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Perrin3088

Perrin3088

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Perrin3088
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  • It's already been answered a lot, typically mods that don't directly affect game files are near impossible to detect without kernel protection, which is widely despised due to privacy violations.

    Should it be allowed? No. You are using software to give yourself an unfair advantage, and invalidating perk choices. Reading some of the comments about acceptable mods, I also disagree with. Reticle is an unfair advantage. Survivor flashlight assist is an unfair advantage.

    If you have to give yourself an unfair advantage to play a pvp, maybe consider playing pve instead.

  • @Retro_Gamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900182#Comment_3900182

    Do you think it's funny that the survivor players have opportunities they shouldn't have?

    Like cheeks notes using perks... and using a single use ultra rare add-on for value..

    How dare they. Don't they know they're only allowed to play perkless, without items?

  • A big problem is that stats are highly unreliable in a game without a standardized load out and goal.

    Games without tomes active vs games with tomes active throw any relevant stats out the window. As do killers that pad their mmr by going 8 hooks then forcing gen simulator. Or how about people going for achievements, running non-standard builds to accomplish a non-W goal... or how about bully squads, that lower the escape rate by not playing objectives and just harassing the killer until they inevitably die off..

    Any stats you get for this game are so corrupted variables that could vastly affect them, you either need to track all those variables giving a mess of unorganized data even at your best organization, or irrelevant information.

    Kill rates alone are barely anything because of dc penalties. Is doctor good? Or are the numbers just padded cause of the visual pain it causes some people?

    Oh, pick rates. Is Myers pick rate not boosted by the est 50-150 games per person it takes to get the achievement? (More if you like scratched mirror and/or tombstone)

    Is huntress pick rates higher in 2v8 because she's good, or because it's the best time to get the sniper hatchet achievement?

    Even test server is a bad judge, because it centers on new releases, and new release counters (although that would be the most reliable data any stats can give)

    Personally, I would be much more interested in my personal stats and picks and kill rates than anything globally that I wouldn't know just how heavily falsely skewed it is.

  • @theonryo123 said:

    If you’re not playing against nurse blight, billy or oni etc then you shouldn’t say it’s killer sided. Also if your playing M1 killer who doesn’t have a high kill rate like pig Ghostface wraith or Onryo then it shouldn’t be that killer sided. It depends if going against high killer level. For Solo q it’s not always the killers fault if certain survivors give up on first hook by killing themselves by throwing the game. And you also have survivors who dc, don’t do gens and that’s the point of solo q but it’s not the killers fault it’s the survivors fault who should know what they are doing. But as for Swfs it is very survivor sided if your facing a 4man because they have comms and they bring builds that deal with gen speeds, hooks, flashlights and exhaustion. In my opinion I think the game is 50/50. If you disagree with what I’m saying then you have never played both sides before and I think that’s the problem with the community you have to play both sides in order to understand both perspectives.

    I do play both sides.

    I keep my music going as kilker, and have higher than the 60% kill rate, even with c class killers. Many swf are bully squads that are just throwing away free hooks and downs, so the swf is irrelevant imho. A pretty limited amount even focus objectives.

    If your argument is it's survivor sided, but only when all 4 survivors are try harding, then the conclusion is it's not. There are tomes, achievements, and dailies, so your odds of having a game with 5 players all focused purely on the W is fairly slim, and there are more survivors, so more chance of one of them focusing on a side quest.

    I know it's not sign of evidence, but even when I'm focusing on tomes as a killer, I don't find it severely difficult to maintain my 60% kill rate... playing as chucky or nemesis and focusing on scamper vault hits or ignoring punching for infection for a daily.

    Why is a game survivor sided, when it requires all survivors to try hard to be that way, but a killer can goof around and regularly get a 3k+?

    Killers also determine chase. If you have a swf with perks setup for 2 on gens, 1 on loop, 1 on assist, a good killer van identify the looper and practically ignore them, causing the entire match to crumble.. in fact, I love seeing it because it's a sign of free pressure.

  • What I find amusing, is that the 4th mori solves a problem that no longer exists.

    The main reason for it was so you could get the 4th kill despite lost hooks, but now you don't lose hooks, so it's only point would be if there are dead zones killers can't hook from, which would be a greater issue that should be solved on it's own merits.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847210#Comment_3847210

    I wasted 2 mins and I barely got value from treacherous crows

    Just wait, one day you'll be able to waste 4 mins in the basement to barely get any value.

    On the topic of invocations (and boons). There are 3 design approaches they could have taken -

    1: Survivors are limited to one invocation and cannot run more than one.

    2: Survivors can take as many invocations as they want, but they need to activate each one separately.

    3: Survivors can take as many invocations as they want, and if succeed on one all of them activate.

    To me, approach 1 would be the easiest to balance each around the idea of comparing it directly to the value of other perks. Some people like approach 3 and the idea that invocations should be like boons and should balanced around the idea that people are going to run a full boon build and we balance around that.

    Approach 2 seems like the absolute worst possible approach to take, which is what BHVR has chosen to do.

    1 would be the best choice, but it would require invocations to actually be balanced.
    Invocations are so bad that they would only be viable using 3.

    if they were just a time expenditure for their boon, they would be valid choices, but the huge time expenditure + injured + wasting other survivors time at a worse ratio… they're practically killer perks, because they are actually a hindrance.

    They 100% should stack on a single use to make them viable, or they should be rebalanced to be viable options and limited to 1/character.

    honestly, I could see BHVR, for the name of 'balance' start assigning slots to types of perks, to give things like invocations a purpose.

  • It sounds like your promoting creating a self crutch with reliance on aura reading perks and survivor altruistic

    Your mindset is what creates killers that insist on a perk meta they 'have to follow, when those perks are meant to aid or circumvent basic gameplay loops (like searching for survivors) and patrolling gens gives alot of information on survivor locations by showing what gens have progress and where scratch marks are. It also let's you identify strong loops and map locations without meta gaming.

    The post feels like it was written by a vet with everything unlocked that has lost sight of how to win without reliance on perks, and thus has lost touch with the new player experience.

  • Unfortunately, DC penalties will just encourage afk or unhook suicide, and penalizing someone for dying too early is just making tunneling someone out an even more toxic play style by giving low skill survivors a penalty, onto of minimal playtime because they're the 'weakest link'

    Discouraging new or low skill players from playing is a good strategy to kill a game.

    Realistically, I feel they need a separate queue for archives. Because you'll never get 5 people in a match all dedicated to play a good march if a third of your player base (estimated) is hunting some obscure goal that may not be related, or even negative, to their sides goals.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757183#Comment_3757183

    ^^^This

    Just saying "killers need it" isn't valid reasoning to make such a drastic change to the game. Yes, it can be hard to keep gens in check early game, that doesn't mean survivors should have such a massive limit put on the ability to do their objective. There are numerous other fixes to any potential gen issues that don't involve this perk being made Basekit, as while that might sound fine on Trapper, it sounds asinine on Nurse, Billy, Blight, etc.

    Whenever someone says "killers/survivors need x" what they're really saying is "I have a serious crutch and refuse to overcome it"

    I think corrupt intervention is actually fairly negative because it forces the survivors to leave the fringe gens and typically results in them focusing a more pivotal gen to prevent a solid 3gen situation, resulting in a harder late game for the killer.

    I don't have it on a single killer, and only use lethal for the bonus to aura duration.

  • You're right…

    OP's point is that killers only have cakes on web. while survivors have 3 masquerade items, and cakes.. so 1/4th as many cakes.

    4cakes.png
  • @C3Tooth said:

    And dont forget, its 40% escape rate. With 4 survivors, means they have 160% win rate, while killers have only 60%.

    Bad math is bad.

    40% escape rate means survivors average 40 wins per 100 attempts (25 matches) while killers get a 60% kill rate, so they'll average 60 kills in 25 matches, or 2.4 kills a match. 2 kills is a draw, 3 is a win, so in theory there is a 40% chance of a killer to win any given match.

    Also, including the mess of afk and 8 hook killers, a 60% kill rate translates closer to 70-80%.

    There's a reason I don't use toxic tactics, and often keep my music running as killer... it's so easy it's almost boring most matches.

  • @KoreWaPantsu said:

    As many said before me, the game is getting more and more stressful on the killer side, where every little mistake (or unlucky events) comes with high cost.

    At the moment as a killer you're literally forced to run 2+ gen regression perks JUST TO PLAY THE GAME. If you don't, the game usually ends in a bunch of minutes, and you're constantly under a lot of pressure. On the other side, as a survivor you can play more relaxed. I'm not saying it's easier, but you have a wider error margin.

    It's very stressful, expecially when survivors rush.

    As someone that almost never runs regression perks and regularly gets 3-4k with 1000+ in killer, I just have the world's smallest violin playing for you.

    Players that are reliant on meta are always hurt when meta is brought back in line. The problem is by always running meta their mmr is higher than their actual skill represents.

    You were playing with a crutch, and it got taken away. learn to stand on your own.

    Ps. I also prefer killer because I don't have to turn off my music, while not hearing is alot more detrimental on survivor.

  • "Forced to tunnel" any good killer will be watching gens as they tunnel.

    Sounds like you've developed a crutch based on reliance to your slowdown perks and forgot about your peripherals.

    Some of the best tactics you can use is being aware of where people are, pretending you don't see them, and peel mid-chase to hit a gen worker that still thinks you're mid chase.

    Tunneling is never required, and is actually the best way to get gens popped because you're avoiding slowdown. The only way Tunneling let's you succeed is if the survivors are too busy being altruistic or trying to bully.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533991#Comment_3533991

    Yeah the problem without more clear information like replays or tooltips is that people conflate their ignorance with the opponent cheating.

    When I was new and playing in soloq, if I died and saw the Killer had no perks, I thought they were a cheater, like when cheaters used to bring all the perks by bringing none of them. What I didn't know (until later told only by word of mouth) was that the Killers build is hidden (even in soloq for some bizarre reason) until the match is over for everyone. It was even worse because when I'd play with friends, I'd never see these 'cheaters' (due to spectating my friends till the end of the match), and I wouldn't lose against a no-perk Killer 'cheater' (because I escaped which was essentially the end of the match). There is absolutely nothing in game the explains why the Killer's build is hidden until the end of the match, as the fellow Survivor perks are shown, so why wouldn't the Killer's?

    Every time I see people thinking players are cheating, it just reminds me of how poor the new player experience is, and the obfuscated mechanics make people's lack of understanding the real culprit.

    it seems glaringly obvious to me why the killer perks would be hidden.. namely.. there are ways to communicate outside of game, and you could cheat by telling your 'team' his perks so they could plan against it, instead of having to figure it out.

    And I know you said soloQ.. but remember, before SwF was standard, it was very very Very common for people to time their queues to soloQ together, so it's an irrelevant argument, esp with so many TTV players, you could easily communicate to them via their twitch what perks the killer has.

    It's a simple anti-cheat device for a known problem going back 5+ years. if you are truly invested in why the killer was moving so fast.. spectate and see if it happens to others he's hunting? and after more research you'll find the match is over and the perks are revealed..

    realistically, I wish this game had a history button that would save the last 5-10 matches, so you could look back and see the perks without having to wait, esp if you get a troll killer that tunnel/camps you down because s/he's idea of fun is spoiling another persons fun, while sabotaging their own success in the hopes of others altruism to give him a chance instead of winning.