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ArecBalrin

ArecBalrin

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ArecBalrin
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  • A list of things you didn't talk about but really should have:

    1. Why is this change being suggested?
    2. Why is cleansing a single random dull totem considered a counter-play to NOED?
    3. Will there be an equivalent effect to balance the perk out for killers, such as only one exit becoming active?
  • I asked the devs a question about population-balance years ago and their reply was unhelpful. This is unlikely to change.

    It is perfectly valid to say that the current issues with match-making have little to do with population-balance: even as a survivor about half of the time there is a considerable wait in the lobby, which wouldn't be the case if lobbies were only being created when four survivors were being found, as is said of the current system.

  • I am against sweeping changes to the game for practical and principle reasons. In practice, they do more harm than good and there is never enough testing or debate before they go live. In principle, we do not know the actual state of the game and can't possibly predict what will happen. We can only guess.

    Some killer-mains have a much better track-record than others at making those guesses though, but aren't listened to because they don't hide that they're killer-mains.

    SWF was an unjustifiable sweeping change to the game, probably the worst, but it's now been in the game for almost it's entire life. I am not in favour of an equally-blunt pendulum swinging the other way.

    However, SWF would be much less of an issue if the devs were more consistent already. The Pig was a killer designed according to the devs 'to turn survivor on each other because the RBTs trigger when a gen is finished. The Pig has not provided this purpose because of excessive compromises to the design: too much time and it freezes under certain conditions. It's already too forgiving, yet was made more so recently. The RBT is however is really good on-paper against a premade team who are communicating; if there was a real danger of someone dying because a gen got finished, they'd be letting each other know and lengthening the match more. A SWF would have to make catch-22 choices just as the killer is forced to.

    Solo survivors don't have that problem as much; they don't have an investment in keeping others alive and taking such risks, especially towards the late-game.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/548624#Comment_548624

    This is just a change to how matchmaking works. Previously you would get put into an empty lobby and wait for survivors there. Now, you start searching for survivors immediately and then everyone gets placed in a lobby once a match is found. This shouldn't have any impact on your queue times.

    More than half the time when I finally get a lobby-match, it continues searching for survivors for well over a minute. When playing as a survivor this happens too, minus the inflated pre-lobby search time.

    The wait times have never been this bad and whilst correlation doesn't mean causation, it's only been happening since the match-making changes. Something is glitching.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/549376#Comment_549376

    To be honest I want less killers, because I have to w8 a long time to have a killer match. It clearly shows there is a surplus of killers over survivors - shouldn't there be a strike of killer mains or something? Get on with it already, others want to play killer too.

    You wouldn't get faster matches with less killers. There is no reason to believe there is a surplus of killers because of the time it takes to fill lobbies once you get a lobby-match. Sometimes a few seconds, but the fact there is even a wait at all(following an extraordinarily long and seemingly artificial lobby-match search) means the session isn't finding survivors to fill the vacancies.

  • @Dssab said:

    Without SWF a good bunch of players would have already left the game and the killer queues would be even longer

    Really? I keep waiting 10+ minutes to even get a lobby-match and then another 10+ minutes can pass before the lobby is full, almost as if there being a surplus of killers and drought of survivors is not really what is happening.

    If not for SWF, a lot more killers would have stayed and DbD needs them more, especially as playing the role is always asking to be kicked in the groin.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/548790#Comment_548790

    It's not entirely true that the killer is doing more to earn the blood points. A killers BP categories all play together. You earn points while you chase in the Hunter category, while raking up points in Brutality from the hits you get during said chase. Which lead to your Malicious points. Depending on the killers power you can be getting Deviousness points during those chases too.

    A survivor on the other hand has four completely separate BP categories, where you can only earn points in them one at a time.

    I see how the distinction can be made, just not why it should be made. How points are awarded is the devs steering players towards or away from certain playstyles, something which one side has been able to lobby the devs on and the other hasn't.

    A Billy who is super-good with their chainsaw is going to be lose-out on Brutality, so they are steered towards using M1 at some point even if it's sub-optimal for them. Likewise a super-cunning Trapper loses out on Hunting and Brutality, but get forced to do extended chases and let people go rather than make the decision that should be best for themselves.

    Survivors meanwhile get choices and are only steered by extravagant point gains in areas which they have always wanted to play an ever-increasing role in matches.

  • The bloodpoint hard-cap for each category is 8k and it's the same for survivors as it is for killers: there is no gap.

    Survivors lobbied intensively for one particular playstyle to be supported above any alternatives. That gives the most bloodpoints for them but they are competing with each other for saves, heals, pallet-stun, gen-progress when they are doing them separately to power the gates faster and the killer's attention.

    If killers are consistently getting more points(per match does not matter if it doesn't translate to points over time), it's because they're simply doing more than any individual survivor is.

    WGLF appears to be a rare case of joined-up design as it works with BBQ. BBQ encourages the killer to leave a hook and get everyone at least once, whilst WGLF is for increasing the reward for taking the opportunity provided by BBQ. Survivors don't use it simply because it's not a 2nd-chance perk nor does it have synergy with any other survivor perk; only it's killer-side counter-part.

  • @[Deleted User] said:

    Never press any advantage. The gist of the rulebook is that you are supposed to make the game as easy as possible for the survivors and apply as little pressure as possible. Thus, if you can still win, you're "good".

    Under these circumstances though, you only 'win' if the survivors are absolutely terrible. For that reason, I am working under the presumption that you're being sarcastic.

  • Well we can't expect other players to care about whether we have fun or not. That's a different story for the devs however.

  • I stuck rigidly to these rules and more for the first cluster of months where I got most of my play-time. I didn't even place traps under hooks(I was a Trapper-main) or use builds that were thought to be quasi-exploits like 'the machine-gun build'. It didn't help one bit.

    The post-game chat wasn't in the game back then, but not a single session each evening went without me being invited to Steam groups with names like 'the no-skill killers club'.

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