Almo
Almo
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- Almo
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This is a technical issue, and should be reported in the tech issue forum. :)
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@Mandy said:
Yes the surveys are read and the information collated.
Yes, we do pay attention to the surveys. After the surveys are analysed, we have meetings to discuss the results, and what they mean for future development.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/1043300#Comment_1043300
I love playing this game, don't get me wrong, but I debate playing this game over doing something or playing another game over my free time, not that it's boring or anything like that, it's because I get constant issues from whoever I play against in a giant salt fest, I like playing casually and even competitively, but no one can suck up their pride and act like a decent normal being.
You can disable the postgame chat. I highly recommend doing this in your case!
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I really hate it when I'm Trapper carrying someone... and I... um... step in a trap.
God that's embarassing.
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I had a certain perk on that I don't usually use for an Archive challenge. Then after the challenge is done, I accidentally take it into the next match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1036564#Comment_1036564
Out of curiosity, what is considered an unhealthy perk? Does it involve strength, usage or some other factor?
It's a combination of factors. Self-Care being so highly used isn't a big deal, because it's not breaking anything. But Ruin being so highly used was more of an issue because of its warping effect on the entire game experience.
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Self-Care is far and away the most commonly used Survivor perk. Dead Hard is common, but it does not appear to be in an unhealthy position.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1035247#Comment_1035247
They said that you should not expect to have all 5 Gens still to go after 4 minutes into the game.
This is totally different.
Yes, this is what I said. :)
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Surveillance. Wow I thought that was useless the first couple times I tried it.
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I like Feng's VO. But for raw bloodcurdling screams, I'm gonna go with Claudette. :)
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Report these in the bug forum! :)
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/1032366#Comment_1032366
Ruin nerf has been a flop, will you guys revert the changes or buff it now that your concept for it has failed?
I have seen no statistics yet on Ruin, as I am off sick. We will be checking performance metrics on it and Killers as a whole soon.
EDIT: I should also comment that it would be best if people refrain from hijacking other threads just to talk about Ruin.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1032360#Comment_1032360
I’ve defended you guys on here but now even I’m starting to question how much you play the game.
99% of the time NOED results in instadowns. Theres very little “maybe” about it.
It enables killers to camp and win too. They just sit around the hook making no effort to play, but it doesnt matter because if survivors rush gens as you always say then the killer gets an extra 2 kills anyway. No effort required. Just camp and NOED.
Just had a Wraith who tunneled me off hook and sat outside a locker until my DS ran out. The other survivors did gens. Didn’t matter though because he could afford to apply zero pressure because NOED got him another 2 kills.
You want to stop DS from hurting killers that dont tunnel because its not fun for them? How about stopping NOED from rewarding bad killers that make zero effort to actually protect their gens and just camp hooks or relentlessly tunnel one survivor all game.
I play the game a lot, and I question your 99% statistic. I main Killer, and I use NOED quite often. It is for sure not 99% I get to use it. They cleanse all 5 totems far more than in 1 game out of 100.
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Guess. ;)
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If you want to use NOED, go ahead! You play gimped (3 perks) in exchange for maybe getting instadowns after the gens are done. Easily counterable (do totems), it's a risky play.
But it's no end of fun when it works.
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I am a Killer main. Something like 70% (or more) of my games are with Killer. I play mostly Pig, New Doc, Huntress and Wraith, but I play all of them to keep tabs on how they feel to play.
:)
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@Carpemortum said:
"The guy who does balancing doesnt know Leader doesnt affect gens"
That hurts the most. It really shows that they're taking ideas, sticking them on a wall and then haphazardly grabbing and placing then where "they think it works" and not doing actual insightful research.
How do you not know what the perks do, when you're one of the people in charge of changing them and balancing the game...
So I'm on camera in front of thousands of people, and I made a mistake. It happens; some of us get a little nervous with that many viewers!
:)
(note the verb tense error in there)
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Yes.
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The Insane skill checks (the off-center ones) do not work for DS. We are sorry, and will fix it very soon.
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All of them. Demogorgon and Huntress were the toughest to get.
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I was only commenting on rank; matchmaking is another issue, which we are also working on.
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I checked, and there is a definite correlation between rank difference (between Survivor and Killer) and the Survivor's chance of escape. As the gap between their ranks increases, the Survivor is much less likely to escape.
I'm not saying the rank system is perfect; we're working on it. But it's not completely useless. :)
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No it is not bannable. They die after a while, so you can't hold the game hostage with it.
It's not particularly nice... but since when are Killers supposed to be nice. :)
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Glad to hear you like it! The intention was definitely not to nerf Doc. If it's a bit of a buff too, that's ok.
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I am confident given the data we have that Pig does not need a buff. As stated before, there are a few weird things to fix, but not specifically to make her more powerful.
We can't go into huge detail about the information we have on this because it becomes too large a discussion.
Recall I am a Pig main... I promise I am not trying to keep her down just for the hell of it. :D
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Pig is in the higher ranges for Killer performance. It's unlikely she needs a buff. Having said that, there are a few odd things hanging around (like Ruleset #2) and we'd like to do an addon pass eventually.
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I played a bunch of games as Survivor first. I had fun. I did not escape. I tried Killer. I saw all the tools they have, and I realized why I had trouble escaping. Then after a few more games, I just found I was having more fun as Killer.
Though I still play about 30% Survivor games.
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The first run of it was for testing purposes. We got information about how it performed, and are now considering how it will work on the full rollout.
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Some Survivors consider a win if 3 escape, even if they're the one who died because of all the work they did to make sure the others got out. There's a certain amount of self goal setting going on. :)
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DbD does not have a clearly defined win condition. However, the generators being completed is definitely not it.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1017285#Comment_1017285
Ok. Does that mean that the devs never fixed the shock delay bug or that they did and it still feels terrible?
There was always a 1 sec delay before Shock Therapy hit. On PTB it was incorrectly 1.25. For the release today it got fixed and is now 1 sec again.
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Glad you're enjoying it. :)
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Yeah I've been using Distressing and the TR-increasing addons for maximum Blastage.
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Guess.
:D
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1014127#Comment_1014127
Are the patch notes ready?
I believe the patch notes go out about the same time as the actual release.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1013795#Comment_1013795
Is this really an exploit...? I mean, as killer that has played against this kind of players I can always get them from the side of the hook and they gave me a second hooked person with close hooks whyle no pun intended patrolling the 1st hooked person. Are they actually "unreachable"?
They're not really "unreachable", as the one on the hook will eventually die. It's not a way to hold the game hostage.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1014005#Comment_1014005
Are you guys able to tell us the final number?
These things are communicated in specific places, mostly in the patch notes. There are (good) specific reasons I can't comment directly on these things before the release.
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This will be fixed; it was a bug on PTB.
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We're aware of the problem and working on it. The fix turned out to be more complex than expected, so it's not slated for the imminent release. As usual, I can't comment on when it will be fixed, but we will definitely fix it.
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Check out Ralph on Twitch. He plays Huntress, and almost never uses M1. He knows all the angles!
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Boss has it right. The Hatch-Standoff was a very unpleasant feature of the game.
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In "Player Mode" for this post.
I play both, but I prefer Killer. I'm very much looking forward to new Ruin. I find it much more engaging as Killer because I have to be active to get use from it. As Survivor, I like having some control over whether it will affect me or not by deciding to stay on the gen or not at certain points in the gameplay.
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@Purple_Orc said:
You get less shards when you level up for a little while
But those levels take fewer games to earn. :D
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At the risk of getting into an argument, I'll point out that when I was a new player (so speaking for myself, not anyone else), Ruin would have really thrown me for a loop.
For my first... I don't know... ten games or more, I couldn't even reliably find generators. I just assumed everyone else knew where they were because they had memorized the maps. I didn't know about the procedural map generator.
I am certain that in the panic that ensued when the Killer approached I would not have noticed that little "zap" effect when you leave a gen under new Ruin. I did not know generators regressed over time; I thought a kick caused instantaneous damage, not damage over time.
So I stand by my assertion that many (maybe even most) new players (let's say for their first 10 games) will have trouble with new Ruin, partially because they probably won't even know it's happening. At the very least, they'll underestimate its effect.
It's very easy to forget as an experienced player how shallow* the learning curve is for this game. It's especially easy to misunderstand how hard it is to learn for some players if you're an exceptional type who read all the perk text on the tally screen their first couple games and came up to speed more quickly. :) I regularly see posts like "Man, I been in this game for 2000 hours and I just figured out that the perks are alphabetized in the menu!" (true story, that one)
Even so, this was not the only reason we changed Ruin. Let's recall that I gave three reasons in the dev notes. Two of them were "The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer," and "Its inconsistency due to the random nature of the appearance interval of skill checks."
*When people say "Steep learning curve", that's backward. Learning curves are time spent on the X-axis, and skill on the Y-axis. If you have to play a long time to get good, then the improvement line is not steep. If it is steep, it means you get good with little time investment. :D
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I'll just repeat that when we say we wish to "reduce frustration" against X, that does not mean "make X easier to play against." Less frustrating is not necessarily easier. Often it means shifting the focus from a mechanic to a strategy.
Notably new Ruin is actually really hard on new Survivors. They have no idea what's happening.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1001386#Comment_1001386
Yeah, not going to lie, to be given an example of really good killers who would disagree with my statement only to have listened to 2 out of the 3 examples say the exact words I typed on their stream is a little disheartening lol.
I had not heard them say this on stream! So I will talk to them directly about this so I have a better understanding of how they say that works. Thanks.
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"Your skill as a killer only goes so far. At the end of the day no matter how good you are, if you go against optimal survivors you are finished."
The very high skill-level Killers would probably disagree... for example the streamers like Fungoose, Ralph, or Tofu who regularly 4k without addons against top Survivors. Ralph is Huntress-only, but he almost never uses M1, either. Fungoose 4ks most of the time with any Killer, while simultaneously giving a brain dump so you can learn from him. Tofu can do full game design discussions while murdering his prey.
As the game is deeply asymmetric, it is true that we have to monitor performance of both sides at different skill levels very carefully. But at the moment, it seems unlikely that Killer skill input is capped too low.
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GL with that presentation!!! See you Saturday. ;)
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Demogorgon because it is the most unnatural-looking.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/998762#Comment_998762
Then how about making the lights on the gates have a purpose ? I believe this has been suggested already some time ago, but I think that making each light a progress "checkpoint" (25%,50%,75%) would be a great idea, this way the gate would only regress a bit, making it less frustrating/punishing for survivors who don't trigger the endgame immediately, but would prevent survivors from 99%ing a gate, which is a really frustrating scenario for killers.
Interesting idea. Will consider.