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Pretty sure the staircase is wide enough to walk past them, otherwise, the plain old "wider stairs" would fix it. The hook up there is balancing wise quite nice.
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@ArchAbhor said:
Shawnee Smith said that she was bummed that she wasnt contacted about amanda being in dbd. Idk if anyone else cares but i think it would be awesome if we could get her likeness and voice in for the pig. I'm not talking full on voice lines but it would be awesome to have her in the game proper.
Not trying to discredit the work already done on pig because i think she implemented well.
edit: i wouldnt be against full voice lines either. There are some good one liners in saw
Well, Saw at the time was considered to be finished(before it was picked up again), it was The Pig from the Saw games that was mainly contracted and they got the license to link Amanda to The Pig since it wouldnt matter too much.
It would be nice to have skins around Amanda Young having her own voicelines etc, however, cementing both into the game(because lets be honest, people would miss current Pig stun noises etc. Pin Head's voices were removed for legal reasons, but Pig's noises arent legally bound to Amanda's character.
So, why not both?
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2800126#Comment_2800126
I'm referring to windows and pallets you can do nothing about beside vaulting/breaking, in other words, pallets and windows you have no way to play around unless you killer power has antiloop. That applies to all the windows on Myer's house, that can waste plenty of the killer's time with no real way of playing around them.
Groaning Storehouse's breakable wall only gives you distance if the loop is counter clockwise. If it's clockwise, using it backfires.
"Thinking outside the box" on mother's dwelling will only work if the survivor is not even paying atention. If they just look behind them and notice you haven't vaulted the window after them, they can just wait there and vault back if you appear on the other side. Or even slow vault back when they notice you can only be walking around the house. They have a lot of time for it. If you have to just go with it untill the window is blocked, so you don't really have a way of playing around it. I'm talking about the windows at the back of the house, not the one in the small room with the table nor the one on the second floor, those are fine.
I mean, I wouldnt call needing to break something to remove it "god" in this game. You have to keep in mind that survivors arent always premade, and thus have no clue on what is and isnt available to loop.
If it's clockwise, it doesnt backfire at all, its barely beneficial for survivors to use either the door or the window to the point they'd have to use the other window if they want to refrain from getting injured.
And even slowvaulting counts towards window block if you're in chase. You effectively dont want to vault god windows. Either break a wall or predict them going towards the window so you can cut them off.
Groaning Storehouse is quite fine, its still a powerful loop, but the map in general favors killers who place pressure on generators.
Mothers Dwelling still needs a rework, Swamp too, and its likely done after Haddonfield. Mothers Dwelling isnt perfect, but that's not exactly the main building being the issue, its mostly the amount of distance both sides need to make before they can do something.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2800192#Comment_2800192
I got curious on the math and the breakdown is
0 kills - 32%
1 kill - 42%
2 kills - 21%
3 kills - 4.6%
4 kills - 0.4%
Average 1 kill
You are also assuming the following:
- people dont get rid of ruin
- people dont 99 gens
- people dont try to remove their hats before finishing the first gen
So even the average 1k would simply lead to people 99'ing gens, getting rid of masks when possible, then go for the exitgate ASAP and get out while the 4th person goes for the hatch.
Against any aware player, this is averagely a 0k, a 1k with 21%(1 survivor forcing death by running in the gate) and a 2k with 4.6%.
It's really not a viable strat. Having not even a single kill 79% of the time makes it simply laughable.
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@Raccoon said:
https://us.v-cdn.net/6030815/uploads/0JUZGYIQR5IY/image.png
Here's the answer in case anyone was wondering.
Question was regarding Video Tape + Rule #2 and blocking a box indefinitely.
Yeah, here's the RNG math for keys being in that 1 box.
There is a 1/4 chance for any specific key to be in a specific box, there are 4 possible boxes, creating a total of 256 possible key combinations. So there is a 1/256 chance for all keys to be in 1 box. You can effectively 99 gens since the killer is blocking the box and Ruin can be gone, meaning you have all the time to get rid of hats you can get rid off, and 99 5 gens fully before opening the gate. In 1 out of every 256 games, yeah, there is no chance, of any survivors escaping, but that also requires the killer to have 256 addons/blackwards total to maybe have 1 game like that happen, IF the boxes were numbered. That is excluding the change of the killer blocking box 1 game 2 and box 6 game 1. So realistically, you would have to include that in the numbers too, decreasing that number even further to 1 in 1028 games that its gets success
So realistically, no, its' too RNG dependend. For the killer to have any benefit, the following needs to happen:
- pick the correct box with the most keys
- hope that survivors havent been able to check that box before you arrived(which is possible)
Having 2 or more keys in the same box is actually quite rare, which means 1 box would have guaranteed 0 keys, decreasing the chance of you blocking any box with a key in it.
So since 1 and 0 keys are more common picks, you'd simply get rid of ruin, 99 5 gens, get rid of remaining hats, and have 3 people escape the gates ASAP so the last person can go for the hatch.
It used to be possible with Old Amanda's Letter and Last Will to down 2 people, give them hats, and block 1 of the boxes and have a 25% chance of guaranteeing 2 kills and only 25% chance of having 0 kills. 25% double kill is much, much more effective than the miniscule 0.1% that this strategy has at a 4k.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2800107#Comment_2800107
Well survivors definitely aren't being ignored anymore. Whole game is solely geared to them right now. No balance
False, Nurse had her biggest buff yet. Blight had addons buffed while Alchemist Ring and Blight ignoring collision still exists.
Let alone that awful survivor perks are only very recently getting buffs, where a lot of bad killer perks have recieved straight up buffs and reworks consistently for 2 years now.
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Yes, he will be, but relooking at him isnt gonna be high on the priority list.
Basically, the list goes as follows(note, this is just an indication, not actuality, I have no sources for this, its just standard business practice):
- Absolutely gamebreaking stuff, this is often in the first 2 weeks after the update.
- Things that have been on the list for longer than 16 months
- Rebalancing stuff that has been too overpowering in matches
- Reworking outdated mechanics
- Bugfixing
- Things that have been on the list for longer than 12 months
- Rebalancing stuff that is too underpowered
- Revisiting killers that havent been revisited
- Things that have been on the list for longer than 6 months
- Revisiting killers that have been revisited before
- Every other change
If there isnt time for 3, they are gonna work on 1 and 2 untill they do. If there isnt time for 5, they are gonna work on 1-4 untill they do. If they are working on 6, but 3 things are added to 1 and 2, they will have to work on that first.
So as you can see, just by the sake of the amount of timeconsumption, in this scenario, it could take quite some time. Ofcourse, at some point, it would have been on the list long enough to eventually get high enough priority, but that is assuming they have been on the list long enough already.
And again, this list isnt representative of the truth, its simply a representation of what could be the truth.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2799972#Comment_2799972
Groaning Storehouse has a window near a breakable wall... that happens to be useless if the loop is running clockwise. You actually lose more distance for going for the door than just vaulting the window, so it's your only option.
The first lower floor of Mother's Dwelling can spawn some windows with no other way to go around, as the doors are really far away from it and the path you have to walk around the house is huge.
And then... well, there are many windows at haddonfield. Myers' house has two on the second floor and can also spawn one right beside the basement entrance. It seems the map will receive a rework soon, however.
I mean, define "god" window and "god" pallet. In my veteran experience, a god window would be a window that would require the killer to get bloodlust 2-3 to even get a single hit or even a window that consistently loses the chase and thus can be used infinitely, these no longer exist. A god pallet would be one that both gives you like 10 loops before it needs to be dropped. Which, doesnt really exist anymore either.
Haddonfield is being reworked ATM, so that doesnt matter ATM. But from Haddonfield, the basement window is the only true god window. The rest of the god windows have been blocked or gain the killer distance.
Groaning Storehouse, you gain distance by breaking the door in the long run. It's basically losing 2 meters more the first time, but gaining 1 meter the more often that window is used. Not exactly a god window as I would define it.
Mothers Dwelling isnt a god window, you can play survivors around it. It requires thinking outside of the box a bit, but the windows would be blocked super quick. Use window blockers in your favor, instead of them being an eventuality.
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@DangerScouse said:
Every survivor is entitled. Not surprising given the entire game is designed around them and they still want more.
Same claim can be made for killers. Just because right now survivors are being made more complex overall to the point that its gonna be less easy to tunnel and camp and trying to keep killers at a decent level to keep up is actually a healthy way of balancing. Back in the day, survivors were ignored for nearly 2 years before they recieved their first hard needed buff and before killers recieved the first hard needed nerf.
No one is begging old Undying to come back anymore, even though tons of people begged the change to be reverted for 2 full months, and we can all look back on why Undying simply wasnt healthy for game balance and meta reasons.
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@XombieRocker said:
I would remove or decrease the bonus for the obsession, but don't think this would make it all that great anyway.
The biggest problem with this perk is that (similar to huntress lullaby) if you get a lot of stacks on it at a point where they are useful, you are probably already winning and didn't really need it. It just makes you win harder. If they don't want to rework it completely, they could change it so that it gives a bigger speed decrease per hook, but can only get 1 stack per survivor.
I disagree with that pretty much. Most hooks, from experience, happen between 3 and 1 gens remaining. This is EXACTLY when getting generator slowdown could make the difference, as the first 2-3 gens wont really affect your endresult too much.
So the argument that Dying Light was never needed or makes you only win harder is a statement made earlier by DBD content creators, that I simply heavily disagree with.
Yeah sure, on its own, disregarding all other perks, that would probably be a correct statement, but Dying Light is NEVER the only perk in the game. It amplifies the effects of others, it decreases the effect of survivor perks. Claiming Dying Light wasnt gonna help you win as you would have been winning anyway is simply a statement that is objectively false.
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My biggest issue with Dying Light is that it has no use once the obsession is dead. Like, at what point in stacks is that situation unfair for the obsession to die?
STBFL is a lot more effective on a lot of killers, and you keep those stacks too. Furtive Chase has also been changed so that the obsession dying keeps you your stacks. Dying Light is the odd one out here, which is weird, because if Dying Light is already at a point where killing the obsession would give "too much" of a slowdown, then at least 2 non-obsessions are dead on hook already and the generators are clearly not even close even if the obsession were to die.
I understand the original Dying Light makes devs a bit cautionary about giving killers a permanent 20%+ slowdown by killing the obsession, but now leaving the obsession alive as long as possible is often more beneficial rather than killing them asap. Let alone that Mori's have been nerfed too.
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@MikaelaWantsYourBoon said:
Survivors are mostly playing like they are on tournament. When survivors focus on generators, there is no way to stop them. Because most maps are supporting them already.
That's true for any player tbh. I have faced 20 games of killers who play as if they are about to lose their spot in a tournament, even though someone DC'd at 5 gens. I've had plenty of games against slugging blights and nurses who refuse to hook unless Exponential is in the game.
Let alone that in a lot of cases, survivors don't have any threat from you. And they aren't gonna let go of that gen, especially if you run Ruin, untill they are chased off or need to unhook someone. Those players aren't playing like it's a tournament, that's simply killers focussing too much on one chase, forgetting how long it's taking and then being pissed off that 3 gens have popped.
Let alone that maps aren't necessarily supporting them. The power of a map is spread in multiple catagories: chase potential, objective spread and mindgamability(it is still mindgaming to approach a survivor from the right after constantly appearing on their left in a certain chase for example, mindgaming isn't limited to chases).
Survivor sided maps are often maps that have a very strong chase potential for survivors, but these maps often lack a lot of vision and the objectives aren't easy to reach either without giving themselves away. If you keep on with the same strategy and don't adapt to the map, that's mainly on you.
When both sides are evenly matched and prepared equally, even on the most survivor sided maps the average would be close to a 2k(but slightly less), and even on the most killer sided map, the average would be close to a 2k(but slightly more).
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@Yankus said:
Lol imagine bumping into an object while sprinting as Billy and going into a tantrum everytime
Would be hilarious, but on the other hand, the mechanics being swapped are the rev punishments, not the run-into-wall punishments
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@buzzaman said:
Im sure what you are saying. How would overheat combat a Bubba facecamping? Also Bubba already has a sort of overheat. If you rev for too long you will tantrum.
Yeah, but Overheat is cumulative, his tantrum punishment is not.
Aka, if a bubba is facecamping, you can bait the revving, increase his Overheat and repeat untill he's overheated. Right now, you cant really do that as his cooldown is far too fast.
Bubba's "overheat" is more like a Spirit cooldown if he messes up and is fully recovered once he is done, where Billy's Overheat is more like Plague infection where you have to wait quite a lot of time before you can down a survivor if you rely on your power. With Bubba having the more powerful ability, having the stronger punishment makes more sense.
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@Prosac said:
plz check twitter
To be fair, twitter shouldnt really be the one place for announcements made to the playerbase. They have their official forums and even in-game news tablet for that. Twitter should be a secondary or even tertiary source of information to spread it out faster, not the primary source.
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It is additive and multiplicative. Buffs are multiplied with debuffs. Basically you have the equation of (1+buff1+buff2+buff3)*(1-debuff1)*(1-debuff2)*(1-debuff3).
And considering wiggling side to side isnt really that big of a deal, you basically go from 0.2 meters to 0.4 meters with boil over instead of 0.2 to 0.35. Where with Iron Grasp, its gone from 0.15 meters to 0.17 meters.
So yeah, its not that big of a difference.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2770554#Comment_2770554
yes if you've played bubba you will get them - there's a lot of work going behind the scenes to ensure the correct people get their rewards.
I should have recieved the shards about 1 day ago, but still havent recieved them. Are they still being distributed and I need to be a bit more patient or do I need to create a support ticket?
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This is not a glitch, this is intended. If you cannot do something as a killer, look around you if someone is preventing you from doing something first.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2776234#Comment_2776234
You actually have enough time to wiggle off if they do that.
Most maps do tend to have plenty of hooks nearby to either walk or drop. The only location that might not have any, is RPD. I've seen hook RNG where the closest hook is the one that's 32 meters of pathing with 1 drop, or one that's 24 meters of pathing with 2 drops. Both can be used to hook, but only if you don't get stuck behind any doors.
I am calling it now, it's gonna get lowered to 20% at the very least. There is ALWAYS a hook available within 30 meters and 2 drops(eyeballing it, the furthest was 26 meters, and that is with 3 petrified oak offerings) and a hook within 40 meters and 1 drop(again, furthest reachable hookspawn is 34 meters away, and even with 3 offerings, it's very unlikely to not have any hooks left unless you killed multiple survivors already).
So 20% should be completely fine, even with FlipFlop, exponential, no mither, unbreakable and Breakout. Hard, sure, but at that point survivors need 6 perks to do 1 action. That's like calling infinite T3 tombstone Myers unfair because he dedicated all 6 slots just to murder you without ever hitting you.
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@Oiry said:
PyramidHead is rough. I was maining him for a long time, and he is miserably right now. Problems:
1) You tunnel. Just like that. The whole match you pick someone, especially if they get tormented, and tunnel like a crazy person. It can be kinda fun to feel like an unstoppable force, but the problem is that you are stoppable. Also, it's... annoying. In some games, I don't want to tunnel. and many survivors are naive. You cage someone, you see scratch marks in 3 seconds leading to the cage. That's a win, someone just told you where the cage is. Saving from a cage against a pyramid head has to be done both quickly and without actually letting him know where is it. BUT if you learn the cage spawns... well, good luck. And no, it's not that hard. Then again, this playstyle can be very unfun and stressful. And survivors won't like you. But against good survivors, you will still have a miserable time.
2) Your addons suck, there is not a lot of options to spice things up.
3) You are clunky. So hear me out. Because he went through a rework, the way his animations work is NOT how it was intended in the first place, and when you reach high MMR it becomes incredibly miserable. Best way to demonstrate this is shack. You follow a surv into shack, you put your sword down and you should get a guaranteed hit when they vault the window. On high MMR, NO ONE will vault the window. They bait it, and you know it, so you wait and wait until they vault it. They won't. They will exit the door, after faking it once or twice. This is all while you can't really move and can't shoot. It's a mind game that feels miserable.
4) The zoning aspect is unfun. So basically I decided to not care about winning and just have fun shots. I run the recovery addon and the amount of power addons, cornered survs, and basically spammed M2 to learn how that particular survivor evades my shots. After 2-3 misses you can usually adapt, depending on the loop, and hit your shots. Problem with this: It doesn't work against top-tier survivors, they change their evasion pattern. But the main problem is that it's just not the most efficient way. The most efficient is to zone. Put your torment at the loop, surv leaves or pre-drops. next tile. repeat. Incredibly boring.
As much as I wanted to be good at him and main him (I did invest a lot of time into him, even got into top 100, according to the dbd stats), I came to the conclusion that he is just not worth it at the current state.
If you want a bit more time in games to practice chase, use deadlock and/or corrupt
Thing is, he's not even that bad. He's only *slightly* different from what he used to be. The big thing that needs to be reverted is his trail despawning around certain things. Anywhere that Hag can place a trap is a place where the Trail should be able to spawn. You can reduce its timer quite a bit around a hooked survivor to prevent the instakill cheese, but it despawning around gens and hooks that have no survivors is really limiting him. It would instantly make half his add-ons actually worth running.
As for his obsidian goblet, 1 fairly easy fix: spawn the trail half a meter more forward so that PH walks on the trail while placing it instead of walking in front of it. Giving him effectively the ability to sneak up on people by using his ability prematurely, at the cost of not being able to use his range.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2773732#Comment_2773732
I believe team MMR was something that they mentioned they wanted to look at, because I do agree there- it doesn't stop the general application from being correct, but there are edge cases that they could look to improve. Some of those edge cases - like facecamping and team MMR - we already know are on their radar, at least.
Also, just for the record, I thought the hockey analogy was clumsy even if what he was getting at was sound, so I'm not about to defend it.
While the current implementation of MMR does have some flaws, it's still important to mention when someone is misrepresenting what was said, as OP was in this thread.
Oh no, his hockey analogy is normally perfect for describing MMR. Because if you have both sides win games, there is an MMR bloat that can inflate MMR extremely. Like, right now, the MMR peak should be reached around 3000 MMR and that shouldnt really be reached untill around September this year. But there is also an MMR deflation, where both sides lose games. And this is currently the case.
I dont care for the hooks, people want hooks to be part of MMR, but hooks dont really matter. You might be more skillful in general, but you've lost the game. A killer who gets 2 kills at 1900 MMR will be better than someone who gets 8 hooks but 0 kills at 1800 MMR, simply because they knew when they needed to get a kill. There are 3 types of skill in this game: strategic skill(aka, being at the right place, at the right time, placing things at the right location and knowing where you're needed most), interactive skill(aka, chasing and mindgames during the chase) and decision making(aka, knowing when to ditch a chase, knowing when you need to kill/hook/slug someone, knowing when to work on gens).
The MMR for killers is quite well rounded for this, because decision making is easily the most important skill for killers. If you make horrible decisions, it doesnt matter how good you are at chasing or being where you need to be. Where with survivors, interactive skill is the most important skill. You can have teammates who make horrible decisions, as long as you have at least 1 player who is really good in chase, you can end up buying more time to compensate for those decisions(up to a certain point).
Killers gain and lose MMR based around their most important skill, but survivors dont.(yet) And that is a problem for MMR.
The thing is, how do you make a survivor MMR that includes Chase without creating an MMR bloat? Especially with killers like Nurse and Wraith who can barely have any chase at all? It's actually simpler than you might think: have survivors compete amongst themselves for chase. If you simply add the equation of (your chasetime/total chasetime)*total gained MMR and (total chasetime/your chasetime)*total lost MMR, you spread out the MMR among survivors based on chase, but the total gained MMR/lost MMR will be based on escaping. So if you looped the killer for 5 gens, but survivors still lose, you barely lose any MMR compared to your teammates, but if you looped the killer for 5 gens, die and 3 teammates escape, you still gain MMR.
The issue with a system like that, is that it cant really be applied when you leave the match, since the match continues after you've died. But you can also simply have the player gather MMR and process it every hour(so you could have +30 MMR from 1 match, -20 from match 2 and +10 from match 3 and once the clock strikes XX:00, you'd gain 20 MMR), or everytime you log out. Because as people have stated before: MMR doesnt swing matches insanely much, even if you apply MMR once a day at 11 AM EST, it would still not swing matches insanely much, but it would be quite accurate overtime.
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@Tishus said:
Because behavior destroyed the game with boil over and boons totems, now killers are taling a long break.
Ah, but Pain Resonance can still stack with Pop, not like that's any different.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773512#Comment_2773512
But instead of using that time and effort elsewhere it's on this.
Ah, yes, because 3d artists know how to write c++ scripts and know a good amount of maths to balance out. Just like mathematicians know how to make 3d art so BHVR can constantly give their mathematicians extra work if they have nothing to do.
No, ofcourse not. The 3d artists have their own timeschedule. If you were to place the 3d artists in the coding team, you're gonna have very broken mechanics(not OP, I mean actual scuffed mechanics, like attacks clipping through walls). Just like putting the coding team in charge of 3d assets is gonna make for very basic objects, or very ugly skins.
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@xxshyguyxx said:
Hopped on for the event. It's fun. I like the envelopes, and event BP gains are fun.
What isnt...isn't.... survivors. What is it with the constant nasty attitudes? Why do they go into matches and expect to stomp the killer evert match, and God forbid one of the swf players die they decide to belittle and make excuses in the chat?
Had a match as slinger, and I'm not that great with him but I was having a good time going for good shots. At the forest map nonetheless, against a 3man and rando.
I ended up getting 5 hooks, a good bit of shots, and thx to the BP event gains I left with 50k. I was happy with it.
They weren't.
At the end of the match, all 3 got toxic at the end gate giving me the chance to get two more shots on them in the exit area. Since they were healthy they still escaped.
All 4 got out, all 4 had more points than me. But for some reason I was called a camper, trash, quit the game. Not saying gg bc you play a bad killer. Go play call of duty if you wanna snipe etc....
I replied quit whining... you all got out with more points than me. Lol.
Even when they win, there not happy. Survivors or more importantly swfs ruin this experience every time I play. They have this entitlement mentality about them. There miserable people in general and have no business playing this game.
But who's to blame? Them? Or the devs for giving them the power role when they group up?
It's a little bit of both. But honestly, for the health of this game, the devs need to give Survivors a reality check and take away the power dynamics in swfs. Bc until something is done about people expecting to dominate every match, survivors will continue to trest killers like garbage weather they win or lose matches.
It's same the other way round tho, how often do you see killers get extremely mad because they didnt get a single kill? how often do you see killers rage and scream "genrush" even though the match lasted 8+ minutes with 3 gens remaining with the final 3 gens being done 4 minutes later? How often do you see killers actively tunnel players who just wanted to get an envelope(yes, I have had those. I was already injured, I already basically gave you a free down by standing still, you could have waited 0.5 seconds longer and give me the points, but noooo, you had to be an ass).
As for survivors having the power role, not really. The power role switches constantly in this game, it's up to the opponents to take back the power role if they have lost it. The killer starts with it, survivors gain it by pressuring gens and then survivors have to fight to keep it, and if they dont keep it, they lose. Killers can take the power role back by pressuring back by slugging or hooking and there are plenty of games where killers never lose the power role, even if survivors got all gens.
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@jesterkind said:
Correct me if I'm wrong, but I'm pretty sure that what Patrick said regarding skill and escaping is not that escaping is the sole arbiter of skill, but that escaping is a reliable indicator of skill. Which... even factoring in unfavouable scenarios like facecamping (which isn't super fair to do because the devs also don't like facecamping), that's still true? If you escape more often than you die, that probably means that you're more skilled than if you die more often than you escape.
I think what's tripping so many people up is that they expect the MMR system to swing heavily after one game, which this one (and any other MMR system you care to mention) looks far more at general trends. In general, how often do you escape? That's your goal, after all, so if you're not escaping there are two reasons why that might be: You were outclassed in terms of skill in the majority of your matches, or you're more interested in testing/practicing things that won't get you through the exit gates. In either case, lowering your MMR would be the right call.
Same for kills. If you're getting a lot of kills in your matches, that means one of two things: The survivors you're facing aren't that skilled, or you're using cheap and unfun tactics like facecamping. In either scenario, your MMR should go up, so you can go against survivors who can handle you.
This isn't rocket science? It's not that "if you don't escape you're not skilled", it's that escaping is what you're supposed to be leveraging your skill to achieve.
Well, here's an example where you're kinda wrong:
There is a fairly big chance that you'd cross a certain threshold as an altruistic survivor, where you rescue teammates and end up dying even though 3 people escape. In all logic, survivors won that match, so ALL survivors should gain MMR. Yet you dont, so you get faced with worse killers. The threshold is a region of killers that I would call current MMR hell, where if you're too good at looping and your teammates arent good enough at doing things like cleansing totems. So you end up getting downed because of NOED, or downed after 4 gens and the 5th gen popping while you're already on the hook, and NOED giving the killer effectively 1 free kill. Since you're a better player overall than your teammates, you're very likely to start your match running across the map, where your teammates walk, meaning there is a higher chance of you being found earlier, meaning there is a relatively high likelihood of you being chased all game and getting camped with NOED, again dropping.
You can see how this isnt good for MMR. You have 3 survivors escaping everytime, but the game assumes you lost. Back to the hockey analogy that Patrick has given us: This is like you getting fired from every team you joined, even if all the teams you joined 10-0, with you scoring 7 goals everytime.
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@cutiekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2773442#Comment_2773442
maybe 30??? hell even apex has more ######### to give for free
Apex also has a much harder grind than DBD, let alone that if you can get the full ticket, you might aswell buy 1000 auric cells to have the premium items for practically free as your investment is consistently returned.
I've had all premium items and I only paid for 1000 auric cells back in 2020 once
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I mean, you can grab plenty of examples on both sides. Its killer mains complaining about nerfs on killer side, never acknowledging nerfs on the survivor side and pointing to perks they have issues with. And survivor mains complaining about nerfs on survivor side, never acknowledging nerfs on the killer side and pointing to perks they have issues with.
Most nerfs are pretty much necessary due to their overwhelming presence or having builds that make them extremely overwhelming. I am already gonna call that Boil Over is gonna be nerfed from 25% to 20% or even 15%.
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@El_Gingero said:
The new Boil Over is fun for survivors and I’m going to use a lot, but as a killer I’m sort of miffed because I already have to play around DH, DS, BT, and Unbreakable, minimum, even if the survivors aren’t running any of them.
Now Boil Over is added to that list. That’s 5 perks that change how I play the game even when nobody has them equipped!
Will killer ever get tools like this?
Also I’ve noticed that although I’m a killer, I’m only excited to try out new survivor goodies with recent patches. Anyone else in the same boat?
"Also I’ve noticed that although I’m a killer, I’m only excited to try out new survivor goodies with recent patches. Anyone else in the same boat?"
I mean, DMS is gonna be fun to try, Pain Resonance is really good too, Furtive Chase will see some use outside Nurse and T2 Myers builds, lots of addons have been made more fun and intuitive.
If we're gonna talk about the "big things" for survivors, Circle of Healing and Boil Over are the only 2 sticking out, the rest was nice, but not really that great either.
The biggest difference, is that you can play Boil Over on pretty much any survivor you have previously unlocked quite quickly, where as killer, you would need to have the perk on the killer that can both use the perk and has other perks that are fun to go together too. It's not that killers are ignored, to the contrary. It's just that when killers recieve something nice, it can take weeks, if not months for someone to realize it goes really well. Like Oni's Bloody Glove, seemed horrible for at least 5 months before Monto revealed a fun build he created around it. Or right now, Dead Man's Switch seems like it might not be that big of a deal, but I can bet already that people are gonna use it with Artist and Pain Resonance to basically get a free early kill.
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@OllieAnder_Live said:
As we all should know Legion is getting a rework.
My IDEA:
You as the player pick one of the legion members to start with.
All legion members spawn in the game (like nemesis' zombies) they can not feral. They walk around the map and can hit survivors as well as cause killer instinct (Like the twins).
The player can use a secondary ability to change to one of the other legion members. Doing so does put the feral frenzy on complete cooldown. (even if it was already full and ready to use).
This would bring the idea of Legion as a group of killers into the game as ACTUALLY being a group of killers.
Thing is, these are issues:
1. As many people stated before, being able to switch to whoever basically makes it impossible to play as survivor. So no, having all 4 characters on the map won't ever happen.(Twins has 2 controllable characters and look how much she had to be changed for just being able to swap)
2. Having both this ability and feral frenzy would be far too much. Feral Frenzy is already criminally underrated for what it can do. Very few killers can injure multiple survivors in a short amount of time, let alone keep them injured. It's a very powerful ability and not why Legion is considered to be weak. Legion is considered to be weak since he cannot really use Frenzy to down and he doesn't really have any chasing power. But he still only has to do half the chase since people remain injured.
A legion rework would mainly consist of changing the 4 second rule that is around Legion. Almost everything Legion does has a 4 second cooldown. Expect to see fatigue reduced to 3 seconds, expect to see the Frenzy cooldown punishment be reduced to 2 seconds, expect to see the movementspeed increase to 150%-ish and blood to appear during Frenzy. Those are all the mechanical changes that Legion needs. Half the add-ons would need to be changed or adjusted to compensate, but that's really all Legion needs.
Being able to use his power more consistently, being able to actually gain distance from using his power(which is literally the only real change he needs) and not having to wait longer than Spirit to move slower.
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@DBD78 said:
- Bubba ends two chases all game, hooks two players who dies because of camping. Chases lasts 23 seconds and the other one 27 seconds.
- Bubba gets 8 hooks all game, chases lasted between 30 seconds to 1 minute 46 seconds. All survivors escaped.
When people say the second Bubba was more skilled, it's only because they don't like the first Bubbas playstyle. First Bubba game was also shorter since non camped survivors only did gens.
A killer should be judged on kills not hooks, destroyed pallets or gens kicked. MMR for killers should by far give most points for killing and the rest just smaller bonus points for number of hooks, downs etc.
Bubba is the only one really able to do this tho. And they are very likely to address that. Similar to like them addressing Twins later this year(note, starting to rework her, she probably won't be done untill January next year unless something opens up).
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/306495/toxicity-pays-off
Ok so the smart face gets removed :people are still going to be racist #########
Camp/tunneling: is not toxic and just shows survivor biased if the devs make bt base
Slugging is part of the game as well same with crouching
This game rewards people being horrible along as it is something that doesn't get the devs in hot water that's why cheating still persist.
Camping/tunneling is not toxic, but it's very easy to abuse in public games. If people didnt abuse it against randoms, there would be no plans of making BT basekit.
There have been many things made "basekit" to address mechanics that are abusable to both sides. Doesnt mean they are exploited, just that their effectiveness is a bit too good as a vanilla mechanic. Like, back in the day, doing gens with 3 people was optimal, on average, 1 gen would pop every 25 seconds. So a vanilla Thanatophobia was given to survivors based on how many people worked on any single gen.
Look at the basekit BT to be a quick solution to camping and tunneling early game. I feel like it might only be applied to the first 3 unhooks in the game. Because at some point, you cant really consider chasing any survivor a tunnel any longer. Not on every unhook.
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@BabyCameron10 said:
Would be funny to buff it to counter exhaustion perks but that would never happen.
I don’t think buffing the numbers would really do anything either. So, How would you buff the perk/Rework?
I think adding basekit haemmorhage effect would help in terms of tracking. It would have similar effects to Sloppy except its better at slowing down healing, but has a range attached. Or even incapacitated while they are inside the range(aka, not being able to do gens untill they leave first)
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@ThatOneDemoPlayer said:
Either some slowdown Perks as basekit or forcing Survivors to search for gears or something to start working on gens
An "early game" wont fit the flow, they tested it already
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2765925#Comment_2765925
A 5 second window of dodging a hit? That will give you more free distance than the current DH for Distance does. Use your phone to actually time out 5 seconds, and imagine that while sprinting in game. Oof, that would be O to the P.
Yeah, but you can't insta use it either, and it loses you distance compared to the current DH, since there is a cooldown on it too. Not even mentioning that my numbers are exaggerated to examplify the ratio and are more tied to the concept than actual usable numbers.
Not even mentioning that you could base the distance on how much time is left too, so that if it's instantly used, you gain more distance than current DH, but if it's used after 2 seconds it's basically you standing still like the bugged console DH from last year.
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@FreshCoal said:
How come survivors just crawl away from all the hooks and then complain when I can't hook them?
Only reason I'd complain is that you left me slugged long enough to crawl away to the corner in the first place.
Pick me up just slightly faster danmit, being a slug is boring, I crawled to the corner to make it as boring to you as it was to me.
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@EntitySpawn said:
I get people are lead developers or head of X department but that doesnt automatically make you right.
Now I dont want to be rude or claim I know it all but there are so many people of your player base who have soooooo many hours in this game, we are talking 9k hours odd and play at the highest level.
So when you have people like that why dont you use their views and input? It shocks me that you wont listen to people who live off your game and know all its ins and outs.
I know you do listen to the community about some things but theres alot of impactful things you go your own way on, a common one being the Kills & escapes being SBMM.
Not complaining, just feel getting a team of your players to be inside feedback is a good idea. They would do it for free, end of the day we all want a game to be perfect
Thing is, the more I have learned about SBMM, Kills and Escapes HAVE to be the go-to point. Hooks would create a bloat, chase alone would create a bloat. In both cases, you could have players skyrocketing to 120000 MMR within 1 year. MMR kinda becomes meaningless if there is a bloat.
However, that doesnt mean there cant be any nuance added to SBMM. My personal suggestion is having a chase-based MMR between survivors. Having the survivors compete between how the MMR of the match is being spread. If you chase the longest, you get the most MMR/lose the least. If you chase the shortest, you lose the most/gain the least. That way, a 3-man escape could have the 1 person dead on hook gain the most MMR because they looped for 5 gens, while a 1-man escape could have the 1 person escaping lose the most MMR because they hid all game.
If you want to convince developers of something, you gotta show you've got some knowledge about the developing side of the game in the first place. Like they said in the QnA: "It's easy to say "remove perk tiers", its very hard to actually do". So instead you can suggest "repurpose perk tiers to relate to map size". That wouldnt really mash up too badly with bloodwebs(it kiiiinda does, but you could recode to give the player BP for those lingering t2 and t3 versions of perks), it would make perks balancable on each mapsize(small, medium, large) by just adjusting tiny numbers, meaning maps in general dont really need to be feared by certain killers, because you know the perks are adjusted towards them.
The biggest personal issue I have with the team(s) behind BHVR, is that there isnt really that much feedback. If you reported a hacker, you dont know if that hacker got banned, making it feel like they did not do anything at all, while they could have banned 100% of the hackers you've send through. There isnt much feedback on things they made public earlier, like looking into adding an early game thing, but never confirming that they stopped looking into it. Honestly, I dont really see any early game happening for DBD, I rather see something happening between the 5th gen being finished and the exit gate opening, if you run No Way Out often, you very easily get addicted to it because it adds a very interactive stage between the final gen and the gates being opened. So adding something to spice up that time-period and extending it, especially if gens went flying, would be great.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2765886#Comment_2765886
-Losing a teammate does not equal losing a match. That is a losing mentality. Have you lost every match you have lost a teammate in? If that is true then we are playing very different games. Also, funny for you to automatically assume I'm a survivor main. (I'm not.)
-There is this term, "on-call." Many nurses and health-care field workers are on it quite often. I only know because I come from a family of nurses. You could sit down to play a game together like any other night, but if that phone rings, guess who's leaving and "ruining the experience" of everyone else? I laughed when I typed that, it just seems so incredibly selfish I can't believe we're even discussing it.
-By your logic, does the weekly Steam outage mean no one on Steam should play on Tuesdays? Honest question.
-Oh great, an analogy. I usually love these but I'm so tired at this point so let's make this quick. Neither player knew the bird was coming. Both players are aware, that sitting out in the open air it is technically possible for a bird to swoop down and do that to their game. Now, does one player get mad at the other player claiming he had prior knowledge this was going to happen and it's his fault the game is automatically over? (Even though in DBD, it is not over until it's over).
-You through a bunch of numbers at me and numbers confuse me so I'm just going to give you that one.
-Okay, I think I see your point maybe. The game is negatively impacted when someone disconnects. I will not say it is "ruined" because that sounds so dramatic, but I can see your points about the negative impacts. It also negatively impacts the dc'er. I've had dc's in the middle of challenges, in the middle of healing, in the middle of hooking, during the EGC, you name it. The difference is, not only is the person getting disconnected having to deal with all those situational losses, on top of the teams situational losses, but they are being PENALIZED for it, while the team can go on to the next game and be fine. I don't get to move on from it. AND I get to catch flack for it.
-I think it's selfish for the players playing not to consider the one getting disconnected. Simple.
-It was nice of you to though in a suggestion there at the end but I'm not looking for them. I only made this thread to ask a question, and to hopefully avoid posts like these. An experience ruined you might say.
"-Losing a teammate does not equal losing a match. That is a losing mentality. Have you lost every match you have lost a teammate in? If that is true then we are playing very different games. Also, funny for you to automatically assume I'm a survivor main. (I'm not.)"
If you lose a teammate early on due to a DC, yes, it equals losing a match. When I lose teammates in NORMAL matches, they either get camped or tunneled out, meaning we get to do 4-5 gens in the meantime. If I lose a teammate early to a DC, it means we might have done 2 gens, 3 if we are lucky, and doing 2-3 gens with 3 survivors is practically a loss for survivors unless the killer misplays. And I have been picking survivor examples, because those are the DC's that matter most. If you never play survivor, yeah, sure, whatever. I dont care. But this is exactly why DC's matter for survivors:
With 4 survivors against a killer in optimal flow, you have 1 survivor on hook, 1 survivor in chase, 1 survivor unhooking and 1 survivor on the gen. With this set-up, survivors, on average, will finish all 5 gens in 7 minutes, give or take 1-2 minutes due to how fast the first down is. Once 1 survivor ditches out early on, this entire flow for survivors is disrupted, and now you have 1 survivor on hook, 1 in chase, and 1 unhooking. Who's left to do gens? Again, with 1-2 gens remaining, this is fine, there is a slight time gap where survivors can heal up and work on gens together, but this is gonna be maybe 10 seconds at most. With 3 survivors, 2 gens are barely doable. Its not losing mentality, its just fact.
"There is this term, "on-call." Many nurses and health-care field workers are on it quite often. I only know because I come from a family of nurses. You could sit down to play a game together like any other night, but if that phone rings, guess who's leaving and "ruining the experience" of everyone else? I laughed when I typed that, it just seems so incredibly selfish I can't believe we're even discussing it."
I already included people getting paid extra, and even in that scenario, yeah, its kinda selfish to start playing online games that rely heavily on every teammate when you know you can leave at any moment without informing other people. You know what my on-call friend does? Inform us that she is on-call. So we know she might be leaving and we have prepared builds for those kind of days, but even then, she rarely plays games like DBD and instead goes for games where a DC doesnt really impact the game that much or just watches a movie. So yeah, selfish. Nurses can be selfish too, yknow. I literally grew up in a hospital because my mom was a nurse. And trust me, plenty of selfish people working as nurses there. The biggest Karens I've met are even nurses. So dont make me laugh thinking someone is immune to selfishness because they are on-call at a hospital. Inform the people you play with that you might need to leave soon. Otherwise, dont play those kind of games.
"-By your logic, does the weekly Steam outage mean no one on Steam should play on Tuesdays? Honest question."
People actually try to avoid playing around steam resets, fyi. It's hard to avoid, because its out of their control, but I've had people stop playing from 23:55-0:15 just to avoid the steam outage, because of 2 reasons: 1. they werent able to finish the game anyway, might aswell just spend time to replenish drinks, bathroom breaks etc. 2. they would get a dc penalty that might last up to 4 minutes if the reset lasted only 30 seconds.
So no, its not that no one should play on tuesdays, because there is a timespan where the servers recieve a reset, and that timespan is somewhat predictable. The way you phrase the question is like no one should play all day, but that's not the case. It's just avoiding to play for 10-15 minutes or make sure the match ends before the reset. You can avoid the situation, so why not?
"-Oh great, an analogy. I usually love these but I'm so tired at this point so let's make this quick. Neither player knew the bird was coming. Both players are aware, that sitting out in the open air it is technically possible for a bird to swoop down and do that to their game. Now, does one player get mad at the other player claiming he had prior knowledge this was going to happen and it's his fault the game is automatically over? (Even though in DBD, it is not over until it's over)."
If you're going to thwart the analogy, at least include the section where the bird knows about it. In neither case are you one of the people playing the game, you are the bird in this analogy, refusing to adjust your flight path because you want to take the shortcut, even if that shortcut interrupts games consistently.
"-I think it's selfish for the players playing not to consider the one getting disconnected. Simple."
They dont have to, people DC maliciously, DC's ruin games, DC's remove pressure. So unless you solely play killer(I never claimed you were any kind of main, I simply stated why DC's ruin games, which is always a survivor DC), your DC is gonna negatively impact games. You have control on the situation, you know the origin, you didnt fix the origin of the problem and still decided to continue. That makes you the only one here that can be selfish. You have full decision on what happens here. You could decide to play a different game that is not DBD untill its fixed.
How are people selfish because they dont consider your reason of DC when your reason to DC is avoidable? Like you said "I've done literally everything I could do, outside of stopping play of course." and "I have a strict, double NAT setting, and this causes matchmaking/latency issues. Every so often, I get disconnected from a match.". You know the issue, you know the problem is yours, but instead you share your problem with people who dont want to share your problem. That's not selfish. Maybe unempethatic, but not selfish.
Like I said in the first one, get a new modem, or a new ISP. Odds are that your modem is hardlocked. It's not your router. Your router simply gives you the connection to your modem. I've had an ISP where the only modems available were hardlocked into NAT3, even if I turned it to NAT1 or NAT2, within 3 hours, it was forced back into NAT3. So I swapped ISP's, no more NAT3 issues and full control over my NAT-connection. THAT is something you can still do. Heck, depending on how long ago you got the ISP, it might even be financially beneficial too, as internet bundles have gotten cheaper over time.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2765950#Comment_2765950
Man is really trying to argue that The Game isn't a god tier Survivor map.
All maps at the beginning of the match are survivor sided. And heck, my average killrate on The Game is 2.5 kills on killers I play casually. Slightly less than 2 kills against sweat squads, but close to a 3k on my 2 mains.
So no, it's not really survivor sided. It feels survivor sided. There is a difference. Why does it feel survivor sided? Because you constantly lose the flow of a chase.
Seriously, play Nemesis on that map a few times, my rate with Nemesis on average is 2.3 kills and I've just started learning him.(once you start up the game in the future, assuming you still have it uninstalled).
Do I sometimes lose with 0-1 kills? Yeah, but the majority of games are 3 kills. If The Game is a god tier survivor map, I should struggle with killers to get more than 1 kill. I dont. With t1 myers I do, but t1 myers is 105% and not really meant to perform amazingly. Yet, I've consistently gotten 1-3 kills with t1 myers. With a 1.7k on average. Considering t1 myers isnt really meant to be competitively viable, 1.7k on average is really good.
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@Myla said:
This particular case.
"One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors. Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on"
I think the thought process behind is disastrous. This coming from someone who has been playing Solo queue for years. I don't think Survivor should be hand held because they have the game sense of a potato. I want the average survivor to improve not because they're spoon fed every information in the game on a magical hud. I don't care if this closes the gap between Randoms and SWF. Go use Kindred or rely solely on game sense.
If some killers can figure out Survivor movement without any information perk at all WITH a first person perspective you can too with Third person camera and I have been doing so with enough accuracy to get consistent 3-4 man escapes and this is with randoms. My best memories in this game is clicking with randoms like we were navy seals and getting out alive
Map awareness is a skill and they're destroying it with this hand holding.
Also keep in mind this isn't final but I'm just putting my thoughts out there. I don't want this in the game.
How is this handholding? You cant tell if your teammate is being camped without going there yourself unless you run kindred, that's not gamesense, that's you being forced to use a perk due to a lack in gamedesign.
Just because you can guess where your teammate is, doesnt mean you can guess where your teammate is going. Let alone that the killer has access to seeing scratchmarks in the distance, and any crow that flies in the distance is guaranteed to be a survivor. As a survivor, the crow could be the killer, and you dont see scratchmarks. Killers have gamesense of survivors because they constantly survey the map. Killers dont have to spend 80 seconds on a single location.
So you're completely wrong here. Survivors arent being handheld, all they are given, is an indication of what their teammates are doing. You have to figure out where they are yourself.
Seriously, what kind of gamesense gives you the information that a teammate is going for an unhook? What kind of gamesense gives you the difference in both you and your teammate knowing that you are not going for the unhook? You could be on a gen across the map, being further away from the hook than I am, but me already being quite far away from the hook too. Who would go for the hook in this case? I could already be on my way, wasting your time if you also go, especially if Ruin is up, OR we both could stick on the gen, letting the teammate go to second stage for no reason.
What kind of "gamesense" tells you the difference? What type of gamesense, other than seeing someone getting injured, tells you that a teammate is in chase(obsession being the exception, is the obsession mark wiggling also handholding too much?)?
None, there is none, it was hypothetical.
This isnt handholding, this is just confirming to everyone that you both are currently working on a gen. Calling this handholding, is like giving killers Bloodlust handholding. It's like adding a gen counter being handholding. It's like adding injured states to the HUD handholding. You can figure out if someone is downed if they scream, right? So why even have those icons?
The changes arent meant to give you super specific information. The list they have given was an example of what could be, but by no means would they include that entire list. Its too much work to learn, its probably gonna have things like "being on a gen" "being camped" "being in chase" "being healed/healing someone"(aka, being able to tell if someone is being healed or healing themselves) and probably "working on a totem". Essentially everything thats actually important to progressing the game. That's not handholding. It's just filling the gaps that gamesense cannot fill.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2765950#Comment_2765950
??? It is literally one of the most survivor-sided maps in the game because it allows for zero interactivity. Killer has to go through every single pallet which cannot be mindgamed at all, and by then every single generator is done. Also, you are incorrect. Gideon spawns 25 minimum, 29 maximum. Even 16 is way too many let alone 25. There is no way you can legitimately be serious.
Pallets are the most interactive looping resource in the game, point disproven.
Plenty of pallets that can be mindgamed, go ask a friend to open up the map, drop the pallets and take a shower afterwards or smth, take Unrelenting so you can try out from what point you can start a lunge and where those points overlap. You'd be surprised to see easily half of the pallets being capable of hitting a survivor before they finish vaulting as long as you completely use the lunge.
I have seen 16, never seen more than 26 spawn. Spawning more than 26 would mean pallet spawn mechanics being overridden. Which could be a bug that has been unnoticed, but everywhere I've looked, there are at least 16 spawning and at most 26. Maybe that people used customs to count, but here's a little secret, customs do not take MMR difference in consideration. Customs assume you are a godlike killer compared to the survivors. In reality, you're not gonna be matched up against 0 MMR survivors.
Why do you think some maps spawn in with a 50% deadzone when you play survivor, but with a 20% deadzone when you play killer? That's because in those games with 20% deadzone, your MMR much closer to the survivors, if not exceeding their MMR, while the 50% deadzone happens when your MMR is much, much lower than the survivors.
You can tell how big the MMR gap is between you and the killer, based on how big the average deadzone is. The more loops have spawned, the higher the MMR of the killer.
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@Zozzy said:
You just wasted your time and energy. the devs don't listen to this and do what they want or their investors demand. The COH "nerf" made this obvious.
It honeslty could be that 75% healing speed is fine. Because, if I am not incorrect, the self-heal speed is affected by this too. The reason the speed was increased to 100% was to cancel out the speed of self-care initially. If the mechanic still works the same, this means that self-healing now takes 19 seconds. You might think that it only adds 3 seconds to a 1 on 1 heal, but that's 6 survivor seconds being wasted(minus the time needed for both to be in the radius). And if 3 people heal, it might "only" add 1 seconds, but that's still 3 survivor seconds wasted(excluding the time needed for all 3 to run inside the radius).
Personally, I think they should add 1 more mechanic to boons tho: for every boon that is active, increase the radius with 6 meters, starting from 0. I do think that effect is a bit too weak with Exponential and Shadowstep, since those effects arent particularly amazing in most scenario's, but they could be buffed somewhere else to compensate(not necessarily practical buffs, but like, exponential also making you crawl 10% faster inside it's radius, shadowstep making footsteps 5% more silent)
So that if people JUST run circle of healing, its 6 meters, but if they run 4 boons, its 24 meters. Basically giving people the incentive to run more boons together, making it worth the killer's time more to snuff the boon. Or they could start out with 6 meters and cap it at 24, meaning you'd max out with 3 boons(so CoH is 12, 2 boons is 18, and 3 is 24, which is still worth snuffing regardless of where it is, since it's 3 perks).
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2765902#Comment_2765902
Except it's completely one-sided and overwhelmingly survivor-sided against almost every killer in the game. Pallets are fine. 25-29 of them in one map with every single one being unmindgameable safe or god pallets are not.
No, its not one-sided. It starts out survivor sided, and over the course of the game, becomes more and more killer sided.
The lack of windows means that any pallet used increases the deadzone, any gen done makes it easier for killers to cut you off and even connect dead zones.
As for unmindgamable and god pallets, there are 7 god pallets, 4 of which near the basement, 4 mindgamable safe pallets(hard mindgames, but if you do time it right, you can hit the survivor before they finish the vault), and quite a lot of very predictable pallets.
Besides, there are up to 26 pallets in Gideon, but there can be anywhere between 16 and 26 pallets.
Again, there are practically no windows(there are 6 total, one next to the exit gate which is kinda useless, one at the funnel which often costs 1 hit, one at the tv room, which often also costs a hit, one in the ice room and 2 at the t&l). Once a pallet is gone, its a useless zone. You would need to chase the same survivor around constantly for that to be an issue. If you spread out your pressure, survivors, especially if they arent on comms, would reach the same area again and have nothing to stop you from hitting them. If the pallets at the basement are gone, you could stand away from the staircase, and no one can enter the basement without swapping hooks, nor can anywone exit the basement without taking another hit.
Mechanically, it's balanced. Over time, it gets more and more killer sided. As long as you can cause survivors to require more time(which is kinda your job as killer anyway), there is a high likelihood of a 3k. If you cant force the survivors to spend time healing or have gens regressing to take more time to finish, you would lose like on any other map.
The reason why it feels unbalanced, is because its boring to break pallets. You keep losing the flow of the chase. But that's inherently to do with how pallets work. If DBD created a mechanic that is practically a reskin of a pallet, but causes the killer to keep the flow of the chase, suddenly you would enjoy The Game much more. Nemesis is quite fun to play on The Game, and thats not because he can get rid of pallets easily, it takes him the same amount of time as Demo or Blight. Difference is, is that Nemesis keeps the flow of the chase while breaking pallets.
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@ThatOneDemoPlayer said:
I'm just hoping they'll nerf the distance, not the invincibility frames
I think the distance itself is fine, but I think the ability to use the distance outside of dodging range is not. It's fine gaining 2-ish meters of distance, because you'd absolutely need to if you want to consider it a dodged hit(it's not really a dodge if you miss an attack and instantly hit a survivor again, a dodge would mean dodging a hit and being able to reach the next loop potentially).
So, what I hope DH will be like, is basically what it is now, but has to be pre-activated, require 0.5 second to charge up, gets a 5-second window of being able to dodge a hit, if it dodges a hit succesfully, get exhausted, otherwise get a 2.5-second window where you need to recharge it before activating it again. You could even use this while healthy and remove the injured requirement as it doesnt really gain you distance whenever you want, it gives you distance based on when the killer decided to hit you.
That way, you still have the i-frames, and you still have the potential distance, but only if you actually dodged a hit.
It would also make the "auto-dead hard" function for hackers useless, since it requires a charge up. Let alone that it would even reward people from stealthing up to a survivor and catching them by surprise as they didnt have time to charge up a dodge, while it would punish people who stealth up horribly to a survivor.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2765734#Comment_2765734
Out of my list... GTA, DBD, and (2008-2014)COD are my contenders for top 1 most toxic community.
Play Overwatch, DBD is simply a bowl of delicious salted peanuts compared to that pile of salt, especially if you turn on comms. Your mom's bed activities are suddenly very well known to every single player you kill. I have maybe met 1 player like that in DBD, every 75 games.
DBD has a lot of interpreted toxicity. People being frustrated over something is not people being toxic. People lashing out to their opponents are not them being super toxic. It's slightly toxic, but not overtly. Remember that documentation of that one super toxic player who literally went live just to trashtalk people? THAT is the average toxicity of the toxic overwatch player, but for DBD, it's an extremity.
Yeah, there are toxic players in DBD sometimes, but compared to other communities, and considering the general design of DBD, it's mild. If Overwatch is a Carolina Reaper, then DBD is a mere Habanero.
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Also, The Game is technically the MOST interactive map. I dont want it to be more interactive. Pallets are by far the most interactive looping resource that survivors have.
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The MMR you're trying to create is gonna create the same issues that old matchmaking has. You might aswell just go back to the old matchmaking system. It's not gonna fix the issue of new players facing veterans. It's not gonna fix skill in anyway. Patrick is 100% correct that wins and losses in MMR should matter. You cannot create 1 million ways to draw if there are only 1-2 ways to "win".
However, the way MMR is distributed now is flawed. MMR for killer is fine. MMR for survivor is not. If you got 8 hooks on survivors without being able to kill any of them, you're lacking skill. That skill being strategic skill, but its still skill. The objective of the killer is to try and kill all survivors. A killer getting 4 hooks and 2 kills, even if may people claim it to be less skillful, DOES complete the killer objective more than 8 hooks and 0 kills does. The objective of survivors(as a group), is to escape. The flaw here is that the first dead survivor gets punished the most, even if 3 people escape.
Survivors need to have a group MMR, if 3 survivors escaped, that should give all survivors a similar increase in MMR as killers get for 3 kills. Because all survivors worked for that 3 man escape. But that's not being implemented(however, they did mention that they might work on it).
So what can they do? Create a secondary system that's based on distracting the killer, AKA chase. But not between the survivor and the killer, but between survivors themselves. Basically making survivors fight amongst themselves on who gets the most MMR between them through chase, while the MMR gained relies on escapes.
This creates a system where you can die first hook as the only survivor, but still gain the most MMR since 3 teammates escaped. But it also means that if you hide all game and escape through the gate alone, you could lose the most MMR.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2765774#Comment_2765774
The reasoning that DC "ruins the experience" of a game is just ridiculous to me in the first place. How can YOUR whole "experience" be ruined by someone say...getting called into to work, or maybe their power going out? That's what seems selfish about it to me. A second thing is, you have no idea what my impact in the game would have done. I could've died on that first hook, and for all intensive purposes, I did. It's the same as someone going AFK, yet I never hear them catching any flack for whatever reasons they may have for "ruining the experience." Thirdly, it's nice that you're able to think about all these people I'm "screwing over," but I challenge you to think about the "experience" of the person who got disconnected through no fault of their own. Not only is their experience ACTUALLY ruined, but they are punished for it. Can you unselfishly think about that? Fourthly, and hopefully finally, it's just a game. And we're people. As a person, I try to be understanding. I challenge you to do the same.
And THANK YOU for actually answering my question. That is all I needed to know.
Because I play the game to try and win a match, losing a teammate means I lose a match pretty much guaranteed and there is nothing I can do about it. How can I have fun in a game when a teammate literally made it impossible for me to win? I dont mind losing games, but losing is fine if you have a chance at winning. Winning is fine if you have a chance at losing. Losing with 0 chance of winning very early on in a match simply ruins the match. There is nothing I can do, nothing my teammates can do, and nothing the killer can do, to revert the game to a state where it feels like a normal match.
You dont have to reply to work when you're not scheduled(really, dont, unless you get paid a lot because of your position or paid overtime, it's not really worth increasing your stress, you're not the only person who can do your job, you are getting called for work because you say yes so often, not because no one else can), your power going out might suck, but power outages are rare and still ruins the game(if power outages are common, you shouldnt even try playing multiplayer matches, that also is selfish. You KNOW you have multiple power outages, your teammates dont, not informing your teammates that you might DC because of a poweroutage and still playing it makes you a selfish player). Heck, even the weekly steam reset ruins games, and that one can be hard to avoid.
Let me even give an analogy: You have a chess match, its quite intense and suddenly a dove flies in on the board and knocks over all the pieces. That game is ruined, the intensity is gone, and even if you manage to get it back to how it was, you might aswell restart the game because you've lost your planning. The game is ruined, even though it's not the doves fault. However, if the dove knew flying into the board would ruin it, could avoid that board for a while in general by flying around it that takes like 20 extra seconds, but then calls people playing chess selfish cus he has to fly an extra 20 seconds, then the dove is the selfish one.
"A second thing is, you have no idea what my impact in the game would have done. I could've died on that first hook, and for all intensive purposes, I did."
No, you did not die on that first hook for all intents and purposes, you got hooked and disconnected. Staying hooked means the killer still has to be wary of you for at least 2 minutes. They either need to stay close to waste time on you to make sure you died on first hook, meaning teammates can work on gens. The difference by disconnecting on that hook means you just gave the killer a ton of free time, time they can now spend on chasing a survivor without worrying about a 4th survivor. The time that survivors can work on gens have been cut from 1 gen per 80 seconds, to 1 gen per 200 seconds, just because 1 teammate dc'd instead of dying on first hook. And that is assuming you did get hooked.
"It's the same as someone going AFK, yet I never hear them catching any flack for whatever reasons they may have for "ruining the experience.""
Thats because AFK survivors still require time for the killer to kill. An afk survivor would need to take 2 hits, be carried to a hook, and potentially be hooked for 59 seconds before getting unhooked and then still plays the game. An afk survivor who stays afk all match(clicking ready on accident for example), would still take up the attention of the killer. They still get flack for being afk(especially if the killer ignores them being afk), but they still require the attention of the killer. This is exactly why we want bots to replace DC's, because even if they are terrible, they still require the attention of the killer. They could be chased for 3 seconds, work on gens for 2 minutes with a Pig hat on and die to that trap, but at least they worked on generators for 2 minutes, at least they were chased for 3 seconds. At least they required the attention of the killer or progressed the game. When you DC, no attention is required, no future time is needed. If you DC on dead hook, sure, if you DC during Mori, sure, if you DC after the gates are prepped, sure, DC in a 2v1 so that hatch opens, sure whatever. Any other time? Negatively impacts the game.
Calling other people selfish for wanting to play normal games, is not really a correct claim. That's like an employer calling their employee selfish for wanting a raise, even though that employer is in a position where he could easily give the raise. You could avoid playing DBD untill your internet is fixed so you wont affect the games of your teammates anymore, but you dont, for what? Because YOU want to play the game? Because YOU want to enjoy yourself?. That is the definition of selfish. Players expecting the average and getting less are not being selfish.
Normal games are the norm, DC's are the exception. People wanting to follow the norm are not selfish.
As for you wanting to enjoy DBD before the internet is properly fixed, I'd suggest playing DBD mobile. It's free to play and dc's get replaced with bots and I dont think there is a punishment for dc's(and if there is, it's not gonna be 72 hours) Its a similar experience, you'd still get to play the game, it's free to play. Otherwise, try to inform players that you have a high chance of DC'ing due to internet issues, so that they have the option to ditch the match. It might be harder to find a match, but people need to prepare to potentially pick up a match with a DC.
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@Laluzi said:
I find it really ironic that a month ago you were complaining about how playing killer sucks and feels awful and survivors are abusive and toxic, so you're quitting killer forever, and now you've flipped on your head.
Bubba is an exceptionally fair and balanced killer when he's not using his power to camp. I wholly agree that the ease and effectiveness with which Bubba can camp is stupid. But apart from that, his design is great. He's strong and dangerous in chase, and he punishes getting caught in the open, but he has ample counterplay and using his chainsaw as a true antiloop tool is only the wheelhouse of the most skilled Bubbas. If they were to clean up his ability to make a hooked survivor his prisoner and 100% deny saves unless the Bubba actively screws up, I think he'd be in a perfect state. What you need to do is learn how to use windows and lockers to your advantage, or hug structures so tightly that you negate his speed boost and potentially get Bubba to bump.
In the meantime, please stop screwing over your poor teammates and play the game. Not every Bubba's a camping troll, and against the ones that are, your ragequitting is ensuring that they get the easy 4k they want.
I'd personally say that currently the 3 stacks and the speed for 1 instadown that pretty much fully replenishes when you hooked the survivor is a bit too oppressive on a lot of maps. You need very survivor sided maps with a lot of windows to have a decent average against Bubba, otherwise you'd need to drop pallets like a madman.
I feel like Bubba and Billy need to swap Overheat and Tantrum effects. Because it gives survivors actually the ability to outlast a Bubba who spams his ability, meaning Bubba needs to use his ability slightly more tactfully, let alone that survivors can actually bait Bubba in revving his weapon while facecamping too much to a point where it overheats and cannot be used, safely unhooking teammates. While Tantrum only punishes Billy in the same niches that Overheat was meant to prevent(Billy needed a slight chain on his neck so that maps could overall be more balanced and contain less pallets and strong loops, Tantrum would fit that chain perfectly).
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@memento said:
Compare these two data. It's no wonder people are leaving from killers.
https://us.v-cdn.net/6030815/uploads/Z9AALUHWYKKR/kill-rates-and-pick-rates.jpg
I mean, the first data clearly shows that there is an imbalance. In a game where there are at most 4 kills, and at least 0 kills, the average should be heading to 2 kills across the entire board. The average killrate in the first one is 70%-ish. Thats 2.8 kills on average. That might not seem like a huge disparity, but let me tell you that in other games, a 55% winrate is the bar to start nerfing, and a 45% winrate is a bar to start buffing. Having a killrate of 70% means there is a huge imbalance somewhere.
Right now, if we would take the data at face value, Nurse and Trickster fall within 1% of the average. According to the statistics, anything that is Oni and above would be due a nerf.
You tend to give or take 5% and balance around that. Since 2 kills is the average, 50% would be 2 kills. As long as the killer performs between 2.2 kills and 1.8 kills, their overall performance would be balanced.
If you purely use statistics to balance, half the roster is still performing too well. So they are not working with double standards here. You're simply taking data, taking 2 things out of context, and when they say that the data they show is not the data they use and you start using that data as if they use that for balancing, then YOU are the one with a double standard here. "some other killers have very low kill rates overall" Because this statement is simply false. 2 kills on average is not very low when there are only 4 kills possible Nurse and Trickster have an average killrate of 1.98. That's slightly low, but not low enough to buff.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2765695#Comment_2765695
I feel like this view is very selfish. But I am a person who thinks with their feelings. I find it hard to objectify situations without emotions being involved. I don't think this conversation will be going anywhere. But again, I appreciate you at least attempting to show the smallest amount of empathy.
Thing is, back in the day, killers with horrible connections would have an unfair advantage since they could basically down survivors who were across the map.
You can see why having a bad internet affecting your teammates, even if it's not malicious, is still negatively affecting other people and therefor gets "punished". It is simply unfair to your potential teammates because it heavily affects their games everytime you DC.
It's not a very selfish view, what is a selfish view is claiming you should be able to play even though you're DC'ing often. Because lets put it like this, 72 hour matchmaking ban means you've dc'd at least 10 times (5 minutes, 15 minutes, 30 minutes, 1 hour, 3 hours, 6 hours, 12 hours, 24 hours, 48 hours, 72 hours, I might have missed one), that means you screwed over 30 teammates for personal enjoyment, even if that enjoyment was playing the game. Who is having the selfish view here? It's really best to get in touch with someone with technical experience to get your NAT fixed, it might even be that your current modem hardlocks your NAT settings, in which case you should get a different modem.
As for the penalties being reset, it takes 24 hours of not dc'ing AFTER your penalty is over for it to drop 1 stage. So you have to wait the 72 hours, and then 10 days of no dc'ing before its back to 0 penalties.