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God_Prof

God_Prof

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God_Prof
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  • There's a little bit of a correction. Top 8 teams play will also begin at 00:00EST (2/12, AM).

  • I've been opposed. Of course, I think it's great to create a rating-based match system, but the current tested SBMM was terrible. In the first two days of the test, it worked really well. But then it was a nightmare. I think a rating-based match system is necessary, but it's not this way. There seems to be something wrong with the rating adjustment feedback part of the system.

    To evaluate, the current rank system is -10 point star and the changed SBMM system is -7 point star. The SBMM is of course better than the rank system, but it does not mean that the system is complete. I don't want developers to be conceited by saying that they have exceeded their expectations. This system is still lacking a lot. There are many ways to create and improve an ideal system. It's good to be fair. But this system may seem fair, but we don't know how it works, so we just talk about experience. Including me, this 'experience-based feedback' is turning our feedback into a bunch of crap.

    Yes, because this is our last chance to complain, I still complain.

  • I think it is more important how SBMM calculates rating. And I think camps and tunnels are simply the killer's choice, and if you do camps and tunnels, it's just the survivor plays harder games. If there is a killer A and B with a completely identical skill, B who do tunnel and camp and A do not, but a killer B will be better at killing, and a killer B is more likely to 'win'. Then what's the problem with the B killer getting a high rate? He actually wins the game better. That's why he's rated high. In survivors' point of view just not want tunnel or kill in high rated skill. If including tunnel and camp in calculating rating, then low rated survivors will suffer harsh camp and tunnel with high skilled killer but 'miss calculated' cause camp and tunnel.

    Likewise, let's say the A Survivor Squad is a casual squad that plays with chatter, and the B Survivor Squad is a squad of thousands of hours that uses a lot of items and briefs games. The B Survivor Squad will have a higher escape rate, and the B Survivor Squad will be up against a killer with stronger and better skills. However, you should consider giving a Solo Queue player a reward or an Advantage reward to a killer who is competing against SWFs. including displaying the SWFs in the lobby.

    In terms of competitive games, this is not wrong at all. However, I don't want to discuss whether DBD is a competitive game or a casual game. And also a casual game can't be a good idea for all players from rank 1 to 20 (Bronze to Grand Master) to play together.

    If you don't use meta puck, don't camp and tunnel, and enjoy a weak killer, your rate will fall and naturally match potatoes. If you don't do Gens, your looping skills are bad, and you don't do something, you'll naturally play with killers with bad skills.

    It is a natural thing. However, I don't think you actually went through that during the SBMM test. Because the current SBMM system is by no means ideal. Therefore, I shout that the SBMM system needs to be improved. "Of course" SBMM is better than the existing garbage rank matching, but it means the current SBMM matching of -7 stars is better than the existing -10 stars rank matching. If the -7's SBMM system celebrates with pride and self-congratulation, "that's exceed their expectations," the match will be broken again. So I want to introduce a better system, more complementary than -7. The current SBMM still has a long way to go. In addition, other systemic supplements (SWF problems, displays of rates, etc.) that need to be followed by SBMM are not fully resolved yet.

  • So the main problems come from, the full SBMM system is hidden. Even the algorithm and the rating, and everything is 'classified'. And even there was small chance in rank display to size up system works well, but they took away saying that was not intended. And we have no other option but our guts to check and feedback the system. So i think its meaningless to discuss about the SBMM system in hiding rating, cuz evryone's ratings are so different. So evryone's game experience quality come from their experience. That force us the system seems fair enough. It's definitely devs trick.

  • @Megaris said:

    They should disclose ratings instead of ranks on end screen.

    BUT they never did. I never understand why they keep their full system hidden. I think they should at least brief their SBMM algorithm or display rating.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410772#Comment_2410772

    I prefer having medkits whichs only 16 secs and ı even use add ons to make it faster a gen nearby is in progress gen comes first if someone comes to me asking for a heal ı ll give my medkit instead of healing.Before ı unhook ı put my medkit on the gorund then unhook and leave if ı got hooked and the person comes to unhook me after the unhook ı point at the gen and start using my medkit if ı'm injured and there is another unjured survivor and we are not doing gens I heal the person and I use my medkit on my self after that so that other person can start working on a gen if ı don't have medkit there is a gen in progress also there is another injured survivor we risk it to do it to do the gen since onlyone person can be downed and chase at once the other person does the gen while other is being chased if killer insist on regress that gen you can consider healing with a teammate or a medkit still not with SC cuz 32 for only one person is huge you can also consider working on a another gen probably kill won't commit to you at that point if u are on death hook you are likely to choose healing other then that gens are priority so healing is not the problem when you know your priorites and know how to be efficent

    but i still don't get it, why you heal others. healing others takes 16 seconds for both survivors,(so 32 seconds), which takes same time with SC. why SC is wasting time but healing other is not wasting time? it's same time in math. and also, SC is time efficiency when injured survivors not using SC fool around other survivors to get healed by others.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410777#Comment_2410777

    so why not use the better one? yeah it is that simple while you can bring a medkit or use inner strength why go for SC and waste time ?

    the old things are off the topic btw it doesn't matter how it was used to be now it is not so sabotaging is still diffrent than healing

    Im pretty sure you don't know the 'old' sabotage.

    So you are saying items are better than perks. I won't argue with this cuz its true.

    but med-kits are not infinite(not just charge but also number of kits) so its better. and im also sure inner strength has some shortage. like, searching totem, and cleansing totem(it takse 14 seconds), healing time(8 seconds at least) but, yeah its faster than SC its true.

  • @Clowning said:

    Another one of these?

    Run whatever you want, nobody has the right to tell you otherwise.

    But you can literally run Bond or brown medkit over self-care and get better results, giving you space to run other perks that make you a more efficient Survivor, that doesn't need to be healed 30 times in a single game.

    you know, healed by other takes the same time,(16seconds, 16seconds) so in bond case, that's not alternative option. just same.

    @Mat_Sella said:

    You can say whatever you want, if a Self-Care survivor is the last one to go down, they are not being saved by me or anyone else I know.

    Go waste someone's time in another life.

    Survive together, or not

    so if SC is wasting time, so do healing others is also wasting time.

  • @PalletsAndHooks said:

    If a survivor is absorbing hits and thereby preventing someone else's hooks, what's the issue?

    Two injured survivors is not gen efficient, sure, but Im assuming the other two are doing gens.

    This would make self care highly efficient for 4-player escapes, irrespective of how long the trial lasts.

    Yeah, your right. I don't understand why people could do simple math, and keep forcing their gamplay experience with out of logic.

    It is simple that "SC" is better than "healed by other" by using bond or such.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410617#Comment_2410617

    dude ı really cannot understand you that's right why a medkits is being consumbable time makes it shouldn't be comparable to a perk that does the same thing but slower? but okey lets not do that hen compare perks why not use inner strenght instead?

    and your sayying map and perks etc. ı really don't understand what are you trying to say

    when did ı say map is better then perks?

    btw you are comparing wrong provethyself and toolboxes are for gens which is priorty and none of the mare making anything slower both are usefull not at same rate but they both are usefull SC is mostly not bc healing is not priority you don't win when you heal you win when you do gens

    I'm saying consumable items are always better than perks, and it should be. so comparing both is nonsence.

    This comes same with not just medkits, but also maps and toolbox is also.


    Old sabotage was better in toolbox not soboteur.

    Maps are better than small game.

    Maps are better than left behind.


    Things are simple, isn't it?

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410673#Comment_2410673

    and ı can only agree that sc is usefull at very few points you are saying yourself it takes more time which is the problem if u gave your teamtes huge amount of time at the begining you can do anything you want other then that there is very very few right use of SC it is not about being noob or pro it is just wasting time

    so if you are saying is, SC is just wasting time, and how about healing by others? is it also wasting time? so do you mean not healing any others but gen rushing is better?

  • Although I have pointed out some matchmaking, it seems that the MMR system is still having trouble being created, so I would like to suggest a few more systems here. Of course, some of the problems with matchmaking may have already been solved internally by developers, and various other public algorithms may be tested or introduced. It may also be a solution that has already been tried or other problems have been discovered, or that has been abandoned due to feasibility and difficulty in implementing practical development.

    We have been using an emblem/rank system, an extremely crude matchmaking system, for more than two years. The downside to this matchmaking system is that it's already been argued on numerous post in forum. It would be a waste of time to discuss this, as developers all know. However, the new matchmaking system (MMR matchmaking) also has some problems. When it comes to matchmaking, we have to consider many variables; calculating asymmetric game-based survival/killer MMR scores, difficulty in determining winning criteria, how players influence each game's winning factors (and how to calculate it statistically), map wining odds (murder/survivor sided), and further, quality of connection (server host latency - accesing with VPN at remote and ruining the game connection quality), imbalance of the killer and survivor's pool of players (which has the same skills), SWFs, and the use of consumables (items, addons, offerings), ... etc. All variables, such this make it difficult to design a new MMR production algorithm, and make the new system difficult to operate.

    At the heart of all the most deadly and major issues in the game is matchmaking, and many of the balance issues that are being talked about in the forum are all tied to matchmaking. Also, for competitive games, this matchmaking is almost a top issue in the quality of 'competitive' experience for all gameplay.


    Ch. 1 Matchmaking System Design

    First, developers seem to be designing the wrong concept for the new matchmaking. What does this mean? First, the reason why this new system is being created is to create a skill-based matching. The developers blocked the killer from changing and to determine each killer's ability by calculating each MMR.

    But this is a very wrong idea. This seems to come from the idea that killer players will have a very large skill difference for each killer, but in reality, the actual difference between each skill is not that big. Unless it's a very special case, such as a nurse or a blight, the killer's ability to deal with survivors of similar skills represents about the same level. Therefore, calculating MMR separately creates a great deal of confusion. This allows the matching to blend randomly when a good killer player at one character plays another killer character. And confusion comes, such as many trials before MMR stabilizes. Of course, that is true. Each killer character has a different "tier" and even if it lacks skills, it can have a high kill rate because the killer is powerful. However, it is strange to set separated MMR for this reason. While briefly testing the new matchmaking briefly, The results of each MMR rating interacting with each other and affecting each MMR, also support this argument. Calculating the rating separately because of the strength and weakness of the killer brings us to the same conclusion as calculating the rate of each add-on separately. Some killer addons are powerful, some killer addons are weak. Will we calculate matchmaking for each add-on? This looks very strange.

    Therefore, the point is that the killer's MMR should be calculated with only one. This will reduce the complexity of the problem as developers create algorithms for different killers. And it can reduce confusion in the MMR system. If different MMRs are used, each time a new killer is released on the live server, there will be tremendous confusion. And with each chapter released, it is inappropriate for this confusion to repeat. Thus, the conclusion is that the player's MMR is calculated with only one rate. However, as mentioned above, the power and kill rate of each killer vary, so when playing, the match search in such a way that the MMR is multiplied by the modification factor.

    For example, a killer player's MMR was calculated as 1000. Since Spirit is a powerful killer, let's say it has a modification multiple of 1.5 (this would be a work to do, It is discussed below). If the players search the match with Spirit, he will be matched with survivors with a rate of 1500. Ghostface is a weak killer, so let's say it has a modificatio multiple of 0.7. When he search the match with Ghostface, he will be matched with survivors with 700 MMRs. The simplest way to calculate the modification factor is to calculate the factor based on the current average kill rate, depending on how much the killer deviates from this average.

    But this also creates some confusion, such as Nurse. The current Nusre kill rate is much lower than average. Therefore, the modification factor will be much lower than 1. (Let's assume 0.5 for example) but this is a disaster in the upper MMR. Think of a skilled Nurse player. Let's say he has 2,000 full rates in killer, and 3,000 Nurse 'skill' rate and 1,500 walking killer skill rate. Even though he has 3000 nurse skills, 2000 rates will be multiplied by the modification factor to search lower rates, which will result in opponent survivors being swept away. Of course, if this continues, his killer rating will be very high. He continues to play Nurse, raising the killer rate to 3,000. On the contrary, if he plays a wraith at 3000 (*Will be a modification ratio of wraith will exceed 1, isn't it?), he will suffer from more than 3,000 survivors despite his skill being 1,500. Of course the assumed situation is a very special one, and we are given some choices here.


    1. Adjust the modification factors by creating a more sophisticated factors. : This may be explained in more detail below, but it is simply to calculate the factor differently for each MMR series. This modification consists of the overall mean statistics of the MMR class.

    2. Get rid of the correction factor at all, and create only a full-killer rating. : This is a great way to improve the overall matchmaking quality, ignoring extreme killer characters such as Nurse, Spirit, Blight and Ghostface. It can also solve the inconvenience of killer players who cannot change their killer.

    3.Make each MMR as the developers did. However, this is also problematic, and the development team has made it possible for each of the different MMRs to interact. Number 1 and number 3 are actually very similar, number 3 is the change in the MMR for each player's killer character, but number 1 is the modificatoin for each grade is calculated by the statistics of the class as a whole, and the change in feedback of the game results is applied to only one rating score.

    Each has its pros and cons. Now here, we are going to focus on number one and discuss this solution further.

    First, the reason why we propose integration scores in this system is that they are more systematically reasonable. In the case of League of Legends, a system was created to calculate different MMRs for each line, and later developers realized it was a stupid idea and later deplecated it. Even games with a large pool of users such as LOL didn't work well, although DbD is a smaller pool of users than LOL, and even fewer killer players, these systems really don't fit. It may seem OK to have different calibrations for different MMR classes. For example, it would be in this form. If the killer MMR is 0–500, the nurse modifying factor will be 0.2, if the rating is 500-100 and 0.7 for 1000-2000..... and 1.5 for 3000-4000.... like this. This factor can be in the form of a table internally or in the form of a graph. Also, this average causes periodic changes. For example, if a patch occurs that nerf a killer character, the factor will be affected in the subsequent season. In addition, if a new type of killer trick or tech is developed (for example, let's say J-flick), this factor will be affected again as a whole.

    The expected problem with MMR Skill based matchmaking is that the results of the average game flow and match give feedback back to the correction factor, which again affects the results and causes. Therefore, there is a possibility of unexpected problems.


    Ch. 2. Developers should not focus on calculating killer rating, but rather on calculating survivor rating.

    It's not that I don't know why developers are more interested in calculating the killer's rating. It is fuzzy Winning or losing this game and making it in system is very difficult and ambiguous, and it is very difficult to determine how much a survivor is contributing to escape and sacrifice. No matter one survivor was killed, if the survivor performed to continue the chase for five generators, and the other three escaped, the survivor contributed 100 percent to the remaining three. However, it seems to be more focused on killer skill-based MMRs because it is very difficult to calculate statistically and realistically difficult to apply it to the system, such as the escape/sacrifice of other players after a certain survivor's game.

    Nevertheless, except for some killer-driving characters (and as mentioned above, Nurse, Spirit, and Blight), all kill/escape rates are generally proportional to the survivors' performance, rather than proportional to the killer's performance. Devs seem to have the wrong idea about this. As you saw in Chapter 1, killer skill is not the main factor leading the game. Also, the fair quality of the game is not whether the killer's skill rating is accurately calculated, but how accurately the survivor's rate is calculated and the survivors of the same skill meet. If the killer player's MMR calculates exactly 500 according to the skill, and the survivor player gets 100 and 900 caught in the same game in matching, we don't think it's a fair game. And even if killer MMR is calculated correctly, if 500 MMR is calculated even though skill is 100 survivors, this is an unfair game. This is why it is simply difficult to calculate escape rates. Of course, it is likely that the survival rate will eventually reach a similar level, but tremendous confusion will continue, and there will be many imbalances in skills among survivors. In other words, poor chases and genrush-based survivors may have similar survival rates to those with professional-level chases, which may lead to complaints from survivors with professional-level chases.

    The quality of the game is guaranteed if the overall survivors' chasing(looping) skills are leveled. If the 500MMR killer, 100MMR survivor A, and 900MMR survivor B play earlier, the 500MMR killer will find it too easy to chase 100MMR, and it will not be fun to chase 900MMR survivors. Eventually, the 100MMR survivor will be tunneled and the game will end with a quick 4kill.

    This is a very complex issue, and it is not simply accessible. Developers tried to solve this problem through the emblem system, but the emblem system, which put arbitrarily created indicators, eventually failed. The methods of calculating each indicator were very different, and it was difficult to calculate in a simple way as the level and meta of the game changed. And it created emblem inflation, and the problem became worse as it changed the rank reset criteria that slightly relieved it. Nevertheless, we need to look carefully at some points. First, there are categories such as how much the generator is repaired, how altruistic is, and how good at the chase. Of course, these indicators are very crucial to the escape of the survivor, but they may not be seen as indicators of skill. At a certain rank level (I mean, in the red rank) the most discriminating indicator is the skill to chase. Pro-level stealth play is not very difficult at a particular skill level, but good chase is highly skill- and experience-dependent. Many community members say that the level of player is generally determined at the chase level, and that even the chase performance evaluation emblem should be doubled. Of course, stealth play is not without merit, but according to past surveys, about 30 percent of players have fun in stealth play, and 70 percent of players have fun in being chased.

    We need to pursue a more thrilling chase play experience in upper MMR games to make the game more fun. This was also the reason for the emblem penalty for the killer players camp. Unlike the weak criteria of Bloodpoint, this requires more sophisticated judging criteria. For example, the system's judgment of what the killer is doing (or what survivors are being chased). An evaluation model is needed to evaluate how survivors use pallets and windows, how good chase skills are, and how winning the chase affects escape rates.

    Before we talk about the standards of a good chase, let's look at the simpler standards of unhook and generator. Except for HEX:Ruin and Pops, generators are always contributed according to the charge of repair generators. If these two perks are not present, these models are very consistent with the criteria for evaluating 'performance'. Also In the case of POPS, the 'repair contribution' is usually just a repair.

    In this case, the survivor's time is divided into only tree: idle time (almost repair time), healing time, and chase time(or it could include moving time). Idle time can include stealth time and can be distinguished from stealth time and repair time.

    The most difficult thing is to distinguish the time given to survivors. The simplest way is to calculate the time you don't run. It is very simple. healing time and chase time always occur in a running way, and idle time does not always run. The downside to taking this is time for stealth. However, in normal gameplay situations, it is a kind of penalty if you waste time doing stealth. The problem is that two survivors are killed first, and the rest of themselves struggle. Depending on the need, we can either exclude the time in this case or solve it by reducing the amount of apllied this, generator factor as they are sacrificed.

    This is complicated. As survivors are sacrificed at some level of the game, setting the game's repair contribution differently as much as turning the generator is very complicated and difficult. So, how will this be reflected in the MMR? As I said earlier, this can also bring similar models. In the entire game's given idle time, how much of a survivor is repairing a generator is a matter of hardworking genrush. It is easy to calculate this on a relative basis. But as I said earlier, it is not good to simply reflect this in the MMR. This is because the skill ratio of the generator and the skill ratio of the chase are different from each other in the escape. Genrush does not require skill. Therefore, the proportion of the chase needs to be calculated much higher.



    Then Let's go back to the HEX:Ruin exception. Of course, with one exception, it is simple to apply the model. And with HEX:Ruin, it is unlikely that there will be a significant difference between repair time and actual generator repair contribution. Nevertheless, destroying HEX:Ruin contributes very much to the game's main escape rate. Giving Advantage points for this destruction may seem reasonable. (But when i ponder about this, i realized it is very hard to give advantage in specific cleaning up HEX totem) Generators that are damaged by HEX:Ruin are, in fact, hard to say, real repairs. Therefore, it seems reasonable not to reflect this amount of destroyed generator in the rating as it is not a actual repair. It also seems reasonable to allow these cases to obtain additional compensation in order to determine that you did nothing at idle time and thus avoid penalties for falling rating.

    In any case, the problem is very complicated by HEX:Ruin and other damaged generators, but in the end of the ideal model, the calculation of how much each survivor contributes to the repair until the actual generator completes the repair. Simply, it can be calculated as the amount of time (more precisely, as much as Charge) that the generator is repaired during idle time. As mentioned earlier, given the time to hide from the killer, this idle time can also be calculated only 'strict idle time', not just idle time.


    Finally, it's a chase model. This is the surest way to determine how good survivors' skills are in the survival MMR, and to determine how good they are in the MMR system. Therefore, sophisticated systems and access are needed. So far, the system for the chase emblem is divided into several elements (Chaser emblem and Evader emblem). Hiding and being chased are different scores in the Evader category, and scores vary with distance. When camping, the killer gets a penalty at the Chaser emblem. 

    The survivor's hit (regardlless of injured or dying immediately) is considered to have ended with the killer's winning chase, and seems to be calculated separately as the survivor's victory with the end of the chase.(chasing BGM end) It's a pretty detailed system, but it's unsophisticated, and crude. In particular, it is highly unsuitable for insta-down killers, remote-hitting killer, and hideout killers who disrupt chasing system. Perhaps some reasons include this; that each killer has a different way of pursuing internally, and that each killer has a very different performance. These are likely to be the developers trying to create their own MMR system.

    But chasing rating system is more important in terms of survivors than killers. The killer's chasing emblem is still problematic, and it is problematic to use it as a skill indicator. (Remember, in DFC rules, survivors are scored, but killers only evaluate their skills by hooks.) In other words, survivors are more important than the part about killers here.


    Survivor>

    Sol. 1) Simplified systems

    A simplified system leaves everything to the statistical average, and can be implemented relatively easily, but less accuracy. This method begins with the assumption that the killer always tracks at least one survivor. In other words, the killer always assumes that he is in a chase with a certain survivor, and how he (or in some cases multiple survivors) behaves in a chase against the killer (how long does the agro last and win) will be an evaluation factor.

    That is to say, for ex, if the killer is at the Pro level and the survivor is at the Noob level and the survivor goes down in just a few seconds, then the chasing Rating in this system subtracts the survivor's Rating.Conversely, if the killer is Noob and the killer drags a huge amount of time down to the Pro level and wins the chase, the survivor gets Rating. (*note: Although the comparison has been made, the rate variation becomes smaller, if the greater the rate difference between the two.)


    Killer must search and chase survivors, and at least one of them is always receiving in situation. It may have to be excluded from the exit, but it is meaningful that it is a simple system. It has the advantage of having reasonable results for insta-down killer or semi-insta-down killer because it only cares about 'down' and not about injuries. And technically, it can have a simple form. Of course, it would be different from a Blood Point Chasing System or a Bloodlust Chasing System, and a new 'substantial' Chasing System might be needed. If you're running with the killer within a certain range, we need to make sure that the system is aware that it's in chase.

    From the simple way, the survivor who is running when the killer looks is chased, and the survivor who is not running when the killer looks is easily regarded as stealth. The killer's view of the Spin Chill Perk mechanism may be recycled, but if the killer is backstepping, or intentionally approaching the killer while considering of the Spine Chill (In a professional-level game). Of course, the Blood Point Chasing System or the Blood Drust Chasing System should take precedence over 'insight'. Bloodpoint and Bloodlust mean they're being chased, of course. However, as you begin to consider other complex variables, the problem becomes complicated. I think this is the best way. feat. Occam's Razor.


    Sol. 2) More sophisticated systems (maps & using pallets)

    To refine the system, we have several variables to consider. It is the use of realm and maps. In fact, this is where the problem gets complicated. First of all, there are 36 different kinds of maps in Realm, and of course statistics on each survival rate, and statistics and pallets on average time, the number of windows, etc. It can be sort out a lot of things. But it makes me think again whether it's good to divide it into 36. And when it comes to using the map of survivors, you can compare the time to the number of pallets, etc. The longer of aggro drags and the less pallet usage, the better the survivor's skills are.

    First, it is the devil's whisper to apply survival statistics for each map as a correction factor. It sounds really cool to hear, but when you actually apply it, you face a lot of problems. For example, for low-skill Newbie survivors, Gideon map is an indoor map, difficult to locate pallets and structures and can easily die due to difficulty in stealth. But for high-skill professional survivors, Gideon is heaven.

    And it's different for each killer. Indoor maps such as Léry’s and Hawkins are difficult for Nurse, but favorable for Ghostface. Cannibal, Hillbilly, becomes very weak in many suffocation pits and Léry’s. Considering this for each realm creates a need to consider a lot of variables together, and we believe that if all 36 map statistics are applied, the problem can be very complicated. For example, in the MMR test match, Hillbilly had a problem, likewise in the realm included MMR system, it can be problematic in Badham 1 and There's no problem with Badham 2.

    Anyway, it's almost impossible to consider all of this. Therefore, it seems better to give up this variable. When it comes to using the map of survivors, the number of pallets uses looks really cool. Especially if you were playing and a lot of potatoes throwing away the pallets and you were looking for a pallet and you died blaming pallets, level designer, or team member. Pallets are shared resource for the entire survivor, and the fewer pallets you use (and the more windows you use), its clear you are a professional survivor.

    Of course there are some problems here as well. For example, are you better off choosing to die without using a god-pallets? Or is it good for a survivor who doesn't down even if he uses a lot of god-pallets in the first chase? In general, the second survivor is definitely better. But what about this in the match system? What statistically significant difference is there in the rate of use of pallets per second?

    And, in the case of Carnival and Oni, they have no choice but to use pallets very quickly. Even if the pallets is used to hold out standing, even if the five generators take turns using all the pallets on the map, the killer will end up with a kill of camp unless multiple survivors down at once. Well, okay, maybe we can put aside some exception killer characters.


    NOTE: I didn't consider the killer case because it was passive. Most survivors decide how the game goes. But you can't ignore the killer. This can also use the killer's correction at each chase rate.It is very difficult to deal with Spirit for survivors for a long time. On the contrary, it is very easy to deal with Ghostface for a long time (*Ch. 1)

    And even when dealing with professional killers, a higher level of survival skills is needed. And anyone can deal with a Noob-level killer. Therefore, in the feedback of the results, the killer's ability factor is also important. If the killer is Nooob level, you don't get a high reward rating even if you win the chase perfectly, and if the killer is professional, the rating is less even if you lose the chase badly.

    NOTE2: In fact, lying down may not be the norm. In the old emblem system, we may base our impact on something else, as it was on the standard. For example, you can base only on when the survivor hooks. If so, smart survivors will be considered for rating, whether they are down under a pallets, using an unbreakable, or even variables such as sabotage and flashlight.

    It just mentioned that it's a lot of different judgments (e.g., the killer's camp right now, what time to unhook, where to fix the generator first, drag killer toward not fixing gens, and so on. Now that I mentioned, I'll wrap up the chase model here. These judgement are also an important skill factor, but they are likely to be ignored because the system is difficult to judge. However, survivors who are good at chasing, survivors who have a high chance of survival, are more likely to show better judgment and other performances, so even if this element is ignored, it is unlikely that there will be any major problems.


    Ch 2.5 Setting the Standard(initial MMR)

    Current emblem systems can bring statistical indicators contaminated by inflation. I mean, it's clear that 'deploying' the first pool of players will be a very difficult task. If, at a certain point, the MMR starts at zero completely, then the MMR will be calculated the same for survivors who have escaped five streak from the yellow rank and five streak escapes from the red rank.

    This is also the main reason for confusion in testing MMR. In today's contaminated and forced matched rank-match, the MMR system would see they have forced matching of different MMRs, and these match pools would re-contaminate the MMR system or not have a significant impact on rate feedback. Thus, while the full record in the rank match may be of some help to the deployment of MMRs, it is extremely confusing to use as a main indicator.

    Then, how can we calculate the skills at the foundation stage? We think this can be done in playtime.For example, let's say that survivors who play 1000 hours can typically have 1000 skills 'on average'. The rank matching so far can then yield a 'modified' rating, analyzing how survivors with B-level skills have resulted among different players.

    Of course, I'm not talking about using Steam Playtime. Steam playtime is not a real playtime, but it is excluded because it includes matching and playing time.Therefore, in-game play times (each survivor and killer) are calculated and used as indicators. This is calculated as a 'first indicator' and not as a rating. For example, if the survivor's real playtime is 1000 and the killer's real playtime is 2000, each pre-MMR is calculated at 1000 and 2000. Then, the real MMR is calculated entirely in the past. For example, if a survivor with a pre-MMR of 1000 "wins" a killer with a pre-MMR of 2000, the survivor will have increased MMR and the killer will be deducted MMR.


    Ch. 3 Is it really necessary not to change the killers?


    If there is no MMR for each killer, and only a very strongly integrated(ideal) MMR exists, there is no need to stabilize the MMR system by preventing changes in each killer. We want to be able to deal with strong survivors with strong killers, and in the case of weak survivors, we want fun play by choosing other weak killers that we want.

    By allowing killers to change, and if the MMR difference is large by the changed killer, we can solve it in a way that has no or less MMR change. Of course, in order to prevent Rating Abusing, all players will have to avoid displaying MMR. If there is no Rating Abusing concern, there is no reason not to display MMR.


    Ch. 3.5 Indication of Rating


    Many people will wonder if the new system works well, and if it shows the rate, even if it is a beta version, they will try to recognize their current skills and build better game competition and skills. In addition, if the system is incomplete, some feedback may be suggested by rating display. Of course, this problem is deeply related to Rating Abuisng, and may be burdensome to easily present Rating algorithms or display MMR. However, we believe it is reasonable to display the rating score in the new Rating (beta system). Displaying both the Rating algorithm and Rating seems to be more helpful for the entire game.


    Ch. 4. SWF Issue

    The SWF issue is complex. Of course, SWF is much more advantageous than solo que survivors, and it is an in-game feature without penalty. However, it is difficult to eliminate SWF or impose other types of penalties. Any professional level survivor can play with a friend, and we should not taboo this. That friend could be Noobs, and it's great to play and learn from each other.

    However, in terms of fairness in the game, it is very important to select the survivor's que and the killer's Rating. This is the same for conventional rank matches, so it is natural to explore matches as criteria for the higher rank in SWF matches. We are not going to discuss this. Of course we have solutions such as showing the killer SWF survivors or giving bonus blood points, but here we'll only talk about matches.

    In SWF, of course, SWF with many advantages will have a higher escape rate than solo cue survivors, and rating will be higher. But it's hard to match the right killer by calculating the right level. Matching too high a killer, the survivors of the same team will complain about the Newbie survivor, his rating will not rise or fall at all, and the falling solo Rating will return to "slaughter". Matching too low a killer will also lead to disaster.

    The best method is to calculate the MMR 'average' between each survivor of SWF and then explore the match by multiplying the SWF correction factor. This correction factor increases as the number of SWF increases. That is, for example, if 1.5 for duo, 2 for trio, and 3 for squads are multiplied to explore the match. If the error is large, the mean of SWF can be calculated by various means (e.g., RMS, other forms of power mean, etc.) rather than by "general mean".

    In SWF, survivors receive rating feedback. However, as the SWF correction factor is multiplied, it will need to receive weakened rating feedback. If the rating abusing method using SWF is not resolved, it can be resolved by limiting the high difference rating ques (not recommended, not wanted by many other forum users), or by adding various restrictions on SWFs rating feedback. Alternatively, simply applying match navigation to higher rates may also be an alternative.

    Ch.5 Match Waiting Time and Accurate Skill rating Match, Proper Balance

    In countries with large user pools such as North America (Canada, USA), and China, the waiting time for matches is very short. In these countries, the number of survivors is high and the number of killers is relatively high. Therefore, the match latency is low because it is easy to navigate the match latency is low. However, in some countries, particularly those that do not play well in DbD, it is difficult to find a match due to the lack of an absolute pool of players as they rise to a higher skill level. The absolute lack of killer player pools and matching imbalances have led developers to consider 'extended matching' and apply an extended matching system to current live servers.

    However, this in most cases resulted in low-rank killers competing with high-rank survivors, resulting in a smaller user pool for the killer. Also, players should be able to get a variety of information from the match lobby. First, it is about the estimated waiting time. Algorithms that can produce expected latency by comparing (average) match pools. We also think that players need to know whether extended matching is being applied due to long latency. Despite the long match time, it is understood that expansion matching is now applied automatically if no match is made in balanced rank

    Even if the Rating system is applied, it will not change much. Therefore, even if an extension match is explored, the player should be informed that the extension match is being explored. In the case of extended rate matches, the maximum fairness must be achieved by applying the penalty to the minimum in the case of defeat and giving additional rewards in the case of victory (such as a Bloodpoint Boost). I've suggested the other day about an ideal system; a system that makes toggle buttons small above the match lobby about whether players will focus on Rating themselves or find a fair match even if it takes a long time to wait.


    Ch. 6. Connection quality, server region, latency issues


    [While I was writing this, 5.1.0 added a hit verification system for Dedicated servers. I would appreciate it if you could read this chapter simply for trivia.]

    This chapter is all about the same thing. Players should have the right to play games in optimal connectivity, and be able to check their or other players' connectivity and choose a seamless gaming experience. This relates to current Dedicated Server issues and to determining interactions such as pallets stun or killer strikes. We want to play games with players in the same legion(area), and we don't want to play games with players using VPN.

    As a result, the ultimate goal will be to improve the efficiency of the server or game client's computation and communication speed, and to make a fair judgment. This can also block the killer to increase client-side communication delays, which can be such as Ping Abuse. In some other games, it also introduces a "ping kick" function that blocks access to ping that is too high (although it varies from game to game but more than 150ms) to game. Considering the current server latency and communication speed of DbD, there may be problems with smooth games if it is more than 100ms. But I'm not arguing that the ping kick function should be introduced into DbD.

    The ultimate goal is to improve judgment, but for now, it seems that there is a very long way to go. This problem can be solved simply by bringing in the system of the past. When there was no Dedicated server, the killer was in charge of the host in a P2P, and both the survivor and killer players could see the opponent's "ping" and check the communication status and participate in the game. But when It came into Dedicated Server, this changed strangely. In a Dedicated Server system, both the killer and the survivor only check the connection ping with the server, and do not know what other players are communicating with each other. Such ping systems should be improved and all other players should always be display RTT in the lobby. Technically, this is done not only by pinging 'me' and 'server', but also by combining ping from 'other players' and 'server' and server latency. In other words, if you're a survivor, it's a system that displaying "the time it takes for a server to handle a hit and 'I' receive a "hit packet" in the lobby after the strike is entered in the killer side client. Conversely, if you are a killer, it also means displayig in the lobby "the time it takes for the survivor to receive the attack packet after the strike is entered in the killer client". The same applies to pallet stunts.

    Since the introduction of Dedicated Servers, clients seem to automatically find and connect to the lowest (nearest) latency Dedicated server in the game-start phase.I deal more with the absence of Dedicated Servers. For example, if there is no Dedicated server in the area, it seems to automatically explore Dedicated servers in other countries. This leads to high latency access to servers in other countries even though there is no Dedicated server. As of now, there is no fundamental solution to this. Servers without Dedicated servers need to be added, but which is not possible in areas where AWS services are not allowed, such as China. Nevertheless, it is also impossible to apply the past P2P method to the system for some of them.

    If they rent and use Dedicated servers in elevated ping, they and gameplayers in the original area will suffer from unstable connections. We can work this out without difficulty, either. Survivors with high pings connect on Dedicated servers, matching players with similar latency. This allows players with low latency to play smoother games, but the only problem is that players with high latency have to double the pain.

    A great solution to this is that, first, the servers mediate between clients, and secondly, each clients do not have to be equal in this arbitration. If the server mechanically judges each client equally, high ping players and low ping players are always forced to take advantage. Therefore, when a server determines whether its judgment is justified, a player with a low ping must have priority. Of course, in the case of a very high ping player, this is bound to have very strange results, so it will be difficult to even establish a match in such a match.(I'm talking about a practical ping kick, but not strict ping kick. 


    Issues expected according to the new MMR system)


    Ch. 1. Massive Match Latency Imbalance.

    Naturally, the proportion of skilled killers is very small compared to actual skilled survivor players. In addition, the more skilled a player is, the less pool of player matches is explored. Therefore, I think we need the player will choose the 'match latency priority' match and 'rate accuracy priority' match as I mentioned before. In this new MMR system, this is only a temporary measure if extended matching is used continuously again. Then the killer with low rating will be kidnapped and forced to be sacrificed by match pools of high-rating killers, resulting in a smaller match pool of killer players.

    And developers need the advantage of the killer role group to attract new killer players. It's not just about balance and it's about the killer's "mood". For example, offering more blood points or making it easier to get emblems like survivors. Lowering the survivor's match latency by forcing the killer to sacrifice "forcedly" is not a good option. No one wants to be sacrificed for the pleasure of others. This is a penalty for surviving players to choose a 'popular' role group, and an advantage for killer players to choose a 'unpopular' role group. (I mean, in latency of matchmaking)

    Of course, reducing this width is absolutely necessary and entirely up to the developers.

    Ch. 2. Always: Nurse, Spirit, Blight (and other OP killers)

    This is also natural, but in the system we designed earlier, the performance of the 'killer character' is multiplied by the player skill points as a multiple. The higher the killer's performance, the stronger the actual in-game performance compared to the player's skill, which results in a match with professional-level survivors due to higher coefficients. Of course, this is no problem with the fairness of the match, but it is never good for high-level survivors to meet only one group of killers. This would be the statistical basis for the wrong balance patch. Some transitional problems will arise. But this will be the first time developers have been able to correct a game that has so far led to a strange balance foundation. Developers can then base their choices on balancing based on these statistical data.

    Ch. 3. Rating Boosting Problem

    There may be cases where the rate is forced to boost, or forcefully lowered to abuse the rate. Problems arise, such as deliberate suicide, or by fully enjoying the game with toxic playing and choosing suicide for end games, preventing the rate rise. Alternatively, a sniper queue can force one side to lower the rate and increase the rate on the other to falsify the rate. In community players' discussions on this, there was no clear answer. Balancing an appropriate level of pursuit/survival model seems important. In addition, during the anniversary event or Bloodhunt, five survivors often do score farming work with each other. In this case, the killer's rate will continue to fall, and the survivor's rate will continue to rise. Locking the rate variation to avoid fluctuating well during the event period may also be a helpful temporary solution.

  • I can agree with idea "healing is stupid" in some points, but not "self care is stupid". it takes just same time(in entire survivors) healing, but your idea that SC is troll perk, comes from noooobs using SC that can't aggro killer more than 32 seconds, while healing.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/270547/selfcare-players

    I don't really see selfcaring survivors. Maybe you are in the noob ranks?

    Maybe you can see them it in asia server competition such as DFC(or othre Taiwan server). or you can just say them noob over 5000 hours playtime


  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404145#Comment_2404145

    only massive adventage is key's existence ı dunno what is going on your region but as a killer ı want survivors to heal so that ı can have more time in game

    medkits do what excatly sc does and do it even faster and yet both takes some time making it faster is so important cuz time is important in DBD but sabotaging doesn't matter cuz it is not much of big deal and it can even buy more time you ll never loose a game bc of a sabetour or someone who sabotages hooks these examples are far more diffrent things taking these two in the same example is stupid sabotage takes 3 secs and after that killer has to for another hook which gives you that time back even can cause you to save the survivor it is worth it sc takes 32 secs and in the end you get just a health state that you ll loose soon yeah that health state can save you some time or smt but 32 secs of risk does not worth it

    you never get the point. I'm saying comparing item with perk is not a logical. okay, i brought wrong example of current sabotage, lets just say its old sabotage that need to invest time to fully-sabotage. What you are saying is; map is always better than perk:left behind, small game, counterforce. There is no reason to use prove-thy self but we can just use toolbox and brand-new.

    It is simple, items are always better than perk. it is clear, and simple. cause items are consumable but perks aren't.

    So lets just come back to SC issue. I said it's not a SC issue but heal issue. check out above, and saying bellow too.

  • BTW, ,Did the Deadhard nerf seriously came realistic? I mean, Was there any mention of DH nerf from Devs? or any leaks?

    What makes the issue DH nerf?

  • @Omans said:

    Yikes. So much misinformation in this thread.

    Coming from rank 1 survivor and killer on the Korean server I can emphatically say that if you don't have self care or a medkit, your team is toast. (Talking about solo queue of course. Doesn't matter what perks you use in an SWF.)

    Taking a medkit instead of selfcare is fine, but on this server if too many survivors have items, you are bound to go up against a spirit, nurse or blight using super strong addons.

    Sorry to say, but if you don't know how good self-care is when it is used well, you probably aren't used to facing good killers.

    Everyone has met that brown rank claudette who heals in the corner after every hit...but if those are the kinds of survivors you meet every game, well...you might be as much of a problem as that claudette.

    I agree with this. I also play in KR server, and killers are sensitive to survs item. They know it gives survivors massive advantages, so it could cause survivor match time be longer, all killers dodge(or nooob, or other VPNed killer matched.)

    We should not compare with med-kits and SC, med-kit is consumable item, but SC is perk. It is idiot comparing with Tool-box(for sabotage) and saboteur. OF COURSE MED KIT IS MUCH BETTER, and it should be. We need to compare same feature things.

    And also, there is cruel level of camp and tunneling compared to NA server, and you must be in trouble if other teammates get camped or tunelled(need to protection). And including slugging.

    Yeah, SWF's, any perk could work. everything is free for SWF weather use SC or not.

  • Casual game doesn't mean you are free to do everything omnipotent. It doesn't justify ruining others gameplay. Think, does casual game mean you could use cheating on this game? You need to be 'educated' fair and sportsmanship, if you really think DC is fine cause this is a casual game.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402926#Comment_2402926

    Nah man 80% of ppl has back up accounts and it takes you to dc like 10 times before you get miserably 30 min ban I don't think it's doing it's job because it punishes players who didn't deserve it at all especially if it's their own company fault that games crashes often

    Current DC penalty should be harsher. (of course after crash and bug fixed) if 1 quit could be bug or hack, or some reason, second is overtly ragequit.

  • Every time user of SC must drag killer in chase more than 32 seconds before be hit.(this rule is also same too in others healing) [*note not considering HEX:ruin]

    So, That's because if healed survivor don't drag killer more than 32 seconds, healing get no advantage but gen rush is better. Healed by others, take one survivors 16 seconds + and also healed survivors 16 seconds, so it comes 32 seconds in all survivor side. The same time takes using SC, so the 'healing waste time' is equal. But, Considering moving around survivors time, SC get more advantages.

    So, the trap of SC is, NOT JUST SC itself, but healing waste time is the problem. you have seen so many potatoes using SC unproperly, so you get myth that SC is troll perk. your guts come from the game got more harder when you see other survivors heal holic in side of corner. The fault never comes SC problem, but the survivors so noob that just lay down when they face killer. But remember, SC is good perk for survivor pros, who could drag killer more than 32 seconds. SC has utility that could safely unhook survivor, and hit protection for other survivors.

    To sum up, all the SC issue comes from wrong use of SC (especially to potatoes, your teammates around you.)

  • @maaadinsomniac said:

    I never met that much cheaters since 2016 like in past half year. Something is out-to-date probably.

    And one more thing. If you visit our server, you could see 0.1m/s boosted survivors or killer, cheat advertisment in lobby, and etc.

    Yeh the online game is war of anticheat and cheat, but we experienced hackers alive for more than few month's, and that is ruining the game.

    And we think we are seeing this is pick of iceberg. ESP, BP hack, or slight fixing speed up... something like that is very hard to notice, so we could not suspect or report it easily. And i sure that you guys maybe shocked if such as battleye system introduced and print ban log(like rainbow six siege).

  • @Power_Guy said:

    No anti-cheat is flawless, and the company that runs EAC is always looking at reports and finding new hacks/cheats. They then update EAC, and it can detect these new cheats.

    But no program can intuitively detect new cheats until told 'This is a cheat'. We lack the way to code a program to determine 'This is a cheat' on its own, like a human can.

    Yeah typically that's the anticheat works. But it seems that EAC is not detecting all cheaters by updated patterns, but only just checkout new reported suspects. The facts that There wasnt just a single banwave follow this claim.

    And Thats the reason we believe ingame report not much. But also BHVR needs more solution.

  • @maaadinsomniac said:

    I never met that much cheaters since 2016 like in past half year. Something is out-to-date probably.

    As I said, that is caued by your server location. Maybe your server is not on Asia or East Asia, that full of hackers.

    Believe or not, there is critical connection of cheaters rate and server region.

  • Yeah, but not on point of “nerf” but some adjust.

    Just like.... Showing killer either playing with SWF or not, and instead giving killer playing with SWF some advantage BP boost.

  • NOT SO GOOD (BY Mathieu Cote, in Korea twitch event G-star, 2017)

  • I think It is. It's not just skill, the stealth meta, or aggressive gen rush meta, and killer preferences.

    We have various meta differences even if in different countries. And also game play skills. There would be different game flow.

    It might be my myth but i felt consoles are more likely to hide and prefer more safe gameplay, but PC prefer more aggressive gen rush.

    And, in average user level, also chasing skill(change there view free on chase) could be different. Not on pro console players level. They have really good skill.

  • May be DbD will be a tossing coin game, and will be a perfect statistically balanced 50% kill rate game.

  • And, as you know, also skilled users have very interesting way to counter this: getting in cabinet. It just perfect way to kick his ass.

    And also as you know, you could notice Myers has Tombstone just looking carefully his hand. Yeah, maybe it could be though when you are on chase.

  • So, as you know, it comes from the basekit of Myers is based on "stalk" but not personal stalk like ghostface. This one features that evryone of your team could influence to His power.

    So, What it mean? The basekit of this game influence each other and can't avoid blaming team's potatoes. It comes same not only Myers but also oni. Not only particular killer characters but comes all same. But it just bring bigger effect on some build, such as Tombstone.

    SO THE POINT IS , here comes the real right solution. You may have complains about your teammates, who get matched with you. So we need to adjust rank matching system, that properly evaluate skill. So it prevent you from suffering with potatoes.

  • I think it will be definitely OP, since it do not expire after the event. That makes you could activate 4.2m/s anytime as you want.


    Oh, lets think about it appers Bloodweb in non-event normal time. That will be powerful addon just like MoM. and would make all killer turn as nurse.

  • Well I think some surv players dont have concrete strategies how to deal with reverse trap.

    And also Pig got ghost buff of meta HEX:Ruin and HEX:Undying.

  • And Seriously, we Hope more specified and deeper statistics.

    Such as PC/Console, up to 10 Rank/Red rank, survived rate of SWF/solo,

    and actual 0 kill game/ 1 kill game / 2 kill game /3 kill game

    It will bring us more colorful discuss and give us lot of meaning.

  • During the dash, you avoid damage (ONLY WHEN YOU SEEM DASHING TO KILLER TOO)

  • @Zeus said:

    Only the killer addon and every offering expire after the event afaik.

    Wow, really? Thats breaking. We'd better store up this overpowered serum.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/198672/tltr-to-bhvr-lol

    The post doesn't work because its too long so you'll have to make a post followed by some comments with it, or link to a place like Pastebin mate. Sorry

    Oh yeah. that's what I wasn't careful. Some may have serious lag. I attached some Pastebin.

    https://pastebin.com/ZE5yWqSq

    Hope everyone could read my post.

  • 4)

    MOD AND MULTINATIONAL CHAT SUPPORT ISSUES)

    As you know, DBD does not support multi-language input functions on its own. Since we use a completely non-English language, we do not know to what extent DBD chat supports a language (only full English?).

    It is not that we are suggesting ourselves to support the input function of other language chat in DBD. However, we already know how to use many third-party programs that can be entered in Unicode, and this method has the advantage of being able to enter Korean, Japanese or other non-English languages.

    We have been quite satisfied with this method, and we have become widely known about these uses of the method, but we are not really happy with someone using Korean chat.

    This is very interesting, and if you want to use the Korean language for sophisticated chatting, the person mostly uses it to insult others. Therefore, if we have people who use Korean in chatting, they have a very bad mental state, don't respect others, and most of them swear at others. Of course, English-speaking people use fluent and sophisticated chatting in English, to attack others with it, but in our case, Korean is often introduced with these assistance programs.

    In most normal cases who respect othres, we don't need these sophisticated languages. "GG, EZ, camper, WP, LOL, sry, thx, FY, etc." is sufficient. We don't need to speak long, and I think the performance and skill of in-game is enough to show everything.

    We know that in the case of Japan, or in other languages, they use this English chat as it is. In other words, in the case of Japanese, it is often used to communicate in English as it is pronounced in Japanese.

    So far, pretty funny things have happened, but we're keeping an eye on the possibility that this could be exploited as an avoidance of DBD chat rules. In other words, according to the DBD chat rules, some chatting is prohibited. This includes racism, real threats of attack, etc. However, we are well aware that there is no Korean mod, and there is no community manager. This applies equally to other non-English-speaking countries of small cultures. We hope that a solution to this exists. There may be some solutions, but we are worried that the way DBD completely blocks Korean or other non-English chatting on its own may be too much of a limit.

    We think that DBD can solve some non-English speaking countries or even small market countries by paying attention. If a Korean community manager or moderator existed, we would be very happy about this.

    Well, this is one of the most sophisticated minor issues to deal with. How can we solve this?

    THE PROBLEM OF KILLER SPECTATING IN A CUSTOM GAME)

    In fact, this one is the biggest problem of the custom game. There are some ways and purpose to play custom games, most of them are games customized for friends, customizing DBD with their own rules. or, we use it experimenting with some killers' ability, or experimenting with maps or survivors' movements or game mechanisms. or we use it for Scrimmage or competition.

    But in the case of Scream and Composition, the watching killer view problem in this custom game is quite critical. In other words, as you all know, when you spectate from the killer's point of view, the camera shakes or moves abnormally, unlike the player's point of view.

    Is this a much off-priority issue? In order for DBD competition to become more active, these issues need to be corrected quickly. And for the replay function that users are really looking forward to, this bug needs to be fixed. I'm sure a similar mechanism will be a problem for replay.

    COUNTLESS BUGS)

    It's a pity that we don't have many opportunities to give feedback on the many bugs we know, as we enjoy playing games more than enjoying communication at the official Devs window.

    But besides us, we believe that there are outstanding forum players who will continue to give feedback on this item, and hope to give feedback on the little-known bug.

    In case of oni demon lunges, there is an abnormal movement angle of the camera.

    Although the attack hit the survivor, Oni's motion and camera would rotate to an abnormal range.

    Despite not hitting the survivor, Oni's motion and camera rotate to the abnormal angle.

    Based on an understanding of the lunge mechanism of DBD, it is assumed that abnormal rotation will not have anything to do with the hit judgment, but this often causes a great deal of discomfort and annoyance to many other players.

    Abnormal continuous firing of the blinks on nurse)

    Let's just say Nurse got really strider. We don't want her rampage blinks, but I think she wants the rampage to blink. This is actually a deadly bug to nurse.

    Bugs that blood web does not pass to the next level

    This bug is a phenomenon in which the Blood Web is automatically closed and the new Blood Web is not printed after the level has risen, even though all items on the Blood Web have been filled.

    When this bug occurs, most of the time other buttons don't work either.

    Interestingly, we know the temporary solution to this bug. Press the arrow on the upper right and switch to another character. Only survivors can solve this bug in this way.

    If the killer is unlucky, we may have to restart the game.

    a bug that continues to hear the moaning of survivors from the hook in which the survivor was sacrificed.

    The moment a survivor goes down, the survivor is rearranged and the position is teleported.

    You guys, is this arranged by map tile? Well, do you really need to? If you're trying to stop killers from getting caught in objects when they mori, I think you're mistaken. Or, this could be caused by connection status and delays with the server. I think that when a client-server is placed in a high-latency state (a delay caused by severe packet loss or connection failure), the survs or killer teleporting occurs well in DBD, and there is a possibility that it can occur when survs get down.

    In fact, I don't think it's meaningful to talk about issues now. A lot of bugs will be revived in the 4.3.0 patch.

    2020-10-16 TWITCH STREAMING FEEDBACK)

    As for the event, We've already seen it in the leak, so there hasn't been a huge explosion. Nevertheless, it is a pleasure for many players to enjoy Halloween and Halloween events in DBD. We are ready to enjoy this event. Event item, event add-on, sounds great!

    Despite 3AM (in KST), we've shared some hot and live responses to this streaming.

    The most central topic of them is the adjustment of the number of pallets. We're now going through a very intense period of balance between maps and between survivors and killers. This is because, at the core, the intense conflict of opinion between the two balances is that proficiency is not functioning at all in matchmaking between survivors and killers. In other words, it must be matched between similarly skilled survivors and similarly skilled killers, whose extreme imbalance in the number of players mess up this matchmaking pool, and the killer ability and understanding of killer players increase as time goes by. By comparison, because of the extreme imbalance in the number of players, similarly, survivors play with countless potatoes.(Don't think you're not the potato.) The current broken rank matchmaking system acts as a total direct hit to this balance.

    So, where should the balance be? Should we acknowledge this imbalance of matches, and balance the potatoes against killer experts so that they can easily escape without improving the system for any matchmaking? Or recognize this match asymmetry and modify this system so that the killers of similar skills can only be matched between survivors of really, absolutely similar skills. And would it be ideal to let this imbalance of survivors/killers endure the inevitable difference in the number of players between survivors and killers, or to make them want to kill more in such a way as to attract playing killer to a lot of Blood Point rewards, so that they can transfuse a lot of new blood into the killer to relieve the match waiting time?

    If we improve matchmaking in this way, we could discuss proper maps and survival/killer balance, excluding potato survivors who can only whine at forums every day (By actually making matches with the Noob killers who fit their level). And, as I keep saying before, the killer's pick rate and the killer's proficiency have a very significant inverse relationship.

    When a killer's performance is very poor, and it is difficult to use or utilize his ability, basically, people who play the killer professionally choose the killer with a relatively powerful add-on. In this very low-pick-rate race between potatoes and professional users, potatoes are more likely to die easily, even if they are bad characters. On the other hand, potatoes also meet a generally powerful killer chosen by normal killer players (i.e., a high-potential killer who can perform very strongly depending on the use of his skills, and also requires a high degree of skill to practice and deal with). When they meet them, the potatoes will be cooked well.

    This is going to be a great frustration for the potatoes. So rather than thinking about GETTING GOOD on playing, the killer's ability OP, the survivor's perk's garbage, the map balance is always in the direction of the killer, and the killer's perk's over-OP, which is all they have to do is whine to the forum every day. Oh, it was fun not to show MMR in the experimental patch of MMR. If potatoes that think they're average skills see their own ratings, they'll either really faint or whine at the forum again.

    "I'm sure I've played this game for a long time, and I have great skills, but there's something wrong with the MMR system! I'm not a Noob!"

    Of course, MMR's patch was really ruined, but even if MMR was ideally well-organized, there must have been some potatoes complaining like this.

    And, except for professional users, low-performance killers really need buffs. For example, those potatoes whining that the killer is strong may not notice the difference between carnival, Spirit, and Nightmare, and the Doctor. they may not even recognize the difference with wraith and just repeat the word "killer is too OP"! We just want to be buffed by low-tier killers like wraith and legion and pig , and we just want Spirit to be nerfed.

    All right, let's say Potatoes, who play games every day and raise your rank, but pretend knowing much about balance and only whine at forum, make them match with Low rank Killer for potatoes.

    Except for potatoes, Let's talk again about map balance in high-level killers and survivors.

    You've been talking about the patch of bloodlust before, haven't you? As BHVR’s POV, infinite looping should not give the survivor a sense of relief, or let the killer feel they are dragged down too much time or wasting time, making the killer frustrated with bloodlust in real life. Survivors use the right level of pallets to lower the killer's bloodlust, and to be caught by the killer at the right level without an infinite loop, so the game goes well. (Survivor should be able to do an infinite loop if he's good? Uh, just, you'd better deal with the AI killer. Or go for civilization. Actually, that doesn't mean anything. Because saying this, you're not that good, are you? In fact, you don't want a good survivor to have an infinite loop, you just want an infinite loop to do yourself. Without making any effort to be good at games.)

    Anyway, there's no big problem with buffing some of the pallets(personally, maybe two or three?) in itself. It really matters where the pallets will be added to, what kind of pallet it is, and how much. Some maps have been adjusted, but some maps that still need to be adjusted have not been adjusted yet, so the imbalance in the balance between maps remains.

    Please don't add three or four safety pallets to the Ormond. Unless you're going to make the Ormond Map offering to Ultra rare. If you add about two or three half-safe pallets in places like Glenbale and the Temple of Wrath, this might be worth considering.

    Well, it's highly likely that you won't be aware of the killer of unsafe pallets and half safe pallets anyway. But let's not add 10 more pallets each. So instead of adding a few boards next to the jungle gym, it would be better to make a little unsafe pallet zone.

    And, uh, plz Nerf with Ormonds.

    How do we know what I'm saying is appropriate? It's time for statistics to work. Of course, due to the size and complexity of the map and there are a lot of potatoes, so it's hard to get accurate statistics because potatoes can't use even though they're in good maps, but you can still get relatively significant results.

    That is, after the 3.7.0 patch, there was a level design patch, and there is a map with no level design patch. If you compare the level-design-patched maps with the new ones that didn't, you'll come up with the right balance patch.

    I mean, check the kill rate. Still, the Ormond and The Temple of Purgation must have a huge survival rate in the top tier. (even though it's been redesigned! It's proof that a redesigned past wasn't enough.) If the over-reform maps have a higher kill rate than the ones that have not been redesigned, then adjusting them at that time would be reasonably acceptable. Of course, radical reform is not welcome.

    Potatoes are going to waste the pallet even though it's a good map, or they don't know where the safe pallets are, and they're going to rush to the unsafe pallet in front of them, and they're going to shout, "Oh, map #########."

    If the BHVR throws them good semi-safe pallets, they'll keep shouting out the safe pallets. Survivors who are really good at it will link them up to create an infinite loop, and the potatoes won't know the difference. And then they'll shout to BHVR that it's a nominal patch, and it's not helping the survivors at all. But they'll still be using the DS, self-heal, and spine chill. even don't consider using the window of opportunity.

    Well, it's also true that some central parts of The Pale Rose need to be balanced. Backwater was resized but the number of pallets has not improved despite the increased importance of the central pallets since the size of the map decreased. Some say there are too few pallets in the center, and I agree with that part. However, in the case of the Grim Pantry, it is right to reduce the complexity of the landmark house and buff the central pallets more. The landmark of that is still powerful.

    Well, anyway, except for some cold-wind maps that have extremely few pallets, and Sanctum Of Wrath, we are negative about buffing them, especially map of the pallets , Ormond.

    Oh, and there's one more thing that's really really really important, the increasing number of pallets has little impact on Nurse and Spirit. I mean, if you increase the number of pallets, it will only be a blow to walkers, not to Spirit and Nurse.

    As the number of pallets increases, there will be more players who enjoy killer unlimited to pallets, Nurse and Spirit. We really don't want that.


    I’m really thankful to you for reading until this. and I really hope you got a massive discussion on my article. Stay safe around the campfire.

  • 3)

    REPOSITIONING THE HEX TOTEM)

    Do you know that we've got skilled players memorizing all the locations where the hex totem can come out? It's a little difficult for an indoor map, but we still can memorize a lot of possible numbers. Please reposition the totem, please do something about the totem floating in the middle of Disturbed Ward. It really drives killer players using HEX to real Asylum. Oh, and that totem spot right behind the pallet on the killer shack, do you think that's really the right spot? Hmm... Oh, and in case of Coldwind Farm, Always there is a totem in the middle of the corn fields. Especially Rotten Fields. In the case of farm maps, I'd like to make them spawn IN THAT MAPS totems to the outside, or look for more places to hide. Well, this could also produce statistics. Statistics won't be difficult because totems are spawned by one of the designated locations. I'm not sure if the BHVR receives feedback from the game and stores logs about the location of the totem and its cleaning totem. Which totem will be cleaned up first, consider the balance of each position.

    RESELL FUNCTION OF UNUSED ADD-ONS)

    BHVRs often create add-ons that really seem like no one would ever use some add-ons. The add-ons, often completely alter the killer's performance, have meaningless effects, or never use them because of heavy penalties. For example, there may be no end, but the add-ons mentioned a lot above. Although BHVR said in the past that they would consider adding a resell option as an add-on or a feature to resell items we never use, we don't know how this discussion process is going. We don't expect to resell the cost as it is, but it would be very reasonable if we could resell it at half the price. However, the BHVR seems to be negative about the reselling of items that the survivor obtained from the trial. We don't understand why this is a problem. Like the concept of using Bloodweb and Offering, we think that item and add-on also burnt to the entity (like the offerings) and grant back less Blood points than that price is very well suited to the concept. Oh, no... you didn't forget to consider this, did you? Oh, come on! Didn't you forget to consider it, right? I remember you said three and a half years ago that you might consider creating a market collecting low-level offerings or add-ons for higher or better add-ons or offerings.

    KILLERS REQUIRING REWORK STATISTICALLY)

    First, I think we need to look mainly at statistics from the red rank. A low pick rate doesn't mean it's a bad killer, nor does a high pick rate mean a good killer. Likewise, a high kill rate does not mean a good killer "absolutely," nor does a low kill rate mean a bad killer "absolutely." In other words, the current statistics are partly exaggerated for various reasons. That is, for some low-pick-rate killers, only really skilled killers are more likely to choose that killer. These really great killers will have a very high understanding of the killer, and will only use very strong add-ons relatively. If that happens, the kill rate is likely to be set relatively higher. Thus, the Devs will need a statistical analysis of the pick rate * kill rate, or a combination of it, rather than seeing the kill rate itself.

    ENDGAME COLLAPSE: PATCH FEEDBACK)

    Oh really, the man who came up with this system must be a genius. This system was really great. Each other, We really don't want the game to continue to drag on. Even if it's a game that's already out of order, it really makes players tired and annoyed to keep dragging their feet. There were several times in our community that a survivor and a killer confronted each other for hours right in front of the hatch. LOL It was really boring when I stopped the hatch from acting.

    By the way, based on current vision, most of us play with only 99.9 percent of the gate open. This worked even better in cases like NOED, where survivors have more chance to clean up their NOED totem and rescue others without the pressure of time. But in the case of Japan, most of them don't, they completely open the door. I don't know if this is the intended way of play, but anyway. Some people argued that the gate open charge should shrink again quickly if someone is not touching the gate.

    EVEN IF YOU DO FINGER MOTION, CROWS COME OUT.)

    We are satisfied with this patch. We really don't want the game to get longer because the survivor keeps wasting time.

    It was one of the great patches. Was it done at 4.0.0?

    SURRENDER FUNCTION)

    But despite the AFK crows, I'm dissatisfied with the fact that there are survivors who keep dragging their feet. For example, if there's 4 Gen or 5 Gen left, and there's two survivors sacrificed, and there's only two survivors left, we think it's a game-over, but if two survivors continue to hide without repairing the generator, it really turns the game into a hide-and-seek and makes the killer really crazy. Sometimes the community asks what about adding the surrender function. We thought about the possibility that the surrender function could be abused. The surrender function would be ideal if it were to be used in a situation where both survivors and killers were reasonable and agreeable when the game was no longer promising. However, some have pointed out that if there are "survivors with bad mental conditions," the surrender function can be abused in a way similar to DC. Also, a lot of people pointed out that some can depip them through defeat-abusing. I think we still have to think very carefully about the surrender function. Instead, if the generator's repair percentage is not making progress, or if there is little progress (including the survivor just touch-pass the generator slightly for a few seconds), In this case a slight improvement seems necessary, so that makes the AFK crows hover over the survivors' heads. Think about this once.

    Some may ask if there is a surrender function or not, which makes a difference. The presence of capitulation in the game has the effect of deviating from players' stereotypes. In other words, without the surrender function, players will hide themselves as best they can whatever the game goes, but since the surrender function exists, we offer the idea to consider surrender in a hopeless game. We looked deeply into why the survivors, despite their is no surrender function, did not surrender a game practically hopeless, in the way that survivor showed up. However, many people could not understand the reason for surrender or even think about or consider the option to surrender. If the surrender function exists, we expect to provide the survivors with a reasonable "option" so that they can proceed faster with the hopeless game.

    SWFS ISSUE)

    We have many opinions about the swfs. First of all, BHVR's position was that it would never display the swf information in the in-game, but who knows? In any case, many killers and solo-players seem to recognize that this swf is one of the unreasonable game structures. Of course, many swfs survivors will have much to refute about this. Let's discuss it gradually. As far as I know, the swfs patch was made at 1.0.3. According to the history, it was first introduced in 07/12/2016, received a huge protest over the balance issue, and was formally introduced in 07/15. Some community members argue that early DBD BHVRs had negative opinions about the swfs patch. If you use the swfs voice chat function, there is a risk of ruining the basic concept of the game that you were dragged as a victim of the entity. Of course, from a PVP standpoint, the basic concept of the game is not important, but it will be worth thinking about. In fact, from the point of view of PVP competition, the multiplay swf function itself is not a big problem. It doesn't matter if you play with someone you want to play with. We can enjoy each other's games, and the close altruism among survivors can be added to the game's charm. However, playing the game together is not a problem, but it is very crucial that real-time briefings get involved in the game through Discord or voice chat. Of course, there are few ways of communicating with each other in gmae under DBD's basic gaming system, and this restriction becomes completely 'unlimited' when discords are used. Again, playing with a friend together is not a problem, and being balanced while briefing a friend is a completely different problem. In this regard, we need to think very deeply about concepts, balance, and the basic structure and goals of the game. Many people agreed that the game was structured on a solo-player basis, and that many perks were also designed on a solo basis. Some may argue this, but if we include the swfs in the balance, Imagine this: if the swfs is considered a sin and the number of swfs is reduced to one-tenth as it is now, should the BHVR re-balance the killer and the survivor? Or, if the swfs changes rapidly in perception among users with some kind of party or festival, and the multswfs ratio among users becomes 10 times that of DBD, where it is basic for everyone playing with four, should we then buff the killer and let the survivor nerf? Should we patch the game based on a four-swfs basis, delete all the oura sharing perks, or rework them all? moreover If that happens, the discussion of the swfs will also be meaningless. It's all 4-swfs, so making this discussion will be meaningless.

    Why does swfs have the advantage over solo? As I said before, there is a big difference between sharing all the information and not sharing it.

    We'll all agree that Discord voice chat offers tremendous gains in gameplay from outside of the game. However, whether this benefit is fair or unfair may be a point of issue. In other words, in a game designed on a solo basis, the Discord is actually the same as using all kinds of Oura perks at the same time. In other words, Solo uses another perk for oura using, but in the case of swfs, it replaces it with a voice chat. The pallet, JungleGym information, killer location, doing, gen point, etc. is advantageous in everything, and the ability of the killer to be designed in solo, the balance of the game, map balance, perk balance, etc. is advantageous in everything. Then, it's a loss to the player who plays with a solo player. Is this discrimination against solo? Anyway, solo players are relatively losing money. Anyway, the problem of solo vs. swfs will never be a simple problem.

    Also, in matching time. Compared to solo survivors, multi-swf survivors have a relatively low matching wait time. This is also one of the unreasonable game systems. So, are we saying that we should delete the swfs function now? Definitely NOT. Although it is a very unreasonable gaming system from the PVP perspective, swfs can add special fun to the game by playing with friends. Also, the growth of the game, the influx of new players, etc. greatly affects the success of the game.

    "So you mean you've never played swfs, huh?" Oh, of course, I've played with my offline friends, or my girlfriend and it's a lot of fun. We're not saying we should delete the swfs function. I'm just saying that there is a need for some minor adjustment.

    As I said earlier, DBD is a zero-sum asymmetric PVP competition. so, that game structure brings SWF an advantage over solo survivors. The reason why zero-sum games are important is because, for example, another game, Escape From Tarkov, is complicated to say that it is a only matter of dying or living. Since the ultimate goal of the game is looting and escape, Teaming is being recommended within the game play. Another example, PUBG, is a symmetrical PVP competition game in which all players can play DUO or squad. As you get closer to other mainstream games such as Overwatch and LOL(they are all symmetrical though), the games are hard to compare with DBD because they have separate rank matches and Quick matches. Unlike DBD, the games also have a sophisticated MMR system, unlike DBD, due to years of data accumulation and improved algorithms, and sometimes limit the number of team members who can play with, such as MMR limits. In any case, the key is to provide lethal benefits to the gaming system.

    At this point, the swf lovers could say, "If you have complaints, you can just play in swf? why don't you?" But it's inappropriate to say, "If you have a complaint, do it!" to point out an unreasonable gaming system. When Spirit and Nurse were so OP than they are now, "If you have complaints, you can play the killer with Nurse or Spirit," or "If you have complaints about the keys and the mori, you can use them.", and one step over, "If you have complaints about game, you can just go out and make your own game with your own company startup." Sounds odd, isn't it? Someone may want to purely enjoy its own game (i.e., the basic concept) of playing DBD alone. But no one would be happy that they should be discriminated against relatively disadvantageously.

    When we coordinated all the opinions of these solo survivors, the swf players, and the killers, we concluded that the most appropriate alternative was to display the swf in the in-game. Of course, killer users will be more likely to leave the room or use Mori if they mark the swf. However, we can solve these problems very simply by giving the killer a bonus BP when playing games with swf. We have concluded countless times that these alternatives are the best, and that if these two alternatives are applied, all players will be happy. If Blood Point Rewards are properly provided and the killer is informed of the swf, it will be worth a "Challenge" with a stronger and better add-on even if the killer is at a disadvantage. Or someone could just Enjoy the Blood Point purpose. Well, then, it may take longer to match, but think about it. Why can't solo take advantage of the game while it's already swfs taking advantage of the game? Imagine that: if as we assumed before, 99% of the current match is swfs, can killer users continue to leave the room for 1% of the solo and search for a solo room? Is that possible? Killer users, too, will find a suitable compromise and just start a proper swf match for themselves, such as Duo, if swfs users are too "tremendous numbers''. That will automatically make them a suitable site, just as The law of supply and demand.

    Yeah, like someone who's the survivor main of BHVR said, if you keep Dodge games with swf players, It won't help you improve your skills playing killer. It is natural that "Challenge" to swf will help improve the game's performance because of its tremendous advantages. But not all games are aimed at improving your skills. It's not for every player's game. It completely ignores the various purposes of the game. So, is BHVR making games which players get to improve its gaming skills? And, the same logic can go with swfs survivors too. If you always play in swf, your survivors skill will never gonna be good. You can't always force a game to improve its own skills. I think the killer should be able to choose whether to play a game that can improve his or her skills or to play a game for other purposes. And if we keep going out of swfs's room, we'll lose both the killer and the survivor. Killer means he won't play the game with swfs even if he gives up his matching time. If the killer's time to match himself is precious, he might play a game with swfs. If someone keeps leaving the room matter, you can consider improving the matching structure by giving the leavers a lower matching priority. It's like when you get out of the long queue, you have to go to the end of the queue and stand back.

    Oh, BTW it's really annoying to keep putting the same room that I left. Please, I don't want to play games with kids who DC all the time, no matter of swf. Please.

    Of course, it's all due to an asymmetrical game structure, an asymmetrical lobbying structure, and so on. But I think this is the surest alternative.

    Of course, there is a lot to say about the private and public of the steam profile, but I want to move on because displaying swf DBD itself will solve all the multicuret problems.

    Indeed, we are really curious about the ratio of the swfs of the Red-Purple Rank game, the proportion of how much swf is played in each rank, and the rate of survival when playing the swf in the red-purple Rank. Obviously, We are pretty sure survival rates would be a huge difference. Did you see the Video 2 above? Uh, of course it's Pro level over there, but the game goes on like that in swfs.

    SERVER DELAY ISSUES; JUDGMENT OF GAME SYSTEM AND DEADHARD ISSUES)

    In the case of Korean DBD, Dedicated Server exists, and except for overseas users who sometimes use VPN, they are in their 40s ping and experience a very pleasant game environment. We took it very positively that the Dedicated Server existed. Of course, there's some of a matchmaking problem.

    However, the use of VPN has a problem now, why not in the past when it was the P2P method? It's a simple matter. Because in the past, the pings were marked and shared in the match lobby, so if the opponent's pings were too bad, whether they were survivors or killers, they could leave the room. However, after the server was created, various judgments were made through the server. But the basic attack-hit is still a killer-first decision. This killer-first decision has not changed from the original, so a fair hit can still occur, but a high delay often leads to an unreasonable judge. For example, many players experience unreasonable judgments due to delays when it comes to deterring deadhards and killers.

    Specifically, the survivor uses deadhards to evade attacks and become exhausted (at the same time) as the previous P2P method, but after dedicated server, from the killer's point of view, the survivor is struck as the deadhards begin and suffer exhaustion. And, unlike an attack and hit, the killer's other behaviors are also not a killer-first judgment, it is transmitted to the server, and from the killer's point of view, the interrupting motion seems started, but it is often cancelled.

    In order to address these areas, it is necessary to adjust priorities in some judges, such as invincible adjudication of deadhard and interrupting of action. And, a more fundamental problem is the delay with the server. Therefore, displaying end-to-end RTT with ping in the lobby is the key to solving this problem. While displaying pings with the server in the lobby may help to indicate connection status and fair attack-hit, it may be difficult to expect a fair judge if the other user is away from the server and the delay is long.

    MATCHMAKING PROBLEM: FROM ORIGINAL RANK TO RATING)

    The current DBD is on a rank matchmaking system. Although it took a long time, BHVR admitted that years of efforts and progress to match the "rank" and "emblem" didn't work out much in the end. The problem of many of these years' changes and matchmaking is almost jaw-dropping. As many people know, this problem occurs due to the feature of asymmetric games, where the win/loss cannot be accurately divided once.

    Creating a rating system is something the developers have to do, but um... The question is which algorithm would be good. Personally, I think it's enough to solve the problem with only two indicators: the number of hooks and the number of kills for killers, and in survivors case, there would also be 2 or 3: the chase time(maybe per pallet, and affects pallet leftover), and finally escape rate. If this isn't enough, then maybe it's time to include gen fix time or numbered in hook or some kinds of survivors escaped or not who played with, too. If the kill number is multiplied by a certain multiple to add it to the number of hooks and each gets feedback on this rating score... well... Is that I'm too naive? Anyway, good luck. I hope developers can develop indicators that accurately represent survival rates and ability indicators. Despite a lot of improvements and efforts, the existing emblem system ended up failing.

    This means that the generator, the altruistic emblem of altruism, and the Malicious and chaser emblem were not so much an indicator reflected in the skills of survivors and killers. In other words, the reflection rate was set too high, treating four emblems equivalent.

    Oh, and the idea of Rank Reset, which was the 3.4.0 patch of Rank, was really the worst idea. It has continued to raise the average rank criteria for survivors and brought the conclusion that all survivors are ranked high and overrated. However, with the Green Rank reset, each other's competitiveness was intensified and higher skills were needed to raise the rank.

    After the new MMR rating system has been added, it is clear that easing matchmaking delay time and creating a fair match for both local ping and ability will be a fairly difficult and long-standing task. And while some users suggested separating Rank Game and Normal, Our main public opinion was that many players in Korea would have longer delays than they do now, and that is not a good idea considering the days when there were very few killers in the past (MOM era). I think this can be mitigated by simple toggle buttons in matchmaking. That is, simply make a toggle button on top of the Ready button.

    RATING FOCUS MATCH <===> QUICK FOCUS MATCH

    It's like this.

    That is, if you focus on Rating, it will match around users who are similar to their rating, even if it takes a long wait. This will increase the delay but increase the chances of being focused on fair matches. It can be a very good alternative for survivors complaining about their team members having a lot of potatoes, and a good choice for killers suffering from extended matchmaking. Of course, it is natural that the match player's pool is too narrow to be fairly caught, whether it takes more than 10 minutes to wait, regardless of these options, or by easing the match-rating criteria to a wider range of scores. Matching with Quick FOCUSED MATCH increases the likelihood of users matching with a variety of RATINGs, regardless of their own RATING. Of course, excessive extended matchmaking will have to be avoided, and a proper threshold is certainly needed. Ideal fast matches will not differ two levels of color in their respective ranks, and matching with the same colored rank as possible will be the ideal way of matchmaking.

    Also, we hope to print out the latency or expected time of matchmaking during the match. Ideally, it would be ideal to determine the number of matching users at that time, or the number of concurrent users, to output a flexible estimated time, but even if the local matching server estimates the average amount of time required for matchmaking among that region, depend on timezone and day of the week, many players will be satisfied with this.

    Of course, separating the quick match could be one way. I know BHVR considered creating a rank-free mode four years ago. As I said, we are negative about this opinion. We don't have enough user pool to make it.

    BAN OF AUTO MACRO (AFK BOT)

    Oh, come on. We really, really, really hate this. I don't know if servers in other countries are like that, but we find this phenomenon very serious. In Korea, killers often turn bots around in many low ranks. They probably get a million BP a day as a return from ruining others' games, right? But reporting bots requires a very complicated process. We know that in-game reporting requires a huge accumulation of reports in order to actually do a ban, and we need video evidence to report it to the Help Center. But not everyone is recording the play.And it takes quite a while for the Help Center to passively confirm the ban. Nevertheless, we all know that the punishment is made up of soft bans.

    I'm not sure if bot abuse should correspond to days of soft vans or permanent vans, because I've never benefited unfairly from running bots. But we're going through this very hard, and I really want to ask you if there's a fundamental solution.

    I think that if bot activity is detected, BP, shrine, rift fragments, etc. that have been unfairly profited from it should be confiscated and the ban should be longer than it is now. Of course some of our community claimed permanent bans. And I'd really like to ask that the users who are suspicious of using bots by repeatedly entering them in one fixed place, if they can get a little CAPTCHA message in the lobby. Oh, I'm sure that one small window will destroy all those bots.

    This bot really destroys the ecosystem of the low rank. Naturally, the killer rank of bot players is 14-20 rank, but the expansion match is hurting people in Green Rank, and survivors below Green Rank are unable to play normal games because of these bots.

    This is contributing greatly to the fact that people in the lower ranks are actually overrated and rising to the higher ranks on our servers. And it also greatly contributes to the longer matchmaking wait times for low rank killers. Because they can play games 24/7, and they keep matching unless they're playing games, so many queues become bot killers before the queues come to normal players.

    Oh, please, do something with the bot players.

    DC PENALTY)

    We talked about the DC penalty above, but we don't want to play with someone who keeps DC. They are in a negative state of mind that lowers the quality of the entire game and makes other players feel unpleasant in-game or chatting or steam profile. Even before the DC penalty, BHVR insisted that players' DC logs were always kept on the server, and that BHVR could observe them closely, but the reality is different. We are experiencing very low quality games by tremendous DC. We hope the DC penalty will be applied again, ASAP. It took quite a while for the DC penalty to be created, and when it was finally applied we felt the game quality was very elevated, but it is questionable why this penalty is not being used now.

    I think we should reapply this penalty as soon as possible. Some DC enthusiasts argue, "It's because the killer plays Toxic," but it's not. Survivors do DC because they are caught and killed (even though it is the first hook) and the killers do DC because he cannot catch the survivors. Survivors can also DC because their opponents play strong killers. I'm sure BHVR knows about this. For certain killers, there is a statistical basis for an overwhelming increase in the DC ratio.

    More concretely, when developers on past twitch streams claim that Nightmare do not need any buff more and Nightmare is a strong killer, they cited the high DC ratio when Nightmare is released. (It's really fun to refer to the DC ratio in the Balance Patch.)

    If you refer to the DC ratio on the balance patch, I wonder if the DC ratio raises the some killer buff, if we always carry it with you and start DC as soon as you start.

    This DC thing is incredibly stressful, whether it's a survivor or a killer. We'd like to play a normal game, please. This DC is a problem but also the problem we're talking about involves "Try Self Escape and Give Up Fatigue" as soon as the survivor first gets caught on the hook.First of all, I really want you to make a matchmaking penalty for DC. and thanks to BHVR, that was finally made at the final checkup of this article.

    We've discussed the issue of this second, giving up fatigue, and there are a few ways; First, I think the system should keep a close eye on them.

    That's to include it in the players' data. Of course, sometimes there's a game where there's no hope or despair, where you can "take a chance to self-escape" by hooking three people in the basement, which is quite possible in a regular game that means hopeless to escape.

    And when there are only two survivors left, the hooked survivor can "give up fatigue" to give the other survivor a chance to escape to Hatch. It's definitely possible in a regular game, too.

    However, if the player's probability is too high than the statistical probability in a regular game, you need to keep an eye on the player.

    Second, we should be able to report this "intentional defeat, or bypass DC behavior" in Ingame. What if someone falsely reports this item? Hmm, well, let's replace it with the answer from #30 QNA on DBD Devs streaming. "If you get a lot of reports, there must be a reason." If you even get a report from a killer, it's probably really for a reason.

    Third, this action should be very lethal to rank or rate. That makes sense. A selfish player who wants to go to the next game in a negative state of mind because he's first hooked, doesn't deserve a high rating. But there is also a counterargument to this opinion. If it is used for intentional rank-downs, this result will be very terrible.

    Therefore, I hope that BHVR can create a reasonable system by combining all three alternatives. Like, thirdly, you can put a low priority on matchmaking rather than rating adjustments, or you can create a troll zone by creating matches only among "giving up" people. Or if it's not enough, you could end up using a soft ban or something.

    A really interesting thing that was suggested from our community is to post a DC rate or a game-giving up rate on top of the player's nickname in the lobby! If it goes beyond a certain threshold, Let it print out. Oh, you'll see with your eyes that really don't want to play with each other. Of course, if you have no idea about DC or giving up games, you'll just play with them.

    We've been discussing a lot of alternatives to DC, and we think it's a really serious issue that makes the rest of us very annoying. There were many interesting alternatives, for example, to drain blood points from DC survivors, and to distribute blood points to all other players.

    Not long after finishing this article, the DC penalty was reactivated. We are very pleased with this change. Also, I hope you will actively review the use of stronger penalties. So, not resetting the DC penalty just because I played one or two normal games, but it's a matter of how much the system remembers the player DC.

    We don't know exactly how the stacking algorithms of DC penalties work, but the DC experience will outline the DC algorithm, and if the opinion persists that this penalty is not enough, we will provide this penalty to enhance feedback again.

    MATCH CANCEL MECHANISM)

    It's one of the best 19' patches. The system that cancels the game and returns the offering when one person disconnected while loading the game was great. However, you need to know that some people are maliciously abusing it for the Dodge Game. Of course, it's not a threat now because it's not a large number, but you have to know that it can be a bigger problem later on.

    TRANSLATION QUALITY ISSUES)

    Are you listening to us? Actually, I don't think BHVR is listening to us. Already, countless Korean players have been sending DBD Help Center emails, complaining in Reddit, complaining in official forums... Oh, I don't think there's any improvement at all. We think bhvr is ignoring us cuz koran DBD market is not big enough to focus on, in our community. I think that was not like this when Alex was in DBD, please listen to us. If there is no chance of such exchange of opinions with the translation company, we can translate it ourselves. Really. Are you even curious about the quality of Korean translation? Oh, there's a lot of evidence. For example, That was translated to "Blind or Stun" in an archive challenge that requires "Blind"... We also suffer mistranslated it in the opposite way by confusing speed and time. We're not surprised to read the translated text and look for the original English text again when new PTBs or new contents are released. Rather, we can translate better.

    ADDITIONAL DLC REWARDS)

    We had some opinions that we should receive the additional bonus currency reward after purchasing dlc. This is for new users to start the game.

    Currency would maybe be a bonus blood point. Everyone insisted it differently but about a or half million points must be the general view I guess.

    If bhvr value customers enjoying DLCs. I’m not sure that selling BP with golden cells is right or not and there have been various opinions about this, but We think we should offer some BP at least a new game starter or who purchased DLCs. In fact, We hope some bonuses can be offered for people not only dlc buyers but also starters of the game as well, something we could call noob boost! + 50 % bp or + 25 % bp is likely to be a fair level.

    For those who first started the game, We need a lot of BP until up to when we get necessary perks to a teachable to play.This gives new users frustration more than HEX:Ruin. and the Tutorial reward BP is such a penny for it.

    RANK COMPENSATION)

    I heard you guys are making up compensation for Rank. You've mentioned this several times in streaming. And internally, we know you've set standards for rank compensation, and we've seen it in the leak. We don't understand why you haven't actually patched it yet. Is it something of an abuse concern? We hope to be this patch soon.

    IMPROVEMENTS OF PROPS (PROPS IN ENGLISH?)

    Oh, I'm really 100% sure you guys forgot this. It's been almost four years since your notice started. Like an Overwatch, BHVR might have expected to pop a message to the player who got props when it clicked on the results page. And you said you'd let us see how many times other players praised him. I'm 100% sure you guys forgot this. I can bet on a million BP on this.

    PROGRESS DATA SHARING PATCH FOR MULTIPLATFORM(SWITCH AND CONSOLE))

    I left it saying I hope it comes out soooooon, but it was patched in the final inspection of this article! We are very cool to share the progress with Crossplay! It would be great to support this feature on all platforms, and we'll be very happy that BHVR is providing it.

    THE UNIFICATION RARITY OF PERK BY PIP.

    Well, it seems great! we were so not interested in this inconsistent rare or pip. In the past, a good perk didn't guarantee purple. Is a good patch.

    PATCHING OF MOTION AND EFFECT)

    We really like the vulnerable effect! It's really one of the effects that brings tension and fear to the survivors.

    Bloodlust effect is also good. But the effect is too much. It's the main cause of the momentary interruption and frame drops and games. We need to adjust it.

    Well, I like the new motion of the generator. I have a question of whether it was necessary, but I'm going to throw it away.

    6 SECONDS ITEM SWITCH IN LOBBY)

    killers could can see the Items of the survivors. But some dirty survivors abuse it, too. Item switch in six seconds can force the killer not to respond. Well, the switch to the item, we think we should be able to do it until 15 seconds. Well, Isn't there any problem now in six seconds, the integrity of the switch? Yes, go ahead whatever you want.

    "My connection got 'unexpectedly' cut off on the game load”, " Oops! Maybe This is happening to survivors by 6 seconds switches! I have no way to play wih survivors who switch his item 6 seconds!"

    ARCHIVE AND CHALLENGE FEEDBACK)

    As I said earlier, the archive was a very good system. That refreshed the game by giving players new goals, providing a variety of background stories, and getting great charms and skins. The price of the premium was also good, and the reward was excellent.

    Well, however, we knew that the charms and skins of season return would come to the store, and we really wonder when it would be. Maybe, it will be soooo...oooon, right? Just, make it sure you would not forget about this.

    OPTIMIZATION)

    It seems we have some players suffering frame drop. These complaints are also mentioned much in our communities. As constant as the balance is also a problem for the optimization problem and can not be perfect in technology, We understand that it's not gonna perfect on the level of bhvr's tech. But we hope the improvements could be quickly made, and enough.

    IMPROVED CONVENIENCE UI)

    DBD now has so many different perks. Also, it is annoying and takes time to find a perk. Currently, the perk pages are five and six pages long, so the number of perk pages is very large to find. Of course, the perk's rarity improved, but there was a slight difference from the answers we found.

    We suggested a preset, which would make three or four presets from survivors and killers, and allow each character to use this preset as a one-click. In addition, a method of adding a search function between the top of the images of the perks compartment was also suggested. I want this preset method added to DBD.

    PROVIDING A REPLAY)

    We discussed new DBD features that would be good to add, but I think this will be the best. We can only use now to record our own plays as an external recording program and to replay our own plays. However, if you add a replay style in game, such as PUBG or overwatch, you will know exactly where and what other survivor or killer players did, and it will be very helpful in improving their game play skills, and can also be used very easily in handling Cheater's reporting. Still, me and many users complain about needing video evidence for the type of cheating that seems easy to detect, and most players don't play games while recording. Providing the replay function could be a lot more challenging to develop, and while it would require a various optimizations, I'm sure this option could provide a better gaming experience for many players.

    Also, it would be good to provide a detailed view of the play. We may be curious about how long the survivors continue their chase, which players have turned the generator around, which players have acted altruistically, and which players have been good at heals, etc. It would also be good to provide a way to print these statistics in detail.

    PROVIDING STREAMER MODE)

    BHVR nailed that Stream Snipe is not subject to punishment nor report. Of course, I don't want to argue that this is right or wrong, but some streamers are having a Stream Sniping problem, and using external programs also cover nicknames. We think that providing these functions in games is one way. It can be set in Options, and it is to cover all other players' names and print out nicknames for random numbers. I don't think it's hard to develop or implement this.

    Now to be honest, even when Gaem director Mathiue came to G-Star in Korea, there was a stream snipe! Mathiue was dealing with a hag that he claimed to be an outstanding killer at the time.

    MAP TOURS, IMPROVED TRAINING FUNCTIONS, EVEN AI)

    We hope these functions will be added.

    A map tour or a practice function? BHVR said they had no intention of adding this to the balance issue. Then we have no choice but to use this in the custom game. If you don't have friends with killers or survivors to practice with, you can't even look around the map or practice with :( We have a lot of feedback that this is unreasonable. I wish we could take a look around the map by ourselves.

    Uh, and there's an opinion about the AI bot, and most of us don't expect BHVR to make this happen, but I'll pass on some players' opinions. Because the potatoes in the regular game are really frustrating, there was one that asked for more AI bots, one that asked for more AI bots to ease the excessive waiting time, and one that said it would be better if there were AI bots survivors or killers in practice mode. In the case of AI, they said they would be enough to just by running straight.

  • 2)

    WHISPER REWORK)

    I didn't originally plan to include this in the article because almost no one uses Whisper these days. Except for Nurse. But I thought of it while talking about the 2018 Mid chapter patch. Did BHVR told they're doing Whisper rework, right? I wonder how it's going. So, we haven't heard from any other issue after the plan so we guess that's been discarded from the inside. Any other changes?

    KILLER REWORK)

    I will just save my words about detailed feedbacks Nurse Rework and Canibal Rework cuz it depends on various variables. but, in common, it was good reworking.

    DR. REWORK)

    Doctor's rework, for example, was really great. It was one of the best patches that completely solved existing problems that were difficult to use: survivors' problems and killers problems, and made the Doctor more utilitarian. Addon's rework was also very perfect. I think this doctor's rework was one of the most perfect rework. We think the Doctor is quite a balanced character at this moment. Of course, Doctor is still a walker who doesn't have the speeded mobility, so he's vulnerable to genrush. In spite of that, the doctor is pretty cool, right? (* In Korea, killers with powerful anti-loop capabilities and active mobility ability; all but nurses, spirits, are called walkers. It used to include hillbilly in not-walker, but not now after nerf.)

    NIGHTMARE REWORK)

    Nightmare's rework was just as good as the Doctor. This made Nightmare really powerful. Nightmare is a really good walker killer(in fact, it seems half-walker), because it also has the ability to move generators. Nevertheless, some players are very sad that Nightmare has lost its individuality. Also, the lack of features in add-on is pointed out as the downside of Nightmare. Uh, I mean, who uses dresses, phill bottle, cube add-ons? These add-ons should have changed and made the Nightmare's abilities colorful. Like a blood warden, something could block gen. or The black box affects the sound of a dreaming survivor's song. Or maybe a purple or green add-on that affects an obsessor like remember me. Or give nightmare speed of action increases for each dreamer. Oh, after writing it, I think these add-ons are so powerful that they'll make Nightmare OP. Well, the idea isn't up to me. And, obviously, there will be a proper penalty added. And the habit of directors, attaching perk ability to add-on was a long time after Nightmare and Doctor rework. Of course I don't even think it's good. If we put the perk's function on add-on... Well, there's a reason why people don't use some perks. Does BHVR running out of ideas? There are plenty of good and productive ideas in forums or reddit. I'll go below and show you the details.

    HILLBILLY AND HILLBILLY'S ADD-ON REWORK)

    Hillbilly's rework was quite impressive. The Previous Hillbilly was, as the BHVR Devs said, the most tense of the chase, and a fair good killer in balance. In the patch note, Hillbilly patch was expected to make chainsaw to use 'slightly' carefully once Hillbilly's overheating system was added. In the patch notes, we expected the BHVR to do only a little balance adjustment, but it wasn't at all.

    What we expected with patch note was 

    Number 1: Hillbilly's long-distance mobility using chainsaw increases the significant overheating, and when he charges the chainsaw, the overheating is not so great, which causes a nerf hillbilly to the long-distance mobility.

    Number 2: Only when Hillbilly charging chainsaw do the overheating gauge increase significantly, and chainsaw with the rapid movement of the long distance, and would not be affected by overheating so much, thus adjusting the balance.

    However, virtually both No. 1 and No. 2 were applied, and the chainsaw cool-down became very long, and there was even a really very serious cutback of Addon that we didn't expect. of course the patch was more close to number 2, and it got a significant balance problem and made survivors boring. and the add-on cutback was very serious. While we think that the previous Hillbilly add-on selection rate will definitely be in the development team's statistics, we think the current add-ons are all full of trash. A good add-on generally needs to be universal, and an add-on that fills a killer's limits or deficiencies. In short, the most important thing is utilitarianism. And the more conditions, the more unusual conditions, the harder it becomes to use this add-on. and this is what bad addons normally do. That's why the best Hillbilly Add-on was to reduce the time of charging chainsaw. And, only the use of this add-on made Hillbilly strong, and it was a good reason for Hillbilly's tight tension in the chase, and also for balance. However, all of the add-ons that gave Hillbilly an advantage in reworking have been deleted, and now only the penalty add-on for charging chainsaw exists. Also, it is full of really weird garbage add-ons. Really, don't you know why people don't use lightborn?

    The concept that Hillbilly is a creature of light, it's okay anyway. But scenes that Hillbilly gets hit by a flashlight are less likely to occur than other killers.

    The scenes where the killer is hit by a flashlight can be divided into 1) breaking the pallet, 2) lifting the survivor, 3) vaulting the window. Hillbilly often breaks the pallets with chainsaw, so it is difficult to hit him with a flashlight in case 1. And in the case of a skilled killer, if there is a survivor with a flashlight, he is always aware of the survivors around him when he lifts survs (such as watch his surroundings, including lifting the survivor with looking at the wall), so it's not easy in case of two.

    In the case of a skilled killer, can hear and follow the footsteps, and breaths of survivors. Therefore, in all cases, lightborn are generally not a choice of skilled killer players. In most cases, lightborn can be a waste of perk for them, as no survivor with a flashlight always comes out, nor all four survivors come to trial with a flashlight. Therefore, lightborn are not used often. (Hillbilly or any other killer) Of course, I'm not arguing that Lightborn's Perk concept is wrong or that it needs additional buffs. In other words, even though this didn't happen often, we can't understand why reworked new add-ons make waste blood point. Add-on, which is less general-purpose, is never used often. Undetectable for 15 seconds after chainsaw strike? Why use this without being crazy? If the chainsaw overheats, the 8 meter terror range is reduced? Absolutely not. Never gonna use it. Uh, the Pactured Muffler or Dad's Boots are quite usable. Low Kickback Chain? excuse me, if you bump into an object, it's just screwed. Skilled hillbilly would never hit objects. 4.4 m/s? Is the fast charging chainsaw Hillbilly is a distance-hit killer? Like Deathslinger or Huntress? Or just, if you use this add-on, do you just enjoy the pain? Or did you decide to impose your own penalty if you were 4.6m/s, because it was too powerful for survivors? Ok, I will stop caring about that. Because we will never use it. Apex Muffler? Well, that's exactly one of the add-ons we expected. We thought there would be at least one add-on to reduce the sound of saw. We didn't know it was outside the terror range. Ultra rare? Well, we also expected that there would be a red add-on that we wouldn't use very often, and because it has properties that can be combined with tinkerer or Iridescent Brick, it seems to be worth the presence of an add-on. I didn't know that Ultra-Rare, as I really expected, would have conditions that would be within the scope of terror. The figures for the Engravings were all nerfed, and due to the overheating, the chainsaws could not frequently be used. In other words, the charge time of chainsaw slows down and the overheating rises. So you can't see Hillbilly anymore, who used Engravings add-on to show pressure in pallet looping. If you use chainsaw a lot with Engravings in pallet looping, the overheating will rise in an instant, and currently, the level of overheating in charging chainsaw is very high, so you can't put any pressure on the pallet looping using chainsaw with Engravings.

    Anyway, that's why Hillbilly's had a really bad fall, and he actually changed his place with the carnival. Let's just say, you bhvr could get a statistic out of the pick-rate X kill-rate. Uh, what did you just say? "Someone's good at Hillbilly... You're the main killer who just can keep whining.”? As you can see from below, it's just that the survivors have become a potato paradise. And at the same time, the someone, Hillbilly player must be really very skilled. It is a dangerous idea to generalize in someone's cases. If you bring Hillbilly, I'm sure I could get chase on 4-generator chase on average. The more you use a saw in the chase, the weaker Hillbilly will be. Isn't it interesting that there's a killer who's stronger if you don't use his abilities and gets weaker as you use them?

    NEED FOR SPIRIT ADJUSTMENT)

    Yeah, Spirit did go through some adjustments. But it wasn't enough and still Spirit is "untouchable" in all over rank. It's expected to be like a killing machine. Spirit is one of the killers who ignores all forms of looping. In the case of Nurse, we have experienced a serious cutback, but Spirit is not as difficult to use as Nurse. Rather, it is very difficult for survivors to deal with Spirit. Spirit's abilities are very fast, high mobility, and always have an edge over survivors in looping. It needs to consider that Spirit's ability, or Addon's full-scale rework. If only adjustments were made, the most important alternative would be to reduce the speed of ability or to make the charge of ability slower. Also, I think we should remove the ability to speed up when she's out from spiritual world. Then, add a motion for Spirit to enter the spiritual world. Also, even if Spirit has entered the spiritual world within terror radius, it will have to be changed to make the "shhhhhh" sound of Spirit. Some argue that in addition to this, Spirit's afterimage flashing should be removed, and Spirit's afterimage should remain in her ability(even in spiritual word). I think this is a little too much, but I think it's a problem for Spirit's afterimage flashing even though she doesn't use his abilities. There's also a Dried Cherry Blossom Add-on now, so it's a good idea to basically delete this ability and give it to Add-On only. And we need to adjust the gauge(I mean, the charge). I hope to solve this from the old bug. When Spirit was directly hit by the pallet, there was a bug where Spirit's charge was initialized and cooled down again. This adjustment would be quite useful. And when Spirit hits a survivor, the survivor becomes very vulnerable. This becomes more serious because of the strider. I think legion's penalty would be quite useful here. If she hits a survivor, Spirit's charge has to be initialized and cooled down again. I've got quite a lot of nerfs about Spirit, and I think she'll probably get the most nerf requests from survivors. I think it's Spirit that BHVR mentioned that they want to rework other than Huntress. 

    I think this could prove that I'm not the just main killer, but player both killer and survivor. Anyway, for a survivor's part, Spirit is really frustrating.

    THE NEED FOR LEGION ADJUSTMENT)

    Earlier, I mentioned a little bit about legion, and everyone in this forum will agree that they are a weak killer. Uh, in order to have the characteristics of Legion, we need to increase the effectiveness of their ability. Feral Frenzy's numbers, they have some figures. Frenzy speed, duration, charge time and cool down. I think the speed of movement is enough now. Of course you can buff more, but I think we need more focus on charge time and duration. That's how much legion can take advantage of his active ability and quickly inflict deep injuries on many survivors. And contrary to Spirit, I don't think that the Charge of the Feral Frenzy should be reset when the basic attack hits. I think it's okay to buff for 1 second and make it 3 seconds in cooldown time.

    Addon's rework or other rework and ability? Uh, I'm not creative, so forum friends were much greater than me.

    UPCOMING HUNTRESS REWORK)

    This is an area of fear for us. Many Huntress players are terrified that Huntress will be "Hillbillied." We've been through a lot of discussions with players, the survivors and killers including the Huntress players, and there's been a few add-ons who agree that there's a need for adjustment. It was the mainstream opinion that there was no need for rework on Huntress ' ability itself. Although there have been some opinions from the hitbox, and we think that the wide box should be the only way for the Huntress to take a hit, and some console users will also be deeply sympathetic if the box got nerfed. 

    Every add-on in Huntress is really great currently. They are well-designed add-ons, they're probably the best among other killers. All other add-ons were not mentioned on rework needs, but the most mentioned were Iridescent Head and Exhausting Addons.

    First, the Iridescent Head is too powerful. It's really powerful, although it reduces four Hatchets, but it can increase two again with Infantry Belt. We thought of an appropriate nerf method for this, and the most appropriate method was to increase the wind-up time. We should discuss the appropriate figures, but Moderate increase would be 'moderate' isn't it? And some say that because the Iridescent head is so heavy, the nurf that decreases the killer's basic movement speed. and there were others saying that the Iridescent head on the last hatchet, whatever other add-on you apply, only the last Hatchet holding could make dying state instantly. Both opinions are interesting, but there were also many opinions that this is not appropriate because it is over-serious cutback.

    And Second, Exhouting Addons: These exhausting addons are fatal to DH users. And the problem was that the price was too cheap. When Exhausting Addon was first there, there was an exhausting cooldown even when survival running. So Burus Toxin wasn't such a powerful add-on. But now the exhausted cool doesn't cool down when the survivor runs. And many have pointed out that Burus Toxin is too powerful despite being a common add-on. Because the effect is virtually the same as the Venomous Conception.

    Opinion 1. Verus Toxin should be patched with uncommon. Opinion 2. Berus Toxin Should Be Suffer Exhausted Status Effect for 15 seconds. Both are very reasonable opinions, so it's also a way to adapt both opinion 1 and opinion 2. If so, Venomous Concoction also needs to be Exhausted Status Effect for 30 or 45 seconds. Well, isn't it too harsh to nerf it for 30 seconds? Uh... I think that's appropriate. I don't think there's a huge difference between DH users.

    A new Ultra-Rare Add-on forecast; perhaps Devs "love" undetectable, or even an oura generator's repair, the sound of Huntress's songs, etc. will be the target. Either make it or not. We never use it.

    Oh, and additionally, I want you to rework the Huntress Perk. Never using 1, Never using 2, Never using 3. Let's say about never using 3, if HEX:Huntress lullaby is not a HEX perk, there are survivors who fear it will be too powerful perk for the Doctor. In my opinion, we should change the token conditions or give them additional buff on the bonus decrease in progress. Well, if you rework this perk... You know, I'm MBTI: INTP, but idea banks are more in forums than me. Never using 1: I have a really great idea in the beast of prey perk. Let's see this again in the below feedback of bloodlust.

    MINOR ADJUSTMENT TO CLOWN)

    This was pretty good. The one that changed so that the speed of movement would not decrease when holding the bottle. I don't think Clown is a character that is often mentioned in the balance. Give Clown some attention, guys! There is no clear buff direction, and since the add-ons of clown are already in some good condition. Deleting movement speed decrease charging gas bottles was an appropriate balance patch. I like this one! If BHVR is working on another upgrade, I look forward to it.

    NEW SLOWDOWN META: HEX:UNDYING & HEX:RUIN

    Oh, this was an amazing new meta. Even with Tinkerer's new buff, it was very good. (After all, BHVR's old broadcast of wanting to differentiate notifications succeeded in its first step.) We are exchanging a lot of opinions and feedback on this. In the exchange of a lot of intense feedback, I can't give my opinion, but we all agreed that this is a really powerful meta. But is this OP enough to require a nerf? Uh, I think this is a problem to think about. Well, we don't like to touch Meta. If you touch a meta-build, it will influence right away on balance. I think we should still watch Meta a little more. Well, let's look at the details.

    Synerge of HEX:Undying and HEX:ruin, was sunrising of HEX:Ruin(NEW) are new butter and bread build. This complements the existing vulnerability in which HEX:Ruin was HEX perk, while grant force the killer to very effectively slow down the repair of the generator, forcing many options whether the survivor should focus on genrush or HEX cleanup.

    Nevertheless, if HEX:Undying were to be in a very bad position, it quickly became a very high-risk that could be a two-perk game. And there is a danger that if the survivors were very diligent about the gen-camp, they might not be able to do much slowdown. Survivors who suffered from HEX:Ruin(old) in the past, and killers who had to use HEX:Ruin reluctantly in the past, still hate this new "HEX meta." Hex Totem is too clinging to luck. And there's no reason to use HEX:Thrill of the Hunt at all. HEX:Thrill of the Hunt and HEX: Undying need differentiation. Maybe, it gives HEX:Undying's Oura function to Thrill of the Hunt, and HEX: Undying alerts like Thrill of the Hunt. And I think it can be solved by buffing the speed down on Hunt's totem purification more slowly. One important point: Thrill of Hunt is marked right next to it because of this speed-reduction feature, while HEX:Undying is not marked right away. I've been telling you how much information is different from information being provided. Uh, if you don't want to adjust the HEX:Thrill of Hunt, there's an opinion that it's better to just show killer to HEX totem not dull totem or make some other adjustments. Of course, I think BHVR will unexpectedly provide cool time for HEX:Undying.

    In my case, I don't think there's a big problem with this HEX-meta itself. However, other meta is too weak compared to HEX-meta. (Dying Light or Tanatopobia) It's not good to nerf this HEX perks. Survivors have many options on this. There is a problem with our play style, which does not cleanse a lot of totem, but does not think this HEX-meta has become too overpowering. Nevertheless, this meta is also not very powerful in SWF. (Because it is being briefed in real time.)

    Just a few problems of this HEX meta, is that both killer and survivors depend on luck. Killer will be frustrated when the HEX:Undying spawns in open. and, it was a long time that HEX:Ruin dominated the games, so many players would be tired and bored at this HEX meta again. Well, nevertheless, this build works well for Solo players. Well, just look carefully at the BHVR. This is quite a hot build like HEX totem. Oh, don't clean it up!, I'm just feeling warm of HEX....

    FEEDBACKS ON NEW META AND ABOUT BLOODLUST)

    The current meta really, really caused a serious genrush. I really can't understand why the main survivors love Gen-Camp and Hate Killer Camp. Anyway, after Ruin's patch, we keep playing too fast, and I think each trial is exhausting us. Survivors and killers don't have time to rest. The game is very intense and our eyebrows are fluttering.

    But although adjusting generator speed is often pointed out as an alternative, this is good but we don't consider it a perfect balance alternative. This would be a pretty good balance alternative for weak killers, but in the case of Spirit, who we think is a strongest killer, Rather, we can get over-indirect buffs. We don't want to get side effects that buff killers like The spirit or nurse. I think bloodlust is the easiest way to solve this. This is the easiest way to give buffs especially to the vast majority of walkers, except for nurse&sipirit alone.

    The current bloodlust has not been so 'very' effective against anti-looping. To briefly explain the system of bloodlust, bloodlust gets one token for every 15 seconds of grant the movement speed bonus of a 5% (+0.2 m/s) increase in movement speed per token(Maximum 3 token). Funny thing is, we've confirmed that we only get tokens when the "actual" chase continues(not like in BP return in chase). and, when you use your abilities or break the pallet, all bloodlust tokens are initialized. And, bloodlust decay 20 percent per second since the chase was cut off. And there's a little known about bloodlust: when it's stun on the pallet, you lose a token of bloodlust. In fact, I think this stops the chase when it's stun on the pallet, and it's like the mechanism is treating it at that moment the chase has been cut off. I don't know if this is intended, but we're well aware of this anyway. So when survs are in a chase, we need to consider the killer's bloodlust. It makes you have times when you try to stun the pallet. 

    The possibility of bloodlust is actually quite brilliant, the concept of a killer speeding up his movement to solve an anti-loop was one of the great mechanisms, unless there were various constraints. As I said above, we hope there will be more chases in every trial. I think the higher the weight of the chase, the more interesting and fun the game is. Please don't misunderstand what I'm saying, I think we should use bloodlust rather to make sure the chase ends in the "infinite loop" in the right time than just keep the "infinite" loop. As the BHVR said, killers tend to think it's wasting time when survs keep looping in an infinite loop gym.

    So, what do I want to say? Well, I want the proper level of jungle gym and pallet arrangement, and the adjustment of the blood system to actually do anti-loop.

    In fact, the bloodlust system is too long to be charged. The duration is too short, and the conditions are tricky to sustain.

    I think we can solve this through perk balancing. Although It may need a fundamental adjustment to the bloodlust system, but there's another perk that allows you to effectively use "bloodlust" through the rework of predator.

    There are many ideas about how to rework Perk:predator. Number 1 rework is a method that using this perk as a way to reduce the time when bloodlust is granted. It's the most effective.

    The second option is to keep the bloodlust going longer. To bring the advantage of being less Decay, even if the chase is cut off. Of course, if you break the pallet, the bloodlust will be gone. We are discussing a lot about safe and unsafe pallets. Most of the time, we're divided into two types: safe board and unsafe pallet like you. In our case, we use terms, "absolute pallet" and "something like pallet". The guide I've written has five categories.("Absolute pallet, absolute loop pallet, unsafe loop pallet, serious unsafe pallet, plain pallet") I'd like to explain each one, but this article is for feedback.

    The one when killers using own power lose bloodlust, some say you should make it like "play with food." That's the thing that only actually hits survivors consume token. It seems nonsense that Trapper loses his bloodlust when he picks up traps. Of course a lot of things will change in this way, but...

    Some people asked to release the perk that will make survivors vulnerable if we continue to chase for a long time or build a lot of stacks of bloodlust. If the perk is released, it may solve some balance by not providing a bloodlust bonus to the killer instead vulnerable, whether to do this as a HEX perk, and how long to chase it down to make the survivor vulnerable.

    GRAPHICS UPDATE)

    I think the graphic update of badham and yamaoka rework was great and McMillan to proceed will be great. The generator repair motion, VFX is cool, but I'm sorry, but we're not interested in this VFX. It was good, though. It was really cool to change the key. We really hated to keep focusing and looking at the survivors' hands. Except the changed med-kit, some pointed out med-kits are too bright... The changed effect of the damaged generator, there was a complaint that It did not provide a visual difference with pops and general damage. And, this is a bit important, after the graphic update of the pallet breaking motion, the visual effects of crushing the pallet were added, but this is pointed out as a significant cause of frame drop. Check out some of the optimization. And the chest(box), isn't it the before one is better? The graphic of the box itself is good, but I think it's better for motion to search inside the box. Rather than struggling with the lock of the box.

    KEY AND MORI ADJUSTMENT)

    Almost all players agreed that they both need a nerf.  What's really interesting is that changing the key to like lock-pick and making sure it takes time to interact with the hatch was considered a pretty good idea. Anyway, We think the immediate escape is OP.

    We think the adjustment of the mori, the prevailing opinion was that it would be changed mori works after 2nd hook by you bhvr. So we wondered if that comes, would it be meaningful using the mori? Well, I'm not sure. I don't use mori a lot. I'm the one who's being taken by mori of course. but, please notice us before patching it.

    MANY ADJUSTMENTS TO SURVIVOR ITEMS)

    I'm not going to comment on flashlight adjustment. It's an old patch, and the flash was so powerful. Let me just mention that it was a good adjustment. What I'm interested in is Med-kits and Toolboxes, let's take a look. In Med-kits, the basic heel charge(time) was increased, and Med-kits were affected. Oh, but the nurf of the Emergency Med-Kit really hurt me. No matter how fast it is, I don't want to use this emergency kit with no add-on. Is it because it's literally "Emergency"? But, you know, Pharmacy, it became nurfed indirectly, right? Some people even say that Pharmacy would rather guarantee the uncommon first Aid Kit.

    Why not mentioned the adjustment of Altruistic Healing? Uh, in fact, we rarely use Med Kit to treat others. And because I know when using med-kits, self-healing is a lot more time-saving than Altruistic Healing, I rarely use it to be Altruistic.

    Let's take a look at Add-on, too. Lets first go with threads addon. Well, it's rarely used. Except for the BP party. But it made the party comfortable, so I was satisfied. A Styptic Agent, Anti-Haemorrhagic Syringe was reworked. Well, I think it's a pretty good direction. It used to be too OP.

    Let's take a look at the toolbox. While Medikit had a slight adjustment, the toolbox had an overall adjustment like a flashlight. This patch was excellent to killers who have constant fighting of the toolbox, and genrush with toolboxes. Because it was hard to balance. The toolbox served as a huge variable for both the killer and the survivor, especially in the gen-rush showdown. Of course the toolboxes piled up in my road-out made me really heartbreaking. You should not get me wrong, but it's true that the nerf in the toolbox was a bit painful. But, of course, we needed to make adjustments. The time advantages from all the upper-grade toolboxes has been tremendously cut back, and many add-ons have been nerfed. Perhaps the most heartbreaking thing was the manual. I didn't even use up the toolbox after the patch note before patch release, cuz when the patch note came up at the time, I only met mori with the toolbox. Entity, please refund the toolbox.

    KILLERS' BREATHING)

    Where did it go wrong, Did it mentioned in the patch notes? Or was it a submarine patch or a simple bug, but the killer's breathing is too loud now. For example, the rhinitis of the wraith, and the Heavy breath of the Shape. This makes the undetectable killers a great deal of shame. I want you to reduce the volume of that breathing sound as it was.

    ADD NEW MOTION OF MORI)

    Maybe what it need most is trapper and wraith. Their motion overlaps a lot and is too weak and simple without any personality. There has been a lot of opinion and feedback about trapper using a trap to execute, and the wraith also wants a different execute motion than a simple one.

    //

    Uh, and I'm sorry. There must have been great content with really old patches and adjustments. I know there are so many improvements. For example, Kindred's buff, Balanced Landing's nerf, there were a lot of cool stuff. But this is a 20-month feedback. I knew there were most of these wonderful things, but there were too many, or I forgot. This is not only a lot of balancing, but also a lot of new killers, new content, and a various audio, different effects, different graphics, different objects, Changes in various mechanisms and so on. including Countless debugges, and optimization.

    Uh, please forgive me for just passing this part.

    //

    Oh, all of a sudden with the above, It reminded me the mettle of man. This was the first time I ever quit playing DBD and went to play another game (PUBG or Overwatch) like Mathiue recommended. Uh, really, most of our community quit playing games at this time. It is really sad that people who quit the game rarely come back and it took me for a long time too. You really need to be careful when you do balance patches, no matter how different balance patches lead to the loss of existing users, there's nothing to beat this MOM era. It was a terrible dark ages back then, when all the killers cling desperately to Nurse and the mori, and all the survivors used their mettle, BT and DS.


    UPCOMING 4.3.0 PERK BALANCE PATCH FEEDBACK)

    TRAIL OF TORMENT)

    I think it's a pretty good buff. Of course it's not patched, and we have to do some research, but I expect this could create a powerful synergy with a dragon's grip. Sounds like a lot of fun. Of course, It is also possible no one might use it anyway. Well, I think it was a good buff.

    BLOOD PACT)

    I'm a little careful, I'm afraid it would be too powerful a perk. Isn't this OP? Well, I think obviously it's OP. The effect of increasing the speed of movement is an effect to be really careful about.

    ANY MEANS NECESSARY)

    I don't think this buff is excessive. It's a good buff. As we were concerned at first, resetting the pallet and the resetting pallets on trial didn't happen very much. There has been a way for the killer to respond. Of course, I wish killers had more clues to notice any means necessary.

    CRUEL LIMITS)

    Uh, I'm still wondering if I should use this. I'm not sure it would be used.

    FOR THE PEOPLE)

    Wait, Wasn't there no score effect? Really? I mean, it's actually the same as Healing, right? I haven't noticed that there has been no score effect so far!

    MINDBREAKER)

    Uh, even in the present meta, Nurse is only a killer of a small number of cases, but never other killers. It was good trying to buff, but I'm never going to use it on walkers.

    SLIPPERY MEAT)

    We are never gonna use it. It's meaningless we never use it anyway. Uh, I'm sorry to Trapper, but I never use this perk to counter him. I'm sorry, I won't use it. This perk is only meaningful to a SWF armed with Vigo's jars and Up the Ante.

    THANATOPHOBIA)

    No, never. I'm not. I will never use it. We never think Thanatophobia is a powerful perk, even if it's used by Legion. Thanatophobia has rarely been a powerful perk in fact. Especially after 2.6.0. Well, it doesn't matter to us if the perk is more nerf. I won't use it anyway. Still, when it comes to perk balancing, it's better to make perk more usefull what we never use. Uh, but in the case of 4.3.0 Thanato, it's worth considering using in the case of Legion. We'll find out about this again after a few months of research after going through patch 4.3.0.

    WE'RE GONNA LIVE FOREVER)

    Well, it's pretty good to make another use of Perk's. It is pretty good to add a way to get tokens. And the heal speed of a survivor in a dying state, yeah it's good effect. Well, but isn't this too much OP? I mean, a dying survivor's heal is still fast.cuz this is originally fast. So we're hoping for a diversified play, like a killer playing sluggings. I'm not saying the playstyle keeps killer slugging on 2 sacrificed and 2 still survive OR, keep killer never hook and slugging. I mean sometimes slugging, in the middle term of the game. On the other hand, I think the heal speed is a bit fast. It means, the heal speed is originally fast in basic. The heal speed from dying state needs to be adjust. Uh, don't get me wrong, I'm not sure it's clearly OP. Let's see if it's at 4.30.

    TECHNICIAN)

    That's pretty cool! But when we discussed this perk, the dominant opinion was that even if The Generator Explosion prevented 100%, we would never use it. This will be a really useful perk for survivors suffering from skill checks. There's a downside to go with Feng's teaching, but it's a pretty good option for the noobs. Oh, of course, we never use it. It's for noobs.

    POP GOES THE WEASEL)

    Oh, come on. I don't know why you're trying to change the existing meta. With the buff of the pops and the nerf of the HEX:Ruin, we're free from the existing HEX all-in-meta, but HEX:Undying is trying to reverse this. But if you're nerf pops again, It'll choke off Meta's diversification. If the time limit for popps is nerf, this works nerf only to walkers and does not have much impact on nurse, spirits and Nightmare. I don't know why killers can't afford to use popps and should use it before chasing survivors, and why survivors should feel very comfortable and relieved with DS.

  • @Todgeweiht said:

    Fast vaults take .5 seconds and slow vaults 2 if I am not mistaken.

    Really THX!