Peanits
Peanits
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- Peanits
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@Uxoricide said:
Hey, @Peanits hope all is well!
With the data released showing how nurse has become one of the least picked killers added with multiple threads explaining how her base kit is unfun, are there any upcoming changes?
Performance and fun are not the same thing in my head, I know that I can still get 4 kills but that doesn't make her fun
Again, to repeat the line from the post: "Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers."
You should not draw conclusions from those statistics alone. Her pick rate is on the lower end largely due to the fact that she's not played very frequently on console. The graphs shown (aside from the Nurse-PC specific one) are all platforms. We are working on increasing the range of sensitivity for controllers which should make her a little more inviting for console players.
As far as PC specifically goes, she is still picked fairly often (and performing well above the 50% expectation, climbing back up each day as people adjust).
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@Acromio said:
The devs can say what they want, we all know billy is next on the chopping block.
Ah, I had no idea! Any idea when we can expect this change to go live?
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It'll be on all platforms, although it depends on dedicated servers to work, so it entirely depends on if the platform you're on has dedicated servers or not. The Switch, for example, is already on servers.
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It won't be coming back. We've promised previously that it wouldn't and we're sticking to it.
Beyond that, I think it's often forgotten that the bloodwebs alone weren't the only difference. You used to get far fewer points per match on average (10k BP was a pip, 20k BP was a double pip, and those were pretty rare at the time). Bloodpoint offerings gave a much smaller increase, and perks like BBQ & Chili weren't a thing. There was a lot more to it than just bloodwebs.
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Well yes and no.
No, they're not wrong. Anyone can tell you what they find fair or fun without playing both sides. You can even say what seems too powerful or weak. However yes, you're probably not going to be able to give unbiased feedback.
All feedback is still nice to have.
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@PoisonN said:
https://forum.deadbydaylight.com/en/discussion/comment/866338#Comment_866338
It wasn't him? I tough it was since the comment about Spirit kill ratio. Lol
No, but I appreciate that you're thinking about me.
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I feel like I really need to stress this line from that post:
Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers.
To use the Spirit as an example, as we've mentioned many times before, we do not balance based on stats alone. We make sure to do our research first and there's a lot of compelling arguments for why she should have been changed.
And again, there's a bunch of different factors involved. Is Freddy overpowered, or is it just a combination of perks and add-ons that make him that strong? These are all things that need to be considered.
So just to reiterate one last time, I really would not recommend drawing any conclusions from these stats. These are averages, not specific and incredibly detailed data that you should draw any conclusions from.
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/866149#Comment_866149
So the stats are quite skewed them as Nurse on console will lower her kill rate significantly when paired with PC data.
I presume you also have no way to detect people killed themselves on hook and so people protesting certain killers can do that and influence the kill rate artificially?
They are not skewed. There's a chart specifically for PC Nurse in the post. Dying on hook is not separated, but it doesn't mean a whole lot. Again, an unusually high kill rate doesn't mean there is a problem, it just suggests where we should look.
@Bingbongbong said:
https://forum.deadbydaylight.com/en/discussion/comment/866137#Comment_866137
Just for clarification, Where the DC kills excluded or the entire matches?
I feel like the whole match should be excluded since a single DC gives the killer a massive advantage.
The whole match. If there's a DC, it's not counted.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/866172#Comment_866172
True, is there a way for you guys to add graph without the top killer ones? like, take out trapper from the all ranks one and spirit from the red ranks one? I'm asking this cause maybe they got that picking rate cause of the Archives and upcoming nerfs for Spirit. It would be more pleasant to observe too
It would be possible, but it's not something we'd like to do. Pick rate is just an fun little thing to show how much something is being played, it doesn't really carry much weight. Taking the Spirit out of the graph just because she's played the most in red ranks wouldn't make a whole lot of sense, that's the type of data people want to see.
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/866100#Comment_866100
But how has her Pickrate changed with the Patch and with which AddOn combo to people play her now? Please forgive me with Nurse beeing more doubtfull. If balanced or not, her changes worsened her game feel and not much time has passed yet since the change for people to adjust.
Besides that. I belong to those people who can't say much about the stats. Most stuff is expected by my own experience. But the still high pickrate of Hillbilly in red ranks surprised me a bit. It's the only thing which doesn't fit into my personal experience when playing or watch streamers. It feels now that Billy has become rare, but if you meet one it's an old-school good one. But maybe that's jsut coincidence or there are regional/time differences.
It's actually gone up, since people who previously did not play her started to play her (or came back to her) to try out the changes. Basically any time something is changed, the usage will go up, not down.
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Depends what you mean by a few months. If we're going back far enough, I've got a soft spot for DS for personal reasons. Otherwise I'd say Head On.
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@humanbeing1704 said:
wait are these all platform stats or just pc
All platform except for the bottom chart, which is specifically for the Nurse on PC.
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@Financial_Stability said:
@Peanits Please clarify that DC/s were excluded from the data.
They are excluded.
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@Science_Guy said:
You make a good point OP. Lack of separation between console and PC definitely undermines, for instance, the Nurse data. Since we all know they might as well be two completely separate categories.
There's a chart specifically for the Nurse on PC before and after the change, both for red ranks and all ranks.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/866071#Comment_866071
I know this, but these stats are often used as the reasons for why they make decisions in regard to the game. They stated Spirit was over performing. And she is getting nerfed because of it. But why aren't killer getting buffs based on under performing then? Why was nurse nerfed, and especially so hard. People thought her add ons where the problem, so they changed those, and made her base power far far worse.
Not true. The stats only show where there might be a problem. We do our research before making any changes to see what that problem might be, if any. There's a lot of people who would be happy to share why they feel the Spirit needed to be changed if you'd like.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/866014#Comment_866014
Btw, can we please add "most used perks" to the next one? Always good to see that ^^
We could, although it's nowhere near as interesting as you'd think. You'll basically see it and go, "Yep, those are the perks I see all the time."
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For the record, the first three graphs are taken over a period of three months (August 21st to November 21st).
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@Artyomich said:
https://forum.deadbydaylight.com/en/discussion/comment/866003#Comment_866003
Damn my boy Freddy is over performing.
Rip
Not necessarily. Again, these are just averages, it doesn't give a full picture. It could be that a specific loadout of add-ons/perks on him are just too much (e.g. Forever Freddy). I wouldn't recommend making any conclusions based on these stats alone.
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@AshleyWB said:
I feel like the surge in trapper players is because of the challenges in the rift. I hope they are aware of different parts of data being skewed.
The archives and because he's the default character selected when you first play the game. It's why you see a lot of him in all ranks but not a whole lot in red ranks. We are aware.
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You can; next time. 😉
We're trying to cut down on how many stats we give out so we can do them more often. I could definitely get the data for red rank map stats next time.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/865859#Comment_865859
Can you please give us the escape rate of 4 man SWF in red ranks. Everyone knows that the Brown - Purple ranks aren't the issue, its red ranks that are the problem.
We could look into that in the future. In the meantime, we did release some stats this morning: https://forum.deadbydaylight.com/en/discussion/106566/
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There are a number of factors. This is why we suggested you don't draw any conclusions based on the stats; it's just an average. It doesn't mean that you don't get a team so sweaty you'd think they've been working out for the past six hours, it just means that on average you'll get about two kills against a 4-man group.
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It's possible, but we tend to rework or update existing perks that need it before adding new perks on top of the ones that are already there. More perks means more bloodwebs and a lower chance of finding the ones you actually want. No One Left Behind is a very recent example of that. Rather than piling on a bunch of new perks, why not make one that's not being used a little better?
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@Ghoste said:
You could probably do this against a cloaked Wraith, right? His stun time is about 3 seconds.
You might be able to pull it off, but it wouldn't really be worth it. You'd raise it at roughly the same time his stun ends (probably just after, since you're locked into the drop animation for a little while after he gets stunned). Best case scenario, you raise it and have a 50/50 chance of getting hit before you can drop it again. Worst case scenario, he interrupts you and it's like nothing changed.
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I just play the game.
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I've got my days, but I'll power through it either way. The only issue is when you get teammates that can't. Then I either have to keep going and be the only one doing gens or stop and find the totem so they'll get back on one.
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Breaking the pallet takes priority over them raising it.
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Correct, and with the feedback from that, we decided not to repeat the same thing twice.
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@THEghostface said:
https://forum.deadbydaylight.com/en/discussion/comment/853282#Comment_853282
The magic of not knowing it's The Shape in the beginning of trial died with his EW1 stealth change.
Nope, as someone who doesn't use any detection perks, that change has had no effect on that magic for me. Though if you'd like to discuss balance, I'd suggest making a thread in Feedback and Suggestions, since this post isn't a balance discussion.
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Definitely way too early to say. Even if he is, one day is not enough time to learn how to play against him.
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Face it. The devs are never really ever going to do anything to punish people.
I'd suggest checking the first patch note for the next chapter: https://forum.deadbydaylight.com/en/discussion/105387/patch-notes-3-4-0-ptb#latest
There is going to be a new system to better punish people who disconnect too much. But to answer the original question, it's there because A) You might need it, and B) You can't stop people from closing the game anyway (like you said). To give an example, say you get stuck somewhere in the map and can't leave. That's a totally reasonable time to leave the match. Or if your teammates are griefing you, you can leave the match instead of sitting through it.
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@dont_ask_me_again said:
https://forum.deadbydaylight.com/en/discussion/comment/853240#Comment_853240
Have you watched aaronplay’s vid “why sprint burst is better than dead hard” ? I think it’s called on youtube... he shows how when you get sprint burst to work at the right time you mega-extend a loop where dead hard couldn’t.
I have, but that's still very situational. You need to use it, do something while it cools down, then start sprinting and not stop sprinting. You've gotta' go find the killer and get them to chase you, and that whole time you're doing nothing to help the team. The end result is you get a slightly delayed Lithe effect.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/853328#Comment_853328
Then you don't play killer much to at all I would wager. Killer is far more stressful then playing survivor, I can tell you. As a survivor you only need to keep track of yourself really, unless the killer is using certain perks you will know where your team is when they need you. Second they did nerf vacuum pallets, but that was after they where added into the game in the first place.
Pallet vacuums were never added, they've always been there. If you go back and watch any footage of the game at release you'll see people warp right to the far side of the pallet.
Having played since the start, I've gotta' say that it's never been easier to play killer. Even going back just a little over year ago, I used to have to deal with people teleporting to the far side of the pallet, Borrowed Time that protected both the unhooker and the person who was unhooked, DS that worked the first time you downed someone with no way to avoid it, and the list goes on.
That's not to say that it's perfect now, but to deny that it has gotten way better since would require a very selective memory. It'll likely always be more stressful just by the nature of the role; it all depends on you. You are the only one facing the four survivors. There's nobody to watch your back if you mess up.
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The Huntress would actually be in Russia. Fun fact: The song she's humming is called "Bayushki Bayu", a Russian lullaby that her mother used to sing to her.
As far as time goes though, I would assume sometime before daylight, otherwise everyone would be dead.
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No, but that's because I'm constantly on edge until I know that it's not Michael Myers. Can't get scared if you're ready for it. Fool me twenty times, shame on me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/853134#Comment_853134
I is actually really discouraging tbh.
Like I see a bug that gets posted a few times, and nothing seems to happen, but then I see a post in general about it, and it gets a reply from you or someone saying that it will be fixed asap.
I am sure it is read there first, and it's already being acted on, but it can be very frustrating. Like the Shred bug with Demogorgon, has been mentioned several times, but there is no indication it's been acknowledged; like many other issues.
I know that it would be impossible to go through and respond to each and every one; but would it be possible to add an option that can just be clicked when it's been read by a dev or forwarded to one. Literally if it got tagged as "Being investigated by development team" or "Unable to replicate" or "Insufficient Information/Not a bug" and it's like, click and move on. I've seen a lot of bug report areas on other sites and forums for games and such that do something similar to that.
There actually is that exact option:
Although since we've re-purposed a different reaction that's only available to our team, it doesn't actually show on a thread. Unfortunately we're limited in what we can do here since this is a feature that's used differently on other forums, and we're unable to change it, so it tends to go unused most of the time.
Bug reports are checked. We'll move them to the bug report sections of the forums so QA can check them. They are very busy, though, and they do not have time to respond to each thread. Once they check a bug report, they need to test it and try to reproduce it, then log it so it can be fixed. The reason why we'll respond to some posted in general is because we have a fix on the way or because work is being done on it. Otherwise, we move them to the correct section for QA to find (they don't check general for bug reports).
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Personally, if used correctly:
- Dead Hard
- Adrenaline
- Lithe
- Balanced Landing
- Head On
- Sprint Burst
I know I'm probably going to get some heat for saying that about Sprint Burst, but A) I love Head On, and B) You get the same effect if you run 1.5 seconds earlier, C) It's just not worth walking around constantly to save it, and D) If I see you sprint away at the start of the chase, I immediately know that I don't have to worry about Dead Hard, Head On, etc. later in the chase.
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I would say that looking at it that way at all is the wrong way to go about it. You should never view it as "nerf killers" or "buff killers". To look at killers as a whole and make a blanket statement like that would show that you aren't really putting any thought into it. You should always consider things on an individual basis, whether that's a killer, a perk, an item, or anything else.
e.g. "Mettle of Man OP" isn't a reason to nerf survivors across the board.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/853136#Comment_853136
IM RUNNING NO MITHER WHEN THIS RELEASES TO LIVE THEN
ITS GONNA BE GREAT
It honestly wouldn't be the worse idea, since he's most effective (at least currently) when he slugs. Being able to get yourself back up would either force him to pick you up and end his power, or let you get up before he comes back.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/853136#Comment_853136
Ah okay well you can delete my recent thread then lol; I didn't see this one.
People are saying that it definitely does in game though; so either they are full of it or it's bugged?
I won't rule out the possibility of a bug, but I can confirm 100% that No Mither will still cause you to drop blood orbs.
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Blood orbs and blood pools are completely separate. Perks that affect the blood pools you leave behind do not affect blood orbs.
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The best place would be the feedback subforum: https://forum.deadbydaylight.com/en/categories/suggestions
We are watching, but there's no way we can read through and respond to DMs from each individual person. The forums are the best way to get your thoughts out there.
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@Sylorknag said:
God forbid they let us see that SWF are over performing lol
Jokes aside, Solo/swf escape rate per rank and killers average kills per rank would be a good start.
There's no need for perk data.
The standard build for survivors has been the same for over an year.
BT, DS, DH, Adre.
If you mean to say that we wouldn't show the survival rate between SWF and solo players:
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No, they do not. The blood orbs and blood pools left by survivors are completely separate.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/852641#Comment_852641
Pickrates for particular killers/add-ons/survivors/perks/items/offerings would be plenty already, Im a data maniac and I'd be super happy to see some official data !
I don't know if we'd be able to go into details like add-ons, perks, items, offerings on each killer. That would be a ton of data to try to squeeze into a graph (each of the 17 killers have ~20 offerings alone). We'd probably stay away from survivor usage as well since they're purely cosmetic. Perk usage across the board might be nice, though.
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I'd love to see something like that in the future and make it a regular thing. We would need to figure out what type of data you guys want to see, though. If we do it regularly, we couldn't give a ton of different stats each time (that would take way too much of the data team's time). It'd also be nice to narrow it down to a few categories that would appear every time so you can compare one month to the last.
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They have a lifetime. They'll hang around for a while, but then they'll disappear if you don't collect them.
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The change is only on the PTB for now, it's not guaranteed to be in the actual release. We have scrapped PTB changes in the past when they haven't worked out.
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@Latin_Kidd92 said:
https://forum.deadbydaylight.com/en/discussion/comment/852484#Comment_852484
You guys always have that mentality "What if all 4 survivors run that perk" and then release terrible perks, like come on that is extremely rare. Thats why there is so many bad perks out there and also some with unnecessary downsides.
It's only extremely rare until people realize it's good, and then it's not. Take old Decisive Strike for example. Getting hit by it once wasn't a big deal, but when all four survivors started to run it because it was a free second chance every match, then it was a problem. We'd rather stay in front of problems like that and stop them from ever happening, not wait for everything to go wrong and then react.
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It is fairly long, but you also gotta' keep in mind what it would be like if four people are using it. It works out to one pallet reset every 30 seconds.
