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finitethrills

finitethrills

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finitethrills
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  • Lol, apparently I change the word "is" to "are" and my post now requires review.

    Cute.

  • Speed limiter on Bubba. The confusion is real.

  • It's cool, but it's pvp dungeon keeper. Not exactly occupying the same space as dbd.

    Also, it's only available WITH RE:3, so that will chop out some of the mpog player base here.

  • Counterpoint: My highest survivor is level 10 and I rarely feel like I'm struggling. If I get downed, I can always trace it back to, say, turning into a blind patch of rocks with no damn pallets anywhere.

  • Great internet has nothing to do with matchmaking. Much like how it's also useless evidence as to why a connection problem is dbd's fault and can't possibly be on your side of the equation (funny enough, a gig connection doesn't do you any good if your isp has a blow cable halfway between your house and dbd servers).

  • Honestly, moris should be available for everyone when they are on death hook. For those who don't like using them because of how unfair they CAN be, it means you rarely ever see a nifty by your hand kill. It also makes that daily not dependant on having a UR add on available. It's one of those things that SHOULD have been there for fun and visual flair, and not a super strong weapon. The last hook and the last survivor should've always been an aesthetic choice for the killer - kill em on the hook, or kill em on the floor. Moris already take quite a while, so it's not saving much time vs going to the last hook, it means the crawl to a dead zone cheese would never have happened if you killed the rest of their team, and the killer has to give up some points if they want to see the fun kill.

    I don't think there'd be anything wrong with making moris a built in visual preference as long as they replaced it with something else decently strong for killer that seems less unfair than -1 hook for all.

  • Only the most delusional Survivors expect a killer to not camp once endgame hits. Then again, considering how it appears no survivor can accept anything less than a 4 escape, and the huge number of 3 escapes I see turned into a 3-4k when the door is open, I guess I wouldn't be surprised after all.

  • I can see it now

    > Trash killer

    > Get gud scrub

    > Haha, get wrecked

  • Here's what would happen:

    Camping gets made bannable (considering the mechanics of face camping don't actually exist anymore).

    The very same day, in probably every second game, every time there is a hook, all 3 Survivors run over as soon as the guy lands on it and start taking turns fake unhooking, pinning the killer in place.

    They continue until guy on hook is dead.

    Post game, all 4 Survivors report killer for face camping.

  • @KingFrost said:

    I still think they should just have to hook each survivor once before being able to Mori. It'd be a simple nerf that would discourage tunneling.

    That's how moris generally work.

    Edit: NM, I think I see that you mean hook everyone once before ANYONE can be moried

  • Meh, he could transition into a hit faster before he lost stances. Keeps screwing up my timing, though I suppose I'll get used to it.

  • This should prob be in the bug report forum and not general discussion

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181163#Comment_1181163

    The devs have been abnormally quiet about these hackers. They can't do much to stop them besides ban them if they are reported.

    Besides they don't want to attract any attention to the fact crossplay is already possible and happening without bugs. They want it to be a big surprise reveal for the anniversary event.

    I imagine a part of that problem is a lot of the folks who are winding up there aren't actually the hacker. The hacker will snag a cloud Id off a stream and then use it to send that player to the switch queue, against their will.

    Makes it difficult to prosecute punishment.

  • I'd prefer some sort of extra objective that needs to be done prior to repairs or at least prior to escape. What I'd really like to see is a huge penalty to repair speed and possibly other actions when injured. If players had an actual necessity to heal when injured, this would be a very different game. Killers could apply pressure without having to commit to a down. A lot of killers would find tunneling less attractive.

  • @dannyfrog87 said:

    i dont play this game no more really. but ######### me i come back to the forums from time to time to read the fuckfest of what the game has turned into and man some of the stuff i read is beyond stupid just like this ... lol

    Man, there was a guy on steam forums arguing that killers are slower than survs, and 115% killers were only 115 at bloodlust 3

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/140026/stop-the-pretense

    Probably because one of those weren't a rank 4 but a rank 15. In our swf group we rank at high as 2 and as low as 16. When it was 2,4,4,8 the killer was a rank 2. When the 16 is playing the killers rank between 10-12. So sure a rank 4 against a 12 might not be fair...of course they keep telling me rank is meaningless as a measure of skill...but if the killer was a 2 how fair is that to the rank 16?

    I'd say it's fair because low level players teaming with high level players is a tale as old as multi-player gaming, and it's generally known and accepted that the low level is playing outside their skill level and depending on their more skilled friends to keep them safe.

    In the other direction, a rank 12-16 killer getting match up with 3 high ranks and 1 low rank doesn't have any idea nor any say in being thrown into a completely unbalanced match.

  • @PigMainClaudette said:

    I tbought that the killer's TRUE objective was to protect the generators.

    https://forum.deadbydaylight.com/en/discussion/comment/1179929#Comment_1179929

    And this.

    Must be why I do so well with the ranking system. I literally toy with survivors and artificially extend the game. I may be lower ranked currently, since I've been grinding Survivor Archives, but easy double to near double by just extending the game and just toying with survivors. Worst game tonight in terms of rank was Deathslinger with gold Gatekeeper and silver everything else. One DC, but had Devour Hope and let the last one escape.

    Theoretically, that's true. There's a whole blem dedicated to it, but then devs have also said you're basically intended to lose 2-3/5s of that objective in the first minute or so, so that objective is basically sabotaged by the design paradigm from the start.

  • @The_Bootie_Gorgon said:

    I use bbq n chili for blood points, the aura reading is a plus if ppl don't react to it and even then...if they let me read their auras, i still have to make a choice on what to do based on 3 other players.

    Mostly I forget to even look around after hooking someone just because I leave bbq on every build for the bps. Every once in a while I actually notice someone running around and I'm like Crap! Do they have ooo???

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179697#Comment_1179697

    Yeah I didn't follow the context, my bad lol. Just proves this insomnia is really wrecking me.

    Yeah, it's alright... I knew I should've quoted it when I wrote it. I wound up editing it so it was clear even.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179680#Comment_1179680

    It's not as bleak as all that. You can beat red rank survivors, it just won't be as easy as crushing noobs.

    There are killers who play in red ranks everyday, if I can do it, you certainly can too. The game isn't so survivor-sided that getting to top ranks as killer is impossible in the slightest. Even optimal survivors make mistakes, more often than you would think either out of laziness or just plain bad moves. It just takes practice and understanding the loops and the tiles and how to run them as optimally as you can.

    Will you win everytime? No, and optimal survivors and teams will sometimes really make you lose your mind, but to use another league reference your goal is to win 2 games out of 3, which will keep moving in the right direction.

    Analyze your play, try to pick up something new every game and try to eliminate one mistake every game, whether that's doing a chase from the wrong direction, committing to one survivor for too long, whatever it is.

    I think you're responding to my response to the other poster. He seemed to be arguing that matching 2k hour Survivors with 2k hour killers is a nearly guaranteed loss for the killer, and that it's somehow better if 2k hour killers go up against much less skilled Survivors (which I guess is technically true in one sense).

    It seems really weird to me that a lot of people are playing a pvp game and look down on the other side for playing to win, or just want to play a game with no real challenge. That's kinda the whole point of pvp vs party games.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179670#Comment_1179670

    Think the issue is more the ridiculous rank reset system that BHVR invented, where Rank 1's would go back to Rank 10 every single month. From what I remember this was because back then they needed to bring everyone closer in rank otherwise queues would go crazy.

    Problem is eventually many of them just stopped bothering to climb back and enjoy bashing in players well below their skill level, or having chill games.

    The only problem with using hours played is unless it can explicitly tell survivor and killer hours you might end up with a new killer player getting stuck with rank 1 survivors cause they happen to be a rank 1 survivor main themselves.

    Kinda reminds me of the league of legends days where you would see people with tens of thousands of matches but only Bronze 3 or something.

    TL: DR Hours played =/= Indicator of Skill.

    Of course hours played isn't an exact metric of skill, but it's certainly more relevant than our current system, which only ranks your ability to repeat the same task over and over. It's essentially an experience bar of its own. Calling it rank isn't even accurate, as it's not comparing performance to anything at all.

    In a perfect world, it'd separate hours on survivor and hours in killer, but a survivor main with 2k hours is almost certainly going to have a better understanding of how to play killer than a killer main with 20 hours.

    I wouldn't recommend it be used in a vacuum, simply that it's included in its calculations.

    The entire rank system needs to be completely overhauled to where it's actually graded on performance vs other players of similar rank.

  • So we as killers what? Depend on only being matched with noobs to win?

    Edit: This was in response to snozer

  • It seems like the way the new lobby system works tends to indicate. It seems like swf always enters the lobby already readied up and solos have to punch it after loading in. Maybe that's just coincidence though.

  • Somehow I feel like this would mean strong killer perks would never be seen in the shrine again.

  • Never understood why matchmaking doesn't at least use hours played in its factoring. Won't make much difference with smurfs, but would have helped a lot in the days of r1a deranking to kick in the teeth of fairly new players. Current matchmaking just sets that up on its own without even worrying about deranking now.

  • Can't please everyone. There's already a thread with folks unhappy that killers aren't farming.

    This happens with every blood hunt, and even with every bps burned.

    Some people just want to play normally and get flamed for it, some just want to max blood points, and get flamed for it.

  • Also worth noting... Don't use your entire power unless it guarantees a hit, especially when using it for map traversal. Similar idea to nurse not using both blinks when about to engage.

    If you're NOT faking a phase, try facing slightly to one direction and phasing off in the other direction. Works a lot more than it should.

  • Again, the experiment was specifically addressing the live environment, not a tournament where ALL players expect the worst, and further - tournaments have specific rules that are required to be followed that don't exist in regular play.

    Once again, you are arguing a point that is completely outside the points that were being addressed. It's like you're trying to say running a formula 1 car in a stock car race is fine because formula 1 cars are all equal when they race together.

    Aside from that, you're once again trying to argue that a single example of a game is somehow more statistically significant than 300 games.

    At this point, there's really nothing more to say to you. You're either purposely obtuse, or have some weird chip on your shoulder, or I don't even know what. Either way, you refuse to actually address what you say you're arguing. You're unwilling to generate your own evidence for your opinion, and you seem to think that simply trying to move the goal posts counts as a refutation. 1 more game doesn't add anything to the statistics already gathered, and that sort of thinking leads to there always being one more necessary to convince you of something you'll never actually accept anyway.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176779#Comment_1176779

    "Your quest for some sort of rematch is simply for your own benefit and has nothing to do with trying to show any sort of empirical evidence of their experiment being true or false."

    Thats Marth 😀 because swf with comms proves nothing.If he really wanted to prove something he would do it with any team.

    That's probably why they did it with comms and without. Killers did worse vs perked with no comms. On occasions where they played with comms and perks, like during nightly warm-ups, killer were absolutely thrashed. Either one is strong on its own, both together are incredibly strong. The whole point was based on the strength of Survivors who play together in an organized fashion and how far beyond groups of solos that placed them in terms of power. So not sure what you're trying to argue... That somehow using swf to show that swf are vastly superior to solo when they bother to use the advantages swf gives is not the proper way to demonstrate exactly that?

    Either way, arguing with me on here isn't going to advance your dream of facing down THE Marth in a fight to the death, and there's really many better players you could go up against to prove your studliness.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176733#Comment_1176733

    well doesnt it make sense to challenge the one who put that experiment in the first place?

    Not really, unless you plan on playing 100+ games against them.

    All challenging them to a specific game does is massage your ego if you win, and show nothing if you lose. Further, it completely sidesteps the live test method, as in the live environment, a swf knows that they are a swf, knows what they are bringing, and knows their plan. The killer doesn't get to have the foreknowledge.

    Your quest for some sort of rematch is simply for your own benefit and has nothing to do with trying to show any sort of empirical evidence of their experiment being true or false.

    If you really wanted to discount their findings, you'd be organizing an experiment of your own.

    If you just want to prove you're better than any given swf, go get on discord and find some opponents. There's tons of them dedicated to playing in swf, and there's a lot of players out there that are better than most of the depip squad.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176688#Comment_1176688

    Since they work from home (which they should fix their servers) wpuld be nice instead of having all the problems we have on the switch like the "hackers"

    It certainly would, although I suspect a vulnerability like that is a lot more major than it may sound like. It may be the sort of thing that needs the cross play coding adjusted from a very base level. I have no idea.

    While I certainly am not one of those who has absolute faith in BHVR, I do give them the benefit of the doubt that if it was a simple fix, they'd have fixed this one already. People having that sort of ability to manipulate the network seems like a pretty big deal.

  • Could be. I have a vague recollection of them fiddling something with pallets over the winter, maybe they tweaked some stuff before doing the full Monty on it. My memory is not good enough for that sort of length these days.

  • They exist, just saw one yesterday playing at rank 19 with p3, ebony mori, and mint rag.

    It was a bit ugly.

  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175193#Comment_1175193

    As far as I know the experiment (or most of it) was in March 2018, the vaccum was removed when Clown came out.

    This does seem to be correct. For some reason, I thought the vac was removed earlier that winter.

  • Y'all are funny. Some group puts down the many hours of both play and simply just trying to organize everyone on at the same time and still just denigrate the effort involved.

    Here's a trick: if it was always so irrelevant, why don't YOU go ahead and put together a group of 4 and play your butts off to refute the findings? That's how debate works.

    You don't get to say, oh hey, these guys collected a ton of data, recorded every bit of it, but they're wrong because that's what I think.

    Maybe they are wrong. Feel free to prove it. Until then, I'm going to go with the side that actually made an effort to collect data, in full public view.

  • They aren't all smurfing on you. There's at least one hacker all over twitch these days sending streamers into switch matches. There's nothing the killer can do about it. If they restart steam, game, etc, they just go right back to the switch queue. It's out of their hands until BHVR fixes the vulnerability.

  • @Reborn2020 said:

    There was also an experiment where few nurses lost with ebony mori? I guess mori is balanced then?

    Also so called "no comms" experiment is laughable. I mean they still knew each other and most likely had a plan to follow before games. Which also is the reason why he refused to make another experiment with me as a killer.

    The questions are:

    If the game is really such survivor sided why the heck would you need your friends you were playing with for so long in swf to prove the game imbalance? Why the heck you need toolboxes to prove ridiculuos gen times? I know they went with no items in one of the experiments but they still had comms which would compensate for everything.

    If you ask me its not hard to win when you play in a team you know so well with toolboxes with addons that insanely increase those gen times against random killers.

    The entire point was to show that playing survivor optimally was what was broken, and that either using comms or using perks made no real difference - Survivors that play to win WILL win in a massive percentage.

    They didn't redo the experiment because they were all sick of BHVR blowing them off completely. 2 bailed completely because there was nothing new to show and they'd just be beating their head against the wall. The other 2 were willing, but not so much that they'd bother finding another two.

    Yes, they had a very basic plan for playing - do Gens, only safe unhook, and gtfo.

    One experiment used no items, the other banned the most ridiculous add-ons like bnp.

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175145#Comment_1175145

    Stats by Killer Total Number Of Ratio Avg Kills/Game Avg Hooks/Game Avg Pips/Game

    Nurse 31 15.50% 0.87 3.10 -0.68

    Billy 54 27.00% 0.93 2.04 -0.85

    Huntress 35 17.50% 0.83 2.06 -0.99

    Freddy 15 7.50% 1.20 2.73 -0.73

    Sorry, formatting doesn't really translate. These are from the 200 perkless/perk games, excluding the 100 hero squad games.

    Just to be clear - in the comms/no perk experiment, only 4 out of 100 killers got a 4k. 1 EA of Freddy, Myers, Nurse, and Huntress. Huntress moried 3 of them. Myers had tombstone and one of the Survivors lost connection. Nurse had a mori and was also incredibly lagged. Freddy was the only one that didn't use a mori, and Freddy's dream state at the time was brutal vs Survivors not using any perks, esp self care.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175126#Comment_1175126

    I mean they were using comms that completely breaks the balance and nurse still win. Im wrong? How many games were against nurse at all?

    Stats by Killer Total Number Of Ratio Avg Kills/Game Avg Hooks/Game Avg Pips/Game

    Nurse 31 15.50% 0.87 3.10 -0.68

    Billy 54 27.00% 0.93 2.04 -0.85

    Huntress 35 17.50% 0.83 2.06 -0.99

    Freddy 15 7.50% 1.20 2.73 -0.73

    Sorry, formatting doesn't really translate. These are from the 200 perkless/perk games, excluding the 100 hero squad games.


    Also, I believe pallet vac was gone before the EXP took place.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175071#Comment_1175071

    But then they lost to nurse when using comms. Doesnt it mean that she s extremely overpowered and needs to be handled?

    They lost to a few killers in there, including a pre rework Freddy, iirc. The point of doing 300 matches is to have good data. Pulling out one match is pointless. Nobody ever doubted that nurse is/was the strongest killer in the game. Considering that they blew up most killers, it can easily be said that nurse was the only killer that stood a chance, using your method. In reality, nurses still averaged less than 1 kill per game. They did average the highest number of hooks per game. The only two killers who averaged MORE than 1 kill per game? Freddy and Pig. So I guess they're the OP ones.

  • Here's a fun trick... Pop a trap on the other side of the map and get her into a chase. Not working? Pop ALL her other traps. Still not working? Well, at that point it's nothing to do with hag any more. Campers gonna camp on whatever killer they play, and if they decide that's the dude whose match they're going to ruin, then that's what they're going to do.

    Same goes for baiting the unhook. Or getting a second person in so you can run interference for each other. Crouching isn't the only way to unhook vs hag, it's the way to unhook vs a hag that traps and leaves. If they trap and camp the hook, you handle them like a camper, not like a hag.

    And yes, if nothing else works, you do Gens and gtfo. I swear, everyone says killers just want 4ks every match, but it seems like Survivors are absolutely allergic to leaving anyone behind.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174376#Comment_1174376

    Can we talk about the killer babying? All the insta find, one shot mechanics killers have.

    'It also removes a lot of skill which imo is sad because that could lead of fun tense situations but maybe that is just me'.

    This is false equivalence. Everyone gets aura perks. This is about direct warning for every status effect. A true equivalent would be if the killer got a little timer under any survivor who was unhooked while having DS, counting down the the time to when it's safe for killer to pick them up. A currently equivalent is the deathslinger getting a bar under the redeemer... In the old days, they would've had to go off the sound alone.

  • Sorry, forgot to even answer the OP. Yes, they're still viable, if anything, they are even more viable. With ruin cut down, every game now runs in a version of the depip squad (just powering through ruin unless someone bumps into it)... With the ruin change, all players are now handling the gens this way, and it shows. The experiments were always meant to show that optimal Survivors will nearly always beat the killer, regardless of the killer's level or build... There's been zero changes to change that equation. The gap increases every time the devs make changes to make things easier on new players.

  • Theoretically map changes would help a bit, probably more than any single change. That only works if it's applied properly, however. Breakable walls sounded like a great way to shorten pseudo infinites, but they turned into a design paradigm, so the saloon instead has about 50 walls where any other map would've had doors, meaning the killer has to break most of them just to MAKE a passable loop to run to begin with. Makes me suspicious of any changes they may make (maps are smaller... Oh, and we added 10 extra gens to every map)

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/139360/when-youre-a-level-1-killer-with-1-perk-rant-with-swearing-because-im-pissed-be-warned

    The devs don't balance the game around perkless or bad perk setups as a killer... So i can see how frustrating can that be to a new killer in the game. Because a killer really needs his perks to change the tides a bit, as a survivor... yes of course it is much more easier to play survivor with full meta perks, but in reality you don't need perks as much as killers need them.

    This is a flaw in the game like many more, the only thing i can recommend you is to start playing survivor instead as it is much easier and farm until you have at least 1 killer with nice perks. There is nothing more to say, the devs only care about survivor play, i wish i could tell you something else but there isn't. 

    It's not about the balance, it's about matchmaking. If anyone is using a fresh character with no perks and no levels, mm should account for thst by not throwing r1s at the killer, even if their rank is a bit higher. Honestly, hours played should probably also factor in. So the general idea is, if you have an r1 killer player, with a fresh killer character, the mm would ideally bump your matchmaking down and give you, say, green rank opponents instead of red until such time as that killer has some levels under it.

  • The experiments should be on his YouTube channel, along with a link to all the nifty parsed data that was collected (off the top of my head: killer, map, ruin y/n, ruin destroyed, 1st Gen done, all gens done, final escape, kills (per killer, per map, per match) , and individual points as well as averages of most). 300 matches were played, 100 with no comms, 100 with no perks but with comms, and 100 as a "hero squad" where it was required that they save teammates, no matter the risk.

    Shortest gens time was something like 3:30, can't remember if it was with ruin or not. They never really bothered to blow ruin unless someone happened to walk right past it (which happened a lot). Longest games were 10-12 mins vs stall doc and Freddy builds, and Freddy was the most dangerous to the perk less group.

  • Generally people who camp all the time do it for exactly this, the reaction you have to it. Hardcore Campers only want to ruin someone's game, which is why any proposed "punishments" are useless: they already don't care about points or winning.

    People who camp occasionally usually do so because it makes sense at the time, like 2-3 Survivors showed up as soon as the hook animation was done, or the Survivors have already shown they're willing to trade hooks to get you down.

  • @Aven_Fallen said:

    You can grind BPs (it is super-easy to do that as Killer) and level your Killer to have some decent Perks and Add Ons. At least this would be better than expecting to do well with a 1 Perk-Killer and complaining afterwards when it did not work out.

    Let's see: Person complains about having to grind BP on a different killer to level the one they want to play because MM doesn't factor in killer levels and so you wind up with a single perk vs a full meta group... So YOU suggest that he grind BPs on a killer different than the one he wants to play.


    I feel like maybe you missed the point of the OP.

  • This just made me realize dbd doesn't have a prototypical stoner dude

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