Naiad
Naiad
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- Naiad
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@Bond4ever said:
imagine if that was undying, ruin or noed lol
It was Undying the last time I encountered it. Ruin was only cleansed twice only because 2 dull totems had been cleansed.
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@Steah said:
Kill rate is a flawed metric for determining balance for a few reasons.
1). It doesn't take into account the skill difference between killers. Huntress/Blight/Nurse are a lot harder to play than Legion/GF/Freddy. Despite having a low kill rate nurse is still considered as top two if not the best killer in the game by a majority of people. If kill rate is all that matters shouldn't nurse be receiving some major buffs?
2). Kill rate lacks context about how the game went. A very close, back and forth game that has 9 hooks in total can end with 3 escapes and 1 kill. A total stomp that leads to someone getting downed in the end game collapse with NOED and dying on first hook after being face camped also ends with 3 escapes and 1 kill. These two games despite having the same kill rate of 25% are not the same.
Kill rate should stop being used in arguments and as a balance philosophy as a whole for BHVR. Doesn't go deep enough.
- Nurse kill rate is like 50% and is the lowest kill rate of all killers. Devs said during that stream that hers was the lowest due to her higher skill ceiling but were happy with where she is. They are aiming for a kill rate as close to 50% as they can manage so how is her being the closest to 50% out of all killers means she needs a buff? Considering the devs acknowledged her high skill ceiling, how she's considered one of the best killers in the game and that her kill rate data is skewed because of the high skill ceiling so people either 4k or 0k with her shows they do take other data into consideration.
Balance isn't just one data set but when devs talk about balance of any game they generally keep things more simple and one or two data sets so people can see where it is and understand. Devs have given out data for the percentage of how often perks are used and several other things. They don't count games with dc's and I'm certain they're aren't using only one data set to decide on overall game balance. Just because that's the data they share in a one hour stream doesn't mean that's the only data they have.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864395#Comment_1864395
They don’t want 2k on average, and killers don’t want it too
The devs have said live on stream they want a 2k average. Just because it's not what killers or survivors want doesn't mean it's not the most balanced outcome. If the average was 4k or 4 escape the game would be massively unbalanced.
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@SquirrelKnight said:
The problem is how the devs tend to tweak stuff when they balance. Players get better over time, so if you buff one side and nerf the other, they may look equal on paper.
However as this trend continues, one side being lowered again and again, and the other side being improved again and again. You start to notice that one side does better and better, even with worse tools.
I think thats whats happening with survivors and killers. NOT SAYING BOTH SIDES HAVENT BEEN NERFED. I am saying though is that survivors tend to get more impactful buffs and killers more impactful nerfs.
Survivor nerfs generally involve something absolutley broken or overpowered such as instaheals, infinites (though they were reintroduced with breakable walls like i figured they would be), toolboxes (kinda) pallet vacuum etc...
Killer nerfs apply to a killers kit or perk combination that is declared "unfun" to play against. The changes to the Spirit, the changes to Legion, poor Pyramid Head, Old ruin, Old undying.
AGAIN THERE ARE OUTLIERS Moris were definitely overpowered and had to be changed, did i agree? Not entirely but i get why they had to be fixed. There are several survivor perks that get changed that just..... Noone cares abiut? They try and buff it but its never used so.... I mean survivors get a lot of kinda pointless perk changes.
But the main design philosophy, behind Major changes in the game boils down to kill rates, if they are too high you nerf the killer, nerf perks, or buff survivor items. But because of their 2 kill 2 escape philosophy, it is very easy to inflate these numbers, and that means that lots of stuff gets over adjusted.
I wonder what escape rates or dc rates look like.
Good heaven above im sorry for the wall of text
I've never seen dc rate data but it might have been out there at one point.
Survival rate last time mentioned was around 50% for swf and 40% for solo q if I remember correctly. When I have time I'll see if I can find it but I'm sure it was over a year ago.
The first time I remember survival rate being released was back in 2018? I think and it was around 70% for swf then. So as you can see the devs have actually been working to balance the survival rate.
There's a reason Freddy is getting looked at, because his kill rate was at 70% in red ranks and 60%? in lower ranks a few months ago. Devs have said they want survival and kill rates as close to 50% as possible and they don't include games with dc's in those data sets.
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@Exerlin said:
Here's what I would do:
Don't touch keys. Leave them with the same functions they have now.
Instead, make the hatch only spawn when only 1 player is remaining. That still gives keys a good use for a single escape, but it also gets rid of the main frustration where multiple survivors get an easy escape
Except there's an achievement for all 4 survivors to escape through hatch in one game.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1810863#Comment_1810863
And if you read the actual thread, they search for a neutral map for something like a tournament. And then I explained what I explained.
They first looked at hook spawns, narrowing down to maps which didn't have the hooks either too close or too far apart. Out of those 9 'neutral' maps they then looked at loops. Removing 3 maps that had 'infinites', including Lampkin Lane. That left them with 6 maps, 2 which were removed because Corn messes with some killers powers.
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@Cele said:
https://forum.deadbydaylight.com/en/discussion/comment/1809027#Comment_1809027
is 40-50 ping considered high? I'm usually around there
No that's an ok ping.
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Moris are an offering so it was only a tweak. Keys are an item that have several add-ons. They need to not just look at how keys interact with the game but what add-ons might need changed or removed. There's no point in them changing keys without looking at add-ons. The same as when they look at and change killers there are normally several changes to the killers add-ons.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/209347/killers-that-sweat-vs-obvious-solo-queue-teams
I hate sweats in games like fortnite, as that game is very casual, but dbd is different as it is much more competitive. If someone is just playing to their full potential, I'm fine with that.
Of course people that try to just bully are the exception.
Dbd is no more competitive than Fortnite. If you view it to be more competitive that's on you. There is literally no reason to be at rank 1. There are no scoreboards, no perks to being rank 1 or a different colour rank. There's not even a functioning matchmaking system to mean you know you've earned your place at rank 1 through skill and not just playing an insane amount of hours to get there. All the ranking system does is make you feel better and give a lot of players and unrealistic view of how good they think they are at the game. We all know people who end up in red or purple ranks that still don't completely understand the game. I can't tell the amount of times I've watched survivors run over hag traps, or try to heal me when I have broken status.
Wrt to the op. I do appreciate it when a killer goes more 'easy' on survivors if there's been a dc. I don't like farming though I have done it when it ends up a 2v1. I don't believe the op is asking the killer to not 3k I believe they're just asking the killer to doing the what people consider normal 'sweaty' stuff. At the end of the day if the killer kills those 3 survivors too fast they'll depip as well.
Personally, if the killer wants to end the match faster because they want to move on to a proper match then that's ok too. It just sucks that I'm probably depipping because a survivor dc'd. There's a reason Bhvr changed it so you get kicked back to the lobby is someone dc's at load in.
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If you see him leaving a trail at a loop just leave the loop, the trail disappears eventually. If he leaves a trail at a hooked survivor you can crouch over it just like Hags traps. You just need to learn to adapt. What would you do against other anti-looping killers?
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It depends on what mood I'm in. If a survivor is coming to get me I rarely attempt to get off myself but if I'm bored and I KNOW it won't send me into struggle phase I'll maybe try once. The only other scenario I purposefully try to get myself off is if I know a survivor is running to unhook me while being chased and they don't have BT or the killer has tunnelled previous unhooks. If the unhooker manages to unhook me in that situation I usually go straight down again in 10 secs anyway because they rarely take the hit. They still get unhook points, just not the safe unhook points, and I would rather they not be rewarded for bad play.
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1768264#Comment_1768264
I mean, Springwood would disagree with that statement...
Yeah my fault I forgot about Springwood somehow.
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Could be a licensing thing. Haddonfield is the only outdoor licensed realm.
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This isn't a spot where BL is needed. It's not a bug it's an unintended bad tile. This is a spot that needs to be fixed by the devs.
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I have maybe 50 hours in killer, I'm a survivor main. But when I do play killer even I can tell which are the absolutely new people or if they're struggling. I tend to go easy on those finding it harder, like if I find the same Jake trying to hide over and over again I might smack him and pretend to lose him or pretend to not see him. It depends what mood I'm in and how the match is going. But I only play killer when I get bored or during events so it's not that often.
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@The_Manlet said:
That's probably because the way to counter Spirit is to run perks like Lightweight, Iron Will, and fewer get out of jail free perks, and do things that would be suicide against any other killer, such as not heading towards the obvious pallet while she is phasing.
The problem with this thinking is survivors have no idea what killer they will face and therefore can't prepare specific perks. Therefore most survivors run meta perks, ones they know will help them escape against the majority of killers. It makes sense, why run a perk in the off chance that game might be 1 out of 17 killers.
Now I don't believe survivors should know which killer they're going to face, I think that's part of the fun, finding out which map and which killer. Plus it would be too overpowered allowing survivors to kit themselves with the best counter perks to a killer.
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I don't why you're complaining it's £15.87 which is close to $20 here.
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@RicardiBacardi said:
https://forum.deadbydaylight.com/en/discussion/comment/488069#Comment_488069
Plot twist, they can't mute in-game microphone
@RicardiBacardi fine I'll detach my mic from my headset and use Discord on my phone. Easy way to get around it.
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You realise 800 seconds is just over 13 minutes right? Increasing gen repair time is not the way to go. You already have survivors that don't like sitting on gens and won't do more than half of one, instead running to the killer for some interaction.
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@RicardiBacardi said:
Make open microphone for all SWF players so you can ear them talk each other.
If you want to listen to us trash talk each other because we made a mistake you're welcome as long as I get to hear you curse because you missed a swing.
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Even if it's only 4% chance that they DS or whatever that's still a chance to get the hatch etc. Especially if they have pallets/vaults nearby to out a little distance between them and the killer. While the chance is low it is still there and shouldn't be removed from the survivor. The only way I would agree with Cypress Mori being base kit is if the killer closing the hatch in endgame powers a random gate to 99%.
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The only problem with Billy is his insta saw, I don't think he needs a cooldown if those add ons are changed. He is very loopable, especially those killers that insist on revving their chainsaws at good loops until they realise they have to m1 you.
Do I think his insta saw add-on should be tweaked? Yes, along with Nurses omega blink add-ons.
BUT there are also Survivor perks and add-ons that need looked at. At the end of the day the devs will be constantly trying to balance the game. Red ranks are full of Billys and Nurses because people at those ranks tend to want to win, hence they're at red ranks.
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Sounds like a bug, Adrenaline should only proc after 5th gen is done. Nothing picks a survivor up after gates open unless someone insta heals the survivor which I'm sure you would have noticed.
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I was waiting no more than 1-2 mins for queues last night playing 3 man swf.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/450431#Comment_450431
Lobby dodging isn't "outta control". I play a lot of survivor and it absolutely isn't a problem. Don't choose outfits that make you look like a troll SWF and don't overdo it with items and you are fine.
The real problem is the huge amount of dc's everywhere. That is what makes this game unplayable at the moment.
I understand where you’re coming from but basically what you’re saying is survivors aren’t allowed to wear certain outfits despite the fact they paid for them. Imagine dodging a killer because they spawned in wearing Legacy or p3 items.
I’d be in agreement with killers not being able to see items if it didn’t effect their gameplay so much. The ones that rely on Franklin’s when they see items would be forced to equip it every match. You couldn’t choose to run certain perks based on what you see in survs hands at the campfire. And I don’t feel there is anything wrong with giving a killer that slight advantage of knowing what they’re facing.
4 purple toolboxes or 4 flashlights etc is a bit too much. But both survivors and killers have their tryhard loadouts. Doesn’t mean they’ll actually be any good lol. I would t be adverse to there being a pre-lobby lobby for survivors where they had to equip perks/items before joining a killer and their perks/items are locked so no 6 sec change. I also would t be adverse to limiting the amount of each item that could be brought into a match but I have no idea how you would implement that.
The problem, for me, comes in when they decide to dodge for cosmetics.
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But how would you even know you're going up against a good 4 man SWF?
You can't, just because they wear certain skins, certain rank or bring certain items doesn't actually mean they're any good, sometimes they just think they are. I can't count the many times, playing 3 man swf, a killer has brought best addon nurse or billy into our games and then boasted they wrecked a swf despite the fact we're just ok and probably average 50% survival. Half the time these killers don't recognise they're wrecking a lower skilled team or just don't care because they want to say they wrecked a swf.
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So he magical gets into a match with his puppet killas all the time?
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Personally I think it's a latency issue and a hitbox issue. There are definitely times where latency will make you take a hit you thought you shouldn't have. But I've been hit vaulting off the top of the boat in the swamp map, I was almost at the ground when I took a hit from the Huntress throwing a hatchet at me on top of the boat 3 steps behind the vault. It was a 40ms lobby.
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So you as killer are used to hosting the match. That means everyone connects to your device, some pcs etc can't handle that many connections and lag. You don't see the lag as much because you're the host so it usually affects the survivor more.
In your KYF game your survivor friend was the host so you were being affected by lag more than you're used to. This is why survivors have complained about the game being p2p instead of having dedicated servers. Not only will you miss hits when you should have got them but hits went through when the survivor was sure they shouldn't have. Because on their screen they're further from you than on your screen.
Dedicated servers are supposed to help solve some of those issues because the server hosts the connections, meaning any lag experienced will be simply because your connection isn't good enough and nothing to do with any other players in the match.
We'll wait and see how things go.
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You can close hatch, oh yeah, cool. You MUST be there first since hatch interrupts were removed.
Leader only affects other survivors not the one using it, wake up only affects the survivor using it. This would mean 2 survivors would still have to be alive and both near the same exit gate to get the buff you propose.
If you get to that point in the game while the hatch may have spawned the survivors, since 2 are still alive, would need a key to open it meaning you won't need to close it unless the one with the key gets there first.
This is like those 4 man deathsquads, I don't feel like you're going to see this every match especially successfully pulled off.
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That's almost exactly what it is only there is months long history to it to the point where there just seems to always be drama on Twitter.
So I ended up rethinking who I follow and sub to. The drama isn't normally on Stream btw but I unfollowed because of the ridiculous Twitter drama.
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David kind of reminds me of Clark Gable. I like it.
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SWF make up something like 70% of the survivor base. You really want to wait that long for a match?
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Just report them and move on.
People like to think it's just the other side being toxic. It's not killers or survivors, it's the player behind the screen. You done nothing wrong so do your best to ignore the insults and just report them. Or if you find it difficult to ignore you can close the end-game chat so you don't see it, much easier to ignore that way.
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I’m not that great on a killer. But yes I go easier on them/give them the hatch. I know they have to learn but they also should have fun so they continue to play. Plus I just like playing ‘fair’. I played scummy before and never really enjoyed myself. Sure I lose games but I win some too and I enjoy myself most of the time.
I especially go easy if I completely outskill the survivor group or see one or two I outskill. I pretend I don’t notice them or will leave them injured and chase another nearby. I still hook them but I give them more of a chance.
I kind of feel in this game, how do you learn to juke/end chases etc? The only way is watching good teammates or streamers/videos. Players are just thrown into the game, even if they do the tutorial it teaches the very basics of what the buttons do. It’s usually pretty easy to tell if a new player is in the match.
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Survivors used to be able to click on the killers profile. Guess what happened? They dodged the lobby if they knew the killer/didn’t like profile etc. So it was changed to where survivors couldn’t look at killers profiles.
Ive said before the same now needs to happen on survivor side. Make it so the killer can’t click the survivors name at the campfire to access their profile. Killers use it to dodge hours played/swf etc etc. There is absolutely no reason a killer should have access to a survivors profile at that point. I get seeing the survivor at the campfire so you can equip FD or whatever. Or dodge because you don’t want to deal with items, though I mostly disagree with that.
With regards to item dodging, the only time I excuse it is if there are 4 toolboxes, though you don’t know their rarity. I believe the game needs a mandatory secondary objective or something so I understand dodging 4 toolboxes. But dodging because of names/profiles/clothing/1-2 items is just cherry picking.
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You basically told her to get off the gen before she’s even in the killers TR. I told you that’s not always possible depending what gen you’re on.
It is a valid argument. There are some unsafe/dangerous gens that need to be done otherwise you end up giving the killer a 3 gen strat or playing in to their 3 gen strat.
Its just not as simple as some of you killers think. Survivors in these forums are told “just stealth”, “don’t get caught”. Now give that advice to all 4 survivors in a match. Either way someone will eventually get caught and hooked and some of those killers will facecamp for whatever reason.
Yes it’s up to the survivor to be aware of their surroundings and know the risk they’re taking. But this thread was a complaint about facecamping and some killers will do that no matter what anyway.
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@[Deleted User] said:
@AshleyWB be more attentive with your surroundings, get off of objectives to hide BEFORE you hear the heartbeat
And if she’s on a gen with no clear line of sight to the killer? Sometimes it’s impossible to stealth away. Also unless the killer is really bad they are going to find someone and that first someone could always be you.
Facecamping when the gates are open I can understand but when it’s the first person you catch? Usually those are the killers that say ‘ggez’ endgame chat looking for salt, they end up disappointed in my games.
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@Thunk said:
Swf shouldn't be in public matchmaking period, comms aren't in-game for a reason.
Do you remember when survivors bitched about killers face camping the unhook prompt so it got changed but whenever called out about blocking the hook prompt they act like it's completely legit and different when it's just the same thing except it's not removed because the devs are spineless and scared of survivor mains.
When a killer blocked the unhook prompt there was nothing survivors could do about it but go do gens and leave the person to be camped.
When a survivor blocks the hook prompt a killer can smack them and injure them making them move. Does it take time? Sure but the chances of you having to go far enough to a hook that the survivor can wiggle off isn’t that high. Also survivors get points for taking a hit while someone is being carried to the hook so of course they’re going to try it. It only really works in newer ranks because the killers don’t look down to see why they can’t hook or don’t hot the survivor.
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@Master said:
https://forum.deadbydaylight.com/en/discussion/comment/392004#Comment_392004
For most EU players, a russian player is equivalent to red ping and lobbydodge, just saying
I know, I'm in Europe. Though I've played with some very good ping Russian players.
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@ShirtlessDwight said:
List of EMEA Countries:
Albania Algeria Andorra Angola Austria Bahrain Belarus Belgium Benin Bosnia and Herzegovina Botswana Bulgaria Burkina Faso Burundi Cameroon Cape VerdeCentral African Republic Chad Comoros Croatia CyprusCzech Republic Democratic Republic of the Congo Denmark Djibouti Egypt Equatorial Guinea Eritrea Estonia Ethiopia Faroe Islands Finland FranceGabon GambiaGeorgia Germany Ghana Gibraltar Greece GuernseyGuinea Guinea-Bissau Hungary Iceland IranIraq Ireland Isle Of Man Israel Italy Ivory Coast Jersey Jordan Kenya Kuwait Latvia Lebanon Lesotho Liberia Libya Liechtenstein Lithuania Luxembourg Macedonia Madagascar Malawi Mali Malta Mauritania Mauritius Moldova Monaco Montenegro Morocco Mozambique Namibia Netherlands Niger Nigeria Norway Oman Palestine Poland Portugal Qatar Romania Rwanda San MarinoSao Tome & Principe Saudi Arabia Senegal Serbia Slovakia Slovenia Somalia South Africa Spain Sudan Swaziland Sweden Switzerland Syria Tanzania Togo Tunisia Turkey Uganda Ukraine United Arab Emirates United Kingdom Vatican City Western Sahara Yemen Zambia Zimbabwe (Rhodesia)
Yet I'm playing vs Russians while living in Europe. GGWP.
While I understand your frustration...
Is Madagascar closer to you than Moscow?
Russia is just huge but it has to be put in with a particular region.
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They really need to do something. Someone posted in a discord I'm in a screenshot of one of their matches. There was a rank difference in survivors from highest to lowest of 10. The killer was rank 20. They weren't swf, the highest rank surv even end game '#########'. The killer admitted they didn't even know how to use their power. How's that fair on them?
On that note I also think the tutorials need looked at.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/391537#Comment_391537
1: an escalating ban time starting at 5 mins, and increasing each time.
As it stands, as a survivor I can d/c a game, and get a new game almost immediately.
2: Give an incentive to use killers that are underused.
This will help (but not fix) the saturation of certain killers. Which will give the game a better feeling when playing a few in a row.
3: "Tough Game" incentives. Nothings worse then being a killer that gets rushed into getting no points, or getting hooked right after a bad unhooking. Give the people feeling these frustrations extra bp after the game.
I'd be happy if they implemented some sort of time penalty after they fix the game kicking people out. I played the other day and in my first 12 matches the game shut down in 7 of them, I was about to give up and said if it happened one more time I wouldn't play the rest of the night. Sometimes it just happened randomly as I was walking towards a gen. After the 4th time I even shut down my PC and router to reboot them in case it was my internet. Eventually whatever was happening stabilised and I was able to play for about 4 hours with no dc's.
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@Asssthetic said:
@Aven_Fallen The thing is the hatch is in the survivors favor at the moment. If they find it first then they can jump in it, whereas if the killer finds it, they can decide to camp it or continue looking for the survivor. It should be in the killers favor since if you weren't able to finish all the gens, then you failed as a survivor team. And don't complain about having awful teammates because yeah it sucks when it happens but survivors are supposed to rely on each other to survive. They should let killers close the hatch if they find it first so its fair. Whoever finds the hatch first gets the hatch
And if you close the hatch and survivor doesn’t have a key? You’ll end up in a 20 min game of hide and seek. I’ve literally watched it happen when a Nurse wrecked a team before 2 gens could be done. The last survivor hid and tapped different gens every so often for around 25 mins because the Nurse couldn’t find them.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/374781#Comment_374781
I don't really give a ######### why they do it. I'm not taking the risk that I'm not making it to the hook when my victory is already assured.
Tbh when you said 'there's no hope of escape' I assumed you meant 4/5 gens still to do and last survivor so no chance of hatch. So you basically win because there's nothing they can do unless they're some god tier surv. But I understand why killers bleed out the last surv sometimes, it's also their choice how they play. My issue with slugging is when killers do it from the start and have all four slugged but won't hook. Now if they slug one and the survs fall for the bait or don't pick the slug up that's on the survivors.
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It happens every time. I find it kind of funny that as I post this on the first page is ‘Nerf the Plague’ and ‘The Plague nerf was a mistake’ posts. People will always find something to be unhappy about.
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@PiiFree said:
The new emblem system promotes slugging. If you go for a quick 4k you won't pip, you gotta play with your prey, spank them a little before you kill them.
It's what the devs want and consider fun gameplay :)
You don’t pip if you slug and don’t hook. The new emblem system is supposed to promote multiple bookings. The OP said the killer didn’t even hook one person, just slugged the entire match. They can play how they want though.
@Orion while I understand wiggling with no hope of escape may be annoying for you as a killer. Maybe the only reason the surv is doing it is for those few extra points it will give, not to annoy you.
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You have to run to make a fast vault on PC also otherwise you slow vault. What are you on about?
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@The_Crusader said:
typical how another licensed survivor brings the most busted perk.
Chapter 11 was released less than 12 hours ago and you're complaining about a perk in an unreleased chapter? You don't even know which chapter it is. A lot can happen to perks between am idea on paper, ptb and finalising it.
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That's always been the way though, new survivors struggle more which is why you see threads claiming killers are op that are nowhere near it.
It also nearly always happens that once a new killer is released survivors say they are op while killers say they are weak until people have learned to play/counterplay.
Give it a few weeks, let people figure her out first. It's been less than 12 hours in live game.