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ByeByeQ

ByeByeQ

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  • @mizark3 said:

    40k free BP - You are stuck on the wrong part, it can be 1k points per minute or 100 points per minute or 10 points per minute. Numbers for rewards are easy to change.

    Too easily abused - I provided a counter for every abuse and made them worse than the current basement defender or legally not banable AFK but in spirit AFK equivalent. So that is a lie.

    2 hiding scenario - and I provided a reasonable expansion upon the idea, which you said yourself was probably not going to be used by BHVR so why would more carefully thought out ideas not be helpful?

    15 minutes - that's fair if you want to stick to your premise and not improve upon it any further than that.

    Cheaters - Because the killer can let out the non-cheating survivors and help the community as much as possible. That would necessitate a menu option for both gates since cheaters can block gates with the fake hook, then move over to the other gate before the killer can reach it. I have a YT vid of a cheater doing that to me that I used for their report, but luckily the survivors were able to open the other gate since he popped all the gens in a second to troll me.

    I don't know how often you encounter cheaters but I haven't encountered a blatant cheater in months and I play a lot.

    Non-cheating survivors can let themselves out. By death or doing the objective. Cheaters can't hold all the players in the game hostage for extended periods, just the killer. Not without extensive effort or multiple cheaters. Cheaters are their own problem, an easily abused mechanic by normal players should not be added to the game to combat cheaters.

    I still see no good reason for your mechanic to exist. If there was good reason, I'd be more willing to entertain it.

    I still think it'd be hard for BHVR to implement as they can't (or just won't) implement a perk search bar. But I am not a programmer or a coder, what do I know.

    Thank you for helping me keep this thread near the top of the feedback forum for as long as we have.

  • Survivor, usually SoloQ:

    • Bond. Probably the best SoloQ perk.
    • Prove Thyself. Because I want the bloodpoints, I don't care about making the gens go faster.
    • Dead Hard. Hell yeah.
    • Resilience.

    On most killers I play often:

    • Agitation. Many maps have bad hook spawns and it goes well with
    • Pain Resonance. The best slowdown without needing to interact with a gen.
    • Thrilling Tremors. Mostly for info.
    • STBFL or Mad Grit. Depends on the killer.
  • @mizark3 said:

    IF (MT<10 AND (EXITGATES.OPENBYKILLER IS TRUE)) THEN (KILLER MMBAN = ET AND SURVIVORBONUS = 1000*ET)

    Sorry you don't understand programming but that in general is very easy. I used more words to break things up into simpler bite size chunks, but I can't force feed someone. If you choose to remain ignorant that is your own fault, as I made an honest effort every step of the way to communicate with you. The failure is on your end.

    Edit: Spelling

    It's still not that simple.

    Your idea require further refinement because BHVR is not going to be handing out 40k free bloodpoints for survivors literally doing nothing but having the exit gate opened for them. They are not going to let the game be so easily exploited by map dodgers, point givers or early quitters. They are not going to hand out 10 minute bans for an in game mechanic when they only hand out 5 minute bans (usually) for DCs.

    I am done discussing your idea. It is too easily abused and scenarios where 3 or more survivors are still alive and the game is not 15 minutes old yet are so exceedingly rare that a blanket mechanic like your idea is needed.

    I designed my idea around dealing with the 2 hiding survivor scenario as this scenario happens often enough that it would be nice to have a solution. And it does that without making an overly abusable mechanic.

    I'm going to add the the 15 minute option to the OP if I still can. I think 15 minutes is a good number for this because the Gatekeeper Emblems times out at 9 minutes and a 6 minute buffer is all right, imo.

    Seriously, what good reason should the killer be able to open the exit gates before 2 survivors are dead or the game is 15 minutes old? The only reason I can think of is cheaters but they can hold the killer hostage for 2 hours anyway so what good would it do?

  • @mizark3 said:

    My suggestion is far from complicated at all, and I am sorry if I lacked in clarity. Alternatively the perceived simplicity to me comes from a soft background of programming, but what to me is simple mathematical reasoning in general as well. For that I don't know what point I need to address, so I shall try to simplify. The problem with clearing something up however, is that it takes more words to ensure someone understands something by explaining each intricacy of it. I will say I only introduced the ban system to give a penalty for an abuse case you pointed out, but was not unique to this. Even with the proposed matchmaking ban, AFK is still an illegal response to bad map, but in order for the killer to be penalized they must be reported by the survivors. This would automate the soft ban against an early open killer, just as using the "Leave Match" feature has soft bans be automated.

    There are 2 defined situations for newly proposed early opens. The first is before 10 minutes. The second is any point before the game currently allows the killer to, or more accurately, before all the gens are completed.

    In the first case, the killer is penalized and survivors rewarded based on the timer. This is a sliding scale such that instant quitters are penalized, but someone finding a cheater would have enough time to record evidence and quit when they are ready. In the early open case the killer is penalized with a matchmaking ban for each minute the gates were opened early, and survivors are rewarded similarly. If I open the gates 0s-59s into the match, it counts as a 10 minute penalty/reward and 1m-1m59s counts as 9 minutes. Survivors get the 1k BP (in each category) multiplied by 10, for the early minutes, resulting in 10k BP in each category, capping them at 40k. At the same time the killer is matchmaking banned for 1 minute per early minute. In this case 1 times 10 is 10, so 10 minutes of matchmaking ban. If in that match I as the killer did that at the 5 minute mark the multiplication works out similarly. (10 minute timer - 5 early minutes = 5 reward/penalty multiplier. 5*1kBP equals 5k BP for each survivor category, and 5*1 minute equals 5 minute matchmaking ban.) Note that the numbers were mentioned to be WIP, and could be modified however BHVR sees fit. I was using a simple baseline for the thought experiment.

    This is among the simpler of programming statements that can be made. Early Timer = ET, with Early Timer being defined by 10 minutes minus Match Timer (or MT) in minutes. Match Timer is just the the time elapsed, aka however long the match lasts. So the programming statement would be something like (10 - MT = ET). If this formula is negative, it doesn't use this. (In the case of 2 survivors hiding and working on/tapping gens for 20 minutes, 10 - MT of 20 = ET of -10, negative so it doesn't use the system.)

    Now in the second case, that is used for survivor safety pips as an alternative. If either early open method is used (ET being not negative or gates are opened before gens are completed), survivors get minimum of a safety pip for emblems. If the survivors still managed to get better then good for them, but it ensures the minimum they get is a safety pip.

    As far as the AFK killer concept, the killer doesn't need to actually AFK. The killer can play "basement chest defense" or whatever meme they desire, but the result is typically not enough BP for survivors. I don't see a problem for a 10 minute plus matchmaking time cooldown (due to the built in matchmaking ban) yielding a max of 160k BP, as it is meant to be a disincentive on the killer end, and an apology on the survivor end. Also it doesn't need to be applied to the actual categories, it could be an untyped bonus like White Glyphs, and those I don't believe are affected by BP offerings. I originally wanted to apply it to the categories so it wouldn't fully stack with earned BP. Alternatively if the first early condition is met it could refund items, add-ons, and offerings. I think that would be more difficult than simple BP however.

    I thought of expanding your system, and addressed the adjusted system with your criticisms. Each criticism was addressed, so there should be no more complaints correct?

    Just looking at that wall of text I can sum it up in 3 words.

    Hard to implement.

  • I bought a one week prime trial for 99 cents to get the Jeff cosmetic and promptly cancelled it. Thank you BHVR for giving me no good reason to have to do it again. 😝

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188603#Comment_3188603

    A P0 Ada or Zarina doesn't mean anything, but a P0 Dwight or Bill is not a good sign, teammate-wise. There's always exceptions, but I'd say the pre-match profiling ends up being right more often than not.

    Yes but it shouldn't be made that easy. If prestige were hidden and you see a default cosmetic Dwight, Meg, Claudette or Jake you can either be up against a noob or a smurf. If you see their prestige, you can peg them every time. P0 default Dwight = almost always a noob while P10 default Dwight is a dead giveaway you have an 1K+ hour player trying to disguise it.

    @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188501#Comment_3188501

    the only reason prestige goes past 9 now is to show off time put into a character, hiding it altogether defeats that and makes it pointless

    No one is suggesting here that it be hidden altogether. It would still be shown on the post-game tally screen. "Damn that Dwight was good, oh tish he's P69!" rather than an easy pre-game dodge.

  • Yep you try to counter Pain Res to save the 3% downtime only to blow up the gen anyway and lose 13%.

  • Botany Knowledge is hot garbage now. It should be called Sloppy Healing or something else because of it losing med-kit efficiency.

    Botany Knowledge should allow a survivor to be able to forage to recharge medkits.

    Self Care would make sense to have decreased med kit efficiency. Imagine trying to treat a back wound without help.

  • One major reason I can think of is that they have a higher chance only own the base game.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189483#Comment_3189483

    The stats come from a 30 day period, with a small buffer after the 6.1.0 update while everything settled a bit. It's not doubt at least partially influenced by the Tome challenge.Self-Care is actually still meta in some parts of the world, though, so while you might not be seeing it much in your matches, enough people are using it elsewhere to secure the #1 spot.

    If the site you're referring to is the same one I'm thinking of, it may be due to that site's userbase primarily being from English speaking countries where Self-Care is far less popular.

    Highly used =/= meta

    In some parts of the world can they afford to buy all the DLCs and have all the perks available?

    There are many reasons why Self Care is popular, that doesn't mean it's strong or meta.

    • It's easily acquired.
    • It's easy to use and understand.
    • It can be used anywhere.
    • It's always useful.
    • Most other perks are worse, harder to use or understand.

    This is why changing perks solely based on usage data is a mistake.

    Even with Self Care being nerfed, it's still a better and more available choice for healing oneself than Renewal, Resurgence, Pharmacy, Solidarity. It's more a reflection of how bad those perks are rather than how good Self Care is.

    If you want to heal yourself without a teammate or a med kit, you only have 3 good choices. Circle of Healing, Inner Healing or Self Care. Only one of these choices is always available and on demand, no wonder it is the most popular despite being weak.

  • The hitboxes on those large round bushes are atrocious. I find nothing more frustrating than when one of those bushes eats one of Bubba's chainsaw sprints or or a Legions frenzy lunge for no good reason.

    Also the god window next to a god pallet on the main building is horrible.

  • Multiple reasons:

    • It's easily acquired.
    • It's easy to use and understand.
    • It can be used anywhere.
    • It's always useful.
    • Most other perks sadly, are worse.
  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189770#Comment_3189770

    You do realize a sizable portion of the community was asking for more diversity right? Now it’s not things like DS DH BT UB vs Corrupt Ruindying Tinkerer almost every single game ever with almost zero variance. Yes, some perks are still the most used, but there is way more mixup in the builds.

    I do agree with the changes to Dead Hard. It was a broken perk ran by half the field. It is nice to see variety in exhaustion perk usage.

    But the most of the changes were just changes for changes' sake to adjust their usage rates. Self Care was not a strong perk, just a popular one. It didn't need a nerf, and certainly not such a harsh one. Seriously, what were they thinking with the Pharmacy change?

    On the killer side, I don't think there is much more diversity. The perks have changed but slowdowns are still slowdowns. BBQ, Ruin and Pop have fallen while Overcharge, Call of Brine, Eruption and Pain Resonance have filled their place. It's not more diverse really, just different.

  • There are 3 types of lies; lies, damned lies and statistics.

    In this case I believe BHVR is lying to themselves and thinking they did a pretty good job so far.

  • I hate this "review."

    They throw numbers at us like we are supposed to care. We are not shareholders. We don't care about usage numbers.

    We care about the experience.

    BBQ & Chili was great for the game. It reduces camping by usually giving killers a target far from the hook and it used to give killers another objective other than kill while giving them a damn good reason to run it. I want 42% of killers running BBQ & Chili because it's good for the game. It reduces camping and tunneling.

    Ever since 6.1.0 killers have found camping and tunneling more rewarding despite the efforts to deter it, while there are no incentives to play fair.

    The fact that BHVR cares more about "peak usage rates" rather than what players are experiencing is really sad.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188899#Comment_3188899

    Ease is understandable. After 10/15 minutes would be a fine alternative condition to the 2 survivor concept.

    MMR manipulators can still do so, so no new abuse cases can be formed. Specifically as survivor I am never forced to exit through the gate (unless a killer carries the survivor there and drop spams at the right angle, but the survivor can stay away from gates and struggle), and as killer I am never forced to 3rd hook a survivor. Also the killer could just AFK as already mentioned.

    Prone to quitting early players and map dodgers would get the ban mentioned above, so already accounted for. Again, they can also just AFK currently so no new abuse cases would occur.

    Killers who want to give free BP. I am not seeing a problem here? I can already refuse to hook survivors as killer, and survivors would get the 7k escape bonus should they choose to. Also accounted for with the 10 minute ban if done at minute 0. As Wesker I often have to get people to struggle off my shoulder or drop spam them and M1 them again to down them in order to cap on Brutality BP. I think that is because the M2 is bugged and doesn't give any of those points. Also co-operative farming (that is killer and survivors working together), which is technically bannable, is only bannable under the assertion that you are "Working with the opposite team to gain an advantage". In this "surrender" case the killer gains no advantage, and the survivors did nothing to work with them. So again, no new abuse cases.

    By the Entity, how complicated is your suggestion? You got stepped bloodpoint compensations based on the minute the killers DCs, you have bans involved, etc. Not only is your idea so complicated I am having difficulty wrapping my head around it, I don't even want to wrap my head around it, it's that convoluted. You also propose bans that are longer than a normal DC penalty for using an in-game mechanic that's just ...not even close to ideal.

    For killers who want to give free BP in scenarios where the killer chooses not to kill survivors, they are at least still playing the game. In your case when the killer pops the gate and gives the entire survivor squad 40k BP each, it's literally free for them. They didn't have to play or do anything to earn it and they earn more than they would earn playing a normal game? You still don't see a problem with that? BHVR certainly will. Even if the killer does AFK, the survivors have to do stuff to earn the points; generators, totems, blind the killer, hang out in the terror radius and escape. In those cases (unless the killer is a swing bot) the survivors get under 20k on average and 27k at the absolute maximum. I don't even remember the last time I went up against a 100% AFK killer.

    Remember BHVR is far more likely to do nothing than anything ever suggested in the entire Feedback forum and they have been historically stingy with bloodpoints.

  • Considering they just made all addons, items and offerings cheaper, I'd much rather Franklin's Demise buffed back up to be able to dissolve items again.

    Just because you bring a White Ward doesn't mean you should be able to guaranteed keep your item. Survivors always have the opportunity to escape and keep their item anyway while killers always lose their addons unless they use a Black Ward.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186607#Comment_3186607

    The killer can still AFK or facecamp to map dodge, so this adds no new abuse case scenarios. However adding onto my thought below, it could Matchmaking Ban early opens for the duration of the early open. In that case 10 minutes is the early open timer, and if you open at the start before a minute runs out you get a 10 minute ban. This could also be adjusted to half or other methods.

    Also my comment replying to yours from the thread where you came up with the idea, but in this more appropriate setting.

    I would take this a step further and let the killer open the gates at any point in the match. If the killer opens it early all currently living survivors get 10k BP per category, minus 1k (per category) per minute passed (10 minutes pass and 0 BP is bonus awarded). That way if a killer wants to hard meme and go for a first minute 4k from Blood Warden, the survivors still get BP. It also can serve as a form of surrender by the killer, and can potentially counter cheaters. It wouldn't work when they do the false hook in front of the gate, but that could be changed by allowing the surrender to be a menu option and opening both gates when using the menu. If survivor pips are an issue it can allow safety pips if opened early. (This opened early being any time before gates currently can be opened.)

    Generally with my suggestions to BHVR I try to make them as easy to implement as possible as we know how fond of easy solutions they are.

    So with my suggestion they only have one step; make it possible to open the gate once only 2 survivors remain. Simple and doesn't require any other steps. If they wanted to get fancy they could negate or lessen any MMR gain for the 2 survivors should they escape and the killer already has a guaranteed 2K so their MMR isn't going down anyway.

    Perhaps they could make it so the killer could open the gate no matter what after a certain period of time like 10 or 15 minutes but they still need to solve the cheaters using the hanging position to hold the game hostage after the Endgame Collapse has elapsed anyway.

    Your idea is easily abused by MMR manipulators, people who are already prone to quitting early, map dodgers and killers who want to give free bloodpoints to survivors. The killer being able to pop the gate in the first minute and give all survivors max score is just silly. It would also be difficult to implement requiring too much extra coding while just not being good for the game.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188702#Comment_3188702

    I would take this a step further and let the killer open the gates at any point in the match. If the killer opens it early all currently living survivors get 10k points per category, minus 1k (per category) per minute passed. That way if a killer wants to hard meme and go for a first minute 4k from Blood Warden, the survivors still get BP. It also can serve as a form of surrender by the killer, and can potentially counter cheaters. It wouldn't work when they do the false hook in front of the gate, but that could be changed by allowing the surrender to be a menu option and opening both gates when using the menu.

    Edit: To be clearer, opening early would be within the first 10 minutes. If you open the gates at the 5 minute mark each living survivor gets 5k BP per category. My version above could be misread to think it would take up to 40 minutes.

    2nd Edit additional thought: This can also make hard tunneling or quitting survivors less painful for living survivors as the killer can end the match sooner should they choose.

    The would just be far too abusable by MMR manipulators, early quitters and especially map dodgers.

  • I've always hated Shelter Woods. I'm pretty sure the map can actually spawn with only 5 pallets thanks to the game mistakenly thinking that weak new 2 window tile has a pallet on it.

    I've always hoped they'd rework it to give us a treehouse and some hill spawns since the map is completely flat.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188754#Comment_3188754

    It actually is trye you wanna give the killer the ability to force the end game at the expense of the survivors being given a chance to play it out the only way for that to be fair is if when the killer tries to open the door the survivors get a vote

    Not at the expense of the survivors. To the advantage of the survivors.

    I'm done. gg

  • @Brokenbones said:

    The Bledge

    He can teleport to lockers and when he exits he breaks into a sprint that can be used to bounce off objects. He can also go from his sprint straight into a locker and reposition himself.

    I love this idea. But it should definitely be called the Dright. 😜

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188702#Comment_3188702

    First off i never insulted you, or made any reference to you intelligence.

    The reason it favours the killer is because the 2 survivors are playing the game and your giving the killer the power to force the end and the survivors get no say in the matter.

    That's not true.

    The survivors already made their choice. They chose to hide rather than attempting to complete their objective; generators.

    This doesn't favor the killer at all. Just because the killer has the choice doesn't mean it's killer-sided. The killer has more advantage from not opening the gate with 2 survivors left.

    The moment the killer opens that gate they take a game that would be a guaranteed 3K and turn a probable 2K. This changes the game for the survivors. Rather than hiding, praying not to be found and waiting for their teammate to die they now have a way out. What survivor wouldn't feel relief as soon as the Endgame gong sounded?

    If the choice gave the killer some sort of advantage, then it would be killer-sided. This would be survivor-sided, aside from a few very niche scenarios.

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188514#Comment_3188514

    2 patches In a row that are ballpark slams. What are you talking about?

    I'm sorry did we read the same patch notes?

    Do we even play the same game?

    Ball park slams?

    Where are the 100k players a day averages on Steam Charts thanks to these ballpark slams?

    Please clean the rose tint off your glasses man.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188438#Comment_3188438

    Nope my character is intact. Im coming straight down the middle neutral. As for fleshing out my idea ive heard suggestions and when i try to talk concessions i get no further feedback.

    What i do get is other suggestions that arent any good because they favour 1 side over the other. Lets take a look back at a couple.

    Slugging for the 4k - just let the person bleed out faster - which for the record i said sure im on board as long as it doesnt affect what is actually happening in the match, which i believe you objected to, in favor of it being able to be used by the survivor bleeding out as a power move, possibly screwing over a person just trying to get an adept achievement, where slugging for the 4k can be a necessity.

    2 survivor hide and seek - Let the killer open the door and start the endgame - A move that favours the killer over the 2 survivors in the match.

    I cant get behind either of these ideas because they give extra control to one side or the other, so they have no value in the discussion Im trying to have.

    I proposed that the killer have the option to open the gate once only 2 survivors remain.

    Scenario: There are 2 healthy survivors hiding around the map and the killer has no idea where they are. The killer opens the gate.

    In what way does this favor the killer?

    There is only one way I can see; the match will guaranteed be over in 2 to 4 minutes.

    Please enlighten my obviously pistachio-sized brain.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188514#Comment_3188514

    Oh like the last updates we’ve been getting?

    we literally got 2 banger updates in a row all the strong perks got nerfed mediocre perks became great and we had a chapter that didn’t break the game

    What you consider bangers, I do not.

    Most of the 39 perk changes were mistakes. Changes made for the sake of altering usage rates rather than actually trying to balance the game. Changes that made camping and tunneling even more powerful and prevalent in the game while removing or nerfing things that mitigated them.

    So yes, I expect more disappointment. In the almost 5 years I've been playing DbD I have received a lot of it.

  • More disappointment.

    This way I can be pleasantly surprised if they actually deliver something good.

  • I agree. Prestige should never have been shown in pre-game lobbies.

    It should be in post game lobbies and custom matches only.

  • It all depends on what your goal is.

    Do you want to crush survivors' hopes and dreams? Run Merciless Storm, Overcharge and Call of Brine. If the survivor misses the Merciless Storm skill check you'll see the now blocked generator you can wander over and kick it, chase down and hook the survivor, and if no one else touches that gen then by the time that survivor gets back to that gen it'll be near zero and they might just ask you to kill them at that point.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188190#Comment_3188190

    I play till the game ends, i slug for the 4k, i play the hatch game and i have no qualms about selling out the 2nd to last survivor if they take an action that shows me they are no longer on my team, I'm the petty player who hides in lockers to block the evil incarnate achievement and crawl into the corner to bleedout so you cant hook me, I tunnel and camp when it suits my needs to come back in a game, or if you piss me off i have no qualms about slugging you for the full 4 minutes to make a point. I am a hook-saboing, prove thyselfing, save the best for lasting, No one escapes deathing, Dead by daylight gamer.

    You were supposed to flesh out your idea and come up with a good supporting argument. Instead you destroyed your character. You did a pretty good job so far.

  • One of my favorite content creators just made a video bringing up the same issues with Eruption I did.

    https://youtu.be/pTW_xOaswdU


  • Also make the basement chest take twice as long to unlock or rummage.

  • Terminator, Predator or Alien. DbD could never do these franchises justice.

  • They could definitely more heavily discount any original content that is over 3 years old. Having the Hag cost the same as the Dredge is really kind of silly.

    I think this is why DbD goes on sale for 50% off or better a lot of the time. Even with the updated graphics DbD still doesn't look like a game that's worth paying over a $100 for all the content.

    But releasing new content for free? Dream on, buddy.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187834#Comment_3187834

    There's a couple things that may be contributing to that. For instance, the game build up confidence in your rating the longer you play. When you start out, it radically adjusts your rating each time you win and lose, but over time, it adjusts your rating less. This is because the game's trying to get a feel for where you should be, then trying to fine tune it the longer you play (since you're typically not going to get rusty overnight). However, big balance changes can cause your escape rate to drop, and it will take some time for the system to adjust.

    Outside of that, there's some other conditions that can cause your rating to decrease slower than normal. For example, if you are the last Survivor to die, your rating will be adjusted less than if you were the first. Or if the Killer's rating is significantly higher than yours, the game expects you to have a lower chance of Survival so you'll lose less rating if you die.

    If BHVR was struggling to make a good matchmaking system from the ground up and we were just suffering through the process, this would be all well and good.

    But that's not the case.

    The Emblem system and having players matchmaking within their own rank color was such a far more enjoyable experience than what we have now. At least we knew what our rank was back then, matches were much more consistent, and survivor team composition for SoloQs was actually pretty good.

    If they kept improving the Emblem system we'd be in such a better spot today, in my opinion.

    They took a good system and replaced it with a worse system and still have yet to get it to work even close to on par with the old Emblem system. SoloQ is in the worst place it's ever been because this SBMM system does an extremely poor job at team composition. As a SoloQ going into a game today I have absolutely no idea if I will be paired with survivors who can loop and get stuff done or scared little baby Neas urban evading in corners of the map. There is no consistency as far as I can tell.

  • Call your Internet Service Provider and ask for a dynamic IP address.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187900#Comment_3187900

    I will start by addressing your 4 points.

    The first 3 do have merit and i did admit in a previous post that the 0 gens left scenario may have been to strict and should maybe be more like more than 2 gens left, which would be more fair for the scenarios you highlight

    As to the 4th point I disagree whole heartedly and to be blunt dont care about that scenario. End the match null the result, and toss everyone still there some bonus bloodpoints and move on. Survivors start to expect that kind of treatment and get mad at the killer if they kill them so they can just move on to the next match that matters. Plus this leads to a slug for the 4k situation because the killer geels gypped that they got a bad match and holds those survivors out of queue to speedup queue times. Not too mention putting unearned results into the already bad matchmaking.

    Your slug for the 4k proposal, and I have said this in other threads, fairness level depends on how the hatch spawns in that situation. If the slugged person bleeds themself out and hatch instantly spawns you are letting a survivor leaving the game affect the outcome of the killers match. To balance this suggestion fairly,since the survivor is taking agency away from the killer, it must be scored as if the killer hooked said survivor, since they are being robbed of the opportunity to make it back and hatch should not spawn until the bleedout timer would have elapsed naturally.

    I still like my solutions better than anything you've suggested in this thread. They're elegant enough and yet simple band aids that get people into the next match quicker. And we know how fond of band aid solutions BHVR is.

    For the 4K slug scenario, I am only shaving a minute off that scenario. Assuming the slug wasn't already on the ground for an extended period of time earlier in the match this still gives the killer well over 2 minutes find and kill the other survivor before the hatch has a chance to spawn, if he fails and the survivor gets a fluke hatch who cares? Seriously? The game is fricking over at that point and a few points of MMR is damn near meaningless anyway. You'd take away the last desperate strand of hope the last survivor has by making them wait for the hatch to spawn.

    What side are you even on here? In the OP you want the game to be over if 2 are dead and there are gens left. Yet you are arguing against my reasonable ideas to shorten the game by defending some obscure balance.

    At least I have fully formed ideas that are ready to implement.

    You have some sort of vague, half-baked idea that's currently in a state that's not even worth discussing.

  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187931#Comment_3187931

    That's fine if you don't feel your time is that valuable, maybe other people think their time is.

    If they thought they're time was more valuable they wouldn't be wasting it playing a video game.

  • Have you tried Save the Best for Last? Free stacks baby!

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187919#Comment_3187919

    The difference is the players can choose to not queue up if they hate something that is a part of the game that much. People can’t just choose to magically stop being bullied. Ragequitters are not the victims. The 4 other people are.

    If I get unhooked (or worse, farmed) and the killer tunnels me hard off the hook and immediately hooks me again, I am definitely a victim. I certainly feel like a victim. I don't turn everyone else in the game into a victim should I choose to just let the Entity take me instead of struggling.

    Plus it's a video game. No one is an actual victim here.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186499#Comment_3186499

    Credit for trying to fix the one part of the issue for killers but it doesn't help with any of the other issues in my original post. No help for slugging for the 4K nothing for the Trolling for hatch and nothing nothing for the killer just sitting in the 3 gym and not letting anyone touch a Gen. Well yes that is the survivor's fault it's still an issue where the game will get held hostage, And there's no agency for the survivors because you're putting everything in the killer's hand so you're giving the killer all the power.

    My solution is much more neutral and fair.

    I disagree. Let's try to solve one problem at a time.

    My solution is a simple solution that only gives the killer an option to end the game faster when only 2 are left but they can end the game normally if they want to. After some thought this could give survivors less MMR than if they got the gens done before the gates opened. You say I give no agency for survivors but the survivors always have choices; they can choose to hide, do gens among other things or they can find the killer. If they choose to hide, the killer has no option but to try to find them and that's the only scenario I'd like to solve with this solution.

    Your solution takes away players options and just ends the game prematurely. It doesn't account for scenarios where 2 survivors have a a good chance of both surviving normally. Here are just some of those scenarios:

    1. The last generator is almost done when the 2nd death occurs.
    2. Generators are very well spread out vs a low mobility killer.
    3. One or both survivors have Unbreakable or Boon: Exponential.
    4. The first 1 or 2 survivors gave up and the killer wants to let the last 2 go.

    As for slugging for the 4k and being bled out in general a solution is that after the survivor has been slugged for 2 minutes or half the bleed out bar, they should be able to attempt to get up on their own at a cost of 20 (or more) seconds off their bleed out timer and have a 4% chance just like self-unhooks. If they fail they have to recover back to near-full to attempt again. This would only allow survivors to die a minute (or more) earlier, but it would still be a welcome change for many players.

  • @FeelsBadMan said:

    It's a joke these recolors are Auric Cells only. I actually saved up 14k shards to buy both survivor shirts.

    In 4 weeks you'll be able to buy it with shards. 😉

  • They took out stretched resolutions because people exploited it to be able to see over walls and destroy many killer mind games.

    If the camera was zoomed out further for survivors the same thing would occur.

    Sorry that you get motion-sick because of it. Perhaps DbD is not for you.

  • I love playing DbD.

    I want to love DbD.

    It would be easy to love DbD, if it were done right.

    No, I don't love DbD.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185874#Comment_3185874

    I think we're all better off acknowledging that this is what human nature is and shaming isn't going to change it.

    The cycle can be broken though. The survivors just have to have hope that the match will end "well" whatever that means. The simplest thing would be radically increase bloodpoints for survivors on hook if they stick out to the bitter end. Seriously, give survivors 20k bloodpoints if they make every skill check and finally die when their hook timer runs out.

    Or give basekit fixes for parts of the game that make the game feel terrible for survivors like facecamping and tunneling off hook. I get it there's a new perk, buried behind a pay wall, that only engages when another survivor abandons what they are doing to approach within 6m. This is laughably bad. I love how the killer community gaslit BHVR into think it was so powerful it needed to be nerfed. I have literally never seen it taken in a game. Nevermind see it change the behavior of killers... so predictably unhelpful.

    Personally, if I were game developer for a day, I'd fix facecamping by making generator times accelerate the longer the killer was alone within 30 meters of a hook. You stand 10m away from a survivor for 30 seconds, all other generators get completed faster. And for all those camping is sometimes a necessary strategy folks, think about this, it would have 0 impact in endgame.

    I definitely agree that survivors should be bribed to stay on the hook. As it is if they're getting camped they know they'll likely not live to get the 7k for escaping and the bloodpoints for for 1st stage are non-existent and for 2nd stage they're pathetic. Why shouldn't a survivor die and go next with the instant queues they currently enjoy?

    I made suggestion addressing this a month ago: https://forum.deadbydaylight.com/en/discussion/341311/how-to-reduce-suiciding-on-hook

    While it wouldn't eliminate the problem it would help. I know I would hang around longer for extra points since I have a Jeff to get to P100.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/346624/rework-nerf-pain-resonance

    It, like most Scourge Hooks, are very snowball like in nature. I wouldn't be opposed to this idea, although I think the current version is fine. Remember that the only reason it got semi-reverted to this state is because of a niche interaction with Merciless Storm. Instead of capping the time on Merciless, we got the wombo combo with Deadlock back that they sought to remove. Because of that I don't believe they will make this change on that basis alone.

    In general I think the access to Scourge Hooks is too feast or famine. They should be a bit more high risk high reward. I think retooling Scourge Hook Spawn AI with semi-fixed RNG (ala Pig) to guarantee 1 hook per "quadrant" of the map would provide much more fair access to using or preventing Scourge Hooks.

    I heard they reverted it and gave it it's scream back because of its overextension of the Merciless Storm skill checks to over 40.

    My version would still double the Merciless Storm skill checks, but killers wouldn't get the lockout for free no matter what. If the survivor stays on it and hits the checks they get the gen done but the killer has the opportunity and information to go over there and pressure the gen to get Merciless Storm value. This encourages the killer to leave the hook to interact with a different survivor which would be good for the game. Instead with the current version the killer can choose to camp and still always get Merciless Storm and Pain Resonance value.

    I also think that Scourge Hooks should lose their Scourge after being used 3 times. One well placed Scourge Hook can win the game by itself for the killer. Perhaps it causes the Scourge to choose a different hook, or perhaps not.

    Something should be done about the famine scenarios, your quadrant idea is a good idea.

  • If the game does nothing aside from having a penalty timeout to discourage disconnecting, they are part of the problem. Other games show your % frequency of disconnections for other players to see.

    Give me a reason to care.

  • Neat that you thought of an idea for every survivor. But there'd be way too many Kates and Lauries while Ace would never be seen again.

    Also you're messing with people's mains.

    This is a ginormous no.

  • Hexes are fine.

    Boons should take 10 seconds longer to set with each set. First boon 24s. Set it a second time 34s, etc.

    CoH should be 32 seconds to heal yourself and any injured survivor's aura should be revealed to all other survivors in that radius. Like a Self Care + Empathy combo that encourages survivor interaction rather than just a "go over there and heal yourself" zone.

  • Dead Hard is still the chase exhaustion perk. If you want the killer to keep chasing you after you use it and make the chase last longer there is no better alternative.

    All other exhaustion perks are getaway perks. They can generally be used to give you enough distance that the killer often reconsiders whether or not they want to keep chasing you, especially if there's no generators over there.

    When they nerfed Dead Hard I knew it would still be a meta exhaustion perk. None of this surprises me.

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