Avatar

Deferlo

Deferlo

About

Username
Deferlo
Joined
Visits
1,590
Last Active

Comments

  • On some map, i've quickly found myself using his power only for mobility or to catch up after a pallet break. But then again, i never had good aim in any game, so maybe it's just me being bad with his power.

  • Just had a game, where it hapened to me. I was on a solo gen at the start of the match with the 3 other surv nearby, the killer came so i went on another. From that it was always active even with nobody nearby, and just like the video i also had bond+prove thyself equiped, so i don't if there is a synergy bug with the two perk. I had the combo for quite a while and it's my first time having the bug, so either it's rare or there is other condition required.

    I also had deja vu, and just to say, a 20% bonus on a solo gen felt really unfair for the killer.

  • @Mandy Can we just close this post? it's turning into a blame game that isn't going anywhere except annoying everyone.

  • Since most of the Artist that i go against is a hard tunneling machine with pain res DMS and BBQ, i'm glad that i don't see them more often. Or maybe i'm just unlucky and i only get those type of killer.

  • If you are playing DBD it mean you have internet, just go on your phone or alt+tab and go do something else for 4 min while they are doing dumb stuff alone. Then move on and forget everything about them, be it in game or IRL you will have a better time if you forget those type of people rather than letting them influence you.

  • For those who want to check it more easily in game:

    Only counting tier 3 perk:

    1 level: 1 page, 1 row and 3 perk on the last row

    2 level: 2 pages, 2 row

    3 level: 3 pages, 2 row and 2 perk on the last row

    4 level: 4 pages, 2 row and 4 perk on the last row

    5 level: 6 pages

    6 level: Every survivor perks, seemingly unreachable for killer since they only have 97 perk for a total of 291 perk tier.

  • If you are against competent survivor it should be fine, but the real problem will be in a 3-gen scenario or once a survivor died since it will become harder to keep constant pressure on generator.

  • just removing the item efficiency would have been enough since it nerfed strong medkit usage. Survivor used it not because it was strong, but because it was an garanted heal no matter where they are and did not need teammates to be usefull.

  • Prove thyself is only worth on the last 2 gens where you are somewhat forced to group or if you need a specific one done. I can bet that in your game where gens fly, it's most likely the survivor spreading that is the problem.

  • I would also like the same post-game as Evil Dead: the game, where you can see the number of rescue, time on objective, time chased of everyone, i'm always curious how other player that i didn't really see did during the game, were they useless? Were they the hidden gen jockey that secretly carried us? Did one get chased for 3 gens?

  • For 1. i don't really like the idea, since doing generator is the primary objective of the survivor, getting a potential 3 stack is a pretty big penalty since it is nearly half of the required number to instantly kill someone regardless of hook state. I would prefer something like, for each generator completed the survivor either start getting stack faster, passively all the time, remove less with each tape or get a number of irremovable stack, making her power slowly grow stronger as the match progress.


    For 2. i would prefer that the basekit condem gain apply on self heal, that would make it stronger at high MMR where a lot of survivor bring strong medkit or run COH, forcing them to group together for once.


    The other idea seems fine, i don't even know why they thought it would be a good idea to give a directionnal lullaby to a stealth killer, or at least they should make it so that we only hear it within 10m, sort of like a last second hint to start running.

  • Yeah they say that each locker can only be locked once but when they come in pairs, you just need to lock them one at a time, that way you get to keep the other lock for later.

  • Because if your highest rated killer is well above the softcap, chances are, that your averaged MMR for the new killer may also be above it, thus matching you with basically the same player as your mains.

  • If they were still doing gens why complain? Not everyone want to be chased, as long as they do their share of work those player can stealth all they want. It only becomes a problem when they stay hidden and do nothing but wait for hatch all game.

    I will 100% chose the hidden gen jockey over the attention seeking flashlight spammer.

  • I'm also having trouble chasing the killer in most of my game, it's usually the other way around.

  • I don't like going against him because every time either my teammate give up or i get face camped. I have nothing against the killer himself, but it's starting to become boring when it happen every time.

  • I felt the same as survivor, since i'm not that good at looping i was often hooked quite fast, but since a few days ago, i get matched against killer that i can run for 3/4 generator, it's to the point where even 4 hook is starting to be a good game for the killer i'm against. Maybe the matchmaking is broken again.

  • It's also very popular because high mobility killer can identify the generator with the most progress and quickly go pop it or chase survivor off.

  • Imagine a freddy running remember me, NOED and no way out with the black box add on lol.

    I can just see every survivor frantically searching for every totem while one is doing the let me in meme by the exit gate waiting for it to unblock.

    But yeah like other said, there is a mix of good and broken idea.

  • How often do you let your emotion get the better of you?

    Seeing how you talk in EG chat, maybe it isn't much of power balance problem but an emotionnal one.

    If you waste 3/4 gens on a down every game, it may show that you overcommit way too much on chases. How many gens do you lose on average in the first chase? If it is more than 2/3, maybe you are making some mistake in your strategic approach, because i doubt that you go against team that efficient so often.

  • We know that nearly everyone in the upper MMR run 3 or more slowdown, by your theory, it make the highest MMR a place filled with bad player.

    With the knowledge that high MMR = bad player, and since it is at the other end of the spectrum, it may be safe to assume that low MMR = good player.

    With those information, i conclude that i must be one of the best player in the game.

  • Those people will play an asym game in alpha and complain that it is not at a dbd level of gameplay after 10h of gameplay and act like "well, since this game isn't perfect 1 week after launch, it isn't worth playing" and move on.

    But i agree with you, a lot of player have a toxic relationship with dbd and think something will change if they complain to it all the time like a psycho girlfriend, when in fact they are just killing the "new dbd" since they give it a big spike in popularity when it may not be the best time to introduce it to a big audience.

  • If you use perk like thana and play with your food, it will quickly become a bad idea to not cleanse against a good plague.

  • It depends. If everyone is at the gate, i will just leave and go into the next game, but if i don't see everyone, i will wait in case a teammate need help with a bodyblock or an unhook.

    For other i can't say, but most of them probably have no reason other than making themsleves feel good. Because, let's not forget that there is estimated 4% of the adult population that are said to be sociopath, and since in they need to watch their behavior during their daily life, video game are the perfect place to let out without any consequences.

    And some do it because why not.

  • The only thing that i would do add to doctor, is a small range increase to his shock, and maybe add one of his delay addon as basekit other than that he just suffer from the same thing as most antiloop killer, predrop, shift W, a lack of mobility and lethality to create pressure.

  • Impossible in its current state because there is to much of a power difference between:

    -SoloQ and SWF

    -The strongest and weakest killer

    -The strongest and weakest map for each killer

    -The tiles generation on a single map where one can have an impossibly strong window setup and the other basicly empty of usefull tiles

    -Perk and item and addon aren't taken into consideration for matchmaking

  • Do everything i can to pick up the fallen soldier, no way i'm watching him die by bleeding. I will get those WGLF stack, even if i need to throw my body between my teammate and the killer.

  • As the game is now, Sloppy 100% deserve a buff, but in the case of my idea i though that buffing it on top of nerfing base healing speed could make it a bit too strong for a passive perk.

  • @Tr1nity said:

    Or ya know… just rework COH..

    Do you think that only COH would need a rework? It seemed to me that strong medkit wre also part of the problem but i may be wrong since i don't really have of experience at high MMR. Apart from that, since i was at it i decided to go all out on the idea even if most of them weren't really needed.

  • I mean, by definintion, a prestige is something that shouldn't be accesible easily, otherwise, it wouldn't be a prestige anymore.

    While it is to much of a task for a regular player to prestige without wasting their next month of gameplay on it, i think some extreme player think of prestiging as a base game mechanic and complain if they can't do it every so often.

    But i agree that prestiging should award you with more than jsut a cosmetic and slightly better addon rarity.


    What i never understood was the dev's response to grind and how they want a permanent solution before implementing anything. Because reducing every item price by one or two thousand BP sound like a very good temporarily solution that doesn't require a lot of coding and can be as easily changed back once the more permanent alternative is ready.

  • Got matched against dowsey on my first match, how long will i need to repeat step 1 to get weak survivor?

  • First, rank only represent the time spent playing this month and not skill nor MMR.

    Second, It's obvious, since most player can't communicate with each other, they leave gens to try and save just to be stopped by the killer near hook. And even if they succesfully unhook, most of the time the rescuer may not even have BT.

    If the survivor aren't on comms, you can proxy camp to get is a free gen slowdown, and secure an early kill if nobody is willing to trade. Just like always, it is an effective strategy if used against an average team.

    Just because a killer isn't doing some crazy mindgame doesn't mean he isn't skilled. As scummy as some player say it is, picking an effective strategy to increase your winning chance is still being skilled.

  • On the post concerning the change: "we’re mostly focused on smoothing out some of the rougher edges.".

    Those change weren't meant to make her stronger or weaker to play, only some quality of life change to make her gameplay feel smoother, just like they did with plague during the mid chapter patch.

    She did get a bit stronger thanks to that, but not enough to make her change "tier".

  • “What one should really fear is not a competent enemy, but an incompetent ally.” - Napoléon Bonaparte

  • Each emblem require different amount of point to be acquired, acording to the wiki, to stay in IRI 1 you need 9 emblem point where each quality award you different point:

    None: 0

    Bronze: 1

    Silver: 2

    Gold: 3

    Iridescent: 4


    Everything here will be for an iridescent quality emblem, you don't need every one of them to pip, even at IRI 1, you only need 2 IRI and 1 bronze emblem to safety pip, just choose the one that are the easiest for your playstyle and try not to do too badly in the other.


    Lightbringer:

    Point needed for each quality:

    Bronze: 30

    Silver: 100

    Gold: 190

    Iridescent: 270


    Here is a quick summary of the most important task:

    For each gen completed you get 5 point so: 5*5=25pt

    cleansing a totem:20pt -> 50pt if it is a hex

    1pt per % done on a gen. Note that if you do a gen with another survivor, the point are shared, so try to do solo gen as much as possible.

    Up to 33pt if you are being chased while gens are being done.

    15pt for opening the gate


    So for a iri quality:

    -5 gens completed =25

    -2gen done alone =200pt -> 25+200=225

    -2totem =20+20=40 -> 40+225=265

    -being chased while gens are done = ~15pt -> 15+265=280

    -If you aren't getting chased during the match -> Opening the gate =15 -> 15+265=280


    There are variable that could make it easier but i aimed for a more universal point gain. For example, if there is a hex in play, it will become way easier since you will only need 1 totem to get enough point with what's said above.


    Survival:

    Point needed for each quality:

    Bronze: 899

    Silver: 799

    Gold: 699

    Iridescent: 0

    It's the nastiest one since getting downed once remove all possibility to get an iridescent, but it's the time you stay alive in the match so there is no tip other than to try and stay alive even if you stealth a little, which depend on your team and the killer.

    Here are the information straight from the wiki since there is now math to be done:


    Your goal is to gain as few points as possible for this Emblem:

    • 0 points: starting value
    • 1 point: added for being put into the Dying State
    • 999 points: added if the time you are alive is less than 300 seconds (5 minutes)
    • 899 points: added if the time you are alive is less than 540 seconds (9 minutes), but exceeds 300 seconds (5 minutes)
    • 799 points: added if the time you are alive exceeds 540 seconds (9 minutes)

    Special Condition:

    • If you escape unbroken (without having been downed once) and the time you were alive exceeds 540 seconds, you will automatically be awarded an Iridescent Emblem


    Altriusm:

    Point needed for each quality:

    Bronze: 25

    Silver: 45

    Gold: 75

    Iridescent: 100


    Major point gainer summary:

    Starting value:35 (so a base bronze quality without doing anything, 10pt away from silver)

    10pt for healing another surv

    -10pt for each surv hooked (returned for the first 2 hook if there is a safe unhook)

    20pt for safe unhook

    -30pt for unsafe unhook


    So for IRI quality:

    -base 35pt

    -survivor killed (so 2 hook penalty with no unsafe unhook during the match): -20pt -> 35-20=15

    -3 safe unhook= 60pt -> 15 +60= 75

    -3 heal=30 -> 75+30=105

    This emblem is reliant on the match being being balanced since having not enough hook actively hurt you in the emblem categorie

    If you are fine with flashlight safe, each one award you 30pt

    Also, every action done after powering the exit gate have a x0.15 multiplier



    Boldness:

    Point needed for each quality:

    Bronze: 230

    Silver: 380

    Gold: 560

    Iridescent: 880

    This one is too much work for my brain so i will just leave the info from the wiki here, but it's basicaly doing your best in chase, and even being in the killer's terror radius:

    Your goal is to gain as many points as possible for this Emblem:

    • 100 points: starting value
    • 1 point per second: awarded for being in the Killer's Terror Radius
      • This value is affected by a distance multiplier:
        • within 5 metres: x6.0
        • within 10 metres: x2.2
        • within 20 metres: x1.1
        • within 30 metres: x0.5
        • within 45 metres: x0.3
        • within 64 metres: x0.1
        • farther than 64 metres: x0.0
    • 1 point per second: awarded for an on-going Chase escaping the Chase successfully; the longer and the closer, the more points are awarded:
      • This value is affected by a distance multiplier:
        • within 5 metres: x1.2
        • within 10 metres: x0.6
        • within 20 metres: x0.6
        • within 30 metres: x0.3
        • within 45 metres: x0.3
        • within 60 metres: x0.1
      • This value also changes depending on the final Chase duration:
        • 0-15 seconds: 1 point per second
        • 15-30 seconds: 25 points per second
        • 30-45 seconds: 60 points per second
        • 45-60 seconds: 125 points per second
        • 60+ seconds: 250 points per second
    • 50 points: awarded for stunning the Killer with a Pallet
    • -10 points: deducted when a Chase results in getting hit by the Killer
    • 0 points: awarded for starting a Chase


    Technical information:

    • 5 seconds: time buffer after which the game considers a Chase ended if it is not re-initiated
    • 15 seconds: interval at which the points gained during a Chase are banked
    • x2: multiplier applied to gained points if a Chase has been successfully evaded


  • If the killer is competent and go all out on his playstyle and build, he will always get more than one kill by facecamping. The only player that get less are just being carried by survivor lack of information.

  • I feel you, that's why i mainly play survivor now.

    For me, the problem wasn't that i needed to sweat for a certain result, it was that, with killer matches, i need to be focused the whole time to chase and make decision.

    While for survivor matches you have some down time here and there to relax, be it while on gens/healing/hook.

  • If we were to rework every killer the community deems boring, the dev would need to rework 80% of the killer each patch.

  • Boil over, will become the next overcome/flashbang, everyone will scream about how op it is, but after a week, they will all go back to their usual meta build.

    But DMS worries me, if an artist player decide to go all out with it, it will become the most oppressive build to exist as long as the killer can camp and down survivor consistently.

  • For me, the only point that i would like to change is survivor's MMR. Since you play as a team to escape, i would prefer that every adjustment to the rating is made by taking the overall team result instead of an individual one.

    To take the 5 gen run as an example, chances are that every other survivor escaped thanks to that play, making this game a 75% escape rate for the team.

    Making such change could help reflect "skillfull" action into the result, since every play ultimatly lead to an end result.


    Also about skill, i feel like most player think of it's meaning in symmetrical pvp game where, if you "outplay" the opponing team, you will most likely win, but that logic doesn't apply here since both side aren't aiming for the same thing.

  • I strongly disagree with the last part, I only play solo as survivor, and, unless i am getting camped or my teammates are injured during the EGC, i nearly never get left to die on hook or even forced to second stage.

    I would even say that some solo just like me would be willing to trade hooks if it means keeping someone else alive.

  • You gain a bp multiplier depending on the prestige level of the character you are playing.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/306180/hook-based-mmr-concept

    The Answer is NO !!! That would make Dead by Daylight a farmfest, and no one wants that, and it would be a disaster. Sorry

    How would this make Dbd a farmfest? no matter what happen, if a survivor escape the killer lose point and gain point if he kill them, it only enable you to cut your losses if you go for multiple hook, unless there is something that i didn't think of?

  • Yes, that's what we should be going for, i went with hook as the only variable because i figured that it was the easiest in order to make a universal system for all killer, but in order to make the game more interactive we would indeed need more reason to go for interaction.

  • @Snow_Lep said:

    They should just make it emblem based for both sides.

    Survivors who rush gens get MMR off of holding M1. People who run the killer get MMR for being chased. People who heal/save other get MMR. Survivors who balance all get the most MMR.

    Killers who get hooks get MMR, killers who get kills get MMR. Killers who end chases quickly get MMR. Killers who make good use of their power get MMR. Killers who balance each aspect into a well played game get the most MMR.

    MMR isn't about Win or Lose, it's about performance.

    You're absolutely right.

    Here, i tried to stay close possible to the current system in order to simplify thing for myself and keep the k/e logic that the dev intended with it, but ideally we would need a remake of emblem system with what you listed here.

  • Toxicity has indeed lost all of it's meaning, just like tunneling / genrushing and other funny word player use to vent their anger or ignore their mistake.

    But that doesn't mean we should discard it's intended use in normal circumstance.

    It may only be my personnal opinion, but every single thing listed by Mandy is toxic, just to different level of severity. Do we need to punish every instance of toxic behavior? No, just like you wouldn't go see the authority if someone call you a "baby driver" when you are outside.

    And after all, how often do these action / words affect you by themselves? i'm pretty sure that most of the time, player don't get humiliated / frustrated because they got tbagged/camped, they most of the time, feel that way because those acts feed into our already present negative emotion.

    Let's take an example from argulment sake: If A insult B in the post game chat after A got outplayed at every turn, B will most likely be laughing at A for going that far. But what if it was A that outplayed B? It will probably have a bigger impact because B feel bad enough with the loss he just endured.

    What i mean by that, is that, while some of the more severe toxic act should be punished, in the end, maybe the minor act of toxicity only exist because player let them freely enter their mind and influence them.

    If we look at the late 2000's online video game, while tbagging and other minor toxic behavior rampaged nearly just as much as today, we weren't hearing as much complain about it.

    Is it because less player were complaining on forum? Probably, chatting online with stranger wasn't as wide spread as today.

    Is it because those type of behavior were sanctionned quicker? It may also be true, lobby were small back then so it was highly possible that an admin in a server owned by players did their own justice.

    But i think it has to do with the fact that back then, way less player did their utmost to win, video game where still considered a GAME, not a competition where you need to prove your worth at every turn.

    So maybe the hidden problem with toxicity isn't the act themselves, it's the mindset every player is forced to adopt with modern online pvp game.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724302#Comment_2724302

    #1: All good points. A few good players will already have broken a majority of the totem's if not all by the time the perk is put in play and at that point the Hex becomes useless. As for the other end game collapse perks mentioned. Remember Me assuming its tier 3 that is 16 seconds and at that point if its still blocked the perk becomes apparent. No Way Out I can only assume because I haven't run into it allows the Survivor to interact with the door before it becomes blocked Trump Card will already have the exit gates blocked. Blood Warden can only activate if the door is open and a survivor is hooked at that point its pretty much the Survivors fault for not exiting the match.

    #2 Its all subjective really If you don't like the perk don't have to use it.

    1: You are right, i was only speculating a specific scenario that will probably not even happen in most case, it was only to simulate a potential combo that could cause problem.

    2: it's not a case of liking that perk ot not. you said that this perk would be great since it add a secondary objective and rightfully so since i agree that this game is in need of some change objective-wise. But if survivor NEED to cleanse them before escaping then totems become a primary objective, not secondary, which is supposed to be additionnal, not compulsory, or maybe i misunderstood and you meant a second primary obective, in that case, my bad.

‹ 1 2 3