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SoulSever

SoulSever

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  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182143#Comment_1182143

    I already said . If someone else will justify what you re saying then i will bother to argue.

    You never once said that to me. And you should not need another person to justify my claims, I justified them myself. Many. Times. Over.

    When arguing with a person you discuss with them directly, not with someone who is not even involved in the conversation, and if there was someone else I gather that if they agreed with me you would ignore their points as you did mine, and if they agreed with you then you would just claim that I do not know anything as you did before without actually providing an argument.

    Your refusal to provide an argument only shows that you do not have one.

    I am done here. This is like talking to a wall and expecting it to move.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182116#Comment_1182116

    If you think that you re so good yourself why wont you show us how you would do that?

    Instead of pointing out other high level players mistakes ?

    I literally just said what they, I and anyone should do. Many times over.

    1: Get on a generator, do not run after the killer for no reason.

    2: Go to 1.

    3: That is it really.

    And if the problem is the traps as you have said (And it is not, because they cannot even deactivate them, but hey, you jumped past that point too) you activate those that you can while the Hag picks up a survivor.

    I do not understand how or why you are trying to justify that play. Allow me to ask a question for a change: How is the Nea running after the Hag while the Hag is chasing Meg, and as such occupied, of any help of the team at all? Is it not obvious that you are not doing anything? What is that performance accomplishing? Nothing.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181825#Comment_1181825

    Nea were not supposed to disarm all Hag traps? Seems like you dont know how strong Hag is going to be if you dont do that. You just proved how little you know.

    BLEH HEH.

    Ah, yes, the Nea will disarm the Hag traps with a Med-Kit while the Hag is chasing the Meg and thereby will not be placing any traps of particular importance.

    Besides, if you need disarm the traps, you should run to all nearby traps while the Hag is picking up a survivor, then they cannot teleport to any of them and lose all map pressure as they are activated.

    You did not even bother to check the game and jumped to insulting someone's knowledge while just jumping past the other points, I do try to be civilised but you do not seem to be inclined to change your view or to provide any constructive argument of your own.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181795#Comment_1181795

    @Peanits I know you're usually very active on these forums. Can you or another dev quickly give some stats to the kill rate and/or pick rate of the nurse currently on pc?

    And yeah, the nurse players I see agree she's a shell of her former self too. Difference is they still 4k with ease most of the time, and when they don't it's because the map was awful, gens flew by at the start of the game, and they made mistakes ruining their snowball potential.

    The Nurse still has most of the potential from before, with 3 differences.

    The first: downing a survivor now has a speed limiter due to the blink cooldown which really just feels like handcuffs holding you back, which is what people dislike, It turns Nurse into a cooldown simulator and is just forced.

    The second is that due to the cooldown, Nurse is overly punishing, any mistake that you do will allow survivors to just run a straight line and force 2-3 blink cycles, the time you take to down them just builds up over time resulting in you losing very precious time. There is no killer as punishing as Nurse, compare Spirit for example, Spirit moves at Mach II during the phasewalk but even if they miss the swing they are just reverted back to base speed while awaiting the cooldown, meanwhile Nurse gets stunned and forced to wait a cooldown while moving slower than survivors. Also, Dead Hard causes the Nurse to suffer what feels like the biggest falloff of any killer I have played, think to how Object affected Ghostface and Wraith prior to undetectable.

    The third ties in with the first and second, which is LOS, when you lose LOS and miss your blink my a few metres, you of course are forced to enter fatigue, this can be remedied with better prediction by learning how the survivor plays and blinking to the certain safe spots, but this becomes especially a problem with indoor maps. In indoor maps you almost never have LOS on a survivor, the prediction and blink spots become almost useless because since you almost never see a survivor, you have nothing to make a prediction upon, and since indoor maps are a random mess you cannot ever be certain that your blink will not be blocked by some random junk in the middle of the corridor. The result is that you are forced to hit a completely blind blink, or repeatedly enter fatigue and wait the cooldown until you do, and the combination of the two makes so that even if you guess their general area correctly but are not quite on them, you will not gain any distance as they will turn a corner and by the time the cooldown is over they could have turned 8 more, and you are back where you started.

    Most of these issues are not even about the Nurse's raw power, theoretically Nurse is still the best killer in the game, it is about how fun Nurse is to play, if that were addressed Nurse players would be much happier.

    Now, just a question about your earlier post about the Nurse being able to catch up to survivors after the on-hit speed burst in a single blink cycle: Did you take into account the blink charge time and the time it takes for the blink to travel? I am questioning this because from personal experience it takes 2-3 blink cycles to catch up to them, they can usually run just outside your lunge range and force another cycle or two depending on how far away they were initially. (To clarify: 1-2 blinks to get into blink range, the remaining are the ones that can give you the hit).

    Edit: Fixed a mistake in which I replaced the word 'time' with 'distance'

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180467#Comment_1180467

    What Nea? Against Hag ? Yes of course tournament players just did mistakes which led them to loss. If you think that you re so good yourself why wont you show us how you would do that?

    I did explain how it should be done based on logic, but if you insist I will do so again.

    The Nea on the Hag game should have stopped running after the killer for absolutely no reason and gone to a generator.

    The Claudette on the Hillbilly game should have left their teammate to die. Really, you do not save in the face of an instadown killer and expect it to go well.

    The survivor team on the other Hag game should have scattered to opposing ends of the map to avoid a 3 gen.

    The team of the Clown game should not have equipped self care, neither should they have used it instead of repairing generators.

    The Jake of the same game, they should have either held a better corner with longer walls (the fence of the church that was just to the side would probably do) or ran away from the area, instead they sat in a doorway and gave the killer a free hit. They should also have just ran in a straight line to a pallet or window far away after being hit instead of taking a vault next to the killer which led into a drop that wasted the speed burst.

    The Claudette of the Huntress game should not have ran past pallets into unsafe areas/tiles. But again, this is by far the smallest mistake out of these and can be partially attributed to map RNG.

    As I said, I understand that people make mistakes, but aside from the Claudette I listed just above, none of them are small mistakes. They are painfully obvious mistakes that could have been avoided by simply picturing the scenario in your head and making a decision based on that.

  • @Reborn2020 said:

    its a tournament and you saying that they werent trying their best? Those 2 teams are both known around tournament player and they both really on high level play with thousand hours behind . You know what they were supposed to do because you watching the game you not participating in it and i like how you just being biased towards survivors. Like that first Hag that got 2 kills on survivor sided map could easily get third guy if he would play smarter . See i can say that too?

    And im not even saying that killers have upper hand in this game. All im saying that this Marths opinion is clearly wrong " We as killers are just lucky that survivors are boosted apes".

    Yes, it is easier to analyse small mistakes when you are watching. Those were not small mistakes.

    You do not require a brain of a genius to realise that the Nea should not have been running after the killer for 2 minutes. You, as the player, can very well see that you are not doing anything in that situation, that is a very obvious mistake with an equally obvious solution: cease running after the killer and search for a generator.

    The self care situation with the team of the Clown game: Self-Care is a waste of time. That should have been known before the match even began, I really do not understand why they were using it.

    The Jake of the same game: Again, it is common knowledge that when hit you should use the speed burst to gain as much distance as possible while running to a safe area with a pallet or window or both. Instead, for some reason, Jake decided to vault a window that was just in front of the Clown, barely gaining any distance, plus that window led to a drop of which the stagger denied the rest of the speed burst that was not denied by the vault, then the lack of any nearby assets led them to go down. That is a lack of basic map knowledge and game mechanics.

    The Claudette of the Huntress game: We could just say that person had a bad game, everyone makes mistakes.

    The Claudette of the Hillbilly game: It should have left the teammate to die. You should not try to save against an instadown killer who is camping the hook, you can just picture how that will go in your head and immediately disregard that idea.

    The three gen: Easily avoided, simply tell people to scatter to different areas of the map.

    As to the last remark about the killer: Yes, they could have played better, but they did not and the survivors still managed to get themselves killed.

    I would say from personal experience that most survivors are indeed not all that great, but that might simply stem from the ranking system being absolute garbage and matching me with whoever while also assigning them to a rank where they do not belong. Even in competitive games such as Overwatch the highest rankings are composed of about 1% of the game's population.

    Conclusion: Most survivors are not good players, but that is the nature of every game and everything.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179010#Comment_1179010

    Killers also played bad and did some mistakes . The proof here is that even high level make mistakes which means its hard to not do mistakes when killer plays good. Also its Clown (the weakest killer)with three perks vs survivors with exhaustion perks recovering while on the run. Anyway you make good points as well but admit that: marth experiment against random killers is stupid ( nurses with ebony mori end games with 1 kill lol).

    Killers are harder to play than survivors because of first person perspective but that is irrelevant.

    "However, the matches you provided have the opposite problem, the killer is playing as well as they can while survivors are sub-optimal"

    what?why?

    Its easy to say what you did wrong when you watch the game afterwards .

    Everyone makes mistakes I understand that but those in particular were incredibly banal for survivors of the highest level which leads me to believe that they were either not trying their hardest or were not dedicated survivor players.

    The first Claudette on the Hillbilly match should have just left the teammate to die on hook, it is known that when a killer camps a survivor you should just rush gens, especially if it is an instadown killer such a Hillbilly who will one hit you off the hook which makes trading impossible.

    The three gen situation could have been avoided by simply having survivors scatter through the map although I have done the same before so I rest my case.

    The Nea running along with the Hag is just illogical, the Nea is not accomplishing anything, for those 2 minutes it might as well not have been in the match, if you are not being chased there is no reason not be on a generator and much less reason to be running after the killer.

    The Claudette on the Huntress game made the same mistake twice, which is passable I suppose but still.

    The Jake and Nea of the Clown game (Oh boy) Jake could have easily ran to a safer corner to hold or just ran away from the area entirely, they literally just sat still crouching at a doorway and then proceeded to waste the speed burst from the hit not only with a vault but with a vault into a drop, that pretty much nullified the entire burst and ensured that it would go down not long after. The Nea, same principle as the other Nea, wasting time, healing is often wasteful, especially with Self-Care which heals even slower, with Coulrophobia added upon it which makes it even slower. It is mostly accepted that Self Care is the best killer perk due to having survivors sit in a corner doing nothing for extended amounts of time and there we have the Nea doing that and more with the help of Coulrophobia. Nea should just have been on a generator. May I note how the Feng also had Self-Care?

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178893#Comment_1178893

    I dbe very pleased if you would provide those games. As far as i know every tournament allows survivors to use comms which also gives them huge advantage but no matter that people manage to get kills even as low tier killers.

    Here are few games i posted :

    https://www.youtube.com/watch?v=VNBRSKkobqs&list=PLSZb6aJt_EGl6CAeoRllTrOSQW5wyRugN

    https://youtu.be/XbTFM51UtyI

    https://www.youtube.com/watch?v=7rYKnvm0vrg

    https://youtu.be/umJZMmnbSZI

    https://youtu.be/iKjAiWIb05w

    https://www.youtube.com/watch?v=hPm6XaOVxKs

    Unfortunately the games I had in mind were the SpaceEsports tournaments on twitch from a few months ago, the VODs have since expired.

    As to your examples, I cannot go through all of them but from what I can gather most of them are resumed in survivors failing to rush generators.

    In the second video during the first game with Hillbilly you can see Claudette trying to save the Dwight being camped which resulted in a grab, throwing the game then and there.

    The other games were similar, the first video you provided with Hag, the second match has the survivors 3 gen themselves with a hooked person at the centre of the 3 gen, while the first has a Nea do nothing and just run after the Hag for roughly 2 minutes, an entire generator could have been done in that time and another would be well on its way.

    The first game with Huntress, the first person used the speed burst to run into an open area without pallets, then once unhooked proceeded to run past a pallet into an LT wall, this resulted in an relatively early kill and all went downhill from there, despite that they still managed to do 4 generators by the time the killer had their second hook.

    The second game with Clown from the last video, the Jake decided to sit in a corner and then they wasted the speed burst from being hit by vaulting a window which caused them to go down when someone else was already on hook, then the Nea decided to self care while being affect by Coulrophobia instead of working on a generator, that match was just a mess.

    Those were very poor plays by the survivors which enabled the killer to gain more than 1 kill by the end of the match.

    I understand that your issue with the Depip Squad experiment is that they are very skilled players, which creates a constant, but the killers are random and many of them may not be all that good. However, the matches you provided have the opposite problem, the killer is playing as well as they can while survivors are sub-optimal. In the end, the Depip squad is the better standard by the principle of time, they proved how fast generators can progress compared to how quickly chases end under optimal survivor performance and that performance shows that aside from a few killers such as Nurse or outlier circumstances such as being caught in a dead zone, the ability of the survivor to maintain chase by looping, chaining pallets, utilising things such as god windows among other things such as items and second chance perks will take the killer's skill level out of the equation entirely.

    Just think about it, the difference between a good or bad Wraith will be negligible if all survivors they attempt to chase run to something such as the Ironworks god window upon being hit, the same is not true for survivors who will suffer a great penalty in performance if even one of their numbers cannot play well and goes down immediately. This same idea of the god loop applies to nearly all loops (to a lesser extent, example: a Jungle gym cannot really be dealt with if the survivor does not take risks and just holds corners, you just try to eat the pallet as early as possible and go on) The one kind of loops I can see being different are long-wall-short-walls and their like, in which the corners are too short to hold and it is pretty much a 50/50 with the red light mindgame.

    Conclusion: The inability for the killer to overcome basic game mechanics such as windows/pallets regardless of individual skill level creates a rift between generator repair time relative to chase time resulting in survivors completing their objectives much faster than the killer is capable of competing with. This is on the principle of time alone.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177990#Comment_1177990

    Okay. I guess you are right to some extent . Still "depip squad vs random killers" is not high level play. Watch tournament games above and do conclusions from there. Thats the best thing to balance game from as both sides are high level play.

    The Tournaments I have seen have had artificial rules imposed on them in order to make the game even remotely balanced and even then, all you see in tournaments is Nurse, Hillbilly ,Spirit and perhaps another killer once every blue moon that is usually steam rolled a few minutes later. What does that tell you about the state of the game?

  • Anything that does not make survivors able to force 2-3 blink cycles by simply running in a straight line. Blinking is how the Nurse moves about, putting a cooldown this harsh on it is like putting a cooldown on W for other killers.

    Suggested fixes:

    Slightly increasing the blink range to compensate for distance lost during cooldown.

    Reducing the cooldown and making so that both blinks recharge independently (Meaning charging a blink does not halt the recharge of the other one, like Tracer in Overwatch).

    Removing the cooldown entirely.

    Increasing base movement speed.

    Increasing blink movement speed (The speed at which you move during the blink. This would mess with existing muscle memory so it is less preferable).

    Increasing blink charge speed (Has the same problem as the last suggestion).

    Increase the speed in which you move whilst charging the first blink and during fatigue to balance the distance lost (Currently they are 72% and 24% respectively).

    Additionally I would ask for Plaid Flannel as base-kit for consistency and to help with the learning of new players, too many are the times where you attempt to blink past a wall on an indoor map only to be blocked by some random junk in the middle of the corridor. Looking at you, Lery's hospital beds

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169767#Comment_1169767

    Is OOO really this overused? Also is it really used by only mean people?

    I only ask because I have never not once seen it used. I also still do not understand this fear of a perk that kind of works for both survivor and KILLER. I both aura's only show when BOTH parties are looking at each other. It isn't like Spine Chill or Premonition where the survivor knows when the killer is coming but the killer doesn't see them.

    Sorry I am just trying to understand because I have never seen it used. I think maybe I should try it once in my games to see it in action and I play Solo Que only.

    It is not overused, it is rather rare, but when it is used it is crippling to all but stealth killers and Nurse.

    In groups you have information on the killer at all times, that is agreed upon as a problem.

    The thing most people fail to realise is that it is also problematic in solo queue. The ability for the killer to see your aura is entirely negated by the fact that you can also see theirs, Object users will often use it to run very early and/or to a god loop in order to force chases to last around a minute. This usually prompts the killer to either tunnel or ignore that person entirely, this drastically reduces your options as a killer due to one option having your focus exclusively on one person while the 3 remaining survivors repair generators and the other having one survivor who is practically immune for the duration of the match.

    Conclusion: Object has practically zero risk with an absurd reward.

    Edit: Grammatical errors.

  • @NoShinyPony said:

    That happens when one region doesn't have enough players and queue times are bad: Players get connected to servers from far-away regions so they get matched faster with other players.

    This caused problems for Xbox players on a regular basis (not a big playercount in total on Xbox) and therefore dedicated servers got deactivated for that platform.

    Apparently it's not intended and the devs have to add a restriction so that these wild connections won't happen anymore.

    Well, I was queuing at 5 AM, so. . .

    I was confused as I thought they had restricted it to the closest server a while ago.

    Anyways, thank you for answering my question.

  • @SlimyTaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/957683#Comment_957683

    Sorry bro, that means you arent playing her right. She excels there. That's a YOU problem.

    While it is true that Huntress can deal with shack rather easily compared to other killers, there are several loops and maps in which you are mostly a 110 killer whose power reads: "Recover from melee attacks slightly faster" or even worse "You have no power, hold W for 15 years and eat that pallet", Coldwind loops and indoor maps would be the best example.

    Changing maps would be helpful, but a buff to something such as wind-up speed so that you have an opportunity to throw in those loops is easier as it applies to all maps and does not limit map design as much.

    Alternatively, other things could be changed that would also increase the amount of opportunities for a throw, namely: Increasing Huntress' movespeed to the default of 115 or decreasing the movement penalty during a wind-up.

  • While seeing Legion buff was nice, the deep wound change and nerf were uncalled for, the change was but another band-aid fix for poor interaction design, and the nerf was just. . . why nerf one of worst killers in the game?

    As to Nurse, the survivor can pretty much run in a straight line to maximize the time wasted by the killer trying to catch up, putting a cooldown on a cooldown is not really good or interactive game design. Besides that, the goals it aimed to achieve were to "Increase the window the survivor has to break LOS, While still making it fun for the killer", It fails at both, firstly, the survivor does not have any more room to break LOS than they had before, the Nurse can still re-acquire LOS as soon as they exit fatigue, what the survivor does gain is an obnoxious amount of distance whilst the Nurse is obliged to wait for the cooldown, and that distance forces the Nurse to go through 2-3 blink rotations to catch up, which leads to the second point, most of the time you are just waiting for the fatigue or the cooldown if not both, staring as the survivors gain distance from you while you wait for 3 cooldowns is not most people's definition of fun, it just makes it so you feel handcuffed, artificially limiting your potential as Nurse.

    Conclusion: The Legion buffs were nice, however, the rest of them were simply poorly designed.

  • @ThisLadyRightHere said:

    https://forum.deadbydaylight.com/en/discussion/comment/934324#Comment_934324

    Is it really being your trying your best tunneling a survivor to the ground or “gen rushing” the killer to oblivion. Making one side miserable. I

    No, ts unnecessary.

    Yes this game is poorly designed, but it is up to us as players to choice how we play it. We can’t control who we get into our game, but it’s our behavior that makes it the best experience for everyone

    In an ideal scenario where people have standards, that would be true, however, if one side decides to do such things, the other will be forced to reply with the same, it creates a feedback loop, consider: if two or more survivors bring commodius toolboxes with brand new parts, what option is left for the killer?

    Ultimately it would be beneficial to simply change the mechanics that make one side able to stop the other from playing the game, and honestly, even if people agree to artificial rules, it would not make the mechanics any better, it would only be a band-aid fix to said design.

  • You cannot blame people for trying their best at the game, blame the game for being so poorly designed that all the fun is drained out of it when people do, blame the game for not giving people any option when it is played a certain way.

    The most optimal playstyle for survivors make the killer's game completely miserable, while the optimal playstyle for killers makes the game boring and frustrating for one specific survivor, that is an inherent flaw in design, it is illogical that the game becomes unfun when people are actually trying, after all games are supposed to be fun, but the balance an design in Dead by Daylight make you run into many matches that simply are not enjoyable in the least.

    Conclusion: The problem with the game being unfun is mainly caused by failures in design, the players exemplify the issues, yes, but they are not its source.

  • Eh, they ignore all sorts of feedback, whether insulting emotion or constructive criticism, this game has many flaws, ranging from balancing and map design to inherent game mechanics which suck the fun of it dry.

    Many of these flaws have been in the game for ages, solutions have been proposed, yet the game remains with the same issues it had for years, they release about 1 patch per month, and more often than not they contain no more than 2 sets of balancing changes for killers and perhaps a perk or item change for survivors, the same patch usually includes a bug, ranging from severely annoying to outright gamebreaking, that has to be fixed a week or two later As to the balancing changes, far more often than not they are nothing but band-aid fixes that do not at all attack the core problem.

    Feedback does little to nothing as they have no reason to improve, Dead by Daylight has no competitor, and while they did not lose much with their lack of effort, they have not gained anything either, the game's playerbase number has been stagnant for as long as I can remember, whenever an influx of new players come, they consistently lose approximately all of them immediately, I wonder why?


    They have been doing nothing but band-aids when the game would greatly benefit from a surgery.

  • Things like that are part of the reason why the DC punishments are not functional, the game has far too many problems with game-breaking bugs, deplorable dedicated servers, poor optimisation causing crashes, unbalanced and utterly unfun mechanics such as a survivor team with 4 toolboxes or an Irisdescent Head Huntress, to ever justify implementing them for the times where people actually ragequit, and those people will just kill themselves on hook or eat the penalty.

    I would much rather improve/fix things that cause involuntary DCs and ragequitting before considering DCs penalties while all those issues are still in the game, but then again, Behaviour has a trackrecord of being slow as a snail with their fixes and when they do finally arrive, they are but a bandaid fix that does not even attack the main problem.

  • @ZFennecFox said:

    . . . . No, I remember reading something that the devs said way back in the day. "We don't care if the character in game is scared, we want to scare the player"

    Communication is a curse that is destroying this game. You hear a random heartbeat you get off a gen and scout around. With communication it removes the fear that the Killer could be targeting you. SWF is a horrible mode that shouldn't have been added. Be honest if your running with 2, 3 or even a full stack how many of you tell your friends "The Killer is chasing me do gens"

    Communication ruins the fear aspect that this game tries to build up. Killers become a joke because survivors shout out they need help and here come 3 survivors to body block the hook.

    Its so bad on console that I get spammed with party invites to join the other Survivors. It happened Yesterday in two matches. And when I didn't join I got hookfarmed, sandbagged you name it. I would be in the side of the map healing and her comes a survivor dragging the Killer right too me.

    Communication is ruining this game point blank and simple.

    This game is really not a scary game, communication or not, it has horror elements but it is not an horror game, the mere fact of it being a multiplayer game severely impairs any fear it might cause, and if that does not take the fear away, playing the game repeatedly will.

    Prioritising making it frightening over being balanced would only lead to old players being even more tired of the balancing issues than they already are.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/926769#Comment_926769

    The Game I find is rather Killer-sided. The small size, lack of safe pallets, and bright colour (everything is white) make it rather difficult to use stealth or mobility to best the Killer.

    Maps like the Coal Tower that had an infinite loop are more balanced now due to the Balanced Landing change.

    The Game has the greatest amount of god-pallets in a single map, it is not killer sided at all, you can easily loop a killer for an entire game due to the absurd quantity and proximity of those pallets.

    Really, there are maybe 5-6 possible pallet spawns that are not safe, out of 21.

  • They are, because generator speeds only become a problem when compared to chase time, if you tried to balance the game without touching generators you would have to make every chase end early enough so that the killer has time to hook a survivor, walk across the map to the generator and prevent it from being completed, and with that there is a problem: the chases would have to made very short, so short that they become blatantly boring with how fast survivors will go down, and as I said, you could have a perfectly balanced game but no one will play it if it is not fun.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/922518#Comment_922518

    You are literally admitting map design determines game balance

    Map design is a significant part of why the balance is so very poor, yes, but other things do contribute to it.

    Even if you removed every pallet on the map and sealed off all windows so chases would end in 30 seconds, it would not be very fun for the survivor, you could have the most balanced game in existence but nobody will play if it is not fun, and then there are still other problematic features such as second chance perks like Decisive Strike, Dead Hard, Deliverance, Unbreakable, and their ilk.

    The problem is not just map design, it is not just generator speeds and it is not just second chance perks, it is a combination of them all that shifts the balance drastically to one side, some of these things are more of a problem than others but they are intrinsically linked, example: would map design and chase extenders be such a problem if generators were not completed by the end of every chase?

  • @RakimSockem said:

    So I've noticed the primary reason people are stating is this "3 gens can be done in 80 seconds if all survivors not in chase hop on a gen".

    In an ideal world, that's absolutely true. However, just like people are saying with the kill rate data, this is not a 100% valid statement because there are other factors.

    1. Just because a survivor is in a chase, doesn't mean it's safe for me to be on a gen. If the chase is happening close enough to me, I have to move or hide in order to not become a target. It's it's a Michael, I have to hide so I don't get stalked. etc
    2. Let's say every survivor hops on the closest gen when they start and gets in the full 80 seconds while always hitting great skill checks through Ruin (which I've even seen some of the best players miss because no one is perfect). This would mean all 3 gens in the same area are done and the game is probably going to end up in a 3 gen strat situation. So while on paper, sure it's fine to talk about 80 second gen times, what that does later in the game VASTLY slows down the speed that gens will get done because the killer will have an easier time patrolling and applying pressure.
    3. People talk about how long it takes to down survivors. Idk how yall games go, but I almost always have someone down and on a hook before a gen pops. Rarely do gens start popping before I end my first chase. Use Whispers, find people early, and start the ball rolling.

    Are there any points I didn't address? If so let me know.

    Also holy crap, I left this thread alone for like a day and came back to a lot of notifications

    If someone is in chase next to a generator, the progress of that generator will be impaired, not impeded, and that is only one generator, there are still other 2 which are most likely being worked on.

    Even if a great team of survivors 3 gen themselves, it will likely ensure 3 people escaping, because even if the killer continuously rotates in between the three generators and keeps downing people, the final generator will still be done before more than one person dies, and that is assuming that they do not avoid 3-gen'ing themselves, they can just work on a generator on the opposing end of the map and easily prevent a 3-gen.

    Chase length will vary depending on the skill of the survivor, when you run into a survivor who actually knows what they are doing, chases will last ages, I assure you.

    As to the statistics you mentioned, they are accounting for hook-suicides, potato survivors, etc, it does not represent an optimal scenario and they should not be taken into account, and even if they are, most killers sit at under 75%, which means they are killing 2 survivors per match.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/923528#Comment_923528

    "The Spirit could have played better, but do you honestly think that would have mattered?"

    Literally the only thing I believe in this game is that skill can be rewarded. If she played right, 3 gens would not have been popped. And you can make a point that gen times are no longer enough, but take this into consideration

    Do you remember when AyrunPlays made a Swf to escape in a row? They were literally an call swf, with 4 players who have 2k+ hours ingame, all with matching perks, 2 keys and 2 commodious with bnp. They still lost to a Ghostface that exploited their mistakes, which would be imposdible if survivors were that great on loops

    @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/923528#Comment_923528

    And I forgot to mention, since you dont have a killer's FOV we can assume the spirit found the first person about 20 seconds into the match, but if she was running discordance she could have left the claudette and gone for the gen. Also, since spirit is the killer is question, you can look Tru3's spirit gameplay (or Scott Jund's) and see that it is possible to end chases in less than 20 seconds

    The point is that a perfect killer against perfect survivors will always lose, and how would the Spirit prevent 3 generators from being completed? It does not matter which killer you are, you can only chase one person at a time, the rest are bound to hug generators.

    Discordance as I said, would have been inconsequential as you would only be able to chase one person, you chase one, the other goes back to the generator, so on and so forth, it would have delayed the outcome at best, there is no possible play the Spirit could have done to prevent at least 3 people from escaping, the survivors would have to just hand over the win in a silver platter for that to happen.

    Both of your mentions, ScottJund and Tru3howevertherestofthenameiswritten, will tell you the same thing, that they mostly go against potato survivors, which is why they 4K or 3K the great majority of their games, and that a perfect killer against perfect survivors will lose every single time.

    As to the Ghostface against BNPs/Keys SWF, really the only way they lose with that is by making a lot of mistakes, which probably means their choices were not the greatest during that match, I am considering an optimal scenario in which both the killer and the survivors play at their best.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/923419#Comment_923419

    Look, you said an average killer chases survivors for 60 seconds. I only said that was a mistake and it is incorrect to commit that long to a survivor, mainly in the early game where you have zero pressure. As a killer, if you really struggle to end chases, just hit the survivor and then injure other. That is Tru3Talent's way of playing the Wraith, a killer that is pretty much terrible at chases and he has done it with sucess. Now you can use whatever video you want, make whatever example you want, it IS a mistake to chase a single survivor for that long, you might be pathing chases wrong, you might be mindgaming the wrong loops and whatever. All I really know of your gameplay is that you struggle to end chases quickly, but that however is not a global issue and should not be treated as an unbalance issue

    @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/923419#Comment_923419

    I finished watching the video, and from the survivors perspective I noticed two mistakes the spirit made. The first one was about 1:30 into the video, she went close enough to the gen to hear someone was working on it and did nothing to prevent it, but instead kept the chase. If she chose to interrupt, which was the most optimal play to make, she would have one player injured that thinks she is after him (the claudette she was chasing) and very likely would have downed the no mither guy, or got a hit on the person working with him. In any case, that would be 20 seconds each player wastes healing. The second was when the 4rd gen was being worked on. The survivor has almost 50 seconds of uninterrupted gen work even though there are only 2 gens left, which means the spirit was overcommiting to other survivors far away. Also, right at the beggining, the killer chooses to do quite the risky play of not patrolling all gens because he found the first survivor, and even though he was a spirit, one of the highest lethality killers in game, she spent almost 55 seconds in one chase at the beggining of the match, what is optimal suicide to do. All of the gens completions could have been avoided if the killer had put more thought on his actions, and this clip is also a pretty stupid example. You have 3 survivors with toolboxes, one whose entire build revolves around doing gens with a 10 percent boost and easier skill checks, not to mention 3 players had toolboxes. While that is a game situation, how often does that happen? And while the killer was in the lobby and saw 3 items that could ruin his match, he could have selected discordance, corrupt, franklins and tons of other perks to counter every action of the survivor. So this killer not only made mistakes in game, he failed to analise the match he was entering in

    I said 40-60 seconds, and a good survivor can very well maintain chase for that long, the problem is not overcommitting, it is that when faced with a team composed entirely of good survivors, every chase will be that long, and then you are at situation where you waste your time if you drop the chase and waste your time if you do not as all the time spent gaining the first hit will have been for nothing.

    And yes, the Spirit could have played better, but do you honestly believe it would have mattered? The generators are completed too quickly, that game would have ended with a slight chance of 1 kill at best.

    As to the toolboxes, I said myself matches like this do not happen very often, but they do happen and they should not, even without the toolboxes, if the survivor puts up a decent chase and the other 3 sit on separate generators, that is three generators done as soon as you finish the chase, and two if you drop the chase to pressure one of them with the third following soon after as one of the other survivors will be back onto it.

    As to your last point about analysis, the perks do not help much, all of the slowdown perks would not counter the toolboxes aside from Franklin's Demise which has to be applied one by one, and they can still pick it back up, the rest of the perks only partly mitigate the toolboxes but they will not remove the massive detriment that they are, the fact that killers have to always equip slowdown perks to have so much as a small fighting chance against a decent team is just ludicrous, really, the only thing that matches this level of unbalance is the Ebony Memento Mori.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/923207#Comment_923207

    Honestly, yeah I can't. It is almost like you want me to find an issue in a game you are bad

    You said that my view was incorrect, when inquired as to why, your response was that my idea was not wrong and "you are bad", what a wonderfully constructive criticism! which also happens to contradict your previous statement, from what I gather it seems you think this game is perfect, all I see is ignorance.

    And if you would like to know, I do 4K most of my games because survivors are absolute potatoes, I am not complaining about the game being hard, I am complaining about an inherent flaw that although not very common, still happens and when it does it is unavoidable.

    Now, enter exhibit A: https://www.twitch.tv/videos/507235009?filter=all&sort=time

    Pray tell, if you know so much about this game, especially the killer side it seems, how do you stop this?

  • Rank reset is pointless and it has always been. The ranking system does not actually represent skill, thus you may run across people in red ranks that are absolute potatoes or players that loop every tile as efficiently as possible and make all chases last centuries, the ranking system is simply not functional and thereby the rank reset serves no purpose

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/923051#Comment_923051

    It is not wrong, more like you are bad or something along those lines

    So you cannot provide any feedback of actual value, thank you sir.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/922518#Comment_922518

    This whole idea is pretty wrong. If a chase takes 60 seconds for you, you should lose

    Would care to explain why it is wrong?

    And yes, I will lose if a chase lasts 60 seconds and survivors are actually doing what they are supposed to, because as I explained, the killer does not have enough time.

  • This game has always favoured survivors and this is still the case, just search for Marth88's experiments.

    Whether the killer wins is not determined by how good the killer is, it is determined by how many mistakes survivors make.

    Just take into consideration that a chase will last 40-60 seconds if not more, and before the chase even begins it usually will take 10-30 seconds to find a survivor, that would be 50-90 seconds. A generator (without accounting for great skillchecks or toolboxes, Prove Thyself, etc) takes only 80 seconds to complete and they can be repaired simultaneously. This means that by the end of your first chase, if the survivors are efficient, you will be hearing 2-3 generators be completed, and even if they are not repaired by then you will probably hear their completion as you walk up to them, it is why every killer uses Ruin, Pop Goes the Weasel or Corrupt Intervention and slowdown perks.

    And then there are the things that make chases last even longer, pallets within 10 metres of each other, overpowered loops (Most of the main buildings, the entirety of Haddonfield, and connected tiles) , large maps in which generators are repaired faster than you walk in between them, exhaustion perks for free distance and probably something else I forgot to list.

    Conclusion: This game is not killer sided.

  • Nurse is still one of the best killers in the game.

    Except on large maps( in which generators are completed faster than you blink in between them, thanks to the cooldown on a cooldown)

    And on indoor maps (in which you are stuck in a cycle of having to spend several blink rotations catching up and then hoping that you hit a blind blink because the cooldown makes so that by the time you have your second charge, the survivor could have turned around 17 different corners and you are in a situation where you either hit a blind blink or repeat the cycle until you do)

    But being weak is not why people stopped playing Nurse, it is because the cooldown is utterly obnoxious, they literally put a cooldown on a cooldown, which is blatant bad design, now every exhaustion perk completely resets and denies any distance you gained on the survivor, resetting the entire chase.

    It is simply not fun staring at survivors from afar when you are moving at the pace of a snail while waiting for your second charge, it just artificially limits how quickly you can end a chase, now it takes 2-3-4 blink cycles to catch up to a survivor outside of blink range, that is at least 12-18-24 seconds of slowly blinking, waiting for fatigue, and then waiting again for the cooldown and repeating, it is not exactly thrilling gameplay.

  • The game is not killer sided, it has always been and still is heavily in favour of survivors.

    The statistics mean little as most people in this game are not very good or coordinated, thereby killers win not because they are the stronger role, but because survivors are not playing optimally, Also as a sidenote, anything under 75% is a 2k and most killers do sit at under 75%, so even taking the statistics into account, killers are largely only killing 2 survivors.

  • Do not add a cooldown to Infectious Fright, that would be a mistake, that would only punish killers for downing people quickly, and far more often than not, when that happens it is because the survivors put themselves in a position that allowed it in the first place.

    Adding a cooldown to the perk will make it useless for a great part of the game, cooldowns are mainly what kills perks such as Thrilling Tremors, I am All Ears and Surge, all of which could otherwise be decent perks (Surge could use a few changes aside from removing the cooldown but the cooldown is the main problem).