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xltechno

xltechno

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  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655506#Comment_3655506

    I assume we are in different regions. I play in the SEA region and it was commonplace for SEA dbd streamers to have 10 min queue times. @MrPenguin also echoed a similar experience so the long queue times definitely wasn't a figment of my imagination.

    There were times when we had to wait 20 minutes, especially late at night. At the time, this game was ridiculed as a bonfire watching game.

    Nowadays, players don't have to wait that long. However, a killer player who wins first place in a certain killer game is forced to wait just one minute and then is matched with casual survivors who don't know how to loop.

  • @Ayodam said:

    They already have one; it’s called their power.

    no. The killer has four perks and "items".

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654357#Comment_3654357

    Generators did not got nerfed?

    You got new anti-gen perk and it's meta: GE

    Now kicking gens is removing 5% progress.

    Gen tapping removed.

    And i never saw people were reaching 8 regression events on single gen in normal matches, except Dull Merchant. So this is just buff for killers.

    Mangled will be fine.

    The 5-second generator repair requirement is a trade-off with the limited number of reversals per generator. And in fact, the three-generator system is already having an impact on regular matches. Understand interactions rather than talking about elements in isolation. Please unravel the history.

  • @MikaelaWantsYourBoon said:

    Nah, it needed. They nerfed healing and medkits to ground. Anti-heal needed some justice nerfs, yes? It's easy and free slowdown after all. Hitting survivors is your job, why game should give you free slowdown for this

    Since the generator repair delay was nerfed, the healing speed was also nerfed accordingly, and the game should have been balanced at the time. Please read the history instead of just quoting bits of fact.

  • The cam-swing also useful to the survivors slowly jump through the window, but notice that many people don't even realize that. This shows how well they understand the game, not only for the management but also for the survivors.

  • Simply crouch up to the evil symbol and spend 4 seconds making it disappear. No complicated techniques are required, just common sense.

  • A truly dedicated survivor will choose correctly whether to care for the injury or not and repair the generator. The fact that the effect disappears after a certain amount of time is only a reward and there is no risk.

  • All in all, survivors who understand basic theory will rarely run out of palettes. Many live streamers have proven this, so there's no need to doubt it. The problem comes for survivors who don't know the theory or can't recognize the location of the pallet.

  • Probably the most popular Survivor player in Japan, who has won many tournaments, also plays Killer, but just the other day he posted a video saying that he was playing Pig and had too many boards.

    This problem seems to be especially noticeable on maps that have been scaled down and adjusted.

  • You translate facts into words, which the survivor rejects. Because there are many such survivors, the management respects their opinions and treats them well.


    What is most needed now is for the official to prepare a learning video for beginner survivors.

  • @I_Cant_Loop said:

    Wow - the survivor main bellyaching and entitlement has been off the charts on this forum the past few days! THE KILL RATE IS LITERALLY RIGHT WHERE THE DEVS WANT IT TO BE - SOLO QUEUE INCLUDED. The only exception is high MMR 4-man SWF which (wow what a shocker) has a significantly higher escape rate than all other groups. The only thing that needs balancing is a nerf to the significant advantage that 4-man SWF's have.

    Survivor is not supposed to be the power role in the game and you are not supposed to escape every match. You should be escaping about 40% of the time and the devs have proven that you do, unless of course you're playing with your buddies on comms and then you escape closer to 50% of the time. Survivors have gotten free information status indicators, free Borrowed Time and free self-unhooking when killer is camping. No more hand-holding is necessary, and the escape rate stats prove it.

    Everyone who is complaining should try playing killer for once (I play about 50/50 each role). You know what? It's actually quite difficult once you get to a level where you're consistently going against competent survivors. Most maps still have a lot of very strong loops and pallets that can allow survivors to extend chases for a long time and make it essentially impossible to win without any camping or tunneling with a vast majority of the killer lineup.

    Let's start rallying around what is really broken, and that is the matchmaking. Throw out the awful MMR scoring system and put something in place that actually measures skill - it's not that hard. Quit putting hugely varying MMR scores in the same lobbies.

    Your words are true.

    The first reason why SWF is more advantageous than soloQ is in communication, but the second reason is that you are blessed with friends who are not influenced by MMR.


    SoloQ isn't all that bad in this game right now.

    The bad thing is that you are forced to work with selfish survivors who are holding your friends back and people who are less familiar with the theory.

  • As for the balance, I would say that it is currently decent.

    One top-level survivor, who was once a professional killer, says on a livestream that he has a 60% chance of survival.

  • Because the four survivors were unable to repair one of the three generators.

    Even if two survivors come to the rescue, they will be hook-grabbed.

    Even after removing hook grabs, there are survivors who cannot hook trade when a killer is camping.


    Survivors always receive buffs.

  • It's just a misconception that you still go searching for a box to remove Hell Headgear from your head.

    Until now, the actual effect that survivors receive when wearing a headgear is either ``treat the injury and then remove the headgear in a short period of time'' or ``give up on treatment and go to remove the headgear in a dangerous situation.'' It is being forced to.

    Since the location of the box was made so that the pig could not see it, it is certain that the management made the adjustment with the aim of preventing ``survivors who scavenge for the box while injured from being knocked down again''.

    This is solid proof that it's a nerf.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649839#Comment_3649839

    So the killer gets 12 checkpoints versus the survivors' 5? That's incredibly unfair odds, don't you think?

    I do not think so. I mention this as a matter of course, but since the two do not have the same content in the first place, it is necessary to consider whether they are even in practice.

    Survivors will deal slip damage to the killer's party, and those who cannot heal in time will die.

    The killer controls the survivors by solving puzzles, and if you solve them three times, you will clear one, but there is a possibility that you will be forced to go back to the steps before you solve the puzzle once.


    What matters is how feasible it is.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649824#Comment_3649824

    Why can the killer regress the survivor objective, but the survivor can't regress the killer objective?

    Injury, down, and hook progress for survivors can be converted into repair progress for generators.

    4 survivors kill 5 generators, which takes 90 seconds, and a killer gets 3 levels of hook progression and executes 1 survivor, and does this 4 times.

    You can recover from injuries or down perms, so hook progress is compensation for the time it takes to hang on the hook.

    Hook progress cannot be reduced, just as a generator cannot be requested to be repaired again after it has been repaired.

  • To be honest, the balance itself is much better than in the past. Actually, the past was pretty bad. However, back then, many people lacked knowledge and could not play to their best potential.

    Nowadays, the opposite is true, and since the theory has become popular and everyone can learn and put it into practice, many M1 killers are forced to work in a difficult situation. On the other hand, as new players enter the game who either don't learn these theories or ignore them and get away with it, the skills of survivors have become increasingly polarized.


    This is one of the most serious problems, as killers with some knowledge are often paired with survivors who have learned nothing, and base kits have been abused in an attempt to create a balance between them.

    As a result, when people with the same skill gather in one place, the killer side is now at a considerable disadvantage.

  • The opinion that we should talk about balance based on survivors who can only chase for 30 seconds will be very shocking to Asian players. These people are probably beginner players, but does that mean they make up the largest percentage of the population?

  • The main cause is a matching system that does not take into account the disparity in skills possessed by each person.

  • By the way, the management says that this game is not 4vs1, but a game that repeats 1on1 four times. In that case, there is no problem in focusing on one of the 1on1s.

  • Those who find tunneling generators inappropriate should swallow the following words:

    Survivors can chase a generator for 90 seconds and then kill it with one hook stage.

  • People who find tunneling extremely boring are either people who don't enjoy chases, people who just have a hard time chasing, or people who are sweaty and only interested in their own survival.

    Survivors with intermediate skills and thoughts who can find meaning in changing the match and helping the remaining survivors escape in exchange for their own death, consider it an honor to be tunneled and try to contribute to the other survivors as much as possible.

  • The main reason why many people misunderstand that it is a killer advantage is simply that the matching is not working properly.

    The management is so obsessed with shortening the waiting time for matching that they create groups of survivors whose play skills are not unified.

    This is the most difficult factor for SoroQ, and in other cases, even SoroQ can escape very easily.

  • As long as the survivors sweat and try to survive, the killer also sweats and destroys the survivors.

    Both are equal.

  • Certainly, this mode favors the Killer, while the Survivor is clearly at a disadvantage.

    As for how much of a disadvantage Survivor is, the Survivor side is at such a disadvantage that people who usually practice top-level play as killers want to play Survivor.

    In other words, for players who normally play Killer, Lights Out brings about as much pain as playing Killer.

    And in Japan, it is hailed as the best event for intermediate and advanced players. This is because it is a challenging mode that tests your basic skills in dbd.

  • Survivors who cannot hook trade even though hook grabs have been removed are definitely below a certain level of skill. There is definitely a huge difference in the level of understanding of the game between such people and those who can execute hook trades.

    Even if both parties gather in one place, either the advanced person will give preferential treatment to the beginner, or the discussion will not hold.

    Even in the Lights Out event, experts say it is a very interesting event that tests the basic skills of DBD survivors, but for beginner survivors who are only interested in surviving by imitating the killer's obsession with tunnels. It seems like a boring event.

    The go-getters know that playing time does not indicate skill, but they also understand that the existence of a 200-hour player who is better than a 7k-hour player is a rare counterexample.


    Even if it is not an absolute indicator, it is very important to have something presented as a relative indicator.

  • If you want to be ruthless against zombies, the Dead Rising series may be for you. Chaotic, comical, and sometimes serious. If that's what you like.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565580#Comment_3565580

    Being a good survivor means good pathing and good looping. 50-50ing on every pallet does not equal looping.

    Be aware of the people who have won over and over again in situations where you claim to be 50-50ing. They are usually top level survivors.

  • I am in no way opposed to this idea. In fact, a properly learned Spirit will almost never miss its attack. The only thing she cares about is how long it takes to take down a survivor.

    Also, PW does not necessarily require a long cooldown time, it depends on the time spent on PW. Advanced Spirits often mix in short PW to create a checkmate and then attack normally. In this case, the effect of the perk will be applied, so it may be appropriate to request that the two types of attacks be used separately.

    Many will argue that this is a significant nerf. Would you like to talk about it in detail if you like?

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565531#Comment_3565531

    1. These maps are so small you have 4 generators next to each other. New Borgo is a great example.
    2. Nostromo’s pallets don’t require skill but gambling. Just fake until the killer takes a swing and hope their ping is low. Every gym has gaps in it so you cannot really loop as the killer just walks through. There is no shack. And you get stuck on all the clutter everywhere. It is a horrible map against most killers.

    So you're saying that a good survivor is just a good gambler. Perhaps each of us sees the world differently.

  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564850#Comment_3564850

    Almost everything you wrote is wrong. Skill level definitely matters more than anything in DBD. If you see what's going to happen before it happens, you can almost always counterplay it.

    Yes, matchmaking needs an overhaul, but for high skill level killers, it just means 95% of your games are against potatoes so you're not really ready for the rare game where the survivors are actually competent.

    If the killer's skill is high, a survivor with the corresponding skill will be matched. Therefore, there is no reason why a killer can easily overrun a survivor.

    If you enjoy being both a survivor and a killer, it won't be that difficult to become equally good at both.

    On top of that, I often memorize the names of the survivors I'm matched with, who are my equals as survivors, but when faced with them as killers, there's often nothing I can do. Of course, they are all solo survivors, not SWF. If I use a nurse, I have a slight advantage, but they also know how to chase nurses, so it's not easy. Above all, there is no waste in the rescue process, and the onhook trade is perfect when necessary.

    I have many opportunities to play with them, so I can read what they want to do, but for me, as an M1 killer, they still have an advantage. This is my actual experience of what happens when you compare not the standard of a lazy survivor, but the standard of a survivor who can finish a job and the killer level of a counter-attacker.

  • At games against the Twins, he chases around the generator with his younger brother, and if he's far away from his older sister, he can just sneak into the locker without thinking, making the situation quite serious.

    Demogorgon is still a killer that can fight, but it's not very popular because many people prefer Wesker. Everyone can't buy He anymore.

  • Of course I agree that that is the best way. I'd rather you do that.


    So, what do you think is the probability that bhvr can achieve this?

  • In the past, Claudette and Bald Dwight were the two main characters who provoked killers.

    Right now, it's overwhelmingly Rebecca and Kate. It is a characteristic of provocative players that they satisfy their own lewd desires in this way.

  • I was the only survivor of an encounter with a wraith, and he was a gentle killer who told me to fix the generator. Of course I tried my best, but three explosions occurred in quick succession, and the wraith took pity on me and sacrificed me to the Entity. My face must have been on fire with embarrassment and pity.

    The turning point came when I met a certain claudette. She was a great survivor and she always led the match.

    At the last moment, I was grabbed by the killer, but Claudette sacrificed herself to save me. I apologized, but she didn't care.

    I was able to improve because it gave me the awakening to be a survivor who takes action for others. From then on, I worked hard to save many lives in her place. Thanks to that, my own survival rate is not that high.

  • In the first place, please review how bad things could have been in the test play without Bloodlust.

    This specification is necessary not because of the difference in proficiency between survivors and killers, but because it is meant to cover up poor map design.

    For those survivors who don't believe this word, please chase the survivor played by the killer player as M1 killer without Bloodlust. It should now be possible to reproduce the situation at a certain perk.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564998#Comment_3564998

    Because it is super hard to hook a survivor in a area that you had a chase with no pallets left and leave them in a deadzone where two hits is kinda easy to pull off.

    Tunneling is the last grasp tactic of a bad killer. It's just that simple. I saw a Dredge tunnel and his excuse for the tunnel to the survivor he tunneled was "I broke chase because why chase the good survivor when I can tunnel the weaker survivor."

    Funny thing is, the other survivor was someone I know, and a better looper than me who he abandoned chasing. It's just the ability to get someone down when they are in a dead zone and haven't had a moment to look around.

    I never see good killer players do it.

    Outstanding survivors may be tracked down later. That doesn't mean he can't be defeated or defeated, just that if the "Smart killer" doesn't have to use stupid methods.

    "Bad survivors" simply cannot understand this.

  • It happens all the time that the chase is not decided to start or is terminated. Honestly, I would like to see this fixed a little better.

    If the chase ends when you're in a standoff with an obstacle in between, the survivor is walking well. This is because if you run, the chase is considered to be continuing. This should be a compliment to your opponent's skill.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565447#Comment_3565447

    And yet, if MfT is truly a problem, then a 3% speed boost directly and completely counters it.

    In fact, bloodlust is free and more than counters the 3% bonus. So do a large number of killer powers.

    I'm just convinced at this point that there are an insane number of killers who have no idea how to use the killer base kit at all and the only 'skill' is bitching for nerfs on the forums.

    The sad part is the bitching works to nerf a ton of stuff, and the sadder part is that it never solves the skill issue so the goal post moves every time to the next 'hUgE IsSuE' and the cycle continues.

    Do you know how long it takes for bloodlust to take effect? You are promised to be detained for a long time because it will be released by hitting the survivor or doing certain actions.

    I can't bear to see the comments of killer unplayed players.

  • @mca240 said:

    Old Borgo and Garden of Joy were extremely survivor sided. But your new map design is horrid in the opposite direction. I just played a game on Rancid Abattoir. It has a total of 6 pallets and 5 windows. The one window in man was directly new to a breakable wall. What am I going to do? Run the killer on air? The farm maps, new Borgo, Nostromo...they are all so badly designed. Every loop is super short, every pallet is unsafe. You need to find middle ground between these and Garden of Joy and Borgo. We want balance, not one sided.

    First, if the map is large, M1 killer will be at a relative disadvantage, increasing the chance of encountering nurse and blight. If you have no complaints about that, I think you can make the map wider.

    Next, the Nostromo Wreckage has many palette loops that require skill, but the degree to which they can be used depends on the survivor's skill level. In fact, there are many survivors who can successfully loop even against good killers.

  • If you have a perk that counters UW, use it. If you don't want to get the perk, counter it with your own skills. It is nonsense to deny both.

  • It's a good idea if you don't mind the survivor losing third-person perspective and being at a disadvantage.

  • I guess there is a problem with the even rise.

    If killer hook the first survivor, it increases by 5%, and if you hook the second survivor, it increases by 4%. After the 3rd Survivor on the hook, a 3% increase should be sufficient.

  • Well, if you believe that the developers are competent, please be patient as it will not be long before we get improvements from data income.


    Of course you believe it, right?

  • @Archael said:

    I have a weird feelings, that you guys have little to no understanging of what i have written here.

    But if you incist that you did understood, then its a pitty you prefer to NOT playing a game.

    Are you those, who disconnects or spam surrender in lol, after your first dead?

    Are you those who stop playing next matches in cs after first being lost?

    Are you those who disconnects from dbd after killer hit you once?

    For now you sounds like.

    im gonna repeat:

    Devs are responsible for game design. For now, game design makes killers camp and tunnel which effectively removes one survivor ability to play a game. you can say its skill issue, but bhvr wants player of simmilar level play with eachother, which means that if i get better, so does killers i play with, which in turns makes no difference if i get tunneled and camped. This may not be an issue for swfs since they play (mostly) as a team, and they are happy if at least two of them escaped. But for solo players? No. Even if all 3 of my teammates escaped, i have no satisfaction for not playing the game. Which is more frustrating because i payed for the game.

    Now i play mostly killer and i can win without camping and tunneling, which means everyone can. those are not essential "tactics", but certainly those are unhealthy.

    If one wants to know my suggestion to change it:

    When survivor is hooked for 60 seconds. Entity is releasing them into the trial, at least 40m from the killer.

    Survivor cannot die by being hooked. Its a slowdown mechanic.

    Trial has time limit. Escaping within the limit makes surv whole team won. Failed escape, time out, means killer won, survivors are consumed by the Entity.

    Well, wouldn't it be more appropriate to punish SWFs who don't take good care of you?

    Advanced survivors will take countermeasures against being tunneled or camped, and will try to distribute the number of hangings among all survivors as much as possible. There is no difference between solo and SWF. It's a matter of skill and understanding of the game. Even if it's someone else, Everyone's save Everyone.

    If this is not done, it is either overwhelmingly advantageous not to help the person in a pinch, or the killer is too good to interfere, or your fellow survivors are simply not good at it.

  • @Sava18 said:

    I mean sure but that won't make the game more fun for solos.

    Matchmaking working correctly won't make any solo team a death squad, but many killers would claim that to be the case if all 4 solo survivors of mmr matching the killers were all trying to win. Which can happen but rarely. Although 4 solos is probably really rare as well, more than people would make it out to be.

    I'm a little skeptical about this. Because I only play solo, and even though Survivor has a 100% bonus, the matching time still takes almost 5 minutes. There is no way that my skills are extremely low or high, so I have prepared three opinions.

    In the first place, the bonus is just a sham. In reality, the number of killers has decreased dramatically.

    There is a bug in the matching system and it is not referencing the correct runk.

    The matching waiting list is filled with SWF slots, and there is a lack of slots available for solo survivors.

    If bhvr is not a liar and the system is working correctly, then the third reason is probably the reason. If that's the case, Solo is being treated unfairly in this respect as well.

  • @Zenislev said:

    I'm pretty sure that's intentional. They have it cover chat for a while to discourage you from looking at chat, since, you know, DBD's community is what it is.

    Lol.

  • @YuGiOhJCJ2 said:

    Hello,

    I have seen that recently bots are renamed in order to hide the name of players who are disconnected.

    Renaming a bot is not necessary because there is already a "bot" tag.

    Moreover, renaming a bot is hiding information about the match.

    I want to know the name of players who have disconnected during the match.

    So, please don't rename bots.

    Thank you.

    Best regards.

    Note: I also have a discussion on Reddit about this https://www.reddit.com/r/deadbydaylight/comments/17958rg/why_bots_are_now_renamed_character_name_xx/

    It's really bad to have people's natural rights taken away. Also, due to changes in Steam specifications, it is no longer possible to track and report past malicious players.

    Unless bhvr allows cheaters to maintain the number of concurrent connections, this needs to be resolved.

  • I also think it should be weakened, but as someone else mentioned, the separation between Solo Q and those who aren't will become severe, so bhvr has no shortage of ways to share information. I did so.

    Despite this, the average survivor's skills are so low that they are unable to properly utilize the on-board HUD, which is a frustrating situation.

    In the case of SWF, if you limit the perk frame to 3, solo Q will be advantageous, and I think it is possible to lower the strength of SWF a little, but this opinion will be fiercely opposed by those who do not take balance into account, who urge us not to create even the slightest disadvantage for survivors.

  • @Heks said:

    skill issues, rlly not that hard to admit. I think you just need good coordination with your team, so play swf🤷

    I can't help but laugh at how absolutely true this is, lol.

    However, having someone to tow you is a really good idea. You should definitely do that if possible.

    Someone said that this game is a tutorial up to 300 hours. Someone else said that up to 1000 hours. One of the Fog Whisperers said it was up to 3000 hours. It may sound like an exaggeration, but I believe that last words are actually true.

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