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  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074449#Comment_3074449

    Or perhaps it's because killers got buffed to levels they shouldn't have? The argument could go either way. The fact is, because they made all these changes at once, we can't know the reason.

    They did explicitly state in the patch notes that the objective of this patch was to raise kill rates. With such a big change it's inevitable that there will also need to be followup tweaks to fine-tune the 'gist' of what they're going for, but the motive is pretty clear.

  • @prion11 said:

    My first 5 killer games of the new patch yesterday, 2 of them had the first survivor try to dead hard for distance and then instantly dc when downed. So yeah, an mmr correction is going to happen.

    Yeah I experienced a lot of this too last night, as well as people trying out endurance-stacking memes in a way that was not very sophisticated. There's a lot of experimentation going on right now, which is going to throw matches in the name of learning too

  • @Tsulan said:

    Lets face it. DH carried survivors to skill regions where they don´t belong and now they face killers above their skill rating.

    It will take some time, but once everyone reached the skill region where they belong to, it will even out.

    I don't really like talking about this in the context of what is and is not "deserved" or who "belongs" where - I believe what's happening is more mechanical and has less to do with players doing anything malicious or unfair. Framing it in that way just serves to kick sand at folks, I think.

  • If you run Off the Record you get benefits that resemble both Iron Will and Decisive Strike rolled into one.

  • @dugman said:

    There’s nothing wrong with some perks turning off in the last couple minutes of play, it’s just the flip side of perks like Corrupt Intervention and Ruin turning off after the first couple minutes of play.

    This is a pretty keen insight. It should be telling that the killer role now has perks that are designed to deactivate after the early game, and that the survivor role now has perks that are designed to deactivate upon entering the lategame.

    Killers typically snowball into success - by the end of a match with palettes crumbled and hook states applied, they should be considered a serious threat.

  • I'm curious to get more of your perspective!

    Last night as killer my matches felt a lot more enjoyable - but my outcomes were about the same as usual (a mix of 4ks and 2ks). One thing I noticed though is that very few survivors even attempted to loop tiles which did make for pretty open season in chase. I suspect it has something to do with survivors being unaccustomed to the new distances they can expect to make after a hit / dropping a palette.

    Have you noticed a tangible difference in these kinds of things?

  • Survivors are crafty, they'll adapt. Re-learning how to run tiles without dead hard is gonna take time and practice, and everyone's sense of how much distance they can get off a hit / palette drop is also shorter than they're accustomed to.

  • Just as a personal anecdote - I didn't get looped by a single survivor tonight. I don't mean that I won every loop, I mean that survivors weren't even attempting to stick to loops. Its a ton of folks getting caught out either trying to get from a gen to a safe area or getting caught out trying to chain tiles and not being able to make the distance.

    I think there's going to be a harsh adjustment period, but it was kind of eye-opening to me. I suspect things will feel less one-sided when these tools start to be leveraged again.

  • @dspaceman20 said:

    I have been playing a few games with some friends and it seems pretty normal.

    I'm still using iron will but I still not sure. So far it has been ok. I'm absolutely loving lightweight and fixated combo. I'm still going to be annoyed by thanataphobia with legion and plague but ultimately idk yet. I also haven't seen anyone camped or tunneled hard yet but I'm waiting.

    In conclusion everything is fine so far. Is subject to change though.

    Honestly takes a lot of character to share when your perspective has been changed. Good on you, and hopefully the patch continues to feel okay-or-better!

  • @CryptoMiner said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071512#Comment_3071512

    in no way, fashion, or form did I misrepresent data there, lmao. The players speak in numbers and the data obviously shows. As do summer spikes due to the kids beind at home. Just wait for fall. It'll show.

    Does it startle you when traffic lights turn from red to green? Are you confused when there's no more light when the sun goes down?

  • I feel like with the inclusion of the tutorial and the work on SBMM, the devs have been working hard to make the game easier to get into than ever - maybe not with a 100% success rate, but it's a lot better than it used to be and seems to be improving.

  • I mean, I dunno, everyone's welcome to their own opinions about the state of the game but I feel like if you have to misrepresent data in order for your argument to seem self-evident, it's probably not an argument worth making. Or, if it still is, you probably need to approach it in a way that isn't entirely dependent on misleading people.

  • Any reason you cut out everything past April? 👀


    Edit: Context, because subtext is boring:

    image.png
  • Passive slowdown is discouraging to play against on top of an already increased amount of genspeed time - so I think those two things compound to feel particularly dramatic.

    It gives players competing against Plague and Legion in particular more pressure to heal, which is generally not preferred against either - so that extra pressure pushing survivors into acting against their best interests is stressful.


    But it's also like, 2%.

  • I think the devs might have replaced his chase music with the wrong mix after the mistaken reversion on the PTB. I wonder just how many alterations of this chase theme exist on their end.


    But I also hope they return the version that was on Live before this patch - it was much better!

  • I'm genuinely sorry to hear it! I've been in your position with other games before, and it's really hard. When I had lamented to that community, they responded with mockery and "we don't need you" type responses, which soured me irrevocably.


    I wish you the best out there and, hopefully, you'll be able to come back to DBD and keep enjoying it in some form or another.

  • Oh shoot, I thought the one on live (that replaced the photocopier one) was pretty slick. Is this version intended?

  • Alas, poor Dead Hard. I knew it well. A perk of infinite loops, of most excellent skill on display. It hath forced me to sniff the back of a thousand survivors; and now, how relieved my killer gameplay is! My playtime rises at it. Here hung those dodges that I have baited I know not how oft. Where be your distance now? Your exit baits? Your positioning aid for flash saves? Your superiority as an exhaustion perk, that were wont to cause everyone to level David to 35? Not one now, to mock your own nerfing?

  • I'll pretty much always give hatch to a survivor if it spawns right next to them / is between me and the hook I'm taking them to - but only after making a dramatic show of contemplating whether I'll kill them or not.


    Beyond that, it's pretty rare for me lately. I mostly want to just finish up the match and move on to the next, though maybe with the new patch my perspective might change a little bit back towards being a little more goofy & charitable.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070960#Comment_3070960

    Agree, and if you're going to play Trapper you have to accept that every match is going to be a feast or famine proposition, based on whether or not you can herd the survs into your web of traps.

    Yeah, I personally set up my little trap fiesta as best I can around a trio of gens and if the survivors don't want to engage (and I failed to set it up in a way that forces them to) then I'll just take the L and move on. It's the smart move on their part, but I just treat it like setting up my little shop of death and if they aren't interested in buying what I have to offer then so be it.

  • I also agree - showing prestige levels in lobby really just invites a lot of uncharitable speculation between players and will open up avenues for players who are already convinced that SBMM is not working as intended to complain even more about how they, a god at the game in their own eyes, was ever paired with a P0 Meg.

  • If you bring an offering to boost devotion BP gain you will also hit the new cap.

  • Trapper's success is generally dependent on setting up a network of traps in a local area and then patrolling that space. You're doing yourself a disservice if you're setting up traps so far away (or leaving your set traps at a distance) that you can't make it to a trapper survivor before they escape. Honing stone would change that pretty dramatically and also open the survivors up to a lot of time slugged out waiting for a rescuer or the killer to come by - which would be pretty irritating.

  • I think a lot of people will start this patch using what they are used to using before (because why wouldn't they) and only start to seek new strategies when they find their current ones aren't serving them as well as before.


    Personally, I plan to keep using BBQ on Dredge and other killers with better mobility or stealth options (both of which make getting over to that faraway survivor more reliable) but shift to other methods of tracking for the majority of the killer cast.

  • I mean, it has to be, right? Based on some really rough numbers, there's something like a 90% dropoff in engagement between forum news that is linked directly to DBD's news page and forum news that is not. It might not seem that way sometimes, but there are going to be a LOT of people who don't know Dead Hard has been changed so dramatically until they get home tonight and try to use it in chase in the same way they always have, then scratch their head over ######### just happened.

    Day 1 of a patch this big is not gonna be a good indicator of where things are headed yet. It's all chaos today.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070397#Comment_3070397

    He's usually very good with these things. And I read the notes afterwards and his advice makes sense as per the reward explanation.

    I've generally found his video titles to be more attention-seeking and alarmist / sensationalist than other creators in the space.

  • The new meta is still only predictive at this stage - we won't know what is going to be routine for at least a few weeks as people experiment & settle into what builds they find more enjoyable to use.

    Similarly, the rulebook for how to survive just went out the window with all of the changes. Survivors will likely perform worse as they discover they can't rely on pre-patch techs, but start to recover some of that as they experiment & find new methods to survive.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/335158/it-seems-cheaters-are-already-enjoying-the-new-dh

    Yeah, I hate that cheat, but it's been around for a long while. You always know because it's usually a player who is otherwise awful, but manages to time every DH perfectly.

    It'll just be even more obvious now.

    Yeah - deadhard activation cheats before the change was definitely hard to predict but this kind of behavior will be a lot easier to record and report - seems like a good thing, just not in the short term.

  • This is what I hoped to hear! I've been wanting to play Spirit for quite a long time and have had pretty minimal success in large part due to not being keen with the audio tracking and being averse to developing a dependency on her most powerful addons.


    Also worth noting that a snazzy new skin just came out for her - which is probably going to cause a bit of an uptick in pickrate while folks enjoy it.

  • @keepingitril said:

    No.

    "BBQ and WGLF's BP bonuses provided an incentive to play in a fairer healthier way."

    Uh huh. Sure. If BBQ is such a fair and healthy perk, then there should still be a close to similar number running it ater the new update, right?? Let me know. Nothing to do with the large number of bonus BP for every match, particularly killer? LOL. Ok. Also, there's nothing fair or healthy about running WGLF.

    "So, there seems to be a clear solution here. Introduce new BP score events that replicate the effects of the BBQ/WGLF BP bonuses."

    Nothing clear about it. The idea is that the BP are going and not being shuffled around. This topic has been covered multiple times. The bonus BP are going because it's bad game design and there is zero necessity that the equivalent points be found somewhere else.

    You shouldn't conflate the two issues here - if there are issues with points scoring in any particular category, that's seperate. Personally, I don't see why activities that get points need bonus points. Sounds like you are just trying to inflate the giving out of points because of some feeling of loss, rather than making a sound design decision. It's also bad because it introduces the concept of giving out random bonuses for regular gameplay and it's only a matter of time before people start demanding bonues for everything.

    A simpler solution to your proposed non-problem, would just be to slightly raise the point values already given to actions undertaken in the two categories. SImpler and without the fluff perk stuff.

    I think you're misunderstanding the fundamental way in which an incentive works. The BP is the incentive. Without the BP incentive, yes, you are going to see people run BBQ and WGLF less. However, the acquisition of that extra BP required, in BBQ's case, spreading hook states and further encourages players to leave hook to chase after faraway survivor auras. WGLF encourages playing in an altruistic manner.

    As for whether or not its appropriate to continue giving those incentives out with the new structure - I think you're right in that it probably is not. I think the matchmaking incentives will probably be a suitable replacement (and stacking the two could have become ludicrous)

    @Seraphor said:

    So do we think giving another potential 2000 BP in either Survival or Sacrifice categories is a good idea or not?

    It certainly can't hurt, right? I mean - you'd also be able to make the case that a BP cap increase barely affects Plague wrt the devotion category because her numbers are super undertuned there. You'll also get more value out of survival/sacrifice offerings (and the remaining perks that provide BP bonuses to categories) as those are typically limited in value to the former cap.

  • Ive definitely had failed swings that felt like they should hit. Honestly, just smacking the locker from any side should do it.

  • Folks tested this in PTB and max STBFL stacks still arent fast enough to prevent a hook trade. Without that, it's about as strong as it was before in this context.

  • @Nos37 said:

    When Spine Chill is changed in the coming mid-chapter patch, it will only activate while in the killer's terror radius.

    I think that Spine Chill should also activate if the killer is looking in your direction (as it used to) while you're injured.

    ----

    If the game is going to warn survivors that they're exposed, injured survivors are just as susceptible to being 1-shot by stealthy killers.

    I've seen many survivors run No Mither with Spine Chill, myself included, but that will no longer be viable.

    This feels a bit like giving the stealth killer roster a slice of cake and then taking it just before they can bring the fork down on it.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068319#Comment_3068319

    Maybe some killers would not camp if there are more incentives, but many don't do it because of that, they just know it works or they know it ######### survivors or they just wanna asshats. Most camp because they know it is scummy. I mean, look at the two games I posted. We were literally at 4 gens. Did you read the part where I said that was my first hook, btw? I literally died 1st hook, you know how many gens got done by the time I died? One. Killer literally lost just 1 gen. Also the BP I got from all of that? Less than 10k BP, which is NOT worth the time I invested queue-ing up.

    Don't worry, I did observe that. I experienced it over the weekend. It happens. It's not fun, but I also had at least 3 or 4 matches where I irritated the daylight out of the killer using Head On + Flashbang + Blast Mine + Decisive Strike. It takes a lot more effort than standing in front of a hook, but the mission to play the game for little reason but to annoy your opponent cuts both ways - so I recognize that sometimes I'm going to be the one laughing and other times I'll be the butt of the joke. It's just the nature of the game.

  • I think @Seraphor has the right of it and I've seen them comment in multiple spaces pointing to the issue as being the game being a player elimination model. I think they're also right that there are contexts where camping should be treated as viable (more towards the endgame) and also that an over-prevalence of camping generally belies a lack of killer confidence / motivation to engage in chases.

    I'm hoping that the upcoming patch really changes this - killers do not want to engage in chases when a single one can plausibly take up an entire match. Dead Hard, in my opinion, is the linchpin that enabled these 2-3 (sometimes 5!) gen chases in more cases than the game should see. Most killers don't find camping fun. Focusing on those 'most' who would rather leave and do something else, but feel like they will get even less out of the match if they do, is the key.

    For a while, BBQ and Pop both did a great job at encouraging killers to leave hook, but Pop became overshadowed by other forms of gen control while itself still needing to be taken out of limelight to let other perks shine. Incentives do work, but there's also a need to introduce variety to those incentives.

  • Id be really nice if they could find a way to at least include some weights to make a well-played loss "less loss" and an easy win "less win" to account for how things go - because I feel in a similar way that when survivors give up within the first hook and all just want to die and move on that I feel a bit of back-of-the-mind frustration that they're boosting me and I'm not even getting that much BP out of it.


    That said, in the past they've said they've experimented with more complex models and didn't enjoy the results. I know they've mentioned the need to avoid "MMR inflation" where there are scenarios that the MMR system could consider everyone a winner - and I assume by extension that'd also mean not letting survivors treat a loss as a win (by dying but seeing their MMR improve or even just be unaffected)

    So I don't really know how to weigh in beyond that.

  • I really like the idea of a casual TI but really, even when it does activate, I tend not to notice - it needs to be paired with a noise notification! Maybe the Small Game one?

  • I got to thinking about this myself after seeing this thread - I feel like it'd make sense to move escaping a chase from boldness to survival?

  • I think the issue with a basekit corrupt is that corrupt intervention benefits killers unevenly but finding the midpoint between which killers do and don't need it would come down to splitting hairs.

    Like I think people would be aghast if Nurse & Blight got their basekit corrupt, but no-one would blink if Trapper did. But what about Hag? She's high tier but arguably needs the setup time. That setup time being assured could make her significantly more powerful.

    Also, unlike all of the changes that we're about to get that improve killers in chase, a basekit corrupt would be a kind of passive addition that doesn't really make the main killer experience that much more exciting.

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067616#Comment_3067616

    You dont understand what i mean you cant play most of the killer against rly good swf teams or in competitive. You can only play blight and nurse and then things are not even on killer side its just balanced then and i want to know why they want to have such a gab between the killers.

    I'm not sure you're fully informed about what you're complaining about here - Twins is more dominant in competitive/tournament level play than Nurse or Blight.

    Competitive-level DBD is an oddball mode weighed down with byzantine rules and restrictions that really does more to demonstrate that DBD is NOT well suited to be viewed as a hyper-competitive, tournament-style game. What you and I play on a day-to-day basis is not and never will be "comp" DBD. The game is, for the most part, not balanced around it (there's an exception for Twins, which the devs have introduced nerfs specifically citing their 'monstrous' top-level performance)

    As for SBMM - the devs have spoken before about how balancing all killers for the 4v1 would be a major design constraint that would severely limit the creativity and potential for current and future killer designs. You may have heard people talk about killers who "win the 1v1 but lose the 4v1" and this is what they're talking about. A lot of these are low mobility killers with anti-loop mechanisms, like Deathslinger and Trickster.

    The ultimate reason why they don't balance killer design/power around high level MMR is because it would likely come at the expense of survivor QoL all the way down the curve. Kill rates would curve dramatically across skill brackets, which Im sure the devs would not see as healthy. The game is ultimately for fun, not about competitive skill. People frequently argue that the mere presence of SBMM means the game is inherently competitive, but the devs have not discussed it in that context. The system is in place to improve match consistency so that players have a better overall play experience - getting stomped bruises egos and stomping nonstop is just boring.


    Hope this helps

  • Between the endurance stacking change and the deactivation during endgame, I honestly think the 80s is great at this point. There does need to be some manner of personal anti-tunneling perk to provide comfort to folks who REALLY hate being in that scenario of the hard tunnel, and those other changes to endurance I think lay the groundwork for OTR being able to do what it is being aimed to do without being oppressive.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/334748/deception-should-not-work-if-someone-is-in-the-locker

    why would you hide in a locker against Rancor, when Rancor shows the location - and a locker doesn't hide that?

    As someone who often runs Deception, I've randomly Deceptioned lockers where a survivor has been hiding, lockers aren't always a safe space! Making the perk not work on a specific locker because someone has decided to hide in there I doubt would be a thing, as it would nullify the perk.

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067547#Comment_3067547

    Which as the killer gets a notification bubble of where the obsession is with rancor - the locker doesn't protect from that, as it's not an aura.

    Mandy out here just giving away Rancor's most closely guarded secrets as though they're just in the perk's description or something. 😫


    But seriously, Rancor is my comfort perk because of the info it provides - I've gotten a lot of sour cheating accusations out of it as a result because it has zero range/context restrictions like every other info perk carries. If a killer snaps to your hiding spot the moment a gen goes off - suspect Rancor (assuming you aren't the obsession, at which point it should be unnervingly obvious)

  • Seems like a smart addition - just need to be sure that the survivor head swivels behind as a function of this (no clue if this is how it is done on mobile) as the killer derives important feedback from knowing where the survivor player is (or is not) looking!

  • I'm sure others have gone over it but they responded to feedback on the following topics, all of which arose out of feedback on this forum:

    * BP cost for prestige (just because they reduced it rather than remove it does not mean they did not respond to the feedback)

    * Forced prestige impact on access to rare addons

    * Endurance stacking concerns

    * OTR replacing DS as a free escape mechanism during endgame

    * Healing speed concerns

    * Dead Hard utilization concerns

    * Iron Will nerf impacting survivors unevenly

    * Spine Chill nerf impacting HoH players who use the perk for accessibility

    * Perk charm palette

    * Legacy prestige portrait effect

    * Prestige catch-up math adjustments


    That's a huge amount of things! Willfully ignoring all of them to present just the parts of it they did not get to is outrageously bad faith.

  • @BubbleBuster said:

    1. I like the boon but imo it's just a worse shadowstep. the healing sounds reduction could be 100% and maybe add gen repair sound on top of it. Can also add other sounds like chest opening, cleansing and blessing totems. Also it should not affect Pebble because pebble is precious.
    2. this is probably one of the funniest ideas ever but could probably also be hyper abused by swf; the god looper gets someone else to give them confession, then the guy that gets put into the dying state by confession sticks with another teammate on gens. As soon as they get put into the dying state they get picked up. IMO it sounds funny and bad enough to be at least tested but i can see they youtube thumbnails XD
    3. I personally do nothave a problem with the name but I think from the dev's standpoint thats a no go. The perk idea itself though is quite nice . Is probably as good as Head On.

    I think I agree wrt Vow of Silence needing more oomph - the idea that would distinguish it from Shadowstep is that Shadowstep is purely visual information masking, while Vow of Silence would be audio masking. It'd have benefits for looping within the boon, but also (and more likely - primarily) would be used to augment Circle of Healing to provide blanket old Iron Will + Bite the Bullet to the area. Because it'd be tied to a boon and limited in area, I believe that providing the 100%'s would be justified (for healing, too potentially!)

    As much as I agree with pebble, I don't think theyd be able to (or should) carve out an exception for it. Folks would just need to not throw pebbles (or flashbangs, which also set off a loud noise notification when used at a distance) within the boon radius.


    That was my thought as well! It's such a wild effect that it would no doubt become extremely confusing in coordinated hands. In addition to the base description, I think it might also need to:

    * Have an expiration condition (the unhooked survivor is healed, or after some long duration like 80 seconds)

    * Reveal your aura to the killer for 6/5/4 seconds when you go down

    * Give the unhooked survivor some kind of additional escape mechanism when Confession activates (MoM deep wound-less endurance?), as they just got hit while injured in chase and the killer could potentially insist on continuing that chase - at which point you now have two people down. The killer should probably feel inclined to drop chase and go try to pick up the Confession target by design, which would be hard to incentivize.

    * This perk could potentially serve as another form of anti-tunnel assurance. In cases where both survivors escape from the unhooking area, top off, and return to business - it could be very funny and unexpected as the survivors will likely be spit up.

    It'd shine the most in planned cases where a SWF is ready to quickly pick up the Confession-user after they go down, away and in a safe area. In solo queue it could be a huge liability. Nevertheless, it might be fun to work with the concept and find a way that it'd be worth including - if only for how bizarre it'd be.


    @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/334355/a-devout-survivors-teachables-3-perk-ideas

    These would be interesting, but I've heard that BHVR wants to avoid modern religion stuff. The first 2 might work, but the third one's name... mmm... not sure.

    I've heard the same and I'd leave it up to the devs to decide how & what to present if they did delve into these kinds of themes. I also agree that the perk name would probably be too much, though I think it's kind of punchy and fitting.

    As far as power level - that's about where I was aiming (Head On); the activation condition in this case is necessary to keep the perk from being the easiest form of on-demand stunning available, especially because it could be utilized for saves in new ways if the killer moves past a window on the way to the hook.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056467#Comment_3056467

    a bad killer playing out of their league should LOSE that match. The fact that there are crutch perks that can literally change a complete loss to a kill or two is astounding to me - especially considering the competitive angle that BHVR is trying for

    Well yeah, that's pretty obvious I think! You're putting words in my mouth. I'll elaborate to say a bad killer playing within their league should have a chance to win their match without having to contend with the tiresome habit of draping the discussion about the mechanics of the chase in moral language about what is deserved and undeserved, and what constitutes being a good or bad player 😛

    Also until they start showing broad support for tournament-level play, I don't think it's accurate to frame MMR as aiming to make the game more competitive - from how I've heard them speak about the system it seems more about balance and match quality.

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057672#Comment_3057672

    No. Sorry. If i'm actively doing everything I can in a match, and on hook I see people hiding behind rocks, walking the edges of the map, or running around for no reason 700 miles from me and not towards me. Something is wrong. It's not matching me with anybody within my skill range. And only proves that there is a flaw in the system. At lesat with the old system you had people actively trying to do the things they needed to do within their respected ranks to either keep their ranks or move up in rank. All this has done is make it an every man for themselves type of thing, unless those same people are in SWF and are looking out for them and them alone.

    I've had matches where I'm just negligently left on hook all the way until I am sacrificed while I watch the rest of the survivors just kind of runa round uselessly - but I've also had matches where my teammates and I were so well coordinated with saves & bodyblocks that the killer swore up and down that we were a SWF in postgame when we were all solos - keep in mind you're only experiencing every player in one snapshot of their MMR-entangled career. Some players have bad matches, make mistakes, play better-than-average, etc. MMR systems can't see the future, they can only respond to trends in performance. Players (like myself) who routinely sacrifice themselves to get other people their escapes as a habit will, over time, have that behavior factored into the skill bracket - but the frequency that my altruistic behavior across a match improves the team's odds helps counterbalance that. In the same way - survivors who take the first chance they can get to escape personally at all costs, and inhibit their team's collective survival odds through selfish play, will also have that counterbalancing factor that may impact their survival rate in negative ways that they don't directly connect to their own skills & playstyle.

    I can't really speak to your personal experiences beyond countering them with mine, but I rarely think about MMR now with the system tweaks following the MMR tests (which I participated in pretty actively) - it seems to be working just fine to me, now. Most of my matches are really enjoyable and land in the "just right" range of challenge.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056911#Comment_3056911

    And of course while it does somewhat reduce the cost of collecting perks it makes addons, especially the actually decent ones, much more expensive. So much for reducing overall grind.

    I'm not sure I follow your reasoning - there's a difference between "the grind" and just... buying things from the bloodweb. One has an endpoint - "the grind" is "the grind to unlock all perks on all characters" - sure, it includes getting a hearty collection of addons, too - but the stockpiling of addons is endless. I don't know how you reduce this mathematically.

  • I think that you're spot on that the introduction of the MMR system (and then fine tuning it to perform better) brought to the surface some new issues with the average efficacy of meta perk builds - essentially, as the devs noted themselves, MMR started making players encounter more consistent opponents and that consistency made what was previously the occasional run-in with some power perks intermixed with all kinds of confused builds into a nearly match-to-match certainty of seeing only the same builds every match. The devs are cognizant of this and it's also why they specifically went after perks based on pickrates rather than other metrics - they wanted to introduce some variety back into the matches after adding a system that made the game more consistent. This is an overall healthy change and, I think, a healthy design mentality.

    I think your perception of MMR as a currency that is something to be accrued is off-base. MMR's job is to provide you with fair, quality matches that are neither too frustrating or too boring. That's it. It's definitely not a thing you're supposed to accumulate indefinitely, or even a thing you're entirely meant to gain over time like you do pips for grades. The devs have specifically stated that they have had to design the game's MMR model in a way that avoids causing MMR inflation by introducing scenarios where the killer and survivors can both be considered "winners" simultaneously. It's also not flawless - MMR is designed to produce the best pairings out of who is currently available - if there just aren't people actively in queue who are right around your skill level at the same time as you, it's going to produce variance in order to minimize wait times. This is the thing the devs experimented on primarily throughout the MMR tests.


    All is to say - while MMR is definitely playing a role in introducing the need for this patch, casting it as "at fault" for doing so I think misunderstands the purpose of MMR and its ability to contribute positively to the game while also introducing consequences that themselves merit further changes to the game.

  • @Lyonic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057611#Comment_3057611

    It's a shame maps are so resource rich in pallets. Who is stacking all these pallets anyway?

    The Entity. She thinks its funny and that the noise of them crunching is somewhat pleasant.


    (But also to your concern, we're about to start being able to punch through them faster and have a lot of fine options to expedite the process even further)

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