Fibijean
Fibijean
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/1041446#Comment_1041446
Oh, I misunderstood. I thought you meant showing what is considered playing "poorly" and playing "well". I guess it would be nice to know what category you fall into MMR wise and see your MMR status. Don't really know any other games that provide this information, but I don't think it would be abusable in those regards!
I intially thought the same as you, but even so I think it's best that it stays hidden. It's only non-abusable as long as players don't know how the system works, and showing our MMR would make it easier for a few smart cookies to figure out the algorithm.
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@XVigilanteX said:
https://forum.deadbydaylight.com/en/discussion/comment/1041818#Comment_1041818
no you are actually calling me a liar I'm not stupid I take offense to it
I... genuinely can't tell if you're joking 😕
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@XVigilanteX said:
https://forum.deadbydaylight.com/en/discussion/124863/shrine-teachables-not-showing-anymore
Thank god I'm not the only one I unlocked dead hard and recently got to 50 with my Jake and no teachable is showing for me either.
Do you have screenshots? Not because I don't believe you, just because it will make identifying the problem easier 😊
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@PokemonGOPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1041776#Comment_1041776
I believe he's refering to this:
https://forum.deadbydaylight.com/en/discussion/comment/976390#Comment_976390
Someone right after asked the direct question but looks like there was no answer. Most people assume the worst when left without answers and I can't blame them, honestly.
Right, so all he actually said was that ranks hadn't been removed from the tally screen. He very intentionally didn't say that they would not be removing them, since that would have been a lie.
They were left without answers because he's probably contractually bound not to reveal changes before they're officially announced, and if he had said that they weren't going to hide ranks, he would have been lying. So what else would you have expected him to do?
I know everyone wants to convince themselves that the devs are deceptive monsters, but if anything I would take that as proof of Peanits doing his best to avoid being dishonest with the community, in spite of all the accusations to the contrary.
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As for hitboxes, I'm assuming you mean server latency, which is something that they have explicitly confirmed in their last dev stream, and on many other occasions, that they're not ignoring and are in fact constantly working to improve. Just because every backend fix they make isn't in the patch notes doesn't mean there aren't backend fixes happening.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1041776#Comment_1041776
I'm 100% sure there's a search function.
Yeah, I looked through all his comments from the past two weeks and couldn't find anything to that effect. Also, you're the one accusing someone of lying, so the onus is on you to back up your claim, not me.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1041717#Comment_1041717
Eh, I don't pay much mind to what Peanits or anyone from BHVR says, to be honest. Peanits also said "We're not removing ranks from the tally screen".
I'm about 99% sure he never said that. Can you provide a quote?
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@upsidedownlex said:
Thank you so much for giving me some guidance quickly! Luckily I’m off work tomorrow and can get some screenshots in order and run through the bloodweb a few more times just to make sure.
Thank you as well for offering to help me out! So I’ve figured out when i got what bases on digging through my find. I typically screenshot the weekly shrine announcement on twitter so i remember to check it out when i get in game.
Platform player on: Xbox.
Unlocked Borrowed Time: Christmas Eve or Day, 2019.
Unlocked Unbreakable: October 8th or 9th, 2019.
I will note that i only have my Bill to maybe a level 8 or 9. I stopped bothering with him when i got his teachables in the shrine. I was maining Nea for awhile, so was for the moment content with things once she was equipped with them.
And oddly enough, i got Decisive Strike from the Shrine end of September and have had no problem with unlocking that on multiple survivors (Nancy, Nea, Meg, Claudette, etc). And i don’t own Laurie, so it for sure left me confused that all was well with a teachable from a character i don’t own versus issues with multiple perks from one i do.
I will for sure post screenshots soon! Thanks again, guys!! :)
No worries! FireHazard gave you the links you might eventually need, but I'd still like to see those screenshots if you're able to get them, in case there's some other explanation to be found before you go to the trouble of making a bug report or a support ticket.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/1041262#Comment_1041262
I feel like you philosophy on kill/escapes shouldn't be used in these regards, but should be used in regards to the emblem system. I do agree that it should be simpler, but if the MMR system gets added, then we need more variables to depict how well someone does. It isn't fair to lose to someone who tunnels and face camp and then lose MMR points because of it.
I do agree with your points though, but just if the points you made were for the emblem system, rather than the MMR system.
The point is that the points would even themselves out over time. When looking at ratings like this, you have to look at the big picture, not the individual games. If you lose points to someone who tunnels and camps, yeah that sucks, but if you're a skilled player, it won't matter because you should still win more than you lose and so your rating will still go up over time.
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Having a lot of RNG in the game doesn't necessarily disqualify it from having a functional ranking system. Hearthstone, for example, I've heard is enormously RNG-based, and still has a ranking system that works, because RNG evens itself out over time.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/1041239#Comment_1041239
I totally get that, that’s kind of what MMR is meant to do so people can’t abuse it. So, I guess we just have to “hope” that this works and EVERY variable that occurs throughout the game to be accounted? Maybe it’s just me with trust issues, but I don’t get why a system like this is being put into place, when there are way better areas to put resources into.
I think it will be an improvement on the current ranking system, if only because it's hidden and therefore less open to abuse. I also think that the idea of having your MMR boosted more by beating more "skilled" players and vice versa is a good thing to have.
Variables-wise, there's no perfect way to balance it of course, but if I were them I would just base the system off the main variables (kills and escapes), and just trust to mathematical probability that the rest will even itself out over time. Because if you try to go into any more detail than that when it comes to the gameplay, there will inevitably be things you miss or balance incorrectly that put certain playstyles at a disadvantage, particularly when it comes to killers.
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It's very unlikely. They said in their last stream that they want to make all characters featured in future Tomes/Rifts purchasable for shards for accessibility reasons. Which isn't an explicit "no" to licensed Tomes, but it does imply that they're not planning on it.
If you're talking about just cosmetics for licensed characters being in the Rift without that character necessarily being the star of the Tome, then that's not entirely off the table, but I wouldn't hold your breath either.
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I hope they never tell us what the variables are, or if they do I hope they only reveal it in the vaguest terms. Knowing how the algorithm works would completely defeat the purpose of a hidden MMR system in the first place.
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Sometimes Ash says "Who's **** in the tall grass?" when I log in, if he happens to be one of the survivors that spawned in the menu. Really gets you in the mood.
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I don't know if I'm petite or Asian enough to pull off my main Feng, but I could probably do a convincing Nea, Meg or Kate. As for killers... probably Plague? Not sure I look enough like an African man to do Doctor.
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If you logged in within the last week, you will have received the charms. The other cosmetic items (Nea's shirt, Dwight's hat and Billy's hammer) don't drop until the second week of the event, which will probably be from 11am ET tomorrow onwards, since the event began when the patch dropped at 11am ET last Tuesday.
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Sounds like a bug, but just to make sure do you think you could provide some screenshots demonstrating (a) that you have Borrowed Time and Unbreakable unlocked as teachable perks (you should be able to see this by going to Bill's Character Info in-game), (b) that Nancy's bloodweb has no perks available, and (c) that Borrowed Time and Unbreakable are not appearing in Nancy's selection of available perks.
(These screenshots will be useful not only for me in helping you diagnose the problem, but also for the devs if you end up filing a bug report.)
Thank you! 😊
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As an update to the above, the devs are about to implement a new matchmaking/ranking system that will hopefully solve this issue. Read the post below for more details:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png
We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.
https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png
Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.
This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks.
To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches.
Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes:
- If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose.
- If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose.
This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly.
In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature.
Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”.
Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times.
The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.
The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers.
When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being.
We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward.
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The terror radius is non-directional. It's not a headphone or audio settings issue, it's how the game's sound is configured. So there isn't anything you can do on your end to change that, unfortunately.
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In addition to what was said above, many people are DCing against Doctor at the moment because they're just really sick of playing against him, because everyone and their mother is playing him since the rework to try him out and/or complete Tome challenges. It's similar to how everyone is really sick of Lery's at the moment. I would advise waiting a few weeks and then giving him a try, and you might find people are more tolerant.
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I expect it's intentional. Bleedouts have never been considered a kill - by the scoring system, by the ranking system, by the daily ritual system, etc. The only reason the mechanic exists is to stop the game from going on indefinitely if the killer either can't find a slugged survivor or chooses not to hook them. It was never supposed to count as a victory for the killer, just a lore-friendly way to place a time limit on the game in a stalemate situation.
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This is a bug with the current Tome, but it's purely visual - you are still earning experience and Rift progress, you just can't see it.
Feel free to file a bug report, as the more information the devs have about the bug, the easier it will be for them to fix it: https://forum.deadbydaylight.com/en/categories/bug-reports
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@bluberryjammin said:
https://forum.deadbydaylight.com/en/discussion/comment/1038023#Comment_1038023
thanks man its just a bit confusing as killer im a bit new to killer so im just trying to keep myself something to replace ruin in my usual whispers nurses bbq build so thanks for the suggustions
No worries! If you're running Whispers, Nurse's and BBQ, I would probably recommend either PGTW or Thanatophobia as a Ruin replacement in that case. But you can experiment with different slowdown perks and see which one you feel nets you the best results.
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@TheLegendDyl4n1 said:
why is david hard? his were gonna live forever will help new players get more bp, kinda like getting bbq and chilli does for killers.
We're Gonna Live Forever makes it easier to earn bloodpoints, but it doesn't make it easier to survive, not only because it has no secondary effects but also because it requires you to put yourself in danger in order to activate it. No Mither on a new survivor is basically just a handicap. And Dead Hard takes experience to use well - more often than not, new players using DH just get themselves killed faster by sprinting into walls.
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The main reason is because Self-Care, while slow, is the most reliable healing method in the game. Also, assuming there are no slowdown perks in play, using SC to heal doesn't waste any more time than getting another survivor to do it, especially if you're also running BK alongside it.
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@BabyOniMain said:
Not sure what part you want me to boop, clown.
Mr Puddles' snoot, obviously.
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If you don't want to run Ruin, Pop Goes the Weasel is still a viable option, since a good Huntress can end chases quite quickly and therefore get enough hooks to get good use out of PGTW.
Thanatophobia is also a good option if you can get a lot of people injured with your hatchets, and you could pair it with Nurse's Calling and possibly a Rusty or Begrimed Head for a good anti-heal build.
Corrupt Intervention is good for replacing Ruin as an early game pressure perk, but it won't do anything for you after the first minute and it won't slow generators directly.
Dying Light is another option, although it's not terribly effective on its own.
Thrilling Tremors could also work well, and it has some synergy with Huntress for a couple of reasons - it allows you to see which generators are being worked on when you pick a survivor up, so you could possibly land a cross-map hatchet on them, and it also saves you time to know which generators require your attention, which is particularly valuable on slower killers.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1037671#Comment_1037671
Just a nitpick, I have a gripe with the "aggressive play is meta" comment. Sure, maybe for content creators and stuff, but half (if not more) of the survivors I find in my red rank games are immersed Spine Chill/Urban Evasion gamers. Since that's probably the easiest way to rank up, I'd call that the "meta".
The meta is just whatever the community at large considers to be the strongest build, not necessarily the build that's run the most. And you said yourself that running the killer around is one of the two things that makes a good survivor.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1037671#Comment_1037671
You're not understanding what I'm saying with regards to SWF or Immersed Key Claudettes.
If only Escaping counts towards ranking up. Then only players who consistently Escape will be at high ranks.
It doesn't matter if only 1% or 0.5% of SWFs Escape consistently; they will be some of the only people that do Escape consistently. They won't have any competition at Red Ranks not because there are tons of them, but because there won't be that many people in Red Ranks.
As far as Immersed Claudettes go the issue with that isn't that it's hard, but that it's boring.
Few people want to sit and point at a dark corner of the map until everyone else dies so that they can find Hatch with Left Behind and Key jump out, so very few people play that way.
But the few people who DO play like that will be some of the only people that Escape consistently enough to reach and maintain high ranks.
The biggest difference, IMO, between a Killer 4k'ing and a Survivor Escaping is that a Killer has to find and down and kill all 4 Survivors by themselves.
A Survivor can Escape after literally doing nothing at all besides pointing at a corner.
Matchmaking based only on a Survivor's ability to survive will kill matchmaking times and end up lumping Survivors of various skill levels all together even more than they already are.
Solo players who die often will be matched with anyone from brand new players to cocky veterans that sandbag, while solos that somehow survive consistently and repeatedly will face longer and longer queues as well as teammates that only look out for their own survival.
It would ruin Solo Survivor.
I don't think I'm misunderstanding, I'm just disagreeing. I think you're overestimating the effectiveness of things like SWF or immersion when it comes to a player's escape rate. What I'm saying is that good survivors - that is, survivors who are above average in terms of skill level - escape more often than not, because survival chances are impacted by skill. That's one of the reasons why survival rates are so low at grey and yellow ranks.
Also, you're misinterpreting that data I quoted. It's not that 3-7% of SWFs escape consistently, it's that players who are part of a SWF only escape 3-7% more consistently than solo players. Meaning that it's only going to be about 5% easier to reach top ranks as a SWF player than as a solo player in a system where rank is based on escape rate.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1037519#Comment_1037519
But then you'd get people who purposefully die at the end of the game in order to derank/avoid ranking up so they could bully newer Killers/get easier games.
They'd get tons of BP by wrapping a baby player around their finger and then derank to face even less experienced Killers.
You'd ALSO derank whenever a Killer tunnels/camps you to death; regardless of the effort or skill you put into the game.
I personally think Escaping as a TEAM should be incentivized, rather than just Escaping, along with team actions.
If you distract the Killer the entire game and die to a NOED facecamp, you should be heavily rewarded for saving your teammates.
Likewise, instead of being flat out punished for being downed and hooked, taking a down to save a teammates' life should be rewarded.
If we reward Escape, and only Escape, the highest ranked Survivors will be almost entirely sweaty SWFs and immersed Claudettes with Keys that wait for others to repair gens/die.
Sure achieving the end goal is important, but the means matter unless we want this game to become unplayable for solo players.
The SWF escape rate is (or at least was nine months ago) only about 3-7% higher than that of solo players. So it's not likely that with an escape-based ranking system, they would be dominating the higher ranks.
As for people who hide in the corner with a key, sure they might escape sometimes, but because they're probably not actually good at the game, if they do get found they will almost certainly die. Stealthing the entire game just to escape without doing anything is a lot harder than it sounds, as anyone who has struggled with last Tome's Spine Chill or "Escape as Claudette" challenges can attest. There is a reason that aggressive play is the meta, and that's because it's far more reliable than stealth against a good killer.
So even if people were able to occasionally escape using that method, over time it would balance out and the people escaping the most would actually be the players who are best at surviving. Just like how bad killers can fluke their way to a 4K and excellent killers can flub their way to a 0K, but over time, the good killers will average out the highest killrates.
The point about intentionally deranking is the only real issue I can see, but it's not like people don't already just die as quickly as possible in order to derank with the current system. So at the very least, it wouldn't make the problem any worse.
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Distressing and Monitor is an odd combination. I kind of understand the logic behind it, but if I were you, I would swap out Monitor for Whispers, because the Static Blast is generally most effective outside a chase as a location tool, and Whispers will guarantee that you don't waste it when there is no one nearby.
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People who bought the Rift pass knew what they were getting into. It's not like they preordered it before it was revealed that the Tome would feature some DLC-based challenges.
Having said that, I do agree that this would be a good idea. I'm mostly concerned for players who can't afford to or don't want to buy the DLC characters or their perks for whatever reason. I think it would be good if players were given temporary access to the characters featured in the Tome, equipped with their unique perks, for the duration of the Rift. They could even allow players to invest bloodpoints into the characters, since this would make them more likely to want to purchase the characters permanently after the Rift closes.
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The only reason to get Rancor from the Shrine now is if you want to complete Tome II and don't own the Spirit, since it's highly likely that the perk will be required for one of the future challenges.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1037561#Comment_1037561
Right, and I get that, but again anything is possible when you think about how the perk previously worked and how it works now.
Since UP worked in-general for anything before 3.4.0, than it was changed to only work on actions pertaining to it... so it's an odd case for the perk itself.
But we'll see if anything comes of it in the future, probably not, but we'll see.
What I've been saying this entire time was that the perks themselves weren't changed in Patch 3.4.0, at least not officially. How they appeared on the Survivors' HUD was the only thing that was changed, and the Patch Notes themselves are directly reflective of that. "Debuff perks no longer appear on the Survivors in-game HUD until the debuff is applied."
I'm not sure how I can make that point any clearer, but I mentioned it mainly for the benefit of the OP anyway, so I guess I will just leave it here in the hope that my making that distinction is helpful to them.
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It's definitely not even close to being the only game where people do that. It happens in pretty much every online multiplayer game that people whine about certain tactics or builds being "toxic" just because they're strong.
But I do agree with the general sentiment.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1037475#Comment_1037475
I could argue that Legion is actually a lot easier to perform with than Doctor, since it's just Feral Frenzy chain-stabbing with on-board visual notifications of any Survivors that're nearby during the chain-stab.
Also, i'd argue that you can down Survivors at a quicker pace with Legion with the right builds, since my build actually makes it better to not heal than it is too heal... which inevitable causes dead-zones around the map because Survivors are trying a lot harder to not get one-shot by Legion.
But it's not just builds tbh, in-general you can rack up a lot of points and downs with the right maps and scenarios. If it's against an optimal team than tbh neither Legion or Doctor could make that a walk in the park.
While that may not be the case for the start, it's indeed the case for the mid/end game. And the BBQ part was just a suggestion to actually go for it, whether or not he does is up to him.
I'm not saying you can't do well with Legion, just that there's a reason he's pretty much universally considered one of if not the weakest killer - because he's the most difficult to get kills with against good survivors. Doctor isn't top-tier or anything, but he's a few levels at least above Legion, because he's generally just a bit easier to rack up kills with. Again, not that you can't do well with Legion, just that he struggles more against good survivors than most killers do.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1037543#Comment_1037543
That'd make sense, but unless a Dev confirms that than it's unknown whether or not it's true or not.
Plus, you could also argue that the perk only activates for certain things like repairing, healing, etc, which means it only applies to those actions and in a sense isn't always active because the perk doesn't need to be, so in my scenario it wouldn't be active since DS used to be affected by UP UNTIL that change.
In your scenario, it ignores certain skill-checks and other such things that doesn't pertain to the perk itself.
But again, we'll never know unless a curious dev stops by to confirm either sides speculation, so in a sense, the conversation is at a moot point unfortunately.
Sure. As I said, while that is theoretically possible, I don't think it would make very much sense from a programming point of view. My theory is just based on what is more likely to be technically the case. But of course there's no real way to know without examining the code for ourselves, or having someone who has explain it to us.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1037503#Comment_1037503
Right, and I get that, but i'd argue that Unnerving Presence is essentially the same as Overwhelming Presence is it not?
They both activate when you use and item and work on an action speed, and Unnerving Presence doesn't work on DS... which still wasn't proven to be a bug or not, but it's been like what? several patches now? If it was a bug than we'd hear something about it right?
If we did, I haven't seen anything about it recently...
So, i'd also argue that both these parts are not always active since they never do anything outside of these actions... sure they're "active" in the sense that they're on standby to debuff any actions that pertain to them inside the Killers Terror Radius, but are they really always active in the background?
That's just a theory though on if OP and UP are the same in this sense, but it would make sense if they're right? Since again, DS doesn't work when the Killer has UP and UP only activates when you work on an action that pertains to it... so, that would mean it isn't always active until you do something correct?
Again, a theory, it was never confirmed (as far as I know) that DS not working on UP is a bug or not, but again again, it's been several patches now... so if it was it would've been fixed or mentioned by now right?
I believe they would always be active in the background, yes. The fact that UP doesn't affect DS doesn't mean the perk isn't active at that time, it just means that there is something in the programming that tells DS skill checks to ignore UP. Only a dev can confirm this, but from my own experience with programming, I would imagine that the way it works is that the perks are consistently active, and the game checks for their presence when the survivor is performing the relevant action.
So to use OP as an example, whenever a survivor uses an item, the game asks itself, is Overwhelming Presence active? Are we in the killer's terror radius? And if the answer to both of those is yes, then the effects of the perk are applied. It's essentially like how a switched-on power socket is always active, electrically, but it doesn't have any effect until you plug something into it.
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This is actually a bug with the Rift. That cosmetic is Rift-exclusive, but many, if not all, players have unlocked it early for no apparent reason. Nothing will happen when you reach that point in the Rift, because the game recognises that you already own it, so it will just skip over the item and not even attempt to add it to your inventory.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1037474#Comment_1037474
Here's the thing though. There are two things that essentially separate good survivors from bad survivors: decision making and running the killer around. Stealth may be fun for some people, but it has an extremely low skill cap AND ceiling. I wouldn't mind people getting into red ranks by never hiding, but people getting into red ranks while being bad at chases is a really big problem, and as long as the stealth component is still as huge as it is that problem will never be solved.
Ranking systems are supposed to evaluate skill, especially in a game with win conditions as subjective as DBD. High rank survivors absolutely need to perform in chases and make good decisions, and a system that rewards hiding over surviving chases stops that from happening.
That's why I believe that the ranking system should be balanced around escapes and nothing else, because ultimately what separates a good survivor from a bad survivor is their ability to complete their objective. Being able to run the killer around is only a sign of skill because it increases your chances of survival. It's a means to an end. The objective is not to run the killer around, but to escape, and the ranking system should be reflective of that.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1037436#Comment_1037436
Isn't that essential what I said?
I mean, the perk was changed from being active inside the Terror Radius to being active in-general with the icon just not showing up until you use an item.
The issue with that is Unnerving Presence only activates when you do an action like repairing, healing, etc, which is similar to Overwhelming Presence when using an item.
The thing is, it was never proven that it is still active outside of doing these actions, since Unnerving Presence doesn't work on DS anymore as of the change. But we still don't know if that was intentional or not, and if it was or wasn't than I haven't seen it being said at least.
That is essentially what you said, yes, I was just clarifying because the word "active" can imply that there is a technical difference between the active and inactive states. Programming-wise, I'm about as certain as one can be without actually seeing the code itself that Overwhelming Presence's effect is consistently "active" - that is, from a technical standpoint, there is never a point where the perk is "switched off" - which is why I felt the need to clarify that the change in the patch was purely a visual one, because your comment could have been taken to mean that there had been some changes to the actual functionality of the perk, which isn't the case.
Just a small quibble over semantics for the sake of complete clarity, that's all!
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@FireHazard said:
Pretty straight forward, just focus on using perks like Davids We're Gonna Live Forever that Fibijean mentioned OR using perks like BBQ & Chili which is great for BP grinding and great for it's aura reading that most people use it for.
LeatherFaces perk is mostly what you'll want to get if you buy his DLC or get his perk on the Shrine of Secrets. The perk honestly helps with a lot of things on a lot of Killers, but most Killer just use it for the aura tracking and the benefit of having a pocket BPS (Bloody Party Streamers) in perk form.
If you're grinding for BPs than use a Killer like Legion, The Doctor is a good alternative but Legion is the best points grinder out of any Killer. Why? Because his power mostly focuses on damaging other Survivors with Feral Frenzy (which racks up a ton of Deviousness points) and you can just one shot insta-down Survivors if you Feral Frenzy chainstab them enough to think twice above healing.
He has the easiest potential for Deviousness points and Brutality points out of any Killer in the game, but The Doctor is a good alternative as well.
if you need a legion build than try this
I won't go into too much detail, but i'll list the perks that I use for The Legion below in Red Ranks. This build helps me out in-game to prevent gen-rushing and I can use it without Old Ruin!
[Here's a summary for the perks I use with a bit of a description for each]:
- BBQ & Chili [A LeatherFace perk] (This perks great for aura tracking as well as post-game point bonuses. This perk also helps me find more healthy or Injured Survivors to chain-stab!)
- Pop Goes the Weasel [A Clown perk] (This is a great meta perk and it's especially important for this Legion build. The perk itself is great for adding 25% regression penalties to any generators with progress on them, the perk activates when you down and hook a Survivor... and with this Legion build people just avoid healing in-general after awhile.)
- Thanatophobia [A Nurse perk] (Great perk for adding bonus regression penalties to repair speed and other action speeds. It also helps add a sort of "psychological effect" to players, since they'll heal more to prevent the penalties... but than that just makes way for the last perk in this build to take effect!)
- Nurse's Calling [A Nurse perk] (This perk is essential for the Thanatophobia combo, since players will heal themselves to prevent Thanatophobias debuffs AND you can see them healing within a 20/22/24 meter radius depending on the Tier this perk is in. Great for finding any healing Survivors and adding more chain-stabs/downs to the list.)
For add-ons just use something like Stolen Sketch Book + Mural Sketch for a big duration bonus to Feral Frenzy, that's the best add-ons you could use for this build. If you want to go crazy than use Stolen Sketch Book + Filthy Blade or Filthy Blade + Nasty Blade to add more time to the mend timer, making it take longer to mend and than heal.
Eventually because of this they'll just stop healing in-general.
The main reason I recommend Doctor over Legion is just because Legion is a much more difficult killer to perform well with, meaning that while they're comparable in Deviousness and Brutality, it's easier to get Sacrifice points with Doctor just because he's easier to play effectively. Plus, new Doctor is even more powerful and better at Deviousness farming than old Doctor was.
Also, as good as BBQ is, it's apparently out of the question, as OP mentioned that they didn't want to buy the Cannibal just for his perks 🤷
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1037338#Comment_1037338
I agree with what you're saying to an extent. However, it's a fact that red ranks are full of survivors who just hide and do gens, never being chased. You can pip fairly easily playing like that, since the Evader emblem has a "stealth" component, and it gives A LOT of points. I'm convinced that component should either stop existing altogether or get significantly nerfed.
While I do agree that it's too easy to pip as a survivor, I don't think that the stealth component of Evader should be nerfed, since that would just amplify the problem I already have with the emblem system - namely, the fact that it railroads players into a particular playstyle and discourages them from branching out with their builds and tactics.
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@FireHazard said:
They did change when Overwhelming Presence would activate in 3.4.0, since before it would just activate when you entered the Terror Radius of a Survivor... but now it activates when you're in the Terror Radius AND use an item in said Terror Radius.
Besides that though, the combo should still work, no signs really point to it not working together anymore. The only perk of the two that was changed was Overwhelming Presence, and that was just in response to the changes to perks like Unnerving Presence that only NOW work when a Survivor is doing a healing, repair, or sabotage action in the Killers Terror Radius, which before it just activated every time you got into the Killers Terror Radius.
It was changed to mostly prevent Survivors from knowing that the Killer has brought you into their Terror Radius, in a sense acting as a "visual warning" of sorts.
basically...
The only thing that was changed about these two perks was Overwhelming Presence not activating until you use an item, where as before the icon would be displayed every-time the Killer got close enough to put a Survivor in their Terror Radius.
This change was to prevent the icon in the hud from acting like a visual warning for Survivors that the Killer is nearby.
Franklin's is the same otherwise, and so is Overwhelming Presence, the only change was for when it activates and when it doesn't now, so they should still combo yes.
To clarify, the perk would still be "active" the whole time, from a mechanical standpoint - the only change that was made was to the survivors' UI, so the survivors are only given a visual cue that the perk is active when they are using an item within the terror radius, instead of just being inside the terror radius as was previously the case.
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We should all run self-unhook builds today in his honour. Let the Kobe be at an all-time high.
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@Supernaut said:
"Lamentable configurations" an interesting choice of words. Could that be a hint of things to come, or another red herring...?
I think that they were just using flowery language to be funny, but by all means, share your theories!
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The aim of any changes to matchmaking is to improve queue times across the board, for players of both roles at all ranks. There may be other reasons why your queue times are instant at the moment that have nothing to do with the matchmaking algorithm - not enough people playing killer, for example - and that might not last forever. But any changes the devs make to the algorithm themselves will not be aiming to "nerf" killer queue times; in fact, they'll be aiming to do the opposite.
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@FireHazard said:
https://forum.deadbydaylight.com/es/discussion/comment/1037268#Comment_1037268
Either one works, posts like these do need to be moved to the right version of the forums that has this language is all.
It's best to @ a mod or flag the post to be moved, just so they're aware is all.
Thank you for bringing it up, but yes I'm aware. As I said, I tend to flag the posts, which obviously only the mods can see, so just because I didn't visibly do anything to get it moved doesn't mean I didn't do anything 😊
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As you pointed out yourself, though, there are some situations in which it is a sign of success, which is what the system is designed to recognise. Bear in mind that someone who didn't get hooked all game because they were useless and just hid the entire time, while they might get a good Unbroken emblem, will do very badly in all of the other three categories and depip as a result. However, someone who didn't get hooked because they outplayed the killer really well will score highly in both Evader and Unbroken at the very least, and will likely be rewarded for it with a pip. The system needs to be analysed as a whole, not just in terms of each individual emblem, in order to make accurate conclusions about how well-deserved its rewards are.
Having said that, I do think that the ranking system is very heavily flawed and needs to be changed fundamentally, but for very different reasons.
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@thehotdogman93 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034853#Comment_1034853
I'm talking about the delay between using shock therapy and having it land on survivors, not the delay between a shock therapy and another action.
Before the mid chapter update, I was landing shock therapys just before a survivor hits a vault, pallet, ect. Now that the rework has come out, chases have been a lot harder. Everytime I cast a shock therapy, it's either too late and they vault over anyways, or it's too soon and that stun delay passes before they get their vault or pallet drop in. That 1 sec delay between casting a shock therapy and having it land is a bug supposedly that's been making me struggle in chases.
It's strange that you're noticing a difference. It might just have to do with the new range of the attack, or the servers if you're on PS4 or something, because the devs have confirmed that they didn't change that delay at all. There has always been a 1-second delay between charging Shock Therapy and having it land. It was only increased to 1.25 seconds on the PTB by mistake, which was rectified when the patch when live.