sulaiman
sulaiman
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@Chilli_man2400 said:
ANOTHER DEAD HARD THREAD!!!
Im going to continue it now! Here’s a new argument I have with the perk. We shouldn’t have a perk that makes the killer thinking twice about hitting there prey. Imagine if in call of duty there was a perk to make you invincible from grenades and bullets and you couldn’t shoot the guy if you found them?
That’s bad game design. If I find a survivor that’s injured I deserve that down. It breaks the immersion cause you have to sniff at there ass just make sure they don’t have it where I would have just downed them. You shouldn’t have to completely change your gameplay just to counter 1 perk.
I hope this attention brings this issue to light.
Its ok with me, if we apply the same logic to survivors. Survivors shoulndt need to think twice about repairing a gen or leaving it if the killer comes, so nerf eruption, ruin, dead mans switch, pain resonance, bbq, call of brime, gear head, merciless storm, surveillance and dragons grip all need to be nerfed too.
Unless you think the game is about decicion making, including whatever or not you hit a survivor, or commit to a gen or better leav it.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362196#Comment_3362196
Let me provide my feedback in the same thread.
A perk that is used in every match (almost) up to 4 times... for 6 years is a red flag. Alright?
We are surely dealing and baiting it out... but it's *everytime*
You are aware that EVERY perk is used in every match up to 4 times, because that includes 0 counts of the perks as well?
So every perk has a red flag, and this whole sentence has no meaning.
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I can only say, that i play both sides equaly (survivor as solo only), and while i struggle with eruption, i never cared much for dh. Did i use matches to it? Sure, but only sometimtes.
I think eruption has way more potential to break the match early on, and there is not so much skill needed from the killer to do it. If a killer uses eruption and chose to tunnel one survivor out, the match is almost done, but drags on, just with no real hope of winning, and it gets boring as hell. (yet, some killer seems rather disappointed if you just run up to them to get hooked. Dont make the game boring, and people dont want to give up)
DH has much less potential to turn the match around early, because that only works if you got a skilled survivor using it anyway. However, since DH can be run by all 4 survivors, it can become really annoying, and in times, just as frustratig as eruption.
So i am rather glad that eruption gets changed, and to me, at the moment, dh is not that urgent.
Also note that i usually run neither eruption nor dh myself (outside of challenges and such)
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@NewPlayer100102 said:
Saying things like Eruption was uncounterable, likely build the social trend you're complaining about. Its impossible to trust anything you say when people went and countered it.
I do think its a little stupid to pre-cry about an outcry that hasn't happened yet.
But still, weather you're aware of it or not, you're doing quite a bit to build an antagonistic us VS them environment.
It doesn't help that a developer basically said they check the forums for balance needs...
The think is that its only countered by swf, widening the gap between swf and solo. But that gab should be narrowed instead, and, with time, if killrates go down to much, killer buffs will be the way to go.
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@ChuckingWong said:
Im already stepping away from this game. It seems they just want to pander more and more to survivors, there is no argument anymore the game is literally tailor made for them, they are safe AT ALL TIMES.
Until a 3rd health state is out of this game, it's just gonna remain uninstalled.
And yet, kill rates are over 60% for all killers. Can you explain how that is, when survivors are save at all times?
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While you did comment on hostage situations, you avoid clarifying some things.
Like, why is an action legit if only one player does it, but becomes bannable if 2 or 3 players do it?
That is the classic 2-survivors-left-and-not-working-on-gens-scenario. Before, i could only guess if the other survivor is working on a gen.
But now, with the survivor-action-icons, i know exactly that he is not working on a gen, even if i am hidding from the killer and i know he is not near because i usually run bond.
In this situation, it would be a bad move to keep working on a gen the killer comes back to, because i take all the risk and the other guy does nothing. However, if i start to to the same as he is doing, i am comitting a banable offence (keeping the game hostage).
I am not clear about that. Are both players keeping the game hostage? if i touch the gen again once in a while, even if just for 5 seconds, does it become non-banable, or, if reported, is just the other guy in danger to get banned?
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@Tjiani said:
It's still preventing someone else from playing the game. From doing nothing at all the entire match. And I fail to see why a person who WANTS to play the game, should pay the price for someone who decides to be toxic for no reason at all
Well, i feel the same, because i just played several killer games full of flashlights and sabo-squads, where i could down people, but never hook them. Do you consider that to be toxic and being prevented from playing the game, too? Because i do.
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@Basement_Bubba420 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348833#Comment_3348833
I take it you didn't read my whole post. The numbers work out just fine. If you're having trouble please reread the last sentence of the second paragraph.
Here is the dev article from Riot concerning the 9%.
https://nexus.leagueoflegends.com/en-us/2018/10/dev-removing-cheaters-from-lol/
The 20% is from a livestream event. I'll try to find it.
I am not sure what you mean by examined time and demographics. Can you clarify?
Yes, i have read your whole post, but i am not a native speaker, so maybe i did understand something wrong. But still, you only have statements, not statistics.
With demographic i mean that we do know form behavioural science that children and young teenager tend to cheat way more in games than adults do (although the studys i do know were about boardgames, but i think it is comparable).
Also, the consequences of cheating in a f2p game is next to nonexistent (since you can always create a new f2p account). So it would be interesting to see what age groups are those cheaters. I would suspect most are teenagers, and thus, a lot of them will actually grow out of cheating. You see it here in the thread, people telling that they did cheat way back, but just dont do it anymore. I think that is plausible.
So the time aspect is related, because i think if you watch the habbits of cheaters for 1 year while they are still 13, it might be way different if you watch it for 10 years and they have grown into adults.
Sure, there are adults that cheat too, and they might not be that easily reformable, but since we dont have any knowledge about the demographic, we dont know if those people are 5% or 50%, and i would think knowing this would be a prequisite for taking action.
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@Basement_Bubba420 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348795#Comment_3348795
My entire premise is ridiculous? Followed it up with "something something LoL statistics?"
Really? Including statistics is now ridiculous? Why do you think this?
My logic is based on statistics, yes. Statistics that include reformation rates of another popular online game. My logic is predicated on studies (you can just google these or LMK if you want a link) that the behavior of video game cheating are largely based on personality and cultural traits. Personality traits that change very little and culture which takes decades to go through significant transitions.
If I could surmise your point it would be that
- One innocent banned is too much.
- Cheaters use free or low cost Epic accounts.
Yes, someone can always get a new account. There is no solution around this especially if they bypass HWID bans. This is a problem that is already in existence and will likely be in existence forever. Thank you for mentioning it. Should we not ban anyone because of this? It seems to be a fallacious point. So I'll stick with the first point you made.
- One innocent banned is too much.
Okay. I disagree. One, this argument can and will be used against any prohibitive or punitive action. Yes, innocents will always be the victim of any process. It is it inevitable. Whether that's because of the process itself or the abuse of the process by individuals is a separate matter but I just can't see this being a coherent argument if you actually apply it to society.
Two there are solutions to this. Solutions that already exist. Maybe there could be appeals process. Maybe the ban could only apply if the VAC ban is less than a year old.
Did I surmise your point correctly? Is there anything I misunderstood or left out?
You didnt include any statistics at all. You basicly said someone has statistics, and based on that, they claim that that only 9% of cheaters reform, while only 80% of cheaters unbanned were banned again. Not even these numbers add up.
And we have no information about anything, from demografics to examined time to what where the basic parameters.
including statistics is far from ridiculous, so feel free to actually include some.
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341918#Comment_3341918
"Simply wait it out" - lmao
That didn't work as a counterargument for Eruption, so it doesn't work for Dead Hard either.
It didnt work as a counterargument, because unlike the killer in a chase with a dead hard user, a solo survivor on a gen has no knowledge on when to wait it out. The fact that you dont know the difference seems to say all about how usefull a discussion with you about dbd balance is.
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Interesting thing. If i play killer, i hardly notice the difference. Yes, the survivors get 1-2 more gens done, but a lot of games still end in a 3+k ( i dont slug for 4k, but race the survivor for the hatch, but thats why i count only 3+ as one result).
Killers are dredge and hag.
However, as solo survivor, matches got a little better for the most part, or at least feel better, because while you are in a chase, you can at least see that 2 others are working on gens, instead of just hoping they just don´t hide all.
Also, the games feels still ok if only 2 survivors are left, and you can see the other guy works on a gen just like you. Its ok to die if you tried, but if you see the other one is just hidding and keep away from gens, that changes a lot.
All in all i would say we just wait how it works out. If solo survivors escape rates are skyrocketing, devs will rebalance other aspects to restore the balance, which is simply easier, if you dont have to take care of a big gab between solo and swf.
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I personally dont think swf and solo are now at the same level. However, in the right solo team these buffs can be very important, so i think they will just wait a little until all is settled, and then, if kill rates have fallen too far, they will adjust killers.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331063#Comment_3331063
If it's reasonable to find the survivor actively not trying. They are dead and the other is out the hatch. Can't stand people who give up like that.
The thing is, how does the killer know? He was around my gen searching for me for a long time, but i was activly avoiding him, so he didnt find me. How does he know in the end i was the one doing the gen?
Also, i had heard that a lot in the past from killers, but whenever i got found on a gen and the other guy was not, i died on the hook, because the killer didnt want to waste even more time. So even if you do it, it is quite rare, at least in my matches.
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I miss it too. I really loved it, at least as survivor. But back then, i was a survivor main and only seldomly played killer, so i really have no memory of it as a killer.
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@Edilibs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327516#Comment_3327516
Hey! I don't care about all that, the whole point is the killer experience is now significantly harder! Everything else your saying about swf is irrelevant!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327519#Comment_3327519
Desperately? I disagree, people are just bad at the game overall because they make dumb decisions that gets themselves and the team killed! That's the truth and the matter of fact!
The game is horribly unbalanced now! You can't tell me it isn't!
yes it is, killers stomp solo queue still, and in return get stomped by swf. But you ignoring one factor in favor of another doesnt show you the picture.
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Went in to report it, same issue.
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@RaSavage42 said:
But isn't that a point... if players want to run those kind of perks then they gotta deal with the risk
Also it would be something that both killers and survivors can play around
Ähm, care to explain how a survivor can play around fearmonger? I dont understand how that works.
No great skill checks and difficult skillcheckt together for just working on a gen, and one perk the killer uses, without any counter?
Wouldnt the difficult skillcheck just replace the regular one, because every killer would run fearmonger, and new survivors would just blow up?
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I disagree with tunneling being a matchmaking issue. Because how would you balance the matchmaking?
As long as a killer doesnt get a 4k in a match, he will try to improve to get it. And the easiest way to do that is tunneling.
So, unless you balance matchmaking around a 4k anyway, some killers will still tunnel, because matchmaking being balanced around a 2k gives the killer this room to "improve" theirs stats.
And even if you balance around a 4k, only some of the killers will stop tunneling, some will do it anyway.
Thus, i belive it is not a matchmaking issue.
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@MaTtRoSiTy said:
What amazes me though, is that knowing the penalty is off I have had a Nurse with full slowdown who was slugging at 4 gens.... like, what do they think is going to happen lol?
Considering penalties are off it otherwise hasn't been too bad for me, much to my surprise
An easy game for nurse? Because even if only one guy dcs, its just getting easier.
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I got some hard rubberbanding last night, but it was only once and the killers name was implying he was using lagswitching as a tech. Thought that was what he was doing, so i reported him. Coincidence?
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The game is balanced around the killer beating solo survivors but being beaten by swf, because of the power difference between solo and swf. So you basicly asking the killer if he want an easy match, or a hard one. Guess what most killers would choose?
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It is strange though, that if one survivor hides, it is ok, if both do the same, then it becomes a bannable offence, even if you have no way of knowing what the other is doing.
I ended up dead so often because i was the only one trying to do the last gen, while the other guy hid. Funnily, a lot of killers tell you they "usually" go for the other guy that is hidding, but just this game it was easier and faster to kill you off.
However, if the killer guards the bleeding guy, i start recording and hide.
Had several games where the killer waited till bleedout, then picked the guy up and let him go, to led him to me, because i hid and didnt help.
But since working is a bannable offence too, start your record early.
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@DyingWish92 said:
Can someone answer why the devs added +10 gens if they were going to add OP crap like this perk combo?? The added +10 did nothing and I'd argue gens are even faster then they were before. They completely gutted Thanatophobia and Ruin and you've got stuff like this in the game? They also didnt touch prove thyself. Wow I wonder why so many killers are running Eruption, Brine, Overcharge meta because these speed up gen perks are pure cheese and you still got prove thyself which tons of people are bringing on top of it.
I think they seriously need to stop adding regression perks and speed up perks at this point and start focusing on these maps and look into why gen perks are being used on both sides. I have been unable to consistently have fun games of killer tonight because of the speed of the gens. Every game someone has prove thyself or toolboxes with BNP. And if they aren't using that they've got Hyperfocus/Stake out or something else. I'm literally resorting to knock out builds and leaving people on the floor to try and slow the game down which is somehow working a little bit. You get little to nothing out of hooking people because you can count on a gen popping as your bringing someone to a hook. Deadlock is a 100% must in every build I use now. It's frustrating, boring, and lame. I love this game but am so sick of this massive flaw that's been in it forever. You play killer you feel like you have to be at 4 places at once to apply enough pressure to stop them from finishing! I used to play killer most of the time but as of recently I'd say I played survivor 75% of the time because it's less stressful and doesn't feel as bad when you lose.
Funny, i reduced playing (solo)survivor and play way more killer, because i feel its less stressfull...
Also i dont run slowdown perks, but i got a killer i feel really good with and manage to get good results.
But to be fair, my games are very binary, i either stomp the survivors for a 3/4k with 1-3 gens left, or i get stomped with 4-6 hooks, depending on swf, map, and rng (my mainkiller is dredge, and he depends very much on locker placement around the map).
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305766#Comment_3305766
Yeah...so.
Those kill rates don't include games where a survivor suicides or AFKs, and I see a survivor kill themselves on hook in at least a quarter of my games (and watching high MMR streamers, it's about the same). So that's 4 guaranteed kills right there in maybe a quarter of games. They also don't indicate which games are against SWFs (what the game should be balanced around) and solo players - but we know that SWFs escape maybe 15% more?
Suddenly, that 60% is more like 40%, if we focus on SWF games without a quitter.
It's also almost certainly going to go down quite a bit next time, with a new meta starting to emerge in SWFs, some batty new perks added (Fogwise is prenerf OoO levels of absolutely broken in SWF), Eruption and CoB almost certainly getting nerfed due to the endless wall of forum QQ - and we don't know what effect the status icons are going to have either.
Personally? I don't care about gross kill rates. I care about kill rates in SWF versus Killer, especially on broken maps like Garden of Joy (did...nobody realize that the main structure could be an actual infinite with the right window spawns on an already strong map?). And if BHVR do accomplish their goal of getting solo close to the level of SWF, then yeah - something is going to have to give.
The thing is that the 40% kill rate vs swf is balanced by the 80% kill rate vs solo, because solo is about 50% of the matches.
Also, the TO said the game is survivor sided, which includes those solo survivors.
I totaly agree with you, that the game is swf-sided, but vs solo, the killer has clearly the upper hand.
My killer games are actually very binary, where i either stomp the survivors, or get stomped by them. In my matches, there is nearly no middle ground.
And while you might focus on killer vs swf, the devs shouldnt, because solo is half the survivor player base.
Yes, IF they get solos on a comparable level with swf, then killers should be buffed, not nerfed. However, i doubt that will really happen. They might close the gap a little, but maybe not enough to warrent a killer buff.
The only way i see it is a competitive vs casual (but thats marketing, what i want is swf and solo queue) with different balancing, so both queues could have about the same kill/escape rate, and thus, killers would have no problem with swf or solo.
You could also balance the competetive (swf) queue around 60% killrate, and the solo queue around 50%, giving killers an incentive to take on swfs.
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@BillsHere101 said:
This game is survivor sided and yet you want killers and their perks nerfed? After your wishes are granted, what perks will you complain about next? Killer aura perks? Ha ha don't make me laugh. I can't wait for 2023 and what their new complaints are going to be.
Can you explain how a 60%+ killrate is survivor sided? On what kill rate would you see the game as balanced?
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Correct me if i am wrong, but even with 10% faster gen speed, a 110 sec gen would give the killer more time than he has now, meaning he can still just camp and tunnel against solo with again a higher success rate.
Its a big buff for killers, and even though you hit swf harder, you still hit solo too.
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I think the problem with tunneling is that it works so well. Imagine killers would get some more buffs, and getting a 2 kill 2 escape were about the given in most matches without tunneling. Then killer would still tunnel, because they want to get a 4k. And thus the killer would only stop tunneling if they get the 4k anyway, and then only maybe.
So i dont think it is about the need of tunneling, or balance.
The only reason for you not to tunnel is basicly yourself.
At high mmr, you get more swf, thus more coordinated opponents, and tunneling helps you to keep up and not not derank.
However, thus you stay in the bracket where you have to tunnel. If you dont do that, you will simply lose mmr, and might end up in a state where you dont have to tunnel just to win.
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I know the problem, because i either got matches where i just roll over the team, and then there are matches where you struggle to catch a single guy, there seems to be little in between.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299130#Comment_3299130
I'm from the u.k. so i have had to play on euro servers a lot. Particularly on tera where i was locked to euro servers. And a lot of europeans speak enough basic english for vc to still be a useful function.
well, i am from germany, and i got lots of french and russian guys that dont talk any english at all, along with some italians(or maby spanish, i am not sure).
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The fact that you think looping is the only way of defense for survivors shows how little you know. I know that a lot of players prefer looping, but not being found in the first place or let the killer waste time trying to find you is also a defense.
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@Adaez said:
The game reached a point where there's so many killers and survivors and a lot of people are quitting because of the poor state of the game.
I've quit the game and I dont think I will come back until they change the system of releasing new characters every 3 months instead of fixing the game and focus on the things everyone complains about.
At this point I think a lot of the playerbase that play dont have any fun anymore,they just play because the game its addicting and its an easy way to pass time.
The problem is, that you can get only a few people to agree what a "fixed game" is, as there are so many viewpoints about it.
I mean, half the community thinks killers are op, the other half belives survivors are op. Make them both agree to what is needed to fix the game...
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Running around in circles as often as you can before you get hit is not a thrilling mechanic.
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@HoodedWildKard said:
Personally I think information perks at basekit would still buff SWFs. It's hard to make callouts in VC on dbd. Unless they are near an obvious feature like main building or killer shack. Aura reading would be a huge boon to SWFs that they really don't need.
You are on the mark though. Solo q is god awful and needs a buff that will not benefit SWFs. My personal suggestion is add in game VC. It would helps SWFs a fair bit and go some of the way to helping them co-ordinate a little better.
The arguments against it are pretty weak. People claim it will have a toxicity problem. (You know, like every game that has VC ever) well that is why there are mute block and avoid functions. And BHVR have said the game is not balanced around VC. Well SWFs get VC anyway, more so, now that discord is directly usable on the xbox and will be soon on the ps4. So it would be best to add it then adapt the balance for voice chat. The game can be a very fun social experience.
But atm it sucks for solo q. Especially at low mmrs. Killer is so much easier to play and new killers will always shred new survivors.
Edit: perhaps information basekits could be applied only to survivors that are not in a group. Should be easy enough to do.
You just dont acknowledge the arguments against it. The biggest problem is that you have to buff killers for the information that can be relayed with vc, but in europe for example, voice chat does nothing, because you have lots of players from different countrys with no common language, and sometimes not even a common alphabet.
VC would do nothing for them, but still they have to deal with buffed killers. Or you dont buff killers, that then have to deal with vc groups in every match instead of just half of it.
I dont know where you are from, but i think most people in the us just try to ignore the language problem, because its not their problem.
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297731#Comment_3297731
Well why not buff solo queue teammates on a meaningful level and then we can potentially make many other killers stronger as compensation?
Because you can´t. While you could give solos much more information, up to the level of swf, it would, in my opinion, change the core of the game, which actually resolves around a lack of said information, that is just bypassed by swf.
But no matter how much information you give solos, you can never make that random guy play with you in a team if he dont want to, you cant make him unhook you, you cant make him do a gen instead of waiting for the hatch, and you can´t make him risk anything for you if he doesnt want to, but which are the things that lead to great swf experiences and is another aspect of their power.
You can maybe close the gap a little, but that doesnt mean its warrenting buffs for the killers strong enough to take on swfs.
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@AverageKateMain said:
Okay I'm confused by this rant. You're saying people who swf are bringing up solo as a way to buff swf inadvertently? You are aware 5% of people actually swf and the 95% of people are those who consistently solo. This take is very weird to me cause you listed arbitrary perks like Resurgence when that perk requires other perks to be good.
Suggesting people to run perks to counter 1 aspect of he game that's problematic is quite literally why we have the boring meta we have today. You listed Exponential as a counter when that perk isn't good with how much set up you require and assumes the killer won't just snuff the boon immediately. Plus it's rarely in shrine to even consider as a viable perk to obtain.
They've been giving both sides changes to make games less painful. Are you intentionally ignoring the killer changes just to focus on survivor ones? Cause that's not arguing with good faith. Also let's not say survivor Gen rush builds are op as if killers aren't running full slowdown.
I don't want to be a jerk but it sounds like you had a bad couple of matches and instead of logging off and doing something that won tilt you, came to the forums to rant
Can you explain where you get that swf-quota? Because the last time i saw statistics, swf were in 50% of matches. Yes, sometimes only 2 people swf, but the claim that only 5% play swf seems very off to me.
to the TO: as long as swf and solo are in one queue together, you have to take different levels of information into account, and information is power in this game. You cant buff killers to fight swf, because solo will have no chances, thats why killer is somewhat in the middle, usually stronger than solo but weaker than swf. The last patch already changed that power level to make them even stronger vs solos and a little less weak vs swf.
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I am a dredge main, and he is not really weak, but he depends on rng, as i had maps where all lockers where on one side of the map and the other side was basicly just empty.
Also, it depends on locker placement how much locking a locker hurts you. There might something need to be done about that.
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So, you have been a killer main with lots of experience. I dont know how much survivor you played before, but it might be you were considered low mmr because you didnt play survivor much, while your 3k hours experience as a killer easily transport over to survivor.
So maybe wait till you come to a bracket where you get potato teammates but more experienced killers, and see how easy the game becomes once your teammates or you are camped and tunneled almost every game.
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I actually had it switched around in my memory, her kill rate in high mmr is a little bit lower, but not much. However, a killer with a 60%+ kill rate in high mmr hardly seems unviable to me.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3288377#Comment_3288377
And Nurse has basically the lowest. Looking at killrates in isolation is meaningless without looking at why that might be.
But kill rates at high mmr is just 2% lower than on overall mmr. What do you think why that is?
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Well, for me, after the nerf, it was no fun anymore. I just dont like it if the game just revolves around running in circles. Before the change, it put the guessing part on the survivor, afterwards, depending on your headphones, you could just loop her and camp a palett like with every other killer. She was my backup killer anyway, so i just got back to hag, with a side of doctor (who both dont care too much about looping, either).
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/3286796#Comment_3286796
If only you could handicap yourself in a video game playing weaker killer, perks or no perks at all. That would be more challenging. Guess thats a no
So your answer is: "if you want a challenge, play a killer you dont enjoy". Yes, i agree, that would make playing the game way more challenging. And what are weaker perks, in your opinion? I run no slowdown perks, and even 2 hex perk on my favorite killer. weak enough? or does it have to be perks that dont do anything?
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Thats no wonder. Before, the balancing put the killer like in the middle between solos and swf, but 6.1 shifted that balance away from solo to swf, because the hard times a good swf could give you was one of the reasons a lot of players quite killers.
And now you have to get really lucky as solo survivor to get some competent teammates, but one single weak link just loses the match. So as soon as some players see a weak link (like you go down and see one guy hide at the other side of the map, or going in circles in the basement (no joke, i seen both several times)) you know the game is lost, and a lot of players try the matchmaking roulette again.
a 3swf can compensate for one teammate, and a 4 swf still has all the advantages, and thats why some killers still want more buffs.
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2 Calm Addons, Distressing, Starstruck, and whatever i feel like among Unnerving Presence, Overcharge, Eruption, Oppression, and even BBQ.
The moment you hook the first guy, Starstruck kicks in, you use StaticBlast to find the survivors that are just affected with Starstruck, and you just snowball from there. Works best on The Game/Midwich. There was one match on Midwich where i didnt 4k (actually, 3 of them even escaped), but usually, on those maps with this build i get a 4k.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3285745#Comment_3285745
Thats a bit different because altough both what you cite and what this thread is about are related to poor impulse control, FOMO, gacha and lootboxes are more related to adictions (especially gambling) and the rush people feel when playing games of chance where there is a BIG PRIZE!! the other is more related to issues like anger, delusions of power, domination and sadism.
Both are consequences of poor impulse control but differ on the source for such conducts, in other words, the trigger is the same (poor impulse control) the reasons are completely different.
True, but the point was that the argument in defense was taking away any responsibility the individual has because of poor impulse control, and that is an argument used in both cases, which i disagree with. It was just because i see that argument as flawed.
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I miss the gameplay from 2018, but not the balance then. I miss the stealth aspect of the game, back then, you could juke killers, nowadays you mostly hide before they see you.
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285698#Comment_3285698
Impulse control isn't exactly something you can teach someone to have control over there are people with impulse control that know about the practice of fomo and still get affected by it
It is like a mental illness that can be triggered very easily some people have better control on their impulses than others and some can go oh eh I don't like or I don't need it so I don't care but people with poor control will go into debt if their impulses get triggered
It is why loot boxes are a big problem for a lot of people tie that in with exclusive timed items and you will cause a person with bad impulse control or gambling addiction to lose money just to get those items even if they are simple cosmetics
The problem is, that this line of argument completly takes any responsibility for their own behaviour from the persion itself.
They just cant help themself, so its not their fault, its everyone elses fault.
It is actually the same reasoning that was used in ######### cases 40-50 years ago. The man had poor impulse controll, and the girl a short skirt. We all know whose fault that was, right?
I perfectly agree that you should call out (and probably boycott) companys that target this vulnerable persons, but taking any responsibility away from them is something i highly disagree with.
I would boycott, but actually i havent bought anything since patch 6.1, and i play next to no matches at the moment anyway, so there is not much for me to stop doing to send a sign. Maybe stop reading the forum.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3282275#Comment_3282275
Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.
So what? every single lobby when i am playing killer there is either devour hope, star struck or noed. Should they all be nerfed with a 100% pick rate?
(yes, i know how this actually works, its just overstated to show why that is not an argument but just anecdotal evidence and statisticly not significant).
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What should they have been? They should have been distinguished between solo and swf queue, because those are actually 2 very different games, and a combined number just hides how imbalanced the game actually is.
@Omans said:
Feels bad for the devs that there are so many players who aren't interested in a balanced game for both sides. The first page of posts in this thread are...grim.
Well, its actually the devs who aren´t interested in a balanced game for both sides, otherwise the solo/swf problem would be adressed in some way, which they dont. And you cant balance both modes at the same time, unless you balance around average, which mean swf and solo in itself are both unbalanced, one favoring the killer, one favoring the survivor, but overall, it seems fine, even if its not.
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@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282834#Comment_3282834
I disagree. Survivors don't even get information about the perks their own teammates are running if they're solo.
I don't think they should be able to see the killer in the lobby, as this would be detrimental to stealth killers, but I don't think the killers should have information on the survivors either.
Survivors are expected to hope for the best in every game they enter, while killers can cherry pick their games/perks if they see too many beamers, toolboxes or medkits. Neither side should have an immediate advantage before the game has even begun.
They do sometimes if they use the pregame-chat. Thats what its for.
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@Mockingjay_S451 said:
https://forum.deadbydaylight.com/en/discussion/comment/3282480#Comment_3282480
This! Because let us also add that you queue for a lobby, then have to queue again where people should be ready but do not go ready. Then somebody leaves and timer starts again.
You should ready up and go into a match. I don’t care if I see who my fellow survivors are before I go into a match.
I always communicate if i got a challenge/daily to to, or details about my build, like "i need totems for inner strength", or "i run boons, so dont break every totem you see", or "i run wake up so let me unlook the door, i can do it faster" before the match. It gives the survivors time to adept to their teammates and their builds, too. That most people dont use it doesnt mean noone does.