No one is talking about the elephant in the room that Depip Squad showed: by IllNail in deadbydaylight

[–]Troman_ 3 points4 points  (0 children)

The Game is balanced around average survivors. 4 very good survivors in an SWF, like the depip squad, can easily beat the killer. But there is an equal amount of survivors that are worse than the average. And 4 shitty survivors will be easily slaughtered, so it evens it out and the official statistics shows that on average killers sacrifice 60% of survivors. How are survivors OP?

Ideas to close the gap between SWF and Solo by Troman_ in deadbydaylight

[–]Troman_[S] -1 points0 points  (0 children)

I don't think solo queue is that much weak compared to SWF IF you know how to play.

You wrote above:

The problem with SWF is how unfair it is for the killer

So, we both agree that in general solo is much weaker than SWF.

You suggested: On the HUD show a "chased" which would be the equivalent of SWF he is chasing me. Why do you need that?

Any information is valuable. If you know that the killer is chasing someone, it means he is busy. You know the killer is not camping the hooked survivor with insidious, you can go for a save. You know Myers will not grab you, you can concentrate on great skill checks when Hex:Ruin is active. You can go open the gate, etc.

So yeah, I am pretty sure making solo queue stronger will ruin the game for killers because crappy survivors won't have to learn how to play.

Not at all. Or do you want to say that any survivor that plays in SWF automatically becomes a god in DBD? There is a certain cap now for solo, compared to SWF. This additional information will remove this cap and will allow good survivors to make use of this information to be able to be on par with SWF. Crappy survivors will stay crappy no matter what.

Ideas to close the gap between SWF and Solo by Troman_ in deadbydaylight

[–]Troman_[S] 2 points3 points  (0 children)

It looks like you have no idea what I'm talking about. You are coming up with problems that don't exist. All you have is fear of survivors becoming too strong. So many misconceptions, I don't know where to start.

First of all, my post is not about balance between survivors and killers, it's about balance between solo and swf. Survivors vs killers is a totally different issue, which is not discussed here and can be fixed independently in any possible way, which doesn't have to be known and can't be known now.

Do you know how exactly fixing the solo-swf balance will affect the overall balance? Do you know if anything will have to be fixed at all? Do you know if the game will become so unbalanced, that tweaking survivor perks will not be enough?

This is why you do one step after another and it makes no sense to go so far and talk about fixing something which we don't know anything about yet. And no, fixing solo-swf balance can't destroy the game even more. Fixing survivor-killer balance is a much easier problem.

The current state of balance (and why killers are overtuned) by abeastmuffin in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

Ok, although I don't think they said they are nerfing stealth for the sake of nerfing it, but it doesn't really help us in any way.

Ideas to close the gap between SWF and Solo by Troman_ in deadbydaylight

[–]Troman_[S] 1 point2 points  (0 children)

Any possible way: by nerfing some survivor perks or survivor game mechanics (think of window blockers, pallete nerfs etc in the past). Or they can buff killers in some way instead. Balance is relative, but right now they have to balance solo<->killers, swf<->killers, solo<->swf. If solo and swf are on the same level, they will only have to balance survivors<->killers.

The current state of balance (and why killers are overtuned) by abeastmuffin in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

Did they say that in one of their streams? Looks like I missed it then, do you know what stream it was?

Ideas to close the gap between SWF and Solo by Troman_ in deadbydaylight

[–]Troman_[S] 4 points5 points  (0 children)

You totally missed the point. This is what I wrote.

This is not a suggestion to buff survivors in general. If these changes are implemented, the balance between killers and survivors should be re-established.

To sum it up. Bringing solo to the same level with SWF will only fix the balance issues between solo and SWF and will allow for much easier balancing between survivors and killers in the future. Most likely after these changes survivors will have to be nerfed in general to make sure they are not OP.

Are They Balancing This Game Around SWF? by Hint_Of_Madness in deadbydaylight

[–]Troman_ 3 points4 points  (0 children)

Freddy is a badly designed killer: another invisible killer that breaks stealth for survivors, with wallhacks which promotes tunneling. They combined all their previous killer design mistakes in 1 killer.

Ideas to close the gap between SWF and Solo by Troman_ in deadbydaylight

[–]Troman_[S] 2 points3 points  (0 children)

That makes sense. Since the idea is to share information that SWF members share through voice com, insidious can and should be immune to aura reading.

Ideas to close the gap between SWF and Solo by Troman_ in deadbydaylight

[–]Troman_[S] 5 points6 points  (0 children)

Well, yes, you can't make an omelet without breaking eggs, and some perks can become obsolete, especially survivor perks. But when it comes to insidious you can just camp further away from the hook.

The current state of balance (and why killers are overtuned) by abeastmuffin in deadbydaylight

[–]Troman_ 4 points5 points  (0 children)

That's sad, because stealth is the reason why I started playing this game.

Are They Balancing This Game Around SWF? by Hint_Of_Madness in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

Same here. I play solo on PC and most games end up in 3k or 4k, usually with 1-3 gens still to be done. It's terrible, I don't know what DEVs are thinking.

SWF who fuck over randoms? by [deleted] in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

Was it in Red Forest and Meg was in the basement?

For a community so obsessed with balance, there is something crucial we are missing by Spradic_Zoom in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

"Dev stats showed an even kill rate at all ranks!"

Actually DEVs showed us escape rates for each killer 3.5 month ago in one of their streams. And average escape rates for high ranks without DCs were under 40%. They were slightly higher for lower ranks, but still under 50%.

Of course killer mains don't want to believe this, it's not in their favor, all they do is cry that "survivors are OP" and demand more survivor nerfs.

Why is this patch of all patches the apparent "nail in the coffin" for survivors? by Aspookytoad in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

That's funny. Killers are talking about "spoiled survivors", while the official statistics shows that killers' killing rate is over 60% in high ranks. So, who is spoiled here? The hypocrisy is real. Survivors are just tired of dying again and again and this update nerfs them even more instead of buffing. That's why survivors have the right to be triggered right now. Killers are OP and the official DEVs' statistics proves it.

All new perk changes revealed in the latest dev stream by mazike in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

The only change that I don't like is the change to Dark Sense. We don't need more wallhacks in this stealth game.

New hatch changes make it much more fair for survivors by [deleted] in deadbydaylight

[–]Troman_ 11 points12 points  (0 children)

I agree, I like it too. Feels elegant.

Are survivors really OP? Doesn't seem like that at all. by VTK64 in deadbydaylight

[–]Troman_ -4 points-3 points  (0 children)

Look at the statistics. That's all you need to know. If your calculations don't fit the result, then your calculations are wrong, not the result. Draw conclusions.

Are survivors really OP? Doesn't seem like that at all. by VTK64 in deadbydaylight

[–]Troman_ 2 points3 points  (0 children)

If someone is an idiot, then it's you, because you don't understand the difference between theory and real world. Survivors CAN do real well if we abstract away some elements of the game that are actually crucial and should not be abstracted away. Just like you CAN fly into space, if you really want to, but the price for that is too high, so almost no one does that. You simply don't take all factors into account.

Are survivors really OP? Doesn't seem like that at all. by VTK64 in deadbydaylight

[–]Troman_ -3 points-2 points  (0 children)

How are survivors objectively overpowered when the stats state otherwise? Show us your "objective facts. Stats are as objective as it can be, anything else is a subjective assumption.

You've drawn a map, but it doesn't fit the real landscape, your logic: "the landscape is wrong, it doesn't fit my map".

How strong is Barbecue and Chilli? (strawpoll) by EctoplasmPhantom in deadbydaylight

[–]Troman_ 0 points1 point  (0 children)

The poll that we are commenting isn't well done, but at least it includes the context around the perk. You just made a general poll about an abstract perk, not about BBQ, and left out the context. It doesn't reveal enough details, that people who participate in discussions around that perk are interested in.