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JeremyDX

JeremyDX

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JeremyDX
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  • @cogsturning said:

    https://us.v-cdn.net/6030815/uploads/21WA6E59HM3Q/199099e65e789-screenshoturl.jpg

    Just played this match, maybe my tenth ever as Freddy. It gives me high prestige, skilled, body-blocking TTVers—and I don't even know how to fully use this dude's powers.

    I'm not complaining, I won, but like maybe this isn't who I need to start with on a killer I don't know. If it's gonna take like 10 minutes to find a match, could I get a less intense and logical one for my baby status?

    Eh so you 3k'd with possible hatch and you're upset? Also saying you're new to the killer? So do you really think this group was good lol just because they used common troll/bully tactics that literally anyone can do? And do you really think the P100 means anything sure it at least shows this player has played the game but you can literally dump your bloodpoints onto anything you could even play 100% killer and have a P100 survivor and vice versa. Its a fairly useless rank just like the Skill Rating rank is useless where its Bronze to Iridescent? Just as the Badges at the end of the match are pointless as well showing how you did in a match.

    Most of DBD's skill viewing stuff is just useless and doesn't even really say anything.

    But at least how I remember MMR being.
    - Each killer starts at a medium skill mmr
    - Doing well/poorly on a single killer can "slightly" boost/nerf the mmr of all your other killers.
    - The Survivors MMR average should equal close ish… with some ranges we don't know to the killer likely based on match time / availability of killers/survivors.
    - The Survivors MMR was calculated by the Top player having the most weight and worst player having the least weight in the average mmr calculation. I forgot the weight %'s they did for each player.

    I feel like at one point they said something like killers start at 1500 mmr and they did give these weight %'s for survivor but this was like years ago… and i can't find anything on it with some searching. I want to say something like 1800 was where many people would end up in and 2000+ was like top players. Wish i could find this stuff to examine it better going purely off memory.

    Having played a good amount of survivor with some friends i'd say its a mostly balanced lobby we didn't escape most of the time, but if we had played even just a little better in some cases pretty sure we could have had at least 2 escapes. We also played mostly altruistic so lots of sacrifice which led to our downfalls. Despite countless losses the difficulty of killers seemed about the same.

    Also tbh what could also occur which is very possible is "Bully Squads" throw on purpose to stay at low mmr just so they can ######### around with the killer so you'll still get your 3k/4k so maybe that occurred and sucks if it did. The other side is killers can also let people escape when they very easily could kill them lowering their skill level and boosting the survivors into a harder match. So there's really no great way to prevent this stuff as the game doesn't actually show skill ratings of any kind so there's no reason to be competitive in this game.

  • Why was my post deleted literally said nothing wrong actually stupid.

    Ill post a picture this time instead if you don't want me linking your own damn site.

    image.png image.png image.png image.png image.png
  • Yeah i feel my suggestion in someone else's thread is just way better because my suggestion aimed at anti tunnel but in a way that buffs killers. How do you buff killers while also reducing tunnel? By providing haste buffs to both sides that works in the killers favor over time making the tunneled player stronger during tunnel situations but won't make a bad player better if they run a straight line from the killer and won't benefit their team if too many mistakes occur which yes a survivor should be punished not the killer. I'm a 99.99% survivor main and im not very good at survivor.

    Below post in dbd suggestions is my overall idea for a deep dive it's extremely balanced but could use some tweaking if haste buffs are too strong in some cases.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989401/#Comment_3989401

    I don't have much thoughts on the anti slug changes but those might be semi okay i just think mostly the anti tunnel changes are bad.

  • @TurboTOne Yeah so with the recent announcement i honestly think their solution is so bad. Sure it'll be fun for survivors but holy crap is this going to suck for killers. Its far too punishing and doesn't provide any real buffs for the killer that can push the game in their favors. Whats your honest thoughts on my suggestion and what you think on behaviors upcoming changes.

  • @TurboTOne said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989223#Comment_3989223

    I'm gonna be honest, i don't think this is a System you could implement into a Casual Gamemode.
    I think you could only realistically play with this, with a full SWF on Coms.

    Because SoloQ Survivors just aren't that coordinated or efficient.

    I like that you brought new ideas to the Table though. And maybe with some slight Number tweaks,
    this could be looked at again.


    But i feel like in it's current state, it would make Games just extremly stressful. Even more so then they already are.

    Thank you for your ideas and suggestion. And of course putting in the time and effort to write this all down.
    It is appreciated :D

    Alternative idea focused around rewarding fair gameplay and punishing unfair gameplay.

    New Haste Buff for Survivors and Killers called "Fair Play Haste Buff"

    Firstly we reward fair gameplay with "SPEED".

    • Every time the killer hooks someone they'll gain 1% Fair Play haste buff.
    • Every time the killer hooks everyone at least once it'll reset the checks and any of the 4 survivors are now available even the most recently hooked one with no penalty to the killer.
    • If the killer double hooks a survivor before hooking everyone at least once they'll lose EVERY buff to their haste at any point in the trial.
    • This mean the killer so long as they made sure everyone got hooked at least once before hooking everyone again could have 8% extra haste when doing the final hook stages. A Significant buff to finalize those kills.

    Survivors now need a way to combat this or balance it out especially if tunneled even if partially tunneled.

    • When a survivor is first hooked they'll receive a 3% Fair Play haste buff.
    • When a survivor is hooked for the 2nd time their current perm haste will be doubled and another 3% added.
    • When any other survivor but themselves are hooked they will lose 1% of this perm haste.

    How is this balanced for survivors? Killers? Early Game? End Game? What happens on accidental Tunneling? Etc…

    • If a Survivor is instant tunneled I.e. Hooks 1 and Hooks 2 they'll have a 9% haste buff over the killer. Meaning this survivor will be almost unkillable.
    • If a Killer plays fair they will always have a 1% advantage that climbs to 3% for the first four hooks.
    • If a Killer continues to play fair they have at minimum a 1% advantage with up to a 7% advantage for the 2nd set of hooks.
    • If a Killer has played fair the whole match they will have a minimum of 5% advantage and a maximum of 11% advantage for the final hooks.
    • If a Killer hooks someone fairly for the 4th hook, they then are unhooked and the killer then decides to tunnel this person out instantly since now they won't get their unfair reset since everyone's been hooked. The survivor will still have a 4% haste advantage over the killer since it's later in the game this isn't quite as bad as an early tunnel.
    • If a Killer hooks someone fairly for the 4th hook, hook even just one other survivor, but then accidently hooks this 4th hook guy again for the 6th hook then then it mostly means the survivor didn't do enough to get away so in this case they only have a 1% haste advantage over the killer which will be small buff but likely not enough to get prevent full removal.
    • If a Killer mostly plays fair but lets say 4th hook gets hooked for 7th hook instead of 8th in this case the killer would have only a 2% advantage over the survivor still allows the killer to be stronger but not quite as strong had they left this person for the 8th hook.

    What about potential toxic/troll usage of survivors?

    • If no one has been hooked for 180 seconds then Fair Play Haste Buffs are reset for ALL survivors only.
    • When a Generator is completed this timer is reduced by 30 seconds. Meaning after all 5 generators have been completed the killer only has to wait 30 seconds since last hook to remove all survivor "Fair Play Haste Buffs".
    • The goal is that survivors cannot abuse the haste buff to prevent the killer form hooking them in combination with other haste perks and anti tunnel/hook perks.
  • So I do think Tunneling is an issue, but I also don't think it applies as much as you think to a Good Coordinated Teams. With a hook stage being 70 seconds that means 2 hooks are 140 seconds of time. + 2 loops + potential anti tunnel perks means it's very likely a good player who's being tunneled even without their team saving them can likely do 4-6 minutes of the killers time. It takes with no pressure around 3 minutes to do 5 generators. So a coordinated team will very likely get 5 generators done and be ready to rescue their 4th player for an escape even during a hard initial tunneling. Even if its a partial tunnel or the get 2 players to 2 hook stages then tunnel both out i think a strong swf team wanting a 4 man escape and not there to troll or be toxic will very likely get all 4 people out under most situations.

    As such as I believe your concern is more in line with a non coordinated group, non SWF stack, or weaker survivor skill group regardless of SWF, Solos, etc.. In these cases where the the group is not able to take advantage of the perks available to capitalize on a poor play style of he killer the survivors end up snow balling trying to save people doing little to no generators and trading hooks/hits in attempt to prevent a tunnel or simply put they let the player die anyways but still don't play effectively enough to complete all the generators before the tunnel completes and snowball from there once the 2nd, 3rd, and 4th survivor are eventually killed.

    So what I believe needs to first happen and this is all coming from a 100% survivor main i'm not very good myself but I watch a lot of this game.

    Hook Timers adjusted to be based off the total hook stages as if the Entity kills faster the more sacrifices that are given. This mean at first the Hook benefit the survivors and sitting on hook doesn't really hurt you much, but as the game proceeds it becomes more balanced and then eventually killer sided.

    - Base Game is 70 seconds per hook stage. Below is how we can adjust this to sole the "Toxic" form of tunneling while providing a slight benefit to killers later in a match when getting those final hooks becomes a bit trickier and when camping hooks actually is reasonable / assumed to occur.

    - 1st Hook = 150 seconds
    - 2nd Hook = 130 seconds
    - 3rd Hook = 110 seconds
    - 4th Hook = 90 seconds
    - 5th Hook = 70 seconds
    - 6th Hook = 50 seconds
    - 7th Hook = 30 seconds
    - 8th Hook = 10 seconds

    Now this is a more survivor side but in most cases people will unhook much sooner then the 70 second timer. This is more or less to combat Toxic tunneling at the start of the game and in non coordinated lobbies player will be more likely wanting to work on generators then figure out who is going to unhook the person so giving them ample time to "Find Generator, Do Generator, Run to Hook" solves this slightly. Where 70 seconds turned into snowballs because it's too quick and players aren't quick to make these decisions in non coordinated lobbies.

    Now this doesn't really solve the dilemma that you provided as that's tunneling because you have to. In this instance the killer could still hook 2 people (twice) and thus the 5th and 6th would be 0 seconds because "Dead" allowing the last 2 survivors to get pushed into 7th and 8th hook for near instant killing or even the 3rd survivor only have 40 seconds on the hook. Overall I think this is fair since if the killer is truly tunneling and you don't rush people off hooks you're given an insane amount of time initially to sit on hooks which can also be buffed by perks for the extra 34 seconds or pause hook timers essentially you could literally sit on hook for like 3.5 minutes on first hook, but yes i said it snowballs into killers favor the more hooks they do. So it moves away from the toxic tunnel system and into the playstyle tunnel system which i feel is better and not quite as bad and overall more reasonable as well can be seen by survivors occurring if you see that only 2 players are ever getting hooked.

    From here I think we honestly need more generators in the match, but allow them to be performed quicker. Currently its 5 generators needing 90 seconds each, but this is not 450 seconds worth of generator time. This is rather
    - 3 People do 90 seconds of generator
    - 2 People do 90 seconds of generator
    Essentially 3 minutes.

    Now what if we did a similar idea for Generators

    - While 5 Generators left repair speeds take 150 seconds
    - While 4 Generators left repair speeds are 20% faster at 120 seconds.
    - While 3 Generators left repair speeds are 40% faster at 90 seconds (base value currently).
    - While 2 Generators left repair speeds are 60% faster at 60 seconds
    - While 1 Generators left repair speeds are 80% faster at 30 seconds

    So although over time the killer gets stronger with hooks the killer also gets weaker with generators. Might sound wrong? But think of this way.

    3 Generators worked on takes 2 minutes and 30 seconds to get your 1st generator meaning between kicks, surges, pain res, etc.. this is just significantly harder to get started for survivors. Meaning it might actually be worth a team knocking these out with 3 people which is what non coordinated teams are likely to do anyways.

    So 3 people is about half the speed but overall it would be 71.4 seconds with 3 people on the first generator. While someone loops. Then 57.1 seconds on the 2nd generator while someone loops with 3 people. About 2 minutes.

    Now with 3 generators left you're working at the old speed of 90 seconds. You can move everyone to single generators at this point so 3 people 90 seconds
    - Essentially 3 minutes and 30 seconds.

    Now in this case though because its 3 people on 1 generator if the killer can find this group mid chase or back out of chase to push them off or do things to nuke their generator they only have 1 generator to worry about. Meaning the killer has to focus on stopping the 1st and 2nd generator from being completed and the survivors have to figure out how they can get the 1st and 2nd done by any means possible. After 1st and 2nd its pretty much over 3rd, 4th, and 5th will be done swiftly. This essentially solves the 3 generator problem because once there's a single generator left it'll only take 30 seconds or 15 roughly with a 3 stack on it.

    So what does this overall do and why do i think it could help and may needs tweaks but here's the "Idea"

    - Killer no longer should focus on camping or tunneling because the 1st and 2nd generator are so much more important to them and defending those 1st and 2nd completions becomes the strategy. Where currently the strategy is to let survivors do 4 generators and tunnel someone out so now you 3 gen them with only 3 people and hopefully other who are injured wasting their time to hopefully get a 2nd or 3rd kill even and potentially the 4k.

    With this new idea they are no focus on hooking and leaving and going straight back to their generators to secure a generator with 150 seconds they had over 2 minutes potentially to loop with or less if the team went on all one generator but that means they won't be ready for the 2nd one yet. Meaning even verse a strong team you could potentially get 2 or 3 hooks before 1 or 2 generators are done. Essentially meaning even at a high skill level its likely you'll have 4-5 hooks by time you're at 2 generators left. So now the survivors can't rush the generators because your hook stages are 50,30,10 from here on out so any hook need quick attention.

    Some tweaks on numbers might be needed if one side is too advantageous, but i felt this was a fairly reasonable system.