Almo
Almo
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- Almo
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@Fibijean said:
Unrelenting is one of those perks which was never intended to be top tier - its primary function is to make the game easier for new players. The reason no one uses it at high ranks is because good killers don't miss attacks very often, meaning that the better you get at killer, the more useless a perk like Unrelenting becomes.
This is exactly right. There are a few perks like this (Technician for example) that aren't intended to be very useful to veteran players.
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I can't discuss design details publicly. But I have read it; that's all I can say. :)
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Hex: Undying still reveals Survivors near remaining totems:
"While Hex: Undying is active, Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6 seconds."
So you may still want to get rid of that. Might not be worth risking another Haunted Grounds, but I don't agree that "there's no reason to cleanse".
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Killer-specific matchmaking isn't in place at the moment; that's part of the MMR system. MMR is currently turned off while we make some adjustments. It will come back "soon". We're aware of how important matchmaking is, and we're working to improve it.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1615779#Comment_1615779
Didn't they also say a while back that Pig was eventually getting looked at?
Pig will get an addon pass "at some point", I really wish I could say when. Currently Pig performs very well (as in, she's seriously underrated on every tierlist I see except mine, where she's actually a tiny bit overrated), so it's a pass to make her addons make more sense rather than a serious rework.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1613463#Comment_1613463
Am I crazy or could this be a hint at a future Dream Pallet buff that makes them stronger than Snares? Pallets are fun as hell to use.
As Freddy is currently implemented, my pick is for Pallets.
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Yes, Pallets. No contest. :)
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Pallets. :)
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1611427#Comment_1611427
Do you have the same stats for PS4 and Xbox?
I've always been curious if you guys can see those numbers, just wondering. Thanks.
They do at work, but I'm just at home right now. Also, if PS4/Xbox don't make those data public by default, I couldn't publish them, either.
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Doesn't look like it to me, at least just checking Steam stats.
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@mydogmax19 said:
https://forum.deadbydaylight.com/en/discussion/comment/1603629#Comment_1603629
Wow love that fast reply and detailed response. Never thought the devs had it in them. If only that ability could be utilized more effectively for real questions and problems.
On my days off, I like to hang out on the forum as a real person, not as a dev. You won't get those kinds of responses when I'm on the clock. Devs are people too! :D
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@mydogmax19 said:
https://forum.deadbydaylight.com/en/discussion/comment/1600177#Comment_1600177
This is so irrelevant.
Not if you're a professional programmer, it's not. Coding style can be a HUGE issue on mixed programming teams.
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Never. I might change a perk depending on what I see, but I never dodge.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1599348#Comment_1599348
Now if we could only settle
func() {
}
vs
func()
{
}
Settled already in Allman style.
func()
{
}
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1599348#Comment_1599348
Tabs. Always tabs.
But what about CamelCase tho? :)
Most coding I've done in the past 7 years has been in C#, and I tend to follow the MS specification for that formatting. I'm SO glad they use Allman bracing.
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TABS OR SPACES IN CODE
But that's already solved. Tabs, obviously.
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OINK
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1595669#Comment_1595669
Do you guys know how often that phenomenon happens?
The map development team does have this information, and they do work on tuning this stuff over time.
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Each map has a minimum number of pallets. If the builder algo is done making the map and there aren't at least that many pallets, it goes back and fills some more in. When this happens, it can make these double-pallet situations.
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I think you're forgetting the "Self Care's performance with regard to Survivor outcomes is quite good, actually" part. I can't find any evidence that SC players are in fact worse than players who don't run it.
I'm not saying more people should run it. I'm just saying that it's an unfounded prejudice to assume that a player with SC is bad.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1594065#Comment_1594065
It being that high explains why gens are never getting done in my 2 minute plus chases
Self Care is actually more efficient. Heal time is the same: 2 Survivors healing for 16 seconds is the same as one for 32 seconds with regard to doing generators. But there's no time spent finding each other. Self Care's performance with regard to Survivor outcomes is quite good, actually.
It's not always the right play to spend 32 sec to heal, but it's not always the wrong play, either.
I think I should put this response on a keyboard macro. :D
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/188232/to-ps4-users-whats-with-the-amount-of-sc
I don't play with self care but i would say that healing with bond is pretty much the same like self caring since you waste 16 seconds of your time and the survivor who is healing you.
Zero difference.
Not quite zero difference. No time spent finding each other, then going your seperate ways afterward to your goals. For a single heal, SC is more efficient. This does not mean it's always the best play to burn 32 sec to heal. But it's certainly not always the worst play, either.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1591809#Comment_1591809
I wonder how much do you play dbd at work?
Not very much, to be honest. Maybe... 3-4 hours a week? Most of that is scheduled playtests for new content. Sometimes when I'm looking at updating something, I'll play it a bunch on the live version to get a good sense of it before deciding how I think it should be adjusted.
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I do. I actually play it when I'm not at work.
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Feng Min, largely because:
I main Killer, so I don't level multiple Survivors (I have Yui and Feng with all perks). I started with Feng because I liked the idea of Alert, Technican and Lithe.
I wear Enter the Matrix with the torso replaced by Electric Bouquet Top & Jacket.
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@wisdomwielder said:
https://forum.deadbydaylight.com/en/discussion/comment/1586001#Comment_1586001
Don't you think that having rank or devotion even as a baseline to start off at is better than starting everyone off at zero? Because having 4000 hr killers slaughtering baby survivors was a good idea, right? Because time played somehow doesn't translate to skill in this game where the learning curve looks like 2020's unemployment graph?
MMR systems deal with new players in the system by allowing their rating to change swiftly during early games. So what you're talking about is already built into the system. I guess you could say that part of the system takes into account play time, but only relative to the number of games since MMR got turned on. It doesn't care about anything from before that time because the number of games it takes for MMR to settle is small.
It's a huge complicated subject. I recommend reading about these systems as they're actually really interesting. Like what happens to such a system when there aren't new players coming in. What if there are a ton of new players? Can someone abuse the system? In the case of that last one, the answer is YES. https://en.wikipedia.org/wiki/Cheating_in_chess#Rating_manipulation
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1585877#Comment_1585877
The OP asked if playtime should be a "Factor" in the calculation.
Time = Experience regardless of whether the player is actively trying to get better at a game. A casual player with 500 hours is going to be more skilled than a new player with 5 hours in.
Those two players shouldn't be put into a match together for any reason which is why Time Played should be a FACTOR in the calculation.
Clearly, time played isn't the only thing that should be considered in an MMR calculation, but shouldn't it be part of it?
It's not a reliable indicator of performance, so it's not useful for MMR. MMR systems make mathematical predictions about the outcome of a match based on the incoming players' MMRs. Something as loosely tied to performance as play time doesn't help.
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I'll just give you one example. I came across a LoL player with 5000 games. He was Bronze 4, which at the time was only one rank above the very bottom. This guy has no business being put in matches any higher than Bronze 4 despite having multiple thousands of hours in the game.
Yes it's only one datapoint, but it illustrates the problem. Playtime cannot be used for matchmaking. Matchmaking is never going to be exact, but playtime just doesn't indicate anything useful about a player in that regard.
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Playtime is a poor indicator of how well someone plays. Different people have vastly different amounts of effort they're willing to put in to get better at a game. Once a person is past that point, their ability at the game increases very slowly with further playtime.
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S: Pig
A: Everyone else
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1576866#Comment_1576866
Thats not what he means. He means that shadowborns increased FOV allowed him to be blinded by someone out of his vision.
Got it! Thanks. So I'm not sure what happened then.
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Shadowborn gives you bonus FoV. It doesn't confer flashlight immunity.
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@Tatariu Maybe you could chime in on this? I've been on the receiving end of your Legion a few times; it was pretty rough!
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png
Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin.
DOCTOR UPDATE
In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass.
We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability.
The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual.
While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use.
As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability.
One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt.
HEX: RUIN AND GATEKEEPER UPDATE
The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games.
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- 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.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible.
Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.
Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match.
The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper.
The new Hex: Ruin is simple:
All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate.
The Hex effect persists as long as the related Hex Totem is standing.
This version of the perk has many benefits:
- Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks.
- Killers must be active in pushing Survivors off generators to get value from it.
- It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem.
The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out!
Here's the important part. These are not in any particular order. But you only ever hear people quote #1. I promise #1 is not the only reason we changed Ruin; it's just one piece in the puzzle.
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- 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.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
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@Majora said:
They should just let players run any tier of any perk they have
For example whispers 2 is better on pig make your choice 1-2 is better on hag
That's way too much UI work for such a small gain. There are very few perks where you would want to run a different tier.
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Sandra Bullock's movie Premonition was good. I really liked it.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1547366#Comment_1547366
How does 'allow us to hit the killer with the item we carry if it's depleted' sound? (this is a serious question... look, I just wanna smack ghost face with my toolbox, is that too much to ask?)
This wouldn't be impossible, but it seems unlikely in the forseeable future.
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If you wonder why there are very few devs who come to the forum, this is why. :) I'm just used to this from Facebook political "arguments". XD
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Me personally, I'm not interested in playing a Killer in a game where you can be killed as the Killer.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1545595#Comment_1545595
I dunno dooood! I've never seen a group of zeebras running from a lion run back to pick up another zeebra off the ground after its been attacked and make that zeebra invincible for 1 attack. And I've definately never seen a zeebra whos on the ground stab a lion in the back with a shiv.
One thing I do that is very predator-like is this: "find the weakest of the herd". Someone loops me too long, I just go look for someone easier to catch. If I get the other three and the tough one escapes... that's fine. :)
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1546306#Comment_1546306
is Almo giving hints? o.o
No hints. Just saying that Killer third person camera is not going to be an option, but it is not impossible that we could make a Killer that had a third person camera as part of their kit.
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@BDS22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1545595#Comment_1545595
It still would be a great option for people who get motion sickness from first player games. I know a couple people who are like me and can't play killer due to motion sickness, so I think adding a third person option would bring in more players.
Because it messes with the balance of the game and gives the Killer advantages they don't have normally, everyone who is competitive would use the option. Unfortunately we can't do this even in the interest of helping people who have motion sickness.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1545595#Comment_1545595
I totally agree. That being said, though, if Behaviour made a specific killer with the special ability that they can see in third person it could be kind of interesting. 🙂
This is more of a possibility! :D
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@tippy2k2 said:
Killer being in FP while survivor is in TP is built into the balance of the game. You wouldn't be able to give killers the advantages of TP without a drastic overhaul on basically the entire game...
This is correct.
The camera difference is one of the most important aspects of DBD. The Killer is a predator and the Survivors are prey. The cameras help shape their behavior along those lines by modelling in a gameplay way how real predators and prey interact.
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They allow you to rev the chainsaw longer (press-let go-press-let go keeping the charge bar somewhere in the middle) before you go into a tantrum.
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@mostlyghostly said:
https://forum.deadbydaylight.com/en/discussion/comment/1536398#Comment_1536398
Are you serious?! You do realise that buffing the amount of BPs would take literally 10 seconds. What even happens at BHVR studios? This isn't an indie game anymore, you have millions of dollars..
It takes more than 30 seconds. The change has to be approved, it has to be tested for release, etc. I can't just jump in to tweak things, no matter how small. I'd like to, but that's just not how modern game development with large teams works.
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@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1536026#Comment_1536026
Why not use your Dev powers to make the wraith one 30K?
Low-priority concern. :) It's not the only issue with Rituals. When we get to updating that system, we'll go over the whole thing.
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I skip any that are less than 30k. Like that 20k Wraith one.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1528054#Comment_1528054
I had wondered why the bar was red when using the perk in bp loadouts when it's supposed to be a boost.
Yup! But it's only off a few percent. It's still a massive benefit. But once it's fixed, it will be a little bit better, and your bar won't be red when you have 2 people. :)
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1528148#Comment_1528148
Maybe you should read again? He clearly said ONE SURVIVOR. With more survivors the penalty applies for the other survivors.
Yup. If you're working with 4, the speed for each is as if there were only three. So it's not 20 seconds.
