Comments
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No. The harsher the mechanics you add to the game to prevent tunneling, the more killers who don't tunnel can get hurt by it. I've been playing for years and still to this day I frequently run into the last unhooked survivor completely by accident. That's not my fault and I shouldn't be punished for just playing the game.…
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There are base-kit anti-tunnel mechanics. They added the base-kit BT for that exact purpose. Here's the thing: There is no way to actually stop killers from tunneling without significantly affecting regular gameplay, especially in scenarios when the killer runs into the same person twice completely by accident. I'm sick…
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In terms of balance I think the game's better than it's ever been. In terms of my enjoyment of it, it's not quite an all time low but it's not what it used to be. My issue isn't really specific perks or anything, it's just the aggressively competitive mindset everyone goes in with these days. In the days where there was…
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Pretty sure BHVR has mentioned something along those lines in the past. They aren't counted in the MMR or pip systems either.
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That is fair, but I think that's always going to be a problem for any team-based game/role. Randos just don't wanna play with the team sometimes, or maybe matchmaking just served you a stinker and there's too much skill variance in the lobby. As a frequent solo queue CS player, I definitely feel this. It's just kind of an…
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But there's nothing you can do about that 60% figure, realistically. If killer gets a 50% kill rate that generally means they are underpowered because killer is supposed to win the 1v1. See my above reply about why kill rates are the way that they are. But frankly, I think if whether or not you "win" is the sole…
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Statistically speaking a 60% kill rate actually means the game is balanced pretty well overall. Because of the nature of killer winning the 1v1, almost any killer can guarantee at least one kill if they play their cards right, either through hook trades, EGC, etc. On top of that, when the killer kills 3 people they tend to…
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My problem with it is that it's just not fun. Sure it's still probably the strongest survivor perk in the game, but its strength isn't really my issue, nor is it the occasional lose/lose when someone makes a pallet from it. My problem is that it predominantly punishes M1 killers (who are already generally weak) and also…
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The kill rate before 6.1.0 was ~50%. On paper that may appear balanced, but in practice it is not. There are several reasons for this. 1: When killers win, they tend to get 4 kills more often than not. If they get 3 kills, it is more often than not due to hatch, which I don't believe is counted in the overall stats for…
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It's not a matter of whether the game is competitive or not, it's the fact that someone guaranteeing a specific map with a specific build/character that is really strong on that map is just not fun for the people on the other side of it. Imagine if every game you got sent to Midwich as a solo survivor, or every game you…
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If you can't reveal him it's generally either you doing it wrong, or someone (either you or the killer) is desynced. If their ping is really bad—as in they can barely play the game bad—then yes, you will have tremendous difficulty revealing them. If all parties' connection is relatively decent, it's ridiculously easy to…
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Worst: Eyrie of Crows. Really strong main building, map is huge, too many strong pallets, ridiculously inconvenient boon spots, etc. I have genuinely never had fun on this map, even in the case that I win. Garbage Tier: Every Badham, Gideon, Garden of Joy, ~1/2 of the Coldwinds, RPD. I'll still whine about it: Mother's…
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How is it still in the game? Simple: it's really difficult to find an effective way of disincentivizing it without also destroying the killer's balance. If you make Bubba unable to use his chainsaw within a certain radius of hook, then people will just dive him every time he goes for a hook and he can't really punish them…
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1: The majority of characters in DBD are obtainable for free—only licensed characters cannot be bought with shards. Other games don't really compare on that front, because DBD is unique in adding a lot of characters from other franchises. The closest comparison would be Super Smash Bros., and it not only has a purchase…
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1v1 is not a good metric, ever. The thing is Nurse has great 1v1 but she also has no 1v4 whatsoever. On the other end of the spectrum there are killers like Legion which have terrific 1v4 but virtually no 1v1. Nurse ending chases fast is not in and of itself a bad thing, and you grossly misunderstand game balance if you…
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He already addressed that. They help and are an overall indicator of general game health to a certain extent. The point he's trying to address is that while they help, they also aren't everything. And you also fail to acknowledge that roughly 60% is their target for kill rates, not 50%. The reasoning for this is that the…
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IMO tunneling is exactly fine where it is. The 10s base-kit BT is working wonders to disincentivize tunneling in your average game, and even when the killer does tunnel it makes it pretty inconvenient compared to before. If the survivor has OTR they literally have a shield as long as they want it as well. In regards to…
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No, because DS can work at any point throughout the match. Perks like it directly condition the way killer has to play if they don't want to get hit by it, so its mere existence is a net benefit to a survivor whether they have it or not. The fact a killer has to assume you have it makes them likely to play suboptimally (as…
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The difference with No Way Out is you A: have to play without a perk for the entire game, and B: have to split pressure across the entire team for full value, which incentivizes a strategy that is more often than not suboptimal. Essentially you're handicapping yourself the entire game to help secure the endgame better, and…
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I still see it nowhere near as much and the bulk of players I face range anywhere from 1500-4000 hours. I see it on average maybe 1-2 times per game (purely anecdotally) compared to my prior of 3-4 before 6.1. And yes, I understand it is down across all levels, but its usage still dropped by around half at all levels,…
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https://medal.tv/games/dead-by-daylight/clips/D5IBgr6TkUk-v/d1337usRHTPW?invite=cr-MSxZeTIsNjA2Nzk1Nyw This is the strat I'm referring to. Nobody in this game had Dead Hard but the principle is the same since they're traveling the same speed, and I didn't really feel like grinding out games until I had a chance to do it.…
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Actually in one of the dev streams they mentioned Dead Hard by name before ever announcing the 40 perk update, and directly stated that they believed it to have too much utility. In that dev update you reference they're talking about the entire 40 perk update being a meta shake-up, which is not specific to Dead Hard. And…
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1: The pick rate is not going "through the roof" considering it plummeted after the initial change and, according to the stats, still has not yet returned to anywhere near the frequency it was before. 2: I already said Auto DH is both a problem and probably more commonplace than people would think, especially when you're…
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Some regression perks have differing cooldowns and some have none at all because that helps differentiate them, and they all have different values and activation conditions. Eruption has no cooldown because you have to kick every gen you want to use it on, and when you use it it deactivates on all of those gens, forcing…
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The timing is fairly difficult because it requires you to react in time or otherwise anticipate the Dead Hard, but it is very possible to do (and forcing pallet trades is already commonplace otherwise) and it does give it counterplay in a situation that is already far less likely to occur given it no longer gives distance.…
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"Please remove the only strategy that prevents this killer from being unequivocally the worst in the game while I suggest zero buffs to come in its place"
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I'm a killer main and have complained about Dead Hard since I started playing during Chains of Hate. That said, I do think in the vast majority of scenarios Dead Hard is both completely fair and considerably worse than it was before. While I understand it is stronger in a few select scenarios and I think it still is good…
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How's the fishing?
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I don't think tunneling should be made non-viable, hence why I did not propose a punishment for doing so, but instead proposed a positive incentive for not doing so. In terms of camping, I actually used to be in the "just do gens lol" camp because survivors very much could do all the gens and escape in the past. However,…
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No, you actually wouldn't be more encouraged to tunnel to get "easier games" because a 4k would still be a win regardless. I'm talking about making people gain less on a win if they got very few hooks, not making them lose MMR for it. It would also dampen losses slightly if you got a lot of hooks. You're not speaking for…
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Buffed gen regression? Most certainly not. If you're actually going to tell me Call of Brine (which was not buffed) or Overcharge (which now starts slower than base regression) is better than an on-command 25% kick (pre-patch Pop) or 200% regression speed without a kick (pre-patch Ruin) you're just nuts. And the 2.5% base…
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I wholeheartedly disagree with that. The majority of my forfeits come very quickly into a match, often in my first chase if someone happens to go down just a little too fast. Quite literally the first DC I got in my data collection was off a locker grab 30 seconds into the game. The match was obviously still very winnable…
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Okay, it may be a slight exaggeration when compared to OLD old DS, but compared to pre-6.1.0 5 second DS, I think OTR is just better.
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Sure, but all of the things you listed you could already do before, and even more efficiently because they only had one health state as opposed to two. And I would reason that because gen slowdown perks are on average worse than before, hard tunneling is less effective because gen interrupts are more important than ever…
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But how is it easier to tunnel if every survivor you're tunneling has 2 health states compared to 1 in the past? You are making zero sense. I would genuinely make the case that because of OTR hook trades on the rescuer are more efficient than tunneling in the vast majority of scenarios. And regardless you aren't addressing…
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That's exactly the point I'm trying to make. IMO while camping is stronger, it's not an effective strat to win in the vast majority of scenarios. Tunneling is in the exact same spot it was before. Point is I justified that my own kill rate was higher than normal while playing the exact way I normally do, and when adjusting…
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But again, OTR is directly equivalent to being healthy, with the only exception being that you have to mend. If you're getting tunneled right now with OTR on the current patch, you are in an inherently better situation than you were in the past, because you are the equivalent of being healed to full pre-patch, and never…
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Trust me, while I did not camp or tunnel necessarily I was very much sweating my ass off with my 180s and other flicks. And my build is inherently catered around seeing a gen I need to stop and going directly there, hence why I run Tinkerer. With my build, tunneling is honestly an ineffective strat because Pain Res does…
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Yes, camping got improved. That does not make it a good strategy, however. You will still lose the majority of games if you camp and the survivors aren't braindead. And the only gen slowdown that physically works while camping is Deadlock, because it's the only one that actively slows gens with no action from you. Camping…
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My goal was not to justify how high I can possibly get my kill rates, it was to justify why kill rates are higher than normal, meaning I must play the exact way I normally do to get accurate data. And you may actually want to learn a bit more about "optimal" killer play because camping is not optimal most of the time…
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That's why I said to run Resurgence or We'll Make It. Killers cannot proxy camp all the time if the survivors aren't screwing themselves over and not doing gens. As soon as the killer goes to pressure gens then gen the save and slam the heal in 8 seconds, or 4 if you have both perks. Even if you can't get healed, Off The…
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Camping is and always has been an absolute throw for the killer. Now you went from a guaranteed 1k doing it to a guaranteed 1k and maybe a shot at a 2k if you have Deadlock, NOED and/or No Way Out. If the killer gets more than 1 kill camping, it's probably because you gave them more than 1 kill. Tunneling is in the exact…
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Actually I'm not. If I knew someone was exhausted (for example they used SB, Lithe or Overcome) I did not record it in my stats. I only recorded chases where an exhaustion perk was not used, and someone went down near a pallet or window.
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I disagree with that sentiment. While I do believe on the whole the patch was killer-sided, survivors also got the best anti-tunnel perk they've ever had in the form of Off The Record. It's practically guaranteed to buy you large amounts of time off the hook, as it gives you an effective healthy state for as long as you…
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I would agree that the survivor scoring system is a massive flaw in the game right now, and it's why a lot of good solo players end up losing a lot. If you're solo, while you should definitely save people in the hopes that the gens can get done, you will have to camp gates and wait out the hatch close quite a bit to get…
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It may not have, but I just noticed it now and it makes no sense considering it works the same as Jolt, which does. Its description does not indicate that its 15% effect should be any different than Jolt's 8%.
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DBD's Ghostface isn't from the movies.
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1: People generally never return the favor in my experience 2: I don't play sweaty the bulk of the time, but if I win I take the win. 3: Letting people go just means I improve but the quality of my opponents does not, and now I'm smurfing and hurting everyone else's experience in the process.
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If the killer is better than you and you DC because of it, then yes, you did in fact DC because you got outplayed.
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How about no?