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xEa

xEa

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  • @Smoe said:

    I'm just gonna copy what i posted last time someone reposted this video.

    -

    Videos like these are usually only good for pointing problems out rather than bringing up solutions to the issues.

    It's easy to say that we need to remove SBMM, but what are we gonna replace it with instead? Bringing the old ranking system back is not the solution as it will just bring back the same issues people had with that matchmaking back when it was in place. If we bring a new system as a replacement, then what is this system gonna prioritize instead that will make the experience better for all parties involved? How many variables should this system focus on compared to SBMM? Questions like these needs to be answered first.

    As far as map design goes, i think the main problem is that there is no general consensus shared amongst the community as a whole on what constitutes as good & fair map design in dbd overall, as you'll have divided opinions on that as different people will claim any map is either bad design or good design depending on who you ask, Nostromo Wreckage is the latest example of where you'll have some claim it's either the best map design we've had in a long time or that it's the worst one yet. So until the community comes to an agreement on what the game's map design standard should strive for to be, it'll be hard to tell the devs how to fix maps in a solid way that makes them feel fair for both sides.

    Sure, solutions are appreciated, thats why this:

    Constructive feedback to help the devs fixing the issue is very welcome. I will later on when i find the time add my thoughts on that. The issue is, that this game is not fixable with the bandaids we get from update to update, but rather with some fundamental changes.

    But to be fair, the players showcase the problem, the DEVS job is to fix it. Still, cant hurt to add some ideas - will do that later.

  • Absolutly agree.

    In the stale meta we have right now, this would be a refreshing alternative.

  • The first perk since the Spine Chill nerf that i actually love.

    Infortunatly, it will get gutted soon, because -5 seconds on a generator is simply to much to handle. /s

  • @NerfDHalready said:

    can someone genuinely explain the appeal of breaking dull totems without inner healing, especially when there is a gen right next to it? it's so useless and so pointless. it won't counter noed unless all 5 are broken and at that point noed already got more than enough value, and if the killer doesn't even have it you just wasted immense amount of time for no reason and screwed over your teammates with boon perks or inner healing, not to mention the mere existence of pentimento. if i see that notif before a hex is broken i'm simply gone have fun. wish breaking dulls awarded way less bps (like a measly 250) so breaking them is also a waste of time for people that only care about bloodpoints.

    What do you think about that?

    @xEa said:

    I think it is safe to say that Boons are underwhelming at the current meta, so how about a small, sneaky buff like this for the perk Inner Strenght:

    You look inwards and trust your instincts when you feel lost and alone.

    Each time you cleanse a Totem Inner Strength activates:

    • You are automatically healed 1 Health State while hiding inside a Locker for 10/9/8 seconds when injured or suffering from the Deep Wound Status Effect.
    • New Effect added on top: Blessing a Dull Totem the first time also activates Inner Strenght.

    Reason: I like the idea of Inner Strenght and Boon Totems, but the risk (Pentimento) and the time it takes to do something pretty much useless is not worth it. With this, you can hit 2 birds with one stone and get acutally befenfit for the team and yourself while not hurting to much.

    What do you think?


  • @Toaster427 said:

    Patch after patch, same old boring perk mechanics, or perks that literally nobody is gonna use.

    This upcoming patch especially is just awful, it's like they spent a total of 5 min slapping ideas up on a whiteboard and then called it day.

    Will survivors ever get anything exciting? It's a survivor only release DLC and the most exciting thing is the killer changes? What gives? The last exciting chapter for survivors was Mikaela...that's how long it's been..

    Just really starting to wonder if BHVR is just completely focused on killers and nothing else in this game.

    Like you all do know it takes 4 survivors to play a match right? Mayne toss the majority of your players a bone once in a while? Is that too much to ask?

    At the current meta, i am mostly siding with survivors since their complains have more truth in it.

    Said that, my personal experience on that matter is a little bit different. Most of the time in my games, the killer actually DC's or gives up, not the survivors, often really quick. My last match was against a Huntress which ended after a 2 minutes chase (0 gens done).

    Might this be a region thing?

  • @MrDrMedicman said:

    Survivors get almost every nerf they ask for. They got a tunneling nerf, a camping nerf, now there's talks of a slugging nerf. The survivors nerfed every m1 killer into the ground by removing all playstyles except super sweat be everywhere that a lot of them can't do.

    Don't pretend this is only one way

    Interesting. So since camping and tunneling got nerfed, killers have to rely on camping and tunneling?

    Seems like a really bad nerf then, right?

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626146#Comment_3626146

    I apologise if my comment seemed offensive, it wasn't the goal at all. Back to topic, yeah i've seen a lot of trashtalk lately about the IP's on different platform and that is a bit sad considering how important they are for this game in particular (i saw a lot about Alien and Chucky). I think we peaked around Halloween, Silent Hill and Resident evil, they were in my eyes the ones that really made a lot of noises, i don't remember ST that well except some interviews and games with the actors that were cool. This one i do not remember well but it is probably just me missing the hype. The others IPs were all big event of course but a different kind of hype.

    About "Halloween being replaced", i don't think only Jason or Freddy could have done the job bit it is true that i may be overestimating the Ring influence. We will never know anyway.

    How do you perceive Hellraiser ? This one, i am very curious, i don't think a lot of people knowed this one even if, like the Ring, it is big.

    No need to apologise, no offense taken.

    I perceive Hellraiser very well. Its a big franchise with a big fanbase. I personally like it a lot, especially the first 2 movies. I dont think it is on Nightmare on Elm Street level of Iconic, but still VERY iconic.

    Said that, i changed my Tier list a bit (in the original Topic), since some arguments you guys came up with are valid and backed up with facts.

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624850#Comment_3624850

    Ring is a very important IP in horror, saying it's just a random movie is crazy. You don't have to say "in your region", Ring is everywhere and everyone who watched a lot of horror movies have watched it or at least knows the "ghost in the tv with long black hair".

    Many players in dbd are not familiar with the horror genre and are just gameplay drived which is fine.

    Just because the dbd community dislike a killer does not make the IP bad or anything, it's just a failure among their "lives".

    Alien (or ring i guess) failed in dbd just like colonial marines failed as a game while Alien Isolation was a masterpiece while IPs like SH or RE did great in dbd.

    Just like in anything, some are a hit, some are a miss. In the end Ring (or Alien) are still complete giant, far surpassing this game, that had such an impact on modern horror and creature/abilities power. If Alien did not exist, Demogorgon would probably be very different since the brothers said it was the prime inspiration (it wasn't only Alien of course, but still). Ring is the same.

    It's kinda sad seeing theses IP getting trashtalked for being "bad" in dbd, im so happy to even have them but hearing some people, they would be better without it. Halloween was the first IP, replace it with Ring or any others IPand it would have been the same. The insane thing back them was dbd even having a collab woth a big horror IP, not Halloween in particular imo.

    Some respect for Ringu !

    Ring is a very important IP in horror, saying it's just a random movie is crazy. You don't have to say "in your region", Ring is everywhere and everyone who watched a lot of horror movies have watched it or at least knows the "ghost in the tv with long black hair".

    For me and in my region, it was indeed just a random movie, i am sorry. But that does not mean it is weak or not important, maybe i was wrong with placing her that low since many claim ringu is very popular in Japan.

    I can remember it did well at the box office (The Ring, not Ringu, this one i only knew through the ring and only have on DVD). But to be fair, that can also be said about many "random" horror movies. Annabell or Paranormal Activity are also on the same level, but the franchises are overall probably more popular (and made more money) then Ring in my region.

    It's kinda sad seeing theses IP getting trashtalked for being "bad" in dbd, im so happy to even have them but hearing some people, they would be better without it. Halloween was the first IP, replace it with Ring or any others IPand it would have been the same. The insane thing back them was dbd even having a collab woth a big horror IP, not Halloween in particular imo.

    I am not trashtalking the Ring at all, and so did nobody else in this thread. Nobody said it is bad - i put it in Nice to have. I dont think any IP we have is bad at all.

    Where i disagree is that replacing Myers with Ring would have been fine for the game. The only 2 killers that could have replaced Myers are Freddy or Jason. Just imagine a similar game at that time would have taken Myers and Freddy and DBD would have got Ring + other IP... Come on, realsiticly speaking, this would have changed the outcome a lot.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623967#Comment_3623967

    I guess Sadako is not that important in your region.

    In the Japanese community, she's probably right up there with Myers.

    Interesting, i had no idea. There are even comics/mangas about it.

    Yea its true, here (EU) the Franchise is pretty much unknown. I mean, some can remember the movie but thats about it. No where near as big as basically everything on that list.

    If the franchise is very imporant in Japan, she should go up a tier higher, i agree. Compared to the playerbase, it would be a bit of a exaggeration to place her in A tho.

  • @Dreamnomad said:

    Can we just take a second to appreciate that all of these licenses are in the same game? That is pretty amazing. There really aren't that many more licenses within the horror genre even worth going for (besides Jason). As far as the tier list goes, I would bump Bubba and Pig up to "important". Add Chucky to important. Drop demogorgon and pyramid head down to "no crazy impact". That is based purely on the size of the license.

    Absolutly, and not just for a second.

    DBD has its flaws, but it is insanly strong when it comes to licenses. I can only think off maybe a handul of games that is on the same level as DBD in that regard. And those games (for example Fortnite or Mortal Kombat) dont use them as effective as DBD. Here they are icons with a background, there they are "skins" with not much to it.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623673#Comment_3623673

    Nostromo has big SqT. it takes long time to go from bottom corner to top corner and vice versa. The main building blocks big portion of the map. the only saving grace this map has for killers is somewhat weak filler pallets. adding strong pallets and window infinities would make this map survivor sided. the map is fairely balanced. I don't think it favours one side or other. The player who utilizes the map better wins. I can't say that for most of other maps in dbd.

    To repeate myself, i dont talk about the ballance. It is killer sided but that is not the big problem on this map. Problems are that it is full of (i mentioned some of the in the OP) design errors for a "cat and mouse" game. If this is good for survivor or for killer is not the main part of debate.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623967#Comment_3623967

    PH was the first character from another video game frenchise

    That title belongs to Bill.

    D Tier is for Sadako. If i ask any person, also horror fans what her name is, most would not even know. She is a cool license, like any licence is, but not very big and important overall.

    To say that The Ring, which is essentially the stephen king of J-horror, is not a very big and important IP is just flat out incorrect.

    Sure, i did not mention survivors tho. Was focusing on the horror villain icons.

    The ring was a successful movie and even bigger when we include Ringu, but for me personally, it is just a random horror movie license with not much to it besides the one hit wonder it was. On top of that, it is not very special.

    Compared to those one tier above. Saw, TCM, Hellraiser, Scream, Resident Evil. Ring is not even close to any of those licences in terms of popularity or impact. And it had very little impact on the game aswell.

    But this is just my opinion. Its not more or less correct then yours.

  • @Venusa said:

    Alien was a flop I'm sorry. Nobody cares or talks about it anymore. I don't see any Ripley or Xeno players. The Chapter also got overshadowed by technical issues.

    Please keep in mind, this is not about how much you like the killers, but rather how important the licence are for the game.

    I agree with the quality of the Alien chapter, but it is still in my opinion that high because it is the biggest one we ever got (and probably we will ever get).

  • @jesterkind said:

    Does it?

    The only low tier killer this affects is Trapper, right? The other killers it affects are the hybrid special/basic types, so Demogorgon, Nemesis, Wesker, and Xenomorph kinda. The only one of those that isn't outright strong is Demogorgon, and he's hardly weak either.

    I don't actually agree with this change, but I don't think it unfairly harms low tiers over high tiers.

    I mean, it sure does. High tier killer like Nurse, Blight or Spirit wont benefit from that perk much. But others like Doctor, Pig, Trapper, Clown or Freddy and others will feel the nerf. And those named killers are not exactly high tier, arent they?

  • @Haddix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623956#Comment_3623956

    looking at the playerbase numbers on SteamDB/Steamcharts, it actually stayed roughly the same for a while. it was consistently super high before myers, and consistently very high after him too.

    I can talk from my own perspective here: I have not been one of the oldschool DBD players, in fact i did not even know what DBD was, until they released Myers. Suddenly people talked about it (again). It brought the game on my radar and it was arguable the biggest seal of quality a game could get. If they have Myers, there must be something to this. At least these were thought processes at that time.

    Sure, the numbers did not instantly increase, but the game also did not die like others did. It survived the time after the first big hype (the time if the game makes it or not) because of it. At least this is what i stongly believe.

    Without Myers, like @GeneralV mentioned, it is hard to predict where this game would be. I bet my money on 0 players.

  • I look deep in my glass sphere and predict: Blight is still S tier.

  • @Rulebreaker said:

    We would like a definition of important please as in our eyes each is important.

    Okay i can do that:

    Myers is in the absolute top, and also alone because he is without a doubt the most important licence we ever got. Without him, there is a good chance, this game would have actually died long time ago. Myers brought DBD back on the map with a big Blast.

    A Tier killers have something very significant to them: Demogorgon was the first Netflix / TV series liecence and it is an insanly popular one. Freddy is then 2nd of the great 3 and therefore very important and beloved. PH was the first character from another video game frenchise - and probably one, if not the most iconic we have in horror.

    Everything below that are still great characters and good licences, but not nearly as imporant as the others above.

    D Tier is for Sadako. If i ask any person, also horror fans what her name is, most would not even know. She is a cool license, like any licence is, but not very big and important overall. Wesker is 2nd Resident Evil character. Nice to have, but really nowhere near as important as the others above. He is easily changeable for many others characters, even from that game.

  • How is Myers, the Evil himself, not evil? 😅

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622543#Comment_3622543

    The overall discussion involves the reason WHY the failed skillchecks exist... and the reason they exist is to help discourage survivors from excessively leaving generators. So yes, the topic of survivors excessively leaving generators is very relevant.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622551#Comment_3622551

    That's a terrible idea, because many survivors can reliably hit those skill checks, which means they get to bypass the missed skillcheck mechanic.

    How should that be a bypass, i am confused. If survivors run off the gen and get the random skillcheck in that second, they still have to face the skillcheck during running away, like with Overcharge.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623335#Comment_3623335

    The 'dead ends' are no worse than the corners of many other maps.

    The main building is far from useless, and the mess hall pallet can be fairly strong if played right.

    Bumpy walls? Is this a joke?

    I've lost as killer and won as survivor many times on this map. Maps in general are just not as unbalanced as many would like to believe. From actual kill rates, the most killer sided map has a 61% kill rate while the most survivor sided is 49%. That's not significant. For it to make a tangible difference in any particular game, you would need a 25% range. 1 out of 4 possible kills/escapes. As it stands, the killer you're playing against or whether or not you're in a highly coordinated SWF outrank maps in terms of impact on outcome.

    The 'dead ends' are no worse than the corners of many other maps.

    Name one.

    The main building is far from useless, and the mess hall pallet can be fairly strong if played right.

    You run around the table pallet. Silly loop, no interaction, just straight running around and eventually drop the pallet. Not even delaying the drop is a thing. Dumb loop, nothing to it.

    So what exactly is not useless of main? Window backside is not playable. Tell us where main has any good gameplay please? I came up with reasons why it is bad, you just say no. "Argument"

    Bumpy walls? Is this a joke?

    No, why would this be a joke? Its a valid complain i heared plenty of times.

    I've lost as killer and won as survivor many times on this map. Maps in general are just not as unbalanced as many would like to believe. From actual kill rates, the most killer sided map has a 61% kill rate while the most survivor sided is 49%. That's not significant. For it to make a tangible difference in any particular game, you would need a 25% range. 1 out of 4 possible kills/escapes. As it stands, the killer you're playing against or whether or not you're in a highly coordinated SWF outrank maps in terms of impact on outcome.

    Now its you who might be joking. Killrates is relative meaningless for this topic, its about the layout and design. Problem with people here is that they cant be objective.

    Ballanced gameplay is a part of good map design, but this is far and away not the biggest issue with Nostromo. Yes it is killer sided, no question about that, but that is NOT THE ISSUE at all. This has so many bigger problems then ballance. But hey, lets make another us vs them thread out of this... 🙄

  • "Whatever could that be?" by the man himself Mr Cote could mean, that we know this character.

    Alan Wake is a very good guess indeed.

    On the other side: Map and Flashlight? Just a generic rework maybe?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623318#Comment_3623318

    sure, if your talking about filler pallets located outside main building. there is 1 filler pallet on side of the god pallet in main room which is very unsafe. 2 pallets on right side assuming the orientation of being main hall and 1 pallet on far left side somewhat behind main building. these 4 pallets require you to stun the killer.

    The rest of pallets are decent. The space shuttle located on south part of the map has unsafe pallet but... if you run in a specific way, you can run behind space shuttle and path around table inside to get back to the pallet. All other pallets either contain a strong window as jungle gym with weak pallet or both a strong window+pallet.

    The map is fairely big meaning killer is not that good at 3 gen/applying gen pressure and one of unique aspect of this map is that stealth is somewhat viable on this map. It is not that easy to find survivor on this map. I don't think the map is that bad for survivor but there is no free waste time loops. you have to earn your time-waste on the map. most of the other maps do not require you to earn time-waste, the map design somewhat gives you free time waste.

    Nostromo is far from big, its right in the middle of size. But to break it down even further: I already mentioned the shuttle, which is a complete waste of space and not of interest for either side. Survivor have no gen there and no defense, so they dont go there. Neither does the killer, no gen.

    Next up is the main building which is mostly dead space you cant even enter. And main is like 25% of the entire map.

    Last but not least we have the 9 o'clock side at the gate, which is big space of absolutly nothing. Same can we said about the 3 o'clock gate in a less extreme matter.

    All in all, reducing the map to effective size, its one of the smaller maps.

    3gen: 3 generators can spawn at the same time in main building. 3 gens can spawn on either dead end side of the map next to main. I mean, how much better do we need a 3 gen to be?

  • I was not really too interested in how ballanced the map is and more focused on the general issues. But you make a strong argument for another downside. Its onesided. I added it to the original post. Thanks

  • @adsads123123123123 said:

    No. I have no idea how you came to that conclusion. It's one of the most vanilla maps ever. There are many maps with far more offensive design. The map is killer sided, so perhaps you would only think that way if you were a survivor main.

    I dont think it is very killer sided at all. I hate it on both sides.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623058#Comment_3623058

    All of your points besides the 'killer shack' one are opinions.

    How are dead ends for example "opinions"? Or bumpy walls? Or that the main building is extremly bad when there is basiacally nothing in it? These are facts.

  • @Chocolate_Cosmos said:

    It's a great and balanced map that isn't Survivor sided (rare).

    I hear some people hate it a lot, some dislike it and some are okay with it, but saying this map is "great" is interesting.

    What do you think is great about it? I am honestly curious.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623057#Comment_3623057

    i see survivor playing tile perfectly as default skill. If survivor plays a tile 100% perfectly and there is no 50/50 then where is interactive gameplay for the killer? At that point, is there any looping skill at all if you cannot get hit if you play x way?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623069#Comment_3623069

    Chain multiple loops is an advanced skill in looping. Because of that, this is why survivor think this this map is killer sided because loopers at high-medium to lower level do not see anything other than loop they are currently at. They only see loops as individual pallet itself. That is an example of why a lot of people think that hawkin is killer sided, you know, unsafe pallets. It is same thing for Nostromo Wreckage. Individually, the pallet suck but if you use your logic in to form clever paths, you might find more value in pallet resources then originally perceived.

    Haddonfield for example is polar opposite of a map requiring brain-power to loop. Most the houses are straight up bloodlust 3 infinity loops. there isn't any secret to dominating killer. A good 70% of the cast can purely lose from pre-running and running window infinity loops vs good team. That's average level for survivor to do well on a map is infinity loops like haddonfield or a map filled with god pallets everywhere such as... badham preschool or Gideon's meat packing plant. Anything more then vault a window 3 times going in a circle or dropping a pallet in which killer is forced to break is too difficult for survivor. Loop too weak.

    i see survivor playing tile perfectly as default skill. If survivor plays a tile 100% perfectly and there is no 50/50 then where is interactive gameplay for the killer? At that point, is there any looping skill at all if you cannot get hit if you play x way?

    I dont know, is there any looping skill for the killer? What do you think? Or are all killer players equaly good/bad?

  • @TheArbiter said:

    In current DBD? No garden of joy is worse

    I can not agree. GoJ might be a one-sided map against M1 killers especially, but it is apart from that very dynamic and overall decent map design. It only needs some minor changes (like for example removing the main window or changing the parking lot), Nostromo would need a complete and fundamental rework.

  • @Seraphor said:

    Nah, Nostromo is one of the only good maps in recent years.

    Can you explain why you think so? I added a lot of reasons why i think this map is terrible. Do you have some counter arguments?

  • @Devil_hit11 said:

    the game is suppose to be about 50/50's. if something isn't 50/50 than it is 100-0 for survivor. most of the maps follow the 100-0 rule with god pallets and safe loops everywhere rather then 50/50 pallets. As a result, survivor looping take a lot less skill in practice despite being one of the most pivotal elements of dbd. Nostromo Wreckage requires survivor competency to loop the killer.

    If this is the way people think this game should work, i know why some killer get mad.

    No, it should not be around 50/50s at all, it should be around interactive gameplay.

    Sidenote: A 50/50 only becomes a 50/50 when the survivor plays it perfectly. If the survivor does a mistake, he looses automatically. It is only 50% for the survivor if the killer a) missplays plus b) the killer gets lucky.

  • Nurse at least two tiers down.

    Trapper at least three tiers up.


    The rest is fine or debateable.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622360#Comment_3622360

    Could you imagine the Perks Rowan would have? They would be the most meme of Perks ever!

    1. Proud Of You: When being chased by the Killer and they hit Bloodlust 1, POY activates. For the next 20 seconds, the Killer gains a Mad Grit effect to all swings. Survivor earns 200% Blood Points in chases as compensation.

    2. Flashlights Are Hard: Using Flashlights now use inverted controls. Gain 500% BP and 50 Iri Shards if you somehow blind the Killer.

    "Not today, Terror! Not today!"

    3. Unbelievable: If a Killer chases you off the hook, press the action button to turn around and lecture the Killer for 10 seconds on how pathetic they are. This acts as a 10 second stun for the Killer.

    "... and there it is!"

    Lovely 😁

    How about this one:

    "Playtech property". When the killer hits an object during chase, PP activates. Rowan screams in anger and reveils his location for 30 seconds. The killer gets a paycut and looses 50% of their earned bloodpoints, unless they down the screaming survivor during that time period.

  • @Raptorrotas said:

    When starting a skillcheck the game cant know you'd be letting go 0.1 seconds later. Technically you let go during a skillcheck and obviously fail it.

    OP's first suggestion may invalidate skillchecks as a threat if implemented badly, being able to just skip that mechanic. How much of a timeframe to let go after a skillcheck is spawned do survivors need as leeway? Should survivors be able to let go of a gen during the warning sound? One second later? When the needle is reaching the great skillcheck part?

    As far i know no killer likes the telekinetic overcharge skillcheck and i refuse to elaborate on the concept of that becoming the default mechanic. It lessens the threat of skillchecks by a huge margin.

    • If you leave the generator during a skillcheck, it stays on the screen, just like overcharge.

    This is clearly the better option, but i would be fine with both.

    As far i know no killer likes the telekinetic overcharge skillcheck and i refuse to elaborate on the concept of that becoming the default mechanic. It lessens the threat of skillchecks by a huge margin.

    The threat of a skillcheck by just randomly stop repairing should not be a thing.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622437#Comment_3622437

    ^ this.

    It is really strange that Overcharge actually makes the situation better, because you get a chance of doing the Skill Check.

    But honestly, the Devs have ignored this topic since forever.

    I would love to hear from the DEVS what the problem is.

    Its a bit embarrassing that this is still in the game. This is acceptable for a beta, not for an 8 year old game.

  • @Rudjohns said:

    Coldwind is the worst

    Thompson House and Torment Creek, half those maps are dead zones

    incredible

    Thompson house ofte spawns with 8-10 pallets, and out fo those 3-5 pallets useless.

    Also my beloved Coal Tower, i had a seed with 8 pallets recently. What a joke.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401828/dead-zones-and-trash-loops

    I agree with almost everything.

    Midwich is mostly fine, a bit too many pallets, but ok. What is your problem with it?

    Coldwind has too many filler loops. The fields should have more corn to hide and disorient the killer. Then I wouldn‘t mind the deadzones. Some of the maps are also far too small.

    Borgo is just unfair as survivor and as killer free 4k. Every loop is just a lose lose scenario and it has too many deadzones.

    Borgo is terrible, but nothing can beat Nostromo. This map is an absolute joke.

  • @Pulsar said:

    I think it should swap with Overcharge.

    Overcharge's skill check will still continue and give you a chance to hit it whilst running. I think that should be a base effect and that Overcharge should instantly fail if you let go.

    I would accept that.

  • @[Deleted User] said:

    It happens way more often than it should.

    There is a 7% chance it would happen when you randomly leave the generator.

    In fact it should never happen and should be fixed since years.

  • The entire Viva la dirt league Playtech roster. Especially Rowan as the delusional, always angry and Alan hating Boss.

    images.jpg

    While it would be a big suprise, it dont think it is outer this world unrealistic. They get sponsored by DBD Mobile and pump out great DBD content as many probably know:

    https://www.youtube.com/watch?v=hcicq2osNGQ


  • @ShinobuSK said:

    Shes not even top 10 most annoying to verse killer currently tbh

    SM is top 5 most annoying killer of all time for sure, hands down. I even think she is more annoying then Mega Blink Nurse and VERY close to original Legion.

  • Is the Nurse OP? Yes

    Is the Nurse unfun to play against? Most certainly, yes.

    Should she get nerfed? No, i dont think so.


    You might think i am kidding, but i am not. Let me explain why she is fine:

    Playing killer can be sometimes very stressful, and apparently loosing as killer (i somewhat agree as a 50/50 player overall) is more impactful for some people then loosing as it is as survivor. Because of that, some killer mains (not all, i dont mean you!) are extremly whiny and ask for ridiculous buffs even in times like these, where basicaly every killer can stomp survivor without much effort.

    But because we have Nurse, they can simply jump on her after a rough game, get an easy 4K and be happy again. She is also for those who want the game on easy mode constantly.

    If we nerf Nurse and maybe also Blight, weak players will floot the social medias even more complaining about how unfair killer is. We have experienced what happend in the past when killer where crying about stuff: They got what they wanted. Now they are sitting on 60% killrate with insane winstreaks and are still often unhappy.

    I rather would face Nurse in 1 out of 5 games instead of nerfing her and getting flooded with crying killer players who "can not win" with a normal killer that has no cheating ability.

    Maybe you think that is a silly argument, but think deeper and imagine this situation in your mind. I think it is very possible that exactly that will happen. Like i said, the time proves my point.

  • @supersonic853 said:

    Im on phone so i don't know what im exactly looking at. Looks hype though. Glad hes finally getting some love.

    https://us.v-cdn.net/6030815/uploads/WKS8U69V5QNY/screenshot-20240103-110805-chrome.jpg

    My bet: Overheat gets removed. Faster charge time (~10%) and last bat not least bump CD reduction. That might sound a lot but it would be somwhat fair.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620027#Comment_3620027

    That's what it says yes, but that's not how you used it... is it.

    You used it as a proof to counter a point about kill rate %.

    "Myers is at roughly 60% killrate. This means, as we can see, the killer wins 51% and only looses 33% of the time. 0 kills is an outcome in DBD, and you have to put this into account. In fact, winrate with a 60% killer is compared to looserate actually even much higher then lossrate.

    60% killrate on plague translates into 54% winrate and only 34% lossrate. 0 kill is a loss, and 2k is a draw. You win significantly more games with her then you would loose.

    No discussion needed, i only wanted to show some proof."

    Proof of what exactly? That there is a killer bias in kill rate and game outcome, yes we know that. But to use that same data to say kill rate drives game outcome and is responsible for bias in the number of "wins". Well you don't have the data to say that here. What you have is a rough correlation but not Proof of a causal effect.

    I'd say its a safe assumption that killers with high win rates have expected high kill rates but that's all we can see, what drives the result is not reported or measured here.

    To make the claim that the data proves some point and thus invalidates any discussion about how to balance kill rates is a gross overstep in interpreting what we actually have here in data form.

    What do I mean by that? I mean to caution against over interpreting simple stats. A common misstep people make when reading stats. Particularly egregious when used to shut down discussion.

    Since i am not missreading the stats, why are we even discussing?

    That there is a killer bias in kill rate and game outcome, yes we know that.

    No, the person i was talking to is completly denying exactly that, in multiple threads. Even arguing a draw is a loss. Why you join the conversation when you dont know whats going on? That was a bit random and went in a completly different direction, that nobody asked for. Sorry.

    I'd say its a safe assumption that killers with high win rates have expected high kill rates but that's all we can see, what drives the result is not reported or measured here.

    I never said anything like that and it is not even a discussion point.

    To make the claim that the data proves some point and thus invalidates any discussion about how to balance kill rates is a gross overstep in interpreting what we actually have here in data form.

    Quote me on where i discussed about how and why to balance kill rates please.

    What do I mean by that? I mean to caution against over interpreting simple stats. A common misstep people make when reading stats. Particularly egregious when used to shut down discussion.

    Same here.


    All in all your argument (?) felt like a politican saying "Just because we know most of our people are poor and poverty is an issue, it does not have to mean anything. It could simly also mean that we dont have many millionairs. Dont missinterpretate those stats."

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618918#Comment_3618918

    Not really proof as you put it because you are conflating the two measures. (Be very careful using the term proof with respect to vague data).

    Kill rate is inflated because it incorporates measure from 4 categories not just the wins - Every measure from 1 kill to 4 kills, which means so called losses are in the kill rate total along with draws and wins.

    So you are drawing what could be interpreted as causal conclusions from only correlative results. So be very careful here its a very common mistake.

    The 60% kill rate is probably not the main driving cause of the high 3-4K "win" rate. So if you are making arguments on that basis alone I'm afraid these numbers don't actually prove your point. All they show is what we already know that there is a killer bias in outcome.

    They don't show that balancing around a 60% kill rate is the cause of inflated 4k outcomes.

    What do you mean by that?

    grafik.png

    Please correct me if i am wrong. In 31,93% of his games, Myers had a 4K (4 Kills). In 20,39% Myers had a 3K. So in total, Myers won about 52% of his games. He had a draw in about 15% and in 33% Myers lost. At least this is what i read off this statistic.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619388#Comment_3619388

    And we are playing video games based off of those horror films. Most of the horror film baddies do kill off their targets, but a very few amount against all odds claim victory over the killer. The same works with dbd. It's the uncommon situation but still very viable that targets actually live to see another day. That's the fun of playing survivor. We aren't playing counterstrike, we went up against Myers himself and actually survived against all odds. We survived Pyramid Head. Wouldn't be very interesting if it was just another call of duty match.

    A very few amount of people survive against all the odds? Do you simply ignore the fact i posted and come up with a random thought?

    In many horror movies, a very decent amount of people survivor the killer. The Halloween example is just one. Go look up other horror movies. Its not always the "final girl" as some claim to be. When i fe. think about one of my favourites, Scream, the majority of targets actually survive.

    On top of that, they not only survive, but even take out the killer, temporary (Freddy for example) or permanetly (Scream for example).

    Those killer fantasy arguments are not only a little bit grinch, but flat out wrong.

  • That is really a big issue and your complains are absolutly justified.

    If you like, i can coach you the basics of the game. This wont solve the problem of the terrible matchmaking but might help you have more fun and escaping your trials here and there. Feel free to DM me.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619188#Comment_3619188

    I mean, that's the whole basis of all these horror films...survivors trying to win when the odds are not in their favor. Halloween would have never been a popular franchise if he was just some random dude with no power over the victims. Granted, Scream literally is a regular person, but that's just a fan favorite because of how silly it is.

    horror films. We are playing a video game mate. The typical expectation is to have fun in a video game, not one persone, but all of them. Most wont considere being the Lamp to the slaughter exactly a lot of fun.

    But lets talk about horror films. A great example is Halloween 1978, one of the best Slasher movies of all time:

    Victims:

    • Judith Myers
    • Mechanic
    • Annie
    • Bob
    • Lynda

    Survivors:

    • Dr. Loomis
    • Laurie
    • Sheriff Bracket
    • Nurse Chambers
    • Lindsay Wallece
    • Tommy Doyle

    Do you see where this is going?

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619066#Comment_3619066

    If someone is hooked after being unhooked within 60s without being fully healed or doing a conspicuous action they get a basekit 3s stun ds until they do a conspicuous action upon being unhooked or fully healed. Disabled in endgame

    or just buff ds to 4 seconds because m1 killers are people too and 5s ds was meant for enduring

    In a different thread i suggested exactly that, and i am completly fine with the 4 second DS buff if we add a short power disable on top of that, which would only really effect top tier killer that can catch up super quick a lot (Spirit, Blight and Nurse in particular).

  • @ratcoffee said:

    What's the funniest thing you can do in game for a silly goof, in your opinion?

    IMO while playing as Huntress or Trickster and you find someone in a locker, it's really funny to drop them, reload, and then pick them back up up again for the hook. Like "what were you doing dude I want my reload". The slow turn towards a locker you know is occupied is also great

    For survivors flop tech is goated no notes, I think fall damage flop tech in particular (timing mending to bleed out while landing from height) are particularly fun.

    It would actually be more funny to just throw the survivor on the ground, get your hatchets and move away like nothing happend.

    Funny thing: Pretending to sell your own teammates to the killer by pointing to lockers, while nobody is in. The reaction is often quite hilarious.

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