Decagn
Decagn
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- Decagn
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Comments
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I agree with this post by OP. If any changes were going to happen for Blight, I would have liked to see it EASIER to understand if you can slide or not slide on an object, or even have a more built in option to slide or not slide off an object.
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SBMM is getting removed and they are working on a better matchmaking system (I'd personally like to see one that involves information regarding how much time player's have spent playing dbd in matches in total).
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When I player killer, I don't have fun and I blame SBMM for that. SBMM encourages unfun gameplay like camping and tunneling, and survivors just doing generators and leaving instead of anything else. When I play survivor I don't have fun most of the time, as most killer's tunnel/camp now, not all but most.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2777450#Comment_2777450
You seem to be misunderstanding how odds work.
If I ask 'What are the odds of rolling a 6 on a 6-sided dice 10 times in a row?' the answer is not 1 in 6 (which is the odds of rolling a 6 on a 6-sided dice).
The fact they are entirely independent of each other means we simply multiply each roll's probability together: 6*(1/6)6=1/7776 =~ 0.01286%
You don't just say 'Oh, well, it's 1/6 because you have a 1 in 6 chance every time'.
we maths enthusiasts care about this stuff XD <3
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You have very good thoughts on it, I would only argue with boil over since I feel there's too many places in different maps (not all maps) where you can go down in an area and the killer can never hook you from that spot, which is pretty unfair. I've tested it with No Mither + Soul Guard as well and with them as well, the killer can literally do nothing to kill you, except maybe kill all the other survivors and then you die to end game collapse?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2777168#Comment_2777168
Yes, yes it still is.
Each flip is a separate event with a 50% chance.
What you are arguing is the gamblers fallacy, which is the idea that sooner or later it has to hit heads once. Unfortunately that's not how math works. Plenty of people in my hometown can't afford to leave now thanks to that particular fallacy.
What he means is that the 100 flips is it's own event, so you don't compare 100 flips to 1 flip, you compare it to another 100 flips and another 100 flips etc. I understand gambler's fallacy, but we're talking about the numbers and math of it, 1 flip is 50% chance but flipping a coin 100 times and expecting at least 1 result to be head has a (1-(1/2)^100) chance of occuring (pretty close to 100%). In terms of gambling though, the numbers are usually way lower so you probably will never win the lottery in a lifetime
EDIT: actually my explanation sucked, but easier way to look at it is in the basics of random chance, if you flip two coins, what are the possible results you can get? you can get 2 tails, tails then head, a head then tails, or 2 heads. how many of those results had at least 1 head? 3, and 3 out of 4 possible occurrences resulted in you getting at least 1 head, so a 3/4 chance or 75%. You can also get that by doing (1-(1/2)^2). That's what he used for the escaping hook chance, though the calculations for that is (1-(24/25)^3) which is about 11.5%
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Yeah, I liked this idea. I've thought about how I'd love if I could just dump bloodpoints into survivors/killers without thinking about what I'm getting so if they added something that allowed you to spend bps carelessly I would be very happy!
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Just an example that I've tested a bit against people, No Mither + Soul Guard + Boil Over. Super frustrating for killers when you can run to a place that the killer can't hook you from because of boil over, and then you can get up again and loop them for a bit to get downed in that same spot, how is that not unfair?? not every map has this problem, but it's a bit silly that it's so easy to abuse.
I like that they gave attention to boil over, but I think they should rethink what they want to do with it, I saw someone mention an idea such as when the killer drops the survivor that has boil over, the wiggle progression gets increased +25% or something, which I think would be more fair.
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I feel that, left behind's best use is as a backup plan for if the rest of your teammates die for whatever reason. The only buff I could think of is just being able to see the aura of the hatch straight up, or know the direction the hatch is in. I think a buff/rework for left behind should come after they change hatch mechanics more, atm it's in a weird place anyway.
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@Avilgus said:
Dropping a survivor = +25% wiggle.
It's literally boil over effect with more time waste and more risk for a flashlight or a pallet save.
Or I'm missing something ?
That's a great suggestion actually, rather than having a place in the map that the killer can never hook the survivor from, it would mean that the killer is punished for dropping a survivor in certain scenarios!
Also I just wanted to point out, I've discovered that you can just run "No Mither, Soul Guard and Boil Over" and the killer can't do anything to hook you if you loop them in the same area, it's horrible :/
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I made a post 2 days ago that I think went unnoticed and I'd like to mention it here because it seems relevant, happy to hear other's thoughts for a healthy discussion if anyone is interested :)
https://forum.deadbydaylight.com/en/discussion/306063/hook-and-kill-based-matchmaking/p1?new=1
TLDR if not want to read though (and to talk more in this thread as well), I believe hooks AND kills are a better measure of skill for killers than kills by themselves, simply because there is more information to be gained from hooks and kills than just kills alone, and I think a system can be built around that, not perfect but better than just kills I think!