Evan_
Evan_
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@SlowLoris said:
I'm gonna be honest. While I do think there are certain tweaks that are a bit "nutty" in relation to filters. It's as simple as those certain filters being black listed for use with Dead By Daylight. I'm not talking about black listing Nvidia Filters / Reshade, simply the filters that can create a ridiculous advantage. Most competitive games block the specific ones I'm talking about.
I use Nvidia Filters, because if I didn't, I couldn't stream this game every day. I have very poor eye sight and this game is EXTREMELY blurry / muddy by default. I use the game to legitimately make it look prettier and not hurt my eyes / give me migraines. If they got removed, I would not be able to stream DBD anymore.
Here are some examples of my filters. Due to the limited function of Nvidia Filters a color filter with contrast is the only way to really add "depth" of color to the game. I wish I could keep the darker tone of the game, but it's just not possible without it being so dark it hurts my eyes. For a very obvious example in these pictures. Look at how blurry/dark Billy's weapon is without filters, then look how good it looks WITH them.
This is also with my ini file edited for reduced anti aliasing / and lighter shadows, BECAUSE the game on Ultra makes certain areas INSANELY dark. I would like to clarify, this "lighter shadows" change, is just the same as playing the game on low settings, but I like the game to look nice, so I want it on Ultra, but with the shadows of Low Settings simply due to the fact I have very poor eye sight. For months after the origional R.P.D release, you couldn't even see in the Leon's Office area, it was so dark. Or Garden of Joy inside main was pitch black - game lighting problem after they updated the lighting engine.
Mac WITHOUT Filters.
https://us.v-cdn.net/6030815/uploads/V92SXL9KFJUW/macnofilter.png
Mac WITH Filters
https://us.v-cdn.net/6030815/uploads/AIO3E9DZ8LKM/macwfilter.png
In both of these pictures I can see the survivors the same way I would before. You might not originally think that, because it LOOKS brighter, but I have not changed the fog, just the color temp and sharpness. I just don't have to hurt my eyes to actually see them with how bad my vision is. I do not have reduced fog, I do not have it overly bright, just the color temp has been changed, so it appears "brighter". The contrast is up purely to accentuate the colors they already have and you can clearly see how nice that looks when looking at Billy's weapon, or the trees.
If I could keep it the darker tone while doing these things I 100% would. I don't do it for advantage, like many others, but because I genuinely stream it every day and I get migraines without filters due to my poor vision. Besides SHARPNESS - this can all be done with monitor settings already. Sharpness will sort of be doable with the addition of the ability to turn off Anti Aliasing next patch. That will help a lot.
I also missed the Blue tone of Mac and Green of Aza, so the filters bring that back.
Here is Gas Heaven.
Aza WITHOUT Filters
https://us.v-cdn.net/6030815/uploads/IR8733Q0LCXI/azanofilter.png
Aza WITH Filters
https://us.v-cdn.net/6030815/uploads/328PPQE2MH6P/azawfilter.png
These two maps are the least painful to look at without filters, I have more examples below of the bigger offenders that legitimately require me to D/C if I play them without filters.
R.P.D No Filters (R.P.D lighting has been greatly improved, but I've added the second set of pictures to show you kinda what most rooms looked like for me BEFORE they updated the lighting. I COULD NOT play this map without filters previously.
R.P.D WITHOUT Filters
https://us.v-cdn.net/6030815/uploads/KCMYV3EBJOZZ/rpdnofilter.png
R.P.D WITH Filters
https://us.v-cdn.net/6030815/uploads/VI3GV1Z5T16H/rpdwfilter.png
R.P.D WITHOUT Filters
https://us.v-cdn.net/6030815/uploads/U418DQJ8TGQ0/rpdnofilter2.png
R.P.D WITH Filters
https://us.v-cdn.net/6030815/uploads/Z7XPA1VW76D2/rpdwfilter2.png
Eyrie WITHOUT Filters
https://us.v-cdn.net/6030815/uploads/4Z8TIEEFQ2V5/eyrienofilter.png
Eyrie WITH Filters
https://us.v-cdn.net/6030815/uploads/95DN4J3CLNUA/eyriewfilter.png
My Eyrie filters are mostly sharpening/contrast/saturation. Due to being mostly blind in my right eye, if I didn't have this, I could not discern depth perception on this map with the color pallete being so similar.
Borgo WITHOUT Filters
https://us.v-cdn.net/6030815/uploads/N35BD4WKCB12/borgonofilter.png
Borgo WITH Filters
https://us.v-cdn.net/6030815/uploads/0TXWDQ5ZE4D2/borgowfilter.png
Borgo is my most "INTENSE" set of filters, because the entire map is high saturation RED. In fact, I'm actually at a DISADVANTAGE on this map, because I have to use a layered Black & White Filter + Color Blind Filter, so I can have any sort of depth. This leads to scratch marks being much more faded, because I had to remove so much red. The color blind filter is the only thing that lets me even be able to still see them, because their color is altered.
I'd actually like to BEG BHVR to please redo the color pallete for Borgo. It is so painful for me. Like, even not being able to resolve the issues with filters without being at a negative is so frustrating. You re-considered the saturation on Toba (thank you), please reconsider the Borgo pallete. I don't know a SINGLE person that actually likes it.
Before posting this, I wanted to make sure 100% I wasn't just "blowing smoke" Every single one of these filter sets (once the AA change comes through) can be achieved by lots of monitor calibration / in-game colorblind filter / disabled AA. Nvidia Filters just lets me have separate profiles for the maps (3 sets), so I can put them on a hot key and change between them. Again, Reshade does offer certain filters that are possibly a bit "too much", but that is why there are two versions of Reshade, and one is for games that don't allow a filter to give an advantage, the other is just EVERYTHING. Any of the filters that would be "unfair" are simply resolved by only allowing the competitive version of Reshade filters.
There seems to always be some talk of accessibility when it comes to beamers, etc, but so many act like Filters cannot be used for accessibility, but they are FOR ME. I am almost completely blind in my right eye. If I didn't have filters, like I said, I could not play.
As for EQ, good luck. Even console players can technically have EQ options simply by having a good head set that has it built in. Even my headset that is wireless can connect to my phone, and let me create EQ profiles, so that I can use them all the time by pressing a button on the side of my headset even if I'm connected to my console or my PC at the time.
EQ is just about your hardware, and yes there are things like PeaceEQ that let you adjust it through software, there are HUNDREDS of softwares for every headset that let you adjust EQ in someway. Even if it's not done through Software it can still be done through Hardware like I mentioned above. There really isn't a way for them to resolve that. While I do think it's ridiculous that Spirit Players can tweak their audio to the point where I saw one person make it so they could hear the uninjured Meg breathing ACROSS the entire beginning tutorial area, it's just not possible to resolve. I will say, it's very rare to encounter someone that goes to those levels, but it is possible.
The majority of players that use filters do use it for a bit of blur reduction/contrast, but there will always be people that will use stuff for an advantage. The only thing you can do is remove the filters that go too far. Contrast changing is available to EVERYONE. Simply adjusting your monitor / tvs contrast settings can give the same affect. Same for brightness, etc. I have tweaked my NVIDIA filters many times, because Borgo is so painful to look at and I have never once created something with them that I felt was "unfair". Even with the Reshade to Nvidia filter pack, it gives you the filters that are fine. It's just Reshade having certain filters that can exacerbate the issue, but there are two versions of Reshade, because of this exact problem in competitive games. In fact, there were definitely filters I could have used for Borgo to make it look much better and also have the scratch marks bright, but I felt like it was unfair, so I didn't do it...but is it really my fault if the contrast on that map is so painful it feels almost required sometimes?
So, I'd say this is where it boils down to, is DBD a party game or competitive? It seems many people want to say it's a party game, but also complain if people have wacky filters, etc. I personally think it can be both. You can joke around with you friends or run silly meme builds on killer. Or, you can get into competitive and learn really optimized teamwork / macro.
In general, I don't think filters are cheating if they just enhance what is already there. I do hate how ridiculous EQ can be on Spirit, but there really is NOTHING you can do about that.
Yes, perfect example for what we who play the default game and accept that it has stealth elements consider cheating.
I'm personally baffled by the fact that this is allowed. Even if the game can't detect such filters currently, I have no clue why streamers of all people who constantly provide video-evidence of using 3rd party tools to gain an unfair advantage aren't getting banned.
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Note that the EMP range is 10 meters and not 24 as you wrote it.
If you also keep in mind that pod-infection range is 15m, you can space your biopods so that only one can be disabled with a single EMP, while they still cover areas pretty well. Though I admit - trying to do optimal trigonometry for pressure made my head hurt, and I started to feel an urge to play Bubba instead, and do absolutely no thinking at all during the trial.
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@KingDeathly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519522#Comment_3519522
I agree,but the ability to shut off my power which I specifically paid for should never be given to survivors.
Coincidentally, even the very first DBD killer's power can be disabled by survivors. You could say this tradition is as old as the game itself.
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I barely ever do one. A sip of blood is not enough reason to reconsider who I want to play at any given time.
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We happen to know that only kills and escapes count, not their circumstances. The exception being hatch escapes, as that one counts as a neutral outcome.
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Both, depending on mood.
I'm sweating hard on a killer or two, but I'm playing survivor and other killers very causally.
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Oh noez! We're still recovering the massive impact of VHS, F13, Evil Dead and... dang, it's so hard to remember the names of all these titles.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516736#Comment_3516736
What's the point of increasing the intensity of punishments if it doesn't actually decrease the offending behaviour? At that point you're just punishing people because it brings you satisfaction. Which shouldn't be a motivation for how you repremand someone.
Then you have to consider how it affects players with unstable internet. Which is something that many people, depending on where they live, can't do much about. So if increasing DC penalties doesn't decrease the amount of people who leave the match prematurely, and it seriously harms some player's ability to play the game, then what's the point?
There was a period when dc-penalties were off, and the number of quitters skyrocketed. I find it reasonable to assume that there is a strong inverse correlation between the severity of dc-penalty, and the number of disconnects. Do you have any reason to suspect that dc-penalties don't discourage leaving matches?
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Sounds like a technical issue of a single player. The proposed solution would negatively affect the experience of many. There are already enough people who leave matches if they don't like how it goes. If anything, I'd prefer if the leaving penalties would be even harsher.
It feels terrible to say, but I don't think expecting a steady connection is an unreasonable requirement for an online multiplayer game. Neither it should be from one's ISP.
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Or just hide prestige levels.
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@biggybiggybiggens said:
I agree with the ideas of this game, but I disagree with the actual ideas behind it.
Strange, I see it completely the other way around!
But it's cool, it's a Hot Takes thread afterall.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515987#Comment_3515987
Is there any data around how common or uncommon it is to have what you would define as a "fair match" of "close mmr"
Because matchmaking feels like a giant pendulum to me where i'll get one of 3 scenarios.
I'll get 1 match that is a SWF kill squad that probably plays comp, teabags me, trolls me, and overall destroys me. Then my next game is the complete opposite, a bunch of survivors trolling each other, and i 4k at 5 gens. Then my next match is relatively normal. Then i might get a SWF kill squad again.
It feels like matchmaking is balancing me around a 50% win rate., but the way it does it is by just throwing some 10k hour squad on coms at me, and then throws a bunch of babies at me that i stomp. Great 50% win rate, balanced.
The other scenario i get is when i play killer and i just win 10-20 games in a row by a bunch of people who seem like they are barely trying. Then i'll get that SWF kill squad, and then another 10-20 games of a bunch of people who i stomp easily.
Then further still, on killers i don't normally play, i feel like i get thrown that SWF 10k hour squad every time. Like, i generally don't play trapper for example, but if i get a challenge or something where i need to play him, i'll get that death squad almost every time. But then on my nurse main that i play where i legitimately probably haven't lost a game in months with, i'll get babies constantly. Now sure you might say that is due to experience, i play nurse a lot so i'm really good with her, but i don't play trapper much so i'm bad with him. But i can say for sure that you can TELL the different between these groups of survivors by how they play, and how fast gens go, and all the other factors. It is just something that you "know" from playing them.
Conspiracy theory time:
Many perceive slightly better players than themselves as a comp-SWF-squad, and slightly worse players as troll baby-survivors. Maybe because of the game's snowbally nature, maybe because we can't imagine how much better and how much worse players are out there besides those we usually face.
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Conspiracy theory time, prepare your tinfoil hats!
Matchmaking works.
We who browse such forums are largely above-average, or even gud players. Self-Care is used by rookies. When we feel MM doesn't work and we're slaying / getting grouped with inexperienced players, they are the middle of the range. We barely ever see the truly bad players.
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Oh noez, we're still recovering from the massive impact of VHS, F13, Evil Dead and... dang, it's so hard to remember all the titles they predicted to surpass dbd.
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It's fun to hard-tunnel against a team that's ready for it. They body-block for the target, they attempt saves, the one with OTR/DS/DH tries to take the heat. It's a different pacing for the trial, and depending on the killer I play and the map we get, it may be the only way to match the tempo of an efficient group.
Tunneling -you- specifically may not be fun. It isn't when facing a group who's convinced that the killer should forget about hooked survivors until they are healed properly. Even if I realize before the first kill that they aren't playing efficiently, their morale is shattered and they easily fall or even straight give up. The problem is that I can't really tell who I'm facing before it's too late.
I suggest running OTR.
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Hard tunneling is quite fun once you get to an mmr-range where survivors expect it and know how to deal with it. They body-block, attempt saves, draw attention away from the target and use anti-tunnel perks. It really gives an exciting pace to the trials instead of being the "I win" tactic. Proxy-camping and strategic slugging is part of this approach.
Facecamping and bleeding out is indeed boring.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512723#Comment_3512723
You try harder to get more kill. Use strong addon, perks, tunneling .ect
Survivors try harder to get less killed. Stack items, strong addon, perks .ect
In a match that if both sides have equal skill. Who tries harder win the match.
Back to beginning. You should tunnel to get 4k. Because that would stupid for “competent teams” that struggle to get 2e
But what if my "skill" already includes trying as hard as I can? For example, I'm a Clown main, and in order to improve more I want to practice against the most efficient and experienced survivors out there, therefore I'm already using the most efficient tools and tactics available for a while?
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512703#Comment_3512703
We dont know who make more mistakes, I dont mention about it.Assume both you and survivors have equal skill and both make the right play.
I just ask what you should do to get 4k (instead of 60%) in that match?
The answer is pretty close now!
Apparently you are not satisfied with my answer (overperforming or hoping the other players underperform), so you might as well present yours.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512672#Comment_3512672
60% was a year ago, stop using statistics from a year ago, after which a lot of changes occurred (and even a year ago, BHVR said that you should not just rely on KR%, since it depends on various factors and only approximately shows the balance)
As far as I know, Matchmaking aims to make matches with a 60% kill-rate. If that's possible is of course depends on if players with sufficient ratings are available at any given time, therefore the results we see differ from that.
But my fellow player C3 asked in a hypothetical scenario when all players are equally skilled, and mmr is the only measurement of 'skill' we know of.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512672#Comment_3512672
What should the Clown do to get 4K that one match?
The 2/3k is of course an expectable average. In any single match players make make mistakes or outperform themselves, therefore all results are possible.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512659#Comment_3512659
Im not asking the kill rate. Im asking the result of that match. 0-1-2-3 or 4k
60% kill rate means 2 or 3 kills are expectable (2k more often, I'm lazy to calculate the exact chance).
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512650#Comment_3512650
No no, I only ask in a match that a Clown and survivor team that both have equal skill, what the result should be?
Of course there are many factors that decide the match, but what it should be? 0-1-2-3-4k?
60% kill-rate of course. We know that.
Got any closer to finding that footage of the master-Clown 12 hooking a decent team?
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512638#Comment_3512638
Can I ask if Clown and survivors have equal skill, what's the result should be?
Based on how matchmaking defines skill, or do you have a personal definition we should be familiar with?
Because by the Mmmrntity's standard, a tunneling Clown is more skilled than one who plays by The Survivor Rulebook, and he should have a 60% kill-rate against an equally skilled team.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512212#Comment_3512212
Average killers need tunnel/camp against competent teams to win, yes, as it should be.
I guess you could link me footage of a professional Clown 12-hooking a team who doesn't make basic mistakes, right?
Or is that just something you just believe because you can do it with mediocre solos?
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You could always check Arinad's mega guide and/or streams.
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So we regard it a straight fact that Clown needs to tunnel / camp against competent survivors to win?
Good.
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Sounds like someone should learn playing against various forms of hook-denial. It's not hard.
For example, you could slug them. It reminds them that hooking is optional.
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Yes.
Killers are rewarded for not tunneling by being unaffected by really strong perks such as Off The Record and Decisive Strike. I suppose you are running these all the time if facing a highly efficient tactical approach "destroys your fun".
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@SleepyLunatic said:
In which mmr is noed meta?
Guess in the one where DH is useless. :P
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Effing trash, so I'll be instantly awesome with it while listening to the lamentations of those who never learned to m1.
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I personally prefer guessing and head-canons about matters like this.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505789#Comment_3505789
Kills ≠ Skill
Sorry if I talked in a too complicated manner. Won't happen again.
I fully agree.
But the term "skill-based matchmaking" is simply incorrect. The current system is actually efficiency based matchmaking. It's pretty great. The actual skill-based version you promote would be terrible.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505645#Comment_3505645
I really doubt your reading comprehension at this point cause in both my posts i was pretty clear that it had nothing to do with any imaginary rules, rather than arguing what makes a Killer skilled and therefore should be taken into account when adjusting the MMR. The point with the AFK i was making is that when people want to camp in lower rank lobbies, or just smurf in general, that is something thats going to happen, unless BHVR does something.
New Killers have a tendency to tunnel and camp simply they don't know any better (this is no accusation towards anyone, nor do i prohibit these playstyles so you can breathe easy) and most will adjust simply because the game is a little more exciting and the higher BP reduces the grind in the game, they aren't going to face a significantly higher amount of Killers that do already, that is until they sadly reach the highest MMR where it will go full circle.
Imaginary rules = not playing as efficient as possible = technically smurfing.
Sorry if I talked in a too complicated manner. Won't happen again.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505589#Comment_3505589
True to a degree, but im talking from the perspective of Killer performance, not the effect on new people/sweatlords cause lets be honest intentionally abusing the system especially with deranking was always a thing anyway and until BHVR starts perma-banning for it its barely a point to consider. Many people intentionally lose or go AFK because of that. The only redeeming quality of the current system is that people that don't touch grass are sooner or later matched against each other but only if none of them exploit the system which is basicly allowed sadly.
I personally spent my first 1k killer hours by intentionally taking my mmr by getting 8 hooks before kills. Please don't permaban me! The survivors I was facing seemed to enjoy it, and the matches were exciting and two-sided. The fact that I could have been much more efficient didn't matter until I was sticking to the Survivor Rulebook. I don't see how any good would come from taking away that option from those who want to play casually.
Those who AFK would de-rank in any conceivable system, so it's totally irrelevant.
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@GroßusSchmiedus said:
That being said, i fully agree with MMR tracking more than just kills/escapes, a Killer that got 8 hooks without killing anybody but had quick chases and delayed the gens by pressure is better than a Killer who camped his first hook in the basement and got 2 kills with 2 hooks total with gens that were done in like 5 minutes. It doesn't make any sense and even tournaments seem to have adjusted to count hooks more than kills as far as i know.
So you'd want the rookies to face the basement Bubba, and fair sportsmanlike killers who do 8 hooks before kills to get the sweatiest SWFs, instead of the other way around.
Yeah, no thanks.
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Sounds like efficiency-based matchmaking is working as intended. No matter if the participants reach their level of efficiency by pure skill, strong tools or nasty tactics, the trials can be exciting and two-sided.
Very good demonstration, but your post-match analysis and conclusions are somewhat questionable.
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I use Coup. It works great against MFT.
I'd grab it from the shrine while it's available.
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Dunno, it's just twice as long as it takes to die on a hook. It's also an entire minute shorter than the briefest DC penalty many survivors seem to willingly endure so eagerly that DC-bots had to be implemented.
But if such a minimal amount of patience is too much to expect, I believe a self-bleedout option would be preferable to another basekit perk. That would have zero impact on the otherwise delicate general balance.
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Forced Penance for punishing body-blocks.
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Play whoever you want but... the three you mentioned are in the top four picks according to nightlight's killer statistics.
If your aim is to provide variety, you could always pick someone from the second half of that list.
Also Knight is fun, he doesn't deserve to be mentioned on the same page with SM.
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I'd love to set some addon / offering priorities so I can never see a bloodweb again.
I don't want to estimate how many hours I spent clicking in it.
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I tunnel them out. If a survivor volunteers, he can safely farm the unhooks for respect points that may come handy at a later stage of the trial.
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I always knew hooking is just a courtesy we do for the survivors - besides the bp and pips while we still need them.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500731#Comment_3500731
So I don't touch a gen for 16 seconds out of paranoia?
Either that, or you could accept that some perks the killer picked will actually affect the trial.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500714#Comment_3500714
Well teach us then because everyone is struggling right now.
If the killer picks up somebody, hooking will happen in 16 seconds tops or the survivor wiggles out. This is the time-frame where you should be applying whatever counter-measures you did before.
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I like how you perfectly answer your question right after asking. I find it very economical.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500625#Comment_3500625
Sorry I get it but I can't ignore the effect it has on the gameplay which matters more than immersion for me. I've stated the effect it has on my post.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500633#Comment_3500633
This. I didn't even post all the screenshots of them literally replying back to back forcing this change onto us like "It'll take some time to get used to!"... But why? Why don't we make changes to stuff that actually matter instead?
Oh, I'm not ignoring it's gameplay effects either - I'm happy about those. You gave the impression that it was just an afterthought besides your main issue.
Hook related perks are still quite easy to dodge, as there isn't a particularly long window where hooking can happen.
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I like that screams now align better with the animation.
It makes sense that the expectation of pain induces a scream, and not just pain itself.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498090#Comment_3498090
i don't think you understand what that red stain mechanic does.... for survivor. maybe the dev should really buff red stain on killers then maybe you will understand what it does for looping. there is reason why beast of prey has bloodlust 1 requirement.
I don't think you understand what the red stain mechanic does for a good killer who mindgames. I was running Plaything for the longest time, because I enjoyed how survivors run into my arms - but mediocre players don't fall for it. Even very good survivors fall for red-stain mindgames quite often.