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Peanits

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  • At no point did we say that it is the only survivor sided map, we simply confirmed what others have been saying and outlined the work we've done to address this one. By no means is it the only one. You can make a case for just about any map favouring one side or the other.

    As for the Killer changes, The Nurse has easily been the single most discussed Killer lately and warranted changes over any other Killer. The Knight was only recently released and as usual, we make changes to the most recent Killer in the following updates to try and fine tune their balance. They were definitely not chosen at random. Other Killers have changed planned, but there's only so much bandwidth for changes in each update.

  • @GolbezGarlandGabrant said:

    Thank you devs for adding the in-game challenge tracker. Especially useful for the challenges ones that need to be completed in 1 match.

    I don't understand the last part of Knight's change where he has a 10 second limit to pathing. Does that mean I can't just drop a guard on top of where I'm standing? Or have have to wait 10 seconds to drop it?

    It's a limit to how long you can spend in your power. Once you start drawing a guard path, you have 10 seconds to finish it before it forces you out. You can still quickly drop a guard where you're standing, you just can't stay in your power indefinitely to hide your terror radius.

  • To set expectations ahead of time, there's no secret perk changes in this update. This mid-chapter has a bunch of big features that take a lot of work to implement, so sadly there wasn't any bandwidth for perk changes on top of that. We've still got plenty of perk changes in mind for future updates, though!

  • We've found what's causing the issue and have a fix on the way, but in the meantime, here's a temporary workaround:

    https://twitter.com/DeadByBHVR/status/1595869228338495489

    Some tooltips in the Archives seem to be the culprit. If you end up doing something in there, you can restart your game to be safe and that should prevent the issue from occurring.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276154#Comment_3276154

    Not saying it would be an easy fix, but couldn't you just include the killer in this offering? So just a mini BPS?

    It wouldn't be a huge change, but we would still need to go through the usual process of creating tasks, changing code, and running everything through QA. But ultimately that would still leave it in an awkward spot where it still doesn't provide as many points as Bloody Party Streamers, which are the same rarity. We have to consider if that's worthwhile, or if we're better of waiting until we have the time to take a proper look at it and do it justice.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276149#Comment_3276149

    Question: Is it likely that we will see any changes to these older offerings sometime in the near future?

    Nothing is planned for them at the moment. Obviously there's not much reason to use this over a Bloody Party Streamer these days, but it's very low on the priority list since the time spent changing or reworking it would be much better spent on something like perks. I wouldn't say never, but definitely not in the near future.

  • Once upon a time, there were no Bloodpoints for everyone offerings. Things like Bloody Party Streamers didn't exist. Everything was personal, granting you and you alone more Bloodpoints. This was the only exception. The Bound Envelope gave you a lesser Bloodpoint bonus than a Sealed Envelope and instead shared some of that with your team. You were giving up some of your reward to share it with your friends.

    Eventually, offerings that granted everyone in the match Bloodpoints (and much more of them) were added for events and we ended up making them permanent due to popular demand. These days, we'd much rather make Bloodpoint bonuses either personal or shared amongst everyone.

    So in short, it's a relic from a different time where things were different. It was more of a selfless offering to use than anything.

  • As always, we try to let things settle before making any significant changes. The first few weeks tend to be very unreliable when it comes to performance. People need time to learn how to play as and against them. Even if the feedback ends up being totally on point in the end, it's safest to wait and be sure rather than making sweeping changes for something that turns out to not be as big of an issue as we initially thought. This early on, we're mostly focused on glaring issues that need to be resolved ASAP and bugs that may impact them (we have a few fixes in the works, more info on that will be shared today).

    That said, we see all the posts, they are not going unnoticed. The team is well aware and will be keeping all of it in mind when it comes time to review.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274863#Comment_3274863

    Genuine question then, why do solo survivors not know what their teammates are doing by default then, so they know when to go for a rescue or when to commit to their gen. As it is now, you kinda have to make a guess and making mistakes costs a lot more for solo survivors.

    Not trying to be antagonistic, I simply started playing in August and it's really weird to me how this role requires communication, co-operation and co-ordination but the tools for those things are either limited to bringing certain aura reading perks or playing with SWF. And still in the first case you cannot do any planning as there is no chat during the game.

    This is actually something we're looking to do! We posted a design we'd like to implement earlier this year to gauge interest, and the reaction seemed pretty positive. It hasn't been forgotten, but it's a lot of work to get implemented, so I can't say when we'll be able to squeeze it into an update.

  • @Vampirox said:

    like Peanuts said its important for the killer to get a notification so he can tunnel, cant make it harder on the killer

    This interpretation is so creative that I can't even be mad.

  • I would say yes. It's not only beneficial to people who are going to return to hook, it's also very important information for the Killer to have while they're occupied somewhere else. You know that two Survivors are by the hook, and you may be chasing a third, so you can do the math and figure that only one Survivor is free to work on generators. Being able to keep track of that is incredibly important, you need that info to decide what you should do next and predict when generators are going to go off.

  • There is indeed a bugged tile that's causing too many pallets to spawn. We're working on a fix, but in the meantime, we've reduced the chances of the new map appearing to normal levels so you hopefully shouldn't run into it too much.

  • @HugTheHag said:

    To give suvivors distance. The Guards are not supposed to down or injure survivors on their own consistently. They're more of a disruptive element to force survivors to lose time, if you're not using them to 2v1 the chase.

    The exact opposite, actually. It's so they don't waste the majority of their chase time trying to get where they saw the Survivor. Say you're on the second floor of a building (Garden of Joy, for example) and a guard on ground level see you. If they immediately started chasing, their chase time would be nearly up by the time they can run through the house to get to you. It can also help in level areas with long obstacles too (long Ormond rocks, car stacks in Gas Heaven, etc.) where the guards would normally have to run all the way around.

    The Jailer also benefits from this the most. Since he has the largest detection radius, that phase helps him close the distance with the Survivor quickly before starting his chase. Detecting Survivors from so far away would be a huge downside if he started his chase immediately; most of it would be gone by the time he gets to them.

  • Spawning rules are a tricky beast. The more rules you add, the more predictable it becomes and the easier it becomes to find the very things you tried to hide. Taking hex totems as an example, if I know that it didn't spawn near me or any of the other Survivors, that's a huge chunk of the map I can instantly rule out. I know it's gotta be somewhere far away from each of us. If I see which direction the Killer comes from, that more or less confirms where the hex totem will be.

    Quick mockup to show what I mean. Say you have a small-ish radius around Survivors where hex totems spawn (~16m). This is how a map like RPD would look when you eliminate all the area around the Survivor spawns (yellow). Right from the start, so much of the map is eliminated. You can use the direction the Killer comes from (red) to further narrow it down without needing to know all the Survivor spawns.

    image.png

    This gets extra tricky when multiple hex perks are in play. If all five totems are hexes, the game cannot possibly spawn them all far away from Survivors without breaking another rule (spawning totems a certain distance apart).

    We try to improve totem spawns as we revisit maps, but unfortunately adding a new rule wouldn't be a quick and easy solution.

    As for the hatch, it's location is already determined in the map's seed. I'm not quite sure adding a new rule would be beneficial. Right now, the fact that it's entirely random means either side has a roughly equal chance to find it first. But if you add a rule to prevent it from spawning to close to either of the remaining players, then it starts to shift towards the Killer's favour since they have a higher move speed.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272168#Comment_3272168

    Really, scrap Killer Bots. Just dont bring them, it is not worth the effort. You will not manage to bring 30 Killer Bots to a level that they resemble actual human players so that learning against them will be helpful.

    The ressources can really be used in other areas.

    Neither Survivor nor Killer bots are intended to play at the same level as a real player. Don't worry, that's not the goal. The goal is to simply teach them how to use their power, even if they don't use them as efficiently as real players. It might seem useless to you since you've already been around for a while and know how everything works, but to a newer player who just wants to practice and learn how the different Killers work before going against them, it can make a world of difference. As time goes on and the roster grows, it's only going to become more important.

  • Please be kind to QA testers out there. Not just for our game, but for other games as well. QA is probably the most commonly misunderstood role on almost any project and get way more heat than they deserve. Just because QA works with bugs does not mean that bugs are QA's fault.

    To give some insight, video games are incredibly complex these days. They're made up of thousands of moving parts, most of which are built on other parts that are also updated. To use DBD as an example, there's 219 perks, 30 killers, over 600 add-ons, etc. and counting. So when an underlying system changes, it can sometimes cause other things that rely on that system to break in unexpected and often subtle ways. People often think QA simply plays the game and writes down whatever they find, and while there is some of that, there's far too many things in the game to check and test everything with every update.

    In reality, QA is much more focused. Whenever a task is completed (programming, art, etc.), someone from the QA team will check it over and over to make sure it works. If it's not, that'll be flagged with the team and someone is assigned to fix it (QA typically finds and reproduces bugs so they can be fixed, not directly fix them themselves). But with the scale of video games, a fix or change elsewhere can break something that was already tested. (Say a script that tells one of two pallets on a tile to spawn breaks after the tile was tested and confirmed working. You may not notice two pallets appearing while you're laser focused on testing the Killer's power the next day.)

    This is something that even happened just recently. The flashlight buffer was tested extensively ahead of the PTB- I even tried it myself and could confirm that it was working- but unfortunately a separate bug fix just before the PTB build was created caused the buffer to break and hold stuns for the entire animation.

    Beyond that, there are other reasons why a bug might go live. For example, it wouldn't make much sense to delay a whole update because there's a typo in the description of one perk. If something is small and unobtrusive enough, then delaying the update over it will make people more frustrated than the tiny bug ever would. We try to mention this in the known issues so you know we're aware of it (though some known issues are trickier to fix and something that we're still actively investigating/working on).

    But most of all, millions of people are playing the game. Even if you hired a thousand QA testers, they still wouldn't be able to find the amount of things that combined millions of people can in a single hour. On launch days especially, they're glued to the bug reports section taking everything that's reported and making sure it's reproduced and logged in our system.

    In short, QA teams around the world do an amazing job finding and reporting bugs, but they are by no means the only people responsible for making sure updates go out bug free. It's like blaming the person who pull the fire alarm for a building burning down. Please cut them some slack. By no means is any of this to excuse bugs, they still fall on us at the end of the day, but QA teams in the video games industry don't deserve anywhere near the amount of blame they get.

    All that aside, we do our best to catch what we can before an update goes live. Part of that comes from internal testing, part of it comes from the PTB. Unfortunately as long as we're making changes, new bugs can appear. While we try to make sure everything's working smoothly for launch, some things will slip through the cracks. We react as quickly as we can to get those fixed for one of our bugfix patches in the weeks after our major releases.


    On the second point about Fog Whisperers, they are not QA testers, consultants, or even sales reps. The sole purpose of the program is for content creation. They are people we can endorse and partner with when we have opportunities (e.g. sponsored streams, featuring on Steam store page, etc.) It is not their responsibility to play upcoming chapters and give feedback/find bugs.

  • Glad to hear you're enjoying it! We're hoping to expand the feature with perks & loadouts in the future, but there's no ETA for when this'll be just yet. When this happens, though, bots will most likely not have access to all perks since some of them may be too complex for a bot to use reliably (and there's a lot of perks in the game, so we can't spend too much time teaching them how to use each one).

  • @NiRoMexs said:

    Now only the killer bots are missing😅. It will seem useless, but it can be useful for a novice player.🙂

    Definitely doesn't seem useless. We've got 30 Killers in the game at this point. Having a no stress place where you can learn to play against them would be very helpful to newer players. Even for more experienced players, it can still be a good way to try out different builds, learn new maps, and learn how to play against new Killers.

    I'm very much looking forward to having Killer bots in the future.

  • The purpose of a DC penalty is not only to discourage someone from disconnecting, but also to prevent them from disconnecting from further matches. It's still doing that; even if they're playing against bots while they wait, they aren't ruining anyone else's match.

    The penalties also get longer each time they disconnect, so unless they're happy playing against bots for the entire day, they still won't want to DC regularly. (But hey, if they're happy playing against bots, more power to them. That's a win for everyone. The bots don't care if you DC, and that's one less person disconnecting for everyone else.)

  • That's a real stretch. You cannot possibly look at the incentives right after an update drops and come to any conclusion from it without digging deeper. Bots are brand new and it goes without saying that people are going to try them, especially when it gives them an opportunity to try the new Killer without the stress of a public match.

  • This isn't something we're looking to add at the moment. The rotating guards are a core part of his power. That said, if there is one you want to appear more than others, there are add-ons you can use to make them appear twice in a row.

  • This isn't exactly rocket science, but of course you're not expected to play the way someone else wants. That said, if you're playing in a way that you know people will find unfun, you shouldn't be surprised when they return the favour. You get what you give.

    There's also nothing wrong with realizing that the person on the other end is a person and wanting everyone to have a good time. Play the way you want.

  • What you see when you use Dead Hard is different to what you see when other people use Dead Hard.

    The short version: The game timestamps exactly when someone Dead Hards or hits a Survivor, then tells the server what they did. If the server gets conflicting messages ("I hit the survivor" and "I used Dead Hard"), it needs to figure out who was first. It uses the timestamps to figure out who was actually first.

    The problem is: Any online game has latency. Because you're not physically next to the other person in the real world, it takes time for that info to reach the other person. On the other hand, you see what you're doing instantly.

    So when you hit someone and it doesn't look like they used Dead Hard yet, they might have and that info just hasn't reached you yet. Meanwhile when you use it as a Survivor, you see the animation instantly, but you don't see that the Killer has already started swinging. When the server sees that, it checks which came first and resolves it as fairly as it can.

    TLDR: Latency plays a role here, I wouldn't immediately assume they're cheating.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271182#Comment_3271182

    I think the issue is more about the imbalance of what concerns the community and what doesn't. We're all prone to bias, so if something benefits us even if it's OP we'll say it's fine more often than not. But if the opposite happens, and we're negatively impacted by something the near automatic response is that it's OP.

    And with regards to your last sentence, are you implying that balance issues have different weight or importance to them than others, or that it's not very productive to compare survivor and killer perks? I would think balance as a whole is one topic, not apples and oranges as it were.

    I definitely don't mean to imply anything about the OP, I'm sure their intentions are good. Just trying to save everyone unneeded headaches and make sure that feedback is as clear as possible.

    Balance as a whole is a single topic, but when we're talking about specific perks, we're not talking about balance as a whole. That goes double when they're perks that have completely different effects (e.g. Eruption, a perk that slows down gens, and Dead Hard, a perk that helps you not die). Pitting the two against each other isn't going to lead to many constructive discussions because you're forcing a square peg into a round hole- they're nothing alike. Both can simultaneously be too strong, too weak, or anywhere in between without it making a difference. Ultimately one being strong has no effect on the other being strong. At the end of the day, the only conclusion you can really come to is, "Yep, they're both strong" - which is something that most people would have agreed to in the first place judging by how much they're used. If it were two perks with similar effects, on the other hand, then it makes a bit more sense to discuss them together (e.g. Eruption & Hyperfocus).

    Bias no doubt plays some role in what people talk about (not the only factor, of course), but if you ever think there's something that's not getting enough attention, the best way to combat that is to talk about it. Be the person to bring it up and other people will join in. If you don't say something or only point out how people aren't talking about it, nothing changes, people still aren't talking about it.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271182#Comment_3271182

    Hey Peanits, does the DBD team have any plans to tone down / modify Eruption (and any other problematic perks)? Just thought I would ask and slay the dragon right here.

    Any transparency on the matter would be greatly appreciated by the community. If not, no worries, appreciate the response!

    We're definitely keeping an eye on all the discussions. As for plans, I can't say whether or not it'll be changing at the moment, but we'll be sure to share if/when something is set in stone.

    @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271182#Comment_3271182

    I wasnt trying to say everyone who thinks eruption is too strong atm is completely wrong, as it is clearly stated in my post i could live fine without the incapitated effect, i just notice how the whole lot of members here picking on eruption while DH and COH dont get the same amount of posts but are just as broken.

    There was definitely a time where both perks got their fair share of posts, though as others have mentioned, they've each received some changes recently. That said, if you still feel like they're an issue, you're absolutely welcome to make a thread about them and raise awareness, but tying them back to Eruption doesn't exactly get the same point across. I know you probably didn't intend it this way, but people will often compare one side to another to excuse something for being strong, so it's usually better to point out whatever you think is a problem and leave anything unrelated out of it.

  • I'm gonna stop ya' right there. Just because someone thinks one thing is a problem doesn't mean they think everything else is fine. You can find both things to be too strong at the same time, but trying to discount one thing because of another (completely unrelated) thing doesn't accomplish anything. Saying that thing A is strong doesn't mean that thing B isn't also strong.

    Unless someone is explicitly telling you that Eruption is OP but Dead Hard and Circle of Healing are fine, you're bringing up oranges in a conversation about apples.

  • I wouldn't say that negates the reason behind the change at all. Lightborn is and always has been a counter to flashlights. The fact that flashlights might be easier for a newer player to pick up and learn does not change the fact that Lightborn still wins in a game of rock paper scissors.

  • The part that scales between tiers is now the frequency of Survivor screams, which is now every 35/30/25 seconds (previously random between 20 to 40 seconds).

  • First and foremost, we are not trying to make each Killer the new best. That'd lead to power creep which is not something anyone wants. You should buy a new Killer because you think they're fun and interesting, not because you want to win. If you're buying things solely because they're powerful, you're setting yourself up for disappointment when it inevitably gets nerfed.

    Second, we have not changed any cooldowns. The guards activate sooner, meaning the survivors get less of a head start. The cooldowns are unchanged.

    And last but certainly not least, the changes between PTBs and live releases are almost always minimal. The PTB does not have ranked matchmaking, and a few days of PTB does not give people enough time to learn how to play as/against something effectively. We use the PTBs to find glaring issues or common trends, then use those learnings to make the launch as smooth as possible. Afterwards, we'll keep an eye on things and continue to fine tune the balance once it's been out in the wild for a while and people have had a chance to warm up to it.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253365#Comment_3253365

    I would argue that if someone is properly committing to the 'lone wolf' playstyle, they actually have a decent chance of escaping. Running Sole Survivor, Distortion, Spine Chill, Urban Evasion, bringing a hatch blueprint and a key and just hiding in a corner/basement/locker all game, you'll be able to escape most matches pretty easily.

    You could argue that, but we also have data from millions of games that show the correlation between the number of survivors alive and your chances of survival. I have no doubt that it'll work sometimes, but the deck is seriously stacked against you.

    But even so, assuming you do manage to sneak out the hatch a bunch, the hatch is considered a null- neither the killer nor survivor gains or loses rating from it. By doing that, you'd still lose rating from your deaths, but you wouldn't gain anything from your escapes.

  • There are no plans to display your rating at the moment. @HugTheHag beat me to it, but there's a lot of people out there who don't want to see their rating because it add more stress to what many people consider a casual game. Ultimately the number doesn't mean a whole lot unless you want it to. Its sole purpose is to give you roughly equal opponents, and showing it by default would put more emphasis on it and encourage people to care about it (even though doing so means harder matches that they may enjoy less).

    That said, it's not out of the question for it to be available somewhere someday. There's plenty of people who do want to see it and even try to raise it as much as possible, even if it does mean tougher matches. Different strokes for different folks.

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253365#Comment_3253365

    I may have missed it if it was mentioned, but moving forward will the overall parameters for SBMM continue to stay flexible to alleviate que times or will they be static prioritizing accuracy?

    They will always be focused on giving a balance between wait time and accuracy, but the exact values are tweaked regularly to match the current distribution of players.

  • You mentioned that some things- like the shack- are always the same, but you might not have realized that the maps as a whole are the same each time you play them (to some extent). Yes, they are procedural, so there will be some slight differences, but the game still needs to follow certain rules while generating the map. For example, any tile that is a maze tile (high walls with windows and/or a pallet) will always be a maze tile every time the map generates. It might be a slightly different one each time, but you can always count on something being there. Smaller loops follow similar rules, and the shack and main buildings will always be in the same spots. The shape of the map as a whole is also the same each time.

    So my number 1 tip would be: Try to memorize the different map layouts. Areas that have pallets and/or windows will always have pallets/windows.

    Beyond that, keep in mind that pallets won't spawn too close together in most cases. If you know a pallet was already dropped somewhere- by you or another survivor- don't count on another one being too close by. Try to keep track of which pallets have been used and avoid the immediate around around them the next time you get chased.

  • DC penalties don't necessarily reset, they decrease over time (as long as you don't continue disconnecting). If you were to max out your penalty, wait a day or two, then disconnect again, your penalty would still be fairly long for example.

  • There's a few layers to this question, so I'll try to hit all of them:

    A) "Lone wolf" doesn't mean hiding in a corner and trying to sneak out. Your chances of survival drop significantly when another survivor dies - this is a fact. Even if you're looking out for yourself, it's still in your best interest to keep your teammates alive so you have a better chance of escaping. That said, someone who's playing this way might see someone hooked at the end of the match and decide, "Yeah, no, too risky, I'm leaving." That's a totally valid choice.

    B) Like the movies that inspired the game, sometimes people will do whatever they can to survive, even if it means leaving other survivors behind. This is something that has always been at the core of DBD: Although survivors have a common goal (escaping), they aren't required to prioritize their team (though again, teamplay will still help them achieve that goal).

    C) That said, freedom to choose your playstyle doesn't mean that's the way we're telling you to play. Most regions have gradually shifted towards a more team oriented mindset over time (though it's not the same all around the world), and so has the game's design; this matchmaking change being a perfect example of that. We do not design the game around folks who completely neglect their team. In fact, if you do that, your chances of escaping will be horribly low and you'll probably end up losing the vast majority of your matches. But even still, this is a choice you, as a player, are allowed to make.


    Long story short: There's many ways to play the game, some of them less effective than others. It's not our place to tell you how to play, it's up to you to decide what you enjoy and what works for you. Whenever possible, we try to avoid eliminating different playstyles because player agency (choices) is important.

  • We actually just posted a blogpost that covers the basics (and some of the upcoming changes):

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/MGGCIVOEKY4M/matchmaking.png

    Dead by Daylight is constantly changing, so it only makes sense for the matchmaking system to follow suit and continually evolve. We often make small tweaks behind the scenes to strike the right balance between wait times and match quality, but we’ve also been working on some bigger improvements to the matchmaking system thanks to your feedback. In this post, we’ll discuss two changes we’ll be making to the matchmaking system in the 6.4.0 update. These are:

    • Team Based Ratings: Adjusting Survivor ratings based on the team’s performance as well as your own.
    • Extended Breaks: Better handling for players who are coming back from a break.

    We’ll dive into each in more detail later in this post, but first we want to give some context for how the matchmaking system currently works.

    How Matchmaking Works

    The matchmaking system’s job is to pair you against opponents where your strategy works roughly half of the time. To do this, we give each player a hidden rating that evaluates their performance. The matchmaker then uses this rating to pair you with players of a similar rating.

    In order for this to work, the matchmaking system needs a win condition to determine if your rating should increase or decrease. In our case, the win condition for Survivors is escaping the trial, while a Killer’s win condition is killing Survivors. Since the game is asymmetrical, each Survivors is treated like a separate one-on-one match for the Killer. How much rating you gain or lose also depends on the ratings of your opponent: You’ll gain more rating by beating someone who’s rated higher than you and lose more by losing to someone who’s rated lower than you.

    It’s impossible for a matchmaking system to accurately assess your ability from a single match due to the sheer number of factors at play. Instead, the matchmaker works over the course of many matches to gradually settle you into a place where you are comfortable. To give an example, if you lose a match, the game doesn’t think you suddenly got worse- it expects you to lose some matches! If your rating is currently lower than it should be, you’ll end up winning more matches than you lose, and that loss will quickly be offset. Or if you’re already where you should be, you’ll win a roughly equal number of matches and hover around the same place.

    To be very clear, kills and escapes on their own are not a direct indicator of skill, but rather a proxy to skill, meaning playing well will improve your odds of winning. Ultimately, the matchmaker isn’t trying to judge whether or not you are the best player in the world, but rather find a place where your strategy works about half the time, regardless of how skillful it is.

    Team Based Ratings

    One challenge unique to asymmetrical games like Dead by Daylight is how we handle teams. Most games can check which team won a match and adjust their ratings accordingly. But this isn’t possible in an asymmetrical game like ours since Killers are playing solo. To get around this, we treat each Survivor as a separate one-on-one match. This way, the Killer can gain rating by killing three Survivors without the Survivor that escaped losing any rating.

    While this works for an “everyone for themselves” mindset, team-oriented Survivors would often find it punishing to die heroically to save their team as this would be treated like a loss. This was the most common feedback we’ve received since the introduction of this matchmaking system, and we’re pleased to say that we have a solution incoming.

    Starting with 6.4.0, Survivors ratings will be based both on individual & team performance. Whether you gain or lose rating will still be determined by whether or not you escape, but how much your rating is adjusted will be affected by how many Survivors escape the trial.

    • For each teammate that escapes:
      • You gain more rating if you escape.
      • You lose less rating if you die.
    • For each teammate that dies:
      • You gain less rating if you escape.
      • You lose more rating if you die.

    For example, if you die but every other Survivor escapes, your rating will hardly drop at all. In other words, keep your team alive for best results! With this change, we aim to put a bit more emphasis on teamplay without removing the lone wolf playstyle.

    Extended Breaks

    Whether something important came up in your life or another game caught your attention for a while, we all take breaks from time to time. At the moment, coming back from an extended break can be a little rough as you’re trying to shake off the rust while playing against the same opponents. It can take a while for your rating to slowly drops to a place where you’re more comfortable. To make returns as smooth as possible, we’ll be improving the way the matchmaking system handles players who haven’t played in a while.

    The matchmaking system has a confidence level. When you first play the game, the matchmaking system knows nothing about you, so it cannot confidently determine where you should be. As you play, your rating will shift far more than usual while it tries to figure out roughly where you belong. Over time, it learns more about you and its confidence increases, causing your rating to change less after each match.

    Simply put, after long break, the matchmaking system will lower this confidence level until you’ve played a certain number of matches. This way if you’re feeling rusty, your rating will drop much quicker than before, letting you face easier opponents much sooner. Meanwhile if you play as well as when you left- say if for example you’ve been playing similar games while you were away- you’ll stay more or less around the same place.

    Like Team Based Ratings, this feature will go live with the 6.4.0 update. We hope this makes the experience much smoother for returning players.

    As always, matchmaking is an ongoing process. We’ll keep an eye on things behind the scenes to make sure that everything is working as intended, and we’ll continue to make small adjustments as needed. Most importantly, please keep the feedback coming!

    Until next time…

    The Dead by Daylight team

    More specifically, when you're just starting out- including playing one of the roles for the first time- the game has no idea where you should be. The matchmaking system has a "confidence level" to represent how sure your rating is what it needs to be. When you first start playing a new role, it's low, and as a result your rating will adjust much faster than normal (your wins raise your rating more, your losses lower it more). Over time, the matchmaking system gets a better understanding of where you should be and the confidence level starts to increase and your rating adjusts less after each match.

    It's possible you won a few matches and your rating increased quickly, but it should adjust to a place where you're averaging 2 kills per match pretty soon.

  • Your first mistake was thinking I'm using Head On to win. In reality, I'm using Head On because haha I bonked the Killer. I accept my death at that point, and it was entirely worth it.

    in Guys Comment by Peanits
  • I don't really see why they should. While it may not be the intended way to use pallets, nothing about it is breaking the game, it's just taking advantage of the way the interaction system works. Little things like that add a lot of depth to the game for long time players without making things overly complicated for newer players.

    It'd be one thing if there was no counterplay, but they're fairly easy to play around.

  • @Tsukah said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250473#Comment_3250473

    Can you please add more server locations? Specifically for Canada? I think AWS has a server in Montreal

    It's not off the table, but I can't promise anything. Adding more server locations splits the queues which means lower quality matches, so that's something we have to keep in mind when it comes to locations. The locations we have at the moment aim to have the best coverage for the most people possible without splitting everyone up into dozens of different queues.

    Geographically speaking, Montreal is a bit tricky because while it's great for us, it really doesn't serve that many people. There's not an awful lot to the North and folks in most other directions would usually have a better connection to a US East server.

  • No, absolutely not. They're just using a perk in the game. They might not be playing as efficiently as you'd like, but playing inefficiently is not enough of a reason to ban someone. Some folks are playing to win, and that's totally fine, but others are playing to have fun.

  • We do not send people to far away servers to make sure they are filled. Each server has more than enough players to begin with to sustain itself.

    The game pings each server to see which you have the best connection to. It's possible (very unlikely, but possible) that while pinging the servers, you had a slight hiccup in your connection that caused your closest server to take longer to respond. This doesn't have to be a huge connection issue, we're dealing with fractions of a second in this case. That would cause it to have a higher ping and send you to- as far as the game can tell- the next closest server. This is very unlikely to happen, but if you notice you're being put on the wrong server, restarting your game should fix it.

    If you still have the issue, or if this is happening regularly, please reach out to our support team and we'll take a closer look.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250389#Comment_3250389

    I did this 2 years ago so maybe something has changed with broken, but I landed Deathslinger's spear using the perk Forced Penance and the healthy survivor was broken but not injured.

    https://us.v-cdn.net/6030815/uploads/O9BV43HS2O6E/image.png

    Is it just Plague's broken status that makes survivor injured or is broken suppose to always make the survivor injured?

    In this instance that would be a bug. Being healthy while broken should not be possible.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250374#Comment_3250374

    Interesting. So the Broken status effect itself is what sends the survivor into the injured state?

    Bingo.

  • Y'all can go nuts and discuss whether or not it should be that way, but I'll chime in really quick on if it's a bug: No.

    Full infection doesn't cause damage, it inflicts the broken status effect. For example, if you're already injured and become fully infected, you won't go down because it doesn't cause damage. When the broken status effect kicks in, it's normal to not receive a speed boost. The same happens when you use a perk like For the People: You become injured due to the broken status effect, but you don't receive a speed boost.

    Speed boosts are typically tied to attacks rather than health states.

  • @CookieBaws said:

    So it will be harder to lose MMR... Great...

    Nope. We'll have a blogpost next week that goes into full detail, but the ease of gaining/losing MMR will not change with this feature. But until that blogpost is out, I'd avoid jumping to conclusions.

  • These fixes are already live. Cheaters are well aware of them already as these cheats will no longer work. That said, when it comes to upcoming fixes, you are absolutely right about giving to much information which is why we tend to be vague until they have gone through.

  • @TMCalypso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246090#Comment_3246090

    While it might or might not be in future plans....I will say that, if it were to be implemented, such a feature would be greatly appreciated.

    Noted! Being realistic, it's unlikely this will happen since it would require a pretty substantial rework to how the game works, and DBD is an online game at its core, but I've still passed on the feedback nonetheless.

  • Others have beat me to it, but to be very clear: Just because you don't see something in this update doesn't mean it'll never be changed. There's only so much bandwidth for changes in each update. Between everything discussed today and a new Chapter, there simply isn't any time for perk changes in this release.

    That said, the logic of "if this why not that" quite literally does not get anyone anywhere. If we hold changes until everything that we want to change happens all at once, there simply would not be any updates at all. The todo list is very long and always growing. It would literally take years to get everything in at once, and that's assuming nothing else comes up in the meantime.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246138#Comment_3246138

    So the 0.25 is added to the beginning on when you normally would have to start the blind?

    Wouldn't this cause some issues we have had so many years ago where you could get a blind before the killer could move and then the killer auto drops ?

    I know it wont be as bad as it's only 0.25 and not like the old times where at any point in the animation you could be stunned and itd count but its definitely a worry

    Not quite, I would say. Years ago when something like this was added, the game was totally different. Instablinds were still a thing and blind angles were even wider. Getting into position in time was almost a non-factor since you could get there last second and still get the blind. It also queued stuns for the entire duration, not just a 0.25 second window.

    Compare that to now, you need to be in position fairly quickly or you absolutely will not have enough time to get the save. This doesn't give you more time to get into position, it only makes the timing a little less frame perfect. For folks that already know the timing, it makes practically no difference: they would have gotten the save with or without it.

  • @Rizzo said:

    Peanits gave some insight on this specific change:

    https://forum.deadbydaylight.com/en/discussion/comment/3246033#Comment_3246033

    You're a legend.

    To expand on that: Not really. Higher skilled folks who already have the timing down won't notice much of a difference- they've already mastered the timing. The bigger challenge at that point is getting into position in time to get a save. If the killer knows how to play around flashlights, that becomes more difficult since they can face a wall or turn the other way.

    If your get into position early, nothing changes. You could have waited the extra 0.25 seconds out and gotten the blind even without it.

    If you get there late, you still do not get the blind.

    More than anything, it makes them easier to learn and feel better to use. This more of less compensates for the inability to adjust your timing after the cooldown was added.

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