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Peanits

Peanits

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Peanits
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  • There's no short way to answer this, so apologies in advance for the long response. There's a couple reasons for this that I can shed some light on.

    The biggest reason comes down to bandwidth and how some changes are more difficult to do than others. It's fairly easy for a designer to make number tweaks on their own, but bigger changes that affect how something works or looks requires support from other teams. To use Hillbilly as an example, replacing overheat with overdrive requires programming, audio, and VFX support to name a few. There's only so much time for these teams to work their magic in each update, and unfortunately bigger updates like Hillbilly's can sometimes be out of scope. That doesn't mean these sorts of updates can't happen, but it does mean that they may need to be pushed back until there's enough time for them. Number tweaks, meanwhile, are far easier to squeeze in and help fill the gap between larger changes.

    That said, cranking up the numbers isn't always the right move: It's easy to change a number and make something stronger, but doing it in the wrong way can create unhealthy gameplay and/or remove counterplay. To take Pig as an example, increasing her ambush speed would undoubtedly make her stronger, but doing so would make it difficult if not impossible to avoid at certain loops. When a Survivor is zoned and stuck at a loop, Pig players will ambush one way to trick people into vaulting a pallet, then fake back the other way to hit them before they can vault back. This usually works in her favour on smaller loops as it leaves them with less time to react, though the Survivor still has an opportunity to predict whether or not she's going to mindgame and decide not to vault. Increasing her movement speed would not only make this more effective on larger loops, but also make it much easier to correct course if the Survivor did correctly call her bluff and get the hit anyway, as her increased speed would allow her to cover much more ground much quicker.

    Increasing missed attack recovery speed is similarly risky on powers with high mobility. This is something we could see in action with the original PTB version of Chucky; even if the Killer missed their Slice & Dice attack, they'd find themselves close to the Survivor and ready to attack almost immediately after. This becomes problematic because even if the Survivor does dodge the hit, there's a good chance they'll get hit anyway, making it a lose-lose situation for them. It would be stronger, but not in a way that has a positive effect on gameplay.

    To complicate things further, it's incredibly difficult to balance something equally across all skill levels by virtue of how their powers work. Some Killers thrive in the lower-mid range, others excel at the highest level. A Killer like Trapper will always be more effective in the lower to mid range where Survivors haven't quite clued in on where he's likely placed his traps, but may struggle against Survivors who know what to expect and can change their pathing on the fly. Likewise, a Killer like Nurse with a high skill ceiling may not do so well at the low end where Killers might have a harder time predicting Survivor movement (or simply struggle with aiming their blinks), but can dominate at the high end in the right hands.

    This gets tricky because a Killer may already be balanced or even strong for some people, but lacking for others. To use Nurse as an example again, buffing her to be effective in the hands of new players would cause her to be way too strong in the hands of people who have mastered her. This same problem exists in reverse too, where buffing a Killer to the point that they're effective in the top end could make them much too strong for everyone else.

    That doesn't make it impossible to change them, though! There are sometimes tweaks we can do to make a Killer stronger for some players, but not others. When Nemesis was introduced, we noticed that he typically performed well, but struggled a little in higher end matches. Interestingly, higher end Killers also used his Tentacle Strike more, causing them to reach higher mutation levels. This created an opportunity for us to buff his Mutation 3 Tentacle Strike, increasing his effectiveness in the higher end without having much of an effect on the lower end, reducing the gap. Similarly, changes that make a difficult Killer a little easier to play but not necessarily stronger (e.g. simplifying controls, improving visual feedback) - or lowering the skill floor - can help them perform better in the low end without impacting their performance in the higher end.

    All this is to say that number tweaks can do a lot of good, but they can also do a lot of harm if done poorly. Pumping up some numbers can leave them in a better spot for some and worse for others. Ultimately this is a game for everyone, not just folks in a certain skill range, so we need to handle those changes with care.

  • Sorry to hear you aren't enjoying the event so far. Is there something in particular that people are doing that is ruining it for you?

  • The event is live now, but it requires today's update in order to play it. Unfortunately if you're playing on Xbox, the update is not available just yet. We're working to get it resolved and deployed as soon as we can.

    If you're playing on any other platforms, head to the main menu and you should see a separate option to queue for the event mode. If that option isn't there, you may need to update your game first!

  • To echo what others have said, please do not get your hopes up for any surprises in a bugfix patch. The main purpose of these updates is to fix bugs. Any balance changes in them tend to be minor fine tuning for things that were recently updated.

    If Freddy was to get an update, you can rest assured that it would go to the PTB first, not appear in a bugfix patch as a surprise.

  • I can confirm that we still plan to run the cosmetic contests this year, though as you've already noticed, they will be starting a little later than usual. We'll announce them as soon as they're ready!

  • I want to start by stressing that there's a huge difference between threatening someone and insults or hate speech. If someone says they are going to do something, that's a threat; they are announcing their intent to do something. If someone suggests you should do something, that's not a threat; they are not announcing an intent to do something. We don't tolerate either and both will result in bans, but there's a very important distinction between the two.

    We do report credible real life threats to the authorities, as is common with many other games & social media platforms. This fortunately does not happen often, but when people could be in danger, it's not taken lightly. People have shared horror stories about the time they made a poor taste 'joke' in a game or on social media and ended up with a knock on the door. Don't make their mistake, it's not worth it. Even if you know it's an empty threat, nobody else has any way of knowing that. We will do everything we can to keep people safe.

  • Some of us have, and some still do! I myself used to do exactly what you're asking to see (killer w/ no slowdown).

    I'll be frank, it's not the eye opening experience that you're hoping for, it's just a scapegoat. There are people on the team who play at that high level regularly, and there are people on the team who can't play at that level - just like everyone playing the game, we all have different skill levels. We make sure to include those higher skill devs in playtests internally in addition to our team wide playtests to help test content at different skill levels, and we work with an external group of consultants who are highly experienced to help bridge that gap as well.

    Having streamed myself in the past, I can confidently say that not only will it likely not change your mind, but it is exhausting. No matter how well we could play on stream, someone would always have an excuse for why that match didn't count (e.g. those survivors weren't good enough, you got lucky with teammates, etc.). Meanwhile I'd end up with some people hate-watching, waiting for one bad match to pounce on and use it ammo. The goal posts were always shifting.

    To be perfectly honest, it's not a point worth proving. If someone wants so badly to believe that everything they dislike can be blamed on a single developer's skill level, they likely aren't going to be convinced if they see someone play well anyway. To do so, there would already have to be a huge misunderstanding to think that content is balanced around that one developer's skill level with absolutely zero oversight. That is absolutely not the case.

    If there's something that you dislike, by all means let us know, we're here to take feedback. Let us know what you don't like (or do like) and why. Constructive criticism is invaluable. But if you're just hoping to hate-watch someone and hope they fail (and I genuinely hope this isn't the case for you), there is no productive discussion that can come of that. It's just trying to pin blame.

  • The invocation time was just reduced to 60 seconds (if done solo) in this update. Beyond that, I will leave it to y'all to decide whether or not it's in a good place now.

  • Hey folks, now that we've had some time to see it play out and think it over, I wanted to give a quick update. The current plan is to make some changes to Mage Hand in one of our upcoming minor patches.

    • We'll be slightly reducing Mage Hand's range to 14m (was 16m) EDIT: This one is no longer planned.
    • We're reverting the pallet lift time to 0.5s (was 0.35s) - this is the same as the PTB version.

    We'll also be reworking the Ring of Telekenesis add-on (which currently causes Mage Hand to pick up pallets quicker) to have a different effect since this turned out to be a very risky number to mess with.

    And lastly, as a quick reminder, we'll be fixing a bug which caused Mage Hand to continue picking up a pallet after it stuns you (the stun will correctly cancel Mage Hand), so combining it with Enduring will no longer be an issue.

    Keep an eye out for patch notes in case anything changes.

  • @TheArbiter said:

    Yeah Enduring is gonna be a must run on Vecna it's that good

    On this, I just wanted to chime in and clarify that it is not intended. Mage Hand is meant to be cancelled if the pallet stuns him before it activates. We'll be fixing this in an upcoming release.

  • @Dustin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728428#Comment_3728428

    Consultants do not need to be content creators. While some are, others are not.

    There is no application process. We select and invite people who would be a good fit for the program and fill the needs we have in terms of experience with specific aspects of the game.

    If there is no application process how do you actually seek out people who are not content creators in some right? I'd imagine most of the consultants either had to be referred to you by an already existing content creator or someone with knowledge of the program.

    Referrals can definitely help, but we also take notes when we see players who regularly give constructive feedback and keep their discussions civil. Many of the earliest members were chosen this way, most of which have never streamed.

    There is no hard-set rule. As long as someone shows that they have the expertise we need, they could be invited (when spaces are available).

  • @mecca said:

    Exactly what this game needs, to become more sweaty and unfun. Bad idea.

    To be very clear, consultants can and do share thoughts on whether or not future changes would be healthy for the game or encourage unfun gameplay. This program in no way is designed to make the game more sweaty or competitive. We receive a wide variety of feedback from it, from balance to fun to how something feels and beyond.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728428#Comment_3728428

    Do you have console players in the consultant program or is it pc player only?

    I am personally unaware of each member's platform of choice, but nobody would be turned away for playing on console.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728428#Comment_3728428

    Thank you for the information.

    One question, more on the technical side - do Consultants have access to a Beta-Version of DBD (aka in Steam another DBD-game where changes are tested) or do they have to access a Beta via the existing DBD-game in Steam (like regular players do when they access the PTB).

    This one I can't answer for security reasons, unfortunately.

  • Hey folks, I see a lot of questions and confusion so I'm going to do my best to clear up as many as I can.

    About the program itself:

    • This program is not new, it has existed since shortly after the game's release. Previously consultants were not able to confirm they were part of the group without breaching their NDA. We have recently restructured the program and allowed members to say that they are members.
    • Consultants are asked for opinions on upcoming changes and invited to closed playtests where they can give feedback.
    • While the program itself is now public info, the details of what they are playtesting and/or giving feedback on are not. Please do not ask them what's going on in there, they cannot tell you.
    • There is no public list of all consultants, nor do we plan to share one. We leave it up to each person to decide if they are comfortable disclosing it as it could attract unwanted attention and/or scrutiny.

    About consultants and requirements:

    • Consultants do not need to be content creators. While some are, others are not.
    • There is no application process. We select and invite people who would be a good fit for the program and fill the needs we have in terms of experience with specific aspects of the game.
    • Being selected as a consultant is not simply a reward for being a die-hard fan. Consultants are contractors who are paid and have certain responsibilities.
    • Consultants have varying experience (e.g. Killers they've mastered), preferences, playstyles, and skill levels.

    About the consultants role & responsibilities:

    • Consultants must participate in closed playtests. Inactive consultants would be removed from the program and replaced with someone who is able to participate.
    • It is a consultant's duty to give feedback on upcoming changes that are presented to them.
    • Consultant feedback is used to help make informed decisions, but it is not the sole deciding factor. We need to keep in mind that consultants are highly experienced players and that their impressions may not always align with the wider community (though they often do).
    • Consultants do not come up with balance changes and are not responsible for how things turn out. It falls on us to decide what needs to be acted upon. (Please do not harass consultants if there is a change you do not like.)
    • Consultants are not QA - it is not their responsibility to test the game and find bugs.

    Qualities we look for in consultants (among other traits):

    • Trustworthy, as they are given information early
    • A wide range of experience within the game (and ideally experts in certain areas)
    • Able to provide constructive feedback
    • Able to maintain a civil discussion with people who have differing opinions
    • Able to set aside biases when giving feedback or acknowledge that their biases may be influencing their opinions

    Most importantly, none of this means that your feedback doesn't matter. This program helps us gather feedback for changes early on in development and make adjustments before they are revealed. Once they hit the PTB, feedback from the wider community is just as important.

  • To quickly clear up a misconception, modifiers do use your MMR to help find you a match, but they will not cause your MMR to change. This way you can enjoy them without worrying about messing up your rating in the regular queue.

  • You will be playing at a disadvantage. You're both slower than other Killers and have no power, so I wouldn't go into it expecting to win. But if you're okay with that, it can make for a fun meme build.

    You can somewhat take advantage of the fact that some people will try to play around your power. A lot of pallets are a 50/50 for Survivors. Dropping it while she's readying a hatchet is an almost guaranteed hit, so often times they'll keep looping and try to break LOS before you can throw it. If you don't use your power after all, you can sometimes catch up before they make it back around to the pallet. This isn't reliable, though. Once people catch onto the fact that you aren't using your power (or figure you need to reload), this'll stop working.

    The speed at least you can compensate for with Soldier's Puttee, though it's ultra rare so you won't have enough for every match.

  • For the first one, the signal from your PC/console is not going to be analog, so it would be unlikely to have a positive effect. It may cause the game to appear blurrier. The second seems to be very similar, but applying to edges. The game already has anti aliasing to help smooth those sharp edges, but it's ultimately up to your preference.

    In either case, post processing effects can create input lag. It's small enough that it's usually not noticeable for video, but can be felt in some cases when it comes to gaming.

    I'd second Pizzaman's suggestion to test them out in the tutorial if you're curious!

  • As others have mentioned, there is no cap to healing speed or any action speed for that matter, but because they increase your speed and not decrease the time it takes, stacking them has diminishing returns.

    To give an example, healing takes 16 charges, and by default you heal one charge per second. With a 100% bonus, you heal 2 charges per second, shaving the total time taken down to 8 seconds (half the time!). Meanwhile with a 200% bonus, you heal 3 charges per second, only knocking it down to 5.33 seconds. That first 100% bonus saved 8 seconds, but the second 100% bonus only saved an additional 2.66 seconds. With a whopping 400% speed, your healing time would be reduced to 4 seconds.

    While it's possible to get a really high healing speed by stacking perks in theory, there comes a point where it's not really worth stacking any further, and where trying to get the various conditions to be active at the same time is more trouble than its worth (and often out of your control).

  • If you're okay with it, please let us know which platform you play on and (if on PC) what the specs of your system are. This update shouldn't have an impact on performance, but we'd be happy to take a closer look.

  • For you first question, yes, it does include a unique lullaby.

    As for the second question, this is a Visceral outfit, meaning it comes with a unique mori (like The Trapper's Naughty Bear outfit). This is the normal price for all future Visceral outfits, whereas the Naughty Bear outfit was released at a special lowered price as part of our Halloween celebrations.

  • The button to access the shrine is now just above the store button after you select a role to play.

  • You can indeed. There is currently a dedicated charm bundle as well as a mixed bundle of both charms and outfits.

  • The bundle will stick around until the Rift itself comes to an end. You'll have plenty of time to decide!

  • @Rogue11 said:

    Stupid change to unhooking making camping even easier for killers is staying.

    Turning Haddonfield into another small square of garbage reworked map is staying.

    Overall another net downgrade. I'll continue playing Dragon's Dogma 2 for the time being.

    The unhook change has been removed, you'll be able to cancel an unhook like always. We're going to explore other options that don't affect normal gameplay.

  • I can lay that concern to rest. The creation of modifier did not impact the Bloodshot Eye offering in any way. It's an unfortunate circumstance where we simply weren't able to squeeze in a fix before the event came to an end.

    To give a little peek behind the scenes, most platforms require updates to be sent in advance to go through a certification process - this applies to any game, not just DBD. By the time the bug was discovered, it was too late to add a fix to the patch which released before the end of the event.

  • First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.

    Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.

    For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"

    To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).

    Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.

  • We wouldn't joke about something like that.

  • Depips will be removed from all matches (modifiers or normal) starting with our next major update, but unfortunately we weren't able to make that change in time for this mode.

  • @ohheyitsbobcat said:

    Because there are 35 killers.

    I just saw a couple Chuckys yesterday and haven't seen a Wesker in like a week. Just how it goes sometimes.

    This is the truest answer to the question. There are a lot of Killers in the game these days. If all of them were played equally, each one would only appear in less than 3% of matches. Even with a more popular Killer like Chucky, it's easily possible to go many matches without seeing one due to pure chance. They are out there, though!

  • Do you play on PlayStation by any chance? The PlayStation Network is currently experiencing an outage affecting all online games. This page will let you know when service has been restored: https://status.playstation.com/en-us/

  • As Rizzo mentioned, we don't discuss the specifics of someone's ban in public, but I want to hop in and clarify a couple general things.

    First, I can confirm that this is not a bannable offense and not something we would ban for. In this scenario, both players were able to move around freely and end the standoff at any point. The Survivor is not required to leave the locker and let the Killer kill them, and the Killer is not required to grab the Survivor out of the locker and hook them, but neither of them were stuck in the match by any means. Nobody commited a bannable offense, both chose to waste their own time.

    Secondly, when you receive report feedback, it's simply to let you know that action was taken against a player you reported. It does not mean that your report specifically was what led to the ban. For example, if the same person had said something hateful in another match, they may have been banned for that instead, but you'd still receive the feedback popup. This way, nobody who reported that person is left in the dark just because they weren't the first to report them.

    We do not act on non-reportable offenses, but the report feedback is automated and can't tell the difference. When in doubt, please consult the game rules to see if something is reportable.

  • Is your game still installing? Some platforms allow you to launch the game early and adjust your settings & complete the tutorial while you wait for the rest to download. The other buttons should unlock once its done installing.

    If you've had the game for a while, it's possible some files became corrupted and needed to be redownloaded.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672550#Comment_3672550

    Don't get me wrong, but is the feedback section any good at all? I can hardly imagine that much of what is suggested there will actually be implemented

    It is, yes! We regularly read through it take notes. Though I will say that there's a big distinction between feedback and a suggestion. Feedback is when someone shares their thoughts on something or points out a problem, suggestions are when someone proposes a solution to a problem.

    The feedback is most important to us. We want to see what people think of stuff and why, as well as how widespread those feelings are (do many people feel the same way, or is it heavily divided). It helps us spot common critiques and helps us decide what are the best ways to solve the problems that people have. For example, if a perk has two effects and most people are frustrated by only one of them, we would know that nerfing the other effect wouldn't solve that issue.

    Suggestions on the other hand are also nice, but not quite as useful. They can still help us gauge interest to different kinds of changes by looking at other people's reactions, but realistically there's a very slim chance any particular suggestion will make it into the game due to sheer probability. Say there's a meta perk that many people find frustrating. There might be dozens (if not hundreds or more) suggestions on how to change it, and each one will be different from the last. In the end, the discussions that come out of them are still very important and can help us spot additional concerns & flaws, and decide which is the best way to proceed.

    In short, yes, we read through it often, just try not to get your heart set on any specific suggestion because it's unlikely that one in particular will be chosen!

    @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672550#Comment_3672550

    Is that like a actuall job at bhvr? Like reading the forum and maybe twitter and gathering what people think into lists to discuss?

    It's many jobs, in fact. There's an entire team of community managers who are there to take feedback (among other things). We've even got team members around the world to collect feedback from some of the largest non-English communities as well.

  • There will be more, we do those surveys on a regular basis. In the meantime, I would strongly urge you to share any thoughts you have in the feedback section if you're alright with that. The surveys aren't the only way we collect feedback, they just help us reach a wider group of people who may not want to share their thoughts publicly.

  • Those stats do exist. 👀

    As you can imagine, there isn't a significant difference in escape rates between Survivors. But I'd love to share some weird stats like these in the future if that's something y'all would be interested in.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662918#Comment_3662918

    Hi Peanits,

    Question: if mmr is based on kill or survival, how is it possible that I can go against the same killer player twice in a row if they got a 4k in the 1st match?

    After the 1st match, their mmr should go up for the 4k and mine should drop for dying.

    How can we possibly get matched together instantly the next match? Shouldn't we both have gone to different mmr levels 🤔

    In this case, it's most likely that you are still within the normal range for matchmaking. The matchmaker increases your "confidence" score the more matches you play. As its confidence in your rating goes up, your rating is adjusted less. This way it can more quickly find where you're supposed to be at first and then focus on fine tuning it. After you've played a bunch of matches and built up that confidence, your rating won't change much from a single loss. It's possible that although their rating did increase and your rating decreased, you're still within the acceptable starting range for matchmaking.

    Or in short, your rating only move a little bit after a single match, not enough to completely change who you face.

  • To clear things up, this is absolutely untrue. The game always tries to find you people around your current rating. It does not try to artificially help you win by pairing you with better players.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662452#Comment_3662452

    Survivor MMR and Killer MMR is not connected. You could litteraly make survivor MMR based on escapes and killer based on bloodpoints. Its only relevant how in the background those numbers make a match.

    Survivors may have a 100.000 MMR and they play against killer with 500 MMR because they work seperatly.

    And no, escapes are not skill. I might go always for the safe to trade at the end and because of that i am the worst player in the world. At least according to the mmr we have right now.

    (Numbers are totally made up, so don't read too far into them. Apologies in advance, this is wordy.)

    Just want to start here and clear this up before answering the original question. While you do have separate ratings when you play either Killer or Survivor, MMR for the two roles are definitely connected. A 1500 rating Killer would be matched with a 1500 rating Survivor. Each role is somewhere along the same sliding scale, they aren't scored in completely different ways. Beyond that, the win/loss conditions for each role are the same (but flipped, of course) - and this is a very crucial part which I'll get into next.


    For a rating system like this to work, you absolutely need one winner and one loser or a draw/void. In order for one person to gain MMR, another person has to lose MMR. This rule, combined with the way your rating changes more or less depending on the rating of the people you faced, prevents ratings from climbing endlessly and becoming meaningless. The best player in the world will eventually run out of equal or better players to beat and stop climbing once they've reached the top.

    This is crucial. If both players can win at the same time, their ratings will both increase even though their actual skill level stays pretty much the same. They could then face off again, and despite being at the same skill level as before, gain MMR again. Across millions of matches, people would generally trend upwards.

    To put it a simply as possible, you go from the follow possible outcomes to a match:

    • A win
    • A loss
    • A draw/void

    To these:

    • A win
    • A close match that also counts as a win
    • A loss
    • A draw/void

    There are more opportunities to gain MMR than to lose MMR. Your MMR becomes more of a reflection of playtime than actual performance. An average player could climb to 2000 MMR by playing a lot and end up facing a really good player who happens to play much less often. If that happens, the system has failed.

    Now applying that to hooks like you've used as an example, say the Killer hooks each Survivor twice and all Survivors escape.

    • Every Survivor gains a lot of MMR because everyone escaped
    • The Killer gains some MMR because they got most of their hooks

    This is that exact situation where both sides gain MMR simultaneously, breaking the entire system. The only way to fix it is to draw a line and determine who won and who lost. Does the Killer deserve the win because they got 8 hooks? If so, is that fair to call it a loss for the Survivors who not only escaped, but kept all their teammates alive? It is incredibly muddy and impossible to say for certain who deserves to move up.

    This is one of the reasons why MMR is based on kills & escapes. For one side to win, the other side needs to lose.

    Beyond that, they act as a "proxy" for skill - in other words, playing really well will usually result in you catching and killing more Survivors, and vice versa. The reason why we use a proxy is because it is impossible to accurately assess someone's skill with a formula. There will always be a what-if that throws a wrench in things. "What if it's based on hooks? But what if the survivor escapes in the end anyway? But what if it's based on chase times? But what if the killer is tunneling someone and I never get chased, so the best move for me was to do gens?" and so on.

    To put it bluntly, it is impossible for any matchmaking system to accurately assess your skill from a single match. No matchmaking system in the world can do it. There will always be too many factors involved to say definitively, and so proxies are used to help gauge where you should be over the course of many matches.

    All this is to say: Your invisible rating going up or down is not a reward or a punishment. It is not to make you feel good or bad about yourself or the match you just played. Its only purpose at the end of the day is to find you a roughly even match. If you're had a close match where survivors are hooked multiple times and one or two just barely escaped, this is a good thing! The goal in that case is not to raise your MMR anyway and give you tougher matches. You are already in a decent spot where the competition is close. You might gain a little here, lose a little there, but in the end you'll be hovering around that spot until your skill changes on average.

    I completely understand that it feels good to have the game say, "Way to go, you did well!" in a scenario like that, but for it to increase your rating when you're already having close matches would be a failure on its part and only lead to more frustrating matches where you are outclassed. The only goal for the system is to keep you in that close match sweet spot where you're comfortable, nothing more.

  • To be very clear, PTB data is pretty much a non-factor. PTB data is incredibly unreliable since ranked matchmaking is disabled and everyone is still getting a feel for the changes/new content. We do not use PTB data to make decisions, we prefer to use feedback.

    It's also incredibly difficult to pinpoint why someone let themselves die on the PTB. It's equally likely that they just wanted to face the new Killer and wanted to move on to the next match.

  • I was curious about this so I did a little more digging. It doesn't seem to be related to low or high MMR, the difference is within a few percent. One thing I will point out is that he's only marginally above most other Killers; he's within 5% of the majority of the others. This is not a very significant difference and frankly wouldn't be very perceivable.

    Data doesn't tell the full story here, so I wouldn't read too far into it. There's a lot of other things that need to be considered, such as:

    • What's his skill floor? Is it easy for anyone to do well with his power?
    • What's his skill ceiling? How powerful can he be once you've mastered his power?
    • How much of this kill rate is attributed to his snares vs. his teleport? Are the snares doing the heavy lifting, or is it being able to quickly cross the map and start your next chase?
    • Given his lower pick rate, do the Survivors facing him have much practice playing against him and countering his abilities? Would his kill rate be lower if he was played more regularly and Survivors had more opportunities to practice against him?

    And so on. None of this can be answered with kill rates alone, these are things that need a deeper dive and community feedback to get a better understanding of.

  • Thank you for the feedback everyone! We'll be unpinning this thread now, but please feel free to continue sharing your thoughts in this section of the forums.

  • Thank you for the feedback everyone! We'll be unpinning this thread now, but please feel free to continue sharing your thoughts in this section of the forums.

  • Thank you for the feedback everyone! We'll be unpinning this thread now, but please feel free to continue sharing your thoughts in this section of the forums.

  • Thank you for the feedback everyone! We'll be unpinning this thread now, but please feel free to continue sharing your thoughts in this section of the forums.

  • Thank you for the feedback everyone! We'll be unpinning this thread now, but please feel free to continue sharing your thoughts in this section of the forums.

  • @Caiman said:

    They probably have different animations because their skeletons are different sizes and copy-pasting one animation to the other would look bad so they needed unique ones that fit the different sizes of survivors. But I could be wrong.

    This is correct!

    Incidentally, since both of them can fix the generator in the end, it reveals that Dwight has absolutely no idea what he's doing and turning that valve isn't actually helping.

  • There are no plans to reduce the price of other characters currently. We reduced the price of some older characters because their DLC packs (the most economical way to get them) were merged into larger bundles, making it more expensive if you just wanted one or two of them. We reduced their individual prices in game to compensate so people who don't want the whole bundle still have a cheaper option. Newer DLCs are still available separately, so they are not affected by this change.

    More recent characters may still go on sale from time to time, but there is no plan to permanently reduce their price for the time being.

  • It partially does. It does use your MMR to find you a match, but it does not change your MMR, win or lose.

    In short, there's no stakes, don't worry.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644316#Comment_3644316

    But couldn't it be adjusted separately? Was there nothing that could be done?

    I was genuinely excited for this event. This feels like a slap to the face.

    Unfortunately it would be out of the scope for a modifier. I think we'd all love to have him be playable in Lights Out, but with modifiers only being available for a limited time, we need to be mindful of the time we spend on them since those resources could be put into updates elsewhere in the game which would be available year-round.

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