Almo
Almo
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- Almo
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The easiest way to think of it is this:
Take the number of Survivors working on gens in its range. Decrease that number by 1, if it is not already 1. Now apply repair speed penalties to the affected Survivors using the new number, not the original one.
It's supposed to reduce the repair speed penalty by one Survivor's worth. Since there is no penalty when alone, the effective number won't go below 1. So two Survivors working on a gen with this perk should both work at 100% speed.
However, due to an error in how the perk is implemented, they work at slightly under 100% speed, which is why your progress bar is red when using this with two Survivors. This will be fixed in a coming update.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1526002#Comment_1526002
I know you can’t say much but will this change screw over those who prefer tier 3 though?
The goal of the new design is to remove the issue so that everyone will prefer the Tier 3 version.
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There are very few perks people want at Tier 1. Changing the UI to allow selection across the board is not an efficient use of production time. It's much better just to design the perks so that T3 is always the one you want. Discordance has this issue, so we're going to fix it.
:)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1526002#Comment_1526002
Neat. :) Any details on what the new version will do, generally speaking?
As it has not been implemented yet, it could change at the last minute. So I'm sorry that I can't comment on that at the moment.
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It's on the list, and it will be updated "soon". I can't comment on exactly when, as usual. But the new design is in place and it will go out as soon as it can get through the production pipeline.
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Pallet stuns and Hag traps. They still make me jump, particularly if I'm listening really carefully for footsteps. :D
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Yes. But Pig Traps' main function is not to kill, but to delay. The threat of death is the motivator to go look for keys, which means not working on gens.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1506573#Comment_1506573
Mandy said that. Almo said it would start taking effect before it was fully implemented if you were playing beforehand.
Mandy was right; she was talking about how long from starting its calculations. It's been working in the background for a while. But if your last games were before that started, and you come back now, it's 10 games for it to settle.
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@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1470031#Comment_1470031
oh come thats corrupted data. On steam alone we have nearly 70% of the entire playerbase who started DbD not achieving the "level one character to level 25" achievment. Most accounts are dead or just smurf.
We have millions of active users. People who have played within the last month. It's true there are a lot of dead Steam accounts; anyone with a copy can make a new Steam account and loan the game to themselves. Which is why I report "active users".
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1495036#Comment_1495036
Do PTBs factor in this at all? Will the MMR update based on PTB games?
PTB games are entirely seperate from the main game environment.
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The MMR will not be shown at this time.
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I can confirm, your MMR will not start at a default if you've already been playing, since MMR has already been running in the background though it's not been used to create matches.
If you have a new account, it will start at a default, and it settles after about 10 games.
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Choose a Survivor whose cosmetics you like and whose voice you like.
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@BaldursGate2 said:
It's not out on pc? Because i can not change my killer in the lobby anymore.
The selection thing has to be set up in the client, while the MMR can be enabled/disabled on the back end. So the lack of Killer switch is implemented for the coming release of MMR across all platforms.
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It's not on PC yet, still just XBox One. We'll announce it when the MMR system goes live on other platforms.
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@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1482339#Comment_1482339
@Almo @Peanits you lot dodged the main argument completely. Survivors can change their kit last second and the killer can't do anything about it now.
How about half way down the timer the survivors are locked in to the character and kit - isn't that fair for both sides? Since killers can't switch at all, but at least they can change their kits accordingly then. Otherwise whats the point in seeing who the survivors are - just put us straight into the game then. Lobby dodging is going to become more of a pain now when I play survivor.
They can change addons and perks still. So the contention that "the Killer can't do anything about it now" is incorrect.
Allowing Killer swaps will make per-Killer MMR impossible, and we need that feature.
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1482186#Comment_1482186
So why aren't survivors locked in as well? They can last-second switch and everything, still. Its unfair.
Because Survivors are all the same. We're not tracking per-Survivor MMR.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1482186#Comment_1482186
Was any of the issues people seen with this change brought forward? Being able to change Killer's was an extremely big part of the balance of the game, like game changingly so. For example you get into a campfire as Killer and see everyone running med kit's. So you switch to Plague, or you see people running flashlights - so you switch to a Killer that you have room to use Lightborn on. I even know of some streamers that would go stealth killers when they see players with a lot of toolboxes, because a survivor focusing on gen's made coming up on them unexpectedly even easier.
Idk, this decision seems like it's going to come with a few big drawbacks. Not like game crushing, but like a mosquito annoyance. Possibly even have players leaving lobby's simply because they don't want to face a full med kit team with their Oni.
It's far more important to get per-Killer MMR into the game. In order to match Killers with Survivors appropriately according to the skill level the Killer player has with the selected Killer, we must lock the Killer selection in the lobby. Otherwise, switching Killer would require booting all the Survivors out who don't match the newly-selected MMR for that Killer.
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Tip on the lean/mark Ritual:
You only need to be leaning when the mark completes. So do most of the mark normally. Chase the Survivor until you're really close and they go around a corner, then do that last bit with a lean-stalk.
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I'll give someone the hatch if their teammates all DCed, or were doing stuff like pointing them out to me. I keep count how many times I've given the hatch, and it's pretty small. :)
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OINK
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I enjoy the implementation of stealth. There are no "stealth mechanics". If you want not to be seen, you just make sure you're not visible on the Killer's screen. That includes blending in with the background, not moving, or just twisting 90 degrees so your toolbox doesn't stick out past the edge of the tree.
I like the crazy moments:
https://www.twitch.tv/almo2001/clip/TardyBoxyChickpeaKappa
https://www.twitch.tv/almo2001/clip/NastyImpartialTruffleSoBayed
I also like how direct the contact with other players is in this game. Shooters often feel less personal, as you almost never interact directly with an opponent; it's usually from a distance. You heal each other, you rescue each other, you hit Suvivors with knives and bludgeons, you pick them up, and carry them where they don't want to go.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1471911#Comment_1471911
@Almo How dare you! Its a classic! When he poisons both drinks was funny but when she shoves him off the cliff and she figures out it him was pure gold! SHAME! It even had Andre The Giant!
To be fair, I did genuinely like the poison chalice scene. :)
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@Tricks said:
As it has been scientifically proven that conscious thought affects physical reality on a sub atomic level if you stretch the science behind that just a little we might just actually all collectively pull each others realities into being one thread at a time simply by observing. (which both intrigues, excites and scares the crap out of me in equal measure).
I don't know why this is or what it means that this is so if anyone knows please feel free to let me know.
Cheers.
Hi!
I happen to have a Master's in physics, so I can discuss this a bit. Conscious thought does not affect reality on a sub-atomic level. This is a common misinterpretation of a fundamental rule in Quantum Mechanics: "observing a system changes its state". So people get the idea that by looking at something or thinking about it, they can change its state.
Here's what really happens. Suppose there's an electron, and you want to know where it is. Just observe it right? And Quantum Mechanics tells us that observing it changes its state! BOOM right? Not actually. To "observe" an electron, you have to hit it with something (like a photon), and see what happens. So if you hit the eletron with something, its state will change.
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The Princess Bride is not a good movie.
Oh man, I'm really going to catch hell for this one.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1470068#Comment_1470068
Is mobile included in that? I feel like a free mobile game would bump up the number a bit. I'm also curious as to the threshold of what's considered active, and which platform has the most active playerbase.
"Active" means "played games recently". And we had "millions" of active players before mobile went live. That DbD is consistently in the top 20 games for concurrent users on Steam should tell you something. :)
As for why I can't comment on other stuff, we do regular communications about the roadmap and what we're doing for the health of the game. It's difficult to discuss such design matters outside those posts.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1470031#Comment_1470031
15 million
Dead and alternate accounts don't count. You know exactly what people mean when they talk about player count: active players.
We have millions (I don't know how many millions) of active users.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1469917#Comment_1469917
Not trying to ######### on your argument, but I highly doubt MILLIONS play dbd. I'd honestly be surprised if they passed 500k.
Dead by Daylight Mobile is a full adaptation of the PC and console game for touch devices. It is launching in the Americas and EMEA territories this spring.We do have literally millions of players. Article attached as this is public information.
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I am personally a big fan of Alert. It enables a lot of what I call "squirrel plays*" when combined with Urban Evasion.
* like when the squirrel is on a tree, you can't see it, and as you move around the tree to see the squirrel, they move so you can't
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1467316#Comment_1467316
Is Nurse still the worst at securing kills btw ? She was kinda competing with Clown when it came to that.
She's very hard to learn. So in your first few games, yes she's probably the toughest to get kills with. Over time, as you become more skilled, Nurse starts becoming very powerful indeed. :)
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Legion is "medium" in terms of ability to secure kills. Not the worst, not the best.
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DCs are only one clue there might be something wrong. In this case, we had a Darius* problem with The Legion: low power, high annoyance. Once we did the update, DCs were only one clue that we acheived our goals. The goal was to make Legion less annoying to play against while keeping the power level the same or having it go up. It stayed the same, hence the subsequent update to give a buff to the power level.
*Darius in League of Legends was famous for having a very high ban rate, but a low win rate. This indicated that he's no fun to play against even if he's not that powerful.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1460703#Comment_1460703
But I mean, 100 times!? Thats crazy, especially on console where frame rate can be really clunky.
100 time is an awful lot. As discussed before, we can't make changes to achievements on PS4 if they are at least possible.
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@anarchy753 said:
Left Behind definitely needs a LOT of factors to work in your favour that you absolutely cannot control. At least it doesn't exactly demand a specific build so you can always keep it in mind.
I don't believe Skilled Huntress is fair in the slightest. Nobody gets hit by hatchets at that range unless they're incompetent and not using their camera AND they can't just be hits they have to be downs.
Silent Approach is also pretty ridiculous. Even going full builds aimed at gen grabs they're hard and rely on not getting the bullshit of starting the grab animation then the killer gives up and swings. I'm just happy I did it when Prayer Beads was still OP.
You can hit people at that range... I recommend BBQ, I'm All Ears, Bitter Murmur, etc to help with this. :)
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1460551#Comment_1460551
I completely understand why they removed the moonwalking exploit. But I don’t get why they removed the ability to down with FF? Watching the Monto video actually made me a little sad as I completely forgot it was a thing and now I want it back.
It made the power too oppressive. The extra speed Legion has during FF means it's very hard to escape them in individual chases. It was too easy to pick one Survivor, run them down a couple times, hook them, then choose the next target. Frank's Mixtape made that even worse, so that also got a big hit to power.
Legion's update was multi-faceted. The moonwalk issue was one thing that had to be fixed. Lack of meaningful counterplay was another. The general feeling of playing Legion was also an issue, as they used to be a 4.4m/s Killer with a 24m Terror Radius.
The update was deemed successful because:
- Their play rate did not go down.
- Their performance stayed about the same, and went up a bit with the subsequent tweaks we did after the intial update.
- The rate of players disconnecting from games against Legion went down significantly.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1450784#Comment_1450784
Aren't you supposed to not be "x side main" as a part of the balance team? How can you make unbiased and fair changes for everyone if you play one side more than the other?
Maybe that's why survivors keep getting bad perks.
I do this by considering both sides (S/K) of every adjustment we make. Just because I prefer playing Killer does not mean that I don't care about what it's like to play for Survivors. Just as one example I pushed for the Kindred update where it now shows auras to you if you have it and someone else is on the hook. :)
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Stick with it. There's a ton to learn in this, and that just takes a bunch of experience. I'm a Killer main, and it took me a while to come to grips with a lot of the more subtle aspects of the game. I had a strong motivation though... I have to understand these things to do my work! :D
But seriously, I still find playing Killer a lot of fun after all this time. Just keep at it.
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I remember when my wife was playing Warcraft III. She'd win with a Night Elf archer rush, and they'd call her a noob for using that tactic. Well... if you lose to a noob tactic... :D
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If you as Killer can't hear it, it's easier for you to track Survivors making sounds. It's a matter of fairness to players. There's a reason the music volume can't be adjusted in this game.
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I prefer to get only what I earn as Survivor. When Killers are nice and give me stuff, I do appreciate the sentiment; a fellow player going out of their way to be nice. But from a pure gaming perspective, I prefer to earn it. :)
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It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.
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It's not when you're picked up, but when you are healed from dying to injured state. Just want to make sure we're talking about the right event. :)
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In red ranks, it was used in over 80% of games. But that was only an indicator that we should look at it.
Full article on Ruin:
@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!
Short version:
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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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1420825#Comment_1420825
I thought it was 0,5 seconds.
I checked in the game data, it's listed as 0.4 seconds.
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OINK
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1418434#Comment_1418434
Do you have any numbers on how fast you actually have to struggle at all?
How many space bar presses per second you need or whatever.
one input at least every 0.4 seconds.
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@MongolPSR said:
I absolutley want to see the struggle mechanic change as the struggle mechanic literally hurts me. I cant make my hand tap like that for as long as they want and on controler you have to tap faster than you do on keyboard to not die. Often times I dont struggle simply because I don't want to be hurt by playing a video game due to my motor-function disability in my hands.
Are you sure you have to tap faster on controller? If this is in fact true, it's a bug and should be reported.
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"IS USING AND OP ITEM, PERK, KILLER OR OFFERING TOXIC?"
No.
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One of my pig builds is: BBQ, Surveillance, PGtW, NOED. Don't like NOED? No problem! Drop in I'm All Ears.