silverwolf4455
silverwolf4455
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@DetailedDetriment said:
That's right, Balanced Landing now needs a buff or rework.
With the recent release of the Cursed Legacy chapter, Balanced Landing was tweaked to no longer give the stagger reduction when exhausted. It also removed the noises made when falling and the grunt when landing.
The thing is that the nerf heavily outweighs the buff. Balanced Landing is now the worst exhaustion perk in the game and one of the worst perks in the entire survivor selection. The perk is straight up useless when exhausted, no longer providing a passive.
Now that the nerf is officially in place, the perk needs a buff or rework. What I'm thinking is that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed. It is Balanced Landing after all, and only being able to balance your landing once every 40-60 seconds completely contradicts the name. The description of the perk literally says you have cat-like reflexes. Cats don't have a cooldown on stabilizing their landing. Just remove the exhaustion part of the perk and Balanced Landing will be a viable perk again.
Unfortunately to many maps are not balanced around balanced landing (lol) being used infinitely. Instead of reworking all of the spots and worrying about future spots they nerfed it. R.i.p balanced, you will have to run another perk.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/887968#Comment_887968
10% faster vault speed would break the game.
Resilience gives you +9% faster vaulting speed
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Signed
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Idk if it was really a bug or not but they prolly disabled it because of all the lobby dodging. Cause I was dodging those rank 18s if I didn't feel like playing a 3v1 game because a rank 18 is useless in a red rank game.
I mean how is that fair to anybody playing? The 3 red rank survivors get to play a 3v1, the killer doesn't have fun knocking the potato down instantly, and the rank 18 quits the game because they get destroyed and make 1500 points.
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@HamdaN said:
https://forum.deadbydaylight.com/en/discussion/comment/887225#Comment_887225
the mend exploit didnt deserve a ban....? sounds like someone who used it. hmmm....
No it really didn't deserve a ban.. the devs should've disabled the addons.. the simple fix rather than threatening bans.
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@premiumRICE said:
Never needed it. You either safehook or BT the hook
It's more so that you dont waste time getting off your gen and running to save when someone else is closer. I've had all 3 other survivors come first me on hook so no one was doing gens.
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@OswinOsgood said:
https://forum.deadbydaylight.com/en/discussion/109610/don-t-ignore-this-bhvr
Didnt they say they were working on sensitivity being higher for console recently or was that just my dreams lol
They have been saying that for over a year
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/887355#Comment_887355
Nemesis you could just not stun legion and completely avoid it
Having DW run out while getting chased has already been in the game... it was taken out for a reason why would they bring it back? Also it wasn't just Nemesis that would have that effect.
@Steel_Eyed said:
He wants the ol Legion exploit back.
I thought there couldn't be a way that he was talking about that. Moonwalking Legion 2.0.. lol.
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@oh_0k said:
They can buff killers without give unnecessary nerfs. Like really come one Legion gets a good buff to his speed and some addons but then you ruin his perk synergies and his game slowdown. Now your removing another perk synergy immediately instead of giving people time to learn counters and how to play around it. It's clear the devs don't play legion because if they did he wouldn't be such a mess
What perk synergy are you referring to that they are removing instead of having people learn how to play around it?
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/887178#Comment_887178
well i ranked from rank 14 to rank 1 with legion before. ive 4kd with no perks and no addons, you just gotta play out of your mind. hes tough, but you NEED to be good at mind games and such or you will lose. you cant rely on legion. you gotta rely on your own skill. thats kinda why i liked him.
i will sometimes use a perkless legion to warm up. cause i know that anything is easier than that ######### lol
Legion has very little lethality against red ranks.. yes he can 4k like all killers can but it's not very easy. And he actually does very good at ranking up from chase and brutality. Been to red ranks with him before as well.. it just sucks. Lol
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@Hoodied said:
Actually, isn't this considered holding the game hostage?
Cause you are know where they are, but are not hooking them so forcing them to all bleed out
This isn't holding the game hostage. They will bleed out.. it's just boring
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Its gonna have to be a rework... his power is so weird and useless but if they buff him they can easily break him. I honestly dont know of any quick fix to make him any good... so he will prolly be stuck in bottom tier for a while 😥
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@FriendlyGuy said:
Don't complain about every killer = better queue times for survivors.
Your comment isn't helpful.. it's just trolly. Not every survivor complains about killers. Alot of them actually want to see a bunch of killers buffed. I would I actually posted a list of quick number changes that could be done to some of the lower performing killers to help them.
I'm tired of only seeing a couple killers in red ranks, we should buff all the others so it's more diverse. Also nurse didn't need the cooldown she just needed the addon changes. Tho the spirit changes really dont change her that much...still strong and really easy to use.
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@dont_ask_me_again said:
I don’t think this perk needs any timer change but think what would be fair would be two additions:
- After DS’ing the killer, you are put into broken status for 60 seconds.
- If no obsession perks are being used in the match by anyone... An obsession is still chosen to mask DS/mask what the killer is using.
These doesn’t fundamentally change the perk, keeps the intention but adds some difficulty at times.
The idea behind the change: It can waste time for the survivor in exchange of the time it can waste for the killer.
Hmm ok so broken for 60 seconds... I get it.. but the second part. Are you saying games without people that have dstrike or an obsession perk will have an obsession? Cause that seems like a buff, hurting killers.
I'm just not understanding because dstrike itself is an obsession perk. It makes someone in the game an obsession, not always the person running dstrike tho.
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@horsegod386 said:
anyone else literally can't find a game? i've been queueing in swf for probably 20 min now and I have yet to get into a game
Well you are queuing in prolly one of the slower times. It's super early in america like 3am and like 8am in the U.K so most people are prolly not playing.
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@NovaliumTS said:
https://forum.deadbydaylight.com/en/discussion/comment/883460#Comment_883460
Yeh i would but im a xbox player so the messages cant be avoided i think for now im gonna play doc and give survivors atleast a reason to rage instead of getting salty over nothing
Um a totally you can avoid those messages on xbox. Now with messages on xbox if they aren't on your friends list it goes into a separate folder and there is a little option to not get a notification from non friend messages. Easy
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Been getting kicked out of the game quite a bit recently.. so its not always rage quitting.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/880994#Comment_880994
People exaggerate Legion, Nurse, and Spirit changes, then assume BHVR is going to gut any killer they say are going to rework or is over performing.
In reality, BHVR doesn't always gut killers, and when they do, gutting is exaggerating what exactly they did to that killer. Most changes BHVR made towards killers is for making things balanced and fun for everyone. They just buffed Legion and made Freddy a beast a while ago — Ghostface got a significant buff too. The community, not everyone, tends to only see the bad of BHVR more than the good because it's easier to look at someone's mistakes than look at their success.
I said too much, bracing for impact! 😕
I like how you say exagerated Legion changes.. they gutted his kit back when he was annoying and left him that way for so long. People just fpund a way to somewhat play him with stbfl and sloppy but he wasnt good in anyway.
The nurse got a nerf no one asked for... these kind of things stick with people. And i also love how there arw ptb changes and people are like ok these are alright... not to bad.. amd then after ptb but before release they do more nerfs and then release.. lol.
We know that behaviour can do good.. thats why we are all still here but sometimes the silly things... and the really long times without updates for things can get to us... thus the expected negative results.
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@HamdaN said:
if a survivor dcs, the killer can keep playing and gets a bonus for the dc. on the other hand survivors lose all opportunity to get other points when a killer dcs. games shouldnt close, survivors should be allowed to get totems, gens, basement time points etc then leave. i dont see why its fair
The killer gets 600 points for a dc... the devs have made it to survivors also get 600 for a dc.. the game doesnt need to keep going.. just move on to the next one.
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@Deadeye said:
@edgarpoop You should escape 50% of your games if you play against killers of the same rank. If you consistently do better, you should rank up and the killer rank down, until both of you get to the 50% on average. And how does the hag struggle with the emblems? She has no power that breaks an emblem, or am I missing something?
The problem is not the difficulty but the system itself. And on both sides. As already said, the killer side is depending on the choice of the killer, having powers that simply don't score in some emblems, namely every insta down ability or the Plague, while Legion gets easy iridiscent on the third and fourth emblem.
For survivors I don't think it is THAT easy as everyone says. Benevolent is super easy to max, agreed. But Lightbringer for example needs 2 gens to be done. That would need 8 gens for everyone to achieve that (5 Totems in total with one hex totem just sum up to one gen). And the chase emblem takes some time to get to iridiscent, unless the killer eats every pallet. If two people get chased to iri, the game is over, unless the other survivors just crouch around waiting for their time to be chased. So there is simply not enough points to grind so that all survivors can pip securely in a trial, you are depending on potatoes not working on any emblem most of the time (which is sadly the case in most trials).
Another thing that is totally broken is the fact on how you have to rely on the performance of others. If people sacrifice themselves on the hooks, the whole team gets -% on benevolent which they cannot revert by unhooking. Killer gets punished as well in THREE emblems as he gets lesser chases, hits and hooks by that. Bad performing killers also influence survivors. A killer barely being able to find survivors or ending chases punishes survivors with too less hooks and heals and chases to get up in the third and fourth emblem.
But you dont need iri in all the categories to pip as survivor. I think all gold is enough in red ranks. It just feels really easy to do. Maybe increase it by a point or two idk.
I'm not sure how to balance it, I thought that maybe they should have ques with just red and purple survivors and ques with everyone else but that would just split the player base or encourage deranking.
Not to mention even at red ranks there is a vast distance in skill from different survivors. You can tell who got there by being immersed, because the red rank killers dont fall for that stuff as much.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/879950#Comment_879950
Dont worry. With the new Rank Reset you will get them in the first week of the month.
Naw... I've been thinking about going back to killer lol
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/879773#Comment_879773
You cant double-pip while Dying in Red Ranks. But I highly agree on the Chaser Emblem, getting punished as Hillbilly for using Chainsaw only almost all of the time (it is simply more fun) is annoying.
@topic: problem is that the Ranking System was harder when they changed it with the Plague-Chapter. And then there were almost no Red Rank Survivors so Killer Queues were horrible.
(And given the fact how ez Killers want to have their 4K when I read some posts here, they are happy about a few Potatoes in Red Ranks)
It's more than a few potatoes.... and as a solo survivor I'm tired of getting the obvious rank 15 survivors during the last week of the month.
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@Satsui said:
https://forum.deadbydaylight.com/en/discussion/comment/879746#Comment_879746
What\??? where did you hear he is getting an update soon? Why would they nerf him? Omg.
They have said that he was on the list for changes... that doesn't mean nerfs.. I mean he's already pretty low in the meta.
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Or the killer just runs whispers and kills the survivor lol
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/878703#Comment_878703
If he slowed down when placing it then it wouldn't have much of a purpose, since you would either be so far away that it doesn't matter at all or if you placed it when close it was to gain that little bit of a distance if they tripped it. If he slowed down it would defeat it's purpose entirely.
With the pallets they can only be used in specific places anyways; and if he is chasing you then why slow down at all? I mean you watched him put it down so you are not going to trigger it; and if he is multi tasking good for him for managing everything efficiently.
Of course it would still have a purpose to shut down loops... and by slow down I'm talking about oni taking blood slowdown... something slight... you can still throw them down at loops and double stack them up because they stack if you put them on the longer side.
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@supersonic853 said:
Would the community be complaining about freddy right now if the statistics hadn't came out? Like am i the only one that noticed in between spirit nerfs and the statistics coming out if anything the threads i was seeing was about ghostface (i still see the occasional thread about him). I wanna give this community the benefit of the doubt they had maybe caught onto Freddy without the statistics but its kinda hard to believe to be honest. And even with the devs constantly stating the statistics don't account for everything still people are using them as fact. I just personally love the way Freddy works right now. (I'm not saying the addons don't need to be fixed i'm just wondering if it would have happened so fast if it wasn't for statistics). And i personally hope they just fix the addons and not nerf his base because i really like him now. (could also help though to make some of the other addons he has at least decent like i never see myself using the blocks).
Forever freddy is annoying... but the only thing I was ever confused about is why he doesn't have a slowdown or anything while throwing puddles or pallets. Almost every other killer has one when they use their power but he is just over here getting bloodlust and spamming it. I wouldn't say its op... just annoying.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/875901#Comment_875901
People kept on complaining about Nurse, but here I am like "Nah, fam. Hillbilly on console is the problem." after getting body-blocked/rubbed before sawed for the 100th time this rank reset before coming to the forums and saying "Maybe we DON'T need easy instant downs on base kits........"
I've said that slugging, tunnelling and camping are an issue but people are like "JuSt PlAy ThE gAmE yOuR wAy!" That attitude is gonna kill this community.
Billy is really balanced... you only get punished when you mess up against him. If your in the open you get punished. In loops and windows you can punish him and make him an m1 killer. With insta saw Billy becomes really strong but not op you can still loop him you just have to know your times and distances.
The only thing I think is broken on Billy is the hit box. I have been behind him when he swung the chainsaw and the auto aim still runs the animation and I'm hit. Also I have been on the other side of a fire barrel or a tree and his animation clips right through and downs me. That's the only thing that needs fixed but it could be due to lag... it's always hard to tell.
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@UlvenDagoth said:
We should just make our own Forum or something. This one isn't safe for us anymore.
The man is trying to keep legion down
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@mistar_z said:
when they in theory do the same thing, cut down the chase time. with the added flavour of plague having the passive to deny stealth with some awareness tools, and shape having the extra lunge and the vault pasive. 🤔
The extended lunge is far better. Not to mention a healthy survivor can't use dead hard. So the plague gets looped to oblivion... she is only good when she uses her best addons to see where you are when you throw up or in low ranks when they cleanse a lot.
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@theArashi said:
It's probably the most pointless addon in existence but I have no clue as to how change it to be useful... at all.
Making chainsaw completely silent wouldn't do anything (I think) .
I think this was just a copy and paste from Billy. His makes a little sense because he can snipe you sprinting around the map.. Leatherface has to be right on you so it makes almost no sense. Just like his chili addons are broken and do nothing.
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@LordGlint said:
Just had a rediculously quick game where I got back to back super fast chases. The entire game was 2 mallet hits followed by 3 saws. Kept hooking ppl, just to find and saw another guy RIGHT away with 3 of them lasting under 5 seconds. My reward...
https://us.v-cdn.net/6030815/uploads/320/G78TKV0LG8G2.jpg
https://us.v-cdn.net/6030815/uploads/284/AAAB1IA7I4P8.jpg
Apparently I need to get better at chasing ppl...lol
Im putting this up not to brag or make fun of these survivors or anything, but just to share a somewhat humorous (and sad) experience. Saw the steve's thanksgiving inspired name in the lobby and was actually fully expecting to give him hatch or something... Didnt mean for everyone to die on first hook...Rip
Had the same thing happen to me as trapper.. plucked everyone from traps maybe had 2 m1s the whole game and got a safety pip with the 4k... lol
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It just shows how flawed the pipping system is.
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@dbizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/873640#Comment_873640
when the punishments begin? did they give a date?
When the patch is released prolly this coming Tuesday
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The mindgames.
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@DemonHunter5836 said:
https://forum.deadbydaylight.com/en/discussion/comment/870853#Comment_870853
For Plague they could implement a new status effect that slows your repair speed down over time. Maybe 5 percent slower every minute or so. Up to the devs on the exact percentages.
I would rather you run slower.. gen slowdown is so boring... why do you think so many people hate forever freddy... it's so boring sitting on a gen. Worst part of the game. The best part of the game is the chase and mindgames. Fake the vault, 360, actually vault... there is nothing better on either side than winning that mindgame.
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@StarMoral said:
The perk still does the same thing, you just can't abuse it during chases anymore.
It does do the same thing but it's so situational (some maps is blows on) that it will prolly get reduced in popularity with other exhaustion perks that are more rewarding.
I believe that the only reason BL had an extra stat was that it's more situational than the other exhaustion perks. Some maps only have 2 spots to use it and if your not there when you get in chase your out of luck.
I understand why it has to be nerfed. The devs dont want to fix the maps it's broken on or they are just doing the quickest fix. But it is sad because I loved not getting my ankles broken. I didn't even care about the speed boost.
I think most people will just switch to dead hard.. or head-on for the memes.
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@DemonHunter5836 said:
Personally I feel Doctor needs a bit of a rework next. His power takes too long to actually have an effect and by the time it does the damage is already done and 400 gens are powered lol.
Most of the less performing killers need small tweaks that could be done relatively fast. The dev team could still do reworks if they chose to but these fixes could be done without much effort and implemented almost immediately.
Trapper - carry an extra trap on base kit.
Wraith - reappear speed and movement speed while cloaked adjusted slightly.
Nurse - reduce the cooldown of her power down to 2 seconds at base and see how that does.
Doctor - increase the base range of shock therapy and increase the amount of time you can't vault from getting shocked slightly. ( would make him more counter loop)
Demogorgon - let him set endless portals and make the last one set disappear (like hag)
Freddy - give him a slight slowdown when putting down pools of blood or placing pallets ( like oni collecting blood)
Spirit - nothing yet
Billy - he's pretty balanced tbh
Ghostface - fix the way he is broken out of his power on both sides.
Leatherface - reduce the slowdown he gets from charging his chainsaw (make it like billy) and make the 5th hit on his swing actually do damage.
Myers - slightly decrease the time to get out of ew1.
Pig - crouch and uncrouch speed increased and movement speed while crouched increased.
Plague - I'm not sure, there needs to be more incentive to cleanse. I dont know an easy fix for this one.
Legion - they already increased his FF movement speed and vault speed in ptb but made him old legion with new undetectable on perks.. idk an easy fix. They also nerfed some of his slowdown be reducing mend.. and nerfed his stbfl and sloppy butcher strat... r.i.p.
Just some simple solutions I think could be implemented fairly easily and quickly.
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@Vetrathene said:
It only activates once you've been downed AND hooked. Its giving survivors sixty seconds of immunity for not escaping the killer. But NOED is the ONLY problem.
Getting hooked is not losing.. your only supposed to be buying as much time as you can for your team to work on gens. Unfortunately some people think you should be able to 1v1 the killer all game.. this is mostly due to bad map design with god loops and such.
Does it need a change prolly.. something like a 4 second stun (1 second of the stun is always stuck in the animation) this would put it in line with head on. Also it prolly needs to be reduced to 45 seconds instead of 60.
Also noed is fine. It punishes bad survivors who dont cleanse totems and is the easiest of killer perks to counter. Especially since each totem is now 1k bloodpoints and with perks like inner strength I dont see much noed happening anymore.
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@Clevite said:
I don't see why everyone compares keys to mori. If you lose 4 survivors to the hatch that means they did 5 gennys anyway. But if you hook one person camp and tunnel with a mori they are out of the game and lose a pip.
If one or two escape who really cares, just start a new game right? You still got points and probably black pip at least. And killer can still close the hatch if they were not all together at the time.
I see the instaheals as more comparable to the mori. They were nerfed so should the red mori.
Except you have a really strong game... kill one survivor and everyone else is death hook. You have a three gen going on and are pressuring them hard and then they all escape for free with a key..
Mori's and keys are both very powerful.. they need touched a bit. For instance both purple and red key shouldn't open hatch only red key. Give purple extra seconds of use or something. Also they should be much harder to find. I found 3 in one game with pluderers....
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/870178#Comment_870178
It would hardly be broken, most of the time someone steps in a trap it's because you herd them to it.
Unless it last for like a full minute or something crazy like that...
Like, 15 seconds where each second reduces the haste by 1%... would be fine
15% haste is such a strong effect you could pair it with the better reduce escape chance and the one that downs you if you escape and just charge around the map at 130% speed.. superfast...
Movement speed is such a strong stat. I dont think that is the way to balance trapper.. he just needs to start with more traps at base.. him having to wander the whole map to set up is what hurts him the most. He usually loses atleast 2 gens just getting ready.
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@PistolTimb said:
Trapper should get a 15% haste effect when a survivor steps in his bear traps. This lasts until they struggle free or get helped out. Biggest problem with trapper is when somebody steps on your 1000iq traps across the map and can't punish them for it. This might give him what he needs to be more viable.
This would be broken.. double stack the longer to free self addons and free sonic trapper... lol
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@humanbeing1704 said:
Please tell me new kindred works through undetectable?
It shouldn't... since undetectable blocks aura reading so it should block new kindred
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@Sleephartha said:
A 50% kill rate would be balanced. Meaning half your games are 4ks, half are 0k. Or, 2ks per game. Instead not a single killer is at 50%. All are above 60. And the highest, most complained about killers are in the 75% range. Is this not crystal clear now why survivors complain about OP killers? And now imagine if we had detail that showed 4 solos vs 4 man swfs. I’d reckon it looks even worse for solos. Probably 80-85% or worse. This game is heavily skewed toward killers.
75%!! This is a full 25% higher than it should be. And people wonder why survivors like to derank... it’s because the game is more balanced when higher level survivors play lower level killers. Thanks for releasing these stats Behaviour. I’m vindicated.
Obviously you dont play red rank killer.. it takes a 3k to pip at red ranks.. it's so much easier to pip as survivor I can die every game and pip..
So that means only the good killers get to red rank because that's what it takes... meanwhile every potato can play survivor to rank 1
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@StevePerryPsychOut said:
Kill rates seem to be hovering between 60% to 75% (with a few outliers on either side of the scale) with red ranks seeing more killer success on average. I know that the game used to be strongly survivor biased, but it kinda seems evidence is showing that the pendulum is starting to swing in the other direction.
Can I ask what you would think if the survival rates were between 60% to 75%?
Kill rates have to be at 60-70% at red ranks because that's what it takes to pip at red ranks as killer.. if it was 50% like their goal is all the red rank killers would depip..
Meanwhile I can die every game and pip as survivor in red ranks.. it's way to easy.. so as the ranking system stands it needs to be about 65% death 35% survive.. maybe fluctuating a bit for diff killers.
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@Triumvirat said:
https://forum.deadbydaylight.com/en/discussion/comment/867053#Comment_867053
Don't understand why people say LF is the weakest killer. Probably because they have either never played him or just couldn't do well with him.
prolly cause his power is so easy to counter.. he gets slowed down way more than billy when he charges and unless he finds a survivor out in the open a window or pallet makes him an m1 killer..
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@PickCollins said:
- Hag is the least popular killer in red ranks despite most tier lists placing her at around B to A tier.
- Freddy has the highest kill rate at red ranks, being over 75%. Freddy has an average pickrate too, Being the third most played killer.
- The top 5 most popular killers in red rank are Spirit, Billy, Freddy, Huntress, and Ghostface.
- The top 5 strongest killers in red ranks are Freddy, Billy, Spirit, Hag, and Pig.
- Statistically, the Clown, Demogorgon, and Nurse have the lowest kill rates in red ranks.
- Statistically, despite Nurse still being rated as S tier by some people, the Nurse in red ranks has a lower kill rate than Legion, Wraith, Trapper, Pig, Plague, Doctor, Leatherface, and Hag.
- The Clown is statistically the weakest killer in the game right now in red ranks. (When all other ranks are taken into consideration, the Nurse is statistically the weakest killer in the game).
- While the Spirit had the highest pickrate in the game, her killrate was only in the top 3. She was only the most popular killer, not statistically the strongest.
- Statistically the best 3 killers are Spirit, Billy, and Freddy. All of them have strong winrates and pickrates.
According to BHVR's own stats the following statements can be considered true.
- If Spirit was "overperforming", then she either barely grazed that bar or Billy and Freddy are coming close to it. (If they aren't already. If one of them is over the line I'd say Freddy is probably what BHVR would consider "overperforming").
- Nurse is no longer one of the best killers in the game. Statistically she is one of the weakest right now. She is only statistically stronger than Demogorgon and Clown.
- The Clown is statistically the worst killer in the game.
- Huntress is a very popular killer despite having a low killrate (if my estimate is correct Huntress is 14th.)
- Placing killer viability based on these stats is kinda tricky. But if these stats are true (which there's no reason to assume they aren't, then the following killers would be considered "not viable" at red ranks without a lot of help (Legion, Wraith, Nurse, Demogorgon, Clown, Plague, Doctor, Leatherface). (Hag would have been included due to her low pickrate but her high killrate disqualified her from what I would consider "not viable".)
Also, according to these very same statistics
- Hawkins, the Game, and Lery's are statistically the strongest killer maps. All of these maps are small, and Hawkins in particular has a distinct lack of safe loops, making loops winnable for the killer.
- Haddonfield is statistically the safest survivor map. This map features a lot of safe window structures and popular spots for the perk "Balanced Landing", allowing the creation of very long chases with minimal effort.
So with this in mind. I have a lot of questions for BHVR based on these stats.
- Are Freddy and Hillbilly on your radar for changes? Are they, what you would consider, overperforming?
- What exactly caused Spirit to be "overperforming"? Is it her pickrate or the combination of pickrate and killrate?
- Are there any plans to address the 3 statistically underperforming killers? And by "any plans" I mean, within the next 2-3 patches and not "they're on our list of things to address".
- Nurse was the recipient of a rework that, while on the PTB, received pages and pages of negative feedback from players. That feedback was ignored and the only addons that people considered good on the reworked Nurse were nerfed when she was pushed to the live server. Now that the feedback remains negative and the statistics show she is an incredibly weak killer at red ranks, are there any plans to go back and revisit this rework to try and address why she is so unpopular and weak?
- What is the reason behind Hag having an incredibly low pickrate. There are very few metrics that consider Hag to be a weak killer. The only logic behind her low pickrate is that people simply do not enjoy her playstyle for whatever reason. Is there any plan to make Hag a more fun killer to play as without necessarily increasing her strength?
I love hag.. but I hate how short she is.. alot of times I dont feel like playing her because of it.
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@SilentSpectre said:
Survivors hate having to do anything other than bully killers and hold M1 on gens. Doing totems is unfathomable to them.
Well I like cleansing totems and hate doing gens because it's boring..
Totem = free 1k bps
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@aregularplayer said:
https://us.v-cdn.net/6030815/uploads/026/5FM2BOJ3VC99.png
BHVR, you guys said matchmaking would match a swf according to the highest ranked survivor. This two guys were in swf and I got them 2 times in a row. What changed?
It worked as intended.. when matchmaking with a swf group it takes the highest ranked survivor and will not give them a killer more than 6 ranks different from them. It starts trying to find one of the same rank available and keeps moving ranks until it finds one. They we re e rank 3 the killer is rank 8... that's only 5 ranks and is in the 6 rank rule.
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@Fibijean said:
The servers are still experiencing issues, it seems. It sucks, but it's probably best not to play the game until the problem is resolved if you don't want to risk random losses and disconnects.
This isn't a new thing... it has been happening to me often since 3.2 I'll be in an xbox live party.. never lose that connection and the game will kick me and tell me no network connection.
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@DuckApproved said:
Freddy-
Freddy has no counter-play for any of his powers. You cannot interact with any of his powers in order to give Survivors a way to counter his abilities. When Freddy uses his dream snares he has no cool down or slowdown when putting them down. This almost always guarantees a free hit or down when trying to loop him. Also if you choose o disable the snares he gets a notification and can put them down again immediately. Then with his Dream Pallets, survivors can put them down, although similar to his snares he can put them back up almost immediately. While as a survivor you can remember where real pallets are, this is a unrealistic expectation for an entire team to do. Ways to provide counter play for survivors would be to give a cool down on his abilities for 20 seconds for each use. Also for his teleport make to so he has to commit to teleporting it and can't cancel it, giving survivors more options for counter-play. Another option for counter-play would be taking out the timer for the dream state and make Freddy have to manually put survivors into it. This would give survivors ways to counter his Swing Chains add-ons. Also a small quality of life change would be when survivors are put into the dream state and miss skill checks to wake themselves up, Freddy doesn't gain a notification, this would give survivor play styles more options for counter-play while still punishing them for failing.
Ghostface-
Ghostface and his Night Shroud ability is one of the best stealth abilities in the game, with no down sides. He has power creeped almost every other stealth killer in the game. He also has no down side when being broken out of his ability. Also with the broken reveal mechanic with his power when he leans around a corner makes him uncounterable. Ways to give survivors a counter to his power would be to make the reveal mechanic actually work when a survivor looks at him. Also since he has no warning before he strikes unlike Wraith they should either give Ghostface a warning sound or something before he attacks or give him 110% movement speed. Also another quality of life change would to give his addons that give his power a faster recharge rate a slight nerf.
I have to disagree with almost all of this... maybe give freddy a slight movement speed penalty when dropping snares and pallets (similar to oni picking up blood). Other than that Freddy is pretty good.
Making his power commit to teleporting takes all the mind game out of the power... so no.
So you want old Freddy back (putting each survivor asleep personally) it is now to easy to wake up and most of the time it's not worth the effort to do so unless your close to the clock. (Getting hooked, miss a skill check, find a friend and clock)
I understand forever freddy is annoying. You just have to work through it and use teammates or clocks to wake yourself up... other than that he can be looped like any other killer. Also change your build up I love losing killers with quick and quiet, lithe and dance with me, using LOS blockers.
Now ghostface.
I agree breaking him put of his power should be more smooth. There are times that I can't break him out for nothing and others when I continue ans succeed to break him out while he is behind a wall.
I dont think he should be made 110% movement speed... those kind of killers aren't fun. I understand the reason for the ones we have.. they all have ways to move faster (through abilities like spirit or teleporting like hag) or can hit you at a distance like huntress.
I dont think it's a good idea for any killer to have base movement speed of 110 and not have something strong to make up for it.
The down side of GF getting broke out is his power is on a cooldown and he can't stalk you till it comes back. Also of course he gets his red stain and TR back.