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Deadeye

Deadeye

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Deadeye
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  • I dont think that changes like that would fix cheaters. It is the cheat detection that needs to be improved. TBH there should be pretty obvious signatures that identify cheaters and cancelling a game where you detect a cheater should be the solution.

    If you do workarounds like that, you will soon see "workaround hacks" to counter them, like modifying the 10 second endgame counter

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967835#Comment_2967835

    I mean, it takes so long already that if you haven't gotten 2 hooked already, you're probably not helping your team by taking protection hits and stuff

    You don't have to do anything in particular to get condemned up, it happens passively. So I dont see a reason why "it takes so long" would be an argument here. If you really want to go for condemned kills, there are addons to speed it up, but if they were very reliable, they would easily be OP

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967828#Comment_2967828

    I mean, for how long it takes to get condemned, you should PROBABLY be punished for waiting so long

    It is a mori. With no 2-hook-requirement. This shouldnt be happening all the time. If she needs buffs, definitely not to the condemned status

  • so getting a free down is a joke? or passive slowdown for tape jogging?

  • @akaTheBARON @Marcavecunc That is what I'm afraid of too. I wouldn't throw away a lot of perks / addons on any character up to three times just to get a special crest in the tally screen. I would go for P3 characters then and give them the BP from the anniversary event (cakes n stuff) rather than leveling characters that will lose the progress afterwards. But if I think it is worth it, I would try to go for as many P3 as I can get

  • @Tsulan said:

    Well they said that the reward isn´t a cosmetic or a charm. So i´m not really sure if rushing to prestige would be a good idea now.

    The reward could be a different char icon or something as trivial like a couple of shards or bloodpoints.

    Thats why I ask. If there is something cool I definitely want to go for it. If I miss this opportunity... Just think you would have missed Legacy skins back then when you had the opportnity to do so. Wouldn't be sad about it today?

    Another thing that was not clearly stated (I think) is

    • Do you still get bloody cosmetics for prestiging chars to 1-3? Or will bloody clothes disappear or wahtever?
  • @nikodemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966774#Comment_2966774

    lol that's what makes it worthwhile and notable! :D

    i'd rather do this than another Triage. XD that was horrid.

    Triage happened during normal gameplay. Pentimento would be the true horror. Did you see Tofus series on that challenge? You cannot control if you get it or not

  • No. I dont want to do this **** just to get back to 100% xD

    It simply won't happen in a normal match, you have to play sooo awkward to get 3 stacks, I never even saw 4 stacks in any of my matches as killer or survivor

  • The icon in the tally screen that usually told you about the player rank. Super lame if it is going to be this wven you ask me.

    With the future update that will give the prestige rewards, you will see the prestige level of that character instead of ranks so you can "showcase your dedication tl this character" -.-

  • @DarkMagik said:

    It may be a that is Character Specific Charm

    They already said no Cosmetics nor charms. Which is sad. A unique basement appearing would be cool but that is only a killer idea, dont know if anything similar is possible for survivors

    Does anyone know if the following is correct? As I understood, you will only get those special rewards on charavters that are P3. So characterd on P1 or P2 wont get anything special?

  • I wouldnt like my bloodwebs to be spammed with stuff that doesn't help me tbh. Nice idea but I don't want to be forced to waste BP on it.

    But the glyph thing itself is actually something that gives the killer a benefit. If survivors have an additional target, they don't sit on gens. So it would not be the "1 gen less" thing. If the glyph doesnt only take 1 sec to commune with.

    If you get conditions on it like "cleanse a totem once per game to activate a glyph" and that glyph gives you another 2k BP or something, you could even run it with Pentimento. Possibly you could do some more conditions that dont force survivors to throw the game but create some type of interaction maybe

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954628#Comment_2954628

    This is false: "a higher BP cap is ONLY vauluable to instant character maxout on new releases".

    When playing in a SWF group it's easy to have everyone bring cakes and you can earn 100k per game with a score of 20k points. Playing killer with BBQ in the same situation and you're likely to get ~30k points x6 = 180k per game.

    The 1M BP cap was imposed in 2016 to slow cheaters down. This system is more than a little outdated as BP rewards are tallied server side.

    What possible reason do you have where you want the cap to stay low? Most people will try a new killer when underleveled but dont bother playing them regularly until they have every perk for their build unlocked. You act as if you were forced to play a new character to earn xp that could only be spent on that new character. DBD has never worked that way.

    In fact you can go back to some killer releases in the past on the steam forum and you'll see threads like : why is no one playing the new killer? The answer is because they are farming all the BP to max out the new character on a killer that has everything unlocked.

    Did they ever officially state that? What would stop cheaters from editing 1M BP, spend them and edit them to 1M again? Is that so much of a slowdown?

    And I don't think it is THAT easy to have a full party of streamers that regularly. In normal games I see that never happen outside of bloodhunt events and when I level a character to level 50 I have like 5 BPS. So yeah, level out in a full party once to 1M and then spend, what, 1,7M to get another 5 streamers?

    I dont have a reason to keep blood cap low. I just say the reasoning I hear to increase is nonsense. Regarding this topic I even heard people say "the grind is too big, we need higher BP cap"

    If people dont play killers until maxed out, this is pretty much their decision. I mean if this is the issue, then the solution would be to remove any progression from the game completely, right? Just make it like custom games, every perk available from the beginning, what is the point of BP then? And that is in my opinion not what keeps you playing a game. Most people say that the lack of meaningful progression is the reason why F13 didn't grow

  • btw if you didn't know: the reason for being able to store 3.7M BP is that rewarded BP are on a separate "BP account" as you cannot chose to pick them, you just get them. So if it exceeds your account, it would be lost without having the chance to spend BP before you get the reward. This is for every rewarded BP like login rewards etc.

    And that means that if you have 0 BP and then getting the season reward, you have a million of "wiggle space" until you reach 3 million

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954545#Comment_2954545

    Do you think it is logical to offer a monthly reward that is greater than the player can hold? I think it is not.

    I realize most people are still in the grind. but I don't think a 3-5M bloodpoint cap is unreasonable. If the cap were 5M then at most people could hold without other sources would be 7M. That's really not a lot of points when you consider unlocking a new character to P3 status.

    A 5M point cap would let you collect the 2M from last month and still have some "wiggle room" before you cant hold any more points.

    Normally when I play I just spend points to be around 800k. This gets tedious to routinely have to stop playing to prevent being capped.

    I like the game enough to still consider it. But when I can sit on a huge point stack like this that overflows well beyond the normal point limit AND there is an upcoming limited event where spending more points in a short period of time is heavily rewarded then I am encouraged not to play right now.

    I think you didn't read my posts entirely. I don't get your complaint about BP cap as you obviously have no reason to get BP anymore so the BP cap wouldn't help you in any way.

    Regarding everyone else: there is enough to spend BP on and there shouldn't be an issue with the cap, as you can spend BP. It makes no sense to store BP in any way or to keep them at 900k. The only reason for storing BP is instant character maxout on new releases, and you can play 11 of 12 weeks without having to store anything.

    And I don't get why losing BP is discouraging you to play. If you don't need them, then I would guess you play for the fun or not? Is the only reason to play to get more BP? For what reason if you don't spend them anyway?

    All the argumentation makes 0 sense to me. Like seriously. From any of you. Just to point out again: a higher BP cap is ONLY vauluable to instant character maxout on new releases, there is literally no other issue.

  • I would love a Pirate killer on a wrecked ship map on the ocean.

    Make it Davy Jones / Barbossa + Jack Sparrow if it needs to be a license

  • @DBDVulture btw "If you can normally hold 1M points and you can get seasonal rewards for +2M points it stands to reason the bloodpoint cap should be 3M points. People who want to power level the new killer are going to do that."

    That argumentation makes no sense. So if you set it to 3M BP, it would be 3M base +2M season rewards, right? So base should be at 5M. I mean 7M. I mean...

    Also Im pretty sure that the BP cap is not the reason for the player base drop xD

    And again, if you can't spend BP and that keeps you from playing DBD, then you are asking for something else to spend BP on, and not rising the BP cap, that wouldn't solve your problem

  • I don't get this blood cap rage... there is enough to spend BP on. Each killer needs different perks or has different builds

    If you decide to hoard BP for no reason, then this is your choice. There are 3 months before a new chapter releases and you can start saving like one week before release. Just get down to 0 BP if the cap is such a problem

    @DBDVulture you save the BP for the cakes? And then? have 500 offerings to get even more BP? What do you spend them for? If your problem is that you don't have stuff to spend BP on, what would you spend them on if you can hoard even more? Nothing I guess, right? You are basically asking for higher numbers to look at if BP have no value for you, so why care about a cap?

  • I'd even say you can move the Dragons Grip effect if you kick another gen, even keep it active on multiple gens but remove it from all active gens once the effect is triggered on any gen.

    I don't think it is too strong for 3gens, first of all it is the duty of survivors to not 3gen in first place. Second, you still have the cooldown if it triggers. Until 3gen, survivors should know about this perk and be able to outplay it (injured guy tapping, wait for the opportunity and get distance).

    So regarding how much value I see currently when this perk is in play, this would be a totally fine change

  • @Emblerr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943012#Comment_2943012

    you talk about iron will saying footsteps and grass. ye ofc no #########. i have hundreds and hundreds of hours on spirit with a very high end audio setup, saying "its on you" and ignoring my points show either you have never played spirit or dont play killer, you say if im using all my phase to chase an injured survivor im doing it wrong? ok so i hit them, they run and then what do u want me to do? not use my power and run after them? use half my power and not catch them for no reason? nothing you say makes sense

    I barely see spirits that use their power entirely. Some on stream even go out of their power quickly on purpose to get a read on survivor movement and have better guesses next attempts. Even I barely use up the entire power bar and I don't play spirit that much. Empty power is normally resulting in a miss because you didn't find the survivor in time. This is about power management

  • @Emblerr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941296#Comment_2941296

    its very easy to hear where she is. and to avoid the stun you need to go around the wall to the left or right of the pallet after they drop it to meet them around the other side, by then they reach the window or you run out of power and need to wait 15 seconds again, if you dont go throught the pallet and risk the stun you run out of power, ive got many hours on spirit and if the survivor plays it well you either get stunned or you run out of power taking it wide allowing the window vault.

    tbh it seems like you didn't adapt. Pallets now need to be mindgamed with her. They hear you from left, they go right and drop the pallet, expect it and force the drop but go to the other side early enough, you are still at 170% movement speed and they are stuck in animation.

    Also why don't you list the power recharge addons as strong if you think power recharge is such a big issue? There are several inconsistencies in your argumentation, some have already been pointed out by others

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942999#Comment_2942999

    1.) Yes they do. Blood Echo / Fearmonger make it so that Dead Hard and Sprint Burst are unable to be used, Iron Maiden will reveal a survivor's location and expose them if they attempt to use Inner Healing, Items will always be knocked to the ground and sapped by Franklin's, etc. They are direct counters, which is the point. I understand that you're leaning into the soft counters mentioned, but let's not get wrapped up between forests and trees.

    2.) 100% true. Hemorrhage is a rare status in and of itself, but Resurgence and Solidarity are rarer finds still.

    3.) Well that's the problem then, isn't it. I misunderstood the post and thought they were saying that, while idle, the progress is eaten away - not that it doesn't occur in the first place. Solidarity should be considered healing just the same as AHS heals passively. I can agree on that much. Still unsure why people are frustrated to the point to ask for the healing to be capped and unable to regress, still.

    4.) I see that. Agree 100%. But that's kind of the angle here. It's like getting a genie to grant you a wish, then wishing that you were on-time to work. Why ask for the perks to - in rare circumstances - be able to circumvent their counters so that they can continue being useless perks? Why not ask for a total change or upgrade?

    People are out here asking for Solidarity to be immune to Hemorrhage, why aren't they just asking for a broad spectrum buff?

    ~

    While healing another survivor, heal yourself at a rate of 50%.

    For each health allied health state healed, gain a token up to 4/3/2.

    When there are no healthy survivors left in the trial, and you are at max tokens, they are consumed and you recover a health state over 16 seconds.

    (This timer is paused while being carried or on the hook. Damage taken during this time cancels the effect.)

    ~

    Now it's still useful when you heal someone else while healthy.

    It's useful and you don't need to make the perk immune to the status to see it in matches more.

    Blood Echo is explicitly designed to counter exhaustion perks. Iron Maiden is no explicit counter to Inner Healing and does not work in this way either, you have options to get around the counter as survivor once you know the perk is in play. Having enough distance would mean it is a pretty dumb choice for the killer to walk 40+ meters to find someone that is most likely hiding in safe areas from you. As killer, if you use Iron Maiden like how you propose, you would most likely just waste a lot of time.

    Resurgence and Solidarity were designed when Hemorrhage didn't have the current effect. When they brought Nemesis (perk) into play, they had to rework Mending to not bring back the old Legion bleed out meta. Things need to be adjusted when they rework parts of the game that influence other parts. Im pretty sure they won't design such a perk again with the new Hemorrhage in their heads.

    And imo it doesn't matter if anyone gives a full rework or just "a counter". There is a problem that needs to be mentioned and so they do. They come up with at least a suggestion rather than "this sucks, fix it". Wether it is just a quick fix or a full rework, it is a suggestion. It is ok to give rework ideas on top, so the devs have options and ideas to think about, but the most important part is to address the problem in first place. Saying "your idea is dumb, come up with something else" is not helping anyone

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939470#Comment_2939470

    If that's the case, without MMR the matches would be even more mixed, so that would only worsen the problem.

    Imo, the bad balance is mainly the result of the devs not understanding or playing their own game to a competent level. You can't balance off of stats alone, especially when you take the entire game as a whole into account and the lower tiered players royally skew the data. It seems like the only case they really understand that in is Nurse.

    So even if they do want to balance with just stats, they need to stop looking at absolutely everyone and focus on the players that are actually good at the game. Not "top 1% I live and breath this game", but the people who know what they're doing enough to not have Pig and Cenobite in higher kill brackets than Spirit and Blight (based off their last kill rate stats).

    MMR needs to take more things into account, not just "me 3k with Bubba me good" or "me leave with Cornerdette me good".

    "MMR needs to take more things into account, not just "me 3k with Bubba me good" or "me leave with Cornerdette me good"."

    This is exactly my point. If you read my post above, I said it there. The current MMR is not a good approach for this game, especially not with the current playstyle allowing stuff like facecamping the first hook to death and then get even more by bad unhook attempts or by endgame NOED. With this you can easily "secure" your MMR with a double kill or rank up if the survivors dont play well or efficient enough.

    And letting everyone else do the gens and chases until the hatch is closed and you escape through lucky gate spawn is the same problem. Of course this is not the main case, just two examples but I think we can agree that with this playstyle you can at least keep your level and never learn to get better even though you should get downranked

    Btw I didnt say I want no match making at all. And probably old emblem systems were worse than current MMR games (which is not my experience, pretty much feels the same). But I think MMR is just the wrong approach (as said before) and emblems would need a tweak to be a good reference for match making

  • @MrPenguin said:

    MMR isn't the problem, the bad balance is.

    That being said I would like MMR improved, not removed.

    I think the bad balance is a consequence of bad match making. The stats reason their balancing decisions, which base on too many mixed matches

  • I don't think the MMR approach works for a game like DBD. Ranks would be better imho if the emblems would be reworked. Like you shouldnt be punished for the other side playing bad. But using emblems as match making base would also need another change. I think there is a mentality like "everyone should be able to get the rank 1 achievement" but saying that everyone should be able to play against everyone is basically the main issue that emblem match making had

  • Same here, same for Huntress winding up hatchets. And it is happening for a looon time now

  • Thanks to all the feedback so far

    @gendoss said:

    So the hitboxes on windows are very deceptive. You not only have to count the frames of you jumping through the window but you can always lunge at the survivor while they're running to and away from it.

    So they're actually vulnerable to a hit a lot longer than you realize because a survivor has to get through the window and then actually run away far enough that a hit would miss.

    I think it's a tad dumb that you can hit through windows but not over pallets. It's at least very inconsistent.

    I think that's ok as windows are thin and pallets are pretty thick. your hitbox reaches through a window to the other side but only probably is as long as a pallet, so you can hit a survivor that is vaulting a pallet as long as he vaults, but not when he reaches the other side

  • @SuzuKR said:

    It’s not about the vault hitbox, it’s how long your character takes to go through. You can be hit through a window cause it means the killer just shoved their arm through to hit you. So you aren’t safe until you completely clear and leave the vault area by another margin.

    Well this is not what the wording says. "more of their body exposed" sounds like size, not like time

  • Alright, then it comes down to inconsistency as I said before. Nice one, so you need to test every perk to check if it works or not? The combo Deadlock + Pain Resonance is pretty much shooting yourself, if you got fooled by Jolt.

  • @Brokenbones said:

    This isn't a bug

    Generators that are blocked by the Entity cannot lose progress, this is an intended design decision confirmed by the devs a while ago

    @sizzlingmario4 said:

    What you described isn’t a bug, however there is a related interaction which is bugged. Blocked generators aren’t supposed to regress by any means.

    With Surge, if the generator is blocked then it will be put in the regressing state and begin regressing when it unblocks, but the instant 8% regression won’t apply. This is normal.

    With Pain Resonance, it will target the next-highest unblocked generator instead, if there is one. This is normal.

    Unless they fixed it though (I tested all of these interactions last patch) it actually is bugged with Eruption where the blocked gen CAN lose progress instantly.

    There is definitely a lot of inconsistency then. If the gen is blocked with Pain Resonance, then it should be able to be targeted and start the regression, as Jolt starts the regression and you also get the explosion notification on Jolt. If Jolt can target blocked gens, why cant Pain Resonance?

    And I'm pretty sure that the 8% are applied because there was one of these 4 moveable parts on the gen that stopped moving

  • tbh I played a few matches with him and got way more stalk downs than ever. I cant say what and how reveal/stalk got changed but it felt better. I also like the addon changes (although legion was a bit more lucky than GF)

  • I got striked once to post stuff like that from unofficial sources, you are leaking content here (this was actually the site I was striked for)

  • wow... they already cut the XP fragments by almost half, throw around with login fragments and extra XP for several events during a tome and whatever. initially they said they centered progression to finish the rift as the average player, which is like 2 hours per day. and that pretty much fitted to me during the first 3 tomes. currently I finish the challenges of level 1-2 in like 3 days which you have 14 days of time for and levels 3-4 (3 weeks) are done in one week. I reach tier 70 during the first week of level 3. and people still yell for more reduction? who are you guys that think progression in the rift is still too slow? are you playing 2 hours per week and still expect to reach tier 70 without any effort?

  • @alpaca_boyyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921146#Comment_2921146

    “The amount of games are be lost because of this” part is not because “I’m not willing to improve and deal with the things I got”. High mmr games can be lost with one mistake. And getting power-struggles flip-flop because of the long cool-downs cannot be prevented. That is not my fault.

    Then try to imagine what happens if you dont play against that build and Twins just warps without delay and reaction time for survivors between 2 locations. Just as an idea: Dragons Grip would probably become instant meta on twins. Kick a gen, go idle to Victor and insta return as soon as you hear the scream to get a free down

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2920571#Comment_2920571

    I guess I have different definitions than you. To me, a skill floor is defined as how much one needs to know to have a basic handle of the killer’s kit. A skill ceiling is the maximum amount of learning one can do to master the kit. So every killer has a skill floor and skill ceiling, with varying amount of time and practicing needed to get from the floor to the ceiling.

    So to OP’s post, Blight really doesn’t take much to pick up and go. You move at base speed, have a standard terror radius, a highly mobile power that is also lethal, and very strong add-on options. Not to mention that you can use just about any perks on him effectively, particularly meta ones. But of course you’re not going to know it all in 10 hours of gameplay.

    Totally disagree even with your definition. If you can't manage to use Blights power appropriately, you are performing worse than when you just use M1 to down survivors. I guess your definition of skill floor is not WASD + M1 right?

    Besides that the OP asked for "lowest skill ceiling" which means "least time to master" and that totally doesnt fit to Blight

    @Valik said:

    Bubba is a contender, but I think Meyers takes the cake.

    He's macho M1 man, but you have 3 steps to his power:

    1.) Look at people.

    2.) Stop looking at people when you're 99% to Tier 3.

    3.) Look at healthy person just before you hit them.

    You don't have to fake vaults, mind-game, path efficiently, respect pallets, manage heat. Nothing.

    Meyers is, by far, the lowest skill ceiling there is.

    Once you follow the 3 steps which takes all the skill of:

    Being able to look at people

    You basically learned the killer to completion.

    He's Bubba without the AOE insta-down chainsaw, He's Freddy without the TP or dream passives, he's Huntress with 5% Haste and no hatchets.

    He's just an M1 machete man with 3 steps to becoming M1 Machete Man+

    Lowest skill ceiling yes, but the question was also about the strongest. Like "how can I start having fun as killer without investing 500 hours" (roughly translated :P )

    @I_CAME said:

    You can't play Bubba normally against good survivors unless you can hug loops extremely tightly with the chainsaw and not run into walls. Something most Bubba players don't do very well. You need a lot of precision with the chainsaw.

    yes, but that is exactly one thing that you need to learn to master him and become very deadly.

  • "The amount of games I’ve lost because" sounds pretty much like "Im not willing to improve and deal with the tools I got. For me Twins is totally ok

    @jesterkind said:

    I'd argue that the cooldown after downing someone with Victor is quite necessary to prevent promoting slugging too hard. The problem is that it actually ends up causing slugging more often because you have to commit to the three thousand year waiting period before you can do anything again.

    The solution isn't to remove that cooldown, though; it's to let the Twins player swap back to Charlotte during it.

    That change is imho the change that hurt Twins the most. Boons is already a problem but the power of Twins is to injure multiple people quickly. If you have to hit a survivor then send Victor, down a survivor and walk across whatever distance the survivor got TWICE (once with victor then with Charlotte to pick up) is in most cases less efficient than just M1 the survivor.

    There are a lot of killers that get a harsh punishment when you fail to use the power. Which is also the case with Victor. But when you are actually successful, I don't get what reason there is to give the same cooldown after a successful attack, just to give another survivor the most easy time to kick and instantly start healing after that, while Charlotte first needs to catch up.

  • what do you mean with less stressful? doing something about cheating, toxicity and that stuff? hopefully. having easier 4k without needing to concentrate and bring meme builds? hopefully not

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2914447#Comment_2914447

    Oh okay so since i dont know my earnt bloodpoints it will just stop at some point once ive hit the 1,000,00 without knowing?

    yes, you could go on earning until you notice that you didnt get all the bloodpoints from a match

  • @Sepex said:

    Would just be easier to make the cap 2 million. Seriously.

    make what easier? xD

  • did you spend bloodpoints since you got the 100k login bonus? these bonus BP are on top, to avoid you being at 1 million already and then missing/wasting the login bonus without a chance of spending them before. like a second account for bonus BP that is added on top. and the bonus BP account is not capped, if you dont spend any BP anymore and collecting bonus BP for a year you could go to 3 million

  • Reinvent the logic behind MMR and emblem systems

    I would also like to participate in balancing, like they start with getting info for every survivor to close the gap between solo and SWF, but I think my ideas are beyond what is realistic, like too much effort or a complete rework of fundamental game mechanics

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904514#Comment_2904514

    I wouldn't suck while playing Legion, or any other killer, I'm not bad.

    I don't need weaker survivors to have decent games, I need harder survivors or else I will just 3k because I let them escape like 200 times,

    I don't need to invest time to master every single killer to perfection, 90% of the killers don't even need that,

    mastering the killer isn't really easy when the enemy isn't putting up any fight,

    and lastly, are you really good if you get stomped on anything but your main? Or are you just OTP?

    yeah, I get that you consider yourself a god and centre everything around you. Would be nice if you read and understand what I wrote about the playerbase in total

    And if you're that impressively good, it shouldn't take you long to get to your "rank 1", which I also explained why. Im not gonna repeat on that, feels like it would be wasted effort

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904489#Comment_2904489

    So you're saying a killer that struggles to get a 4k should automaticaly have low mmr?

    Do you know that enables things like purpusefuly lowering MMR or smurfing to see other killers?

    And as for rank 1, who cares about who I am, this is my thing, and if wanting to face good survivors on all killers is not allowed, burn me.

    I dont get your logic. Again: HOW should a killer that struggles to get 4k get to high MMR??

    You need kills to raise your MMR or you won't rank up. So yeah, if you are a god survivor then you won't play vs a lot of Legions. You would need to lose on purpose to see many of them. Who as a good killer would pick a lot of Legion if your tools of having good games are plain limited and grant you a 4 escape everytime?

    If you max your MMR with nurse and play always against the best of the best, then you would suck while playing Legion (just picking a random killer, pick whatever you like to be worst with). So to have decent games you need weaker survivors, or you get downranked. If it is your personal choice to play against the best of the best with every killer, then yes, invest the time to master every single killer to perfection to get there and earn the right to play against them, but don't force every other player to have the worst time of their lives by having the weakest killers play at their best MMR.

    Some people like to have variety with many different killers, but dont want to invest the same amount into everyone. If it was your way, everyone would have to sort out half the roster or accept that they get stomped every match when they dont play their main killer

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903232#Comment_2903232

    Absolutely. This is why new Killers don't start at the minimum rating; we expect your experience with the game as a whole to transfer over.

    Im not sure if the numbers are close to reality, and most of them is just leaked content, but just to describe my thoughts and the problem I see I use them to get a rough idea.

    I think it is like a kill as killer can give you around 20-25 points of MMR, meaning a game could buff you 100 points. With a maximum of 1900 and I heard something like "the maximum difference between your best and worst killer is 200" it would mean that with a new killer you dont really have "weaker" survivors matched against you. With a maximum of 1900, 200 is not really that much of a range, especially when it only takes 2 games to get on the same level as your mastered killer.

    I created a free Epic account back then to get some training with nurse as I really struggled to learn nurse on steam, as I don't really get helpful feedback if the survivor just played well or if I blinked bad, or if I even landed where I wanted to because I get bamboozled by the survivors. So the first 3 matches I got survivors that just run straight, so I could focus on my blinking and building up muscle memory. 4th game was already rough but I still got a late 4k, since then (again: just 4 games) it feels like I get matched against the same survivors as my 5000h steam account, that all know how to play against nurse.

    And that was with a complete baby account. I think the MMR range and speed that you get up or down, combined with the limitation of max MMR and min MMR across all your killers doesnt really feel like it makes any difference to have killer specific MMR. If the numbers are slighty corrrect I would guess that something around +- 500 would be the minimum to notice a difference.

    On another point, I think you cant even compare 115% killers with each other. Like pick blight. Compare him to Wraith? Serious? No way. If you cant manage to use Blights power appropriately, then it literally hurts you and makes you weaker than if you just use M1. But the point of ranking up your killer is making good use of your power right? So I think you should start at a much lesser value with new killers. If your decision is to M1 your way up in the ranks, then you will have a problem once you get up if you want to learn your power then, which would push you down quickly again.

    Is it possible to ask for stats about the MMR spread? Like with emblem match making earlier and the reset to rank 10 it was like (rough guess) 80% of the DBD playerbase was at red ranks. I would like to know if the MMR system has a better spread, also would loooove to know how much the average adjustment is per player. Something like "within one week/month, 80% of the players have a range of 100 MMR (meaning they stay on like 1200 on average and within one week they dont leave the range from 1150-1250)"

    @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903035#Comment_2903035

    Because I don't need to get used to killer, I can pick them up in less than 4-3 games

    https://forum.deadbydaylight.com/en/discussion/comment/2903050#Comment_2903050

    That logic is trash, because you can't just get worse survivors just because you're playing a weak killer

    That logic is not trash, because how would you be able to get to high MMR if you play a killer that struggles to get 4k? What do you think why you dont see specific killers a lot at high MMR? And who wants you to "hit Rank 1 on every single individual killer"? BHVR does not. There is not even a rank 1 in that regard

  • @randonly said:

    Dead hard will be reworked, this is already a fact, but what bothers me is that people think that dead hard automatically guarantees 1 extra life health without any requirement or downside

    First, it's not pressing a button whenever you want, you need to be injueried. And second, if you are not in the right place nor even knowing what you're doing, it's literally the worst of all exhaustion perks.

    ps: Killswitch is only for things not working properly and harming the game.

    ps: It reminded me nurse with range addons, which at this point also speed up her blinks since 2 patchs ago.

    I repeated that already and also had it in my OP. The problem is that the good players become nearly invincible, not that an average player extends the chase by 2 seconds open field or maybe 6 seconds to run an extra loop around a pallet. And being injured is not really that bad of a condition? I mean, #########? You can argue that insta down killers counter DH, but even they can't play power-only.

    PS. they announced it like that but they are the masters and can always rearrange it. for the vanilla experiment you needed to sign up and create a PTB, if they would need stats like that they could use the killswitch to get rid of all the overhead. you could argue that removing dead hard should be a PTB to not affect players who want their DH so bad, but actually they do the same with MMR tests right now without a PTB

    PS. yeah, range addons should be killswitched.

  • @HexDaddyissues said:

    so punish the less skilled for what the highly skilled do, with nothing done to the killers to level it for the unskilled?

    makes sense /s

    I pointed that out in my OP as well. Waiting out dead hard in the open is not the problem, you extend the chase for 2 seconds. The problem is skilled players that can already loop for a minute and extend it to 90 seconds with that perk. Average players probably get more value out of any other exhaustion perk

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897511#Comment_2897511

    But that’s what the perk is for, to get away when you would go down. That’s the whole point of the perk. You didn’t outplay them if they didn’t go down. They outplayed you while using a perk. It goes both ways though, if killer has blood pact and downs a survivor in a pallet you wouldn’t say the survivor outplayed the killer, but because of a perk they got the down- right?

    every other perk has conditions to trigger, get a vault, a drop, for the pallet blocker you need to zone properly or with the speedboost you can simply dash out of blocker range. and you can cleanse it. DH is just active always and can be used multiple times like you HAVE to down that guy or eat it again. DH is like old MoM and that only triggered once but got nerfed instantly. and imagine DS would trigger 3 times a match

    and u insinuate again

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2899046#Comment_2899046

    Let me try this slowly.

    You know that ruin is a killer perk?

    if the kill rates are titted in favor of the killer, nerfing a killer perk does what? Right, not tilting it further in the killers direction, in contrast of nerfing a survivor perk, which would tilt the balance in what direction?

    While pickrate and frustration might be a part of it, it also furthered their goal, not moving it further away.

    that would include that killrates were strong during that time

    but killers had to run ruin to keep up with gen speeds. thats why with ruin changes toolbox and coop slowdown followed short after

  • There would be a way of balancing. Just for examples: Starcraft has 3 parties of fundamentally differently played armies and is considered one of the best balanced games. Can't say details on Evolve but it never felt like you have 0 chances at the one or the other side, mostly you noticed where you messed up, it was never in my case the situation that I got killed or killed the monster (as the monster) in evolution stage 1. This was my eyes is an extremely well balanced 4v1 game also having 3 different monsters available with different playstyles.

    Balancing like this is just super difficult and I'm pretty sure BHVR has not the knowledge or the appropriate tracking for stats and evaluation to get to the core of balancing issues in this game. Let alone the bad matchmaking be the cause why games in itself are unbalanced and just a rare number of all games can deliver valid stats about which perk is OP or not.

    I also posted a while back about the rework of the post phasing addons that got reworked for spirit, that I think they were not a problem. In short: you could do insane hits because of the mega lunge but also go for a high risk because when you miss then you boost away like 15m from the survivor and you lose a lot of time catching up again, which kinda made it balanced, high risk high reward like. Just a guess, no clue about real numbers, just as example what can mislead: as there are way more consisten addons, most spirit players run other addons, but strong spirit players that can make better use of the addon run it more frequently for fun reasons, but wouldn't need the addon and still get a lot of 4k results because they are simply good spirits. Result: the stats say post phasing addons are OP, but they probably weren't. To identify that, you would need to include spirit MMR into the stats to see if mid MMR players perform better with this addon or high MMR or both.

    Again, no idea if they have stats like that or if they read it like that etc. Don't wanna judge about it anyway. Just feels like statements like "OoO is fine because the escape rates don't show high numbers with this perk" are not the correct way to read stats. I would say DBD totally could be balanced way better, maybe not perfectly but better, but that would need a big effort and I don't think that BHVR has the capacity or intention to do so

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897597#Comment_2897597

    And as we know from experience, thats the conclusion the devs will reach.

    You should be realistic. While i am a survivor main, i do play both sides, so in most cases, i win and lose alike, but unless i got a challenge or daily, i usually dont even run dh, because my playstyle is not running around in circles the whole time, so in this i could only win.

    But if the perk doesnt carry survior, the killrate (and therefore the from the devs perceived balance) would tilt in the killers favor, calling for killer nerfs or survivor buffs to reach that 50% killrate-goal.

    I wonder why that seems so hard to understand. Or do people like you just ignore everything they dont like and pretend its not a factor? Who knows...

    They did with ruin, I said in the beginning. Player frustration and pickrate were the arguments. They got rid of the OP perk and adjusted toolboxes, coop progression and adjusted a bunch of perks to match.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897499#Comment_2897499

    Deathslinger, Hag, and non-perfect Spirits say hello.

    Remember 110% may rely on their power but they still need to actually get into range/run up after getting out if their powers to land a hit.

    If a hag doesn't instantly hit a survivor after teleporting or a spirit popping out directly on top of them they literally can't hit a 110% survivor.

    Also Deathslinger just flatout can't do anything if they run at 110% before they are within his 18 meter range(With theoretical chained/multifloor dark theories for range).

    The boon limits where you can go to. It is not like you can run across the map with 9% speedboost to make the killer chase you forever. If so, than the problem is solely Bloodpact and not the boon

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