Aven_Fallen
Aven_Fallen
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@SombrLuna said:
https://forum.deadbydaylight.com/en/discussion/comment/1858852#Comment_1858852
Could you further explain to me how MMR for DBD works? As in are you able to know where you're at as an example.
Look here:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/LFYVZLBFOZE7/matchmakingchangesstatusupdate.png
Today, we have enabled the first phase of our new Matchmaking System for all regions on Xbox One. Read on for more info on our next steps for rolling out the new system!
Update August 3, 2020 : NOW ACTIVATED ON PC AND CONSOLES.
We have been running smaller tests of the system on select Xbox One regions for the past few weeks, and the results have been encouraging. The rollout on all Xbox One regions is the next step in testing the system on a wider audience. If all goes well, we are planning on rolling out this feature for all platforms in a couple of weeks.
The next phase that you will notice goes live with the upcoming mid-chapter update: We are no longer allowing Killers to switch their character while searching for a match, or once in a lobby (excluding Custom Matches). This will allow the new Matchmaking System to track player skill with each killer individually and match them against more appropriately skilled opponents based on their killer selection.
To put it simply: If you are great with The Oni but you struggle with The Nurse, you will now be playing against stronger survivors when you play The Oni than you do with The Nurse.
What does this mean?
The most obvious thing you will see when the new system is active is that there will be a greater variation of Ranks in a single match. Rank 1s playing Rank 20s? It’s possible, don’t panic when you see this, as Ranks are not a true indicator of a player’s skill and are no longer used for matchmaking.
Additionally, this system comes with a revamped algorithm for matchmaking as a whole. This should improve wait times for finding matches, and we will continue to tweak this part of the system to improve them further over the coming months.
Why replace Ranks?
Ranks are not a great way of figuring out how good a player is at the game, because it primarily focuses on "How often you play" and not on "How skilled you are when you play". Based on our matchmaking studies, there are a great deal of “low” ranked players (15-20) who can easily play just as well as “high” ranked players (1-5), but they simply don’t play enough games in a month to increase their rank before they reset on the 13th. And as an inverse, there are Rank 1 -5 players who perform at levels more typical of lower ranks but they play so many games that their rank is higher than expected. This results in unpredictable games: All five players may have the exact same rank but wildly different skill levels in practice, making matches unbalanced.
How are Ratings better?
The new Rating system is focused on measuring a player’s skill and predicting how they will perform against a given opponent. This way we can build matches that are more objectively fair for everyone in the game. We have analyzed over 3 million games (at last count) during our tests, and the matchmaking system is proving to be extremely accurate at predicting the outcomes of matches.
By using this new system, we will be able to place players into more balanced matches more often. When a match is unbalanced, the system will know exactly how unbalanced it is and adjust the player Ratings accordingly.
Why are there still Ranks?
Matchmaking has been and continues to be one of the hottest topics we hear about, and we have been listening! To get this implemented as quickly as possible, we have decided to roll it out independent of a rework of the Rank system. That doesn’t mean we don’t have plans for Ranks, however! We are exploring different ideas like turning them into a monthly activity tracker and reward system, when we are ready, we'll communicate more about that
I still have questions!
That’s great! We are planning on doing more posts explaining the system in detail, as well as Q&As with the developers who have been working on it. Keep your eyes on the forums and official Dead by Daylight social media channels to learn more.
The big thing is that Ranks are not used for Matchmaking. So when Rank Reset happened, you can have players who have been at Rank 1 before at Rank 20 and players who have been at Rank 17 before at Rank 20. The thing is, due to MMR (which will be in place for Matchmaking), the former Rank 1s will go against players of an equal Skill Level and the former Rank 17s as well.
So, if the system works, experienced Killers will go against experienced Survivors. And unexperienced players will play with/against unexperienced players.
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@SombrLuna said:
I personally don't like this change... Now most games are gonna be dead since there are players who are more skilled in the same as unskilled. Red rank killers having more advantage in matches making it even more difficult for survivors to grind or rank up.
This will only be the case when MMR is active, meaning, in theory the players should be equally skilled. You can have a Rank 20-player in a match with a Rank 2-player who both are equally good at the game, because Rank does not matter for Matchmaking.
@Zeus said:
I hope that's the case or it's gonna be a long grind for players with high MMR. Obviously not me, so I don't care 😎
The difficulty should be roughly the same. If you have low MMR, you go against low MMRs as well, but you will not be that good at the game either. If you have high MMR, you go against high MMR-players, but your skill level will also be more advanced.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/1858528#Comment_1858528
Good points.
I want to clarify I am glad Clown has more mechanics and choices. My qualm is that this is a dangerous precedence for Killer Powers IMO.
This doesn't read the same as missing a chainsaw or blink and being punished for it. This power directly helps survivors who meet the right circumstances. I do not think a Killer power should ever have an inherit benefit to survivors mixed in to the terminology.
Personally, I will wait until I can test it out myself.
But, from what it looks like, the gas is not yellow immediatly. Meaning that you can throw it at the Survivor without giving them a benefit and afterwards, when you walk through it, you will get the Movement Speed-Buff.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1858650#Comment_1858650
Indeed, but that was less common than a trap taking sometimes 10 attempts. It takes about a second per try, so thats 6s to escape and thats if the killer is lucky
Eh, I would not simply say that one is more common than the other. In reality, there is probably an average which resembles the previous 25%. I mean, when I play Trapper it always feels like they are out on their first attempt, when I play against a Trapper, it always feels like it takes too long.
Small correction tho - its 1.5 seconds per attempt, not 1 second.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1858621#Comment_1858621
Wraiths aint that useful. That shimmer stood out a mile away, now all it does is make it stand out that the survivors have a good four seconds to lolligag before he even starts ringing the bell.
Clown ill have to see a game of to decide.
Trapper is actually a nerf, it may be more consistent, but its more consistent to the lower end if the scale. If they had increased the time per try then perhaps it could be a buff, but they didint and so its a nerf overall
People have less chance to escape on their first 3 attempts, so the chance that someone steps in a Trap and is immediatly free (which is faster than disarming it, lol) is lower.
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Killers already get more BPs and have easier access to Bonus-BPs (BBQ rewards BPs for just playing the game while for WGLF you either have to rush for every Unhook or take Protection Hits which might turn out to be bad for the team) AND have WAY less stuff in their Bloodwebs aka get the stuff they want faster.
Wraith, Trapper, Clown.
?
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@[Deleted User] said:
Inb4 Undying/Devour quick mori meta
It already seems to be Meta, I faced 4 Devour Hopes yesterday and got killed by three of them.
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@BattleCast said:
Helps Clown WAAAYYY more because he has control over where the gas will go and when to use it.
It’s an extremely powerful effect with a drawback if used incorrectly. I like it.
"It’s an extremely powerful effect with a drawback if used incorrectly."
This is a really important sentence - 10% movement Speed increase for the Clown is HUGE, but you cant throw your bottles like a madman to avoid giving the Survivors an advantage. So big effect with a potential drawback.
When it comes to "lurking Survivors into deadzones"; I am not really sure if that will really work. BUT I guess those skillful chase interactions are better done by people who are far more experienced than me when playing Clown.
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While I think that it is just a matter of getting used to the new design, I would also appreciate an option to have a classic HUD. I dont need to know via the game what I have to do. I also dont need to know how many times other people are hooked, I am able to do that on my own.
So I always prefer to have minimal information available and it looks indeed distracting if the game tells me all the time what I have to do or provides me information I already know.
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@TheMythicalCat said:
Nevermind the three killers who all got buffs, and no nerfs to any killers, those don't count at all.
Shh, we dont want to see logic here.
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@CashelP14 said:
Tbh I think this isn't a terrible change. I was worried what they were going to do. They've given other Hex totems a buff with this change.
Exactly.
And Hex-Perks are not meant to stay up all game. Two days ago I had a game against a Blight with Ruin/Undying (he did not have Tinkerer tho), and in that 12 minute game (he got a 4K), I cleansed 3 Totems and he still had Ruin and Undying left (he was a streamer and I watched the VOD afterwards, so I knew that those Totems were still in the game).
And I only knew of 1 more Hex-Totem, so even if I would have been able to cleanse that as well, it would have been a 50/50 if Ruin is really gone. This just shows how good Totem Spots have become on many Maps and IMO it should not happen that you have to cleanse 5 Totems to cleanse one Hex.
And now Undying can be used with other Hexes, while not being too oppressive with Devour Hope.
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I guess it will be fine once you are used to it. It looks new, so it will look strange. Personally, I also would not need that change (and I would be happy to have an option to use the old HUD), but after one or two weeks, I will probably not notice it that much anymore.
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@danielmaster87 said:
My best guess is that most of the survivor base would stop playing. If that happened, it would just show the widespread entitlement.
So, Killer Mains are always claiming that they stopped or will stop playing and that this is the reason for long queue times, but if Survivors would stop playing because they cannot play with their friends anymore, it is entitlement? Ok.
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I can understand this idea, however:
On my Main I have 520 Map Offerings of all Kinds, those would be 1,3 Million BPs already. Then I would also sell Mist Offerings of all kind (around 1,5 Million BPs), Shrouds (918k BPs), Luck Offerings (around 1,4 Mio). This would be 5,1 Mio BPs I would get for just selling the Offerings on my Main Survivor. If I would have to do this one by one it would be a pain in the ass to do so, if I would be able to sell in Bulks, a lot of BPs at once.
And I am not even counting all the useless Add Ons for various Items or any of the Offerings on my Killers. If I would have to estimate, I would probably be able to get 20 Million BPs at once. And this is just me, others will most likely get even more BPs. While this certainly would be nice, flooding the accounts with BPs is not something BHVR wants to do.
So if they allow selling back stuff it would either have to be limited to a certain amount per month/week/day/whatever or the BPs you gain back are VERY limited.
As @SurpriseSurprise has mentioned, they could rather increase the BP-gain as a whole. Remove the category cap and increase all BP-Gains by 50% (so 450 BPs for a successful Skill Check on a Gen, 450 BPs for hitting a Survivor etc.) and increase the amount of BPs gained via Category-Offerings.
This would reduce the grind.
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The new Rift is released with the Midchapter-Patch. There is no official date yet.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1857370#Comment_1857370
What do you suspect they’d change about those perks?
I am horrible creative when it comes to stuff like this. For Bamboozle, I have to say that I hate this Perk, since it is used for situations where it is not needed. It was created as a band-aid fix for God Loops, but also used on structures which were fair. So I dont really have any idea.
For Coulrophobia, people will stop healing in the Terror Radius immediatly and the only use so far I have seen was on that one Oni-Build where the Oni-Player does not use the power to have big tracking ability. Maybe instead of big Slowdown, Coulrophobia can force a difficult Skill Check when the Killers Terror Radius reaches the person healing. But this would probably only be difficult for newer Survivors. And it would only be a ripoff of Oppression, but something I could imagine.
But honestly, I have no idea.
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@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1857366#Comment_1857366
That’s what I like about them there not just a simple man in a mask like ghost face Myers Freddy kinda
Ah, ok you are talking about the visual design. Not my taste to be honest, but I can understand why people like their design.
I like the creativity, DBD-Killers are very creative most of the time and Twins are no exception.
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If anything, Clowns Perks. So Bamboozle and Coulrophobia.
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Twins are one of the worst designed Killers in this game. Kinda interesting how it went from an awesome KIller (Blight) to this abomination.
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@FreakPrince said:
The game would die off. Simple as that.
Probably that.
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I mean, Victor is humanoid.
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@[Deleted User] said:
Oh god, I'm with high hopes for The Game rework. Hope the map getts brighter in the lower areas and that they nerf the amount of safe pallets there in exchange for window loops.
Same here.
I just hate this Map with both sides, it is no fun as Killer to run around super-safe Pallets the whole game. I am always for SOME safe Pallets, but basically every Pallet on The Game is safe. And once they are gone, there is exactly nothing to work with as Survivor.
@Science_Guy said:
Here's hoping The Game will finally be not awful to play on. Not getting my hopes up too high since we saw how little they did with Shelter Woods, though.
And a solemn farewell to the Asylum, the most broken loop spot in the game since 2016.
I was also disappointed that they did not do anything to Shelter Woods. Yesterday I had this Map where one half of the Map (if you use the Tree to divide the Map into two sides, the side without the Shack) had exactly 1 Pallet. Against a Bubba. Yay.
It is not a Map where I would say it is in dire need of a Rework, but it is clearly visible how old this Map is.
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Disagreed. The strength does not have anything to do with how Survivors like a Killer.
Old Legion was heavily disliked despite being one of the weakest Killers of the game.
Clown is also not really a favorite, despite considered the weakest Killer.
OLD Nurse was more liked than Spirit, despite clearly being stronger.
Strong Killers like Billy, Blight or Oni dont really cause any Hate, but Killers like Deathslinger, Spirit or Hag do, due to the fact how they are played and either provide next to no counterplay (Spirit, Deathslinger) or make an overall unfun experience (Hag).
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Saying that SWF is cheating just results in a big "git gud" for you. Dont blame your losses on SWF.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1856645#Comment_1856645
Yep I was wrong I thought coldwin would get reworked but I was right with Crotus prenn asylum
I mean, it would have been a logical choice considering they started with MacMillan followed by Autohaven.
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Really curious what they do balance-wise to The Game. IMO one of the worst Maps in the game, it starts being pretty survivor-sided when it comes to Pallets and shifts to killer-sided once the Pallets are gone in an area, since there are mostly Pallets to work with for the Survivors. Simply super-boring gameplay for both sides.
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@Aven_Fallen said:
Key Changes
Clown Rework
Hopefully some Tweaks for the Twins
Coldwind and Crotus Prenn Graphical Update (AT LEAST Coldwind will be done, very sure on that one)
Well, it will be The Game and Crotus Prenn.
https://twitter.com/DeadByBHVR/status/1347211488092688385My "AT LEAST Coldwind will be done, very sure on that one" aged poorly.
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@lucid4444 said:
https://us.v-cdn.net/6030815/uploads/6T8T4DQQ5YJE/capture-jpg.jpg
Just whipped this up.. I don't play with non-brown addons most of the time so I'm not the best judge for this. But I think every killer obviously gets better, and the two that jump out are Huntress and Clown. Clown goes from worst to one of the best with Redhead's Pinkie Finger. Huntress is also obviously top tier with Iridescent Head. Turns out 1 hit kills are good!
Idk if Myers is top tier with addons. A good team can get all the gens done by the time he charges up T3 with both of his iridescent addons.
Myers would be higher up. Yes, with both Iridescent Add Ons it would take ages to get enough Stalk, but just the Tuft of Hair or the Tombstone Piece (the regular Tombstone is not really good) would have a huge impact on the game. And both dont need that much Stalk.
I also dont think that Billy would be that bad with Add Ons in consideration, since he still would have his Base, even when his Add Ons are not good for the most part.
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Usually I play both roles equally.
Main Survivor: Nea
Main Killer: I dont really have a main Killer, it used to be Billy, then I switched over to Pig, currently enjoying Demogorgon. But usually I play Trapper, Wraith, Billy, Huntress (even if I am not good with her), Pig and Demo on a regular basis.
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@QwQw said:
Didn't they say the Blight changes are coming in the mid chapter? I'm not sure about any of these other things.
They said they will be there rather sooner than later. This can mean the upcoming Midchapter or not. The Devs are not really big fans of giving exact dates.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1854395#Comment_1854395
I still wouldn't expect you to be a "bad killer" then. You at least have decent knowledge about the game, using the information you get etc. I guess you are not randomly dropping easy chases for the sake of hunting off a healthy survivor off a gen that is half map across for example. The easiest strat against this build is either find the totems or split on gens. I managed several times to get through the gates because the killer was afraid of losing gens too much. This relies on competent team mates ofc, and we all know this is rare.
Making you better is not the same like getting carried. How many kills do you get without perks? If it is around 2, I wouldn't say a 4k is only by carry. Otherwise you have to say that every perk carries you. If it is 1 if you are lucky, you could say the build carries you. At least I would make a difference between your "carried" and the type of carried when a killer camps his first hook to death and then gets his 2-3k by NOED.
0k - 4k is not that linear regarding your skill. Each kill heavily flips the coin to your favor and the earlier the first kill happens, the more likely it will turn into a 4k. Like think of the difference of how much chances the survivors have to escape with 4 survivors and with 3. Then look again at the decrease when the second dies. This is not linear. And a decent killer (imo) often lingers around this peak, that turns a 2k into a 4k. This small peak, where slight mistakes change the outcome of the game. And THEN of course such a strong combo will often give you the small boost needed to get there
The thing is, when the Bloodlust Experiment took place, I played 30 games of Killer during that weekend. During those games I had 2,8 Kills on average. On some games I got completely destroyed (like 0K with only like 4 or 5 Hooks) and some games I got a 3K or something like that, just because people killed themselves. So I think there is quite a difference between 2,8K and 4K on average.
Of course 16 games and 30 games are not numbers which are high enough, I would probably have to do like at least 100 games to have some data, but it is all I have got.
And while I would not consider myself a bad Killer, I am not good enough for Red Ranks IMO, still I am in Red Ranks. And other players get 4Ks (and way more in a row) without using Ruin/Undying/Tinkerer in every match.
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Key Changes
Clown Rework
Hopefully some Tweaks for the Twins
Coldwind and Crotus Prenn Graphical Update (AT LEAST Coldwind will be done, very sure on that one)
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/1856293#Comment_1856293
Are you sure? Are you talking about Halloween 2020? Cause didn't we get log in rewards and not double bp.
Jup:
https://twitter.com/DeadByBHVR/status/1321837370631737345Even tho, those Double BPs were not planned from the start (at least I am pretty sure about that one), it was more like to calm down the playerbase.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/1856271#Comment_1856271
I don't recall any double bloodpoint event that happened recently. The last bloodpoint event I remember was Quarantine Blood Rush that awarded x1.5 bloodpoints that happened almost a year ago.
I don't think there's been any double bloodpoint event since the Halloween event 2019.
There has been a double BP-Event during the Halloween "Event". But yeah, those double BP-Events are very rare nowadays.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1856165#Comment_1856165
It just bothers me because it's only half a mechanic that makes little sense when not paired with the reason it was created in the first place.
As for survivor queue times, doesn't a killer leaving the lobby place said lobby further back in the queue? Since it's 'supposed' to be looking for comparable ranks, when the killer leaves, doesn't it restart the search for another as close in rank as possible, working backwards again?
The reason the Devs gave was that removing the Killer Lock would require an Update, while MMR can be just activated via some internal switch. So they would remove the Killer Lock via a Patch and instead of just implementing MMR back into the game, they would first need to roll out a Patch for everyone to enable Killer Lock again before activating MMR.
Also, the MMR is supposed to collect Data, even while not used for Matchmaking and getting this data requires the Killer Lock to be in place (personally, I would take this one with a grain of salt, since last time MMR also should have already collected Data, but it did not really look like it when it went live).
Regarding Lobby Times, my Lobbies are not that slow in the evening as Survivor (I usually play Survivor in the evening with a friend and Killer earlier in the day, if I have time), like around 3 minutes. And even if a Killer dodges at this point, there is a new Killer after a few seconds. The biggest time waster once we are in a public Lobby is that people are not clicking ready, but thats about it.
(In my opinion they should just scrap the idea of MMR, make Killers switch in Lobby again (I personally dont care about that one, it does not bother me, I am ready once I click "ready" in my game) and focus on tweaking the Emblem System and introducing a bigger Rank Reset again, since there are far too many players in Red Ranks which should not be there due to not getting set back that much and I think this is the main reason why MMR is a goal for BHVR)
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This is correct, it should be the case. We all know how most Killers are playing when they see that there is no Obsession.
But dont expect others on the Forum to like that idea.
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@slowbeice said:
https://forum.deadbydaylight.com/en/discussion/comment/1856165#Comment_1856165
How dont you understand this?
If the killer dodges the lobby, they will get another one instantly. The survivors do not get another killer instantly, and your survivormain biased comment about toolboxes is nonsense. Killers dodge SWF because it gives survivors an unfair advantage, not because they saw a toolbox, and making statements like that just further kills any credibility you had left.
Killers dodge SWFs because they want an easy game. SWF does not mean that the players are good, playing with Friends is not a god-mode that activates, despite some Content Creators doing that. Sadly those Content Creators are most likely the reason why every bad Killer blames their losses solely on SWFs.
You did not answer my question what the Killer Lock is important for if Killer Queues are instant. If that is the case, Killers should have no problem with re-queueing. I personally dont care at all about the Lock, I mostly just play that game anyway, because either I want ot learn that Killer anyway or I am experienced with it. And since I dont play Killer without a good Build, this also does not apply to me. For me, it can be either way.
But I have to say that often enough I read "You see 4 Medkits and cannot switch to Plague!" which is...eh. Changing for a Killer someone is more comfortable with is fine, changing to a Killer to negate the Survivor-Loadout not really IMO.
But I guess your attitude does not really allow for a serious discussion. I guess I will ignore you from now on.
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@slowbeice said:
https://forum.deadbydaylight.com/en/discussion/comment/1856130#Comment_1856130
The concept that removing a problematic thing that has caused killers to quit or switch sides, and caused survivor ques to skyrocket due to even more dodging now, just because it might cause a small bug that they then would have to fix, is ridiculous.
You know that Queue times do not have anything to do with Dodging? Since the Survivors will stay in the Lobby, despite a Killer freaking out because of a brown Toolbox?
Let alone that the Killer-Lock should not bother any Killer when Queues are instant, like many say.
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They got 4 Gens done and you got a 3K with Hatch Escape. Is 4 Gens done too much for you or what is the problem? Let alone that the game went for almost 14 minutes, which is pretty long.
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@Mattie_MayhemOG said:
Ruin is a necessity is most high rank games and even then you have to apply constant pressure to get the most out of it. Its the state of the game, plain and simple.
Not really IMO. I am doing fine with Corrupt as my only Gen-Slowdown.
It is not "Just apply pressure", but many Killers are just bad.
@Ohnoes said:
Ruin is counterproductive with corrupt.
Exactly. Corrupt forces Survivors to look for Gens, if they cannot do Gens, they will more likely find Ruin. So just running Corrupt and Ruin together is not really the best idea.
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Nope, no statistics please.
People will either use them as complete evidence for their points or completely deny their existence and make up reasons why they should not be true.
First batch of statistics was not divided between Ranks. Then people claimed they are not true because no Red Ranks are present. Next batch had Red Ranks and all Ranks separated and still people made up reasons why those statistics cannot be true.
Statistics might be a nice thing, but I feel the DBD-Community is not really able to work with those statistics.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1853903#Comment_1853903
not 100% sure about the "bad killer" thing. I also noticed that bad killers like to drop chases to protect the gens, giving the survivor time to recover. This just extends the match until the point where the killer runs into 3 gens that are regularly popping Tinkerer. Just as a counter example that it does not generally buff bad killers. Just true if the bad killer also faces bad survivors, that get scared too heavy and just let the gens regress.
Thing is, I had Ruin/Undying/Tinkerer/BBQ on my Blight when prestiging him from P2 to P3. And I got 16 4Ks in a row (one time was a Hatch escape, but I count that as a 4K). And Blight is a Killer which is pretty hard to master and I am clearly not good enough to get 16 4Ks in a row, even with a Killer I am quite decent with (which is not Blight). So I pretty much got carried by the Build, because even when I was not catching a Survivor immediatly, Tinkerer helped me to prolong the match enough by giving me constant Gen Regression due to Ruin so that even I was able to kill them all.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1853934#Comment_1853934
On west coast we have a lot of vpn killers I actually finally faced a good ping demo and made vaults. That's why I think the devs dont want to fix it. They don't want killers to start whining about working hit validation. The killer actually has to work for a hit rather than be given it.
If you even have 150 ping you can go for a bunch of bad hits. I've even started calling myself the number 1 eu killer because of how cheesy the validation is.
We dont have that many VPNers. Since Dedicated Servers are live, only a handful (but one guy from China 3 days in a row). The thing is, going against Russians results in having to deal with high(er) Ping-games on quite a constant basis.
Not blaming the Russian players here, nothing they can do about that. The problem is that BHVR has opened Dedicated Servers without the option for some parts of the world (not only Russia, I am also quite sure that the Middle East does not have Dedicated Servers and probably many other regions as well) to have Servers nearby, which means that those players have to connect to Survivors which are far away.
And this is a dilemma for BHVR, they also cannot say something like "Ok, if you have 150 Ping or above, you will not get hits anymore", because this would just mean that quite a huge portion of the playerbase will be excluded from the game, only because BHVR is not able to open Servers next to those players.
The biggest problem I have with VPNers is that Lagswitching was THE thing for Survivors to go away with Dedicated Servers, yet it is still possible.
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This is correct, Hit Validation 100% does not work in a way that the Player with the better Ping has an advantage. Yesterday I went against quite a bunch of Russian Killers and they got some Hits which looked simply wrong on my side. And I highly doubt that they were able to beat my 35-50 Ping, which I usually get (in fact, it should be impossible for them to get a better Ping).
(Living in western Germany, so I should be connected either to Frankfurt or London, which is both way closer to any of those two Servers than any Russian City)
Hit Validation clearly favors the Killer, so if someone has a bad Connection, they can just go for it and will have an advantage.
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Tinkerer per se is not that much of an issue and the Buff was fine IMO.
The problem is that it becomes a problematic Perk with Ruin/Undying. The good thing about the Ruin-Change was that it was not effortless slowdown anymore. This means that good Killers would benefit from it.
However, with Undying and Tinkerer, even a bad Killer can get decent results. Tinkerer is a big "Go here for free Gen Regression"-Sign which can be really oppressive on high mobility Killers. However, Tinkerer alone is not a big deal in my opinion.
And I doubt that the Devs will change anything on Tinkerer, given the fact that they just buffed it.
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Thing is, it would not really be worth to invest any time to make it an option. Maybe right now some people are saying they would play it, but they probably get bored after a few games or see that it is not really a good feature for DBD.
And until then, BHVR would need to make animations for every Survivor and every Outfit (because you would see the hands while working on a Gen, vaulting, etc.) for a feature probably only a few people would use.
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Grow a thicker skin.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1852979#Comment_1852979
Pretty much accurate. I've only played shooters beside DbD. So, I might add that DbD and shooters are intrinsically different. That's why that system simply can't be transposed via brute force without running into the issues that we have right now. Shooters are SYMMETRICAL. Both players have peeker's advantage. So, even in the worst-case scenario without any compensation mechanisms whatsoever, both players have still ways to affect the outcome by going first even if the hits may still appear visually inconsistent.
However, in DbD, survivors can't 'shoot back' or 'shoot first'. Survivors are mostly reaction based and those reactions need to be quicker the more unsafe is the loop. Latency decreases that reactionable window of opportunity even further. That's why naked client hit registration has always been, since the time of P2P lagswitchers, easily exploitable by simply increasing latency. Ironically, there's no advantage to having low ping as killer, because survivors have a more accurate representation of the players' positions, more time to react and interactions are more consistent.
As for hit validation, I know what it's supposed to do in the devs minds, but as far as I'm concerned, it doesn't do anything at all for a low ping player like myself. It might as well be a fairy tale that we've been told. I might add, that if you try to VPN and get uber ping, you probably still be able to play killer and not have a single hit invalidated. I'm totally not saying that I could know someone who might've tested that to see if hit validation existed at all and that's how I'd know...
https://forum.deadbydaylight.com/en/discussion/comment/1852993#Comment_1852993
While I do agree that's not naming&shaming because those players don't have any fault whatsoever for that sad state of affair, you never know with these forums and their rules.
For the rest, I kinda said this many times, but for the sake of it, DbD dedicated servers are a publicity stunt to appease the community back then when introduced. With client hit registration, they're simply a relay slapped onto a P2P architecture. The devs even so much told us that the coding is still based on P2P when explaining why DH doesn't work, for example.
The servers might work for matchmaking, tracking inventories to detect hacking, DC penalties, maybe stats and stuff like that. But for gameplay purposes, they do nothing. If anything, it's very possible that average latency might have increased if the connection path between the players is longer due to relaying through some obligated locations.
Hit validation could have done something about that. Except, it doesn't do anything at all, currently.
As a matter of fact, as survivors I don't think we'll ever see the killer's ping, just like as killers we'll never see who's in a SWF. I mean, with MMR we won't even see our own rating and they even said that they want to hide one's ranks to other players, eventually. The reasons for those are quite obvious.
"Hit validation could have done something about that. Except, it doesn't do anything at all, currently."
I can imagine that they made the Hit Validation more lenient. In the end, it is quite a dilemma - you have Dedicated Servers which are not in every Region of the World. So you cannot put a system in the game which would punish players with high Pings, because this would mean that quite a bunch of players (if we go for Russia, Russia is huge) would be "robbed" of Hits constantly.
It was written on the Forums that Hit Validation should benefit the player with the better Ping, but this is simply not true. Like I said, I have 60 Ping at max, often around 40 Ping and get BS-Hits. And I doubt that the other player had an even better Ping.
But again, some Dev once said that 150 Ping is "pretty good Ping"... Despite the Indicator turning yellow with 100 Ping and above.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1853097#Comment_1853097
How does a killer open the gates? Like what buttons do they push if they are on PC? I ask because I haven't had to do it before and one match I was being generous. 2 people DC'ed near the start so I went easy on the remaining 2. I tried to open the gates but I didn't know how.
Space when standing in front of the Gate.
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@Chilli_man2400 said:
i don’t mean to sound critical but even though BBQ and chili is a greatly designed perk it should get looked at if 90% of the killers are using it if it’s getting used by 90% of all killers that’s a sign somethings wrong now don’t get me wrong survivors have the same thing with DS but IMO if a perk is used 90% of the time and I see it every game it should get looked at
Only because a Perk is used a lot does not mean that it should be nerfed. Like, when Ruin got reworked the usage was ONE aspect, but not the only aspect why it got reworked.
The only annoying thing about BBQ is that its purpose is to encourage Killers to go for other Survivors, but a Killer who just camps the first person to death or tunnels them off hook two times is still able to get a meaty amount of Bonus-BPs. Its like promising a Kid a reward for cleaning up their room and giving it to them anyway when their room is still a mess.
But I doubt that there is anything that can be done about that which is reasonable (Stuff like only gaining Stacks while all Survivors are alive would be an option, but this would mean that Survivors can simply kill themselves to deny BBQ-Stacks or that a Killer cannot take advantage of a weak link if they want to get all Stacks, despite not tunneling that person).