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mizark3

mizark3

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mizark3
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  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782415#Comment_3782415

    We just had a free weekend and influx of new players. Tell me you don't care about newcomers without saying that you don't care about newcomers.

    Oh and @mizark3? Abuse is abuse is abuse. I don't care what it resulted in. If it was done to grief, it was abuse. Both the Mori basekit causing more slugging, and unbreakable basekit, were griefing… and both were quite abused.

    Ok, so when someone calls someone else a "stinky-poo-poo head" and someone else says "X person should never have been born and X person should (Terms of Service banned phrase)", they are just as mean spirited as one another, as they both are verbal harassment. Maybe that strict black-and-white thinking is your view, but most people can say the spree Killer with 500 Kills is worse than the spree Killer with 5. Yes they are both killers, but one is clearly worse.

    Edit: Also, editing in an '@' doesn't notify the person. Not sure about replies, I think they also don't notify them also. Just for future reference.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782776#Comment_3782776

    You still don't know what "on average" means, obviously. Even after all the times it has been explained to you. Thankfully, BHVR does, and look at that! They say the exact same thing I had been saying all along:

    https://us.v-cdn.net/6030815/uploads/A0DK0QCF5TCB/mathdontlie.jpg

    https://forums.bhvr.com/dead-by-daylight/kb/articles/433

    I will keep correcting you so long as you keep spreading this misinformation.

    And you will keep being wrong and trying to fight math without even understanding it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782778#Comment_3782778

    Read above.

    I'm sorry, but read the rest of the sentence that you didn't underline: "… AND (emphasis mine) support the horror theme of the game, where the Killer is a force to be reckoned with and the survival is not guaranteed."

    So the first part that you underlined is to say 'hey it needs to be close', and the second part is saying 'but it does need to be favored for Killer'.

    Now personally I don't take issue with the game being designed around being Killer sided, as long as Survivors are designed to have fun even while losing. My major pain points here are bleedouts, and Survivors Kobing on hook (to die) since that is favored over DCing to give a bot. Rats are too much of a gray zone, since you can rat for the benefit of the team or detriment of the team (eg. death hook hiding or never hooked hiding respectively).

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777876#Comment_3777876

    How about no? At least as long as the screen are so badly syncroniced, I already get enough hits that just get rejected, I don't need more of them lol xD

    You realize every time this happens, the Survivor dodged it right?

    @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773624#Comment_3773624

    there is no server verification

    That's not true. Her hits can get validated -> Huntress hears a hit, but nothing happened.

    I mean the only time I got verified is when I played 2v8 with a friend far far away. I haven't had it happen as Killer that I can recall in the past 2 years. That tells me you are either in SEA worst server region, or you are admitting to frequent VPNing. I've been playing frequently against people VPNing against an ocean, so I know that it can be done for a 'lagvantage' with normal hits, let alone Huntress.

    @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777876#Comment_3777876

    But the thing is, having any system to check takes a LOT of server effort, especially if you dont directly own those servers and have no genuine control over when to increase/decrease the load of the servers on a whim. The DH and Pallet checks are already quite taxing, and if you are on the laggy end of that exchange, you will definitely notice frame drops.

    I know what you mean to implement, but at this point, its EASIER and less laggy to somehow create a replay function from scratch and then have the server check for things. In that case, cheaters could also constantly be rolled back (like if a ghostface teleports 20 meters, he could be rolled back within 100ms) as you can check for coordinates.

    I don't have enough knowledge to confirm, but then wouldn't we move Ghosty's stalk back to client side, to prevent server checks for lean locations? Skillchecks are server checked, because it doesn't progress instantly unless you have a perfect connection. There are a lot of things that makes your claim appear false on its face, so I simply can't believe you on this part unless you have like a behind the scenes 'this is how we network games' video to source your claims from (or something similar).

    As far as the pallet DH checks, yeah I highly doubt they work. properly. The first week that patch came out, it was working, then it seemed like they rolled the patch back, because I kept getting hits I shouldn't get as Killer, and DH animationed against Nurse and still getting downed. Either they rolled that back to 200+ latency, or they pretty much removed it entirely.

    As far as replays are concerned, both UE4 and UE5 have it basekit, and we just upgraded to UE5 recently. I am 100% on board with replays for a bunch of reasons, like cheaters easier to report, learning how someone outplayed you, finding rat locations, etc. I sadly think we won't get replays though, since we probably would have had them much sooner if we were going to get them.

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782317#Comment_3782317

    It was both.

    You literally can't say only one side abused it. Both sides abuse things.

    I mean someone 'abusing' something and losing is far different from 'abusing' something and winning. Killer Mori system still had bleedout wins, even if they didn't get the Mori. Survivors were losing attempting to 'abuse' self-pickups.

  • @VantablackPharaoh91 said:

    They tried basekit unbreakable in a PTB. Survivors abused it. Blame people abusing stuff for why we don't have this.

    I won more of my normal fair share of matches in that PTB because people were playing much too greedy. The 45s window made them more predictable (since only 1 person in my 10+games even bothered to bring UB), and Flip-Flop+Power Struggle users played too obviously so you just insta-pickup. No one was around to pallet save since they knew their buddies could pick themselves up, so that made pickups even safer for Killer.

    The real problem with that PTB was Killers attempting the Mori system which allowed an instant win at all slugged. Even Killers that couldn't down people that fast were still attempting this boring playstyle, which basically encouraged ratting all game.

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781796#Comment_3781796

    https://m.youtube.com/watch?v=vaR-9_Vjp3s&t=278s&pp=ygUVSGVucyAzMzMgbm8gdHVubmVsaW5n

    Hens playing as trapper not using his power, not tunneling/camping and getting a 90% winrate i believe.

    Others streamers tried this too with similar results.

    I know he and maybe some other streamers are gonna be outliers in terms of skill but its not that its impossible to do.

    Yeah I think this video is often forgotten when people post the Survivor counterpart video. An individual with extreme skill can accomplish ~50% (multiplicatively) better results than the balanced around amount (40→60% for Surv, 60→90% for Killer). The main difference for Killer, is that you can do this with only yourself to rely on.

    My problem has always been the most foolish, gamethrowing soloq teammate can always force a loss for most Survivors. Hens' Survivor video explicitly excluded that (sadly) normal condition, which IMO nullifies the results without the true numbers being represented. This has been a problem for nearly as long as the game has existed, all the way back to the classic 'doing gens you'.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781836#Comment_3781836

    You also have to factor in that you have to bounce first before you can do it. So you need to a be a bit further away for it to become valuable.

    Are you seriously going to pretend the bounce isn't also traveling some distance saving even more time? Plus that is the typical use case at loops to get a hit with power anyways, so you are forcing a pallet or getting a hit regardless.

    @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781861#Comment_3781861

    I mean, there is no complex "tips" in current blight because he is just dumbed down variant of old blight, since this is not a rework he got literally nothing "new", simply lost a bunch of capabilities

    'simply lost a bunch of capabilities' → 'fixed many of his bug exploits'

    Fixed it for you!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781828#Comment_3781828

    That is actually slower though. Breaking a pallet with his power takes 2.5 seconds, a default kick is 2.34. Maybe if you are far away from it it might be worth it, but that scenario is going to be pretty rare as most of the time its going to happen at a loop.

    I mean the distance traveled at double speed while rushing easily makes up for that. 9.2m/s-4.6m/s = 4.6m/s faster traveled in 2.5-2.34s = 0.16s, 0.16*4.6=0.736m. So as long as you travel barely less than even a single meter, you break even, and any further distance of a rush saves time. Not only that, but you recover rush tokens while breaking pallets, presumably due to a bug, since you don't on the hitting a Survivor CD.

  • Even treating him like a Bubba or Demo with a faster pallet shred is enough to provide enough pressure on the Survivors, completely ignoring his 9.2 speed for map mobility.

  • @Gylfie said:

    Two, obviously. 🤡

    I am depressed at the lack of people with a sense of humor.

  • I mean the best solution is probably one that doesn't even involve basekitting UB.

    Allow slugged Survivors to work gens and exit gates while bleeding out.

    (This, with a 5s delay on being downed before they can do it, to prevent greed pops into Adrenaline. Also disable slugs from working on something kicked in the last 5s as well to prevent grab into swing and miss.)

    That way they can still pump gens and potentially escape, and the Killer is forced to actually kill them instead of BMing.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780992#Comment_3780992

    You could simply have this mechanic not trigger until a survivor or 2 is dead.

    That still has the problem of someone actually hiding on one side distracting the Killer and the other person(s) pumping gens. Without a proximity system or some other system, that flaw still exists.

  • If you intentionally bodyblock a doorframe to prevent me from getting the rescuer, it isn't tunneling, that's just you taking chase.

    I hate even my randoms or IRL friends being the victim of it. It makes it a free win for Killer (soloq or with friends, as long as more than 1 gen remains). Also I've had 1 friend perma-quit, and another tentatively quit because of tunneling.

    When someone gets tunneled out, it highly increases the chances of giga-rats. Almost like the mindset of 'you didn't want me to have fun, so I'll do the same to you'. I don't like dealing with a teammate refusing to touch gens, and I also don't like having to patrol gens for 10m for a report. By intentionally not tunneling, it is more likely they have fewer gens remaining, and will continue to try to play the game.

    Edit: I just saw the S.T.A.R.S. option, I think roleplay tunneling is always OK if you let everyone else go. I love memelords that will only Kill Jill as Nemmy, and let the Leon/Ada/Claire out since they ain't S.T.A.R.S. Same for any other franchise, like Pyramid Head and James Sunderland, or letting Cheryl go and killing the rest. Also Myers letting Laurie go since it's canon she is the ultimate final girl, but killing the rest in her story. Same with Xeno letting Ripley go because the facehugger egg is likely in her stomach. Whatever roleplay reason is a perma-justification, like taking a child (Nancy/Steve/Mikaela/Sable/Feng) hostage in basement as Huntress. That stuff is great.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/423834/we-kinda-need-a-anti-stall-mechanic-for-survivors

    The simplest thing they can do is if survivors don't do something to progress the game after say, 90 seconds, I.E.

    • Be chased
    • Save a survivor
    • Heal
    • COMPLETE a totem/boon
    • Do a gen for at least 5 seconds

    Then they start to get crows, that way the survivors can't hide forever without doing something and eventually you can find them either through the crows, or naturally through them doing gens and making noise.

    There is a minor problem of actual stealth distracting the Killer being caught in the crossfire here. If I am such a god at stealth, that the Killer checks all the basement lockers while my team is pumping gens, and I'm within TR the entire time, I AM progressing the game for my side.

    I would have a proximity pause (not TR, since stealth Killers exist) on the timer if the Killer is nearby, for those actual stealth plays distracting the Killer. A giga-rat wanting to keep the timer paused but not doing any of the above actions would have to full-on run behind the Killer to stay in TR, which would leave Scratch Marks and be enough for revealing them.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780702#Comment_3780702

    I already explained to that person why BT never stopped tunneling off hook with the fact that the killers body block and wait out your BT to hit. They just tried to claim that we could run to a good loop spot or a pallet to solve that. 🤣

    The problem there was Endurance no longer could stack. If the Killer hit basekit BT into perk BT into OTR into DH, then all would be fine, since the Killer could simply avoid all of those by chasing the rescuer instead. When the Killer has to gamble into how many Endurance states someone has off-hook, the game is better off. This might need something like 'no collision until CA off hook' to prevent body-block abuse, but otherwise is perfectly fine to have Endurance stack.

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780559#Comment_3780559

    According to the devs and to the game, the match is not over until all Survivors are dead or out of the gates/hatch. Period.

    There is no other criteria for what the end of a match is, nor should there be.

    And that is exactly what my suggestion does, accelerates an end to a match whose conclusion could be long drawn out. Rats would just hide, and die since they don't have the time to survive in chase. Then the Killer couldn't slug to draw it out even longer, since they could pick themselves up, and is rewarded with a full kill on hook. Finally, the Survivors still have a chance (even in soloq) because they can watch the HUD and see how long their random has been on the game, and attempt to pivot chase over there by the time the gate is prepared.

    The alternative is a server close after 4-6 9m59s gen taps to avoid bans, so I think this is much better.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780559#Comment_3780559

    doesn’t matter. You’d still be calling the match at a 2v1, which gives survivors even less incentive to commit to playing out the matches. There’s already an epidemic of people giving up on hooks in matches they feel are lost only a few minutes in. I doubt the devs wanna make that problem worse.

    I'm not sure I understand your point here. You would have more of an incentive as Survivor to actually take chase in the hopes that the other player opens a gate, since they would die if you juiced the Killer for too long.

    IMO the game is essentially won by Killer at 1 kill (with more than 1 gen), that's why I usually delay that until my 9th hook. People quitting at 5 gens already gives them no chance of victory, this would give the chance of 1 or 2 getting out, based on how much better or worse you are in comparison to the Killer (and how aware your soloq teammate is).

  • @WinterDraft7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780020#Comment_3780020

    So you think damaging Survivors with Punishment of the Damned that inflicts Torment, should be an iridescent add-on instead? Is that because it is way stronger than I thought it would be?

    Yes exactly, it is ultra mega powerful. I do think it is enough of a cost at Iridescent rarity. If DS/OTR/basekit BT also applied off of cages, then it would be fine at a lower rarity tier, but that would require a separate basekit nerf to PHead.

    Here was one of the videos of a content creator playing in that PTB with applying Torment on M2.

    The largest problem from my memory was you could easily tunnel anyone even off hook, and it would apply Torment to even deny DS on the ground unless they lockered in time.

    Maybe if they did some sort of system like Onryo tape lock-in on hook for a soft-Torment and a full-Torment. Running through trails would be full-Torment, getting hit by M2 would be soft-Torment, and once hooked, you could M2 again to make it full-Torment. Even then, that still might have the permanent tunneling problem that PTB had.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780408#Comment_3780408

    This is not viable and only benefits killers. Pretty sure the devs would call this suggestion totally unbalanced.

    The match is already a draw or won by Killers in a 2v1. This just ends the match in a timely manner. One of the Survivors can still juice on one side of the map while the other Surv opens the gate on the other, for them both to escape. Heck, it is even more possible if people quit on hook, because there would be more pallets to use. I mean it isn't like I gave the Killer instadowns too.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780049#Comment_3780049

    The massive failure of the Twins rework has traumatized Devs cause of the massive amount of time wasted just for it to be hated. The Knight "Rework" which nobody wanted but forced live regardless of feedback so they are hard focused on number tweaks so i dont expect the Skull Merchant to get another rework just number nerfs

    Isn't this the exact situation the Fog Whisperers and other programs are for? To have a touch on the pulse of the community, and what they would like or not like? That just sounds like they failed to use the resources available to them.

  • @supersonic853 said:

    Might be a weird title. But it's the best I could come up with with 2 gens left on red forest with 2 survivors not touching either for over 30 minutes as I walked around looking for them. I don't know if they were using items to prevent themselves from ever getting crows since the one I did find was in a corner away from everything else. Now I get it 2 gens with 2 survivors is probably not the easiest to come back from. But I did not play in a way that could be perceived really as unfair. First survivor I downed just wanted to go next (like usual). And the 2 survivors let their other teammate die on hook I guess because he wasn't grouped with them or something. So to spite me for some reason, they just hard stealth. I get it's reportable eventually but it's fairly boring when it happens. It could be nice to have something where if a survivor doesn't do over 10% of a gen for like 5 minutes or something they get max AFK crows until they actually work on a gen for long enough. Other ideas I've seen is aura reveal or Killer instinct. Just something that says the "hiding" has gone on long enough lol. It's like the opposite of 3 genning since the survivors don't even plan to do the gens. They are just keeping you here as long as they can.

    Anyone else have a stance on this and what it could look like?

    I think a Killer forced Endgame could be good. If you just want to end the game (with only 1 or 2 Survs left) go to an exit gate with gens remaining and 'open' the gate to instead power the gates and start endgame collapse. The gates take 4 extra seconds per gen remaining (for max 20→40 total), but NWO doesn't function. This puts the Survivors on a timer to either open the gate, or hide and die together. This also can be used with 1 Surv left, so that way you can get the extended gate timer if you risk giving the Survivor more time to find the Hatch.

    The Killer would get a Rancor genpop style info on the Survivor locations when starting the EGC, AFK crows progress at double speed, and the Survivors get 4x recovery speed and can pick themselves up, but they die on hook immediately (regardless of hook state). The point is to just get someone hooked and dead, and have Hatch or Gate be available to end the match ASAP.

    Now there are some flaws like Twins downing with Victor, but these edge cases can be smoothed out once we at least have a system in place (like a Victor down halves recovery speed during this forced EGC).

  • They did a PTB with basekit Torment on punishment and it was far too powerful. It would only be balanced on a Iri add-on, and definitely not an uncommon.

    I think Broken/Mangled/Hemorrhage are 'normalized' at 80s nowadays, but not 100% sure.

    Oblivious on a very rare is good at 60s, especially with how optional it is to step in the trails (unless this would also apply when crouching through).

    Just like other Killers, they should basekit his Yellow range add-on, and redo the Brown and Yellow versions. Keep the Green as is.

    Killer Instinct duration is pathetic at 1s. The weakest should be 2s, and the rest even numbers as well. It isn't perfect tracking like auras, so it wouldn't be too powerful.

    Exhaustion is usually 5-10s, not 15s. Like the Oblivious, a decent alternative would be have 5s/30s when crouching through, and double the amount (10s/60s) if running through.

  • I think all the Survivors should be told about the Killer, is their ping before the match starts. I shouldn't have to find out about a redbar Killer VPNing after the match loads.

    The current Killer situation is fine for the reasons listed above like cheaters.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779932#Comment_3779932

    https://www.youtube.com/watch?v=Je3AQGuG2C8

    Hens did a video where he tried to ask a question: "Is the average solo survivor match really that bad?". He averaged around a 65% escape rate across 50 matches. It cannot be that killers have average 60% kill-rate and survivor is able to achieve 65% escape-rate. The statistics must be including mostly new players or average players making making mistakes in-game. My personal experience also does not support such poor escape-rate since I was definitely escaping way more then 39%. I also use similar build to hens while playing soloq with same ideas discussed in the video which I found very surprising.

    I cannot base killer strengths on new players/average survivors. I have to base killer strengths on decent survivor soloq survivors and SWF. if you play a killer well, your likely to be matched with these players on average which is what your view of average balance looks like. I never based balance on empirical kill-rate stats. I base my thoughts on balance based off empirical situations in dbd that are likely to happen in the average match. If my ideas are correct, then then stats should validate what is already happening. I see stats as more of confirmation to behaviour, not an empirical tool to balance itself. In this case, they don't so they are not a good determining factor.

    I remember this video, he was excluding Survivor ragequits and DCs [see 6m in], but including them if the Killer quit [see 36:52], the former of which sadly are part and parcel of normal matches. Without the exact matches reviewed back to back, his claim was dubious at best. Nonetheless, for the sake of argument, let's assume it was true.

    What is stopping his former teammates from dying in a 4K the very next match, negating his stats?

    Why because 1 person can be above the stats, no one can be below the stats? They are all in the same MMR bracket, otherwise they wouldn't be matchmade together, so they can't simply be baby Survs inflating the stats.

    In normal stats, you are bound to have a 40/50/60/70/80, and that averages out to 60. Heck, you can play a match right now and get a 4K, or a 4E. Does that mean the kill rate is 50%? We average the results over a long period of time.

    He doesn't normally sweat for every single match, but you bet he is gunna sweat for content for a video. That level of sweat in unsustainable, otherwise he would still exclusively be playing that way.

    If we take this Survivor 65% rate, couldn't we also take winstreaks on Killer? That simply means Blight has ~99.95% winrate, and Oni has ~99.85% winrate if the next match was a loss from this post. That's why this logic fails.

    You say you can't base Killers off of average/new players. Then lets go back to the end of my previous post. Back when BHVR gave stats for all and top (5%) MMR, Killers had higher kill rates at both the low and high end of the kill rate spectrum under top MMR. That means that weaker Killers are dragging up the escape rates, not the other way around (or in other words weaker Survivors aren't dragging up kill rates at the same frequency).

    The problem here is we both are likely at the higher end of the skill spectrum within top MMR, although it seems as though you assume everyone is as good as you. I get too frustrated with soloq because I see people clearly not as good as me making the same foolish mistakes over and over again. Even as Killer, I can predict some of the dumbest stuff with too great a frequency.

    The matchmaking is too loose, because it is the top 25% of the playerbase within the highest end of the system. When you have a 75 Surv matched up with a 90 Killer and 3 95 Survs, that person is not gunna have a good time, and likely ruin the match for the other Survs. Heck, even if the Survs would have normally won, that weaker Surv is either going to make it a 3v1 from 5 gens, or create a bunch of deadzones the other Survs no longer could juice.

    As far as empirical things that happen, the same can happen to pump kill rates/drop escape rates. People can have a tome that basically has them throw the game. They can have to get up and deal with answering the door or fussy kids. They can have a VPN Killer getting lag hits from the moon since we have a bad server check system. We can have people taking chase in the wrong direction unknowingly towards the 90% gen when the Killer has Pop. All of these happen as well, but the stats are our best way of guestimating at which frequency they occur for or against each side.

    Also since this is getting mostly off-topic, I do agree with OP's point about reducing Xeno's tail CD down to 2.7s. That way it maintains parity with the other attack CDs.

    If you want to continue this (non-Xeno) discussion, create a new thread and @ me, otherwise feel free to have the last word.

  • "I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times." -Bruce Lee (Allegedly)

    You are the 10k kick Myers, and they are only used to 100-200 kicks. That's what happens when people practice and extensively play any Killer. You know how to play in the Myers mudpit, and they don't. You can try to learn a different Killer and eventually you will have the same thing happen more or less.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779915#Comment_3779915

    If the team isn't all at the same level of knowledge in terms of perfect turret placement, you lose.

    if my team sucks, I lose. what a surprise? Almost like it applies to every killer.

    The Xeno can let the baby Surv place turrets, and chase the knowledgeable Survivors, and in a worst case scenario, the Xeno is still a normal M1 Killer

    Sure, If your winning as m1 killer, than you might as well just play Freddy. You'll win all the same. I am assuming the players are better then losing to a m1 killer.

    Team sucks I lose - Yes, the greatest flaw of the (Survivor side of the) game shouldn't be exacerbated. Glad we agree.

    I assume players are better than losing to an M1 Killer - I mean you are talking about such a small percentage of the population, that I'm not sure that assumption is valuable. BHVR's latest stats has Onryo 2nd, Pinhead 3rd, Freddy 4th, Pig 6th, Dredge 7th, and Myers 9th (lowest with Myers at 61% kill rate). Now to be fair, they only listed all MMR for the Killer specific rates, but even their 2022 stats (the most recent I could find quickly) for the top 5% has Trapper at the lowest with a 56% killrate. So even in the tippy top most players they are still dying to M1 Killers at and above 56% of the time. What's even more crazy, is the lowest and highest kill rates in 2022 comparing top 5% and all MMRs has kill rates higher in top 5% MMR, and lower across all MMRs, so the kill rates might even be higher across the board.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779892#Comment_3779892

    where to begin…. where to begin.

    these add-on are not used to BREAK turrets. these add-on are used to IGNORE turrets. if i had to give an analogy, let's use tanks in league of legend or whatever concept of tank you understand in video games.

    Imagine your health bar as health bar for going out of Xeno form. Imagine this as your HP bar in league of legends. If your tank, you want to tank damage for your team such that you take MOST amount of damage possible without dying.

    So here we have two tanks.

    Player 1: tank is 1000 hp.

    player 2: tank is 3000 hp.

    The most amount of damage you can take is 1000 damage, but in practice, taking 999 damage is gonna get killed in the game. You don't want to take all 999 hp, let's say you play it safe and you take 600 damage. by not taking Emergency helmet and Stardew map, you are taking risks because your barely killing turrets and any turret you come across, you HAVE to break it.

    Now we go to player 2 who more tank. He can take 3000 damage. so he is also going to play the game safely and not take 2999 damage. He has more wiggle room to say take 2400 damage. So first benefit here… that you will never fail to break a turret but the real benefit is that you can ignore weak threats to threaten you out of the turret and calculate whether a turret is worth breaking or not.

    You don't want to be playing Xeno on edge where you respect every turret and you only just make it to break turret. in practice, you want to be ignoring turrets entirely because if you can ignore turrets entirely and down survivor without losing your power, you can punish poor turret placement. If the player complete a gen, by you NOT destroying the turret, the survivor has to and pick up turret and slow to use that turret else they're just -1 on that turret.

    They need to make Xeno's counter less team oriented, and more individual oriented. That's why I think Singularity is perfect, because you can individually OR teamwork to work against them. If you are getting tunneled and tunnel facecamped by a Xeno, there is no meaningful counterplay. What, is a teammate gunna walk a flame turret all the way over to hook, or risk giving a potential camping Xeno a free camp tunnel hit? So Xeno's design is just poor all around.

    xeno's turrets are already individual oriented. most people only use those turrets as global 1 man personal alert systems on average. the turrets a lot stronger when they're used as 2 man vantage point to break xeno out of his power because they make him waste time to go back into tunnels which often isn't good thing as you lose chase. I disagree that putting 2 turrets is wasted opportunity cost. the key to using them is to put them in high traffic area where it is easy for survivor to get to it. For example Growning storehouse main building is great example. it is easy to get to as survivor and once you get to it, you can easily abuse the god window while also destroying his crawler mode. Even if the player has bamboozle+Self-destructive bolt, The add-on won't do anything when out of crawler mode and bamboozle doesn't help if the player switches loop to nearby strong loop to use the pallet when Crawler mode is cooldown. There is countless map examples where stacking turrets at the right time can mess up Xeno's time efficiency.

    The real difference between singularity and Xeno is that singularity EMP counter takes 0 skill to use meaning that its value is always consistent while Xeno's turret take understanding of map awareness and positioning to have relevancy. In my opinion, your just asking for xeno's turrets to be as dummy full proof as Emp's and on technical level, they are as dummy proof as Emp's If you don't use turret add-on's because xeno will break every turret and every turret is free distance/chase extension. That is why we use these add-on for xeno so the turrets aren't dummy proof.

    The ignore turret facet is an interesting argument, I just have a hard time finding the spare time large enough to get an M2 out of it that couldn't have been an M1 instead (maybe an LT wall turret in the center?). It just feels too specific of a scenario. I'll take your word for it, but it just feels too niche.

    Individual vs team though, I have to disagree. Ideally, everyone spreads on gens, and places a turret on their gen (or a nearby loop). Even if you have everyone duoing on gens, you still get a double chase on tunnel exit, and even as a bog standard 4.6 M1 Killer, that is such a winning scenario.

    Your final point about the Xeno Sing difference kinda cements my teamwork point though. If the team isn't all at the same level of knowledge in terms of perfect turret placement, you lose. The Xeno can let the baby Surv place turrets, and chase the knowledgeable Survivors, and in a worst case scenario, the Xeno is still a normal M1 Killer. Maybe because I have Ghosty/Myers/Legion among my top 5, that isn't a problem for me, so I don't expect it to be a problem for others as well. EMPs only need you to know when to bother EMPing (or a teammate to merely delay a tunnel/chase in a final gen scenario).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779748#Comment_3779748

    there was not zero penalty for missing. you still suffered a cooldown. you just did not lose any distance.

    the noticeable part of nerf was that it made turrets into free health-states because you lose distance for hitting turret with your tail. The other noticeable aspect is that dbd doesn't have missed cooldown movement and successful cooldown movement speed. it only has hit-cooldown movement speed.

    So it is either fast or slow. The 2.0 m/s gave Xeno soft-version of stbfl. It was only like 2 stacks or 3 stacks but it made killer feel a lot better.

    Current xeno has bad add-on variety because of turrets require xeno to use emergency helmet or Stardew map. In some cases, it is just better to use both. His other add-on focus on tracking but tracking is so somewhat situational and not really needed. What he needs is add-on for his tail to be better. He should have an add-on to increase his tail strike length by +2 meters and an add-on to decrease successful cooldown by 0.6 seconds. Add-on that make killer feel good to use and don't feel like a game tax.

    I want them to buff Xeno without nerfing his tail charge time. unfortunately, i don't think they will buff him without nerfing his tail charge time meaning that xeno is stuck in limbo. he needs buffs to be A-tier killer instead of high B-tier killer but they won't give him the buff to be A-tier because survivor will complain that xeno is "unfun".

    Xeno doesn't need any turret based add-ons since it is easy to reaction M2 and break a flame turret (add-onless) unless they put 2 on the same spot. Putting 2 on the same spot is already such a disadvantage for the rest of the map, that the cost is too great. Plus there still is the problem of free hits on tunnel exit if someone dares grab a flame turret.

    The biggest flaw and strength of Xeno is similar to Pinhead, being a soloq/lack of coordination stomper. When the Killer is designed around abusing the lack of Survivor coordination, the Killer fails conceptually IMO. They need to make Xeno's counter less team oriented, and more individual oriented. That's why I think Singularity is perfect, because you can individually OR teamwork to work against them. If you are getting tunneled and tunnel facecamped by a Xeno, there is no meaningful counterplay. What, is a teammate gunna walk a flame turret all the way over to hook, or risk giving a potential camping Xeno a free camp tunnel hit? So Xeno's design is just poor all around.

  • @TheArbiter said:

    Call me crazy but I'd rather go back to grade based matchmaking

    Exactly, grades encouraged a little bit of everything. You couldn't exclusively rat as Survivor, because you needed chaser. You couldn't facecamp (or 17m doorway camp now) because Hunter would drop. Survivor needed to heal, and Killer needed to spread the pain a bit. It encouraged 12 hooking because Malicious/Sacrifice lost Iri if you got early kills, whereas currently early kills are the main way to play.

    Emblems weren't perfect, Plague deletes Altruism for example, and Wraith/Huntress/Nurse 'chases' don't properly count towards the emblems, but those were flaws to iron out. Sadly they threw the baby out with the bathwater instead.

  • I've found it happens more often the more rats there are in the match. When your team hides instead of drawing aggro and taking a chase, this sadly is the natural consequence. While there are intentional turbo-tunnelers, most cases is the team failing to draw aggro.

  • @Neaxolotl said:

    Because killers have lot more time pressure than 1v4, without even any kind of slowdowns

    1v4 is already an tunnelfest due to sheer speed of generators, now we have better sprintburst better pallets less gens and no slowdown, why did you thought it will be a "chill and fun" even

    Hell, tunneling is literally the only way to stop survivors from "denying killers from playing a game", as game will ends in sub 3 minutes otherwise

    Exactly, Killers have more pressure laid upon the Survivors in 2v8 with the removal of hooks on the Killer's end, so they have even less justification to intentionally tunnel.

    1v4 is only good to tunnel when the Killer is horrible at the game compared to the Survivors they are facing. It is the only way to squeeze a win out of a deserved loss. This artificially inflates egos, making those Killers think they 'earned' their win, and puts them in this psychological death spiral of "I need to tunnel to win", and losing is merely "I didn't tunnel enough". Once they actually gain enough skill to walk without crutches, they can easily win the vast majority of matches without them.

    The gameplay loop for Killer is 1 on hook, 1 in chase, 1 going for the rescue/heal, and 1 on gens. It takes 90s*5-7, or 7m30s-10m30s, for the gens to pop with a base Killer who can actually fill that gameplay loop, far from the 3m from an AFK Killer that you allege is normal.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773744#Comment_3773744

    So the problem with a lot of things is TPS and ping. Basically, you can see every player as its own NPC that recieves input from someone else. If that NPC is 500ms behind the real player, that means the player gets hit up to 0.5 seconds after they fully turned the corner. To check that locally is relatively simple, because they either basically have 0 ping or the ping is practically 0.

    Ping is always the issue here, because you not only have to keep track of the killer input, but also survivor difference. You basically have to constantly calculate what the actual position is on the server.

    You can somewhat mitigate that with having an actual game being played on the server itself, giving you a chance of a replay and all inputs are executed on the server, but that requires some beefy servers. Riot and Blizzard literally own entire warehouses to support their games being instanced on their own servers. BHVR aint that big (yet), and it will almost never be a financially sound decision unless they basically get regular events that are sponsored by Microsoft or smth. Instancing a game like that on rented servers is basically going to ######### on all other optimizations they performed the past 5 years.

    I mean both Riot and Blizzard are using massive FPS games with automatic weaponry and far far far more effects (like flashbangs/smokes/powers). DBD only needs to check one time per 2s at the most frequent (with back to back STBFL/hatchet hits). I think checking 10 600rpm guns being fired simultaneously would necessitate those higher level checks and servers, but DBD is nowhere near that.

    All I'm saying is to check with the server on hits like the picture shown below. We currently use the Killer's Screen. Also I'm not advocating for something as extreme as the Survivor's Screen. Just what the server 'sees' at the time of the hit.

    ServerValidation.png

    Also again, I'm merely proposing Endurance for these hits, so a Deep Wounded Survivor still goes down with one of these lag hits, even if they get the server validated Endurance. Or a laggy Huntress could land 3 hits on a healthy Surv and down someone, even if all hits were lag shots. All it does is add a single extra hatchet needed in the worst case scenario (Injured Surv), and in 2/3 scenarios lag shots are still fully effective (Healthy/Deep Wounded).

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777200#Comment_3777200

    Nope. All things equal a legion, dredge or trapper is gonna have to tunnel to have a chance vs an equally competent team. Different killers do different stuff with different levels of facility. The best legion in the world cannot 4k a comp team. The best nurse however has a shot at it.

    It's bizzare that the vastly different power levels of different killers doesn't have a place in this rationale. They aren't all the same. All this stuff reads like macho git gud nonsense without any basis in reality.

    I mean I have those 3 Killers among my top 5(/maybe ten, because Myers and Clown are up there too in terms of most) played, and all at top MMR, and it functions exactly as I described. That post might be a self-report that you haven't even tried to master those Killers. Although this also might be because you are describing a different scenario. I'm talking about normal DBD, when you hit the PLAY button with online matchmaking where you don't know who you will be facing. If you are limiting your discussion to the top 0.00001% of games that are comp matches, then I'll concede that point to you if you concede my point to me.

    I do agree that it is bizarre how differently powered Killers are, and at the very least the top 5 should be heavily nerfed and the bottom 5 heavily buffed. If BHVR did this every half year, we might get to the best state of the game so far. (By heavily, I mean 2 tiers worth of buffs/nerfs assuming S→D ranking system. So hypothetically Nurse nerfed from S to B, and Myers buffed from D to B.) If this wasn't what your final message was indicating, then I misunderstood your point there.

  • I think a better option is to combine all map offerings (and Sac Ward) into 1 offering (with a menu on selection). It would reduce the frequency of maps being in the bloodpool, make it so that a player always has access to a Sac Ward, and also make useless map offerings less useless. When you select a map/Sac Ward, if would display that symbol in the offering screens.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/423275/tunneling-causes-player-decline

    Well first of all we'd have to rebalance the game because you can't just delete tunneling and let it be like this, against efficient survivors you need tunneling.

    We'd have the option to buff killers heavely, turn up gen speed and delete tunneling and camping at the same time and have super quick rounds where survivors can't do much.

    Or we'd have to nerf genspeed/buff base-regression, nerf regression-perks, buff chaseperks and give more of them and delete tunneling and camping.

    Both of these option would balance it out that you can delete tunneling and camping and still have viable killers.

    I couldn't tell you how to delete them tho, maybe make it similar to the cages from 2vs8 because your idea would be irrelevant. You'd just have to hit them instantly and your entire play to discourage it doesn't work.

    I think this is misunderstood. Against efficient Survivors you don't need to tunnel, but Killers do need to tunnel against Survivors who are more efficient than they are. If the Killer instead takes the match as a learning opportunity, they will continually improve, and eventually be more efficient than those previous Survivors, and win without tunneling. It is difficult to take the loss when you know you could win (in this context) though. The best way to stretch, improve, and learn, is by banking that thought in your head "I can win if I tunnel, but I'm gunna try to not do that", then since mentally you already know how you won, you can take the risk and grow.

    Essentially tunneling is an admission of defeat against superior opponents, and going for the sand in the eyes trick to cheese out a win. A Killer who doesn't resort to low-brow tactics will eventually become stronger and without reliance on such crutches.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776896#Comment_3776896

    That mmr softcap reason why I face sweaty P100 killers after losing many matches a row? Though what I understand low mmr really sucks. But still those P100 killers should be on highest mmr.

    Yeah the top cap holds the top 25% of players. That includes those sweatlords, and if only sweatlords are queueing in as one side, the other side gets stuck with them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776880#Comment_3776880

    that is not how it works. Old Malthinker used to increase nightfall build-up by a flat value of 66%. the default nightfall build is 0.25 and you gain 0.75 per injury. You need 1 injure to activate Malthinker skull.

    this is total 1.0 charges. Malthinker skull just add 66% increased nightfall flat when one survivor was injured. so 1.0x0.66 = 1.66.

    New Malthinker does something completely different. The new one increases the total passive nightfall build-up by 25% for each injured survivor.

    1.25+0.312 = 1.562 → 192 seconds

    2.25+0.562 = 2.8125 → 106.6 seconds

    3.25+0.8125 = 4.0625 → 73.84 seconds

    4.25+1.0625 = 5.3125 → 56.47 seconds

    Apart from 1 injury which has reduced charges of 0.10 charges per second, every other instance of new Malthinker skull is superior.

    Yeah new Malthinker gets the .25 base, I didn't catch that. Old base progression didn't work in addition to the injured amounts, but the new one does.

  • @xerox8521 said:

    So instead of 150% in both make 400% in both. Same test but with more BP

    I think they don't want to make 400% a normal incentive number, so they will only risk the 'normal' 100% (+50% event bonus). That likely means they will need to make Survivor more fun in the next iteration (as I only played Survivor due to the incentive, and had more fun soloqing as Killer than soloqing as Survivor).

  • The problem is on multiple fronts. First off early quits/DCs tank everyone's MMR, and counts all people as a loss. That deflates Survivor MMR.

    Also MMR has a softcap, which means you can lose 100 times and it might only count as 10 losses, not truly reducing MMR to the 'correct' spot if you are at that softcap.

    In addition, the top range of MMR is so broad, that people at the lower bracket are going to be fighting an uphill battle (Killer and Surv). A normal match pre-topcap is roughly a 60/55/45/40 set of Survs against a 50 Killer, for an average of 50vs50. The topcap might instead have 75/75/75/75 vs a 75 Killer, and this is different because the normal match has both better and worse Survivors in relation to the Killer. In this scenario, the Killer can't massage weak links for free pallet drops or use their hook for interception chases. At the same time, you can have a 75/100/100/100 vs 95 scenario, and that 75 player is dead weight no matter what. The 100 Survs will likely always win against the Killer as long as the 75 stays safe, but once it is a 3v1, they kind of are out of luck.

    Yet another thing is MMR doesn't account for what I call 'tools'. A perkless M2less 4.6 Killer is more or less the baseline, and anything on top of that like perks/power/add-ons, all add to the Killer's 'tools'. Same thing for Survivors bringing juicy perks/items/add-ons. If I bring a Syringe against a Killer, that makes me win, and if I didn't have the Syringe and lost, the 'tool' bonus won me that match.

    Some people crutch on 'tools', such as meta perk best add-on Nurse/Blight players, or clock SWFs with BNPs+Syringes on all of them. When someone crutches on 'tools', their MMR is often something like 70 Skill + 15 'Tools' for 85 total. When they play without their 'tools', their skill is the only thing contributing to their MMR, which is under the topcap of 75. That could cause them to lose without dropping MMR to their 'correct' rating. This can be one of us, or any of our soloq teammates. That's why I usually try to only use a brown item (or a add-onless Key or a Map) as Surv in soloq, so I know there isn't too large of a 'tool' fake MMR adjustment.

    Also, the longer someone is in the queue, the wider the MMR range becomes. This applies for anyone in the matchmaker, so soloq Surv #3 could be significantly better or worse than the other Survs and Killer which are in roughly the same range with each other.

    Finally, streaks of wins and losses are common in statistics, even with a perfect 50-50 coinflip. You can actually tell if a set of 100 coinflips is fake because people intuitively try to shove the results to 50-50 with very small streaks, or overcorrect and do a 100 heads/tails streak. Due to negativity bias, loss streaks stick out in our mind more than win streaks. That's why it is important to start tracking results when you start to feel like something is weird going on, because it keeps you grounded in reality instead of the emotional kneejerk reactions we all fall prey to. (Also if you are on a losing streak, it helps to take a break, to prevent going on tilt to be the root cause.)

  • 66% of .75/s (per Surv) bumps to 1.25/s (per Surv).

    25% of 1.0/s (per Surv) bumps to 1.25/s (per Surv).

    It is a buff without the addon, and the same as before, with the addon.

    The TP speed is a MASSIVE buff, and will be very helpful.

    Overall though, Dredge's current greatest weakness is the lack of lockers. More maps need to be fixed and have lockers actually placed throughout them. (Also Temple of Purgation needs the lockers behind the main gen gate to be removed/moved.) Someone else mentioned a good idea that Sadako TV/Xeno Tunnel locations could be Killer specific locker locations (like for Huntress/Trickster/Dredge), or just universal lockers in the absence of those Killers. I think that would be better change that helps more Killers, and also gives Surv Locker perks more value.

  • @LittlePanda said:

    Yes. I didn't think that'd be relevant.

    The PTB has a fix for the Naughty Bear Trapper bug. In the meantime, use any other skin.

  • @lvcian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775838#Comment_3775838

    I know. I literally checked my profile today for my blink attacks : I have 70% protected. I used to have more, but ever since I started playing Nurse without slowdown perks, it changed.

    Nurse may be OP in the 2v8 mode, but most of her strength comes from her add-ons, which range from brown and yellow to green and IRI (with a maximum of 3 blinks). However, you need to be close to your teammate. Nurse isn't a problem in the 2v8 mode; I play against her almost every game, and most of the players aren't very good. I find Huntress to be worse. Mostly every map have messed up collision, just go in a corner, behind rock, etc, even if they have aura, because of the bad collisions, they will either not move, or blink too far away, even if the Nurse sees your aura, what if it's a bad Nurse ? She will definetely miss her blink. You playing against a god nurse in the 2v8 mode is very very rare.

    If experienced players have problems with baby Nurses, then they suck. When my SWF group plays against a baby Nurse, we always escape. The only time a baby Nurse will win against experienced players is when the players make mistakes (grouping up, not doing gens fast enough, etc.). Experienced players in SWF will always win, while experienced players in solo queue might have more trouble.

    I'll take you for your word, but in the future, a screenshot would be better practice. As far as my blink stats I stated them (hidden) in my previous comment. All the numbers that weren't '2v8', 1,240. (… number 1 claim …, … 2 perks on Nurse… , … 4 meme perks or 0 perks).

    NurseBlinkAttacks.png

    Nurse is OP in 2v8 - Thank you, this is the meat of the discussion. If we want to talk about Nurse in normals, we can start a different thread and you can @ me. I would say you are very lucky to only get free week(end) Nurses for the most part in 2v8. The only time I remember winning against Nurse with any decent frequency (in soloq 2v8) is when she is paired with a Billy. That tells me that the weak link is the Billy, not the Nurse, as Trapper/Wraith/Huntress paired with Nurse are winning most of their matches, and Billy is the only outlier. That is my issue, is that you don't need a god Nurse, merely a good Nurse, and that is a very low bar.

  • @lvcian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775805#Comment_3775805

    What you're saying is true, but it's also not permanent for Nurse.

    Also, you're playing with PERKS. I play Nurse with only Lethal and Agitation, sometimes I don't even play with perks. Why ? More challenging and it helps me not rely on slowdown perks, etc. How many blink attacks do you have by the way ?

    Again, the context of the perma aura read claim is 2v8. The title of the thread is [2v8 feedback]…, so the 2v8 feedback is 'Nurse with perma aura read is OP'. That is my number 1 claim.

    Playing with perks - I mean yeah you are playing with 2 perks on Nurse, and she can win with 4 meme perks or 0 perks. Me playing with full perks on Ghostface isn't even in the same ballpark as a perkless Blight or Nurse match (to be clearer, Nurse and Blight are that much easier).

    My blink attack stats - This might be relatively low, I honestly don't know, because I play ALL killers, and play my 'mains' at about tenfold for Ghosty, and fivefold for the other 'mains' (like Clown/Legion/Trapper/Myers/Dredge/Singularity/Huntress - in rough descending popularity order). (Although I play Blight everytime someone claims he isn't a free win just to disprove that claim, so I might have the most Blight games over all others.) That being said, I asked for your gen defense stats first. Google DeadByStatsEU and plug in your steam profile name (no need to log in or anything, just don't have a private steam profile. You can even unprivate the account for an hour later on, check the stats, then private it again if the profile is currently private). After you show your gen defense, I'll reveal my blink stats.

    In the meantime, in order to show that even experienced players have problems with baby Nurses, I would direct you to CoconutRTS's most recent video.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775133#Comment_3775133

    I agree it shouldn't, but BHVR doesn't want to do anything about people running the same skins, nor do they want to include UI elements for hook states, but here we are. Even if those weren't issues, when you come across someone, you still will have the issues of not knowing if they are OTR protected or iron will'ed. That's completely irregardless of if they were unhooked recently - 80 seconds is a long time. You come across them a minute later - Is it OTR? Is it iron will? Did they self injure with for the people? Who knows? Do you chase them down and risk it being a waste of time only to end up with them having endurance? Okay, maybe not, but what if they merely had iron will? Now you lost a chance at a down and potentially a winning game move. That's the problem. Unless they are in a very good loop, you're effectively shooting yourself in the foot if you don't go after them. Before, you could tell if they had OTR and make a quick judgement call if it's worth putting time into an extended chase. That's good for the survivor, and it gives the killer options. Now, you really can't risk it - they very well could simply have iron will and you get a free down. You essentially are incredibly incentivized to roll the dice to get a quick down or lose a lot of pressure, but either way, you're incentived to commit to the attack. Sucks for the killer due to the OTR risk, and it sucks for the survivor as that's one less tool available as an anti-tunnel. Now, even with OTR, you WILL be hunted down by killers - they can't afford to lose out on the chance you're a vulnerable iron will user.

    Same skin - I mean worst case scenario, you enter chase with 2, chase drops on one, then continue chase or swap targets based on the name in chase.

    Don't know if OTR/Iron Will - I mean there is enough context clues typically for one or the other. Even then, OTR is only going to be on (an average of) 1 person at any time. I think you can track 'SableFootSniffer' to be the last one hooked. If you have 2+ Survivors refusing to touch gens, then that is a winning scenario anyways.

    How do you know if they used For the People? - FTP swaps obsession and inflicts the broken condition, so that's how you know. The only way that could be confusing, is if the OTR player brought Deliverance, in which case you already knew they were broken.

    Overall, I have hearing damage, and never go in a match planning to tunnel (if you give me a post-hook protection hit, then I'm probably gunna tunnel you just because you wanted me to chase you). I have no problem winning the vast majority of my games, and I can't even fully use hearing to hear people through walls (but I can hear them off hook). I also have difficulties hearing the difference between a gen being progressed, and being worked (I can hear it, but I can't know 100% for sure).

  • @lvcian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775085#Comment_3775085

    Survivors also get wallhacks in the event… Other killers also do…

    (Nurse isn't easy on normal, except if you play against people like you, against bots. xD)

    First off, Survivor wallhacks aren't permanent. Secondly (and more importantly), if any Survivor and Nurse have permanent wallhacks on each other, it only helps the Nurse. Nothing the Survivor does can counter the Nurse wallhacks. Thirdly, we aren't talking about even Huntress getting wallhacks, because pro-tip, she can't shoot through walls.

    Nurse is easy and particularly easy in this mode, because nothing the Survivor does can counter a mediocre Nurse. Sprint Burst + Injury Speed Boost + 3% haste, still gets hit from a double blink. Can't go behind a wall, because aura read on chase start. I know Nurse is easy, because I have above the average kill rate.

    GenDefenseUpdated.png

    I win 74% of matches as Killer (maining Ghostface and other weaker killers by the way,) before the gens pop, so that isn't even accounting for when I win going for endgame plays. So if I'm a bot, then lets compare gen defense rates and see who really is a bot. If you want to use player skill, I've got math on my side that I'm at least (multiplicatively) 25% better than the balanced around average of 60%. How good are you?

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774676#Comment_3774676

    Not easy to keep track of a million things in a match as killer. Not to mention, there are ways to self injure yourself (for the people, for example), so the killer wouldn't even have the opportunity to realize someone is silent or not after being injured.

    No offense, but tracking who just got unhooked shouldn't be a herculean task. I think its fine if this is the problem, due to how easy the problem is to overcome.

  • Exactly what @Yggleif said, sadly the price of $20 keeps enough hackers out to make it better off for the rest of us to keep in place. I do think the monetization is quite excessive, and with the Mobile game level design added recently (garbage portraits plus newest first, even if you already bought it), it likely will only get worse.

  • Sadly this is a marketing cheese tactic. Someone in that department said something along the lines of "we need to up those sales figures, put the newest character first to remind them to buy it ASAP". Because of that, it is highly unlikely we will get the better system we had before, because it gets in the way of the money.

  • @lvcian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769728#Comment_3769728

    Mastering your muscle memory doesn't mean you will stomp anyone. May I see you play against a SWF on Lery's ? Yeah, you will get stomped, that's how it was for me, but you then practice and you get better. Also, you need more than 300 hours to fully master her (still not able to stomp everybody in your games).

    Do I get permanent wallhacks like the event? Where I get 5s of Aura read whenever I enter chase, where if they didn't get hit, they lost chase, and thus refreshed the 5s aura read for entering chase. The context of these particular conversations is 2v8.

    (Now while I think Nurse is also quite easy in normals, that doesn't mean you get a 3k+hatch/4k in 99% of matches for free, simply 75%. Getting better raises that number. That fits your 'practice and you get better' part perfectly.)

  • @Marioneo said:

    Just make it so people who use those words just get autobanned

    The problem is this makes saying "nice flashy save ******* (Yun-Jin)" now bannable. The censor is beyond incompetent, and shouldn't have any level of automation tied to it.

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