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krick
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I rather have tier 3 kindred and change survivors to 2 hooks and we die, it would put solos and swf on far more equal terms, while it does help out swf too, their pretty much have it anyway
It would also make camping less valuable with base kindred and less lives which I'm all for.
I don't really see the problem, people keep complaining, since the game is swf favored heavily then bring solo up to the same level and apply the needed nerfs to survivors, instead of making solo a zero chance survival and keeping swf to bully killers... -
@johnlaw1972 said:
Sorry, but it’s true. Killers who camp, which now seems to be all of them, are ruining this game. When it became free on ps4, every killer camps and it’s just not worth it to play anymore. I haven’t played one match this week where the killers didn’t go more than a few steps away from the hook. I said this in another post and I’ll say it here again, if you don’t stop camping people will stop playing as survivors. No survivors, no matches. Less people playing the game means the developers have no reason to continue to support it. I know I’m gonna get the same comments as other posts,” just don’t get caught” or “camping is part of the game”. I’m sure these are people who never play as a survivor. I’m not sure what the solution is but maybe create a game mode where a lobby is 5 people and the killer is chosen at random, and random perks.Its up to the devs to fix it, im surprised its still so rewarding to camp, and more things haven't changed to make it less rewarding.
a few months after the DBD came out, I got 2 of my friends to try out the game, was a lot of lobby dogding, and when finally getting games their just get camped to death -
I feel solo survivor is unbalanced, since survivors are pretty much at the weakest their ever been with all the nerfs that hit over time, however a 3 man or 4 man swf with good players is still stronger then killers if their play to win.
the game could use some balance to Not make swf so superior compared to solo players,
some of the things that gives swf huge boots are Hexes, the 2 minute hook timers with 2 possible saves of the hook, and location of generators to avoid the last generators to be to close to each other.
even Decisive Strike is far better for swf where it becomes pretty broken, theirs also the info from teammates about perks the killers possible have.locations ironworks factory, cornfield barn, and even the gas station in autowreckers depending on the door and window spawns for the gas station are pretty broken loop spots. And some of the maps sometimes end up with too big of dead zones for survivors.
totems need a change, someone else suggested making even active totems look like dull totems, decrease the amount down to 4, let the killers still see their active one and still have the notification for survivors after cleansing an active one.
the advantage of swf seeing an active totem, or searching for them compared to solo is too huge, the mechanics need to change instead of just focusing on better hiding spots
I would even suggest survivors having a active icon of how many totems are up or been cleansedthe 2 minutes hook timers with 2 possible saves of hook, is also far better for swf.
the moment someone goes down their can quickly figure out whose closet.
is the killer hook patrolling to much so you need to send 2 teammates because of it, is it leatherface so you dont bother with it, or trapper or hag placing their traps rough estimates
or in witch direction is the killer heading, and did the killer start chasing someone else...their are just so many advantages for swf in saving teammates, compared to solo where you have no idea who the killer might be, is someone else going, or not even have the appropriate perks to bother with saves, depending on how the killer plays.
and if 1 survivor has already been hooked twice while none of the others got hooked, swf are more likely to just start boodyblocking like crazy, not a huge loss for them to be hooked the first time compared to losing a teammate.
its also easier to wait for the teammates exhaustion to go away.kindred for all survivors and exhaustion dispersing upon hook, would be some really nice changes, and bring swf and solo much closer balanced, even for swf as im sure its only a really few swf who tries really hard at winning.
giving everyone kindred would be a strong buff so compensating the killers with making it 1 unhook per survivor, I consider better balance changes then taking away everything survivors can do to escape/waste the killers time once found.generators locations, I have no idea how to balance them more for solos compared to swf
while the new Deja Vu is strong, theirs really no point in running it as solo compared to other more helpfull perksWhile some killers are weak, wraith and freedy, and others have more randomness in how a match will go, I can understand why their are getting buffs, its more fun to go against different killers anyway, then seeing the same ones all the time.
but instead of nerfing survivors into the ground the game should be balanced more around swf not having so many advantages over solo -
@Peasant said:
Step 1 Prestige killer to P3.
Step 2 Acquire Mass Ebony Memento Moris
Step 3 ProfitI didn't take moris into consideration when making this topic, maybe make the red one far more rare and change it back to old moris, keep the yellow and green the same, 1 for when you get a daliy and the other for running dying light, since it would still be a bit faster then the second hook.
my intention for this topic is to lesson some of this toxic game play
giving survivors only 2 lives promotes less hook patrol from killers,
their isn't much reason to wait for a survivor to reach stage 2 on hooks, if the killer returns to the hooked area after not finding someone their saw further away
it also promotes less hook rushing from survivors side, their don't have to worry about the second hook stage taking effect, since the normal will either be 1 or 2 lives
overall killers would get less out of camping, keeping the hook timers at 120 secondsa pretty frustrating thing for survivors is being hooked and then camped to death, while being hook farmed, instead of happening twice it turn into more of a once per game thing so you can start looking for a new game
MaxiferPriest
I disagree with giveing every survivor BT I feel its very different for kindred if 70% of the matches contains swf, then solo should receive some help.
Kindred for all survivors, would also be a huge boost for survivors so I feel the 2 lives max would be fine.for instance it will tell survivors in witch direction the killers appear to be moving away from the hook.
tell whoever is closet to hooked survivors so their get an idea of who should go for the unhooks.
and probably the best if whoever is closet starts running around, it gives the others an idea of the survivor being in a chase so their can pick a different route to the hooked survivor, instead of stealing aggro from the killer and bringing them back to the hooked survivor. -
@Master said:
I dont believe that a game like thsi shoudl be balanced aruond a 2 kill 2 escape rate anyway.
Such a rate can always be achieved by hard camping the first guy and NOED, but I really dont think thats the way to go.Killers are supposed to feel powerful and scare the survivors
I feel 3 kills and 1 escape is definitely to low a survival rate, would just promote to much hatch camping or survivors bum rushing hooks because their pretty guarantee to die, who really knows what % sacrifice the devs are trying to balance the game around now, the 2 kills 2 escapes balance was mentioned ages ago.
I wouldn't really mind killers going up to around 60% sacrifice rates, if more things was implemented to counter camping.
and about scaring people I doubt the kills matter, and its more the zero terror radius killers popping up right next to survivors that gives a shock -
@Eninya said:
They posted stats from a long time ago, and the only 2 killers to fall under a 50% sacrifice were Wraith and Freddy, and that was before a lot of changes that can be construed as buffs for the killer(s). The stats excluded disconnects, Mori kills, and NOED.your talking about this link, over 4 months ago?
https://www.reddit.com/r/deadbydaylight/comments/89qgtj/r1r5_killer_stats_without_dcs_moris_and_noed/
where trapper was at 55% sacrifices before he got buffed and more survivor nerfs arrived.theres also the depip squad stats from over 7 months ago
https://docs.google.com/spreadsheets/d/1--ynBWebOR-AqfV4OesP7uUjbbAVVeVVmWy0ihfYI-c/edit#gid=0
going against killers as a 4 man swf without perks, to show how much the game favors them.
since the depip squads experiment I have no idea how many nerfs survivors got hit with either, but would be interesting to see how well swf would do in the current patch.I think the stats are helpful but not something that should be looked at 50% ratio and think its balanced, just something there to see if the game gets completely one sided
plenty, or in my experience more games ends with a survivor getting hooked once, then ending up dying to hook patrol, but once in a while you run into a killer that doesn't hook patrol or go for the survivor rescuer, instead of the hooked survivor.
their might end up with getting 7-9 hooks in the game but end up with zero or 1 kill after the game.now I'm not trying to say killers should give the hooked hooked survivor a chance, its obviously better to deny them, and up to the game to balance around all this hook patrol
this would make the game harder for survivors, but next update seems really good for survivors with short immunity after getting unhooked?? exhaustion disappearing on hook, kindred for all survivors so its easier to figure out who should go for unhooks, and more reactive pallets.
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@ZombieGenesis said:
@brokedownpalace said:
You people are so full of crap. Literally all you do is complain about balance and survivors yet you are here every [BAD WORD] day and playing the game obsessively every day. The devs introduce game changing nerfs for survivors and buffs for certain killers and you're happy for a nanosecond before you lose a game and it's totally not your fault, it's everyone else against you. If the game is such a chore to play then STFU and get out."Game changing" just shows how pampered and spoiled you are as a player. You have no idea what a game changing nerf is, bud. No. Idea.
So since 2016 their
survivor nerfs
Halved the pallets from like 30 to 15 - 13
stopped pallets from spawning closer then 8 meters
removed pallet vacuum
increased killers base pallet breaking speed
made a lot more pallets unsafe when dropped
given killers blood lust
self care used to give 100% increase with medkits
introduced slow vault depending on the angle the survivor will hit the windows
decreased killers vaulting time, and slighty increased survivor vault speed time
introduced 3 vaults and entity blocks the specific window
nerfed jungle gyms by opening up 1 of the windows
also nerfed the old long jungle gyms
removed instant flashlights
decreased killer pick up timer to 3 seconds
introduced exhaustion, and made it not recharge while running
increased generators repairing timekillers lost
machine gun
noed got changed into a totem
tinkerer got changed
reduced charge times on 2 off huntress addons
brutal strength pallet breaking speed got nerfed
trappers cant trap under hook
can crouch over hags traps
freddy got the nerf stickam I missing much?
of course theirs been other nerfs or changes,
calm spirit got buffed
DS got nerfed
crouch speed got increased, urban evasion got buffedall these changes where definitely needed
except in my opinion 3 off them
Freddy nerf (just making an assumption was not around when he got released)
https://www.reddit.com/r/deadbydaylight/comments/89qgtj/r1r5_killer_stats_without_dcs_moris_and_noed/the slow vault depending on the angle I feel it destroys a lot of opportunities to mind game the killer to go for a lunge, since their can already see the angle you try to hit the window at, and depending on the killers distance to the survivor their don't need to go for a lunge, can just stay calm and smack them.
the small jungle gyms with 1 windows and 1 pallet, bring back 2 windows for them and make them linked, vaulting either of the 2 windows, 3 times would blocks them both, and make all of them unseeing trough
the devs need to focus on nerfing swf, and buffing the weak killers, and not to buff killers in general
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@DarkGGhost said:
@Grimzy i will to know why you say kilers are on top now .R1-R5 killer stats (without DCs, moris and NOED)
The requests for stat generation were as follows:
High Rank (Ranks 1-5) Excludes games that have less than 4 survivors spawn. Only counts sacrifices as kills; meaning it excludes DC's and Mori's from adding to the kill list. Specifically excludes games where NOED is used.
level 1
not_Queen_bhvr
Developer
9 points ·
4 months ago
· edited 4 months agoI am forwarding this question to our Data analyst!
EDIT: He went with the specifics you asked for. Quick note, NOED is used in 14.6% of the games in Ranks 1 to 5.
Killer and % Sacrificed
HillBilly: 60%
Trapper: 56%
Pig: 56%
Cannibal: 55%
Nurse: 54%
Huntress: 53%
Hag: 52%
Shape: 51%
Wraith: 49%
Nightmare: 47%
EDIT: oh yere thees stats where before, pallet vacuum, 3 seconds pickup timers, and exhaustion timer going down while running
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sounds like some good quality of life changes for solo survivors, hopefully the devs will change more stuff to put swf and solo survivors on a more even playing field, could change the Hex: Ruin to a Perk, that's only active for the first 3 gens, deactivates after only 2 gens are left.
About NOED, not sure about changing it back to a perk, survivors would lose the reason to cleanse dull totems, but as a Hex, swf have better chances of countering it
EDIT: I guess their could show a indicator of how many totems have been cleansed for survivors -
@Peasant said:
To all of you people who despise camping,
Just, use, Kindred III or Borrowed Time.
"Unlocks potential in one's Aura reading ability. While you're on the Hook, 1 random Survivor's/All Survivors'/All Survivors' and the Killer's (in an 8m radius around the Hook) Aura(s) are revealed to all other Survivors."Survivors have multiple counters to camping. They can use either one of the above perks to mix up the camper's game. Or as many have alternatively suggested, "just repair the generators". It takes survivors a while to die on hook if they struggle. If an Insidious Leatherface is scooping up your teammates one at a time and camping them from the first hook, just do gens! More of you will escape and some Lightbringer will go to your camped friend.
I would also like to point out a major flaw in your judgement. You "feel" the game rewards killers for camping? Have you ever actually played killer? Camping punishes killers very severely in the following ways.
Killers receive fewer bloodpoints per action. A survivor fully repairing a generator gets 1800 bloodpoints for this. A killer can only get close to the same point value by repeatedly hooking someone. A single hook and camp alone will yield 1100 bloodpoints, 500 for the hook, 200 for the first phase, 200 for the next, and 200 for the death. By camping they lose upwards of 3000 bloodpoints they could've earned downing and hooking them again (this number is the smallest possible loss as chase bloodpoints and pallet bloodpoints were not included in the calculations). So it is clear by this data that the killer loses a great deal of points just from the person they're camping. If the other survivors go to gens like smart survivors and the camped victim struggles their allies can escape which will cost the killer a potential 16800 bloodpoints they could've earned by downing and hooking everyone else to death. (Minus chase and pallet points once again.) So camping will always hit the killer in the blood wallet, but what about rank?
For those unaware the killer has 4 emblems just like the survivors except they are reversed.
Gatekeeper: "Don't touch that!"
If survivors are smart a camper can have this emblem utterly obliterated. If you see someone being camped and you lack Borrowed Time, do generators and you can really hurt the killer's emblem here. For maximum efficiency only have 1 survivor per gen so you get them done faster.Devout: "Waste those fools!"
This is the primary emblem the camper will get points from. Each sacrifice grants 2 points which raises the emblem's value by one. If only one person dies then they get a bronze emblem. If someone is being camped do gens and escape so this emblem doesn't go above two.Malicious: "The beatings shall continue . . ."
This is a key emblem, namely because survivors decide whether or not the killer will pip based on this emblem and Gatekeeper. Malicious gives the killer 1 point each time they hit a survivor and 2 points for each hook stage. It requires 11 points to get bronze. So knowing it takes 2 hits to down a survivor and 3 hook stages to sacrifice we know the killer will get 8 points, not enough for bronze if everyone else stays away and does gens. The point here is don't hang around the camped survivor, just do gens and leave!Chaser: " Get back over here!"
Not remotely important here as usually campers tunnel whomever they find first so just steer clear of the heartbeat and you will be all set.So to summarize, killers lose bloodpoints for camping and lose pips from camping as well. So if someone camps just rush gens and get out. The killer will lose pips and not rank up so they will change thier tactics eventually.
Kindred does not work against a killer whose patrolling you to death instead of facecamping, its also a way better tactic to patrol staying far enough out for heartbeat at the hook, but close enough to the hook to start the chase on the unhooked survivor before their get to heal.
We all make it, can sometimes be enough to get a heal off but still problems with the perk, both it and borrowed time requires someone else to have it.
Not to mention some of the hooks are located in bad areas, so even with "We all make it" can end up giving the killer a free hit before the survivor makes it to any pallets/windows
swf is also the problem in this game, their don't need kindred, and already have something betterDo you even play suvivor? It happens a lot if your getting chased, might even be injured and someone gets unhooked, and even if the killer is like 30-40 meters away, from the unhooked person, he goes back to tunneling them.
And about pips who cares about pipping? when you reached the ranks 1 once, you realize how meaningless their are, besides everybody can reach rank 1 with enough time, the Devs have already said survivors win if 3 escapes, if its only 2 the game is even, and less the killer wins.
btw you guys do realize I am talking about perks, and not passive right? thoes 3 perks are there to change up the game, make it a bit more unpredictable, just like killers have received franklins demise, bloodwarden, new tinkerer, remember me, bamboozle.
Not that you run into those perks a lot, but certainly a surprise that can be costly for survivors.Warded is there as an option when playing with randoms, sometimes survivors will not give up on a unhooked survivor, even with the killer camping, its also nice to have an option, other then hoping for someone else to have borrowed time.
its to discourage camping/hook patrol,
to encourage better game play from survivors who won´t have to be worry about saving before 2nd hook timer kicks in and could keep focusing more on generators,
to avoid survivors spending half the match on the hook only to be immediately downed seconds after getting unhooked.
balance: the heal does not active when the last generator has been done.Immersive Suvivor, is there to discourage killers immediately seeking out a unhooked person, just giving them enough time to get somewhere else and get a heal off, besides the killer can still tunnel the unhooked survivor their would just be a lot harder to find, but theirs still the option of the survivor who unhooked.
balance: 10 seconds shorter timer for each sacrificed survivor.Get of me: a option to kick people trying to unhook you in bad situations would be nice for the game, but unless it becomes a perk a lot of survivors would probably use it to troll others, but spending a perk for the option to avoid sandbagging seems excessive unless it has other ups to it.
balance: 10 seconds shorter timer for each sacrificed survivor. -
Right back at you, always amusing to read the same replays, hide to avoid tunneling, don't get caught to avoid getting camped, bringing a medkit with no addons = instant face camp from pro killer...
you can always balance Immersive survivor: and Get of me: with 10 Seconds less for each, survivor whos already sacrificed for the later game