m1_hero
m1_hero
About
- Username
- m1_hero
- Joined
- Visits
- 4
- Last Active
Comments
-
@WiselyWither hey thank for the bump and help getting their attention.
@ABannedCat it's sad that you have to have a work around where the game actively works against you, is there any news or do the devs think this is acceptable?
-
BHVR needs to not fall into a sunk cost fallacy policy, roll back the overheat changes go only with the addon changes and if they feel he is still too strong do it next chapter with revised numbers or in a couple of weeks to see how he performs with the addon changes alone. They change too much too fast causing whiplash.
They need to do like killers at a strong loop and realize when to cut their losses instead of powering through and doing more damage than good. A bad change is worse than doing a small change and perhaps a larger one down the line, they don't have to do everything in one shot.
But i will end with they won't listen they never do, so i won't hold my breath.
Edit: they also tend to be very heavy handed when it comes to killer changes and soft when it comes to survivor changes, which tells me there is a at least a subconscious bias, in my opinion.
-
please crank down DS from 5 seconds back to 3 seconds, since as you said you needed to crank it up to 11 to make it balanced vs enduring.
edit: downvotes prove you just want an op stun time since they buffed it with good reason because of enduring but now it no longer effects it and you don't want it to change
-
easiest fix for remember me would of been to disable the perk during end game collapse, so last survivor can escape, if the hatch closes or a door is opened the perk deactivates.
long hard fought game and last gen is done? as long as gates are not open and hatch is open then it's active, close hatch? it get's deactivated and if any progress was made on the door it stays the same % but max time gets reduced, done 50% of the gate? well now only 10 seconds left if the hatch gets closed
-
@Peanits i'm going to have to press x to doubt that rank 1 went from 80% to 43%, not the first time we were told something and it not being true. if not that is such a giant margin of error that none of your stats can be taken seriously...
because even though it was as you say best of the best survivors the rank system was not made more lenient to killers, so it was the best of the best for killers then and the rate was less than 80 but higher than then the boosted survival rate of rank 2 taking in the failures of rank 1.
So to me it seems you try to keep the cream of the crop killers at rank 1 to balance out the giant winrate of survivors at rank 1 by lowering the threshold for survivors getting to rank 1 thus lowering the skill required to get there and make it easier to kill those weaker survivors and therefore lower the insane survival rate
-
@TheBean he states that it was the best and that the strict conditions for the high survival rank, but we have to assume the same for killers of the same rank, meaning the best vs the best was less than 80% but more than 60% seeing as rank 2 would then have an influx of survivors coming from rank 1 dying and lowering the survival rate.
-
@twistedmonkey link please, also that is a gigantic disparity 80 to 43% so i highly doubt it
-
from the devs...
-
wrong thread
-
where i drew the line is the survival rates for high rank, i'm doing my semi boycott doing my daily and that is it, and i suggest others do the same.
80% survival rate rank 1
60% survival rate rank 2
get's balanced only around rank 8 where it's 50/50
anyone who has played survivor and got to red ranks knows how much easier it is the higher rank you are, which should not be a thing.
let's get ahead of the 80% being high because you derank either the stats are taken when you start the game and deranking means nothing or the 60% escape rate of rank 2 is taking in all the failures of rank 1 and is therefore lowered by the amount that rank 1 is being boosted.
What these stats prove is that even the strongest killers who are most common in high ranks like billy at rank 5-12 and nurse at rank 1-4 the escape rate is insanely survivor sided.
Meaning the more survivors learn to play the game the more imbalanced the game gets.
With all the new nerfs to killers and the clear survivor sided balancing shows where the devs loyalties lie, they don't listen to feedback and they priorities survivor issues over killer issues.
-
duplicate
-
@NuclearBurrito true the M1 draining power does perplex when you have to M1 to down people, it kind of feels like a way to stop snowballing of downing someone and then going FF to tag others? but it's such an odd punishment for doing well. But it does make more sense if you were able to down with your power, which in the current PTB you can't
-
let's try and stay on topic guys
@KaoMinerva look i understand the frustration but no point getting mad at the dev that was kind enough to give us more information which he was under no obligation to do so.
@Peanits hey thanks for being so transparent with us and hope that we were able to convince you to perhaps pass on the information and that maybe buffing the survivor distance from 23m to 30m of guaranteed distance before getting hit with a purple and green addon might of been a bit harsh also having to rely on those addons because giving 40m before legion can get a second hit without addons.
Because at least to us killers it feels like you can get the first hit with FF and then we are forced to m1 them but as it currently stands the survivor has such a huge cushion of distance that they are guaranteed a loop no matter what and it feels like sure the power let's us get that first hit but afterwards similar to how Freddy currently is just hurts Legion.
We want to be rewarded especially for good play, by maybe blocking a window or exit rout using FF or catching a survivor out of position and punishing the survivor for making that mistake, but as it stands 30m with addons and 40m without addons is a whole lot of distance the survivor has to find their loop when it's what the killer has to do to down them.
on a side note why can't i post, it is saying my post is waiting for approval?
edit: grammar, also it keeps deleting my post? what is going on?
-
@knell hey thanks for this
@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/445576#Comment_445576
Thanks for the clarification, @Peanits
I do agree with m1_hero, in that if the extra add-ons can reduce the fatigue time to 2.5 seconds (allowing survivors 24.92 m to find a loop or window), it would be in a good place in my opinion.
Moreover, if the longer duration of 0.8 seconds to catch up to the survivor is, as you say, not that significant, then the shorter duration of 0.3 seconds (difference between the live build and if the Fatigue Time is 2.5 seconds) should be even less significant, but can be interpreted as a "buff" to The Legion players, something I feel like they've desperately been in need of. What do you think, is it still unreasonable?
For those who would like a spreadsheet of what m1_hero and Peanits were discussing: (hoping it's correct)
this is beautiful and concise picture of what we have been discussing.
-
just did a few calculations, but letting the the stun time with the addons cold dirt and joeys mixtape and having them add up to 2.5 seconds stun time total you can let survivors get 24.916m to find a pallet or window before legion can catch up.
edit: spelling and grammar
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/445359#Comment_445359
The context of that statement in the dev stream is that you already hit the Survivor with Feral Frenzy once. He's saying that you wouldn't want to hit them a second time with Feral Frenzy since that would give them a speed boost and also put you into fatigue, you would just want to catch back up and then cancel it.
Stemming from that, what I'm saying is that the power is not made to be cancelled and then allow you to instantly press M1 to do a regular attack and down the Survivor before they have the chance to run away, which is why there's a fatigue when you cancel it. Basically you can use Frenzy to cover the bulk of the distance, but if you're counting on the fatigue being short enough to quickly catch up, cancel it and then get a hit, it's not going to happen.
@Peanits i think what knell and i are saying is that it needs to be in a reasonable center, where you hit someone with FF then catch up using FF cancelling it and then m1 downing them, and if you block a window or palet before they get there or catching them out of position that you are rewarded for good play and that your power is not a detriment, and by detriment i mean that you are fatigued so long that no matter what you do they are safe to run to a pallet or window.
That maybe having to run 29.9m to catch them might be too much a nerf especially when it only took 24,6m live at 110%move speed and 23m in 2.7.0.
I think everyone would be happy with roughly having 25m wiggle room to find a palet/window to use.
edit: no one is asking to be able to cancel legions FF and to be able to m1 down a survivor without counterplay
-
@knell yup Peanits confirmed the speed in his calculations, while fatigued you can still move but very slow and that is the 2.7m/s
Edit: the reason why i keep calling it fatigue, is because like nurse this effect can't be effected by stuff that lowers stun.
-
@knell i don't know how to do a spreadsheet on the forums as i am new here but i will give out the calculations and mistakes i have made.
The first mistake was i was lacking information, i was missing the fatigue moves peed so the initial post was if you were stunned and stuck in place and thanks to Peanits was have the fatigue speed of 2.7m/s
Second major post the mistake was that i did not finish the calculation with the time it takes to catch up times the killer move speed to get the full distance needed to catch up if caught with nothing to extend the chase.
this is live server example
(3X4) - (3X2.7)= 3.9m
4.4 - 4= .4m/s
3.9/.4= 9.75 seconds until second hit
9.75x 4.4 = 42.9m needed to travel to get the second hit
TLDR:
(fatigue time X survivor movespeed) - (fatigue time X fatigue speed 2.7m)= distance gained
(Killer move speed - survivor move speed) = gains per second
(distance gained / gains per second) = time to get second hit
(time to get second hit X killer move speed) = distance forced to travel
all done if both are running in a straight line with nothing to interfere
-
duplicate
-
About the disclaimer i prefer to not mislead people with wrong math or stats so i put it there anyways so to get people the proper information
but the whole thing is comparing with the new move speed, true we are concentrated on the CDR and FF time but we have both taken into account his new move speed and how his new play style is most probably heading, getting that first hit with FF maybe taging others and then eventually ending your power as you need to m1 the injured survivor and so you need to go through this exact scenario.
-
just want to thank you for the reply, and help with the calculations, as i could not find anything about the fatigue speed so thank you for that clarification. Also do you want me to edit a disclaimer at the top that they lack a key part of the equation that this post clarifies?
with those stats i can properly calculate everything
so without addons the 2.7.0A the time to catch up is now 5.2m in 8.7~ seconds
while live is without addons is 3.9m in 9.75 which is pretty harsh again due to distance traveled.
so now let's compare it with optimal addons for CDR
2.7.0 : 3.055m initial distance, 23m to catch up in 5.092~ seconds with dirt and joeys
2.7.0A : 3.9m initial distance, 29.9m to catch back up 6.5 seconds with dirt and joeys
Live: 2.275m initial distance, 24.64 to catch back up 5.6 seconds with dirt and joeys
but as we see it is both a nerf in time currently on PTB as well as distance, distance i would argue is far more important, and to call a 41.7% increase in head start distance with a 15% increase in time it takes not significant is concerning.
Distance means, pallets, windows and more are available.
what i'm trying to convey is that these are some heavy nerfs 42~% increase from live in survivor initial distance gained is quite large this is why i'm suggesting a lower base fatigue time while also keeping a lower addon effect so as to give survivors time to escape if well positioned but if caught out do not have a guaranteed palet/window at their disposal.
edit: math is hard, added distance needed to catch up
-
i am cynical but i also know for a fact that if we do not voice our displeasure in a calm collective and constructive way it just makes it easier to ignore the killer perspective seeing as we are a vast minority, 20%.
Having a dev comment here would be very uplifting that, even if they decide not test or implement at least we know that they are aware of our concerns.
Edit: it's like deciding not to vote in an election, and then complaining about the results, if you do not make your voice herd those with power will have no idea those concerns even exist.
-
I know the devs are survivor favored but 80% of the player base is survivors, i am trying to give good constructive criticism in hopes that they might listen like they did partially with the backlash from the pig nerfs, personally i think pig should move at 105 like myers T1 when crouched but that's a topic for another time.
Also the vault speed just looks so silly, and unnecessary seeing as it's only really viable for his first hit.
I'm posting hoping that other like minded people show support and to make our voices herd, because not posting might give the devs the impression that this is acceptable to the community or for people to disagree with the cold hard numbers that have been posted and to hear their side of the story.

