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  • @DragonMasterDarren said:

    As several other people here have pointed out, kills and escapes are not, have never been nor should be the only thing that defines someone’s MMR, the Claudette that hides all match and escapes with a key should not be rewarded more then the David that kept the killer busy for 4 gens before dying, nor should the Leatherface that camps someone to death be more rewarded then the Trapper that went out of his way to go for 12 hooks but ultimately only got 8 and no kills

    this is one of the biggest reasons why the current MMR is a bad system, it is too simple and only counts the bare minimum rather then taking other aspects of the game into account

    In principle, of course, you are right. But if the developers would make other calculations for the transmission of MMR, then people would just farm and that would also be bad.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653842#Comment_2653842

    I'm sure there will be enough and if this perk gets used less it can only be a good thing for this game and for all killer players. For me it feels very unrewarding to get kills with Noed. It's either used by boosted players who need it to get kills (cleansing 5 totems in this case is fine) OR by tryhards who can't live without their 4k because it's toxic swf survs everywhere! In this case, cleansing 5 totems especially when solo is a hard task, the killer is pressuring and hooking constantly, gens need to be done, and then the last 2 survivors standing get hit by f-ing Noed...

    "I'm sure there will be enough and if this perk gets used less it can only be a good thing for this game and for all killer players"

    wait what ? All I can glean from this is that you want to give the survivors an advantage, as do many other users here.


    I also would like to point out the following once again. Whether totems have been made or not. It doesn't matter if all 5 or only 1 totem is left. If noed is active and the survivors are caught, then the survivors made a mistake in the end game. That is simply a fact and cannot be refuted. It does not matter if solo or swf. The result is always the same and a totem counter function in the UI doesn't matter, on the contrary: it would weaken noed (e.g. also the surprise effect), because the survivors automatically go searching for totems just to turn off this perk. Who would like to take noed ? Is simply no longer worth it

    Certain perks and items are designed specifically for solo play. ppl should accept that, and if they don't like it.... play swf

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653842#Comment_2653842

    Let me answer you with a question:

    - How many survivors would bring DS, it is only useful if the killer tunnels.

    - How many killers still tunnel even if the survivor maybe has DS active?

    - How many survivors would still bring BT, it is only useful if the killer tunnels.

    - How many killer would hit an unhooked survivor, not knowing if the unhooker has BT?

    What I mean is that even with a totemcounter in many cases the totems will not be cleansed and NoED will become active. And in many cases survivors will cleanse totems even if killer does not have NoED.

    why do you ask me a counter question and not just answer? Is it because you want to be right? That is terrible

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653787#Comment_2653787

    How can you say this:

    • Whether someone tells you the locations by voice or you track them down using perks or map offers comes down to the same thing.

    It is absolutely not the same. SWF gets it for free, as a solo I must sacrifice a perk slot or forced to bring a map instead of medkit or toolbox.

    @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653794#Comment_2653794

    And why is it a problem if we give them what they want? It would maybe even help to slow down the game, because survivors would be motivated to search the totems, because they would know that their efforts are not worthless because the last totem was not found and destroyed.

    How many players would take noed if a totem gave a counter? Three guesses

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653787#Comment_2653787

    In what way would it not be easier to play against NOED when you have voice comms? You are really grasping at straws here, bud.

    Everything can, not must. Do you really think it's easier to play against noed when you're with a swf? You are completely wrong

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651553#Comment_2651553

    Based on your argumentation totem counter widget is fine, because you as a killer have a counterplay to survivors cleansing totems: just protect a single dull totem from getting cleansed, or bring thrill of the hunt to protect your totems, etc. There... You have a counterplay. So totem counter widget is fine.

    "So totem counter widget is fine" ?

    No, it would mitigate too much, and that's exactly what all the survivors complaining about this perk want.

  • @fogdonkey said:

    The main problem with NoED is that it is too strong against solos, and weak against swf.

    SWFs:

    - Can tell each other the totem locations.

    - Can keep track of how many totems were destroyed.

    - Can efficiently do a totem search if NoED becomes active.

    - They don't even have to cleanse totems if they remember the locations and tell each other.

    @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653563#Comment_2653563

    I wouldn't say it's the main problem, but it's a big one, definitely. It helps widen the gulf between solo and swiffer and makes balancing harder.

    @fogdonkey :

    • that Noed is stronger against solo players is normal. That it is "too strong" is not true.
    • Whether someone tells you the locations by voice or you track them down using perks or map offers comes down to the same thing.
    • is the advantage of swf, but you can also do it alone, with a lot of tools
    • if no totem was made and noed is active, you still have enough time to go searching. But if you get caught, it's your own fault.

    @Firellius

    Everything has advantages and disadvantages. Just because you have voice chat in a SWF doesn't mean it's easier to play against Noed.

  • @Bullettimegod said:

    You know whats crazy? Everyone complaining about noed. And saying its unfair for solo surv. Yet they could just make a half ass build, Or bring a map to deal with totems. Hell counter force itself is really good for anti-totems. Reading everyones response, its less of noed is strong and more "i dont wannna. I just wanna do gens".

    All it takes is one survivor to get some totems.

    "But why do solo have to use a perk that swf gets for free" ...because you dont have friends? Idk..

    If im being blunt, crying about noed when boon totems, maps, Inner healing, smallgame, counterforce, detectives hunch is such a stupid thing. Literal freaking tools to deal with noed. But yet all i see is "why should i bring an item/perk to deal with it". Its less of noed is op and more survs wanna complain about something.

    Prob ruffled some feathers. Tbh. Idc. There is way more unbalanced things than noed.

    I've noticed that lately too and I'm curious to see what comes next

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2652723#Comment_2652723

    Again, same could've been said for old DS: You can just bring PH, so don't complain about a survivor being literally untargetable for a full minute by a perk that's obviously busted.

    Imagine if there was a totem counter in the user interface. Whether swf's or solo, everyone would automatically know how many totems are active. Survivors would automatically go looking for them. I would then argue: Noed is history. There would be no reason to use this Perk anymore.

    NOED would still not be history, since it would still be in the same position it is now: Slowdown, free kill, or both. NOED doesn't do nothing if all five totems are gone, since NOED was the only reason that all those totems are gone in the first place. Even if it doesn't net you the free kill, it's still a powerful slowdown perk, possibly outperforming other perks like Dying Light or Thanatophobia.

    Literally? It doesn't. It would also take away an important feature of the "Small Game Perk", for example.

    Small Game worked for years without the totem counter and it was still a viable pick back then, so I don't see why that would change. Just having a totem counter won't help you find the totems, it'll just help you identify whether you should bother with the totems at all.

    I like to discuss but, you are trying to twist the words in my mouth. It was meant on your allusion so let it be !

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653204#Comment_2653204

    "it's your fault" isn't an argument.

    Play more solo Q.

    i always play solo and i haven´t any problems with noed

  • @Pulsar said:

    So cleansing 4/5 totems as a Solo Q player should cause you to get hit with instant downs.

    NOED is not fair to Solo Q players who are struggling already.

    If no totems are made and Noed is active at the end, the survivors still have a chance to find the totem. This 4/5 solo argument is just a cop-out. If the killer catches a survivor with noed, it is the survivor's fault, not the killer's.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653026#Comment_2653026

    If everyone made an effort to stop it, it would not be an issue. The problem is that almost nobody tries to but then goes and complains about it being OP when they are the one who didn't try to stop it.

    That is unfortunately correct

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2652249#Comment_2652249

    Again... it's an issue against solo q bc they cannot coordinate whether the Totems are gone. I use Detective's Hunch and stop NOED almost every game. I don't mind the perk in general, but I can tell you that getting all the Totems is much harder in solo q, because nobody is helping me get them.

    Of course, it's not easier when you're on your own, but it's also not your fault if your teammates don't make totems. In the realm of Entitus everything has its advantages and disadvantages. For my part, I can only confirm that I have no problems solo and only in the rarest cases noed to my doom

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2652330#Comment_2652330

    The problem is that 'you can just bring X' makes the game about counterpicking, not counterplaying. You could make a similar argument about old DS: 'Just bring Pyramid Head!'.

    'Well, what if I don't want to play PH?'

    Similarly, what if I want to bring a medkit, or toolbox? What if I don't want to bring Small Game for a feature that only serves to counter NOED?

    Also, 'weakens many perks'? It's literally only NOED that it affects.

    Where should there be a problem? Whether you take an item or a perk for totems..... Let's say you want to take something other than a map add on. Feel free to do so but don't complain if you don't want to take anything else useful for finding totems ?!

    Imagine if there was a totem counter in the user interface. Whether swf's or solo, everyone would automatically know how many totems are active. Survivors would automatically go looking for them. I would then argue: Noed is history. There would be no reason to use this Perk anymore.

    "So weakens a lot of perks"? It's literally only NOED that it affects." ???

    Literally? It doesn't. It would also take away an important feature of the "Small Game Perk", for example.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2652249#Comment_2652249

    A totem counter is the one thing that doesn't buff swiffers, since it's information that most swiffers will readily share between them. It's unbelievably easy to tell your teammate how many totems you did, the literal only requirements are that you know how to count and can communicate to them.

    'Then why would I take NOED?'

    Because it still forces survivors to spend a crapton of time on dismantling it, or they give you a free kill, or both.

    'Just take small game!'

    That's called perk tax and it's why survivors all run DS/BT/UB.

    Solo xp is the best you can have. ( trust me i have over 6400h and I only play solo ) and there are many things ( example: OH HI, HELLO MAP ITEMS ) you can take with you to track down totems. Always just assuming the worst case scenario doesn't cut it. It's enough if every survivor makes 1-2 totems. Also, it happens very often that solos are matched with 2s 3s swf's. To say that such perks are a totem tax I think is wrong. Each perk is designed for certain situations. A UI totemconter is unnecessary, weakens many Perks and makes them less attractive.

  • @R1ch4rd_N1x0n said:

    The only issue I have with NOED is how powerful it is against solo q. It's not that good against parties.

    I believe NOED should be made basekit but also add a Totem counter for all Survivors to see. Would make the game a lot better if you ask me.

    I remember well when I started with DBD in 2016 and noed was not yet a totemperk. So I would rule out noed as a basekit. If you want a totem counter as a solo player, then play with "Small Game".

    Speaking of totem counter: it would not only give solo players a big advantage, but also buff swf since you can't balance solo and swf separately. Noed would also have too much counterplay. Give me a reason to take noed then. Does not make sense

  • @Leatherface1990 said:

    Half of the Bloodweb for SUrvivors is TRASH. because SUrvivors are TRASH! Long LIVE the KIllers!!

    come on something like this is unnecessary....

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647688#Comment_2647688

    Technically Boons incentives not doing Bones anymore....some players will actually harass players who break totems to get thier Inner Strength because they dont have CoH....it happened to me when I was able to get a survivor match.

    I am already aware of that. Whether you now destroy totems or bless comes in principle to the same result (except that blessing a little more time costs). Has also happened to me. Sometimes the survivors get in their own way, thats true.

  • @fogdonkey said:

    It is just simply too powerful against soloQ.

    My idea: survivors should know at the start of the match that killer has NOED and should have a totemcounter.

    NO ! absl. terrible idea

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651553#Comment_2651553

    We don’t need a totem counter. With hex petimento you won’t see anyone cleansing totems and you’ll see at least one boon perk per match

    I also did not write that we need a totem counter. I was responding to a post by another user. Hex Pentimento has nothing to do with it

  • @GentlemanFridge said:

    About the totem counter currently tied to Small Game, what if it appeared in the HUD just like the killer sees their hook count?

    Now, yes, if would buff SWF as well, but I’d say that’s a necessary evil. It bridges the ‘totem gap’ between soloes and SWFs far more than nerfing SWF ever will.

    Buffs are better than nerfs.

    I believe no, because it would take away a useful function from "Small Game" and at the same time also provide more counterplay against Noed.The surprise effect would be missing and survivors would benefit too much. Give me a reason to take Noed then if the survivors would automatically know how many totems are left to make.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649488#Comment_2649488

    If you're not interested in discussing this matter, why bother making this topic?

    If you can't think of anything to say against it, just say 'good points' and move on. It's really not that bad to just say 'I was wrong'.

    The players here all have strong opinions and that's fine. But there are also facts that prove some things and facts do not lie. Always claiming that this is bad and that is bad does not get us anywhere. The arguments I have brought, are partly from a dev and there is strangely always agreed ? Here is not always about right and wrong. The only thing that strikes me in the whole discussion is the fact that you (no matter what you write) at some point simply muzzled.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647688#Comment_2647688

    Would you like clarification? I'll quote a post I made on an older topic

    NOED's big 'counter' is doing all five totems, but there's already problems with that: Doing five totems takes a hell of a long time, and since NOED isn't declared until gen 5 is done, there's a chance that survivors do five totems only to have the killer not bring NOED, making it a strong slowdown perk without costing a perk slot, which is inherently busted.

    Then there's the issue of it taking all five totems being down to fail to fire, which widens the Swiffer/Solo gap and adds to balancing issues, since solos have no way of communicating where they've busted totems and how many totems are left, or even IF they're doing totems.

    Then there's the issue of it being 'all or nothing', where doing 4 totems has zero impact on how powerful NOED is when it fires.

    Then there's the issue of 'if you do the four totems you CAN find, NOED is going to the one totem you CAN'T find', technically making NOED stronger by investing in the counter.

    And then there's the whole 'If the killer camps on first hook, just genrush and leave' combined with 'You shouldn't have genrushed, you deserve to be hit with NOED'.

    Overall, it is the worst designed perk in the game and while it doesn't need to be outright deleted, it needs a very invasive rework to be made a functional and healthy part of the game. It'll be hard to make it not benefit facecampers, but the issue there lies with the facecamping more so than with NOED, to be fair.

    Poorly designed perk, problems....that's all I read. Honestly ? this, is a pretty lazy excuse

  • @Grandpa_Crack_Pipe said:

    Welcome again, survivors of the Fog. It's time for another developer update, this time with our most anticipated patch yet-- 5.5, the long-promised "Game Health" update. We know that you've been eager for us to look inside and focus on what's really important, and we're more than happy to deliver. There will be no killers this update, no survivors, no boons nor buffs, no perks nor even our legendary pristine cosmetics. We're here to help you really feel like Dead by Daylight.

    https://us.v-cdn.net/6030815/uploads/TU52GLCSEZO5/image.png

    https://us.v-cdn.net/6030815/uploads/68HV8SOD59YK/image.png

    the exit gates

    Ah, the exit gate. Part and parcel of every good match. The survivor's main objective is to power these glorious golden gates and leave through them, but as we've noticed, many people have issues with this. Not technical issues, of course, but worse-- moral issues.

    Opened exit gates seem to create a feeling of safety for which bad manners seem inevitable, but we've taken several steps to ensure good manners and create a feeling of danger again.

    • When all living survivors are gathered within the exit gate, the Endgame Collapse timer counts down 6 times faster, until only 5 seconds remain.
    • Survivors within the Exit Gate are inflicted with the Incapacitated, Oblivious and Exposed status effects, and for 5 seconds after leaving the boundary.
    • Survivors within the Exit Gate are unable to crouch, to prevent them from developing proper leg muscle with squats.

    With these changes, we hope to bring just a little bit of civilization back to the Exit Gates and create a culture of mutual respect. And encourage people to just please get out.

    https://us.v-cdn.net/6030815/uploads/DQVQLNECY5PM/image.png

    https://us.v-cdn.net/6030815/uploads/MG3OD7NA3L2O/image.png

    Slugging

    We've said it time and again, and we'll say it some more; slugging is a fair and valid tactic. It's no less allowed than doing generators and hooking survivors. But we realized that players being essentially immobilized until further action by another player may cause issues, so we implemented the generous four minute bleed-out system to make sure things eventually end, assuming that this would be the end of the issue.

    Unfortunately, we have severely doubted the power of some socially maladjusted individuals, for whom we gave an inch and were subsequently and violently robbed of every centimeter in our pockets.

    Some players are unfortunately forced to wait the whole 4 minutes to bleed out for reasons we cannot possibly fathom, and so, we have taken steps to combat this.

    • Should all players be downed with no possible way to recover (Unbreakable, No Mither, and Boon: Exponential are not in effect), after 30 seconds, players will have the option to bleed out 10 times faster, ensuring that no one is forced to wait more than a minute.
    • All downed survivors' auras will be revealed at this point, to allow killers with the intention to hook easy ability to do so and end the game.
    • The faster bleedout option will persist through pick-ups, and the wiggle counter will not decrease over time if the survivor is dropped, preventing killers from "dribbling" to keep survivors from bleeding out faster.

    With these changes, we hope to severely reduce the number of players forced to bleed out, as well as take a little pride in taking something away from previously aforementioned genetic aberrations.

    https://us.v-cdn.net/6030815/uploads/SDYC1MY0ILJL/image.png

    https://us.v-cdn.net/6030815/uploads/I55C2OFCHO7R/image.png

    Hide and seek

    We make no bones about it-- Dead by Daylight can be scary sometimes. We've all been there, hiding from the killer under shadowed tree, hoping he doesn't see your ankle sticking out, heart pounding as you wonder if he'll look your way. Hiding can be an extremely fun and tense playstyle!

    But as we all know, some people can take it too far. Some poor killer's games have gone on for up to 50 minutes, looking for survivors that know all too well how to exploit the AFK crow's spawn conditions. Survivors refusing to do generators and simply hiding away to stall for as long as possible reaches the level of thrill commonly found in waiting in line, so we've come up with good ways to prevent these scenarios.

    • We have implemented a hard 20 minute cap on a game. After 20 minutes have passed, all survivors are sacrificed by the Entity. At this point, the game is fully over, and the "leave game" button will be replaced with "view results" to skip the animations and leave without consequence, if something prevents players from exiting.
    • After 10 minutes, if a total of 10% of generator progress per living survivor hasn't been completed every minute, every Survivor will scream and reveal their location. If this persists the next minute, all survivors will have 3 AFK crows. If this persists one more time, all survivors will have their auras revealed. This persists until a survivor has been downed.

    With these implementations, we hope to inject just the smallest bit of excitement back into the lives of those clearly needing the help.

    https://us.v-cdn.net/6030815/uploads/BNB96UA17H55/image.png

    https://us.v-cdn.net/6030815/uploads/WQCV12J20Y8B/image.png

    Body blocking

    Every good Wraith's best friend. A Billy and Bubba who manage to corner survivors with this ingenious trick will find themselves greatly rewarded, but unfortunately, this is another unintentional feature with an unintentional side effect.

    A survivor who finds themselves body blocked, especially by the killer, will find themselves completely at the mercy of outside forces to be able to exit the game normally, which could take any number of minutes between one and one hundred. A survivor misfortunate enough to be body blocked by a killer all alone would have absolutely no recourse, and could be kept there forever until the killer's bizarre, deviant desires are satisfied.

    With the following change, we hope to completely eliminate sad situations like this and give all players an out other than the "leave game" button and a DC penalty;

    Standing still for 15 seconds removes all collision with other players for one second.

    You don't need to body block anyone for longer than 15 seconds. That one's firmly under wants and desires.

    And finally..

    https://us.v-cdn.net/6030815/uploads/1W6X77D8RODO/image.png

    https://us.v-cdn.net/6030815/uploads/8XO4ADX67KRC/image.png

    map offerings

    We've removed them.

    You're welcome.

    Happy hunting!

    @Grandpa_Crack_Pipe said:

    https://us.v-cdn.net/6030815/uploads/7GFSOSKBMJM6/gamer-time.png

    Hello again, survivors of the fog. We've heard your feedback, and have come to a medically sound conclusion-- that one more thing was needed to truly bring the Dead out of Dead by Daylight. It's something we've been workshopping for a while, so we look forward to hearing your feedback.. if we hear anything at all, thanks to our new and improved

    https://us.v-cdn.net/6030815/uploads/TN5YKBVC5QX1/image.png

    https://us.v-cdn.net/6030815/uploads/8Z1KWADOEGGV/aasdads-png.png

    Post-game chat

    Communication is the cornerstone of civilization. Many, many multiplayer games over the years have featured ways to chat with your teammates and opposition, with games like League having post-game chat that allows you to converse with other players. Unfortunately, this allows you to converse with other players.

    We've discovered the glaring mistake this oversight has created, and we've quickly set to work on a solution you can expect to be implemented next hotfix.

    • Postgame chat has gone the way of Console and completely disappeared.
    • Instead, beside everyone's score will be a "Good game!" button. Once pressed, "Good game!" will appear beside your score for all other players to see and will linger until the lobby has been left.
    • As an added bonus, giving props to another player contributes to a Props milestone for the season. Once you've hit a certain amount of props, a steadily increasing amount of Iridescent shards are rewarded. This is reset along with grades every season, but you will be given a Props counter to keep track!

    With these changes, we hope to allow those with good things to say to express themselves and give a little back for positivity, while also ensuring that the only thing players with nasty things to say in postgame chat will be able to express themselves with is a steadily decreasing supply of wall plaster.

    Happy hunting!


    the EXITGATE, OFFERING & POSTGAME CHAT are the best Parts <3

    Maybe we'll be lucky and the developers will take some of this on

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647522#Comment_2647522

    The way NOED currently works, it incentivises -not- doing totems more.

    That's an awfully big blanket statement, and those don't tend to help anyone

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647283#Comment_2647283

    This always assumes SWF is perfect about communicating everything, so might as well give perfect info.

    But as many, many SWF players seem to want to say in defense of SWF balance, they're not that perfect and some of them only want to play with friends, not perfect comms. Which, if true, means this also buffs SWF even more. And then, now that SWF has better base information, they can communicate about that even more.

    Buffing solo to have the information skilled SWF theoretically has gives skilled SWF even more information.

    that's exactly how it is

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647281#Comment_2647281

    Except for the things swf already have idk what you're not getting here

    You just don't understand this: no matter how the developers act. It automatically affects 2 sides. There is no third. SWF is not a third. ( only you claim that ) You can't balance separately for solo players, it just doesn't work. Everything the developers put into the game for solo players is at the same time something that works for SWF players.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647266#Comment_2647266

    "why so arrogant"

    It's related to trauma from my past that makes me greatly uncomfortable. That's the only reason.

    "Dead By Daylight is a 4 vs 1 and 100% balance will never happend. When will people finally realize that ?"

    No but we can bring it closer by having the devs balance for 2 categories (survivor, killer) than 3 (solo, swf, killer)

    Whenever the developers implement a feature for solo players, swf players will also benefit from it. This should not be forgotten. You can't balance separately. It doesn't work in DBD, because we all know that this game is designed for solo players.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647254#Comment_2647254

    SWF know that anyway so your argument falls flat. You're trying to prevent what we already have in the game instead of giving everyone access and balancing around that

    So once more, solos shouldn't have to use perks, items, or offerings for information that SWF get for free and this being the case perpetuates the lack of balance in this game.

    (also please refrain from calling me Karu, GBK works fine though)

    Ok.... Mr GoodBoyKaru! ( why so arrogant ? ). Have you still not understood ? Dead By Daylight is a 4 vs 1 and 100% balance will never happend. When will people finally realize that ?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646051#Comment_2646051

    Solo stomping perk therefore unhealthy game design.

    Solos shouldn't have to use perks, items, or offerings for information that SWF get for free and this being the case perpetuates the lack of balance in this game.

    In this special case I see it differently Karu. If the developers would implement such a feature by default in the game ( as a UI element ), then first: a function of this perk ( small Game ) would be useless and second, noed would have far too much counterplay, because every survivor would automatically know how many totems are still active.

  • @TheArbiter said:

    I wish there was a ui element that showed the reamaining totems in the match. Feel like that would balance out the argument of "cleanse bones" when most people solo q.

    Try the "Small Game" perk

  • @Rizzo said:

    I'll miss the rat-infested hooks and the screaming rat in the cage in the upper floor, that thing scared me so many times when the map just came out.

    It was a very well made map in terms of design, with easter eggs and such, I'm going to miss it.

    "screaming rat in the cage in the upper floor" *THIS*

  • @Mandy said:

    yeah I'm all sadge today with the DLC going :(

    I think it's sad for all the people in the future that they won't get to experience it in the way we have, whilst I'm not the biggest fan in the world of the Hawkins map, I'm still gonna be pretty sad to see it go :(

    I think it's like that for many people today. In Germany, there is a saying (proverb) that after rain comes sunshine. It was great to have had good experiences on this map.

    In this case. R.I.P Hawkins

  • "Luck is definitely something that needs a serious revamp"

    I see it exactly the same

  • @T0thLewis said:

    If survivors clearly win and are better at the game, they can do sound notifs and tbagging as much as they wish, I don't give two shits about it. If they obviously won (e.g. 2 hook states only and the exit gates are powered) I just open the gate, go into the corner and force them out of the game.

    What I find incredibly insulting and rude is that they have to spam you with messages in the end-game chat "gg ez, noob killer, good looping grandpa, yade-yade-yada". Remember kids, words can hurt more than a fist to the face, you don't know what someone else is going through and they just want to distract themselves with a game they enjoy. Best not to bully them in said game also. :)

    INB4 ANY SELF-PROCLAIMED MATHIEU COTE COMES IN HERE AND SAYS "JUST PLAY ANOTHER GAME IF YOU CAN'T BEAR THE INSULTS":

    Just stop... What if the person actively enjoys playing the game ITSELF, but the community is just forcing them to rip out all their hair from all the insults and bullying.

    It legit takes people 0 amount of time, effort and money to write a nice message saying "ggwp, was fun game" or anything similar. Don't live out your own insecurities on some stranger on the internet because you are the victim of domestic abuse in your school/work/home.

    Grow the ######### up and act like an adult.

    Alright I gave it my two cents, time to have all the salty people on the forum reply with "Someone had a bad day in DbD, oh poor you cry me a river, etc etc..." Toxicity disappoints me and amuses all at the same time. :)

    @Kalinikta said:

    The challenge is simple:

    • Pick a killer
    • Play the killer
    • Play nicely, never camp, never tunnel

    See how survivors respond... every time I start playing the game I try and the result is always the same; Gens fly, survivors click away, tea bag and without failure gather up in the exit gate and wait till the very last moment to leave... because winning alone isn't enough, they need to tea bag at the exit gate or spam you with sound notifications if you don't show up.

    ------

    Let me address the focus of the replies below:

    It is hilarious that people are so dead set on the teabagging aspect of the comment, while not understanding that it is about the hypocrisy of those that dislike tactics because of the argument 'it is not fun for the other side' therefore do not do it!

    Teabag away, click away... I really could care less about it. It is about the idea that killers need to conform and consider the 'fun' of the opponents while clearly that is not the same for both. All these arguments I keep reading on: camping isn't fun for the survivors, tunneling isn't fun for the survivors. These people are those that I challenge to play nice and see how that feels. I play both sides as well, I understand the frustrations of both and I personally see no issues in people tunneling and camping when they feel the need to do so, just as I understand that survivors focus on gens and camp pallets, etc.


    I couldn't have put it better myself. These are all facts, and facts are important. *thumbs up*

  • @coldestwinter123 said:

    70% is conservative. i'd say its much closer to 85% then 70%.

    Some of the Perks if you DOUBLED the effect would still be bad.

    Most addons are either just straight up contributing nothing or the strength is so insignificant you might as well flex that you dont use any addons.

    most numbers are incredibly conservative for no reason, and the 2 addon system kinda pinches the balancing in a very bad way.

    If i just try to think about some of the more crazy perk combos that could be theoretically strong , they never work because of a design that seems to be specifically made so that they dont work.

    perk synergies with killers is also a huge issue, in very rare cases can a bottom tier killer use a perk better then a top tier killer can. STBFL is probably one of the rare ones that works on lower tier killers but not on the top of the top. Meaning they can't really make a perk that is strong that won't help the top tier characters to be even stronger ( we probably don't want that even if the game is survivor sided at the high end)

    i don't see this changing ever. this is a fundamental problem. It would require attacking base mechanics like regression hooks gens etc. and i dont see that happening seeing how they have went this long with out changing them.

    To answer your question: they should really RE-HAUL the entire addon system. they for sure could make a system that fixes most of the problems if they did. They won't . as for Perks i think its dead on arrival how could this ever change? in the current system the way they have with this many killers and so many possibilities so many different combinations . It would only change if they knee capped ruin pop and undying. OR a change in the system smiley face :) example: make all regression perks under 1 umbrella title Regression and allow only 1 perk per category, therefore allowing them to be more powerful because they are restricted to only 1 per slot smiley face :)


    What bothers me about the situation is that perks are constantly being developed that are simply not meta-suitable. Just take a look at the "Trail of Torment" perk. Good perk with a nice effect..... It's bad enough that the survivors can see the generator's aura, but why do the developers add a CD to it? It's so unnecessary, if you know what I mean.

  • @sizzlingmario4 said:

    Hot take.

    The basement is overall unhealthy for the game and should just be removed outright (add more hooks on the map to compensate for the hook loss).

    Rework monstrous shrine into a scourge hook perk with the following effects:

    -9% faster Entity progress (unchanged)

    -Hook escape attempts CANNOT be performed.

    The current 9% penalty for failing an escape still allows you 3 attempts making it negligible, and the 15% increased difficulty is multiplicative (eg. 15% of 4%, which comes out to having a 3.4% chance to escape), also making it negligible.

    Then gift of pain should also be buffed to make it more appealing. Considering there are only 4 scourge hooks, I think either of the following two changes would be fair:

    a) Increase the repair/healing penalty, or

    b) the penalty applies even if you do not heal and/or the penalty persists until your next down, instead of until your next injure.

    I also agree scourge hooks should not break on a sacrifice. I’m okay with them being able to be sabotaged though.

    Remove the basement ? That would be terrible

  • @wewantbetterfun said:

    Pop goes the weasel

    Scourge hook: pain resonance

    Corrutped intervention

    Deadlock

    Match start, can't get a gen done in the first 25 seconds, find and get someone, hook them, 15% lost, know which gen has the most progress, pop it, 40% gone, gen get completed, blocked second most progressed gen, still lose 15% from pain resonance while blocked, pop it afterwards, over and over again.

    If you play your cards right it might be the best anti genrush build.

    Scourge hook: pain resonance is my new favorite perk and is aboslutely a meta perk

    Thank you behavior for actually adding a new meta perk, yes you still need to be lucky with hooks location but still, this is a super good perk.

    POP GOES ? no i hate kicking gens. But i like your idea

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633563#Comment_2633563

    The German translation probably had outdated text from a prior dev build of the Perk, likely one that was more impactful (and as such would only occur once, with the per-Survivor restriction acting as an incentive to Hook other survivors, but then that would make Scourge Hooks have a weird kinda/sorta feel to if they work or not based on what Survivor you Hook)

    The English one should be correct.

    allright, thanks

  • Ok I need your help. Someone there who knows German and is good at English at the same time ?

    I noticed the following: 

    Upon being healed, the Survivor suffers from a 7/8/9 % Action Speed penalty to Healing and Repairing until they are injured again.

    In the German description it says: When the survivor is healed for the first time, he suffers ...

    What's right now ?

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633205#Comment_2633205

     If you ask me: should the "Monstrous Shrine" be reworked so, that it is no longer possible to unhook yourself from the hook

    It's not actually sending you to the second stage, it's just a thematic way of preventing the Survivor from Unhooking themselves in the first stage while on a Scourge Hook.

    oh i understand

  • @AnObserver said:

    Scourge Hook: Monstrous Shrine

    Scourge Hooks cannot be Sabotaged, and The Entity causes Survivors to Struggle even during the first stage of Sacrifice.

    The Basement Hooks are also considered Scourge Hooks

    I like the sabotage, but right at the first hang would be too much of a good thing, I think^^

  • Is that so important ? I should mention that I play with the German client because I am from Germany and my English is not perfect now

  • @Dumpstick said:

    Don't forget Items. 60% of items are junk. The only good items are the medkits, one of the green and purple toolboxes, the purple flashlight, and the pink map. The rest are trash.

    well what does trash mean ? There is already one or the other good combination

  • @Shroompy said:

    Its not meta compatible because this aint a comp game

    Not everything needs to be balanced for the highest level when such a small percentage of the playerbase plays at such level

    That's a really good point and makes me think about it

  • @That_One_Friend said:

    Do you think her limited witch cosmetic will show up in the store in a year or so? As well as Doc's Halloween one?

    i believe, no. If yes, why not

  • @Mari2 said:

    This topic made me finally create an account here to talk about it, this has been triggering me recently and I cant stand this anymore. If I remember survivors had a meta perk that was meant to stop the tunneling from killers, yes I am talking about decisive strike and since killers said it was too strong in the end game cause made them lose matches it has been nerfed, so I don't understand why is no one escapes death still on its best days cause literally has made me lose countless matches that were supposed to be a win for survivors but the killer must tunnel, camp and hit everyone with no one escapes death because most of the time you can't do anything, and yeah we can just find the totem but only if you are lucky enough to find it in time and if you have a full team where you can just tell everybody what to do.

    You can't stand Noed anymore ? Then finally make totems and stop complaining. Survivors have enough perks and items to find some. Finding totems has never been easier than it is now. DS has nothing to do with Noed. Neither does tunneling and camping.... I don't understand why you bring this in connection with Noed. One has nothing to do with the other. Finding the Noed totem if you are lucky ? That is an excuse. If Noed is active, then it is the survivors' fault. There is nothing more to say about it.

  • no, do bones ???

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618591#Comment_2618591

    Of course, the emblem system summarizes the capabilities better

    so you are agreeing with my statement that the Emblem system is doing a better job at determining someones skill than the MMR system currently does?

    The Emblem system only records things that happen during a match

    yes, that is indeed what it was designed to do. And based on the findings of the Emblem system the Ranking system would reward you with points - or make you lose some. There is absolutely nothing wrong with this, after all even the MMR system only takes the trial you were just playing into account when determining whether you win or lose MMR points.

    Do away with ranks and replace them with an MMR system? That's what BHVR did, but you don't like it

    i think you completely misunderstood what i was saying there.

    there is a very big difference between the Emblem system and the Rank system. The Emblem system was tracking your performance throughout the trial and then essentially give a status report to the Rank system (which is its own unique thing), which would then based on that report give / take away pips from your Rank, which would then be used to determine who you'd go up against next.

    The Devs removed not just the Rank system as you claimed, they also removed the Emblem system from the overall matchmaking.

    what i dont like about this is not the overall MMR system and its way of determining your opponent (well, i do dislike it, but thats not relevant for this discussion, as that would be an entirely different argument and topic), but the way the MMR system attempts to determine your skill - because it only cares for whether you escaped or not, which is a very simple, one dimensional and inaccurate view on someones actual skill level.

    The way i want this to work is, to have the Emblem system determine your overall score and whether you won or lost and the MMR system then acting accordingly - by awarding you a certain amount of points / taking a certain amount of points away from your overall MMR rating, that would then be used to determine your next opponent.

    Of course, they don't remember players farming on purpose before - because there was no MMR system until then! But that would change abruptly from now on and they know it

    please explain this to me:

    1) why would anyone want to farm for a higher MMR score? all that does is make your matches significantly sweatier and significantly less fun and you cant even see your MMR rating under normal circumstances, so unlike the old Ranks you wont even receive bragging rights. There is absolutely no benefit to reaching high MMR - mind you, Grades that give you BP rewards at the end of the month are entirely unrelated to the MMR system.

    The way i see it, MMR gives you even less of an incentive to start farming to reach a high rating than the old Ranking system did - and people already didnt do that when that was a thing.

    2) how exactly are you picturing people to "just farm the Emblems"? you are awarded Emblems based on your performance ingame - the better you play, the more Emblems you receive. In addition to that, the Killer Emblems and the Survivor Emblems usually stand in a direct contradiction to one another, meaning for one side to receive good Emblem scores, the other side would receive bad ones. In other words, its in the Killers interest NOT to let Survivors get good Emblems and vice versa.

     so why should I still bother killing survivors or playing normally

    i think this just throws a different question in the room: what is your definition of "normal" gameplay?

    what, on the Survivor side, do you consider to be "normal gameplay", that isnt a mixture of: repairing generators (Lightbringer Emblem), helping your team (e.g. protection hits, healing or unhooking) (Benevolent Emblem), running away from the Killer (Evader Emblem) or trying to escape the trial alive (Unbroken Emblem)?

    same for the Killer side: what do you consider to be "normal gameplay" that isnt defending generators (Gatekeeper Emblem), sacrificing Survivors (Devout Emblem), hooking and injuring Survivors (Malicious Emblem) and chasing Survivors (Chaser Emblem)?

     Hooks count for a lot more, don't they...?

    so you're saying not camping someone on hook until they die and instead going after someone else is a bad or even abnormal thing? Also, Hooks and Sacrifices are counted in two different Emblems - the Devout Emblem counting the amount of sacrificed Survivors and the Malicious Emblem counting the amount of hooking actions throughout the trial. So there is a clear incentive for the Killer to try and sacrifice as many Survivors as they can - in fact, a single sacrifice, in terms of Emblem score, is worth more than a single (or even a couple of) hooks.

    Hey, why should I bother running?

    i dont even understand where you're comming from with this. there is no Emblem that rewards you for not running away from the Killer - in fact, the Evader Emblem rewards you for the exact opposite, that being a long chase.

    relief actions, repairing generators, rescuing survivors, healing or stunning the killer with a palette will get me much more and let me achieve a higher MMR, right?

    wrong. repairing generators and helping your team are two entirely seperate Emblems for you to score in, so all not running away from the Killer does here is to ensure you wont be getting any significant points in one Emblem, while only being able to progress the other Emblems as much as if you just did run - or even less, as there is not even a chance for the Killer to drop the chase with you, allowing you to further work on those two Emblems.

    i very much doubt people would mix up their gameplay in any significant way if they made the Emblem system the determining factor to whether you won or lost a game in DbD again. the only people this would screw over are those that instantly facecamp someone on hook with 3 passive game delay perks and then insta downing someone else with NOED and repeating the same thing - to which i say: good. screw these people and get them out of my games.

    of course some minor tweaks would need to be made in order for those two systems to coexist, but those would be things the Emblem system should have had even before MMR was a thing - for example making it impossible for the MMR system to count a game as a loss if the Survivor escaped / the Killer reached a certain kill threshold - so essentially the exact same thing the MMR system currently does, but significantly less extreme by not awarding an auto win / loss for achieving them / not achieving them & instead taking some more things you did throughout the trial into account to determine whether you won or not.

    all a merge of those two systems would realistically do is, that it would help those players that played well but died right in the end / had a majority of people escape (but achieving a lot of hooks) not count the game as a loss, while making sure that those who played bad and still got out / 2 or more kills (but barely hooked anyone) would not have it counted as a win to them either.

    "So you agree with my statement that the emblem system determines a person's abilities better than the MMR system currently does?"

    yes of course, but that was never in discussion.

    "The developers not only removed the rank system as you claimed, but they also removed the emblem system from all matchmaking."

    The emblem system was never part of the matchmaking!

    "The way i want this to work is, to have the Emblem system determine your overall score and whether you won or lost and the MMR system then acting accordingly - by awarding you a certain amount of points / taking a certain amount of points away from your overall MMR rating, that would then be used to determine your next opponent."

    When this happens, only farming will continue because everyone wants a high MMR.

    "why would anyone want to farm for a higher MMR score? all that does is make your matches significantly sweatier and significantly less fun and you cant even see your MMR rating under normal circumstances, so unlike the old Ranks you wont even receive bragging rights. There is absolutely no benefit to reaching high MMR - mind you, Grades that give you BP rewards at the end of the month are entirely unrelated to the MMR system."

    I wonder why so many players are upset about this. Or put another way, why would anyone want to kill or flee for a higher MMR? It just makes the matches more sweaty and less fun. That's why I wrote that without an active leaderboard, it doesn't matter how high an MMR is. So it is the same. Besides: the word "skill" is hidden in the name SBMM, and some players don't associate kills or escapes with the word skill, because for them it has nothing to do with skill.

    "how exactly are you picturing people to "just farm the Emblems"? you are awarded Emblems based on your performance ingame - the better you play, the more Emblems you receive. In addition to that, the Killer Emblems and the Survivor Emblems usually stand in a direct contradiction to one another, meaning for one side to receive good Emblem scores, the other side would receive bad ones. In other words, its in the Killers interest NOT to let Survivors get good Emblems and vice versa."

    That's exactly where the problem is. In such a case, it would not be in the interest of the killer or the survivor not to get good emblems. Because it may not matter. If both parties farm, they will be rewarded accordingly. No matter if someone ends up or dies.

    i dont even understand where you're comming from with this. there is no Emblem that rewards you for not running away from the Killer - in fact, the Evader Emblem rewards you for the exact opposite, that being a long chase.

    This is a lie and is not true. The Evader Emblem also grants you points for staying within the Terror Radius without being chased! 1 point per second.

    "wrong. repairing generators and helping your team are two entirely seperate Emblems for you to score in, so all not running away from the Killer does here is to ensure you wont be getting any significant points in one Emblem, while only being able to progress the other Emblems as much as if you just did run - or even less, as there is not even a chance for the Killer to drop the chase with you, allowing you to further work on those two Emblems."

    As I have already written. You have not understood me. I am not stupid and I know what the emblems can do. But I am not concerned with each individual emblem. It's about farming in general. No matter what Emblem action it is.

    "i very much doubt people would mix up their gameplay in any significant way if they made the Emblem system the determining factor to whether you won or lost a game in DbD again. the only people this would screw over are those that instantly facecamp someone on hook with 3 passive game delay perks and then insta downing someone else with NOED and repeating the same thing - to which i say: good. screw these people and get them out of my games."

    I see it differently and guarantee you. We have so many players who are horny High MMR that they would only farm. "I want to be the best" if you know what I mean.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618641#Comment_2618641

    Low MMR club killers seem to be the only ones still having fun.

    yes sir^^ that is the reason why I do not sweat. If other players think they have to stress themselves out, that's their business.

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