Peanits
Peanits
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3187763#Comment_3187763
I'm definitely glad to hear you guys are looking into team-based ratings so that being a Bill isn't punished.
That said, do you also have any plans to address ELO hell? Essentially, it's that the game tends to be killer-sided in low-rank matchmaking due to survivors not understanding their goals or how to run tiles (and conversely, the game being more survivor-slanted when you look at the very top.) The idea is that while moving downwards in MMR as killer increases your odds of winning your next match... past a certain point, moving downwards in MMR as survivor decreases your odds of winning by increasing the likelihood you get bad teammates, which has more of an impact on your ability to escape out the gates than also having a weak killer (because you're not designed to outrun the killer forever, and it's an impossible ask that one survivor does most the gens, gets most unhooks, and also loops the killer for days.)
It's very frustrating when I end up in a lobby full of players with less than 50 hours when I have over 3000. Currently the prestiges in lobby (which isn't the greatest idea because it encourages lobby shopping and targeting) gives me a better shot at dodging completely new teammates, but some way to segregate newbies so they're not likely to play with or against very experienced players would be appreciated. Because on the flipside, when I inadvertently tanked my killer MMR while being friendly in the anniversary event, I started getting lobbies of pure newbies and that just wasn't fair or fun for anyone.
I'd also like to know if you guys would consider tossing match outcomes if another player dies less than 60s into the match? I know something like this exists for DCs, but suiciding teammates is generally an insta-loss and doesn't help the solo queue slog at all.
For the first part, I'm afraid I don't have an answer to that just yet. Our usual MMR wizard is off at the moment so I can't bug them for an answer. That said, that's a very difficult problem to tackle since trying to discern what is and isn't your fault is extraordinarily nebulous and hard to put into code. Going back to variables, there's so many things you would have to consider to determine if you played so well that you shouldn't be there. I'll make a note and try to follow up when I can.
For the latter part, the matchmaking system already somewhat does this. Whenever a Survivor dies or DCs, the game understands that the other Survivors' chances of Survival decrease dramatically. As a result, your rating will decrease by a smaller about for each teammate that's already dead (the game does not expect you to win as the last one standing).
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3187763#Comment_3187763
Thanks for clearing it up. I believe it's a common belief in the community from how it was presented in the September q&a stream last year. They did mention this but i feel like it was overshadowed by how it was said. They made it seem like players that don't escape aren't skilled. I'm glad to see that this is how it is truly viewed from the devs.
I take some responsibility for this. MMR systems are incredibly complex and in hindsight, trying to boil it down for a 1-2 minute answer in a Q&A stream was not the right medium for it. Since we have a lot of casual players watching those streams too, we can't spend half an hour talking about how matchmaking systems work (everyone would fall asleep). Going forward, I'd much prefer to talk about the matchmaking system in blogposts and longer answers so we can give the necessary context.
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@OrangeBear said:
I'm sure no developer actually things Escaping shows singular player skill
you are mistaken. This is exactly what they think.
Not at all! But this is probably one of the most misquoted things, so it's worth talking about again. Escapes are not skill, but they are a proxy to skill - that is to say that skilled plays tend to improve your chances of escape.
This does not mean that the game thinks you're a bad player if you have a really good match but die in the end. It also doesn't mean that you're a good player if you hide all match and sneak out the exit gates after your teammates carry you. No matchmaking system in any game is able to accurately estimate your skill from a single match. Matchmaking systems work over the course of many matches to continually refine your rating. If you're lower than you should be, you'll outclass your opponent(s) and your odds of winning will be higher, meaning you'll gradually climb over the course of several matches.
To give an example, you lose two matches and then win two. You'll end up more or less around the same point that you started. The game doesn't think you suck just because you lost a couple matches, it's looking at the bigger picture and always trying to make sure you end up in the right spot.
The reason why matchmaking systems use a single metric (like kills / escapes) to estimate skill is because adding a ton of variables into the mix has huge consequences. Say you count two hooks as a 'win' for the Killer- does that mean that the Survivor who escaped also won? If so, you have a situation where both parties can win, raising both of their ratings. This might not sound like an issue yet, but it has just created a scenario where on average you're more likely to gain rating than lose it, meaning people are on average always climbing higher. This completely breaks the entire matchmaking system.
But even so, adding in a bunch of other variables doesn't necessarily indicate skill either: If a Killer gets two hooks, that doesn't automatically mean they played super well. The matchmaker can't tell if you got those hooks through some tough chases or if you just tunneled someone off the hook and downed them before they could get to a pallet or window. Adding chase lengths into the mix is yet another variable and yet again doesn't reflect skill (you might have downed someone really quickly because of a skilled play, but they might also be in a very safe part of the map where that's not possible). Already, you can see the rabbit hole this is turning into. There's far too many factors to look at a single match and say, "This person is amazing, strap a rocket to them and send them to the moon!"
By using a single metric like kills & escapes, that ensures that one person always wins and one person loses (or they draw). In order to keep climbing, you'll need other people with a similar rating, otherwise the gains you get from each match gradually diminish until you stop climbing.
But all that said, the matchmaker's job is purely to stick you in a place where you'll win about half the time, not to judge you and make you feel bad about yourself. Whether that's because you're a legend who needs to go against other legends, or because you're crouching in a corner because you know you'll only last 5 seconds in a chase. It's only trying to find a spot where your strategy, regardless of how skilled it is, works about half the time.
To get back to the original question: Yes, we do have some improvements in the works, including team-based ratings (so dying heroically to save your team doesn't count as a loss). I look forward to sharing more info about it and the other changes when they're a little closer to release.
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@Gary_Coleman said:
The lonliest number that you'll ever do?
This is the correct answer. But also Self Care.
The team's going to get this fixed up as soon as we can.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3174199#Comment_3174199
You're setting a precedent now where Killer hitboxes differ for survivors and objects - I dunno if this a good idea.
This is already the case for many things in the game. The Deathslinger's gun, for example, use a different and more accurate collision than the colliders for characters which allows him to shoot through small holes and over loops that you normally wouldn't be able to.
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It's now 30cm- right in the middle of the PTB (40cm) and release (20cm). His detection for obstacles will remain at 20cm, so this won't cause him to bump into things more than before.
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The bonus you see is locked in once you start searching for a match. It will not change while you're searching or while you're in the match.
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Friend, we're gonna need some more constructive feedback than that if you want any chance of it being addressed. Eat less toenails is not enough to go on.
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They will return at 2PM ET today (about 20 minutes from now).
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3158708#Comment_3158708
Probably so they can figure our what side needs the bp
The system adjusts the bonuses automatically, we don't pick the bonuses manually.
In short, in DBD, we have client updates (things you need to download) and backend updates (switches we can flip on our side that don't require you to update). We often try to space these out to avoid conflicts and make sure everything's working properly.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3158751#Comment_3158751
No, you didn't waste your time at all! I asked the question because I've recently gotten interested in math and I want to understand how to calculate equations like that. It's interesting that your math is different from Peanits's math, though. I just skimmed your answer quickly, so I'll look it over carefully.
To shed some light: Positive modifiers are additive (added together and then applied to your charges per second), while negative modifiers are multiplicative (multiplied together and then applied to your charges per second.
So to use the example where both Survivors immediately work on generator, for example, they would have a 15% penalty for working on the same generator and a 4% penalty from Thanatophobia. You multiple these together (0.85 * 0.96) to get the final charges per second (0.816). Multiple by 2 since there's 2 Survivors working on the generator, and you get 1.632. Divide the generator charges by the total charges per second you end up with 90 / 1.632 = 55.15 seconds.
The others can be calculated the same way, but obviously there's more steps involved since the charges per second change every time someone is healed or starts working on the generator. But once you add up the time spent healing and repairing separately & together, you get the final time.
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The answer may change slightly depending on how many other Survivors are injured, but if we're assuming there's only 2, Thanatophobia would have a 4% repair speed reduction. I'll spare the math so this doesn't become a novel.
Assuming there's zero delay between finishing one action and starting the next:
Option 1: ~60.16 seconds until the generator is repaired
Option 2: ~55.15 seconds until the generator is repaired
Option 3: ~84.94 seconds until the generator is repaired
If your goal is just to repair the generator ASAP, working on it immediately is your best bet.
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@Ilovezarina5 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147437#Comment_3147437
Can the perk be activate multiples times? For example during the match and in the EG if you are the only survivor??
Yes, it can activate multiple times.
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They are still planned to return with the update- nothing has changed there!
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Low Profile still has the same duration as before.
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Realistically, the tutorial will not teach people how to play against every Killer and perk. We're coming up on 29 Killers and 213 perks. That'd be far too much to expect anyone to sit through when they just picked up the game. Not only would it get very boring, but it would also be an information overload. Tutorials are meant to teach you the fundamentals, but strategies against specific perks & Killers are something that's best left to learning through experience.
We are, however, working on adding bots to custom matches. This will give people a no stress place to practice and experiment with the various perks first hand before they hop into public lobbies.
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Unfortunately there is no reimbursement for parts of a DLC that you already own- the platform stores have no way of knowing which characters you've purchased in-game. Unless the DLC is discounted and therefore cheaper than buying the characters separately, you would generally want to stick to buying the remaining character(s) individually.
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@MB666 said:
good , but whats the point? this doesnt fix unfair laggy hits from the killer , it only shows when the killer is insanely laggy , and thats something we can already tell when the killer gets a delay after a stun or get a really bs hit on windows or pallets.
Unfortunately latency will always be a thing. We can do some tricks to help mitigate it and predict what's going to happen, but it's impossible to fully eliminate.
That said, knowing that someone has a bad connection can help you play around it, since you'll know that there might be a delay and that you'll need to drop pallets sooner, for instance. It's also very helpful for us since we can more easily diagnose any clips that pop up showing weird/laggy hits.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3122634#Comment_3122634
What about the starting rate for overcharge + call of brine
That would be 175%. The regression speeds stack additively.
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I can confirm that it starts at 75% of the base regression speed, not 175%.
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This is an interesting theory, but the MacMillan Estate realm has always been codenamed 'Industrial' internally. We try to catch things like that before they go out, but sometimes they slip by without us noticing. Everyone involved with writing patch notes has been around on the project for quite a while.
I'll go ahead and fix that.
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It's technically more likely, but it still will not be common. You should not expect to see ultra rare add-ons on your level 1 bloodweb simply due to the low number of nodes. This change makes the distribution a little more even, so you should see some higher rarity add-ons in addition to the lower rarity ones (similar to a higher level bloodweb).
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Getting hit while both Borrowed Time and Off the Record are active will deactivate both perks simultaneously the first time you are hit. They do not grant consecutive protection. Multiple concurrent Endurance effects only extend the duration to the longest of the bunch.
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70 perk tiers, yes, you'd only be given one bonus prestige.
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Yes, we do understand what coefficients are. But as others have already pointed out, they'd make the game far more complicated, and not in a good way. Modifying various numbers depending on the Killer you're facing makes it way harder to understand what effects your actions will have when you're making split second decisions.
To use the generator example, an experienced survivor knows roughly how long it will take to finish that last bit of the gen. They can use this to decide if they should commit to the generator and get it done, or run before they get hit. But if the generators were slower against a Trapper and faster against a Dredge, it becomes way harder to make an informed decision. Will that last bit take you 10 seconds, or 14? Though it sounds slight, that can very easily be the difference between getting it powered and going down.
Generally speaking, coefficients work well in games like RPGs where planning out your build is a very long-term and in depth thing. It's not so great when you're dealing with a PVP game where you're not quite sure what you'll face next. Having to learn how each perk/mechanic will work against each Killer in a game with as many perks and Killers as DBD is daunting even for the most experienced players. This is why we try to make the effects of something clear and consistent whenever possible. It removes doubt and allows you to make better decisions.
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They do.
@Mozic said:
They do stack - not sure on the math though
The descriptions currently include the default 100% regression speed, so knock 100% off of each, add what's left, then add that back to the 100% base speed for the total amount. In this case, running both would give a maximum of 300% regression speed (3x faster than normal).
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We actually just posted an update to those while you were typing this: https://forum.deadbydaylight.com/en/kb/articles/341
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Just the scratch marks.
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The skill check wiggle mechanic is still in the betas tab, meaning it is still subject to change. Once it has become official, the tutorial will need to be updated to use it.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3045116#Comment_3045116
Well, y’all could easily expand the rules to have more than one outfit make it into the game, possibly the best three :)
In a perfect scenario, I'm sure we'd all love that. But unfortunately changing the rules to have more winners is just the easy part. Unfortunately there's just not enough time to add even more to the schedule at the moment. Between the other outfits in the tome, the store, and any events that may be going on, the art team's pretty swamped with outfits to create as is.
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A quick note as someone who's been involved with the judging in some way since these contests started, it's purely coincidence. The gender of the character play absolutely no role in which outfit gets selected. That said, I have noticed over the years that there tends to be more submissions for female survivors than male survivors. I can't say for certain why that is. This doesn't seem to be the case for Killers, on the other hand, possibly because of how distinct each Killer is. While it's not a random draw by any means, having more entries for female survivors does make it more likely that the winning design will be for a female survivor.
There's always next year, though (I hope). What you don't see with these contests is the literal dozens of other amazing concepts- both male and female- that could have won, but unfortunately didn't make it since there can only be one winner.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3037536#Comment_3037536
I've never seen anyone try to report me for having Lightborn. It does get a ton of DCs or people insulting me for using the perk, though.
https://forum.deadbydaylight.com/en/discussion/comment/3037664#Comment_3037664
Heh. They won't take me alive! I'm going down with my arms full of flan!
Actually, while you're here on the topic, could you clear a situation up for me? Let's say we have 3 survivors that want to farm, the killer is down for it, but the last survivor doesn't want to be involved and just wants to exit the match. Holding that survivor in the match against their will is against the rules, which includes stuff like slugging them or preventing them from doing gens. However, is there anything wrong with chasing them down twice to hook them before letting them go back to doing whatever it was they're doing (or chasing them down three times and killing them while sparing the farming survivors?) I just want to be sure about what's in the clear and what isn't.
I would avoid involving them in any way to be safe. Even if you're not keeping them there, you gotta' keep in mind how it'll look from their perspective. The other survivors and the killer are working together and now they're being farmed off the hook.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/3037259#Comment_3037259
I'm a bit confused about your explanation for Dead Hard:
let's say you currently have endurance activated (for whatever reason aside MoM, so let's say borrowed time or feral frenzy). If you use dead hard and time it correctly you don't get downed because you are activating again an Endurance effect, but the first endurance was never removed in the first place.
Is this an intended behaviour? If that is the case, then yes, endurance effects stack, but not all of them, which is extremely confusing and goes a bit in the opposite direction of the "normalisation" of perks/variables you guys are striving for in the last few years.
If you used Dead Hard while another Endurance effect is active, it would deactivate both. Though since Dead Hard is controllable, you normally wouldn't use it until the first Endurance effect is either expired or used.
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Bannable? No. The only time farming is bannable is when you're forcing someone who doesn't want to be involved to farm. e.g. You and another survivor use them to farm hook/unhook and healing points against their will. Sitting in a corner by yourself is not forcing anyone.
Illegal? Only in some countries. If you live in one of those countries, you'll know it when the police arrive shortly. (Not really.)
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I hate to sneak in again and ruin all your hard work (huge kudos for going through the effort of putting together the spreadsheet!), but there's another big oversight here: Prestiging resets you to level 1, meaning you get the super tiny levels again. The overall bloodpoints required ends up being ~75% lower, not the number of levels. You spend way more BP per level on the old system by repeating the huge level 50 bloodwebs.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3037322#Comment_3037322
Is this really intended to work this way?
MoM is an incredibly powerful effect, that's why it has a high cost, 3 protection hits.
It woukd typically take several encounters to rack up 3 protection hits, with breaks between to stop and heal.
But with all of these endurance effects now, it's not only possible, but common, to rack up 3 protection hits in a single chase encounter, which then extends that to 4 potential safe hits.
MoM doesn't seem like it was built for this, and is being abused by aggressive bodyblockers who can harass the killer with no fear of ever going down.
You guys keep saying that patch was meant to address tunneling/camping, while increasing kill rates and making killers something to be feared.
Instead, it's making tunneling unavoidable, because unhooked survivors are invulnerable and have no fear of the killer.
When we talk about intended behaviour, we don't mean to say that this is the best way. Intended behaviour is more about what is or is not a bug. If something falls outside of the intended behaviour, then it is a bug and needs to be fixed.
Beyond that, it all comes down to feedback, and I'm here to collect feedback whether you love it or hate it.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3037305#Comment_3037305
So parsing this, if mettle of man is active and you have OTR it should only be one hit, but if mettle of man is 1 stack short and someone takes an OTR hit, then MoM activates, only then should they be able to take that extra hit?
Yep, exactly. Mettle of Man active at the same time as Off the Record, one hit cancels both. Mettle of Man activating because you took a protection hit with Off the Record, it is expected that you would get two Endurance hits.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3037259#Comment_3037259
You should know Mettle of Man and Off The Record work together. I don't know which one comes first but i've had injured survivors run up to me as killer, get hit twice with endurance and then Dead Hard to take a 3rd hit. This is because Mettle of Man doesn't work like other Endurance effects. The description states that hits that would simply put you in the dying state are ignored. But in-game when Mettle of Man is activated and you are injured you get a permanent endurance status effect. When you get hit you do not get a deep wound and this is the only "Endurance" status effect that does this.
We'll look into it to make sure it's working properly, but this may be as intended. Since it gain stacks from protection hits, it's totally possible that Mettle of Man is activating after another Endurance effect, so the effects are never overlapping.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3037036#Comment_3037036
You would be incorrect.
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/3037036#Comment_3037036
It currently does not.
We've just tested this internally and I can confirm that it does indeed deactivate both Borrowed Time and Off the Record in a single hit. Anything that grants multiple Endurance effects at the same time should only extend the Endurance effect to the longest duration, not allow you to take multiple hits.
However, using Dead Hard to block another hit afterwards is expected since the Endurance effect only begins once you use it, so the Endurance effects are not stacking.
If you do notice that two Endurance effects stack (as in they're active at the same time and allow you to take multiple hits, like with Borrowed Time and Off the Record), please be sure to report this as a bug. This is not the intended behaviour.
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@Pepsidot said:
I think you're muddling things up a bit. The exclusive "distinct rewards" were said to not be cosmetic or charms.
The "prestige awards" on the other hand is completely different to what BHVR was talking about. And they can be earned by anyone once the new system is released.
Correct. The special reward for reaching prestige 3 before the update is indeed not a charm, as we confirmed. The additional rewards for reaching prestiges 7-9 were not mentioned prior to the dev update.
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From a personal perspective, I would say yes. Not necessarily because they'd be too strong, but because the game isn't really designed with that speed in mind. Many loops are designed for 4.4m/s and 4.6m/s Killers, where each side has a chance to outplay the other. Adding extra speed to that quickly makes them one sided. If you strengthen the loops to compensate, you're right back at square one. An extra 0.2m/s sounds small, but it means catching up 33% faster.
But beyond that, there gets to be a point where your base movement speed is a bigger draw than your actual power, which I'm not really sure is the right direction to go. Having a bunch of Killers whose main draw is "they go fast, but also have a small power" could end up feeling homogeneous.
In my mind, it'd be much better for the weaker powers to get buffed than shoved aside in favour of movement speed. The powers are what make each Killer unique, after all.
@geni said:
What if it was 5.0 m/s while not in chase, and when you're in chase you have normal speed (4.6 m/s)
This couldn't quite work, at least with the way chases are currently implemented. As long as the Survivor is not in your FOV, the chase will not start. Moonwalking towards a Survivor would allow you to keep the 5.0m/s speed without starting a chase.
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They're not gone or forgotten, they're just on the backburner at the moment. We revealed this very early on and it hasn't been slated for any particular update yet. The rest of the year is already booked with other changes- the ones mentioned during the anniversary stream & in the roadmap- but we'll come back to it once we have some time.
The QOL changes for the foreseeable future are here, in case you missed it:
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3030096#Comment_3030096
Do I have to prestige a character to be able to use its teachable perks on other characters? My assumption was that prestige gives tier1 teachable perk to everyone, and if I don't prestige it just means that I need to buy tier1 as well from the bloodweb.
So to summarize my question: Is it possible to level up only a single survivor and get all existing perks on that single survivor without leveling up the other survivors?
You'll need to prestige a character at least once for their unique perks to appear in another character's bloodweb, but the tier 1 version will be automatically available.
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For a single character, it will take a little longer to max them out, yes, but the new system quickly takes over in efficiency as you start adding more characters. I have a write up for it here:
@Peanits said:
There's one huge point you're missing with the new system: Once you've prestiged for the first time, a character's teachables are instantly unlocked at tier 1 and tiers 2 & 3 can be found in the bloodweb.
So in this hypothetical scenario where you're starting from scratch and only care about getting all perks on your Oni, you actually don't need to prestige all the others three times. You can prestige once with them and go right back to leveling up your Oni (even giving his Tier 3 perks to every other Killer in the process).
So the numbers would actually look like this:
27 * 50 = 1350 (levels to P1 all other Killers)
(84 * 2) + 39 = 207 (perk tiers to be found on your Oni)
40 of the bloodwebs will be between levels 40-50 and feature two perks.
So all in all, you'd need: 1350 + 207 - 40 = 1517 levels, the majority of which are smaller levels and not full sized level 50 ones, to get all the perks on your Oni.
And should you ever decide that Oni's not your cup of tea anymore and start working on your other Killers, you've only done an extra 57 Bloodwebs, so you haven't wasted a ton of time. The numbers very quickly start to turn in your favor after the first Killer.
In short, if you want to max out just one character, you can prestige the others once for more or less the same effect (+10 levels per character compared to the current system). But if you ever get bored of that character and want to switch it up, you've wasted far fewer levels than the old system.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3029340#Comment_3029340
How? Someone who doesn’t play much/ is just beginning doesn’t know what’s going on. Would you listen to someone’s opinion on architecture just because they started taking a basic class? Everyone’s word does not carry equal weight. That’s the reality. A survivor who plays 1-2 hours after work twice a week doesn’t know how to exploit jungle gyms or break free of pinhead chains; that doesn’t mean that these things are balanced or imbalanced. It means the survivor has no clue what’s going on. The game should not be balanced around players like that. Experienced players shouldn’t be punished for others.
Everyone was new once, even if you're an absolute legend now. Ignoring the problems that new players face is the fastest way to make them quit the game out of frustration before they can build up some experience. That's not to say we should balance solely around new players, but often times their feedback can highlight where the onboarding (teaching a new player the game) could be better. More often than not, this comes down to improving the feedback while playing against something rather than balance changes.
But ignoring anyone's opinions just because they're not as good as you is never the answer. Elitism doesn't help anyone. The game's for everyone, not just the top X%.
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We do not balance for any group of players in particular. The game's for everyone, not just the top 1%. If doing something to make the game more enjoyable for the 1% at the top would make it less enjoyable for the other 99% of players, it's probably doing more harm than good.
I'll share this graph that we've had floating around recently again, but have a look at the width of the lines:
The width shows the number of matches. You'll notice that the vast, vast majority of them are in the middle of the pack. Meanwhile on the top ends, that decreases dramatically (4,227 times less). While these are for perks, the actual distribution of players in terms of matchmaking ratings are very similar. You see a lot of people in the middle, but very few at the ends.
(Prefacing this by saying that this is by no means to call anyone in particular out:) Realistically, a lot of people place themselves higher than they really are. Loads of people claim to be at the top, but there's no way that everyone claiming to be up there actually is. And that's okay! It doesn't matter if you're at the top or in the middle, or even low. Your opinion still matters as much as anyone else.
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They'll continue to work, and you'll even receive the tier 1 versions of the perks on your other characters automatically.
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There's one huge point you're missing with the new system: Once you've prestiged for the first time, a character's teachables are instantly unlocked at tier 1 and tiers 2 & 3 can be found in the bloodweb.
So in this hypothetical scenario where you're starting from scratch and only care about getting all perks on your Oni, you actually don't need to prestige all the others three times. You can prestige once with them and go right back to leveling up your Oni (even giving his Tier 3 perks to every other Killer in the process).
So the numbers would actually look like this:
27 * 50 = 1350 (levels to P1 all other Killers)
(84 * 2) + 39 = 207 (perk tiers to be found on your Oni)
40 of the bloodwebs will be between levels 40-50 and feature two perks.
So all in all, you'd need: 1350 + 207 - 40 = 1517 levels, the majority of which are smaller levels and not full sized level 50 ones, to get all the perks on your Oni.
And should you ever decide that Oni's not your cup of tea anymore and start working on your other Killers, you've only done an extra 57 Bloodwebs, so you haven't wasted a ton of time. The numbers very quickly start to turn in your favor after the first Killer.
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@Pokino said:
Normal regressión speed is 25%, not 100%, so something or someone is wrong here...
The normal regression speed is 0.25 charges per second. The percentages are based on that, not how fast a Survivor repairs a generator.
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Not quite sure I understand the question, so apologies if I'm not answering this correctly.
When you kick a generator, it starts regressing at 100% of the normal rate (0.25 charges per second), then steadily grows to 400% of the normal rate (1 charge per second).

