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Feyard

Feyard

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Feyard
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  • @DocOctober said:

    @only1biggs said:

    @Feyard said:

    @only1biggs said:

    @Feyard said:

    @only1biggs said:

    @Feyard said:
    Wow, my comment just deleted itself, sorry give me some time, I'll try to rewrite it (I hate this bug...)

    It's okay, I read it :)

    I understand his experiment and what he has tried to do, but it is irrelevant as in a real game, it won't occur like this. If as a Wraith for example, I can find one or two survivors on a gen and get a hit in the first 5 seconds of finding them (if I play correctly). Same for other M1 killers.

    This counters his assertion that multiple gens will have a certain % completed by the time one survivor is finally downed. This has been my point all along.

    There are MANY variables that HAVE to be introduced because otherwise the data collected is false. It's the same situation as a marth depip game. 0.1% of games are played this way (only doing gens, no healing etc etc etc just to spite the killer and not allow him to pip) and so is an outlier in the data and so is rightly ignored. Orion's example is another such situation.

    Apologies if I have not conveyed this correctly.

    Okay, I now get what you want to say and I also get, why Orion and you are not understanding the point of each other.

    First of all I agree to the point you made regarding gens, since it is only the outcome of long chase times it is quite irrelevant (cause making gens take 5 minutes to repair doesn't change the fact that a chase takes forever and gets increasingly frustrating).

    The problem with your other two statements (Wraith example and marth depip) is that, while they seem similiar, the core is different: In Orion's example you only need to have played this game for maybe one or two times to do the mentioned actions (run in a straight line and down a survivor running in a straight line).
    In the wraith and marth depip example you need to take the skill of both sides into account (for the Wraith example: How fast do you find a survivor? Does the survivor maybe notice you before you uncloak? Is a pallet nearby or does he have a flashlight? etc), which would make it too complicated, this would be exactly what you said about having too many variables. That is exactly why Orion took a simple yet possible situation to show, how flawed the mechanic is.

    You are right, it won't occur like this in a real game, but as I stated above you can do all this, meaning that (in theory) in the actual game you could just run in a straight line and cost the Killer a handful of time. Most survivors do not do this, since there are a lot of better options available, but if they wanted, they could do it and would still buy a handful of time.

    The point is even without all those components (and as stated above most of these components are Survivor sided anyway) the Survivor has the option to just press "W" and buy time, which makes the core concept of the chase mechanic flawed, now add a lot of complicated things and maybe you won't see it anymore, but it's still there. It should be noted that the core concept would be okay, if the complicated things we are adding are by a big margin Killer sided, but that is obviously not the case, making the concept flawed and tilting the balance regarding this mechanic towards the Survivor side.

    By the way there is no need to apologize, conveying your thoughts correctly is one of the hardest things in this world, that's why discussions exist.

    I'll just say this.. It doesn't take too long to down a survivor as an M1 killer if you play correctly. Orion's example means nothing. Just like the depip experiment.

    Alright it seems like you want to end this discussion, it's a pity, since I tried my best explaining, but since you are openly ignoring my last point I guess there is nothing I can do about it.

    Thanks for sharing your opinion!

    Orion says it takes too long to catch a survivor as an M1 killer (killers are too slow). He then provides a false scenario to back up his claim. You see nothing wrong with this?

    I know you aren't addressing me, but I see it the same as @Feyard : You fail to understand the significance of Orion's calculation and try to overcomplicate things with wanting to add variables that are irrelevant to the premise of Orion's experiment.

    You are the same as all Survivors who kept insisting that "no one plays like that" in regards to the Depip Squad experiments in trying to discredit them.

    It doesn't matter at all that the majority of players don't play like that, it doesn't matter that the majority of chases don't just consist of running in a straight line from the Killer. What matters is that that possibility is there, making the mechanics at their core flawed.

    Survivors could at any moment simply decide to only play like the Depip Squad and their win-rates would vastly increase and next to no Killer would pip anymore.

    Survivors could also at any moment simply decide to only run from the Killer in a straight line instead of juking. It wouldn't be the ideal scenario, but it would still waste a considerable amount of time in regards to how fast Generators are being repaired these days.

    Sure there are scenarios in which a Survivor you just found tried being smart, turned the wrong way and landed right in front of your weapon, then ######### up the on-hit Sprint Burst and gets stuck, being downed in a chase that lasted 10 seconds or so. But if that Survivor would have decided to simple keep on running in a straight line from the Killer upon being found, they would wasted about 40 seconds of the Killer's time until they went down, a lot more than the 10 second chase in the previous scenario. Running in a straight line is neither difficult nor complicated, there is no skill involved in that equation.

    What Orion tried to show is that even in the simplest form of a chase: running in a straight line, which incidentally is the worst kind of chase for a Survivor, they waste too much.

    Now, I sincerely hope you finally understood why your inputs are irrelevant to this topic. Otherwise, it's best for you to leave this thread to those who actually understand the significance.

    Thanks for your post, having explanations by different people makes it a lot easier to understand!

  • @Airou said:
    Feyard said:

    @Airou said:

    Excuse me. I'm Japanese PS4 user.

    I hope to sale function of ADDONS and OFFERINGS left over.
    

    In the worst case, can't get BP.

    Please keep this in mind.
    

    I'm sorry I interrupted you.

    つまり使わないADDONとOFFERINGを売ることができる機能が欲しいということですか?

    In the worst case, can't get BP はどういう意味ですか?

    Thank you reply for me.
    Yes. You're right.

    This, I made mistake.
    Actually, 『In the worst case, I don't need BloodPoints.』

    I wish all my dreams come true. 

    You are welcome!

    Basically he/she is asking for an option to get rid of unneeded offerings and add ons (in the worst case for 0 BP).

  • @only1biggs said:

    @Feyard said:

    @only1biggs said:

    @Feyard said:
    Wow, my comment just deleted itself, sorry give me some time, I'll try to rewrite it (I hate this bug...)

    It's okay, I read it :)

    I understand his experiment and what he has tried to do, but it is irrelevant as in a real game, it won't occur like this. If as a Wraith for example, I can find one or two survivors on a gen and get a hit in the first 5 seconds of finding them (if I play correctly). Same for other M1 killers.

    This counters his assertion that multiple gens will have a certain % completed by the time one survivor is finally downed. This has been my point all along.

    There are MANY variables that HAVE to be introduced because otherwise the data collected is false. It's the same situation as a marth depip game. 0.1% of games are played this way (only doing gens, no healing etc etc etc just to spite the killer and not allow him to pip) and so is an outlier in the data and so is rightly ignored. Orion's example is another such situation.

    Apologies if I have not conveyed this correctly.

    Okay, I now get what you want to say and I also get, why Orion and you are not understanding the point of each other.

    First of all I agree to the point you made regarding gens, since it is only the outcome of long chase times it is quite irrelevant (cause making gens take 5 minutes to repair doesn't change the fact that a chase takes forever and gets increasingly frustrating).

    The problem with your other two statements (Wraith example and marth depip) is that, while they seem similiar, the core is different: In Orion's example you only need to have played this game for maybe one or two times to do the mentioned actions (run in a straight line and down a survivor running in a straight line).
    In the wraith and marth depip example you need to take the skill of both sides into account (for the Wraith example: How fast do you find a survivor? Does the survivor maybe notice you before you uncloak? Is a pallet nearby or does he have a flashlight? etc), which would make it too complicated, this would be exactly what you said about having too many variables. That is exactly why Orion took a simple yet possible situation to show, how flawed the mechanic is.

    You are right, it won't occur like this in a real game, but as I stated above you can do all this, meaning that (in theory) in the actual game you could just run in a straight line and cost the Killer a handful of time. Most survivors do not do this, since there are a lot of better options available, but if they wanted, they could do it and would still buy a handful of time.

    The point is even without all those components (and as stated above most of these components are Survivor sided anyway) the Survivor has the option to just press "W" and buy time, which makes the core concept of the chase mechanic flawed, now add a lot of complicated things and maybe you won't see it anymore, but it's still there. It should be noted that the core concept would be okay, if the complicated things we are adding are by a big margin Killer sided, but that is obviously not the case, making the concept flawed and tilting the balance regarding this mechanic towards the Survivor side.

    By the way there is no need to apologize, conveying your thoughts correctly is one of the hardest things in this world, that's why discussions exist.

    I'll just say this.. It doesn't take too long to down a survivor as an M1 killer if you play correctly. Orion's example means nothing. Just like the depip experiment.

    Alright it seems like you want to end this discussion, it's a pity, since I tried my best explaining, but since you are openly ignoring my last point I guess there is nothing I can do about it.

    Thanks for sharing your opinion!

  • @Airou said:
    Excuse me. I'm Japanese PS4 user.

    I hope to sale function of ADDONS and OFFERINGS left over.
    In the worst case, can't get BP.

    Please keep this in mind.

    I'm sorry I interrupted you.

    つまり使わないADDONとOFFERINGを売ることができる機能が欲しいということですか?
    In the worst case, can't get BP はどういう意味ですか?

  • @only1biggs said:

    @Feyard said:
    Wow, my comment just deleted itself, sorry give me some time, I'll try to rewrite it (I hate this bug...)

    It's okay, I read it :)

    I understand his experiment and what he has tried to do, but it is irrelevant as in a real game, it won't occur like this. If as a Wraith for example, I can find one or two survivors on a gen and get a hit in the first 5 seconds of finding them (if I play correctly). Same for other M1 killers.

    This counters his assertion that multiple gens will have a certain % completed by the time one survivor is finally downed. This has been my point all along.

    There are MANY variables that HAVE to be introduced because otherwise the data collected is false. It's the same situation as a marth depip game. 0.1% of games are played this way (only doing gens, no healing etc etc etc just to spite the killer and not allow him to pip) and so is an outlier in the data and so is rightly ignored. Orion's example is another such situation.

    Apologies if I have not conveyed this correctly.

    Okay, I now get what you want to say and I also get, why Orion and you are not understanding the point of each other.

    First of all I agree to the point you made regarding gens, since it is only the outcome of long chase times it is quite irrelevant (cause making gens take 5 minutes to repair doesn't change the fact that a chase takes forever and gets increasingly frustrating).

    The problem with your other two statements (Wraith example and marth depip) is that, while they seem similiar, the core is different: In Orion's example you only need to have played this game for maybe one or two times to do the mentioned actions (run in a straight line and down a survivor running in a straight line).
    In the wraith and marth depip example you need to take the skill of both sides into account (for the Wraith example: How fast do you find a survivor? Does the survivor maybe notice you before you uncloak? Is a pallet nearby or does he have a flashlight? etc), which would make it too complicated, this would be exactly what you said about having too many variables. That is exactly why Orion took a simple yet possible situation to show, how flawed the mechanic is.

    You are right, it won't occur like this in a real game, but as I stated above you can do all this, meaning that (in theory) in the actual game you could just run in a straight line and cost the Killer a handful of time. Most survivors do not do this, since there are a lot of better options available, but if they wanted, they could do it and would still buy a handful of time.

    The point is even without all those components (and as stated above most of these components are Survivor sided anyway) the Survivor has the option to just press "W" and buy time, which makes the core concept of the chase mechanic flawed, now add a lot of complicated things and maybe you won't see it anymore, but it's still there. It should be noted that the core concept would be okay, if the complicated things we are adding are by a big margin Killer sided, but that is obviously not the case, making the concept flawed and tilting the balance regarding this mechanic towards the Survivor side.

    By the way there is no need to apologize, conveying your thoughts correctly is one of the hardest things in this world, that's why discussions exist.

  • duplicate, pls delete

  • I somehow couldn't quote, this is the answer to "My point is that Orions point is not an actual game."

    Sorry about the inconvenience.

  • Alright, I'm a bit confused. It is pretty much clear that Orion's example isn't an actual game, but a simplified version of a mechanic inside of that game. His/her point is that that mechanic is flawed, showing that the game has a major flaw, since the mentioned mechanic is one of the core concepts of the game.

    So your point just validates what Orion is trying to do, I will say it again, just in case, Orion's whole point is that even in the most simple and probably one of the worst situations the Survivor can just run away in a straight line costing the Killer too much time, ofc this situation does not exist, since there are many many tools (mainly on the Survivor side, see above) that are left out, but even without them, you can do all this, meaning that (in theory) in the actual game you could just run in a straight line and cost the Killer a handful of time. Most survivors do not do this, since there are a lot of better options available, but if they wanted, they could do it and would still buy a handful of time.

    I know I sound repetetive, but I'm doing this trying to highlight the point that was made.

  • duplicate, pls delete

  • Wow, my comment just deleted itself, sorry give me some time, I'll try to rewrite it (I hate this bug...)

    Edit: I managed to retrieve it with the back button of my browser #########.

  • duplictae, pls delete

  • @only1biggs said:
    @Orion Adding more variables? There ARE more variables in EVERY game.

    No survivor is the same in that there are differing skill levels across ALL ranks. Many will get downed and hooked before a gen is popped or even within 20 seconds for example. Many will be chased by a killer for longer than required etc etc.

    Killers do not need to be faster. I would however, as I stated earlier, like to see your suggestion implemented for Hag and Myers at EW1, but that's it.

    *edit - I did read your OP. Stop saying otherwise please.

    @Feyard We have this situation because Orion created it. As I have said, all killer players and all survivor players are different and will get downed quicker or slower depending on the MANY variables in game and their skill level. I haven't doubted his math, I'm just pointing out how the experiment is flawed.

    Just a quick question: Since when did "running in straight line" and "downing a Survivor running in a straight line" take any skill? I mean if you are talking about people playing for their first time, yeah okay, but I'm pretty sure that is not the case.
    In a situation with literally nothing on the map I'm pretty sure every survivor, who knows how basic math works, would run in a straight line since it's the best way to gain a distance, same could be said about a Killer.

    So I ask you: What is the point you want to make? As far as I can see you only try to add other variables to complicate the situation and ignore the actual problem.

  • @Master said:
    Maxi605 said:

    Well, there's perks that counter the time of healing, if you nerf self care you need to nerf a ######### ton of killer perks, is fine as it is...

    Are you refering to the new clown perk? You can hardly call that a counter :lol:

    And even nurses calling can be countered, you just heal outside the range

    Both perks can be countered by just getting out of range, anyway Maxi's point is probably the fact that it would take decades to SC against Coulrophobia (even if you start outside of the TR, since it would take you 40sec, chances are high that you end up in the TR anyway (since the Killers is walking around)).
    I think that that is the whole reason this perk exists though, I mean it literally does nothing else, so it is fine in my opinion.

  • Thanks for the thread, I often read threads about SC being op, but it's the first time I read smth with real numbers and I'm seriously wondering what the devs thought when creating this perk now...
    A decrease to 25% would probably be a good nerf, though I would rather have SC removed than having teammates wasting 40 seconds, because they won't try to get help. Removing SC would make this more of a team game anyway.

  • @only1biggs said:

    @Orion said:

    @only1biggs said:

    @Orion said:

    @only1biggs said:
    Asking for built in bloodlust 1 now? This is getting ridiculous.

    Give it to hag, sure. EW1 on Myers, great.

    Other than that, the speed at which m1 killers move is fine.

    I mathematically proved you wrong, but sure, pretend my position is ridiculous.

    Proved me wrong? How so? What did you prove by calculating that survivors will run in a straight line with sprint burst and start 10m away from the killer? So what?

    I proved that even under the worst conditions for Survivors, chases still take longer than the devs would want. Looping just adds to the problem.
    Under the scenario I created, those 40 seconds would still allow 3 generators to be repaired to 50%, at the very least, and that's not taking into account the "finding" portion of the game, which is not taken into account in my calculations.

    Okay? Every game is the same then? Did you account for perks like Ruin, Thana et al? Did you account for the multitude of other variables in your little equation?

    You are right, Orion forgot some important variables like Ruin, it's a mandatory perk like SB, but it does not have any impact on the duration of chases, only on the won time for other survivors, so if we are talking about chases being overall too long, then we can safely ignore it (Ruin gets found after 2 sec every second game anyway), if we want to talk about the variables he actually left out that would be: looping, juking, vaulting, 360, Quick&Quiet, Urban Evasion on the survivor side and BS, Enduring, Bamboozle, FIre up, Beast of Prey, Save the Best for Last, PWYF and NOED on the Killer side. It should be noted that some of these perks (Q&Q, UE, Beast of Prey) are only helpful for mind games, while others (Fire up, Save the Best for Last, PWYF, NOED) have certain requierements that must be met.
    When putting all of these things together, well yeah it's impossible to say "a chase lasts for X seconds", thats the reason Orion did not take them into account. His/her whole point is that even in the most simple and probably one of the worst situations the Survivor can just run away in a straight line costing the Killer too much time (this isn't even taking into account hooking the survivor (DS, Bodyblocking)).
    Even if we add the things above, it is quite obvious that looping, juking, vaulting and 360 prolongs the chase by a lot and even if the Killer had all the perks mentioned above (which isn't possible, since he only has 4 slots) the Survivor would easily have the edge, because there are so many pallets and windows on the map (and the Survivor does not need a perk to loop, juke, vault or 360), so by leaving these variables out the situation of the Killer improved by a lot.
    So we have a situation, where we ignored several strong tools on the Survivor side and have probably one of the best starting positions for the Killer (10m away from a Survivor) and still the Survivor would cost the Killer more than half a minute!
    Quite ridiculous...

    I did not do the math on this one, so I'm just gonna trust Orion on the numbers until someone proves him/her wrong and if I forgot any perks or made some mistakes, I would be glad to get notified and correct them.

  • @ChesterTheMolester said:
    azazer said:

    I use traps by herding survivors to the traps. I can just pick them up and not care about the damage. Works fine for that play style


    Mister_xD said:

    you can still pick them up, right?

    if so, you get +100% more BP and still get the oneshot when picking someone up.

    i will probaply use them pretty often...

    Here are the answers you need @Feyard . Its decent and advise you to try it yourself.

    Thanks, if I got nothing left I may use them to get some other add ons, but as long as I have an alternative I'm gonna go with the alternative. That's probably the whole reason this add on exists, so that newer players can use them (since they got nothing else anyway) and level their chars up quickly.

  • So in the end everybody is saying "The Killer made several mistakes so it was completely okay to get looped for 4 gens".
    Now let's look at the survivor side: There is almost no place for mistakes in this video, still he manages to mess up several times and guess what? He still looped for 4 gens.
    So yeah, 1 Killer mistake equals 1 gen, while 1 Survivor mistake equals like what, a loop that is 3 seconds shorter?
    Don't get me wrong, I agree that there were many mistakes on the Killer's side, but what I want to point out is the difference of the impact of mistakes for both sides.

  • Thanks for the quick answers!
    I guess I'm never gonna use it...

  • Camping does not need counters, the Killer needs good reasons to leave the Hook (like DH and MYC and maybe PGTW).
    Just integrate something into the game that actually rewards the Killer for leaving the Hook and most Killers will stop camping since I'm pretty sure nobody has fun doing it.

  • Correct me if I'm wrong, but I thought that the problem was that by the time you hook someone only 2 gens are left?
    So this would be a nerf for Thana against gen rush, which wasn't quite your intention I think.

  • I think this is the wrong approach on this problem, I'll try shwoing why by simplifying this thread:
    Since there are Killers who are scared of some SWF groups and/or items they dodge lobbies, to prevent this they shouldn't see what they go up agaisnt and only pray to god that they do not get those unfun match ups they are scared of.
    So we have two problems: The first is the one the op mentioned that the Killer has the power to decide who (s)he plays against. This is indeed a problem, because why should the Killers be able to decide who they play against while Survivors must hope they do not get a tunnel camper using mori.
    The second problem is the fact that a lot of Killers actually do not want to play against SWF/flashlights because it ruins their fun to such a degree that they would rather wait another 5min for a new lobby.

    Addressing the first problem is easy, the op's suggestion or matchmaking or a penalty for dodging would solve it.
    The second one however is a tad harder to fix and now comes the real problem: If only the first problem is fixed while the second one persists, more and more Killers will play less and less, because there is only so many games you can play against a flashlight teabagging SWF group before figuring out that there are other things you could do with your time.
    I mean if Killers dodge in a Lobby, because they do not want to play that match up, why should they (if this becomes impossible for them) not dodge (alt f4) in the middle of the game?

  • @Visionmaker said:

    @OxyReap said:
    @Visionmaker Wake ups is not only about opening doors.
    Botanic knowledge is not that bad when you put another perk with it. I'll let you think wich one.
    Lithe need to be fixed then, but no up.
    Agree with two lasts. I wasn't in the same opinion of my two mates, but they have more experience than me.

    Uh.. I guess the aura from Wake Up is ... niche? Still don't think it justifies a perk slot at all. It is bad.

    It is not necessary. It is a waste of a perk slot, and should only be used if you want to look cute. 20% longer med packs can be replaced with Pharmacy or decent add ons, and 20% extra speed is trash in comparison to other perks... I'll let you think which one. It is trash, even as a supplementary perk.

    Isn't it the point then that it does both (giving you a weaker Pharmacy and a weaker whatever perk)? Though I do not know if it is worth it just for that (probably not). I have no ideas about the numbers, but 20% does indeed sound underwhelming especially compared to We'll make it.

    The fact that it is "not that bad when you put another perk with it" proves that it does indeed need a buff, since there are many perks functioning without the addition of other perks, so if Botany Knowledge indeed only works in synergy with other things and even then it is just mediocore, then it needs a buff.

  • BBQ by default: Maybe make all gens worked on instantly have a hard skill check, which won't improve the progression, this way there is still counterplay to it by just hitting the skill check.

    SC by default: I don't know, in my opinion the whole "healing yourself" thing is unnecessary, med kits should be the only way to do that (or a limited use sc like many are proposing), just nerf the self healing and buff the friendly healing that way you will get rewarded when actually searching for others while you are wounded.
    As long as you can safely heal yourself taking a hit wont be such a risk and I do not know how others feel, but I wouldn't want to get hit by those killer weapons... If Sc would be a default (no matter how weak it is), it would make hits less scary and one hits even more op.

    Ruin by default: Well yeah, increasing gen times/difficulty would be the only way, but that is pretty bland, adding other objectives would be interesting, combined with the NOED by default you could just make totems the secondary objective. Make hex totems look like dull ones and when the exit is powered the killer gains a X% speed boost per active totem (the one hit would be too oppressive). Then cleansing totems would finally start to make more sense.

  • @ThePeeje said:
    Yeah. Also notice how the stats they use at siege are based on platinum and diamond ranks? Not casual or bronze or newbies. 

    Same for us. It should be either rank 1. Or prestige 3. Or ranks 1-5. Or players with 500+ hours. And just let low ranks deal with it.

    Yep, especially if you consider that it is impossible to balance a game around players who make many mistakes or do not know the game well.
    Example: Someone is healing inside of the range of Nurse's Calling, because that player does not know Nurse's Calling or
    someone slugs a survivor only for him/her to use unbreakable, which leaves the Killer wondering what happened to the Survivor.
    In both cases at that moment it seems pretty much overpowered, since you are losing to something you did not know, does that mean that those perks are overpowered? By no means! It means that having no experience makes everything overpowered, until you gain that experience, start to understand what happened and then you start to adapt.

    That's also the reason why "Adapt!" is always a legit argument, even when it regards things like Pallet Looping, DS, SB, Ruin etc.The point is that some things make it very hard/impossible/ridiculous to adapt. Adapting to Looping and SB is pretty hard (For Looping there are the mindgames + knowing when it is possible to mindgame, for SB I do not know, I adapt to it by thinking "at least they cannot teleport to the other half of the map for the next 40 sec"), while adapting to ruin just seems ridiculous(I mean come one gen tapping looks ridiculous and doing it is also ridiculous)

  • @onark said:

    @Dragonredking said:

    @onark said:
    Self-care is pretty slow at level 1 and if you add to that the killer perk of slowing that even more, it's horrible.

    This is desinformation, since patch 1.7.0 selfcare heal at the same speed across all level, the only change to its speed is if you use a medkit.

    @Feyard said:

    Maybe our opinions differ, but I do think that bringing wrong facts to a forum dedicated to balance is rude and not telling someone that he should check his facts before he says something (isn't this common sense?)

    Come on I already said that I was wrong with that, I even say I'm sorry. You all want to crucify me for an error? do you want to ban me or send me to jail? OMG. The point of this thread is the balance of perks, not my mistake. My point was that there is a killer skill that decrease the speed of self-care and I don't like that they nerf it. Stop it, please.

    Wait, so you say that "It's a forum, everybody can bring their opinions. That was my perception & I don't want they nerf self-care. I'm a player just like all of you & I have the same rights like everybody to speak up my mind." then you tell me to stop doing exactly that? I only wanted to give DocOctober a heads up that he was not wrong (in my opinion ofc), by no means I wanted to "crucify" someone, to say the truth I do not even know what exactly you mean by that.
    I agree though that "The point of this thread is the balance of perks, not my mistake.", I only wanted to improve the overall quality of these discussion by saying that people probably should check facts before they write anything, because facts are what is important for proper balancing, if it was based on opinions the devs could just make some kind of strawpoll system to check which perks to buff/nerf each month (an interesting idea).

  • @ThePeeje said:
    Btw when you look at the pick rates of perks, my buff/nerf list is at least partially vindicated. We don't know the win/loss rate of the perks. But if a perk has a tiny, tiny pick rate, chances are its a bad perk. I look at how Siege balances its operators and they publish charts that show pick rates and win rates and its generally a line, because people are usually smart enough to know good from bad.

    BUT based on that, the devs balance their operators so theyre all roughly equal. Why can't dbd do that?

    Exactly my thoughts, why cant the devs give us those statistics, it would increase transparency and make it easier to justify perk changes (I have made a thread asking for statistics and the reasons we do not get any http://forum.deadbydaylight.com/en/discussion/1400/pickrate-for-better-balancing#latest so it's good to see that others share my opinion).

  • @onark said:

    @DocOctober said:
    Please get your facts straight before you engage in balance conversations.

    It's a forum, everybody can bring their opinions. That was my perception & I don't want they nerf self-care. I'm a player just like all of you & I have the same rights like everybody to speak up my mind. Sorry that I was wrong but your words are so rude.

    Maybe our opinions differ, but I do think that bringing wrong facts to a forum dedicated to balance is rude and not telling someone that he should check his facts before he says something (isn't this common sense?)

  • Thanks for the information!
    This really makes me wonder though why the devs do not just reveal those statistics, this would make it easier to do gamebreaking changes to perks, since the statistics prove that they are over/underpowered and anyone crying about it could just be ignored.
    More than anything else I really wish for an answer from the dev side though, since at the moment it just looks like they are too lazy to make such things transparent, which probably is not the case since they are very dedicated to the game.

  • Reducing the number of perks is the wrong approach in my opinion, if you want to keep something interesting, always add things and try to never remove, since adding stuff is something nobody complains about (except those guys who complain about everything), but when things are removed most complain. This does not count for obvious bugs and balance problems tho.
    So instead of decreasing the number of Survivor Perks increase the number of Killer Perks.
    Give the Killer two additional perks or if this is too strong give the Killer one additional perk and one additional add on slot.
    Optionally this could be balanced by adding a rarity limitation for the additional slot (it must be rare or lower).
    Another option would be to add 1/2 "hex only" perk slot(s) (+the additional add on slot), that way it wouldnt hurt so much having a hex totem cleansed early on, since you couldnt have used that slot otherwise anyway. In this case however hex perks must be rebalanced, cause ruin would always be picked (which is quite boring for both sides, diversity makes the game interesting). This would also open up nex perks interacting with totems (for both sides) since there would be a hex totem in every game.

    It's weird that the killer has up to 4 perks, 2 add ons and 1 offering, while the survivors can have up to 16 perks, 4 items including 8 add ons and 4 offerings, if you keep in mind that the Killer should be the "dominating" side.