fulltonon
fulltonon
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3202070#Comment_3202070
Unbreakable basekit doesnt buff survivors
I don't even get whether it's a joke or not.
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I really can't believe how they managed to implement mori rework in worst way possible lmao
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I wonder if they can fix bubba before this change? because otherwise... we'll know what happen.
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If all four people has been downed within 23 or 45 seconds, that's problem on their side lol
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Think more, unbreakable has been one of the strongest perk even before.
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You really don't need to think much to understand how problematic it will be, even no mither has been abused in certain circumstance.
Luckily this is PTB and not actual game, at least BHVR CAN fix it... whether they DO it or not is different question.
@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3202228#Comment_3202228
It's not about current slugging. The problem is this Finishing Mori option of ending the game makes hooking less desirable. All slugged survivors or combo of slugged/hooked automatically ends the game. So there would likely be an increase in slugging over hooking, which will change the way alot of games go (ie. Survivors spending even longer on the ground, less gens getting done, less bloodpoints gained, etc). The basekit Unbreakable is a bandaid solution to this. They can't have the Finishing Mori without the basekit Unbreakable, it'll disrupt the game. They need killers to hook, it's the point of the game.
At this point, if too many people are unhappy the only real option is to do away with the Finishing Mori.
Basically they made a fix for a problem they just created, seems strange tbh.
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Now that seems seriously concerning, I hope developers DO fix it based on PTB shenanigans unlike ridiculous things like boilover.
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rancor has been finally nerfed lol, reasoning seems a little off though...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202267#Comment_3202267
They already are.
We need a better system.
Unlike your assumption, people WILL NOT dc like you think.
It's actually somewhat negated by penalty... without it, 2x 5x or even 10x people will DC, especially killers.
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LOL random DC will be much more problematic than actual cheaters.
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Just play slightly better than many other players, you'll eventually match with them.
and ONE match with a cheater can completely remove your will to play too.
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Yeah, and I won't see as much camping as before lol
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@mizark3 said:
The major issue I have with such disproportionate kill/escape rates is the matchmaking is tied to that. Survivors have ~40% escape rates, which means they net lose MMR 3 out of 5 matches, and Killers have the inverse problem of net gaining MMR 3 out of 5 matches. This makes MMR mean something completely different for both Killer and Survivor. These type of matchmaking ratings are designed around both sides having an equal chance of victory, but kill rates makes the intended system fall apart on itself. When a Killer faces someone of "equal" mmr that means that the Survivor is better at the base escape vs kill system than the Killer is due to the skewed numbers. Since many people respond to being outmatched with frustration and facecamping, they will then resort to those tactics. Since facecamping can result in a minimum 2k (in most normal cases) that helps feed boring unbalanced matches.
To fix this either matchmaking needs to be balanced around 50/50 kill/escape, or not be based on kill/escape at all. Also tactics that require minimal effort should yield minimal rewards. (Early) Facecamping should also yield a maximum of 1k. Endgame is fine, but when a Killer does it early it is all too easy to cheese a "victory".
Just use ACTUAL win/lose ratio instead, basically don't count 1k.
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Why thread like this is even allowed? I think it's crossing over "opinion" threshold.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3196683#Comment_3196683
You don't have to, you just have to be here everyday and see with your own eyeballs.
Uh, that's just... being delusional or confirmation bias, because my eyes didn't see much difference between two.
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@Masterninja said:
All the bad survivors and Killers perks buffed or reworked.
Perk changes mk2 would be fun.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3196675#Comment_3196675
Yes, I have seen some too, but it's not comparable in terms of numbers. Sure, you might see one person saying bring dead hard back or something, but 1 person is not much here.
And not sure if that second phrase is directed at me, but I'm disagreed much, I mean, my posts show otherwise. There's not many people disagreeing that solo q is bad.
Oh really? I wish you can show me actual numbers of all the posts sorted out for killer/survivor complaint, that'd be interesting.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3196666#Comment_3196666
Yes thats what statistics are. And thats all I want to see.
I'm just stating many people can't accept or properly understand "statistics", I won't oppose whether you want to see it or not.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3196659#Comment_3196659
Credibility? Are you new here? If you're not I'm sure you know the forums are mostly frequented by killers, right? It's not that hard to see.
I see people complaining about camping, tunneling and nurse yes, but in comparison to what the forums mostly have, is not that much.Just because killers dont have much to complain right now, I mean, just look at the kill rates, doesnt mean the forums havent, and arent mostly frequented by killer players.
Nowhere did I mention the word "crying" i dont think. But yes, solo q complaints are valid.
If there's no echo chamber here, you just choose to be blind to it. You cant make people see things that arent convenient for their agenda. And I'm not even gonna try.
I've seen plenty of biased and quite aggressive people on survivor side too, though...
But I get why people like those tend to consider such, since they are disagreed on so much due to their quite strong opinions, eventually they will think all those people are from opposing side.
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You aren't supposed to play around suiciding, well game shouldn't consider it.
Ask BHVR to remove kobe, that's an actual issue here.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3196645#Comment_3196645
Why that ? Just add variables to these percentages : filter by MMR / Filter by killer / Filter by Solo or SWF. Boom.
Here you have precise statistics for perk usage, Killrate & escape rate. EZPZ
And still there is no data of how ACTUAL match goes, it's all results and nothing else.
You can't record every matches and make it a big data.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3196604#Comment_3196604
Aren't they faster than survivor, last time I checked the wiki survivor has a movement speed of 4.0 m/s and Killers usually 4.4 m/s or 4.6 m/s. Isn't it inevitable that at some point they'll reach you especially if you're in a deadzone. Am I missing something? I thought the general consensus was that at some point you are supposed to fall as survivor.
Realistically speaking, they are generally equivalent or even slower than survivors in most places due to the way hitbox and windows/pallet works, so usually people really shouldn't get hit by those killers.
You are supposed to fall but not without power, and 4.4 killers are much more power dependent than 4.6.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3196614#Comment_3196614
Nothing's hidden if everything is transparent. On the contrary, what we got right here is blurry enough to create confusion and unfounded discussions.
Showing literally everything is just impossible, we can't have data like that.
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It's just you, none of regression perks has been noticeably better beside eruption.
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I wonder, can they reveal how many people they banned/what account they banned? BattleEYE or something like that had such system and it was still interesting...
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3196601#Comment_3196601
More datas would help to build & justify our opinions. Right now we're just making assumptions.
No matter what data is there, people always assume something is hidden and use it as justification.
Definitely will not change anything.
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@JustAnotherNewbie said:
I know what you mean, I've also come across those types of killers. They cannot even use their killer's power but playing them as an M1 killer is enough. Like at some maps there are deadzones that even M1 killers can catch up to you, it's not my fault if the gen I'm working on is just surrounded only by trees and rocks and no pallets (looking at you shelter woods). Are they somehow more skillfull if the can just hold W and catch up to me?
I don't understand why killers can get away with playing Wesker, Spirit, Huntress etc. without using their power, but play them as a basic M1 killer. That should not be happening, those killers should be more effective when you know how to use their power and being bad at them should be more punishing.
If I'm bad at gens and chases as survivor the game is not rewarding me, unless I somehow get carried by the team which is pretty rare. Survivors that are bad at chases die first., if they are bad at gens they hold the team back and make the game longer and harder for everyone. Killers that are bad at chases should not be able to brute force a chase because of forgiving game mechanics, to me it seems really silly.
The game is hard enough for soloq survivors because of lack of co-ordination. Your mistakes as survivors cost not just you but also the team.
How can you get hit by M1 spirit/huntress tho...
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@Ciabe said:
Because people don't seem to understand how easy it is to produce a 39% global escape rate while at the same time having terrible escape rates at lower mmr tiers here is some example data of the kind I would love to see from BHVR.
https://us.v-cdn.net/6030815/uploads/9FNAWJB4I7UD/exampledist1-jpg.jpg
In this case, look how easy it is to get a global 39% rate while having vastly different escape rates for different mmr groups. This does not indicate a healthy balance and 39% hides a very ugly reality.
Now that first example is assuming equal play rates. As no surprise to anyone, pros play a lot more than beginners.
https://us.v-cdn.net/6030815/uploads/4QKKXNIPSQKV/exampledist2-jpg.jpg
Now in this case I'm assuming the top 10% of players play up to 5 times (2nd top tier playing 4 times as much) as many games as the bottom 25% of players (big assumption on my part although conservative I suspect). I have also towned WAY back the escape rates on the upper end, yet I still end up with just over the 39% global escape rate they are reporting. If we had kept my first assumptions on the top tier escape rates that would require even worse escape rates for the bottom tiers to reach the 39% when weight for game frequency.
My ultimate point is that reporting a 39% escape rate is masking a huge issue in the lower 50% of survivors. Public data on the lower 50% of players is non existent outside our own records. High tier play stats is more accessible and wecan weigh in the smaller population size into the data.
Yes, my data is all hypothesis. I'm making a point that we need more data from BHVR because what they have provided is a extremely misleading and deceptive in attempt to mask a severe balance issue for a large percentage of the player base.
More data does nothing really, we'll see what we want to see in those things anyway.
Just like what we are doing today.
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I didn't know totems are what allows people to heal, weren't they meant to be usually detrimental to survivors?
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@Thusly_Boned said:
I think they're a massive problem for streamers and a very small problem for everyone else.
Definitely worthy of attention, but solo queue buffs should be top priority.
Game balance issue is only a problem when game is actually playable, which isn't the case for cheaters.
So, absolutely not top priority.
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DbD is full of stupid things like this, how can they make a rule about it while also encouraging it lol.
Almost trolling tome challenges has to be seriously changed, too.
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People still mistaking kill rates as win rate?
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statistics is just numbers and has no real meaning, I doubt BHVR meant to convince anyone with that.
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I like how BHVR literally introduced an option to stop sniping, but people ended up being lobby hacked anyway.
I wonder if we can get an actual fix for it?
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If something has to be changed it's game design itself, both survivors and killers are encouraged to stay in a place is just bad design.
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Game is certainly not fine tuned to survive with chat though, and player count is actually lot more balanced than past (and BHVR literally showed how it got better in their stats).
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Just increase base BP gain even more, that's it.
No need to mess with incentive.
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@Cybil said:
I wish devs would stop defending it. It's one thing to bleed out survivors but entirely different to hold them after they've gone afk. That right there should be worthy of a permanent ban.
Anything that prevent game from ending actually will be banned, whether it's killer or survivor.
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Because they don't bother showing us something useful.
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3192229#Comment_3192229
If you're intelligent enough to not get hit by hemorrhage, then you don't need self-care.
Self-care can't really counter hemorrhage, healing speed does.
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190640#Comment_3190640
Built to last exist too, maybe they learned how to use medkits, just like any intelligent individual.
If people are intelligent enough to use medkit, they won't use self care.
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@Laluzi said:
Botany's fantastic for healing other people now, but it's terrible for self-heals unless CoH is involved. I run Botany often, and brown and green medkits are completely useless to me. Can't count how many times this has come back to bite me.
And self care is order of magnitude terrible than botany, to the point it just doesn't work without botany.
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@Gary_Coleman said:
I would rather run Self Care than waste even a brown medkit in games that could potentially end within 2-5 minutes, honestly.
Then run botany too, because otherwise you are the reason why medkits will be wasted.
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Good perk but actually not really meta.
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The thing is, they are actually6 looking at all statistics.
So game is not balanced around kill rates, hell, if it were a thing, they would say 50% kill rate is good.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3190993#Comment_3190993
I guess you and the rest of the world have a different definition of what balanced is. The game was much more balanced for soloq before the update considering that SWF doesn't effect the stats. With a 53% kill rate you could even say that, from a soloq standpoint, the game was more in favor of the killer because of the numbers. 2k every match should be what any killer is shooting for not the current 4k almost every match. Unfortunately killers want more and more so I'm willing to bet that more survivor nerfs will be coming in the future.
It's me and BHVR, I'm sure that "soloq standpoint" is not really a major opinions across all soloq players since they have 40% escape rate, which can be translated to 50% win rate still.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3190530#Comment_3190530
There aren't that many SWF squads BHVR said that in a comment on another post. They said that SWF are outliers and they don't have an effect on the stats they posted. That means that most of the game is soloq which would make it not balanced. Also people don't always have friends to play with or want to go through the process of trying to find other people. Try to think about others situations before you tell them how to play the game. Here is a picture of the comment for reference...
https://us.v-cdn.net/6030815/uploads/C9L7HPGTKRAG/screenshot-289-29.png
If SWFs are outliers and don't have an effect on stats, it means game is actually balanced.
Baseline kill is 1k and not 0k, of course it would have slightly more than 50%.
If people don't bother to get good then that's their problem, like if killers don't want to use a perk but still want to win what you gonna say.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3190939#Comment_3190939
There is no such thing as win rate because a win is different for everyone.
3k killer win, 1k killer lose, 2k tie.
Simple and pure, this condition literally should be in the game too.
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@Sharpefern said:
I mean I will say the nerf to botany REALLY hurt it. like sure it gained an extra 17% healing speed but it lost 53% item efficiency rendering 2 med kits unable to complete a full heal. Also making it so you cant really look for a medkit in the trial if youre in a dire situation because you would need it to be yellow or purple to hit. I get what youre saying about using them together but if youre going to do that now hyperfocus is a better second perk. You will get multiple skill checks those arent decreased by stuff like sloppy or your slow heal speed. Plus also is used on the gen.
The point is, self care is the best killer perk.
There HAS to be SOMETHING to make it WORK when you use it, and people are NOT using it.
@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190730#Comment_3190730
Or... I could bring CoH and have everyone heal themselves. Or a medkit with add-ons?
Whatever you do, anything is fine as long as you won't run self care and JUST self care.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3190562#Comment_3190562
They do can close the gap between solo and swf.
It won't "close the gap" as much as people think it to do, bad players are just bad and good players do good regardless.
Information is good but nothing more than QoL feature, most of soloq would be horrible because majority of solo q players are not even trying to win or those who bad at the game to the point they won't even bother finding someone else to play with.