as it would with say nurse or blight. So his downing speed is more than fine. What he lacks in however is map pressure and mobility. This is what should be adressed with him and something should be given, it could even just be something small, to help him out with this, and i can guarantee once you stack gen regression perks on him he would be quite strong.
What I'm worried about however is that they may plan on just buffing his anti-loop, which I have heard somewhere that they plan on changing him like doctor not a full on rework like freddy. Making his anti-loop stronger will do no justice for him and make vsing him incredibly boring. It would probably not make downing speed too much faster to influence the game, especially for good clowns, and I can imagine if they buff the 15% movement speed decrease or give him more bottles that he'll be incredibly boring to vs as survivor, in a way that deathsligner and spirit can be because of the limited or simple counter options.
One good suggestion i've put foward is that clown gets a second type of gas, say a blue gas for example, which lasts for an extended period said 60 seconds or so which doesn't slow down survivors but rather gives away their location so it can be used as a sort of tracking tool, and that survivors who stay in the gas continue to scream, so that it alerts the clown to those sitting on gens say for example.
I would be keen to hear other suggestions for clown map pressure buffs and thoughts on whether his antiloop should be buffed or not.
Not a bad idea, but if they go that route, I think the secondary gas should carry and action speed penalty instead of a movement speed one.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1755523#Comment_1755523
What will you spend all your upvotes on? I'm thinking of getting something simple like a Ferrari
I was thinking a pool for summer, but maybe a biodome until the rona calms down.
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@NivlacACE said:
https://forum.deadbydaylight.com/en/discussion/comment/1755315#Comment_1755315
I think you misunderstand, leaving a game because you don’t like it is a very normal average thing to do. What I don’t get is all the fanfare people insist including with it.
”I’m quitting this game for life!” posts are a Dime a dozen. They come off as shoddy attempts to garner attention to me, and make all the less sense when they cite having played the game for thousands of hours; of course you’re going to get bored, that’s a predictable response to doing the same task for so long.
Possibly because most people logically assume it is potentially beneficial for a company to know when and why it's customers are abandoning them. Leaving it in public gives others who may be feeling the same way the opportunity to up the signal towards the company.
And it gives dismissive douchebags a brief moment to feel better about themselves by being a jerk to people they don't know over an issue they don't care about.
Creating a thread like this is hypocritical in the extreme. You think they should leave silently, so you write an attention seeking post that has no effect on the "issue", when you could just as easily skip every single "I'm quitting" post and keep your own silence. That wouldn't get you up votes though.
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Guess it was about time for this to rear it's head again.
It was tried, once upon a time in a test build. Guess what happened? Survivors led killer to the hooked teammate and then looped him there for as long as possible.
Theres only one way to eliminate camping altogether, and that it for Survivors to die on first hook. Even then, the dudes who are really committed to camping because they do it to ruin people's day will just camp slugs instead of hooking them.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754563#Comment_1754563
Does he really though? Im all for adjust lunges and speeds to match height and weapons. Give pyramid head and oni longer swings at the cost of reduced attack speed and/or movement speed.
I guess making everything generic is the easy way out but killers are all different and may not hurt for them all to feel a little different.
Any time you see "normalized" or "standardized" in a multi-player game, it's a bad sign that devs don't know how to balance properly while maintaining any sort of uniqueness.
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I have been DESPERATELY waiting for Freddy meme builds with the twins new lunge perk.
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They know they designed the game based around limited communication. They know that comms break the game mechanics. They just a) cannot do anything to stop it, and b) won't do anything to harm their money intake, such as trying to mitigate the impact is has on the game and on non voice players.
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Can't really muster up any sympathy for someone who admittedly dcs or hook drops, screwing over 3 other people on that basis of "I got caught 1 out of 3 times, but it was too early, so whole game is over now"
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I can't even tell you how many times I get 3+ kills because I sometimes just bring thrill of the hunt when I'm playing for bps only. Survivors will just murder themselves over and over, one after the other, to blow it up... Even when its obviously not ruin from the start, and obviously not dh or lullaby later on.... They see a lit totem, and it's like their brains jumped down the hatch without them.
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Brutality is hitting Survivors. Devious is using killer power. Hunting is chases, and sacrifice is kinda self explanatory.
(there are some further events and variety in there, but that's the basics. Check the wiki for a full breakdown)
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Not sure about the specific situation, but fungoose is always a good fall back to watch for good play and good explanations of why he's doing things when he's doing them. I haven't been able to catch one of his streams in a while, but I'd be surprised if he hasn't done some work with PH.
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Pig has been a redheaded step child since release, basically.
Her delay power is so brutally rng that it cannot be depended on without forcing the issue.
Her attack power is the most stupidly telegraphed thing in the game, even now that PH exists that has a literal red mmo telegraph... It's STILL easier to dodge pig when you get a massive roar a second before she even moves.
While I'm over the nerf she got due to egc, and can even see the point a bit, I cannot fathom all the little nickel and dime nerfs she's been hit with over and over since release when NOBODY ever really complained about her.
BHVR just like slapping her in the face every other patch for no reason. It's like someone has a personal vendetta against Shawnee Smith.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1752254#Comment_1752254
You can react to Bubbas chainsaw. You can see him charging up and make a choice. Deathslinger can shoot you before you even see his gun raised, and can, in fact, literally zone you by just tapping LT or M2. The survivor has to respect the shot. The survivor has to pre-emptively juke and just hope that the Deathslinger has a bad aim. Deathslinger has 100% control of the situation. Bubba doesn't.
I've noticed a lot of Survivors try to run in a straight line and only juke when they THINK a shot is coming. As soon as I see a slinger in range of my booty, I start going serpentine like Peter falk on crack. Works most of the time. Admittedly, I haven't been facing any ex counterstrike tournament level slingers, though.
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@sudintlink said:
Tie.
Most survivors only consider it a win if they escape themselves but for killer vs survivor purposes I would say tie
These days I'd say Survivors consider it a loss if all 4 don't escape, considering the amount of suicidal altruism I see in every phase of the game.
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@DannyD said:
https://forum.deadbydaylight.com/en/discussion/comment/1749682#Comment_1749682
I have had games where the killer knocked one teamate, and he DC'd. So his buddy also DC'd.
This left me and my brother against the killer. Yet the killer was toxic as ######### anyways. Kinda makes this game stupid AF.
Define toxic, because a) once again, that is a survivor issue and b) lots of killers prefer to just finish a busted match like that asap and move everyone on to the next rather than waste 15 minutes trying to squeeze 10k bloodpoints out of a stone.
If he, say, slugged the two who didn't DC and left you to bleed out, then I'd agree it was toxic.
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Learning the chase from killer side will improve your survivor play as well. Look up tutorials if you have to, some great killers like fun goose and, I believe, scottjund have done these. Play an m1 killer like wraith until you have the fundamentals of chasing, pallets, and basic mindgame. This will all help you later both as a survivor and as killers who don't depend on chasing down Survivors.
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Honestly, I see console killers using it a lot, too. It's worth remembering that anyone who hasnt spent 5000 hours getting every perk, the game loves to give you noed in the first 10 blood webs, as well as monstrous and unrelenting, so yeah... Noed is generally the best perk they have for quite a while during the levelling process.
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I enjoy playing deathslingers, but I also never run into ex-counterstrike Champs playing him either. I'm sure he's a lot less fun with some fps pro behind the wheel. If he's not a top tier player, then it's a lot of fun jukong and jiving and seeing them getting more and more out of control due to missing the harpoon.
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"face" camping is punished as far as it realistically CAN be, by loss of points and an easy win for Survivors. There's issues taking it further because there's a) situations that make camping the actual correct play and b) anything mechanical is too easily abused by Survivors to force whatever punishment is onto a killer just trying to play normally.
While it DOES suck, it's only like 2 minutes of your time to sit there and then you can go on to another match. It's not nearly as rough as being left to bleed out, and it's cupcakes compared to what deranked swfs do to r18 killers for shits and giggles... The ones that are stuck in the match until the vets decide its time to let them go.
It's true that suiciding on the hook is looked down on, and in case of being closely camped, it probably deserves a pass. Sadly, it's often used simply because someone heard a killer global they didn't like, or the screwed up a vault and got downed super fast, so they give up the entire game. And even being camped out, trading 2 minutes to help out your team isn't a huge deal. You're giving them 3 free gens and half of 2 more in that time, and pretty much guaranteeing the killer a loss
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3 remaining Survivors get themselves downed and slug by diving on the hook as soon as killer hooks first one.... "Killer is bad!"
Wonder what that says about them, then?
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@The_Bootie_Gorgon said:
There are less killy peeps during certain hours + there really is no matchmaking ATM(at the moment you pervs)
Hence why he mentioned short wait times, because the match server waits for a while before matching you to people outside your level range.
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@ABannedCat said:
I 100% agree they should keep this.
Other multiplayer games let you have FOV up ton 120°, but we in Dbd are stuck at 87°. What a weird number, 87. It feels like the FOV originally was 90, but was later made smaller by a few degrees for whatever reason.
Despite what BHVR says, fov and in some cases, camera position itself changed when the engine update happened a couple years ago. You can probably still find the before and after pictures from the time.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1745846#Comment_1745846
Alright I see what you mean. I will probably only use this on doctor, clown, and wraith since I think they would get the most value out of it.
The rule of thumb is standoff killers use brutal, like doc, Myers, huntress, and the killer's who don't benefit from respecting pallets use enduring. Of course, that rule of thumb dates back to before enduring and brutal.got nerfed and natural break speed got buffed. Not sure how well it holds up today, as neither gets used as often in favor of Gen perks.
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I haven't been this disinterested in a dlc since the original release of doctor... And that at least had more entertaining giggles.
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The only "genrush" that really exists in any quantity is simply the current state of the repair to door time. The time imbalance between survivor objectives and killer objectives. It's been dbd's biggest problem since inception (well, maybe except the original infinites).
Killer can only commit to chase 1 survivor at a time, and can only threaten multiples for as long as they stay together. Survivors not being chased have literally no other game win objective to do EXCEPT hold m1 on a Gen.
There's an occasional edge case of Survivors bringing in speed perks and toolboxes, but that's not that common, and of course, the original bnp shenanigans are much diminished.
So really "genrush" is just an easy shorthand to refer to the fact that in an ideal gamestate, objectives are done in under 3 minutes + travel time, vs killer objectives being far more variable and potentially far longer to accomplish. A single survivor left on the hook = 1.5 gens done per remaining survivor (obviously assuming killer somehow has no pressure). Add in chase time, and in a worst case scenario, all gens could be done by the time 1 single survivor is chased, downed, and sacrificed on first hook (assuming a 40s chase time + whatever travel time from first three gens to second 2).
Obviously, nothing ever works out that cleanly in a legitimate match, but the disparity in the basic math lends itself to suspecting the problem lies mostly in that equation.
This will almost never be an issue when sub optimal Survivors are involved, but instantly becomes far more pronounced with Survivors who do play close to optimally.
Which is also part of why crappy matchmaking has such brutal effects on lower tier players. Good killers will struggle with the time crunch vs good Survivors, killers who are still learning will never be able to keep up with serious Survivors.
Potentially adding some new prerequisite objectives either before gens or in between gens could help with the time game, as well as having some actual consequences to being injured, as there are currently no mechanical penalties to it. But then you have the issue of new/still learning Survivors. Everything about the game is a massive wedge between low tier players and vets, and another wedge between those and swfs who are familiar with each other or are on comms. The game does very little to actually separate these, so any changes made will grossly over impact the lower echelon compared to the upper echelon.
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I have never once bothered to even pay attention to the rift to begin with, so yes.