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ToadMagic

ToadMagic

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ToadMagic
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  • @Demoth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931610#Comment_3931610

    Comp is played by the best players showcase how the game is played most optimally. And even when they aren't using comms, everyone knows what to do and how to do it best, and that's why killers get absolutely ######### on when you have 4 survivors who know what they're doing.

    This obsession with balancing at the lower skill ranks is what is going to eventually kill this game. We don't need low skill floor killers, but we also don't need this incessant hand holding for survivors, because all it does is making the higher MMR games absolutely miserable.

    I absolutely agree. I don't think the game should be balanced around the top 1%, but it should ABSOLUTELY not be balanced around the bottom 75%. There's a happy medium. People cannot refuse to learn and adapt to the game and expect the game to be made easier for them. Right now the easiest way to win more games, though, is to just go on reddit or twitter and cry that something is OP until the circlejerk becomes strong enough for it to get nerfed.

    1. You could pick Trapper, run zero perks, ignore your power entirely, and tunnelling would still be unbalanced. It probably wouldn't be unbalanced enough for you to still win, but the fact remains that if someone starts the chase on an insane back foot because they're injured, out of position, and not near any resources… that's unbalanced.

    Absolutely not. If you are getting tunneled and dying to a 0 perk trapper without power, you fundamentally do not understand the game.

    2. "Again, it's really not different across MMR brackets save for how easy it is. Sure, survivors at a high level know their checkspots, they know where the good loops are, they know the killer counterplay… but proportionally, killers at a high level should know those things as well, and how to deal with them."

    Kind of. If the survivors play properly, the killer has little left to counterplay (with the exception of killers that can ignore loops). Don't believe me? Okay. Lets take a look at one of the best players in the world, and your the closest example I could find of an "m1 trapper being OP for tunneling."

    https://www.youtube.com/watch?v=_uq6VMew_F0

    He looped trapper for five and a half minutes in a 1v1 tournament.. and didnt even get downed. All it takes is shift tech to make the m1 killer lose BL and.. trapper didn't even down him. Trapper quit 5 and a half minutes in because it would have probably been a 6-7 minute chase, even longer (probably 10+ minutes) if IVN wasn't memeing and actually left shack. In a normal 1v4 game, a chase even half that length is usually an automatic loss for the killer.

    3. Broadly, I agree anti-tunnel is probably in the best state now it's ever been (though that's not saying much), but there's still a few things to mention here. The first is, it's very hard to coordinate and use anything altruistic in solo queue, so that narrows the viable pool down considerably, and second is that it's broadly not great to have to run very specific perks every single match just in case the killer decides to try to tunnel otherwise you lose by default.

    Do you think it would be valid if I was playing killer and was complaining about not being able to find people (while not running any auraread), or would you say "Use an auraread perk or get better awareness"? I'd bet the latter. You can't be weak in chase and also expect to not be forced to run perks that help to make up for that shortcoming. Its the exact same for suvivor. Get stronger in chase, or run a perk or two to make up for that shortcoming.

  • @Elan said:

    Stat fact… removing traps among survivors give Pig 9mins of them not doing gens across match, no add ons, no extra traps.

    Me when I make something up:

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930212#Comment_3930212

    I see, yes. I can see the point about them being abuseable by a lot of SWF players if they decide to pick them over the other options. Just a food for thought to improve item variety, rather than the stale meta that we currently have -- but thank you for feedback.

    @ToadMagic - so, you are of the opinion that items and add-ons do not need to be overhauled? That maps are fine as they are, even if they're the least used item by far? Even useless add-ons, such as the "Instructions"? Or can you elaborate more instead of an outright blanket statement?

    Honestly, I think the gap between the best and worst items in DBD needs to shrink, BUT:

    If maps tracked killer scratch marks, it'd push people into immersive dbd (hiding gameplay), which, let's be honest, is just boring. I don't think it would be strong, but the immersive dbd hiding gameplay that pubs love to use is.. awful to play with and against (again, not because its good, because its boring and makes matches last way longer than they need to).

    I do think it'd be pretty cool if maps were made better for coordinating with randos in pubs, though. That'd probably be fine.

    Smoke grenades are a hard pass for me, they are okay in 2v8, but in 1v4 it'd feel absolutely terrible to play against. The movement trail idea is neat, but they couldn't make it too easy for the killer to spot, or the item would just be dead on arrival -another useless item you'd never pick over a toolbox. I can't imagine chasing someone for a full minute, about to get the down, then they just pop a smoke grenade and boom, they're at the next loop (or lose you entirely). It would widen the gap between the actual op killers (nurse, blight, drac) and m1 killers/weaker killers even more, because the actual OP killers have the mobility to catch up and get the down (or ignore the next loop entirely) while an M1 or weaker killer may have to sit at the T and L for an extra 30sec trying to mindgame and get the hit they deserved 30 seconds ago.

    I think the best items should lose maybe -25% of their strength (toolbox) and most of the other items should be buffed to about the same level. If every item was as strong as the current toolbox, for example, the game would be absolutely agony and misery for killers.

  • Yea you're right, I didnt consider that it could be an mmr thing. It would make sense that the people idling would be super low mmr since they're losing every game.

  • I dont understand how people see this commonly. In 2k hours i've maybe ran into.. three or four? In hundreds of survivor games.

  • Make gens take like 160 instead and this would maybe be balanced.

  • Yea surge is a pretty terrible perk and only has a high use-rate because everyone gets it for free. Its good on like 3 maps and awful on the rest.

  • GoJ is very survivor sided if you play the map right. Main is downright miserable for most of the killers in the game.

  • No.

    Its an accessibility thing and used by many to help make things more visible because of poor eyesight/etc, and there are many maps that are miserable with reshade (eyrie is a good example) because its far too bright.

  • 2v8 is INCREDIBLY killer sided, wut are u smoking

  • If they fix the bug with flashbang where it hits in like a 270* cone & sometimes through walls so that it requires skill to use, sure. Sounds fine.

  • @Elan said:

    Not sure if making her 50/50 in every loop along with her massive base slowdown would be right way to go. Defienetly not fun to verse as there are already a lot of lose-lose killers antiloop which makes Pig actually feel good to verse, because you can loop her. I'd say her slowdown would be good way to go and it received already some buffs, lets say giving her more traps basekit would be great as a reward for endeing chases fast enough. And with perks like unbound, enduring, bamboozle… she is also a decent at chasing plus you now have slowdown which other killers can only have wet dreams about.

    More traps wouldn't make a difference if you aren't able to down people, lol. Pig feels good to verse because her chase power is terrible and its incredibly easy to counter.

  • Protip, if you drop a pallet on his head it cancels his power.

  • Just sounds like survivor buffs, I think there is a better way to go about it.