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Evilhorst

Evilhorst

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Evilhorst
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  • Otz has a long history now of using Data, that he himself gathered (which already makes the data nearly worthless), for conclusions that are not logically the conclusions the data allows. Its a clear case of someone oversestimating himself a little bit when it comes to stuff like that. Thats totally normal and okay. Data is especially prone to logical fallacies and we all use it wrong sometimes.

    That beeing said, everything else about him is great and i do not think that it is a bad habit to try shift perspectives. His Data though and in this particular case is 100% useless and i would be rather suprised if Otz really tried to prove what OP is suggesting. He himself knows that wins and winstreaks mean nothing. He and Tru3 pointed that out when having a discussion about that. He also pointed to Survivor Winstreaks to further cement that. So i am actually rather surprised that some people are saying now that he is trying to prove that the game is not survivor sided. He also stated himself that at high level it rather is survivor sided (same discussion with Tru3). Go and watch it.

  • @Seraphor said:

    When someone is saying they hate how competitive the game is and how they DC when things don't go their way, and aren't content with a 2K or 50% escape rate... then you can consider my statements as advice that will improve your relationship with the game.

    If you want to continue to perceive the game through the lenses of a whiney #########, feel free, your loss.

    I am not getting your point. Could you specify?

  • Maybe its actually a nice ide for an add-on. It would be similar to the ones nurse an blight have. Only used to get newer players help to get the feeling right. I disagree about making this base kit though.

  • @Hex_Ignored said:

    They will never nerf swf because money.

    So I advocate for massive rewards for killers who have to play a game where almost everything is tilted in the survivors' favor: 100% bonus bp per swf member, a safety pip, more exp and maybe even some shards.

    This way the swf players aren't punished but the killer gets rewarded for playing an unfair game

    I agree with you, but i think you went totally overboard with this. I think 25% extra BP per SWF (so 50% at least) are enough. Not every SWF is stronger than a full solo group, please keep that in mind. On average of course, but not in every individual game. The blatantly unfair groups are rare. The skill level needed to reach this level as a SWF is NOT as high as peopl make it to be. Not only teams like oracle are unfair. But it is true that not every SWF group in red ranks is blatantly broken. I would also not give the killer a safety pip, this would have bad consequences for the gam IMO.

  • Let's say a good dead hard in a loop can save you 20 seconds, which is really low for any exhaustion perk. And nowhere near close what actually happens but alright.

    Pop can save you a maximum of 275 seconds. Its kinda nonsense to use that number, because you already have won the match once you reached this (because of 11 hooks), but we gotta be REALLY trying to proof dead hard is not that strong

    Considering extending a chase give survivors extra gentime a dead hard means 60 extra seconds for survivors.

    That means only 5 Dead Hards are needed to outperform OPTIMAL Pop goes the weasel usage. Both things usually do not happen, however 5 dead hards are WAY more likely than 11 Pops. Also: Killer needs to perform well for pop, You do not need to perform well for DH.

    There is no way anyone could ever say Pop is stronger than DH. Whoever says that is simply in denial. DH does more for survivors than Pop does for killers.

    Ruin is harder to detemine as it has almost infinite potential (Same goes for DH though). We can say at the very least it gives you 14 seconds for the cleanse + whatever time the survivor need to cleanse it. We could go with the data Otz provided in a recent video (in which pop gave the killer WAY less seconds), since its the best data we have lets take it: 171 seconds. Thats literally just 3 dead hards. HOWEVER 3 dead hards happen usually in a match, a ruin staying on to achieve this amount of time is extremely rare. And even then it is heavily outperformed by dead hard or any exhaustion perk in the game.

    Whoever says BBQ is stronger than ruin or pop is just beeing silly. Corrupt Intervention sure is a strong perk, still not even close to beeing as valuable as Pop and Ruin. Tinkerer is usually just a perk to make ruin and pop work well in the first place and its practically useless on Killers without some kind of way to go around the map quickly, since you have only 20 seconds to react. You also have to sometimes drop chases to gain anything from it. So we have one perk actually countering TWO Killer perks in terms of seconds gained.


    -All these perks need the killer to perform well in chases and map pressure.

    -Survivors have to do nothing for dead hard.

    -I was beeing VERY kind with DH extending chases for "only" 20 seconds

    Nobody can look at these numbers and actually be serious about saying any of these perks reach the power level of DH. It would be an absolute ludicrous, illogical statement. Thats the power of pressing E (or whatever key you have bound).

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362523#Comment_2362523

    I am Blight main and i do not think he needs changes. He is perfect already. And just keep pratice on him, when you learn him. You will see, he is monster :)

    They could make his sliding and bouncing off more consistent.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308259#Comment_2308259

    That is one of the most disingenuous things I've ever heard. Did you not cringe a little when you said that? Trust me, everyone else did.

    What more of a proof does anybody need, that you are just some troll than digging into other peoples old comments, just to get a reaction?

    I mean you are getting a reaction now, me pittying you. I am not even mad, just sad that for some people, trolling is the only social interaction, they get in life.

  • @SkulkingPaladin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359900#Comment_2359900

    Now if you go for B or C, why bring it over Lithe or Sprint Burst.

    If you can't vault, what does a measly 2 yards get you? If you're fatigued "status," again, why can a measly 2 yards get you? Chances are, you'd just bring Lithe or Sprint and do what people are complaining about, unless you compensate it, but now you're going to have to offer compensation worth hindering yourself.

    Like I said earlier, this isn't about the perk, this is about how exhaustion perks work. You'd need to address how exhaustion works as a concept, such as adding a "fatigued" status that forces slow vaults or no pallet drops. Otherwise survivors are going to just pick the next best perk and do what they're already doing.

    Why can't exhaustion perks just deactivate after certain amount of uses?

  • Just dont look the way, i do not see the problem. I agree with it beeing completely fine!

  • Wraith is not as easy as people claim and he has some depths to him. Survivors wanting him to get nerfed are honestly just beeing trolls or talk after their favourite streamer who poison this community with illogical reasoning.


    How to counter wraith: Use Windows, Drop Pallets early (but do not let him bait you), literally any light related thing especially flashbangs, Flashbangs are actually really painful for him, they stun him even without blinding. Literally every exhaustion perk, you gotta be a little more patient with sprint burst and balanced landing though. Do not sprint too early. Split up on gens. Do the gens in dead zones first (basic survivor 101). Last but not least but it might be the most important one: Body block your hurt mates. This is especially hard for wraith to deal with.

    Wraith has extreme interaction with the survivors and it is a back and forth. To me one of the best designed killers in the game. He does not need any more changes other than flashlights and flashbangs simply making it a cakewalk against him. It's kinda bullshit to be honest, but well.

    He is nowhere near beeing OP. He is a killer whose powerlevel goes down big time against a SWF.

    Do not let anybody tell you otherwise. It is complete nonsense.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358018#Comment_2358018

    You're telling me this after saying Dead Hard is a second health state... The irony is real.

    Because in the situation that we are discussing here it is... it is not even that hard to understand. DH is turning a SAFE hit into an extended chase, without anything the killer can do. Its EXACTLY like a styptic agent would be in this situation or like already stated a 3rd health state. The consequences are exactly the same. Simply whiffing is a complete different situation. Thats on the killer, that happens due to interaction. Thats not the case with DH, because there is nothing the killer can do in loops. But of course you have to resolve to complete nonsense comparisons because you do not understand that. Thats typical and considering there are too many streamers using the same method of arguing, it is no surprise.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356411#Comment_2356411

    Well then, we better nerf pallets and window vaults that cause killers to whiff an attack. Oh and survivors that wait till the last moment to use Sprint Burst, that cause killers to whiff. Whiffing an attack as killer is not a 3rd health state bruh.

    Alright mate, please do not act like you do not know what you just said, makes absolutely zero sense. This might be one of the worst comparisons i have ever seen in this forum. I cannot fathom how some people say stuff like this without feeling ridiculous.

  • @theplaggg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356559#Comment_2356559

    It is but that isn't the problem I'm talking about. I rarely struggle against Blights. However playing against the same build again and again gets repetitive and boring. I'd love to see something other than ruin, tinkerer, pop and bbq every time.

    Hopefully the devs will buff the weaker killer perks to make some variety accessible for Blight mains.

    That would honestly be a great solution, however i do not think you are playing against blight every game. So there should enough variety in gameplay or not?

  • @theplaggg said:

    This.

    I don't mind going against a Blight but going against the same build over and over again is just boring. He's the only killer I face who has the same setup every single time.

    I get that the build is efficient but you do not have to run it EVERY SINGLE GAME. Even Spirit players have more variety.

    Should be very easy to get used to it and play around it then.

  • @Evilhorst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356462#Comment_2356462

    It can be frustrating yes, i'll admit that! Fair enough! But i am still pretty sure that on average people are able to use it 2-3 times in a match for extending chases. All exhaustion perks do of course. And maybe DH is not even the best one when it comes to all the numbers across the board. But it is the one with the least interactivity. If a survivor sprint bursts to a loop, they will extend the chase for a similar manner. But at the very least i know i can get them with mind games, hiding red stain , good play etc. I might not and still loose. But at least i know i have a chance.

    And we are not even talking about all the other scenarios: DH is also a free escape once gates are opened. No other exhaustion perk can do that. You can avoid traps, ranged attacks etc. No other exhaustion perk can do that.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356451#Comment_2356451

    I mean quite frankly, I don’t care about DH. I almost always use balanced. I just think it’s ludicrous that a perk that leaves you exhausted on the floor 30% of the time can never be truly the strongest in the game.

    It can be frustrating yes, i'll admit that! Fair enough! But i am still pretty sure that on average people are able to use it 2-3 times in a match for extending chases. All exhaustion perks do of course. And maybe DH is not even the best one when it comes to all the numbers across the board. But it is the one with the least interactivity. If a survivor sprint bursts to a loop, they will extend the chase for a similar manner. But at the very least i know i can get them with mind games, hiding red stain , good play etc. I might not and still loose. But at least i know i have a chance.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355702#Comment_2355702

    Tinkerer cannot be countered, it actives at 70% no matter what, period. Also, dead hard isn’t going to do much if the survivor is injured two seconds into the chase. Most survivors use dead hard proactively, not reactively, extending loops, as using it for avoiding hits often ends up in being exhausted on the ground. I’m not even a dead hard user, but it sounds like you’re the one baiting.

    Just because you lack the creativity of playing around tinkerer it does not mean there is nothing you can do. Knowing the Killer has tinkerer opens up MANY possibilities. For example: If you know the killer is a frequent checker after Tinkerer triggers, just leave the gen at 70-75% and hide. You will make the killer waste so much time, especially if he interrupted a chase because of it. You can also block the gen with repressed alliance to counter a tinkerer into pop. I'll admit its not a direct counter as in you can do something that the perks does nothing, but you can for sure turn it against the killer. If you are in a SWF you can also exactly know if you could just finish the gen or not.


    There is literally NOTHING you can do against dead hard. No mindgames, no killer power can stop you from using it to be safe. There is no interactivity whatsoever, its just you knowing you will loose 20-30 seconds more (if you are lucky) of time. And this happens every time. Lets be nice and say DH extends a chase for 20 seconds on average in perfect use. Lets also even be nicer and say this happens maybe 2 or 3 times in a game, because maybe not all Survivors have it or just not many more situations happen were DH is useful like that. Thats at the very least 40-60 seconds of more chase time. There are 3 other survivors meaning you get 120-180 seconds of gen time for completely free and just because of one perk. Thats 2 gens done for free and i am not even beeing overly drastic with these numbers. Most killer perks are not even close to giving you that much time. No regression perk is even close to beeing that strong on average when in comes to time gain. Ruin beeing up the whole game on a killer with great pressure MIGHT be able to, but ruin beeing up the whole game is rare. Its not extreme rare but it is rare. Survivors extending chases with DH is not. Its extremely common.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355702#Comment_2355702

    "It can't be countered" isn't an argument. How do you counter Open Handed, Lithe, Balanced Landing, Plunders Instinct, Tinkerer, etc etc. Perks are meant to help a player, they don't exist so they can be countered?

    Also, how is Dead Hard a free second chance. You don't get an entire health state just because the killer missed you with an attack, lol. Also, it's not free, you have to spend endurance.

    Bruh not getting downed is literally like a 3rd health state or at the very least like styptic agent... what do you even mean.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355698#Comment_2355698

    Then propose something instead of just wanting the perk to be removed..

    Make it deactivate after certain amount of uses. 2 maybe 3 times

  • I honestly like facing every killer except Doctor.

    But i especially like Spirit, Blight, Nurse and Oni. They are the most challeging in chases and they make for the most diverse gameplay.

    Hag i only like in SWF. She really is a pain to face in solo.

  • @WexlerWendigo said:

    Okay, so? Ruin, pop, tinkerer, NOED are also crutch perks. Are you complaining about them?

    Ruin and Pop rely on the killer doing well, can also be countered.

    Tinkerer can be countered.

    NOED can be countered.

    Dead hard is a free second chance without counter in Loops.

    I also do not like Noed, but please stop the sluzzy like baiting. Its embaressing.

  • @Ink_Eyes said:

    If people are using it for distance then what if we take away the dash and simply gives you endurance status for like 3 seconds?

    That would be even worse hell no...

  • A Comparison showcasing Strengths and Weaknesses? Yes absolutely i am all for it. A Comparison to showcase Killer X is better than Y by showcasing a specific scenario? Logical fallacy.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348133#Comment_2348133

    1. It's still fair to make comparison.
    2. -
    3. It's just one think, that in my opinion, can make the game not fun. IMO it's never fun to get beaten by killer that require next to no skill & you can't do much about it because they're strong.
    4. That's simply what I see and look at the post above to see my reference
    5. How to do have some control? Depending on where you are mobility killer and Stealth killer can come from nowhere and hit you, can't do much about that.
    1. It depends on what you want to say by doingt that comparison. Do you want to showcase different strenghts and weaknesses? Alright. Do you want to say that Killer X is better than Y because they perform better in a specific scenario? Nonsense. Killer perfomance should be compared in general. Not by who can deal with shack better. It might be that Killer X performs better than Y overall because they are the better chase overall. But this point is not proven by comparing specific scenarios. But even a great chaser might be a bad overall killer. There are many criteria that determine how good a killer performs overall. Showcasing who deals with shack better or easier proves absolutely nothing. Its a logical fallacy to believe so. This is the most important point of my argument, i do not think i can convince you on the others. But i want to get this point across.
  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348120#Comment_2348120

    From Reddit, this forum, youtube comment, having 3 discord group in my native language playing DBD & the official discord server. Those killer are disliked by a vast majority of player.

    But you do realize, that this does not mean you are in position to make that statement. Especially since our social circle is heavily personalized. More so when it comes to social media or media in the internet in general. I spent a lot of time on reddit too. I cannot confirm your statement.

  • @ich_häng_mal_rum said:

    i like your point of view and agree in the most parts. I think the only big issue is when you compare other killers with nurse, cause it’s hard to find any weaknesses on her. You can just say she is difficult to learn but then comes the point she overperformce... yesterday I had two games in a row against a rank 1 nurse, both with more than 5000 hours and although I think I’m competent in chases, both matches ends in 2-4 min with 5 gens left. So, it’s true that you can’t compare the different killerstrengh in multiple scenarios, but on a really good nurse you have all together in one killer: chasepotential in every situation, mappresure, anti loop/juke mechanics, snowballing... in my eyes it’s normal to ask for killerbuffs, when you see this one killer, which has all.

    I agree, but i was trying to avoid a whole discussion about nurse, because the point i was trying to make is that difficulty should not be a factor when it comes to perfomance. If nurse is OP or not is a different topic.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/265012/why-most-killer-comparisons-are-nonsense

    1. Some killer have very similar mechanic and it's fair to compare them.
    2. True
    3. Well it does matter. It's not healthy for the game to have easy killer that are also strong. It's boring and painful to play against, hi spirit.
    4. Yes and no. 90% of the player base hate playing Deathsliner, Spirit &Twins. When such big part of a community universally hate something there's a reason why and the dev should look into it.
    5. It's true to an extent but: you don't have control over RNG nor do you have control over your team mate, especially when playing with random. Also you don't choose where you get chase nor do you have control over other survivor creating dead zone by dropping all pallet in a specific area.

    1.Even Killers with similar mechanics are supposed to be different. Beeing ranged is also not a criteria that means all ranged killers have to perform the same.

    2.Glad we agree:)

    3.I think we just disagree on this as we both have different views on whats healthy for a game. Fair enough.

    4.You are just making things up.

    5.Yes you do have somewhat of control where you get chased. I already admitted that there still is RNG involved. But you have more control than you think is the point i was trying to make :)

    Thanks for the reply and not beeing personal :)

  • This discussion seems kinda weird after the community literally lost their minds over Quentin. Felix also exists. Jake too. David has a shirtless skin. And why are all killers supposed to be sexy again?

  • I think they are perfectly fine. Maybe make All-Seeing iri? Thats as far as i would go. Both are not even his strongest add-ons in my opinion though. The faster vault speed and pallet breaking one + the uncloaking is stronger.

  • If anything it was a buff for Killers, because they can no longer suicide easily in order for the last one to get hatch

  • Tinkerer is completely fine and not overtuned at all. You can figure out, that the killer has it and play around it by leaving gens early. This wastes SO much time you cannot even imagine, because the killer can only kick it and has to leave again. You will always know when the killer gets the information, thus making him either waste time by making him searching for you or making him go to the gen and leave all the time. When the others stick to other gens you win.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308237#Comment_2308237

    Ok but then let’s nerf ruin, bbq, pop goes the weasel, tinkerer, corrupt intervention etc too

    not even close on beeing at the same power level as dead hard lol

  • @aroell said:

    People who are bad do it because they can’t win by playing normally, I went from rank 1 to rank 11 now in just 1 week because I kept getting tunneled. They really need to get punished.

    Nobody looses 10 ranks because killers tunnel, if you loose that many ranks you simply are bad.

  • Simple Power != needing no skill. The blights power is pretty simple.

    Complex Power != needing much skill.


    No Killer takes 0 skill, i disagree heavily with wraith beeing easy to play. Every killer has a higher skill ceiling than survivor has.

  • Sprint burst ist not really more annoying than DH, it feels way better to face SB than DH.

    Dh has no counterplay AT all in certain situations, especially in loops.

    It boggles my mind how so many survivors think it has when it really has not. Its also not just "4 extra seconds". Simply a lie, that anybody who played this game for more than 100 hours should realise, but well i am used to that.

    Of all exhaustion perks this is the worst designed. The existence of stronger perks is also no justification for a perk beeing completely broken. This argument is nonsense. "Press W to outplay" does not exist.

  • @Devil_hit11 said:

    well maybe otz should stop doing 50 kill streaks with trapper. It gives false impressions that trapper is good. Trapper can't compete so you either accept to play weak killer or do not play trapper at all. Its like that for vast majority of the cast.

    Its not Otz fault that people ate not capable of logical arguments and applying context to data. You should rather blame all the content creators who encourage a toxic and illogical approach to arguing. Otz is not one of them. But yeah its almost laughable how the devs simply do not care for the OG guy even though his problems might be fixed very easily (2 traps baskit or automatically make him generate traps every 30 seconds)

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287311#Comment_2287311

    This isn't true at all. I get that True can rub some people the wrong way, but to say that he is bad shows that you are either insanely biased or don't know the game. I watch all of the major streamers: True, Umbra, Otz, Scott, Bronx, and so on. They are pretty much all on the same level, which is partly a reflection of DBD's limitations. You can only be so good at the game because the game limits what you can do. The only real difference between any of them is that some slug more than others. Killer gameplay is pretty consistent among all the top streamers.

    To be fair and i have to make an argument against my own position here: Almost all Killer Streamers are all around Players, there are very few who spent even 50% of their time on just one killer. Tru3 also plays 50/50 Killer and Survivor. You could argue that things would look a little different if they focused more on a few killers. It is the reality of the game that many killers just main a few and thus may be better with specific killers than any of these streamers. Is the skill ceiling that different? No, but the point still stands.

  • @knell said:

    Let's say that in a fighting game, a tournament level player finds that a certain character can pull off an infinite combo that none of the other characters can do, but only the top 0.01% of the player base is skilled enough to actually do it. Should the game designers of said fighting game then just ignore the infinite combo since only such a small number of players are talented enough to time it right?

    Of course not, because that would be a terrible game design and overall balancing decision. Same thing here. You balance games by the best players to measure the potential and limits of that role they are playing. The fact that you rarely face those players is a horrible reason to not balance the game correctly - of course the best players are rare, that's basically the definition of being the best. Not understanding this simply shows that many people don't understand the basic concept of game design and balance.

    I also feel like so many people are simply ignoring the fact, that the top % are not even using best tools in the game. Also i win so many games SIMPLY because survivors are beeing cocky and overconfident or overly altruistic. The only reason survivors are not dominating WAY harder is because they have no incentive to try hard. This game is 'balanced' by psychology and not by game mechanics. The game mechanics are completely broken. How can so many of the guys in here just ignore that? "You cannot balance around top %" is such a dense statement to make, when the top % are absolutely dominating WITHOUT the best perks and items and addons. They are simply dominating by stellar gameplay. It might be true that not many people play like this however the less skilled people use the best tools in the game and thus the gap of power is not even that big as projected by many in here. How can anyone say that this game is even remotely close to beeing alright, when you literally have no counterplay to survivors and have to rely on mistakes from the other sides. I remember Scotts Video about Spirit having no counterplay and people who let themselves beeing countered are 'just bad spirits' (no true scotsman btw). How is only beeing able to win because survivors make mistakes not the same damn thing? How is balancing around top % such a problem, but balancing around the better spirits is totally a fine thing and spirit is such a problem because of it. There is no counterplay to good survivors either. The amount of contradiction and illogical reasoning here is so incredibly frustrating. I just wish we could base a discussion like this on actual logical arguments for once. We saw top % gameplay but we did not even get to see the full potential survivors have, because again they did not even use the best tools. And this is not even considering other completely broken things like Map design, bceause they used somewhat 'balanced' maps.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285655#Comment_2285655

    Is Tru3talent a killer main that plays at the same level of play as one of the best DBD teams? Is Wraith the best killer in the game? If you say no to either one of those, then how is this "data" reliable for anything? How is this not comparing apples to oranges? Also, how is taking a very small subset of biased data and claiming it proves something, used in statistics, since you claimed to work in statistics?

    Please do not lecture me on statistics and do not use words like bias when you don't know what they mean. I do not have to calculate 20 + 20 100 times to know it equals 40. There was simply NOTHING Tru3 or anyone could have done to win these games. This is fairly obvious as there are no other strategies that could have worked in this scenario. This team also shits on the rather stronger killers by the way. You also love to ignore that they did not even use the strongest tools surviors have. Competetive DBD is usually rather restrictive. And again please realize that there are things in life that need just ONE set of data to be proven. We only need one showcase of survivors playing optimal to prove who the power role. Even if Tru3 made mistakes as you say, he did whiff a few times, i'll admit that, there is no way that he would have won these games. If you claim otherwise, then please provide us with the information and tell and show us the strategies that would have worked. Otherwise THIS is the best Data we have. Also from a mathematical standpoint: Considering how long chases last on average and how long generators take to repair, killers just cannot win in an optimal (as in few errors on survivor side, no error on killer side) scenario. This can be proven the same way it can be proven that a Goalkeeper in football has no way to save a penalty if the penalty is shot in a specific way.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285490#Comment_2285490

    There is no data that shows survivor players need to make mistakes for killers to win. In fact, that's just something some Streamer said and now is parroted back by the masses.

    I mean how does that saying even make sense. No one plays optimally, so there's no way to even test this saying.

    Look at the Tru3talent game, he absolutely did not play optimally. The survivors were much more optimal than him, but even they didn't play optimally. So you are taking a much less optimal Wraith game play with a streamer that isn't the optimal killer player and are comparing it to survivors that play much more optimally setup and are one of the best teams in DBD and comparing sub-optimal Killer game play to a much much higher optimization of pro DBD team.

    I think you would need the top Nurse killer, with the best perks and best add-ons on a map that is considered average, against that pro-DBD team before you can even compare the 2.

    (And we both know this is NOT normal game play on any level).

    No data... alright man, guess the games yesterday were just a coincedence than. Also we are on 'No true Scotsman' territory here. There is simply no way that tru3 was going to win these games yesterday but oh well. You made up your mind already. Show me 5 games, where wraiths or trapper or pig or any killer except nurse and spirit wins against that team, mate. And even nurse and spirit seem to loose the majority of games against them. You say Stats are the only data we have and simply ignore that games like this are data too. Btw games like this are data with context. Killrates are not. And they did not even play with the best perks and best composition..

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285416#Comment_2285416

    If you're talking about the animation reset on Spirit, that's inconsistent.

    If a reset happens, she's indeed phasing.

    HOWEVER (big however), she can phase without a reset happening.

    Yes might be true, but the it is extremeley likely that the animation reset happens. I have like 90-95% rate of knowing when she phases when i tested this with friends. All of my friends achieved the same after just like 30 minutes of training, which is not much.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285435#Comment_2285435

    Those stats are the only stats we have. We have no other stats to go off of except from the Developers. You can say you feel this way or that way, but that means absolutely nothing. And why are these stats flawed? The Developers work on this game as a job. They would be the only people I would trust. Saying you can't use their stats makes no sense, unless you have proof those stats are flawed, which no one has. We don't even know how they get the stats, they probably have formulas to calculate out all the flaws can think off, because it's literally a full time job for them.

    Saying that a single game out of millions of games, with the best professional team in DBD against an above average streamer using an average killer shows the game is survivor sided makes no sense. You have to take the average game play against different levels of play to determine who has the upper hand, and you don't have that data.

    The developers stats are the best source of information the player base has, hands down.

    Because nurse having the lowest killrate, but beeing the best killer means that these stats have to be fed with more context in order to be valuable. I am NOT saying stats are useless. I am a big fan of stats as this is also what i do professionally. But i also know that the right context of stats is inherently important. And again: if optimal play shows, that survivors have to do mistakes so the killer can win then this means that survivors in general NO MATTER the skill have to do mistakes so killers can win. It is what it logically means. You do not need any more data than this, when it comes to determine who has the upper hand. When it comes to balancing its another discussion, where many different sides have valid points. But the question of who is the power role of this game has been answered. In order to balance properly people have to realize that first and when i look in this forum, not many people seem to have realized that yet.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285326#Comment_2285326

    No it's not. You are comparing the absolute best profession team that has fully optimized perks, comms and thousands of hours of experience that is going against a Wraith and saying this represents the current player base. This is like saying every human on earth should be as smart of Stephen Hawkings. This team is an anomaly. Even the Developers data shows that Killers have a 60% kill rate. So it's really the Killers game to lose, not the survivors game to lose.

    Your argument is inherently flawed. When optimal play shows that survivors can only loose by doing mistakes of their own, that means that its on the survivors if they loose or not. No matter how you see it. In order to win the killer has to capitalize on mistakes. Killrates mean nothing without context, nurse has the lowest killrate in the game. The stephen hawking anology is also somewhat wonky.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285326#Comment_2285326

    Okay, but the power balance varies drastically based on skill. At low ranks, killers have a massive advantage over survivors, at higher ranks, the gap is reduced, but killers can succeed with any killer and at competitive level survivors will have the power to beat all but Nurse/Spirit. You can’t use competitive as a benchmark, even other competitive players have said there is no counter to spirit in regular games.

    The same team that beat tru3 yesterday said, that Spirit has counterplay. You can also tell when she is phasing, but not many people know that. I agree that killer might have the advantage in the first few hours of learning this game. Once you achieved the skill of looping somewhat well this shifts drastically in the favor of survivors. So while you are right with the balance shifting based on skill, the skill floor needed to favor survivors is so low, that i just cannot let this pass as an argument to not use top % as a benchmark. Only when both sides play close to optimal you can see how this game is balanced when it comes to both sides having equal skill. The introdcution of MMR makes this discussion even more necessary.

  • @WexlerWendigo said:

    Why are we always using the top 0.0001% of players as a basis for opinions though?

    Because it proofs, that a game is ALWAYS in the hands of the survivors to loose. There are so many cries for nerfs because that or this has no counterplay but this basically proofs, that survivor as a whole have no counterplay. A game designed to be this one sided is inherently flawed. It is not only the top % that are like this. If both sides have equal skill, survivors will always win.

  • @ScottJund said:

    Yeah I'm not sure what anyone expected. Even if he played perfectly the game just fundamentally does not work at that level. I still don't understand why people want matches balanced for these types of matches. I don't think they realize that means literally reworking the game from the ground up which will never happen.

    Also simply not true. This game can be balanced for that in a year. The lack of creativity of some people does not mean that you have to rework the game as a whole. Its only the people not willing to experiment the developers lack of transperency when it comes to statitistics and survivors making up the majority of this game that keeps this game from becoming balanced. Of course we would need a proper MMR system and give survivors some incentives to accept the bigger challenge that would come. Refusing to try to optimize just because people are so locked in into their beliefs does not make any sense. There is no way to proof the game would need a TOTAL rework when we do not try, thus saying this without trying is illogical.

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284469#Comment_2284469

    This game is NOT survivor sided, please stop being so blind and face the issue. Solo survivors are suffering everyday against campers, tunnelers, stridor spirits and nurses and on top of all that, a million gen regression perks. The survivor queue is only long at night, when most people are asleep and that is understandable. If you make this game any more killer sided all survivors will leave, because right now we are getting ######### on.

    Simply by all logic not true. The game simply would shift a little bit in terms of matchmaking. Yes it might be tough for survivors in the beginning, but at the end of the day the matchmaking will settle in a way, where you no longer will feel any difference from before. Of course i am making this argument with MMR in mind, but even without it would simply mean that rank1 actually means something.

  • @MadLordJack said:

    It would be nice if killers got a post-trial multiplier for the number of SWF's on the survivor team (+50% for 2, +75% for 3, +100% for a full party) and survivors got an inherent +100% bonus that decreases the more of the team is SWFing with specifically them. So solo's always get +100%, a 2-person gets +75%, a 3-person gets a +25%, and a full party gets a base +25% because survivors need more BP in general. And 2 2-person teams get +75% each.

    That is a great idea! I would love it that way. I am not sure about the numbers this still needs to be up for discussion but the system is good!

  • I disagree with the Killer knowing SWF before. I mean i for sure would still play it, especially if i was to get extra BP.

    But i am afraid as other people said, that it would kill the game. So knowing afterwards is enough for me.


    I disagree heavily with the statement that SWF is not really stronger. This is simply not true. They are on AVERAGE absolutely stronger, especially at higher ranks / MMR. Also no matter how bad that group is, that group is better with comms, even if it leads to them beeing a little bit more predictable. I did also suggest doing the same for solo Survivors btw. I think that would be fair.

    But i heavily disagree with the comparison of survivors getting more BP depending on the killer. Survivor is pretty chill in general and the strongest killers actually do not perform better on average due to them beeing especially hard to play. The Nurse has the worst Killrate in the game i think. The average difficulty still is on the easier side, no matter who the killer is you have to face. Yes there will be the occasional Godlike Nurse/Blight/Spirit (Hag does not seem to exist anyway), but its no way near the difficulty spikes Killers have to go through with SWF.


    I really wish BHVR would be more transparent with statistics, so we could actually discuss with facts and would not have to rely on gut feeling and personal experience, the biggest logical fallacy traps. Aside from the occasional Killrate stat nothing comes from BHVR.

  • It is ok to have a popular opinion.

    Dead hard is a free second chance like DS was, but worse.

    The skill needed for survivor does not even come close to what any killer in the game needs(50/50 player here).

    This game is way easier to balance than people think.

    Buffing Solo to get it to SWF and then balancing the game is probably the WORST way to balance the game.

    Statistics are extremely valuable information, most people just suck at statistics and arguing.

    Blight is harder to play than nurse.

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