valvarez4
valvarez4
About
- Username
- valvarez4
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Well, survs can have a perk as pgtw: when you’re unhooked and you touch a gen in 45secs this gen is done 25% more.. Or a perk like noed: at egc you move faster and the killer needs 3 hits to put you in dying state.
that means they should nerf pgtw and noed?
-
I have 4.000 hours and I saw b&c in almost 90% of matches. It’s with undying, ruin and tinkerer the meta perk. The other one is pgtw. Yes, I know killers say they only use it for the bps, but I use kindred and I can tell you perhaps in 1/50 matches the killer didn’t see anyone. And as I said so many times, it shouldn’t show the aura of survs in dying state.
-
@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/1880864#Comment_1880864
Oh I could careless about what goes on. I play both side and don't bother with undying and ruin. Both sides complained about everything don't you know? I haven't play freddy since his pre-work cause of how bland he gotten.
And if survs do 5 gens and you can’t kill anyone and then you hit someone at egc and facecamper him isn’t a broken mechanism?
-
@DragonMasterDarren said:
We saw with Insta-heals that if the devs make a change to something overpowered then everyone will run that thing and make games miserable as a form of protest, and we saw with Moris that the devs have learned from this and shadow-nerf things in order to stop scenarios like that happening again
So, We probably all know that 4 DS-Unbreakables is about as fun face as a god Nurse, so i'm certain that if the devs are going to change the combo then it'll be a shadow nerf that comes out of the blue, in order to prevent the scenario where every survivor runs it and making every game boring as hell
That may just be wishful thinking though, what are your thoughts?
Did you see it with MoM nerf too? Because I didn’t see it since the “rework”
-
@UkilledLegion said:
What are they want?
Guy, you have 5-10 new post about DS+UB every day
-
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1880201#Comment_1880201
If you want to be taken seriously stop calling him pay to win Freddy. That’s just ridiculous.
Guy, you buy it and you 4k 99% of games against solos. Pay to win is the accurate definition
-
5 games today against pay to win freddy with undying+ruin+tinkerer+b&c in red ranks. All solos = 20k
-
######### in 1st hook. A depip for all, killer too
-
Agree. Killers should be nerfed and survs need another objective
-
@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1876838#Comment_1876838
How does thrill of the hunt have to do with slugging?
It's a totem perk which gives a notification when someone is on a hex totem.
Absolutely nothing to do with slugging.
The only time you get benefits from it is when you play a full hex build with haunted ground so all totems are hexes, other than that it's pretty much a useless perk on it's own.
And people who slug a lot are most likely to use deerstalker to find you in dying state and not bbq
Deerstalker, sorry
-
@Mandy said:
I have absolutely no problems with BBQ as a survivor - it's an earnt perk, it's useless if the killer doesn't hook anyone and it's also completely outplayable as the aura reading is for such a short space of time, it's also countered by lockers, faking directions etc.
Also, I dispute the fact that it would require survivors to run Kindred, in fact the opposite is true - usually survivors run Kindred to show the killer around the hook, the opposite is the case for BBQ as it actively encourages the killer to leave the hook and go after a survivor usually at a distance a way to put pressure on the map/gens. Always assume a killer has BBQ it's pretty easy to tell if they do after the first hook - you know that if the killer gets immediately into a chase at the other end of the map after hooking a survivor that it's pretty obvious BBQ is in play.
BBQ is incredibly healthy for the game!
Sorry, but I disagree. It would be healthy for the game without the aura reading of survs in dying state. Now it's the reason why killers slug for the 4k, because they know they'll see you with the last hook. It's a so common perk that negate the possibility to escape using the hatch in so many games.
-
B&C is the best perk in the entire game (survs+killers perks). But if you remove it, the killer rate would decrease 15-20% because killers don't know how to work for their hooks and find survs.
As I said in other posts, they should remove the aura reading of survs in dying state from the perk. If you want to slug, then use deerstalker
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1876758#Comment_1876758
That also includes the following - boosted, rank 14-20, oh it's fred I DC, and hook suicides. So I'm betting it's a few percentages lower.
Yes, and stats include rank 1 survs against rank 20 freddys and survs that some freddy alllow to escape too
-
@Mandy said:
Yes it's possible even in solo queue.
I've played in some solid solo matches, where the survivors know the game well enough and how to run a killer.
Freddy killer rate is 75%, and this include SWF. What is the killer rate against solos? 90% 95%?
-
@Mr_K said:
What makes Freddy OP to you?
Is it his slow down blood pools? Why isn't Clown OP?
Is it his map presence? Many killers have this.
Or is it that the fog makes it harder to see?
Well, teleporting, dream world, snares, 3 meters hands. Guy, freddy is ultra easy mode
-
@Marigoria said:
Yes if your team mates aren't potatos
If the killer is a potato you want to say. A decent freddy with these perks can't lose.
-
@[Deleted User] said:
Played yesterday against a rank 3 Freddy with double slowdown addons, Thanatophobia, Dying Light, BBQ and Pop and we got 3 out (last one got facecamped when the gate was open), so yeah. It's very hard though.
I'm talking about a pay to win freddy using tinkerer
-
@GloryHunter said:
it may be confirmation bias or not but seemingly every thread about hot topics like face camping, Mori, Undying is filled with a constant stream of killers defending & reasoning these perks/strategies/tactics while thread about DS, Keys, OoO has a plethora of comments from killers who share what's wrong with those from their perspective.
99% of this forum
-
@Moxie said:
Seems the only way anything gets fixed in this game is if Survivors start suffering and complaining.
We shall see what happens with MMR but I have a feeling it will lower queue times initially, then drop back to this state again when rank 20 Killers start facing rank 1's.
Guy, have you try playing solo against a red rank pay to win freddy with undying+ruin+tinkerer?
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1872200#Comment_1872200
Yeah, that's why killers have instant lobbies while survivors have 5 to 10 minute queues.
Makes sense.
But don't worry, they nerf Undying. So your queues will probably go brrrr.
There’s more survs than killers because people have friends and want to play in swf, not because is easier
-
Killers are totally overpowered against solos. Undying and ruin now are the best combo in this game, so much better than ds+ub. And also they buff tinkerer. Now you know when a gen is going to be done 24secs before it’s finished. That’s overpowered too. These perks and b&c win the game for killers, they don’t have to do anything else.
-
@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/1871339#Comment_1871339
Wouldn't removing the auras of survivors in the dying state from BBQ&CHILI lead to more slugging?
No, because killers always slug because they know they will see you anyway with the last hook. Without it you could find the hatch or he will need thrill of the hunt
-
we need 2 changes to make slugging fair. The possibility to ######### if you’re in dying state for more than 1 min and removing the survivors aura reading in diying state from B&C
-
@Crypticghoul said:
I would really like if they removed hook suicide as I think it's unhealthy for the game but I also understand the arguments for keeping it in. I especially hate it as someone who brings WGLF nearly every game as the ability to get stacks is already so limited.
Hook struggle mash really needs to go for sure though. Pyramid Head's skill checks are infinitely better.
Remove campers, tunnelers and sluggers too.
-
@QwQw said:
Because at that rate the killer has already won, a perk shouldn't be able to save you.
Sure you don't have a problem when a killer facecamper at the egc, when survs have already won.
-
@Pipefish said:
So I am playing survivor with some friends at night and it takes forever for us to find a match.
It couldn't be because Pop got nerfed to 40 seconds. It couldn't be the massive nerf of Undying. It couldn't be the removal of the Mori. It couldn't be survivors using keys and decisive strike/unbreakable.
In all seriousness this game lacks killer players. Rather than try to get new killer players in they instead scare old players away. I hope they will shift to some killer sided updates soon but this games history says otherwise.
Side Note: I agree that in the higher levels of play this game is clearly killer sided. I am referring more to the casual level killer who doesn't have time to grind the 1000's of hours necessary to "get good"
In mid Europe at night hundred of campers killers from a big Eastern country are sleeping waiting for another day of camping and tunneling
-
this is a killers forum, but you can’t think 1/100 games against a 4swf marine squad is an argument to buff killers but average escapes provided by bhvr should not be taken in consideration
-
In Easter Europe servers you use ds 9/10 games. Without it you need to uninstall the game
-
Sorry guys, but kill rate is accurate. It could be 10 min games , survs that kill themselves on first hook or people drunk, but it’s the number of times survs escape. And they say killers are overpowered.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863734#Comment_1863734
your acting as if Undying+Ruin automatically wins games without any input from the killer. Undying+Ruin rewards the killer for ending chases quickly and applying generator pressure, the survivor buzz word. It is surprising that they change a perk that discourages the killer from camping hooks and encourages them to push people off generators. It is even anti-camp perk similar to BBQ. If ruin lasts entire game, Its because survivors did not find totem or were not purposely searching for it and have decided to ignore their secondary objective of totems. There is also a bug currently in some maps where totems positions are not cleanable.
It is not like it is impossible to complete all 5 generators with ruin up with a good team. Ruin+Undying change will not affect good killers unless facing very strong teams but those teams were hard to beat even with the perk combination. Its just negative change overall for the game as it means survivors do not really adept to killer perks while killers always adapt to survivor perks and if anything strong shows up in the future, expect it to not stay for very long.
Yes, killer adapt to MoM, don’t know why survs can’t adapt to killers perk
-
@SOLOKILLER2601 said:
I very much disagree with the undying nerf cuz there are so many things survivors can do to find all the totems, from maps, small game, detectives hunch making it very easy to find the totems and if u dont want to use a perk then just a map that you can still keep for the next match with either an offering or just escaping
Maps are broken. Can’t remember how many times they don’t show totems,. Yesterday I had a game I didn’t see 1 totem around the all map. And no one totem was cleansed in the entire match
-
@RaginRendon said:
What is the best way you think the devs can go about this?
easy, nerfed kindred as basekit
-
@Naiad said:
https://forum.deadbydaylight.com/en/discussion/comment/1862874#Comment_1862874
I've never seen dc rate data but it might have been out there at one point.
Survival rate last time mentioned was around 50% for swf and 40% for solo q if I remember correctly. When I have time I'll see if I can find it but I'm sure it was over a year ago.
The first time I remember survival rate being released was back in 2018? I think and it was around 70% for swf then. So as you can see the devs have actually been working to balance the survival rate.
There's a reason Freddy is getting looked at, because his kill rate was at 70% in red ranks and 60%? in lower ranks a few months ago. Devs have said they want survival and kill rates as close to 50% as possible and they don't include games with dc's in those data sets.
They don’t want 2k on average, and killers don’t want it too
-
@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1864267#Comment_1864267
lol i pay you 200 to see that
And without headphones
-
Survivors need a lot of things. First of all, the possibility of kill themselves if the killer slug them for more than 1 min. And I'm not talking about escape, I'm talking about being dead. Imagine if the last surv could block the killer for 4min. to look for the hatch. That's the same as slug for the 4k.
-
@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864222#Comment_1864222
The difference between those two perks is that PGTW rewards you for making good play, DS rewards you for making bad play.
Hit a gen is not good play when you also see it
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1864101#Comment_1864101
I'd only count a 3k as a win if the last survivor got out via hatch. To me, if any survivor gets out via the exit gates, that's a loss. There's no such thing as a draw.
That's only because killer is so easy you think you need to 4k
-
@unsafepallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1860026#Comment_1860026
I'm not saying it would be a meta perk though
What I'm saying is it should be a trade-off perk; no explosion isn't going to win you a match but it's a decent cover for your mistakes. It straight up removes a form of tracking so it makes sense the penalty would be slightly worse.
And if they removed the penalty it wouldn't be a meta perk but it would still be very strong. Literally having 0 repercussion for that sort of mistake could win games honestly. Perks shouldn't just be "get out of jail free" cards
Guy, don't forget this comment in June/July. You'll have fun reading it again when you get better at the game
-
@freddymybae said:
i agree that his passive fall asleep can go but the rest should stay he is not op never has been every good player ranks him a tier and youtubers as well good post
He is not op? My cat can 4k with him using good addons and Undying+ruin+tinkerer
-
@Windfell said:
DS needs a rework. A simple fix would be for it to deactivate once someone else is unhooked.
People forget that if there is a 4-stack they can farm each other off hook and not worry about being downed and hooked because there can be multiple DS's active at once.
Once someone else is hooked, deactivate DS. Stops so-called "tunneling" cries and abuse.
And killers forget is a 3 secs. stun 1 time doing a skill check, not a 1 minute of immunity. I love if devs make B&C only activate once, or tinkerer
-
@NoObzBoiYT said:
If the game was balanced killers wouldn’t have to tunnel. You just said that you would “rather lose than tunnel”. Which means tunneling was possibly the only way to comeback and possibly win. Case closed
Balance to 4k you want to say.
-
@Healthore77992 said:
It's not that rare anymore, also it's more about how they play for that 60 sec. They will jump on a gen in front of you, you slug them but they will have UB. Jump in locker in front of you etc etc..
That needs to get fixed, if you have time to heal, do gens, unhook, you are not tunneled anymore, so DS should be deactivated.
And you don't see killers hitting people with PGTW? And it's 45 secs. If you hit someone it should deactivate too
-
@Junylar said:
They haven't said anything about it, but I might have an idea why exactly DS stays unchanged. It's because it's just hard to use. I have 400 hours in the game and still can't consistently hit that skillcheck. And there is nothing more frustrating in the game than missing DS while the gates are open. So this perk is like a Nurse of survivor perks: it's strong, but will take a lot of time learning and failing miserably before you can get full value out of it. This is probably the reason behind the perk not being nerfed as well: the numbers show that survivors who run DS die with the same rate as those without it just because there are a lot of new players who miss that goddamned skillcheck.
This also shows that the perk is not really just an untitunneling perk, since you can easily be tunneled and if you miss that skillcheck you won't be saved from it. It's a skill-based perk that can be abused by highly skilled players, but it can't even be used in the basic way by those who are not skilled enough.
Understanding this fact can lead to a good way of changing it into a better perk, by making it a truly anti-tunneling perk. Add all those nerfs kiilers demand, like expiration on interaction with anything or anyone and expiration on hooking of another survivor, but also remove the skillcheck: make it auto-success or just "press action button" kind of perk. That way it will be fair and more accessible to all players who can't hit the skillcheck all the times. I think most players would agree on this buff-nerf kind of change.
If DS doesn't exist I would have uninstall the game. Is impossible to have fun against campers and tunnelers match after match.
-
@C_Frank said:
Ruin/undying is best choice. Some time bad RNG u lose ruin in 30 seg, some time survivior have to clean 4 o 5 totem to clean ruin. Another option is POP+CI. Pick another combo is throwin game o hope survivior mistake o play spirit/nurse. The high rate of killes per match is because 80% survivors are bad players or DC/suicide.
Or perhaps the high rate kill rate is because killers are overpowered to play against SWF
-
@Orionbash said:
"Ruin + Undying gets cleansed at the start of the match and then I'm left with 2 perks. Its soooo easily counterable."
Why do you care then? 🤔 Just apply pressure.
same happens with B&C. No one uses it to see auras, but every killer have it and go in the direction of a surv after hooking 😀
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1863788#Comment_1863788
Oh really?!
I can’t imagine that going live. That amount of speed boost whilst gaining ground on a hindered survivor sounds super OP.
I mean, I’m glad he’s being buffed. But Clown was already a beast used properly. So this is crazy good.
Survivors are going to complain so much once they’re up against Clown’s that learn to use both bottles well.
Agree. Clown is the worst killer to play against. So boring, you can't loop him or do anything if he's good. With a better gen control he'll be S+ tier
-
@Aven_Fallen said:
No, it isnt. Basically, if it is a 3v1 before at least 4 Gens have been done, the Survivors will lose. Of course if there is no big Skill Gap between Killer and Survivor and those 3 Survivors are way better than the Killer.
In general, DBD is a game of snowballing - the most common results from my experience are 4Ks or 0Ks (I would even count Hatch Escapes or 1Ks due to camping one Survivor during EGC to secure that Kill to those, since both can be avoided by slugging or simply not camping the Hook). If the Survivor Team loses one part of their team early (which is 25%), they will most likely lose, resulting in a 4K. If the Killer cannot take one Survivor out early enough, they will lose, getting a 0K.
Of course there are results in between, there will be games with 1Ks, 2Ks and 3Ks, but from my experience, the most common results are either 4Ks or 4 man escapes.
I see 4k about 70% of times, 0k would be 20% but it’s 0% because I don’t let a fair killer get 0k. That’s not good game design
-
@Grandpa_Crack_Pipe said:
You clutch your chest, stumbling away from computer as your heart struggles to cope with the loss, $300 gaming chair crashing onto the floor, long forgotten. A hundredth tear-stained napkin tossed into the bin as you desperately wipe your face with another, you fall to your knees before the wall's drapery. A trembling hand pulls them aside--
A window, pictures of totems lovingly decorated with stickers and drawings taped to the glass. Your eyes fall to one in particular, bones burning bright as it fills you with a moment's joy before utter despair overwhelms you and sends you retching onto the floor.
As you struggle to reach out to the photo of your baby boy Undying, you close your teary eyes and clutch at your heart as the realization hits you truly.
The Survivor Empire has won.
The oppression will continue, and your people will never know true equality, nor peace.
The fight for freedom and justice.. was all for naught. Entity save us all.
Killers rate was 66-75% pre undying. What kill rate do you want exactly?
-
@C_Frank said:
In South America it is the other way around to play as a killer red rank is an ez win. Only Q is cancer.
In east europe is 99% ez win for campers killers.
-
@unluckycombo said:
To be fair to Behaviour, Trapper is in an absolutely desperate need of a re-work. I think other people have said it best, but his kit really is pretty much just a relic of early DBD, just like Wraith's. And the people who do make new maps aren't the same as those who work on balance. I really don't think they're intentionally shadow nerfing Trapper, but I do think that something should be done to help their mascot killer out. The RNG stuff in the next patch looks like a step in the right direction, so hopefully he gets more soon.
Yes, map reworks hurt 1 killer, and every survivor