Alice_pbg
Alice_pbg
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yes. they want killers to average 60% killrate.
so survivors have to average a 40% escape. ideally across all possible swf configurations
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@TieBreaker said:
I don't want to cause any issues due to confusing anyone so I will post what happened.
Someone made a thread saying that the PTB was today. I asked if that was the case. Someone responded saying it was scheduled for the 20th (today). I responded with this:
https://us.v-cdn.net/6030815/uploads/N358GCMKDV9Q/lets-party.gif
I only meant to show that I was excited for the seeing the new killer. I didn't think it would be viewed as being disrespectful.
Hopefully that clarifies it for anyone viewing this thread without the context.
yeah, I just don't see how this can be seen as anything else other than "happy dance of celebration"...
this gif only loses to the adventure of a lifetime apes
https://media.giphy.com/media/MCWzaCPShWEZ0FfSHA/giphy.gif -
@Rizzo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654287#Comment_3654287
I specified on the original comment that I'm referring to something that can be easily misunderstood, this specific situation lacked completely of context.
someone posted a thing.
someone posted a happy dance gif to it to show they were happy about the thing.
seems pretty straight forward to me.
maybe my opinion will change if I see the specific gif... but it seems like a very normal and common use of a gif.
edit: like the kronk one above.
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@Rizzo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654266#Comment_3654266
The reason why that specific gif was removed is that it seemed like you were using it to make fun of someone, so please try to avoid using something that can be misunderstood.
Thank you.
that is absolutely impossible since everything can be missunderstood. including a straight forward sentence.
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As a rule of thumb, if someone from a culture says "stop using this thing from our culture wrong", LISTEN!
we have the second design being used on many things and many other creatures, from horror to comedy to fantasy. you'll survive having it not be a wendigo.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653910#Comment_3653910
Thank you. Nemesis needs a rocket launcher too.
should always have been a thing. you do something in game, you get a single rocket launcher. insta downs, area of effect, single shot. breaks walls and gens
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guys. I'm playing a saw character, ######### is this bs that the traps never kill anyone? putting people on traps and they becoming unalive is the saw thing.
they already are on a perfectly fine spot where a head pops maybe every 100 traps? there's no need to increase the timer at all.
what's next? sadako doesn't come out of tvs anymore? freddy has no dream world? the traps being deadly IS the flavour of the character, you don't just make it basicaly impossible for no reason.
and the ambush is a pretty bad chase power with some niche uses in it. it's just rarely worth the use, specially if you don't know the geometry well.
ghostface still has the best stealth, not debatable. SHE IS BRIGHT ######### RED! and crouching/standing up has unique sounds that alert survivors paying attention.
so the ambush can use more buffs. including removing the invisible walls on maps so she can climb #########. that was fun.
and to finish... the existence of rule set #2, the gears... all show that playing in a style where the traps are more deadly was always intended by the devs. so can we stop pretending it's not a thing? and that it wasn't nerfed?
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increasing the range does nothing. base trap range is more than enough to do this camera swing.
you literaly lost nothing but a placebo.
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@drsoontm said:
Pig Buff? Who said that? It's a very obvious nerf.
peanits. in the dev update
"we have decided to buff The Pig"
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mostly "oh, ok"
few times "OH ######### F....!"
clown "why?..."
@DragonMasterDarren said:
https://us.v-cdn.net/6030815/uploads/O7S6EAHBP78N/image.png
Here's my list
I will elaborate if asked
you know... just not gonna judge. you do you.
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@[Deleted User] said:
When did they change this?
it's on the developer update
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653072#Comment_3653072
I never said DBD worked the same as chess. I was answering a question, on why we thought a certain percentage of people were in a specific elo bracket in chess.
DBD likely is similar, in the sense that the DBD MMR distribution is based on a formula, instead of having predetermined percentages of players that must be in each MMR bracket.
But we also know DBD’s MMR distribution is way less stable than chess’ elo distribution, because BHVR admitted to moving the soft cap semi recently. This implies that the soft cap itself is based on a predetermined percentage of players.
The actual important questions are “what percentage of players are at the soft cap”?, and “what percentage of players are considered high MMR”?
I would agree.
I believe it was hens that recently made a video where the soft cap was data mined to be 2100. which honestly means nothing on a practical level because we can't see our mmr...
but that can change on any update, and high mmr is such a nebulous term... top 10%, 5%, 1%, 0.1% of players... would all be honestly perfectly valid answers. or "everyone above X elo".
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grab the glyph, take it to the basement without rushed actions.
a thing should appear in the basement, interact.
escape with your new item for bonus blood points
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no. I think they should continue to buff bad killers. and be better at it.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652696#Comment_3652696
What do you mean "based on other games?" Do you mean other DBD matches, or different games entirely?
Improving the 4% mechanic? If they can come up with a fair improvement, I'd support it. But absolutely not the removal.
You do realize that tantrums aren't the only reason that people DC or throw on hook, right? It could be faulty servers DC'ing people for no reason. Or maybe the teammates are ruining the game that cause the person to throw on hook (which happens more often than not). Look at Aven_Fallen's comment above, for example. Punishing for that is just wrong.
People aren't going to take the DC penalty, no matter how small the first few are, as long as they stack to those ridiculous levels. Put a cap on it, perhaps no more than 30 minutes for each DC when it reaches that point. That's a bit more forgiving for people whose connections just drop without warning, but also punishing enough for people to think twice before hitting that DC button.
I don't know how much more obvious "based on other games" can be...
because?
you do realize the tantrums is what I am talking about, right? faulty servers is irrelevant here. the person decided to throw and used an excuse, ok... seems like a tantrum... punishing for that seems more than reasonable.
they should take them. dodging the penalty is not good for the game.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652707#Comment_3652707
http://www.uschess.org/archive/ratings/ratedist.php
The USCF released the data a long time ago (it’s in the above link).
I think it’s assumed the current distribution is still roughly the same.
why would it be? we have no idea what's the distribution on dbd's elo system.
until we get a graph or something showing it, I don't really see a reason to assume it's gonna be similar to chess
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652707#Comment_3652707
has absolutely no base beyond at most an educated guess?Its a little more than an educated guess as elo systems should provide a bell curve if the game has a skill element. If it has skill you will either get to a point where all of the top group of people are all of equal skill and/or they are small enough of a number that they don't get matched against each other.
so, yes? nothing you said gives a number, just an expectation. but no way of knowing at what number we should expect it.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652689#Comment_3652689
For BHVR it would be simple they'd just have to look at the numbers and draw a line based on where the highest 1% (or whatever number they want) and call that high MMR. That could be 2200, 2300, 2400, etc.
They also likely base where they set the brackets / caps at where various MMR points have ended up.
You could predict where the upper MMR would be when designing the system, but that would require knowing the player pool size and the theoretical upper skill limits of the game.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652689#Comment_3652689
For chess, they just take the full list of official members (they all have an elo score), and they just count how many people are in each elo range.
so
"If their system is anything close to elo (in terms of statistics), based on where the soft cap is now, its likely <1% of players."
has absolutely no base beyond at most an educated guess?
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652474#Comment_3652474
Sure you can make them "stay," but can you make them participate? No. They'll just doom their team in other ways. So if they want to leave that badly, let them. There's no reason to force people to stay if they've already decided they're not going to participate.
Games where Killers give up are usually much shorter than the ones where Survivors give up. Even when the Killer doesn't DC, they can just go afk. Survivors bust out the gens and then leave in less than five minutes.
"Why is this loophole allowed?" Because the 4% is an important mechanic that shouldn't be touched. You can't disallow it without ruining its intended purpose, or the acceptable scenarios (such as throwing on hook to give last person hatch, or you have no choice but to 4% because all your teammates are dead/slugged/hooked).
If they want to discourage throwing on hook, they need to put a cap on the DC penalty stacks. That's the main reason why people take the hook suicide route to leave matches. The fact that the DC penalty can stack to 24-48 hours or even more is just nothing short of absolutely insane.
they usually do participate based on other games. no matter how many times you get the vote to surrender, if the vote fails, the game continues and people play.
this is just wrong and people keep parrotting it for no reason and evidence to the contrary.
so when the solo player gives up, the game is shorter than when 1 out of 4 give up? really? damn...
it absolutely should be touched. it's outdated and needs improving if not removal.
wrong logic. you don't give an out to people throwing tantrums and ruining games. you make sure they take the tiny punishment of a dc or they keep playing.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651847#Comment_3651847
I'm not sure which part of it you are asking about:
If it is how does an ELO calculate: there would be an algorithm with multiple variables. Every player starts at the same point, you win you game MMR, lose MMR goes away. This though is modified by the MMR of players you are facing (DbD further modifies it by game length and, if a survivor, team performance). How much weight is attached to each variable is unknown.
How that high MMR is less than 1%: BHVR has said that the MMR is on a bell curve (like most competitive activities). Given enough games a very small group of people will reach the top.
I'm asking how anyone calculates how many people or % of people are at any elo range.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651373#Comment_3651373
The Ring began as a novel from 1991 and a movie adaptation from 1998. We have had two and a half decades for The Ring to cement itself as a horror icon. People remember The Ring, because it was worth remembering. Movies released less than 1 year ago are not comparable, because there has been no time to prove they are iconic of the genre, or of anything at all, or if anyone will even remember they exist.
give it enough time and no one will remember anything either of us do.
it's a silly metric. how many great things were forgotten because of some happenstance? and how many bad ones are you still incapable of explaining the success of?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650746#Comment_3650746
So Elo, which was invented for chess is the rating system most things use for MMR as well. Usually just slightly modified.
Based on how Elo works, there is a statistical percentage of people that will be in certain ranges. So if they haven't modified it too much. And given that last I heard the soft cap was either 1900 or 2100, I'd guess that it's less than 1% of players.
ok... but how would you calculate that?
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considering people keep asking for them... I say yes.
still waiting for isaac...
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Based on this? nothing.
we all know this number is only here because people suicide on hook on sight vs her. so, why should anything be done? she does not get a nerf just because some people can't even bother to try.
She is fine to play against, other killers are more annoying and/or opressive than her.
if you don't like her, good for you... idc. I don't like clown but I'm not here making thread after thread about taking him behind the shed with a shotgun at every opportunity.
after something is done about hook suiciding, and we get a number that actually means something. we can talk.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650574#Comment_3650574
If their system is anything close to elo (in terms of statistics), based on where the soft cap is now, its likely <1% of players.
how would you even calculate that?
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648276#Comment_3648276
*Shrug* who knows, people here often have more insanity than we do, so figure we should ask.
fair enough
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648276#Comment_3648276
You're either getting way too caught up in semantics, or you're not understanding all of our points.
Your logic is not tracking and is not the reality of how this actually plays out. If you interrupt 2 people healing 10 seconds into the heal, you did not simply waste a flat 10 seconds of time, you wasted 10 seconds for each of the survivors, 10 seconds that could have been used on different actions, such as individually doing two generators for 10 seconds each.
You're getting stuck on some sort of wording because it seems like you understand this, but are getting lost in translation somewhere.
sorry. reality does not comply with what you're saying. try again.
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647884#Comment_3647884
What people are saying is that because two survivors were occupied, it's 20 seconds worth of potential generator time that you negated.
I do think some people adhere to that concept a little too religiously and can miss some important context about when real time matters more than potential generator time, but it isn't a completely unsound way of looking at the topic.
nope. they weren't on gens. I would have negated healing time.
also, literal second thing I said 👇️
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645364#Comment_3645364
25% of a duo gen is 24.5 seconds.
you can only negate time that actually passed. it will always be 24.5.
in an abstract way, yes. you wasted 24.5 seconds of each of the 2 survivors. but it's still 24.5 seconds total.
you all are making this so unnecessarily hard for some reason...
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647884#Comment_3647884
So say surge procs and hits 2 gens being worked on with the same progress. Is it X time where X is what surge reduced or Y time which is 2X because 2 different gens?
really pulling the entire alphabet for no reason...
what I said applied to 1 thing. if something happens to 2 things at the same time, what do you think applies? could it be, what I said, twice?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647897#Comment_3647897
Have you tried basic logic?
If you interrupt TWO PEOPLE, performing ONE action, you are wasting multiple people's time. This results in a net loss of double the time that would've been lost if a single person was performing said action.
I genuinely do not see what's so hard to grasp.
Your logic doesn't really make any sense.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647884#Comment_3647884
This did not help. Feels like rambling.
Your logic doesn't really make any sense.
have you tried applying basic physics?
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just quick and quiet.
it's basically all you need on survivor for stealth. and keeps throwing killers off on chase.
on killer it's trail of torments with 3rd seal. (if you get a good spawn, it's great)
I basically play kate or whoever has cake. the offering kind. I mix the cosmetics until I get something I like.
I guess the more all in stealth build has distortion and calm spirit...
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647631#Comment_3647631
They're not making it sound more sinister than it actually was. They're probably saying exactly how the streamer felt. Keep in mind, there's no way to tell if someone is being sarcastic or genuine online. And considering human nature, it's much more realistic to expect the worst of somebody
or you should just stop assuming everyone is an ######### trying to get you...
looking at this thread makes me think streamers don't actually want anyone to check their streams. and people are awful and don't deserve to interact with me.
chill out... all of you. most times, a gg is just a gg.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646994#Comment_3646994
Care to expand? I’m genuinely curious as to your reasoning, and I’m honestly not following your logic at all.
no matter what, you can't negate more time than the time that passed.
it does not matter how many people you interrupt. if you interrupt an action that takes 10 seconds, you negated up to 10 seconds. you didn't negate 30 seconds because there was 3 people there.
you interrupt a heal, you negate however much time was invested in that heal. and that is it. (obviously same applies if a perk removes 30% of a gen or something)
which is different from optimizing the time you spend, because two+ people can take different actions at the same time. and proper action economy always wins.
and anything like "but it means they have to heal later and that means I negated double the time", it doesn't and no they don't. If we bothered with this we would be just creating a scenario in our head which will fit anything either of us want. it's meaningless.
like "you stop the heal, oh look the last gen got fixed and they had adrenaline" or "they just loop you until the gate is opened and leave". we can go back and forth, it's endless, it's useless.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646510#Comment_3646510
Sorry, but I guess so. I don’t really see your point.
shame...
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@Goblets said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646503#Comment_3646503
What a bad timing to get into a match with such a player now that it's not possible to click on peoples profiles at the post game screen.
Or has this been fixed? i have not looked the past couple days since this bug happend.
it's not a bug. it's a feature.
just report in-game, send a ticket with footage if possible, behaviour can find the player.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646445#Comment_3646445
If they decide to fully heal again, that's actually exactly what it means. That's at minimum looking at around 40-45 seconds of wasted time for both survivors, adding up to 80-90 seconds in total, equivalent to a full gen's worth of time (and that's being generous as hell, assuming they immediately go back to healing instead of dispersing for 10-20 seconds). If the survivor was to heal himself, loses progress due to the killer interrupting, then heal again, that's over 40 seconds for that individual survivor. Assuming the other survivor that would have been healing them doesn't have to, that's over half a gen of progress they could get done in that time.
Time in this game is not universal, all survivors can use it differently and thus, must be thought about as so. It is not an "abstract" way of thinking about it, it is mathematically and logically backed. It is a waste of time to double up on gens or healing unless there's one gen left or the person cannot heal themselves. This is an indisputable fact.
NOT AT THE TIME OF INTERRUPTION!
do I really need to spell it out?
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646444#Comment_3646444
egc on gens also fixes hide in the 2 left vs 1 killer multiple gens. Respectfully, If you don’t like it, maybe come up with an idea too?
why would I need to come up with an idea?
I'm just giving my opinion on yours.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646429#Comment_3646429
Assuming a full heal, that's two people wasting that amount of time.
Same with duo'ing on a gen.
doesn't mean you wasted the time of 2 heals...
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hatch is good because it solves the "last survivor just hides" issue.
if you want it out, you need a proper replacement.
what you offered isn't it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646337#Comment_3646337
If you interrupt two people healing with sloppy, how much time did they waste
depends on when you interrupt them.
anywhere from almost nothing to almost the time of 1 full heal.
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physically they can.
but legally they probably can't.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645704#Comment_3645704
Sure, the killer did not start the match playing efficiently, but the survivors played worse if they got themselves 3-gen'd. The new system lets them get away with it.
I was watching a DbD tournament video from before the anti-3-gen system and saw how many times the survivors healed up and reset to pressure the last gens. Killer's ability to defend the last gens was gutted. Survivors can still heal indefinitely. Two sides, but only one side was capped.
The only downside to capping the number of times a survivor can heal up is the big increase in Legion killers that would follow.
not really... people don't like healing against legion.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646131#Comment_3646131
By that logic, CoH wasn't an issue but we all know it was.
Total time investment is more important.
that is different because that is time invested, not time negated.
you can always optimize the time invested.
but you can not negate more time than the time that passed
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645358#Comment_3645358
I'm afraid it is, roughly, how it works.
It's why it's less effective to duo. You are committing double the time and as PR is a flat 25%, you've made fhe Survivors actions doubly inefficient.
It's also why CoH was so strong. Healing yourself in 16 seconds is more effective than having someone else heal you, where the total time investment is 32 seconds, 16 from each player.
25% of a duo gen is 24.5 seconds.
you can only negate time that actually passed. it will always be 24.5.
in an abstract way, yes. you wasted 24.5 seconds of each of the 2 survivors. but it's still 24.5 seconds total.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645332#Comment_3645332
If it's not then that's removed 45 seconds of progress from a duo gen.
that is not how math works...
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645145#Comment_3645145
People can’t bring toolboxes in this game mode, tho.
Also, gens don’t play the game. that’s a false equivalence.
point still applies for regular gameplay.
completely irrelevant.
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@Peanits said:
This is our first modifier, so we're still experimenting to find what works best. There's a couple reasons why it's only available for a limited time, but a big one is to help get matches going in the modifier. If it were available permanently, there would eventually come a point where the novelty wears off for many people and they move on, leading to extremely long queue times for the few people who still want to play it. Like an event, we'd like for modifiers to be fun things that pop up from time to time that people are excited to take part in.
There will be more modifiers in the future, though, and it's not out of the question that popular modes could return in the future. Any feedback is welcome!
why not do the ptb method? keep it up until the player count drops?
then you can announce in game that the game mode is leaving after the next weekend and then it goes.
1 week is too short.
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probably the same as a regular game? idk, still not at home to play.
when in doubt, legion it out.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644208#Comment_3644208
My best guess is that it's usually one of two things: Jolt + unlucky gen spawn on two story maps - or pretty much dry kicking gens.
The devs kinda explicitly stated that killers should have to put some more thought into which gens they regress. And the sheer amount of killers I see kicking gens with nearly no progress is... astonishig. Which is why I put it here to begin with. ("But I have NTH I have to kick gens" - no, you don't have to kick gens. Having NTH doesn't mean you'll get it infinitely by kicking every single gen every chance you get.)
As for the Jolt: That one is on Bhvr. - Now, if you manage to get 8 events because of Jolt you should still very much have already won that match... but I can see where killers are coming from. - Maybe add a condition to jolt: It affects only gens that have 10% progress or more.
jolt being the thing they should have tested. just feels obvious to test it in the game or the school. and account for it. it was a great perk on weaker killers because it saved time on kicking gens, and saving time is always great. but now it might not be worth it because using it means you gotta win fast enough for it not to matter.
and I don't see that logic. gen is progressing, I regress it if I have the downtime. same for a survivor, I see gen, I progress gen if it's safe/necessary. And the only concern is "should I focus on defending another gen?" or "should I focus on progressing another gen?", never just "ignore this gen".
unless you aren't already winning the match. because that also happens.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644356#Comment_3644356
Unfortunately it would be out of the scope for a modifier. I think we'd all love to have him be playable in Lights Out, but with modifiers only being available for a limited time, we need to be mindful of the time we spend on them since those resources could be put into updates elsewhere in the game which would be available year-round.
couldn't the dream vfx just be disabled for this mode?
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@Halloulle said:
question is in how far it had a meaningful impact on the match
no. bhvr specifically said they picked a higher number than necessary so we wouldn't reach it in normal matches.
the actual question is, how/why did we reach it?
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643799#Comment_3643799
I was thinking about this the other day. That it feels like it takes 20 yrs to put up the boon and 2 seconds for killer to snuff it out, so it would be nice if there was something to either extend the duration to take it out, or protect it. Like the blocker for gens but for totems on both sides.
4 survivors. 1 killer.
no. it should not take more time to snuff a boon you can just put back up

