snozer
snozer
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/953253#Comment_953253
check knightlight my dude :F
I don't think you could mess with the game any more before EAC bans you.
So many mods to his files.
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If maps were balanced, they wouldn't be "FUN" for survivors, so no.
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They didn't fix the problem so nothing has changed.
People want some kind of tell when she is phasing during a chase because the stand still and do nothing "mind game" is utter bs.
All the other nerfs were not needed.
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@ppo8820 said:
Most players are playing killer. They said so on their livestream.
Then why is killer q instant while survivor takes ages?
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Only say gg if it is an actual good game.
If we destroy the killer, it was not a gg for that killer
If we go against iri huntress with mori, it was not a gg.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/953152#Comment_953152
I wasnt even refering to his interaction with survivors when posting that video. Go to around 4:45 and just ignore the survivors for a second. The guy is just constantly practicly CHANTING "Behavior, Fix your ****ink game".
It is fixed, her unpredictability is by design to delete her from the game without actually deleting her. They would have to refund the cosmetics if they did.
Survivors stopped complaining, and the disconnects have decreased. The goal has been achieved.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/953129#Comment_953129
His latest nurse video was mostly just him cursing the devs and PRAYING that nurse would function correctly. He DID eventually win though so...
All i see is a nurse vs mildly brain damaged survivors (rank 20s)
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It isn't a good time to get an accurate representation of nurse game play. rank 20s are grouped up in red ranks because they removed rank reset and survivor pips by existing.
you need to look at how the survivors play to determine if the killer player is good, or the survivors are just predictable robots that run in a straight line.
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base kit kindred is already in the game, it is called swf with coms. What planet are the devs living on when they don't even know what is and is not already in their game?!
Did they really just admit swf is op and should be nerfed without meaning to?
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@Broccoli_Jaeger said:
Are you playing on console or PC?
PC.
@HauntedMandalorian said:
I find playing as a Survivor to have a lot of lag. I've often been hit because I ended up glitching into a corner, or bouncing back from where I just came from by a few meters.
It only happens, maybe, for one match out of several, but it's still just as frustrating.
I am not teleporting around, the killers do, and it is not every killer.
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@anarchy753 said:
I really don't get how this is survivor biased.
As a killer player I'm really looking forward to this rework. First off, his cumbersome mode switching is gone, and he doesn't need to be a 110 killer to zap. Then he has static blast which can tier up multiple survivors which means I can actually put more than one person into tier 3 and stall them.
Yeah, the static field is gone, and for good reason. It was a 0 input mechanism that just showed you people for free. It was essentially uncounterable unless you spent 90% of the match in a locker. But more importantly, beyond tier 1 it almost never tiered anybody up, you still had to find and zap them. Now you can run any form of information perk like Discordance or Whispers and have multiple people snapping out of it while you chase another.
The loss of exhaustion add ons is pretty annoying, but flipping skill checks that appear at random points is going to be basically impossible.
confirmed that he will still slow down when using the zap by a dev on this forum.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/950655#Comment_950655
The random skill check placement is staying. The counter clockwise skill checks effect is replacing the Exhaustion effect on the Obedience and Iridescent King add-ons. Not sure why though. If the devs are trying to make Doctor fun to play against, then why give him an add-on that has a considerable chance to change the direction of skill checks (meaning you won’t know what kind of skill check you’ll get next) instead of just letting him keep the Exhaustion add-on? Too many Survivors relying too much on their Exhaustion perks?
Expect this to happen to all Exhaustion addons if this is the case.
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@Almo said:
But in doing the update, we focused on making him more fun to play as well as against.
LoL is littered with changes they made due to characters being annoying to play against. Most notably Darius, who had a 60% ban rate, but a 48% win rate.
Nurse would like to say hi to that statement
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/949941#Comment_949941
I can't remember if ever I've seen a post about survivors complaining about wanting more escapes or shorter gen times.
There are however half a dozen posts a day saying how OP survivors are and how everything they have needs nerfed even more or how gens need to be longer.
Why would you complain about something HEAVILY in your favor.
Just look at nurse, legion and spirit. These were a challenge, and survivors got them promptly nerfed with all the crying they did.
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You can't give survivors special abilities as everyone will just play the op one, we already see this with claudette because she is black, and the maps are dark.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/949840#Comment_949840
Thanks for the answer. Well, guess i will play normally but not with winning in mind :/
you need to make it obvious that you have no intention of winning, if you don't, you inflate the easy sides ego even more and they think they are actually good -.-
EDIT* it is pointless deranking tho.. the devs have "relaxed" the rank system so as a green killer you will still get red swf.
Survivor is to easy to pip and everyone is clumped up at red ranks because of the new rank reset.
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A failed anti cheat system that never gets updated and has been proven easy to bypass.
Legal cheats (voip) that the devs can't do anything about so they white listed it.
Solo players being left in the dirt, even tho it is extremely easy to buff them to swf level, but the dev's know that will decimate the game because they are aware that swf is unbalanced and gives to much information, so they refuse to do it.
Killers being balanced around rank 10 because of "FUN" for the highest paying customer (survivor cosmetics)
The engine.ini being available to edit to your hearts desire giving advantages to survivors as can be seen from many streamers (bight and LARGE killer light) because people want to customize their perk emblems.
Failed map design that is unfair and frustrating with no counter, every loop has a safe spot where you can see and counter anything the killer does.
most loops have giant holes in them to see what the killer is doing to eliminate mind games.
Strong loops that lead into more strong loops that lead into more strong loops...
Perks designed to give extra lives in a game where the base lives are already to many.
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You are not toxic, but it is hard not to get angry at the shoddy game mechanics and your knowledge on how to abuse it to its maximum potential.
So you take the brunt of the killers frustration and get camped.
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The devs achieved their goal to stop survivors complaining (a sign of a gutted killer)
They also said they are not going to do anything, so people have given up and quit or play anything else.
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Please nobody tell him how to abuse glitches in the game.
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You will get this just from playing ghost face. BHVR has taught survivors that if you dc enough against a killer you don't like, then that killer will be nerfed because they are not "FUN" This is what got the nurse, spirit and legion nerfed.
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Don't punish swf, BUFF solo to near swf level.
Remove blindness from the game, perks, add-ons, offerings as this only screws over solo players and does nothing to swf.
Kindred must be baseline ( devs don't want to do this because they think it would be to strong.. Well guess what? It is already in the game with swf!)
totems need to light up when touched
Traps need to light up when stared at for 1 second or touched (trapper-hag demo etc)
This would be a good starting point to get solo near swf level
Quick chat system with basic phrases like "he is chasing me" would also be a good thing to add.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/945319#Comment_945319
Think the biggest issue to this is just how much things can stack for either end of the extreme. Devs seemed VERY concerned with "Forever Freddy" slowing down gens by a large amount after slowly building up debuffs throughout the length of the game, but seem fine with the opposite effect of a perk/toolbox setup stacking together to pump out gens quickly. While I tend to be one that says to apply more pressure, its hard to do that equally well against a team whose members are getting the gens done in 80 seconds versus a team doing them in 50.
https://us.v-cdn.net/6030815/uploads/687/HGDYVWVA7548.jpg
Both ends of the extreme sucks. The devs took a step towards extreme slowdowns...just waiting for the opposite to come into play in which speed up times like THIS can be used at the very start of the game without any need to work towards them.
You will be waiting till the game dies then...
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They will find a way to make his power controlled by survivors because of "counter play" i can already see his shock having a map wide sound that it is charging, and give enough time for survivors to find a locker and negate it.
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did this challenge at r3, all you need is comodius toolbox with addons and use a shroud offering so everyone starts together.
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Simple solution to ds is to deactivate it if you hook someone else.
This is detrimental to survivors "FUN" so it will NEVER happen. The dev's nerf to decisive was a buff, let that sink in.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/941695#Comment_941695
Can't you down the unhooker if they instant save in your face? "Jokes" aside, what about windows :))
Windows just lead to the next pallet.
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You do know ruin doesn't prevent you doing gens right?
You do know that hitting space is not hard right?
By searching the map for ruin, you are doing exactly what the killer wants instead of just powering through it and making it useless...
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pallet- pallet- pallet- hit- pallet- pallet- they screw up, dead hard- pallet- pallet
hook them- find someone else- pallet - pallet- hook- instant save in my face- borrowed time- decisive strike- all gens done.
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"pips are not the win condition" or so i have been told (by a dev in this forum) , you won that match and it is your fault that you got a safety pip and not magically ending chases within 10 seconds.
"you are where you belong"
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i use to get 144 fps with my rig, it is at 120-130 now...
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Nah, just start balancing for the killers "FUN" like they have been balancing for survivors "FUN" and more people will come back to killer.
Until then, enjoy lobby simulator.
Survivor emblem needs to rely more on escaping.
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@Kycer said:
I mean look.. I understand the frustration of getting camped in solo queue so I don’t mind ONLY showing the killer’s aura when he is near a hooked person.. but showing the whole team’s aura to each other when someone is hooked as a base kit is BS.. it feels like it punishes the killer for doing their objective by giving tones of free information to the survivors.
SWF already has this information. It is already IN THE GAME like it or not. this needs to be baseline so the devs can balance around it.
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@Unironicalygoth said:
I always get killed cause collision
Running into a solid object that is not in line with the wall and sticks out like a boulder, and dragging yourself along a pile of junk that makes the killer bounce all over the place but not the survivor is a bit different
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The survival rates will shoot up if they make solo as strong as swf because the game is rotten at the core.
Instead of fixing the issues, they want to keep solo survivors fodder for killers, so the killer players won't quit.
It is all about being lazy.
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Well actually, the stats say it was a net buff so REEEEEEEEE!
Saw a dev basically post this, meaning they are going to do nothing because legion kill rate went up 1%
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@silverwolf4455 said:
A lot of the weaker killers only need small number changes to be more viable. But a lot of the unfun of games comes from bad map design.
A lot of maps are way to big, have some form of god window or just have a multitude of strong loops that spawn into each other than can be used for a 5 gen chase.
Problem is that their idea of balance is adding MORE loops, but slightly smaller, and have a long safe side and a short unsafe side... aka they are still safe loops.
I still cant stand springwood with safe pallets in the school and buildings, and a smattering of loops that lead into each other around the grounds... they hardly changed anything.
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The pointless statistic they use to balance the game says killers are over performing. The issue is that survival is not tied to pips as survivor so there is no weight to it. We also have the issue of survivors de-ranking to get to lower levels due to the lack of killers at red ranks, further increasing the kill statistics.
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The answer is yes.
The problem is that it is a survivor exploit, so abuse it to its maximum potential as the devs don't care.
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The proof is all over the forums that the nurse is under powered. The severe lack of whining from survivors complaining about nurse being op or unfair just shows that she is a pushover now.
When survivors are silent about a killer, it means they are not viable.
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I have a better idea.
Nerf toolboxes so they don't decrease gen repair time. aka make them useless but fair
Get rid of keys that unlock the hatch.
Now there is no reason to dodge.
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Survivors have a bad habit of getting connection issues when "secret" offerings are used by the killer.
TLDR survivors dc during the loading screen when killers use a mori, this is the result, and punishment.
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Detrimental to survivors so won't happen.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/928977#Comment_928977
What philosophy do you think they should balance around instead? "Killers/survivors should always win"?
"You win some, you lose some" should be everyone's attitude to competitive games, honestly. Not just developers, but players in particular. If you go into every game expecting to win, you're going to be disappointed a lot.
Survival rate is fine to balance off, you just need to make it matter so survivors don't do stupid things because they already got their pip.
Identity v does it perfectly.
2 escape 2 die = tie
3 escape 1 die = depip killer
3 die 1 escape = depip all survivors.
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@projecteulogy said:
I want the stats when it ends. because now killer survivability is going to tank since their previous stats did not include games with DCs. So a HUGE amount of the overall games were never accounted for when putting out kill ratio stats.
I just suicide instead of DCing anyway. Now i see even more people first hook suiciding instead of DCing. If a lot of people follow suit, this will now cause killers to have a much higher kill rate, which i'm going to assume will lead to even more nerfs in the future because they base everything solely on stats. gg
God i hope so.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/928093#Comment_928093
Yes it's the omega blink nurse one but since you know Zubat you will know how fast he can and does win games at times.
Doesn't matter if he is one of the best as even they will and do lose sometimes. It just shows that out of the games you probably watched you saw one 😉. Scott loses quite a lot and so does Tru3 but in terms of win ratio they are all far above the 50% ratio and I would say even 75% for these players.
It shows good players do well at the game.
And then you watch their vids and realize the survivors they win against fall for moon walking. and then when you try it yourself, nobody falls for it.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/927597#Comment_927597
Sure. The first one is a classic.
- Mistakes at shack.
- You can hear the generator next to shack being worked on, but he didn't chase them off of it.
- First down at ~1:30
- Gets pallet stunned
- First hook at ~2:15
That's a long time for the survivors to have nothing to do but generators. It just looks like a bad match to me, we all have them.
The second one is pretty outdated at this point. It all went downhill after that DS on first down. Fortunately it's not like that anymore, so that wouldn't happen these days.
There's nothing wrong with having a bad match every now and then, though. Sometimes you'll kill all four before a gen is done, sometimes you'll go against good survivors and get every mindgame wrong and lose. That's nothing to be ashamed of.
TLDR
Killer must play perfect with zero mistakes and ability to mind game obstacles that we put 300 holes in so survivors can keep track of them at all times with no effort.
survivors can make as many mistakes as they want and we will padd it out with second chance perks and multiple chances to live from the hook, because potato balance.
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@liviu1911 said:
https://forum.deadbydaylight.com/en/discussion/comment/927687#Comment_927687
that we know , but why is that a thing tho ? his game didn't crashed, he wasn't loaded into the match , i asssume servers logs or whatever info the server gives , can tell if a player crashed or dc'd by his choice... right :) (again , he dc'd 2 times before by his choice )
to prevent survivors pulling the plug after seeing certain killer offerings.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/926605#Comment_926605
You need to look beyond Pip-Rate.
Other metrics are needed to look at how fair or enjoyable certain aspects of the game are. The game may be balanced with regards to Ranks/Match-making, but if the game feels unfair due to harsh/luck-based mechanics or not enjoyable due to boring/annoying game-play, then players are going to leave and play something else.
Metrics to indicate fairness, enjoy-ability, etc, are needed to ensure the game is still fun and engaging to play.
i only responded as i did because you are asking for a metric that is meaningless.
Survival rate is meaningless because people do stupid things that get them killed when they shouldn't or want to get killed.
i agree that we need to balance on other metrics, but it seems the devs will not do that.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/863438#Comment_863438
I'm going to assume the Survival-Rate of Red Rank SWF is significantly higher than the overall average for the player-base. Would it be possible to see that statistic?
Other useful statistics that would help measure the influence a SWF group has are:
- Frequency of aura-reading perks (Spine Chill, Alert, etc) - I'm expecting SWF to equip less aura-reading perks than Solo Players due to the communication advantage
- Generator Repair Rate whilst a Survivor is being chased - Again due to the communication advantage, SWF groups should have a higher rate than Solo Players
- Killer Power Success Rate - Killers such as The Pig, The Shape, The Trapper should have a lower success rate at triggering their powers than The Nurse, The Hillbilly, The Cannibal. This is due to SWF communication nullifying stealth and traps mechanics
- Hex Perk Removal Rate - Again due to the communication advantage, SWF groups should have a higher rate than Solo Players
These are a few useful statistics but should hopefully indicate how influential an SWF group is and why they can be rather annoying to play against as Killer (especially in Red Rank).
Red rank survivors derank allot because wait times are longer and they get the same killers over and over again.
Balancing the game on a metric that is not important to pips, and nobody cares about because they actively want to be killed to derank is a terrible idea.
How many times have you gotten extra kills after the gates are open?
now how many of the dead survivors do you think got a pip anyway?