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konchok

konchok

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  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867469#Comment_1867469

    So the answer is no. Thought so.

    Also nice overly dramatic reaction to a normal question.

    Having a discussion with a bad actor is no conversation at all.

  • This is my dream scenerio for MMR. You're put into a queue of survivors. It's a bit random and the game puts you up with someone who it feels is roughly the same as your group, but it turns out that your group and the individuals inside synergize really well and you perform better as a group than what your personal individual MMRs would suggest.

    At the end of the game where all 4 of you escape, you are given the option to queue up as a group again. If you all 4 agree to you're put into a high rated match. Your personal MMR stays roughly the same but the group MMR increases significantly and you are now put up with a higher ranked killer.

    This is the potential that MMR has. I don't think that this is how they've programmed their MMR. I fully expect this not to happen and based off of the last test, I expect a hot pile of crap.

  • I'm not sure what needs to happen with plague but I do feel that she's the weakest killer in the game. I think she's a bit like Nurse where if you're really good she becomes better, but unlike Nurse that skill ceiling is much lower. So she's probably somewhat balanced, but only if you're really really good with her.

    Overall, in my opinion she's just too difficult for too little reward.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867451#Comment_1867451

    Can you show me a match where OhTofu faced actual survivors that knew how to loop? Everytime I watch him he plays against complete potatoes who wouldn't even win against a 115% M1 killer with no power.

    Ah, the good ol' true scottsman fallacy. You're not worth having a conversation with.

  • @ukenicky said:

    When I hear a chainsaw I prepare myself for one of two things:

    A super fun match against a Billy

    Or

    A crap match against a Bubba

    There's just nothing fun about Bubba. If you don't reach a pallet or window you get insta downed. Of course, the real reason Bubba is not fun to play against is the fact that they almost always camp and tunnel off hooks. I mean I get it, when your power lets you OHKO multiple people why wouldn't you but it's really poor design if you ask me.

    Nevermind basement Bubbas that's a whole different realm of bs. Idk like, other killers basement saves feel possible but against Bubba it can and usually will result in everyone dying. A trade if you're very lucky.

    With Billy the lethality of his chainsaw is limited to only ever hitting ONE survivor so you never get these problems with him. Also the way his chainsaw sprint / attack works makes him fun to loop. I love the adrenaline rush when he comes flying at me it scares me so much but I still feel like I can juke and do stuff lol

    Leatherface I feel none of that it's more like I just want to be in the next game. Him and Freddy make me consider leaving asap they're just overtuned and boring to play against.

    Anyways, having said all that I wouldn't mind if they looked at Bubba. He is an incredibly strong killer even without camping / tunneling / slugging. Easily A to S tier because of his insane lethality potential. Like you said he can potentially OHKO 4 survivors with one use of his power that's just silly lol

    But I don't see how they can ever change him without reworking him in a fair way and even then idk how. Tbh I'd rather just never play against him than ask for him to be nerfed.

    I can't stand this character lol

    Watching OhTofu play speed limited Bubba made me realize that even without the ability to one shot down, he can still one shot down if the attack lands just right. I wish that Bubba was speed limiter by default. He would 100 percent need other changes to keep him viable but it would in my opinion fix all the things that make bubba unfun to play against.

  • @[Deleted User] said:

    Total number of hooks imo is a better way to balance the game. A 4k with only 4 hooks or a 4 escape with only 2~3 hooks indicates that there was an error on the matchmaking. A 4k with 10~12 hooks indicates probably a very close victory, the same with a 4 escape with 6~8 hooks.

    This is a terrible way to measure balance as it would show all snowball killers as being underpowered. It would show nurse as being incredibly underpowered! (heavy sarcasm)

    According to stats of hooks per match the following killers will be getting major buffs - Nurse, Oni, Hag, and the Twins are all getting major buffs to compensate for their low number of hooks per match!

    Killers play in different ways and use different strategies , the end goal for killers is to kill and the end goal for survivors is to survive. That is the correct metric to determine balance.

    See I feel it's silly people like you that have made their way into the design team that hamper actual balance.

  • It's not live yet.

  • I think that the goal is 2 fold.

    1. I do think that the goal is 50 percent escape rate, but not just that. For example you could have a game where 2 survivors live and 2 survivors escape and the game would be done.
    2. They want killers and survivors to be able to be able to use skills that they've learned in the game to win. So this means that a killer who gets an average of 2k but lacks depth is also a problem from a balance perspective. And to this second point I would say killers like old bubba or clown fall into this pitfall.


  • I don't dodge lobbies, and it's my opinion that killers shouldn't be able to see survivor lobbies for this exact reason.

  • BHVR has the ability to dig in as deep as they want to. For example, for Nurse they have stats that Almo has shared, that says that when comparing players dividing them each by their strongest killers and then sorting by percentage of kills, and then looking at which killers are performing the best, then what you find out is that, players who main nurse and are the top 1 percent of nurses have kill rates comparable to that of the other 4 top performing killer.

    What this means is what everyone already knows, in the right hands Nurse is a beast and is comparable to or better than other high tier killers.

    This does not mean that the statistics are incorrect. Nurse's kill rates are low, and even when looking at red ranks her kill rates are low, but the developers have the measurements to see that she is not in the need of buffs to her kit.

    Just because you don't understand how to use statistics to get reliable information about balance does not mean that the developers can't.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866898#Comment_1866898

    The major reason to run NM is to be injured from the start of the game. It's the only way to proc Resil or have Dead Hard available without first being chased by the killer.

    Also the Broken sign is there to tell there killer they cannot ever slug you. What this means is that it's harder for the killer to gain pressure on the group if you keep taking hits. For example, EW3 Myers is chasing someone. Right as they swing, Mr. No Mither steps out and sponges the hit. Now Myers is in a catch 22. Either they slug you and continue to chase the healthy guy that is Exposed, giving you a chance to self revive and giving the Exposed guy more distance, or they take your hook right there and waste their EW3. This is one example of this, you can basically do it with any exposed effect really, just have NM and take the hit for the guy. Killer will almost always choose to slug you because it's better to get value from exposed where they get a free down on a healthy guy than to waste the exposed time on the already free down always injured guy. If you can do it at a pallet then they are even less likely to want to pick you up.

    Killers can still play around it. You just don't slug anyone until you've hooked them once. And if a survivor has the broken status effect, did they kobe, no then it's not deliverance and are they broken after you hit them and they're on the ground, yes? then it is no mither and you should pick them up.

    Survivor perks shouldn't be braindead obvious to counter. If you have any pride in your ability to play killer you wouldn't want a win handed to you.

  • No Mither should start the game healthy, you should become broken when saved from a hook. (That way the broken status effect looks like second wind/deliverance) and when the exit gates are powered you should no longer be broken. This would allow the perk to be hidden initially, giving you an opportunity to use the perk before the killer realizes you have it, and if you get all the generators done, you then lose the status effect allowing you to heal up (after the primary goal is complete) to improve your chances of escaping.

    The perk is at heart unchanged, you're a bit stronger at the start of the game and the end, but you're still broken throughout the match. And the core aspects of the perk can be utilized because the killer will not initially realize that you have no mither.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/218491/practical-use-for-reducing-tr-during-chase

    Furtive Chase (at max tokens) can OCCASIONALLY allow a quick switch in targets if a chase is taken past another survivor that’s completely caught off guard by the sudden arrival of the killer.

    Other than that, it’s really used for the Obsession switching to get more mileage out of other Obsession perks.

    This said though, the design of Furtive Chase does have me suspect devs have future perks planned around having an effect OUTSIDE of the TR, that are planned to have synergy with Furtive Chase.

    This, exactly this. However, compare furtive chase to devour hope.

    Devour hope: 3 hooks for exposed - 5 hooks for a mori. Lose all tokens if hex is broken

    Furtive chase:4 obsession hooks for a reductions of 16 meters. and you lose all tokens if the obsession dies.

    Hex Devour is easier to pull off with 5 stacks compared to Furtive Chases 4 stacks and the reward is way better, and you can lose the affect of both perks. Whoever is on the design team that thought that Furtive Chase was balanced needs to reevaluate how they come to the conclusions of what is and isn't balanced.

  • @HulkRogan said:

    These ######### devs decide to re-animate the tbag INSTEAD OF FIXING MATCHMAKING! WHAT IS THIS BULLSHIT?! I AM A RANK 8 KILLER (was rank 7 until just now) AND I GOT MATCHED AGAINST 2 RANK 1S, A RANK 3, AND A RANK 16! SWF SHOULD NOT BE ALLOWED TO HAVE THAT LARGE OF A GAP! I LOST MY RANK AND GOT ######### BECAUSE OF THE ######### MATCHMAKING THIS GAME HAS! WHY REANIMATE THE TBAG (inciting toxicity) INSTEAD OF FIXING THE ######### THAT NEEDS TO BE FIXED! THE ######### PEOPLE ARE COMPLAINING ABOUT! WE NEED NEW DEVS IF THIS IS HOW THE PRIORITIES ARE! THEY DONT NERF DS AND THEY DONT NERF KEYS! THEY RE-ANIMATE TBAG, NERF UNDYING, AND CHANGE CLOWN! NOBODY ASKED FOR A NEW TBAG! WE WANT A MORE FAIR GAME GOD DAMMIT! IF A DEV SEES THIS JUST KNOW THAT YOU NEED TO GET YOUR ######### PRIORITIES STRAIGHT!

    I just find it odd that you're complaining about the time that you were ranked with a bunch of rank 1s rather than the times you were ranked verses a bunch of brown ranks.

    I'm not saying you are wrong to be angry to be in a match that was difficult, but if this was really about matchmaking surely you would bring that up as a supporting point. But I suspect that you don't actually care if you get put into a match where you can bully survivors, you only care when you yourself are bullied.

  • Wraith is not anything like the spirit. Spirit is all about misdirection where wraith is about stealth and ambush. With the changes to true invisibility, he'll be able to ambush better. We'll see if he needs additional changes after we test him out on the PTB.

  • Furtive Chase, having a reduced terror radius while in chase could be really interesting. But even if you get 4 stacks, which you only get stacks if you hook the obsession and if the obsession dies you lose all your stacks, it only gives you a reduced terror radius of 16 meters. I would like to see them make it so that the obsession dying no longer removes stacks and each stack gives an 8 meter terror radius reduction.

  • You're asking this because you know it would be OP. We really won't know until after the PTB. But my guess is "Entity Realm, no"

  • Yes it can be used more than 1 time per match. I have no idea if it's intended or not. But a killer let themselves get hit with powerstruggle by the same player twice. Think about that for a second.

  • I've seen that bug. It was the last totem in game (ruin of course) and the survivors couldn't do anything about it.

  • @KayTwoAyy said:

    Per the wording of new Hex: Undying, it sounds like breaking Hex: Haunted Ground while using Undying will not activate Haunted Ground. Is a Dev or Mod familiar with the changes able to confirm or deny the future interaction between these two perks?

    I think we'll need to wait for the PTB to test it. I hope they release the PTB tomorrow, but it probably won't be until Tuesday.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860505#Comment_1860505

    In your scenario they didn't have to break all 4 of those totems. They could break the 2 Hexes they found and IF they broke Ruin first they would have to break a 3rd hex. Also don't look at it like "breaking" totems but more like "finding" totems because that's what actually matters. In the current version no Dull totems you find and break before the Hex's matter unless you find all 3 and in the PTB they don't matter at all. Both times you have to find both Hex totems unless in the current version you break all dull totems first (then you only have to find Ruin) which is a better scenario for the new Undying (because you will still have to find both Hex's). Otherwise you will have to find 1 extra Hex with the current Undying which is a better scenario for it. This is why I don't think it's a big nerf but a slight nerf.

    I'm not really talking about the aura reading change, that is more significant and I personally wanted it removed even as a killer so it would be an opinion rather than a fact. I'm going to sleep now, I hope I got my point across.

    Also why was this moved to feedback. This isn't directed at developers but to players in an attempt to change their opinion.

    straight up delusional.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860473#Comment_1860473

    Yes, in your scenario 4 totems were broken, 5th was Ruin so it would take finding 5 totems to break ruin that game, if it was PTB it would take finding 4 totems to break Ruin that game, that is exactly what I said. And if Undying wasn't the 4th broken perk but the 5th not found totem, which is an as likely scenario, Ruin would be better, just like I said in my previous reply. Please read more carefully.

    https://forum.deadbydaylight.com/en/discussion/comment/1860480#Comment_1860480

    Nope then I would call it a buff not a slight nerf.

    Also calling it "do 2 totems" is misleading cause it is "find 2 specific totems in the map" instead of "find 2 specific totems in the map and maybe 1 more if all dull totems aren't gone and you didn't break them in the right order". If you don't understand it read my scenarios again, I labeled the totems so exactly this is clear.

    The difference is not how many totems found, but the effects that finding those totems had on the game. The first scenerio has them breaking 4 totems. While the PTB they only need to break 2 totems. The first game, you were able to protect totems, in the second scenerio protecting totems costs the game. These aren't fictional scenerios. I've run into the second scenerio just through bad luck, where I am out ruin and undying before I get a single down. But that would be every game, not just the unlucky ones.

  • @Antrapace said:

    This was said towards the very end of the newly released dev files by Guillaume, a game developer...

    The guy literally just makes animations that have 0 effect on the game. He was assigned the task of making the crouching animation look better and he did. Geezus people .

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860424#Comment_1860424

    For your first scenario, best thing Undying can do is to make survivors need to find 1 extra totem. That is my point, in your scenario they break 5 totems and Ruin is gone, if it happens in the PTB it would be 4 totems and Ruin is gone. Also that situation could have easily gone with that 5th totem being the Undying and the totem you protected being a dull which Ruin just teleported to. In this case the upcoming PTB would be better since the Ruin would teleport to the 5th totem they have no idea about.

    Sorry it's late and there are so many replies so I won't read your second scenario but I hope this was enough.

    https://forum.deadbydaylight.com/en/discussion/comment/1860434#Comment_1860434

    Doing totems isn't the problem, finding them is. Before you had to do 1 extra totem after breaking Undying or break all 4 other totems, now you HAVE to find Undying. This is maybe 1 less totem and maybe the last totem remaining so either a slight nerf or a slight buff depending on the situation.

    You didn't bother to read either scenerio. In my first scenerio. 4 totems were broken, and none of them were ruin. Your reading comprehension is as poor as your ability to read through the whole comment.

  • If you think it's a slight nerf. You're straight up delusional. Not to say that undying was fair, it wasn't but this isn't a small nerf.


    Let's use a more realistic scenerio than the one you posted. You've spawned into the map and you're looking around, a survivor has spawned near a dull totem, their team mate has told them that ruin is causing gens to regress and they go to break the dull totem. You as the killer move towards the dull totem, they break the totem because they're greedy and you get a hit. While in chase with that survivor, 2 other survivors are working on 2 different generators, 1 is looking for totems. You down the survivor, you hook them, and with BBQ you prevent 1 survivor from finishing their generator while the other generator gets finished. You are down one generator, You are down 2 dull totems, and 1 survivor is on hook, and the survivor that you're chasing is injured while they're generator is regressing to nothing. While in chase you see the aura of a survivor going to break the totem and you hear the sound notification of someone completing the rescue. You change targets to the the one breaking the totem. You're able to protect this totem (because you knew where the location of the totem was and you were soft patrolling it. While you may have protected it, they've found the other totem and broken it. But it was undying, and ruin moves to the last dull totem on the match. The match progresses, the survivor that was on undying remembers the location of the totem and goes back to break the totem. But it doesn't matter, ruin has moved to the 5th totem in the map and breaking undying doesn't matter.


    This scenerio of having ruin being the last totem broken is a very likely scenerio. Precisely because survivors will break any totem they come across to prevent the totem from moving to another totem. And if you protect your totem and they find the other, they will come back to break both totems. This is true even when undying is the only totem in play, many survivors will still go to break undying.

    If you can't understand how much of a difference this is compared to the changed ruin, there's not any point in having a conversation with you.


    But let's look at the new undying scenario.

    You've spawned into the map and you're looking around, a survivor has spawned near a dull totem, but not near enough to see the aura of the survivor (after all the survivor basically has to be touching it to see auras). their team mate has told them that ruin is in play, they ignore the dull totem. You never see their aura, You never get the hit because they were greedy about breaking it. You don't even know where the survivors are but in reality 3 survivors are on generators and 1 is looking for lit totems. Let's say you decide to protect your 2 hex totems. You can't see the auras of survivors who find them so you must be near by. While patrolling the totems all 3 generators pop. You have no hooks. Well that's a dud of a strategy, let's not do that. Alright, new plan you decide to patrol gens. You push one individual off of a generator. As you land your first hit, the first lit totem is broken. It doesn't matter which one it is, hex ruin will continue to be in play. You get your down, you put the survivor on the hook. On BBQ you see the aura of a survivor on your second lit totem, but it's too late. You see it just early enough for it to be a foretelling of what will happen in the next 6 seconds. Your second totem is broken. And now to top it all off. two generators pop. You have to protect 3 generators with just 2 perks for the rest of the game.

  • @Bwsted said:

    They coded auras into the initial perk. It didn't make sense from the beginning and it doesn't make sense now. However, they did it anyway and, once it's done, they're not gonna simply remove it altogether.

    It's similar to Hillbilly's overheat. It was too punishing initially and they didn't know what to do with it, but they couldn't just throw all that work out the window. So, they kept it. In his case, they curbed it down to do almost nothing (unless you run engravings). For Undying, it still has a pretty good effect.

    Put aura reading on the hex perks. Is that so OP?

  • You didn't say what? I didn't say you said anything. I said you cherry picked, which you obviously did.

  • I disagree with this assessment. Most survivors find killers such as Blight, Nurse, Billy, etc. To be fun to verse. These are all strong killers. You simply cherry picked killers to make your point.

  • Could you please post a link.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855287#Comment_1855287

    One of the major issues with rank stats is the fact that most everyone is funneled into red ranks. Making it a hodge podge of different skill levels, when really it should only be the top players there. Not the only the top 1% mind you, but people should have to earn their place in red ranks with skill, not playtime.

    Sadly ranking most likely isn't going to be fixed because of MMR. Yet another hidden stat , one that dictates the people we're matchmade with. So ranks will only be there to look cool.

    I agree, but again these are the stats that we were shown. Internally the devs use a different statistic. They are able to determine each players most played killer (their main) and then divide each player according to their main, then select a percentage amount (1 percent for example) and then compare the kill percentage of each killer. I know this because there is a comment made in the forums using this exact query where the devs said that using this as a metric. Nurse is in the top 5 best performing killers.

    The developers have the tools needed to come to valid conclusions that help them determine balance.

    That being said, even if we're not give that level of information. I still feel that it's valuable to get these stats. I know for example, that even if I main nurse and even if I get her to red ranks, I'll probably still perform poorly, unless I put in the hours and become one of the best nurses in the game. Only then is there fruits to my labor, however, even if I get to be in the top 1 percent of the best nurse in DBD. There are still 4 other killers that out perform her. I don't know who they are, but if I had to guess, I personally think they are Freddy, Spirit, Hag, and Oni. That's not to say that Nurse is weak, but I personally think that Nurse is a bit too hyped, but still plenty powerful.

  • Balance wise/ Strength wise I have no idea how good or bad they are. What I do know is that the killer is not interesting from a chase perspective. This killer feels so close to being amazing and yet it mostly feels half baked.

    1. Players are going to play a killer in a way that is optimum to do well with them. If that doesn't fit the players playstyle they will use a different killer.
    2. The optimum way to use the twins is to not use Charlotte. This is simply because out of the two, Charlotte is only used when Victor is face crabbing (bringing HL3 back)
    3. Charlotte or Victor can be used as an AFK goal keeper. This is can be used for hooks or gens, but it's about as interesting as the spirit standing still mindgame.

    So, how would I change the Twins to be more interactive.

    1. Take away Victors ability to secure downs. Victor will face crab healthy or injured survivors, but cannot put a survivor in dying state.
      1. This is a fairly sizeable nerf. To make the Twins viable a number of buffs will need to be made.
    2. The time to remove victor takes twice as long. There are skill checks that a survivor must hit, if they miss there is a loud notification and the progress for removing victor is reset or heavily reduced.
    3. While Victor is on a survivor,
      1. They are hindered
      2. because they are hindered All window vaults are slow vaults.
      3. a visual impairment affect is added to their screen.
      4. They will periodically scream
    4. Victor is given an animation for vaulting a window. This is done to prevent certain windows from being god windows against Victor
    5. Victor can hold a survivor in a locker for three times as long as it currently is, however, a notification (similar to a trappers trap is shown to other survivors, they can then rescue the survivor in the locker)
    6. There is no longer a penalty time from switch to or from Victor. However, there is a cooldown period that must expire before Victor can switch to Charlotte and Vice Versa. (It should be similar to a nurse token recharge)
    7. Charlotte can stand at a location in the map and mark it. Victor will teleport to that location. (Victor cannot teleport while head crabbing or while attached to a locker)

    The problems with camping the hook evaporate if these changes are made because victor cannot be used to tunnel the injured survivor, effectively because he cannot down them. Victor could still be used as a guard, but it wouldn't result in a dying survivor, only a survivor who is getting face crabbed. At which point it is more effective to target the rescuer. Charlotte would still be available to use to guard the hook, however, because Victor has no downing potential on his own, Charlotte will need to leave the hook to secure the down.

    This also removes heavy slugging as being an optimum strategy for the twins. The twins become a strong chase killer and are weak sluggers/campers.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855241#Comment_1855241

    That is fair. And I understand you wanting them for your personal info.

    The danger is many people might look at stats and jump to conclusions. I say again, they have their use and it is a good overview of the current situation.

    But there are a lot of variables. Escaping through gates, hatch. hatch w/ key? Killing by hooking, bleeding out, PH cages, Mori's, suiciding on hook or just good ol' fashion DC. These can all be considered "kills" but it would be inaccurate at the very least and affects their desired 50/50 Kill/Escape ratio.

    I feel that each of those items are what I would consider flaws in the game. If these are muddying stats then they need to be resolved so that we can get a better more clear understanding of balance.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855202#Comment_1855202

    Like I said, Stats have their place. Giving them to players is irrelevant and will simply cause confusion and spread of misinformation.

    What would showing players stats on everything actually do, in your opinion?

    For me, stats are my way of breaking out of group think. It's easy to get caught up in group think and with stats I personally have to evaluate my opinions against those stats. Should I have them or do I need them, no. Do I want them, very much yes.

  • @Moxie said:

    Have to agree with @Aven_Fallen. The stats are already being touted incorrectly by the Devs, let alone the player base. They are also highly skewed (Freddy with a huge Kill rate isn't taking into account people just give up versus anti-fun add-ons.)

    Stats have their place but they are being heavily overused when this game has way too many variables.

    Stats are facts, Stats are not balance. The stats that show nurse having the lowest kill rates is simply stating a fact. It's when people decide to extrapolate that data to support their opinion that things go wrong. You can't simply buff Nurse just because the average Nurse player plays poorly. However, Freddy having a 74 percent kill rate at red ranks is unacceptable. Even if that kill rate is due to survivors committing suicide, that's still an indicator that something is wrong. It's also worth noting that if the goal of balance is to have a 50 percent escape rate across all ranks, then by definition the game is killer sided because globally the escape rate is 56 percent (as of the date when the stats were released) And changes need to be applied to all killers to get that to line up with a proper 50 percent escape rate for survivors.

  • @ManyAchievables said:

    Myers... in S Tier? An M1 Killer who has one of the worst early games is the fourth best Killer in the game?

    While I don't think Michael is S tier. His add-ons are the most powerful excluding Huntress' or Plague's Iris. If you're including add-ons I feel that he deserves a high B tier, but Michael may be the worst killer in the game if you only consider base ability.

  • @Heartbound said:

    I'd make totems reform after five minutes. Hex stays in the same place, but the totem just pops back up...the effect ends if Undying goes down but...Undying pops back up in five minutes and in another five minutes if not downed, revives another broken totem.

    A part of me wants to say every three minutes but that might be a bit rough. Five minutes gives you breathing room.

    Five minutes and the game is over. 60 seconds is what I think is fair. You still get that breathing room, but 5 minutes is crazy.

  • You're missing blight

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852233#Comment_1852233

    Yep, she is, but apparently they know enough from the community not to buff her.

    Just wish they would consider other aspects beyond what "the stats" tell them.

    One, Nurse's pick rates are not low. This tells me that you haven't actually looked at the stats. Two, if you organize players by the mains that they play, and then you look at the best 1 percent of those players, those Nurse players outperform 75 percent of all other killers that are judged the same way. That has been confirmed by the Devs. When they said that you can't take the stats at face value that's what they mean. However, you can dig into the stats more if you're a Dev to get a better overall picture.

    Nurse is at a good place, really strong for the few who figure her out.

  • @Inferno427 said:

    31.81% red ranks and 43.79% all ranks

    That's not quite accurate. Those are the numbers based off of the killers ranks.

  • Matchmaking prioritizes matchmaking speed to fair matches. The longer that red rank group plays without finding another red rank survivor the more likely that you will be paired with them. This becomes much more of a problem if survivor queues are flooded.

  • @magicmaster2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849053#Comment_1849053

    I run different builds on all survivors and killers. And I dont main anyone.

    So, you're going to have an easier time ranking up with killer if you consistently use a killer. You'll learn how to use their power really well. It's only when you get that level of consistency that you're going to get to rank 1 with killer. As survivor, until you've hit rank 1, I really suggest using Sprint Burst, Borrowed Time, Decisive Strike, and Unbreakable. It's a bit of a BS build, but as BS as it is it really covers the basics of doing well with survivor.

  • @magicmaster2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849047#Comment_1849047

    I've been doing better than I ever have actually. I'm not struggling with much except getting seen when urban evading at the beginning of the match. So I'm constantly in chase.

    Would you mind telling me what perks you run as survivor, what perks you run as killer, and what killer is your main?

  • Getting to rank 1 can be done with time. However, it's easier to get to rank 1 if you're a solid player. If you're struggling as either killer or survivor it's because you haven't quite figured something out.

  • So low rank killers a crushing new survivor players who then get frustrated, those same low rank killers are getting crushed by high rank survivors and then they get frustrated, and those high rank survivors are getting crushed by high rank killers. High rank killers are getting crushed by extremely optimized SWF squad. And the optomized SWF squad will periodically go up against a killer with 4k+ hours and get crushed. And everyone feels like the group that's crushing them is proof that the game is not balanced.

    However, I feel that for the most part this game is pretty balanced, even when it doesn't feel that way. But I would like to see BHVR make changes so that going up against someone that's better than you is properly rewarded.

    Additional BP for going up against an opponent that's higher rank than you (the larger the difference in rank the higher the bonus)

    Offer Additional BP to high rank killers and survivors for playing with a handicap.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844882#Comment_1844882

    Some of those sound like decent changes, although not sure about the unable to throw pallets or windows when victor is on you. Means charlotte could send victor onto you and theres absolutely nothing you can do once charlotte comes onto you, because breaking victor requires you to stop moving for a couple of seconds.

    This is all theory crafting, without proper tests it's hard to say what's balanced or broken. But the idea is that it would be relatively balanced due to the fact that Victor is not lethal on his own, so getting victor on you would need to be a significant debuff.

  • Self-care is bad when

    1. Killer has ruin and pushed a survivor off of a generator
    2. Killer kicked a generator and is chasing another survivor.
    3. Killer has nurses calling (against nurses calling you need to reduce your time healing, having someone heal you or finding a medkit is critical to not going down due to showing your location to the killer)

    Now, I'm not going to say self-care is always bad. For example,

    1. You have BT, you're the optimum survivor to go for a save and you may want to be full health to do that.
    2. You intend to take a body block to protect a vulnerable (death hook survivor)
    3. All survivors are injured verses a killer with infectious fright

    In these circumstances it may be worth using self-care to prevent a snow ball win by the killer

  • @EvilJoshy said:

    I don't think the match making can ever be fixed. Either it pairs people by actual skill and this requires a long ass que time. Or we get faster que times with zero regard for fairness.

    I think that you can get a nice compromise by granting a blood point bonus when up against a higher ranked opponent.

  • There are many twitch streamers, being a twitch streamer doesn't make you good. Though I have gone against good twitch streamers. I've versed Marth both as survivor and against his depip squad. And I lost pitifully both times. So, there are definitely really good twitch streamers too.

  • I changed my main from Spirit to Blight when he was released. But my non-main rotation killers are Ghostface, Pig, Plague, and Oni.

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