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Why people are acting like this game survivor-sided while killers wins majority of games?
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But killer perks have become weaker? Pain Res got a 20% total regression nerf and Pop nerfed to 20% current progression instead of 30% or even Corrupt which punishes the killer for doing well. Also killers tunnel and slug because survivors allow it to work in a majority of cases. If everyone REALLY wanted to win they would leave their teammates to sit on hook as long as possible unless they know the killer just walked cross map for another chase. When you play efficiently vs 90% of the killer roster you see why killers tend to resort to those strategies ahead of time.
Windows is a monster of itself. Takes out the whole RNG and game sense factor of dbd chases of looking ahead mid chase or knowing where chases take place as to know which pallets are most likely gone. If I really didn't want to go down I would pop on Windows of Slop and an exhaustion perk and boom guaranteed minute thirty chase vs most killers which should be 3 gens if it's at the start of the game.
Comp SWF isn't even whats needed to escape pretty often. If people are just… efficient (even without communication) then you can get people out pretty often. But with the games I see of survivors giving up at any minor inconvenience I can see why you would think that way.2 -
I watched this play out the other day on twitch. A group of players going for win streak (I count this as serious gaming) some comp players and I know the one I was watching has 20k hours+ went against a former comp player on nurse and got beat with 3 gens left. Im pretty sure in the games natural environment (without perk and add on bans) killer wins. So a S tier killer playing for the win will win.
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How many times has that senerio actually happen for you? Put on windows and the killer actually chased you for a whole minute and 30 seconds? I don't know exactly how much time I've put in on the game but I'm guessing around 800-900 hours and even I know I'm not chasing you that long I'll go find someone else I can get a hook on and ignore you till you do make a mistake. I think most killer players will know chasing a single survivor for a minute and 30 seconds isn't effective. To add I've never seen a lobby of solo queue survivors all go to 3 different gens right off rip. A 3v1 becomes very hard to pull off as survivor because unless you are at 1 gen the killer has a major advantage. The survivor number becomes spread by being hooked to 1 having to save and the 3rd should be being chased. So who's doing the gen's ? No one that's who. Progress shuts down at 3 survivors. Oddly enough is also a good reason for killer to tunnel out a survivor to begin with. I also think unintended slugging happens just because of this strategy.
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It's either pure corporate-speak or they just straight up lied. Because Mandy confirmed on Tofu's thing that the changes were, as others had assumed, to break SM until the rework
Wasn't Mandy's statement in text form and done to someone she has a connection with? I know people at the time said she was joking around with him about it.
I didn't see the stream or know anyone involved, but I'd take a statement on the official channel from the design team as the overarching one. Also they walked back some of the extent of the nerfs they had on the PTB, if the intention was just gut with nothing else they could have left SM in the original PTB state. It's clear that Skull Merchant was a problem: her high kill rate, survivor dislike of her, take your pick - they all get to the same short term outcome.
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Being that when I first started playing the game end game scorecards were double digits 18k-29k, you were always able to tell if the killer was playing dishonorably because one survivor would have 3-11k
Now, nearly EVERY end game score card is single digit to low double digits 8k-17k
That could have a lot to do with now almost every killer is tunneling, camping, and or slugging, as well as griefing or targeting one survivor out of the game.
But I have had actual skilled killers with honor, hooked everyone twice in non-consecutively before killing and still have seen low double digit points. Maybe the point system has been altered and I missed that memo. But yeah, I have yet to see a killer get less than 28k, unless they were meming or playing the game for the first time. Typical average is 32-35k a match for killer.
So yeah, I would say the scales have been aggressively tilted in killer favor. Even more so against Soloq. Able to complete all steam achievements and in game challenges with ease.
It is what it is though… the game is DEAD by daylight… so I kind of get it, but with so many crutches and handicaps the killers now have, survivor base is fading away.
However, I will say this… killer's may complain… but the amount of post chats I have gotten from killers saying "Ez" or "Easy win" should say a lot to behavior that they have definitely made the game too easy for killer's and that all the complaining is a smokescreen to keep the imbalance in their favor. lol
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Thats a kinda silly determination. Companies like capcom and sony weren't involved in the evolution world championships until over a decade after they were founded, and they had players traveling from around the world to compete. Competition doesn't need to be sanctioned by the product's creator in order for it to be legitimate, coming from someone who used to run tournaments for multiple genres of games. The main thing that makes a competitive scene is player participation and agreed upon terms of competition (rules.) Spectators and even prizes aren't even necessary as long as you have those first two.
I have mixed opinions about DBD's comp scene, but thats a pretty bad stance.
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Funny you brought that up as I'm watching a pretty popular stream right now. Even though they already have the game won they are worried about a "god pallet with 2 windows" goes to show the typical mindset of killers. They were running a really goofy build too.
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It's not silly at all. EVO is a bit of an apples to oranges example for you to give, because it's more akin to a giant convention for all fighting games, which is funded by ticket sales for all games (more people would go to watch street fighter 6 over street fighter 3, yet street fighter 3 is allowed to be there), vendors, and sponsorships. That is completely different than ONE game's esports scene like LCS for League, OWL for Overwatch, or Dota2's esports league; which all have lesser avenues to fund tournaments via the community and would thus need the support from the developer or publisher.
I'll go another step further: what makes it competitive versus a normal match? Why compete if you aren't in it to win a prize? Every game in the past 2 decades that has introduced a ladder or rank mode to it has invariably created its own esports scene. These games have given out prize money, in game cosmetics, and other items for winning. By your own definition, the game as it stands for normal matches is "comp" because in order to play 1) there needs to be players, and 2) they agree upon the rules aka the game as it is with everything in it. If I said this, I'd be met with "no it's not comp." Well why? Because unhooking on first hook wasn't banned? Because Shoulder the Burden wasn't banned from the match? Because made up "balance" rules weren't thrust into the tournament for people to agree upon? No, it's because nobody is winning anything.
I don't know what tournaments you used to run, and I am skeptical in just taking your word for it, but I guarantee there was some sort of prize involved. If all that's being offered is a $5 dollar gift card as a prize, that's hardly something that would be considered a comp tournament. It's just a custom game between people that agree to be there at that point.
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And this is exactly why map offerings need to be removed.
Maps are ALWAYS changed to benefit Killers, so the three you mentioned will not be touched. They were already nerfed from a survivor’s standpoint.1 -
Thats what it is now. Thats not what it was when it was Battle for the Bay, nor is it what more than 20 years of its history was. It wasn't even bought by sony until like 2020, and it started in 1996. The biggest draw of it for years was being able to play top players from around the world. It also started as just Street Fighter (as do many competitive scenes) and grew into more games and multiple main stage grand finals over the years. It was a very long time until any corporate entity even contributed a penny to it.
You're also forcing a massive false equivalence, because the game uses random matchmaking in its "normal" mode, yet custom games have always existed (even as Kill Your Friends.) There has nearly always been the ability to fine tune the rules of the game and remove most of the random elements, something that competitive scenes for games like Smash Brothers have also been doing since the N64 days. Which means, again, agreed upon rulesets. These are not the same as the casual unfettered random elements, which are allowed to be enabled or disabled to a similar degree as Customs in DBD.
I have also said that I have mixed opinions of DBD's comp scene. I have no love or ire for it, was simply pointing out your conditions for what makes gameplay be "valid" competitive contests were flawed.
As for my tournaments, no, many of them had zero prize. They were just events for people to improve by playing other players who also wanted to improve. The experience was worth more than the prize most of the time (even when there was one,) and a lot of us (myself included) gained more through our losses than through wins. Thats a completely different mindset than your average DBD player has, which is maybe where your hangup originates.
Edit: also in case you aren't familiar with how the qualifiers worked, many other smaller tournaments would get added to a qualifier system for each game, determining eligibility/seeding/travel funding/etc with these conditions growing as the tournament series did. Its very similar to how most sports use qualifiers leading up to their end season championships, and this didn't really have any corporate sponsorship (unless I missed some earlier contributions, havent read up on the behind the scenes history in a while) until post Street Fighter 4. In fact 5 was the one that really put Capcom's back into it.
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Trying to track it down now but also wrangling the toddler today. There are quite a few threads on it if you want to go see those at least. She definitely said something to the effect of 'we did this to stop people playing her in order to let things die down'.
Regardless, that aside - what was said on the stream and the reality of what was done to SM is a world apart and to me that throws some stuff into question.
In 99.999% of cases I'd agree.
That said - watching that stream was absolutely baffling.
Either this is a case of the left hand not knowing what the right hand was doing, someone was given incorrect information (this is what I'm considering as there were contradictions that felt more like confusion than malice) or someone is telling pork pies.
Seriously, go watch it for yourself? Around the 9 minute mark. Note what they say is the goal for SM, compared to what was done.
Eh. I never had too much trouble. It's no worse than most antiloop killers.
The was the one thing that needed a nerf was dormant drones as landmines. If they were going to give a permanent status effect, dormant drones were dumb and had very little counterplay as they could be all but invisible.
Yes.
If I'm not mistaken, this was:
- Pre 3gen nerfs.
- Pre SM rework (original release which was utter trash at anything that wasn't holding a 3gen forever)
- Pre Eruption nerf.
Post rework SM was too strong. Either the scans needed to fade over time or drones should have always been active. But not only was this incarnation far from unbeatable, a few mild tweaks to her kit would have brought her inline.
Which is the stated goal in the stream.
I don't get how that person could sit there and say 'oh no, we aren't going to nuke her, just bring her down slightly'.
She's arguably the worst killer in the game now, which is still widely celebrated by survivors.
…What are you on about? Seriously, almost none of this was close to correct. Was this the problem - that people didn't understand her?
- Her drones didn't give undetectable. She got a brief undet after placing a drone. Not while being in the radius of one. It wasn't especially long and was pretty fiddly to use, as you'd generally have to dismiss a drone, then resummon one to get it. Probably the least impactful part of her kit.
- Chess merchant wasn't a power issue. It was a 'taking the game hostage until survivors quit' issue.
- Speed boost only occurred after a survivor got scanned. It didn't last forever and wasn't especially powerful.
- Hinder effect required you to get scanned multiple times. And it wasn't a very strong hinder, unless you ate a scan while blasted.
- Scanlines were…what? HUGE ORANGE WEDGES visible from over the entire map. You could crouch under them too.
- Dormant drones didn't work that way at all.
- That was all she really had going for her. She had no traversal tool. Her drones could be shut down easily. Hold W was really effective.
- Her kit was varied but no one aspect of it was amazingly strong. It was a combination, her reputation and, as I think you've just perfectly demonstrated, that people simple didn't know how she worked.
The only things that needed a tweak were 'drone mines' and possibly scans lasting forever, although without drone mines these would have been way harder to gain.
Regardless - what part of this justified deliberately breaking for for what'll likely be 3+ years? Her kill rate is abysmal now.
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So your comp SWF comments have already been touched on, you dont interact with them common enough for it to be this huge overlying reactionary force the person I was responding to makes it out to be. You see them once in like 12 matches. Its a joke when I hear this because it doesnt happen often.
Comp SWF is broken, I dont think anyone has any issue with that.
But we dont need to stack broken ontop of broken. That just equals more broken. And we definetely dont need to be like "well what if comp SWF does this in my 4 matches across 2 weeks, maybe Ill start playing like a POS in every match"
Sorry it just doesnt happen at any high rate. And it doesnt happen at all in matches to have tunneling or slugging to even happen. Just play survivor … at all to know this fact.And in terms of what you say about the majority of the player base, these "changes" makes it just unfair and a waste of time for survivor players.
To start:- Take back this stupid free mori crap developer decision that even got put into the game let alone thought of. You literally load up survivor to have your time wasted. That is whats happening.
Slugging was only made worse with this idiotic decision.
2. Tunneling will take time but they have had 5+ years to fix this issue and never landed on anything. Perks are not the answers.
Start removing things like unhook notifications, maybe make the 2v8 mechanic for hooking until endgame… Anything would be better than the time wasting crap you have now.
Anti-tunnel perks dont even do the one thing they are designed to do, and last I checked:
I dont have to take perks to tunnel, why do I have to load my survivor character out with perks I dont want to use but when I load up killer, I can just use whatever I want? Wheres the agency? Wheres the balance?
We all just have to take DH/DS/OTR/Shoulder every single match? Thats DBD survivor gameloop? And still get tunneled anyways since these just delay and not solve tunneling?ON TOP OF all these map reworks that have…. completely made survivor hilarious. All the windows users have to be like… "where is a single window or pallet for 1/4th- 1/3rd of the map?"
1 - Take back this stupid free mori crap developer decision that even got put into the game let alone thought of. You literally load up survivor to have your time wasted. That is whats happening.
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I'm trying to find it now, a bit time starved right now.
Regardless, the thing is - what was done to SM bears far more resemblance to what Mandy was saying to what was said on the stream. Which is just…very odd and I'm not sure what to make of it. That stream doesn't sit well with me - the stat not only doesn't bear out my own experiences on killer OR solo queue in general and I don't know how they can say 'oh no, we're just bringing her down a little' and then turn her into…honestly worse than Freddy now.
She barely has a power.
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Yeah, SBMM essentially being nonexistent is obviously a massive factor. Almost every match has at least one inexperienced player in it, often more, even when you have 10K hour players in the same lobby. If these extreme winstreakers were facing four survs of similar experience to theirs every game, they probably couldn't get to 50, much less 1K.
But of course that will never happen, because to match five players at the highest level every match would make the queue times not just long, but borderline eternal. And obviously there's an in-between that level of SBMM and where we are now that would have longer but manageable queue times, but as you say, the vast majority of the player base are casual players who won't tolerate longer queue times.
For me, the whole issue circles back to one inescapable fact (though many won't accept it): the game wasn't conceived or built to be competitive, and the majority of players aren't looking for a comp experience and therefore won't waste their time waiting in long queue times for the sake of balance. The just want to hop in and get a few quick casual games in.
You drive those people away, DBD dies, and probably BHVR with it, so I don't think we're going to see them risk it.
Many have floated the idea of a dedicated ranked queue, but we've seen (and are seeing right now with the separate event queue) that a lot of the sweatiest players will play in the casual queues because in the end, their fear of losing is greater than their competitive spirit. And I think that's the appeal of DBD to some of these people; it's a game where do don't actually have to be good to win, you just have to learn and exploit its design flaws.
And none of that is is even touching on the longstanding issue of what criteria is even best used to determine MMR in first place.
So yeah, it's a conundrum.
In an ideal world full of rational people the solution would be for people to stop taking this silly mess of a game so seriously, but we don't live there.
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And like I said, if your made up "comp" rules can be agreed upon (removing RNG, essentially changing the game as it is), then the game as is can be agreed upon, which is what everyone does when they load up this game with the intention to play. That's not a false equivalence. No restrictions is a ruleset. Just because you think there needs to be trimming of rules for it to be a ruleset doesn't mean that no restrictions is not also a valid ruleset. Smash brothers isn't the only competitive game. Look at league of legends. Look at OWL. Look at dota2. All have no restrictions in their rulesets for their esports leagues, which are orders of magnitude more popular and successful in pretty much every metric than smash brothers. So yes, you are incorrect in that regard.
If your tournaments offered no prize or are not recognized by anyone, they are essentially glorified practice sessions in custom games. I would also advise against grandstanding about having a different mindset over improving versus winning. There are a vast number of players who play to improve, and no, you don't have to show up to some "comp" tournament or consider yourself "comp" to have that mindset.
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I never said that no restriction wasn't a ruleset, and I'm not sure what you're going for with that. I said
The main thing that makes a competitive scene is player participation and agreed upon terms of competition (rules.) Spectators and even prizes aren't even necessary as long as you have those first two.
Note the wording, there are other optional factors as well. I didn't say that having those two elements automatically makes a game's competitive scene, just that they are necessary for it. I thought mentioning other common aspects of competitive scenes would drive that point home, but you seem to have attacked it for some reason. I'll just chalk it up to misunderstanding my point.
Smash brothers isn't the only competitive game.
thats… not even remotely implied by anything I said? I was using it as a relevant example due to its casual+random vs competitive+structured dichotomy. Ironically Nintendo flat out hated the competitive scene for the Smash Bros series, there were even mechanics put into brawl to try to discourage its growth. And yet it was just as competitive as ever, even though there were people who stuck with the older games (mainly Melee) and grew with its later entries (and even got Nintendo to come around a bit concerning its competitive scene.)
Another great example is DBZF. It seemed like Namco Bandai was straight up trying to murder its competitive scene for a multitude of reasons, but it existed and persisted just the same. Remember, the main point that was being responded to was your strange restrictions for what is "allowed" to be a competitive scene for a game, like sponsorship and/or endorsement by the game's creators. If your argument is that these games are not competitive because they don't follow Esports structure like MOBAS and Modern FPS (note, NOT older FPS like Quake or UT,) then don't even bother responding please.
If your tournaments offered no prize or are not recognized by anyone, they are essentially glorified practice sessions in custom games.
I played Bala, one of the best KoF fighters in the world, for absolutely zero reward and lost terribly. I still gained more from that set than probably a year's worth of matches. You call it a "glorified practice session," yet I got more out of that than I would have winning a grand prize at some overproduced spectacle vs lesser players. Some people don't play competitive games specifically for their prizes, growing as a player is worth more than money sometimes, and is no less valid. People literally enter pools, knowing full well they stand no chance, just to be able to get to play the world's best players.
also lastly, I never implied you need to be involved in comp scenes to want to improve. I said that the average DBD player does not share that mindset. Not only are the two not mutually exclusive, but your response solidifies my point: You focus entirely on some form of monetary compensation as the most important factor, which is not the only inspiration to compete. For some its barely even a secondary one.
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So your first point is a non-point. "In order for people to play a game, there needs to 1) be people to play and 2) be a game that exists with rules." Like what? You just defined what a player versus player game is. Congratulations! I'll just chalk it up to you wanting to debate definitions like this one as a catch all straw man over a definition like what a competitive esports scene actually entails.
My main point was if the game isn't officially supported by the developer or publisher, it essentially doesn't exist. The follow up to that would be if the community is large enough, key phrase large enough, it can MAYBE support itself. In 99 out of 100 cases, it cannot support itself. Show me the records from all the DBZF "comp" matches. Show me all the records from early days Smash Bros Melee "comp" matches and tournaments. They don't exist. What is the difference between two people both playing a match in a normal game versus two people playing a match in a "comp" game? Nothing. There is zero difference. What differentiates the two is either 1) prizes and/or 2) a record that people can look up. That was my point. Calling something a "competitive scene" when it is in no way, shape, or form different than a normal match does not make it a competitive scene.
Good for you for playing against another player. Good for you for having a growth mindset. What else do you want me to say? If you got a lot out of that match, then yes, I would consider it a glorified practice session, because that's what you just admitted it to being. Also, what do you think growing as a player means? If you grow as a player in a competitive game, it means you have acquired the skills and knowledge to win against opponents of the skill level you were previously at, and you have now moved on to a higher skill level. That's really it. I never said people's motivations to compete were solely winning alone, but if the prize of winning was not a part of the discussion, it is practice and not a competitive tournament by definition: tournament - a series of contests between a number of competitors, who compete for an overall prize. You can't argue with the dictionary.
You assuming that my main point was monetary compensation as the most important factor solidifies the fact that you are misunderstanding my point. For some people, winning is not even in their motivations for competing; however, winning a prize, either tangible or intangible, must exist for it to be considered a competitive match and not just practice.
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You just defined what a player versus player game is. Congratulations!
That is exactly my point. You can have a comp scene for Beetle Goddamn Adventure Racing on the Nintendo 64. It doesn't require any of what you keep trying to claim is mandatory for such a scene to exist. I've been trying to emphasize this for you, and even conveying that you don't seem to understand that point, which you're then trying to condescendingly mimic.
Show me the records from all the DBZF "comp" matches. Show me all the records from early days Smash Bros Melee "comp" matches and tournaments. They don't exist.
Yeah, you're refusing to understand and seem to think that if it doesn't have some kind of MLG or ESports presence, it can't have a competitive scene. Street Fighter, in its many forms, didn't have a "comp" scene until it was on one of the ESPNs. Smash Bros, throughout almost all of its iterations, never had any form of competitive scene anywhere ever. People didn't travel the world to play these games competitively for decades, no sir.
You assuming that my main point was monetary compensation as the most important factor solidifies the fact that you are misunderstanding my point.
You forget that you also claim, as recently as this very post, that
My main point was if the game isn't officially supported by the developer or publisher, it essentially doesn't exist.
And my response has been that this is absurdly wrong, and these prerequisites are entirely made up by you. Completely pointless discussion, as you apparently don't understand what a competitive scene actually is, and try to pigeon hole an entire aspect of gaming competition to fit your extremely small definition, damn entire decades of history that existed before MOBAs were even a new custom game type in the original Dota. Get the last word if you want, I checked out a while ago.
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And the point you keep avoiding is there is a distinction between friends or collogues gathering up in a basement having a LAN party and calling it a "tournament" versus an actual competitive tournament. I'm sorry you are missing that clear distinction. 10 people playing Beetle's Adventure Racing is not a comp scene by anyone's definition. That is 10 people playing Beetle's Adventure Racing in someone's basement. I would appreciate a certain level of intellectual honesty when discussing topics if you please.
Calling something competitive versus it actually being competitive are two different things. You are arguing something being competitive in the most raw definition of the word competitive: the ability to play other players in a game. Everyone else in this thread is talking about competitive as an official or 3rd party organization which will host tournaments for people to participate in. This is what I meant when I said that you were arguing about definitions versus the actual contents of the thread. I hope this clears up the confusion.
If you would like to check out of the discussion because I'm not simply agreeing with your incorrect definitions, by all means go ahead, you are within your right to do so.
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Watch literally anything about the growth of Evo.
I would appreciate a certain level of intellectual honesty when discussing topics if you please.
Stop projecting. In fact, stop pinging me altogether, thanks.
And yet instead you literally called a video that spells out everything you refuse to acknowledge as a straw man, when that doesn't even make sense (not that you watched it.) I'm sure you want to "agree to disagree."
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I'm not interested in the straw man of learning the history of EVO because it is completely irrelevant to the discussion of the thread. Sure, let's just agree to disagree. 👍️
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The survivor gameplay loop: take a wild guess as to what the killer might do and equip perks to combat that. Not having these perks will usually result in an L. And even if you do have the correct perks, at least one teammate will have no idea how to play around them. Because nothing screams skill-based matchmaking like a huge game sense disparity among teammates.
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