The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Survivor exhaustion perks and loops are unbalanced and worse to come.
I main both killer and survivor. Killer can have very difficult and frustrating times dealing with survivor sided jungle gyms and maps littered with pallets. If you're a SWF group this is a MASSIVE winning advantage where the killer can literally do nothing but watch the survivor either dead hard to a pallet or vault or lithe or sprint burst away if a survivor is holding on to it waiting for the last second to stop running for a split micro second and use it. Easy fix for exhaustion. Reduce sprint speed, easy! Dead Hard is literally just a crutch perk that can literally just ruin a chase and add another thirty seconds to the killers pursuit which is even more insulting than Lithe, Balanced, or Sprint Burst. How to we fix Dead Hard? I think it should only active if the killer takes a swing at you, easy stuff. Also should not make you invincible. This is a recipe for disaster for killers going against survivors who can all use these overpowered perks with a mostly survivor sided maps and it's only going to get worse with boon perks. BEHAVIOR.... PLEASE!!!! FOR THE LOVE OF GOD!!!! Stop listening to causal survivors that pick up the game and get dunked by a killer and just assume it's a killer sided game. It's not!!! Start listening to the fanbase that's played the game for a while, and most IMPORTANTLY. STOP GIVING US CONTENT WE NEVER ASKED FOR! We never asked for boons, we never asked for a different HUD, we never asked for different animations! We simply ask for a balanced game and fair maps for BOTH killer and survivor and that doesn't mean litter them with pallets and jungle gyms. The spirit nerf was warranted I'll give you guys that but maybe you took it a bit to far by making dust fly up telling the survivor where she's at, but having a sound cue when she phases makes sense. The deathslinger getting a 32M terror radius made sense, but not completely screwing his aim speed. We really need to stop nerfing killers that don't need it in the future! I'm sorry to say but you dev's need to fix the game accordingly! There are bugs that are a YEAR OLD! That's unacceptable...
Comments
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Kill rates for most killers are well above the 50% threshold, so clearly the game isn't super survivor sided in all games. Learn to run tiles correctly and you can get all non-long walls out of the way in 20 seconds or less. DH for distance is annoying, but it's an exhaustion perk, it's supposed to be strong, just like sprint burst.
In short, git gud.
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I'm not reading that wall of text. Paragraphs, please.
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Actually boon totems were something asked for by both sides. Survivors wanted "hexes" like killers and killers wanted something to "waste" survivor time so gens wouldn't go as fast. Tada - Boon totems.
A HUD rework was asked for quite often in player satisfaction surveys, twitter, and even the forums.
As far as animations - it's called evolution. Don't be surprised when newer animations for healing come into the game as well.
ONE thing that you mentioned is worked on by the same team responsible for assisting with game balance - boon totems - which again were something asked for either deliberately or inadvertently by the community.
Post edited by EQWashu on3 -
Game should not be balanced around exhaustion and slow down perks. You should not feel like you must use either to succeed. Better change both and make proper balance changes so game is funnier and healthy for both sides. Also git gud yourself
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Ah yet another nerf Dead Hard post. How refreshing...
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Rather, they were before MMR really kicked in. I'd be surprised if that's how it works now.
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What do you think about Blood Lodge with 3 jungle gyms spawned, 2 of which are long-wall jungle gyms, plus the survivors have Dead Hard, and you're not playing Blight or Nurse? Do we just "git gud" and overcome all that, plain and simple? What tile-running improvements are there to make? I don't care about overall kill rates, because that is not reflective of what most of us are experiencing.
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It's what happens when you make such a strong perk.
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They tried upgrading animations before. The community threw a fit for some reason and they got removed, so now we're still with the same old animations.
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This.
If you balance the game around fickeling perks like Hex: Ruin or Deadhard you just empathise cruches that limit your game design. As an example Hex: Ruin stops the developers from interducing new slowdown mechanics in the basekit for Killers because survivor will complain that the slowdown load is just too much (rightfuly maybe even so).
Wouldn`t it be more fun to face different Killers with different slowdown every now and then? Well, Cenobite and Pig are such Killers, they bring their own slowdown that can become a problem once you stack their own slowdown with Hex: Ruin or Pop goes the Weasle. Something that is not supposed to be "good".
I do not think that Deadhard is a problem at all. It realy depends on the Killer you play and how well you can bait it / how good your connection ist. Most survivors can not evade a not lunged M1 and some Killers can bait their Deadhard quit easy (Wraith being the king of baiting).
The question is if Deadhard is a cruch that prevents other perks from shining and I do quit think so. However I would not nerf Deadhard but buff the other perks in an intesting way to empathise more variance.
Also...well yes, like in Dark Souls...git gud.
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It's already been discussed why those Kill Rate stats are meaningless.
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I don't think they're meaningless, I just think that extreme caution needs to be taken to avoid making conclusions based on stats (Nurse is weak, for example). But if all but 1 killer is above the 2 kills per game balance threshold, and the one killer that isn't is the "hardest" but best killer in the game, then it does disprove the notion that killer is always weaker than survivors. I know there are depip comp squads out there that will make even the a R/U/T Alchemist Ring Blight lose, but balancing around them is just as foolish as balancing around new players.
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I still fully believe Dead hard makes the same amount of extra chase time as any other exhaustion perk. This is just a matter of when its used to avoid a hit.
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I agree that there are map problems in the game (although Blood Lodge is such a weird example to choose. Also 3 jungle gyms on Blood Lodge would be 2 long walls, one long-short loop, and 3 TL walls, an incredibly killer sided map, idk why you'd ever complain), but they have nothing to do with tile strength. A long wall can be incredibly strong, but can be run in a way to mitigate it to a degree. The maps that are the worst are the ones that lie outside of the generic tile pattern, like The Game or Haddonfield, where there are insanely safe rooms/buildings that can't be overcome by anything but holding W.
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With MMR, those Kill Rates are what the developers are using to balance the game, so they aren't meaningless anymore. Did you notice that after MMR was implemented, there was a lot of buffs and nerfs. Spirit Nerf, Trapper Buff, Wraith Nerf, Plague Buff, perk buffs and nerfs. This patch has seen the most nerfs and buffs of any patch and this will be the new norm. With MMR Developers have the tools they need to see where buffs and nerfs are needed.
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It's honestly overrated. The only thing Dead Hard has over other exhaustion perks is being the easiest to trigger when you want it to.
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^^^This
If anything, the average amount of chase time you get with other exhaustion perks are better than Dead Hard just because there are so many missed Dead Hards or Dead Hards used just for distance. A 1 second distance perk is not as good as a 3 second distance perk.
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You think the game is killer sided? Also 2 kills isn't a win...
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No, "not super survivor sided" and killer sided are very different things.
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You ignored the second part of my post, and I disagree that the game isn't 'super' survivor sided
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Yeah, if you get the rare actually good killer not the potato ones and if you say that killer's destory randoms well no crap they potatoes too because every match I do except for obvious SWF one person is ALWAYS RUNNING AT THE START lol. First to always get hooked. Simply look at patch history of survivor's and killer's to know the true side.
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Loops should probably get a change. Really is no fun having to chase a survivor around a wall or pallet. The only way your getting them is with a few selection of perks, bloodlust, or they make mistake. Even then it's still give or take.
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It's really easy to force a mistake by a survivor with a bit of pressure and practice I do it often as the pig.
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Premise there, is that 2K is above average.
Do you understand the implications of that?
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The implications being that the average killer has a 50% chance of killing the average survivor? Yes I do. I know there are plenty of other parts at play, and that these stats don't tell the whole story. And I know a lot of killers (myself included) don't count anything less than a 3/4k as a win, so these stats mean on average, the killer loses more than they win. But for the health and longevity of the game, as close to 50% is a good thing.
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You made a bit of a statistical mistake.
At 2K average, from Killer perspective, that means from pool of 4 Survivors, an average killer has a 25% chance of killing any one of the average Survivors (not 50%).
To achieve 2K, at that average, Killer has to act on each of the 4 Survivors, and as 2K is 50%, and 4K is 100%, killing each Survivor is a separate, individual, 25% likelihood for a kill.
Inversely however, from Survivor perspective, 2K average means each of them has a 50% chance to survive the Trial.
The average of 50% (2K) presents differently from Killer (solo) perspective, to that of the perspective of any 1 of the 4 Survivors.
This is because Killer is solo, so indivisible, whereas there are 4 Survivors that each splits the odds.
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As to Killers "expecting" 3/4K, the data average in reality doesnt match that.
Thats what I said earlier. 2K is that which on average can already be considered a "win" by Killer in this current status quo, and that also inversely should reflect on what Survivors also consider a "win" for them (meaning if only 2 get out, their team "lost").
And by extension of that, the higher the skill level/coordination of 4 Survivors in team (ESPECIALLY if on voice-comms) vs even the best of Killers, the disparity of odds increases dramatically, such that frankly even 1K can be considered a "win" for Killer, and a "lose" for Survivor team.
That because there still (regardless of skill level etc) is only 1 Killer played by one person, whereas there are 4 persons playing different characters on Survivor side, so they can leverage in ways that are impossible for the Killer to match, and that is reflected in the odds.
2K is a "win" for Killers, on average.
Thus 2K is a "lose" for Survivors, on average.
Post edited by Rhoska on0