PyroGL
PyroGL
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I believe the question was actually in regards to Devotion rewards, not prestiging killers/survivors. Mr. Cote, I believe, misspoke and said "we are looking into adding prestige rewards", when he meant to say devotion rewards.
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BHVR fixes uncleansable totem spots basically every patch. Quit stirring up drama.
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The difference between a flick and a wave is not distinct enough. If you are moving your hands at all, it means killer is nearby. Otherwise, come save.
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@Peanits said:
For what it's worth, most casual modes in online games do have some sort of rank, you just don't see it. Overwatch, for example, has a hidden rating separate from your competitive rank used for quickplay. If you do well, it goes up and you get harder opponents. If you have some bad matches, it goes down and you get easier opponents. Even though you don't see a rank, there still is one.
That said, DBD isn't really a highly competitive game. Yes, there's ranks, but the extent of ranks at the moment is more or less to find you similarly skilled opponents. With that in mind, splitting the game into a competitive mode and a casual mode wouldn't be necessary.
This might be a dumb question, but why do the Devs classify DBD as "casual"? You have the power to label the game whatever you want, but I think it is disingenuous to label DBD as casual simply because you don't want the be labeled as competetive (and therefore have balance scrutinized even more than it already is). To me, a "casual" game is a pick up/party game like Mario Party. DBD has too much depth, skill and time commitment (grind) required to label the game as casual.
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@GHOSTfaceP3 Questions so ambiguous like "Do you plan to change Legion in the future?" are completely worthless to ask/answer. This game has a live development team that works on it every day. The answer to your question is "Yes, but what those plans are we cannot share at this time". A super unsatisfying answer, but the only one you will be given.
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@Munqaxus said:
- Here's how to fix the ranking system.
- Get rid of the emblem system
- Killers
- 0 Kills = -2 Pips
- 1 Kill = -1 Pip
- 2 Kills = Safety Pip
- 3 Kills = 1 Pip
- 4 Kills = 2 Pips
- Survivors (Survivors All get the Same Pips at the end of the game)
- 4 Escapes = 2 Pips
- 2 Escapes = Safety Pip
- 3 Escapes = 1 Pip
- 1 Escape = -1 Pip
- 0 Escapes = -2 Pips
- This is literally the only way you will fix the ranking system because EVERYTHING in the game is based on Escapes and Kills. Right now the "Emblem" system is trying to simulate these stats and failing and has always failed. Survivors are ranking up just playing the game a lot and they're dying over and over again in just a few minutes of game play. It's no fun for survivors to die every game and still rank up, to only die quicker next game. (There are obviously survivors in the red ranks that deserve to be there, but there's a lot of survivors that are being forced into red ranks and get slaughtered over and over again also)
- Why are you taking the most round-about way to simulate what a good survivor does to escape or a killer does to get a kill, when the answer is literally right in your face at the end of the game.
- Again, the emblem system is a failure and has always been a failure. The emblem system is a sunk-cost fallacy for the Devs, they refuse to let go of this system they have sunk so much time into, when they can easily fix the ENTIRE RANKING SYSTEM by pretty much going back to what they had before.
- You can't balance this game with the Emblem System. It doesn't work.
I understand you are frustrated with the current emblem system, but simplifying it too much leads to its own set of issues. For one, on the Survivor side, does the first person to die have to wait for the match to end in order for the results to be tallied? Or is that person's rank in "limbo" until the match concludes, and can requeue without taking those results into account? For killer, only taking kills into account leads very quickly down the path of exploitation by 2 hooking everyone and letting all 4 escape; de-piping basically at will. (Certainly, there are other ways of purposefully down ranking, but this method allows you to noob-stomp low rank players for 90% of the match and then throw the end game).
My personal feeling towards the emblem system is that it desperately needs an in-game, live notification when the next emblem quality has been achieved; immersion be damned. The guessing game that we have to play for something like # of chases won, or how how much healing/unhooking we've done and what that equates to for emblem quality is often super ambiguous, despite there being a rote formula to calculate it. If the game added pop-ups, even just a symbol next to the BP score event that showed the color and category, that would give us some idea of how we are doing mid-trial and not be surprised so much when the score screen hits. The only emblem that this kind of system wouldn't really work for is Unbroken (Survival) category, but that is because of the way it is calculated, and is mostly based on the event of you actually leaving the trial alive, so it's pretty self explanatory. Yes, some Emblems can go up and down in quality as the match progresses, causing more than just a few emblem changes, but, to me, that just gives the player more information, and that is a good thing, imo. Heck, maybe if done right, it might discourage hard camping if killers could see their Chaser emblem quality go down right before their eyes.
EDIT: Forgot to mention, the fact that the emblem system has not been adjusted to compensate for each killer's power is perhaps the biggest oversight the devs have made to date. I am truly baffled why the emblems for a killer like Hillbilly have the same requirements as a killer like Trapper or Hag. Why do insta-down perks/killer power not grant double the chaser emblem quality? Why do set-up based killers have the same gatekeeper time requirements as everyone else? Each killer should have unique emblem score values to reach based on their powers.
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Negative. There are no teachables in the Mobile version. All perks are unlocked, and you get a new random perk (or a higher level of one you already have) every time you level up a killer. There is no bloodweb either.
EDIT: Clarification, I unlocked BBQ and Chilli on my Trapper at lvl 6. I do NOT own Leatherface (on mobile).
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Does your idea hinge on all 5 gens being completed before the key can open gates?
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My suggestion for Hangman's trick:
- Gives notification when sabotaging a hook
- Hooks respawn in 30 seconds after a sacrifice or sabotage.
- While carrying a survivor, Increases sabotage time by 100% (So sabo would take 5 sec instead of 2.5 sec)
This way, you can try to pre-sabo a hook very quickly, but the killer will know ahead of time and plan accordingly. If you attempt to sabo in his face, it's extremely risky, and you definitely cannot sabo after taking a hit.
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@kosmi said:
https://forum.deadbydaylight.com/en/discussion/comment/1148264#Comment_1148264
No it can't not be implemented especially cz other friend can watch killer and tell them what is he doing and where is he, same goes for killer they can have friend tiping them where are the other survs. You can only watch other survs if you were in their team. For tipes either you discover them on your own and find you play style or simply watch other killer streamers.
The OP is clearly asking for a replay system, similar to what is done in SC2 or LOL, where AFTER the match is over, a replay of the game can be viewed for analysis from all perspectives. I'm sure it's a feature that is on the never ending "to-do" list for the devs, but is ultra low on the priority list.
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This is the kind of data breakdown that the devs need to put out, separated by platform, region and for different rank brackets. What is presented in the OP is marvelous. I only wish the devs were willing to output the "official" stats on a regular basis (and also not immediately dismiss their own numbers as anecdotal, and not to be taken seriously).
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Nothing has been delayed. With no announcement date, there is no deadline, and thus, no way to be delayed. Just because there is a historic pattern, doesn't mean it is a certainty.
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Spirit's Hallowed Catalyst head and body
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1122114#Comment_1122114
Counterquestion: Was Otz supposed to have an easy time using the worst addons and worst perks on one of the "weakest killers" in the game? Was he supposed to have a blast despite the fact the survivors ran meta perks?
This video basically shows survivor perks don't matter. You can play one of the weaker killers (yes Bubba is my favourite killer and I've been maining him since day 1 of his release but that doesn't change the fact he's easily countered) and run the worst possible addons/perks and still 4k/2pip.
I don't think anyone was expecting him to have an "easy" time with the build he was running. His entire stream was of him running the same "worst perks" in the game on all killers. Many of the same frustrations were experienced playing this "bad build" as are experienced when he runs normal "meta" builds.
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@Peanits said:
I don't know if we just watched the same match, but I just saw Otz 4k (and double pip) with speed limiter bubba and no meta perks.
Does the flow of the match and the events that occurred during the trial matter at all? Or is it just the results that are looked at by the dev team? Yes, Otz ended the match with a 4k double pip. Why did that happen? Was it because Bubba is an ultra strong killer with OP perks and addons? Or was it because the survivors continuously threw themselves at the one on the hook? Is that how survivor play is supposed to occur? If not, then why were they able to get a near total reset?
No doubt the community and the devs both want to keep interesting and clutch plays in the game, but how many mistakes were afforded to the survivor team during the course of that match? How many are typically afforded to killers playing against typical red rank survivor teams? This, coupled with the time crunch killers are under, is where the imbalance in DBD lies.
One last question to ponder; do you think Otz felt good about that match or frustrated, despite the results?
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@wrathofthemeg said:
But is farming with a survivor a banable offense? because I cant read anywhere and lets face it, at some point everyone has farmed at least one
Farming is not a bannable offense. Working with the killer is only bannable when a survivor intentionally griefs his teammates and gives away their positions via coms.
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Perhaps you can consider things from a more practical stand point. Take DS, currently viewed as an extremely powerful perk, despite being a one time use perk. Whenever there is an obsession, killers have to fear the DS for the entire duration of the match on every survivor, even if DS is not actually in play. As a consequence of this fear, slugging the last hooked survivor for a minute is a common tactic used to prevent DS from being used. Now, once For the People comes into play, killers will need to be concerned about the slug getting picked up instantly as well. Does this not concern you at all? Does the coordination of 3-4 man SWFs communicating these instant pick ups not concern you? Again, it doesn't have to happen 5 times in a match, only once or twice to kill the killer's momentum. Calling slugging situations "niche", when it is pretty much the only option killers have when combating DS and gen rushing, is disingenuous, and flat out ignoring how typical trials play out.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1105408#Comment_1105408
You do realize you can't use this perk while injured, right? If survivors don't heal, they won't be able to use it to it's real advantage.
The use of For the People isn't meant to completely replace healing entirely, it's there for the clutch moment that the survivors need it (and consequently also when the killer needs the slug as well). You only need 1 or 2 uses of the perk in any given trial to mess up the killer's momentum. I'm not sure why this is so difficult to understand.
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I won't claim the perk is "toxic", but I will disagree with your assessment that it isn't a crazy strong perk. The entire point of slugging is to slow the game down to force survivors to heal/recover and take them off gens. By instantly picking a downed survivor up, now you have lost the pressure created by the slug, enabling both survivors to get back on gens. At higher levels of play, survivors don't care about being injured or broken, thus making the penalty given by For the People, largely irrelevant when many survivors don't heal anyway, or go for the Adrenaline play. This is the identical tactic taken when fighting Plague, since looping and doing gens has no consequence when injured.
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I can see For the People being extremely strong/broken in a lot of situations. It is a crazy anti slugging perk.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1066887#Comment_1066887
You aren't being an ######### by mashing a key. And if you get upset by someone mashing a key, you likely shouldn't be playing many PVP style games because they're all ridden with some type of key mashing.
Yes, mashing a key does not inherently make you an #########, intentionally tilting your opponent and trying to make them mad, does.
Additionally, if everyone is supposed to have the mental fortitude to ignore these psychological attacks as a prerequisite for playing the game, then they wouldn't be effective, and thus there would be no need for them. Kind of a contradiction if you ask me.
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I've always found the use of psychological attacks when it comes to competitive games to be a weak excuse to be an #########. Fact is, if you are more skilled than your opponent either mechanically, or strategy wise, you'll win without the use of "getting into your opponent's head". Competitions exist to test for skill in games/sports, not how effectively you can mess with the other person's mental state.
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@Leyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/1050677#Comment_1050677
Yeah, this will be quite bad, that's why IF he have the approval from BHVR, we will work on it harder to being whitelisted by easy-anti cheat
I am unaware of any process that would allow this, but I also don't code or create mods myself. Best of luck to you.
As an aside, I feel the need to mention that sound issues have been a notorious problem in DBD; often being fixed one patch and then broken again in the next. I imagine that even if you do manage to successfully fix sounds, your hard work may be undone the next time the game is updated; and you are then stuck fixing your mod again.
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While I am not a dev, I can almost guarantee that editing sounds in any way will be a swift way of getting banned; even if the intentions are genuine.
Edit: *Beaten to the punch*
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1046963#Comment_1046963
You know, you dont have to show the EXACT numbers.
You dont need to know that your skill level is exactly 2137 points and you got 69 points last match. Everyone would be content with "Skill Ranks" eg: Iridescent rank: 2000+, Gold rank: 1500-2000 points, etc. And if your skill ratin increased or decreased in last match
I'm only stating my guess as to the answer to the OP's question. I don't particularly like that MMR will be hidden, but that doesn't change the dev's thought process behind their decision (according to my guess). Your suggestion is a viable alternative, but I would hesitate to extrapolate that EVERYONE would be satisfied with it; I personally would find it very bewildering to have the endgame screen telling me I've gained MMR, but no idea how much, even if it threw me into the next bracket of "Skill Rank".
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The reason behind hiding the MMR score is likely to prevent players from "gaming" the system and figuring out exactly how it works. This is an issue because gauging skill is not a defined feature of this game; basically because there is no clear win condition, and you can't simplify the system to just track wins and losses as most MMR systems do. DBD's system will need weights, adjustments and additional tracking of activities that occur within the match to determine the hypothetical "skill level" that a player preformed at. Some actions will be higher valued than others, and with that knowledge, players could prefer doing those actions to boost rank, or intentionally avoid them to rank up slower (to noob stomp).
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Of all the streamers and content creators for DbD, SpaceCoconut is someone who I find most biased and I take everything he says with an enormous grain of salt. Despite bringing some valid points up in many of his videos, the outright refusal to play survivor to even a basic competence level (or even spend bloodpoints on them), really hurts his positions in a lot of things balance wise.
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@not_Queen said:
Alright. I can understand that some frustration can occur with game balance but before this transforms into a full fledged bash fest, let me clarify some things:
Game Development is a team effort. No one is the sole responsible for all the changes.
- Ethan and Louis are nice enough to show up, in public settings, and explain balance changes on behalf of the Design team. They are not the only decision makers on the changes, there is a Designer team behind them and changes need to pass through a lot of approval levels.
- Mat Coté is in charge of partnerships (licences, representation, etc.) not in charge of game balance.
I truly think this Community can do better than what I am seeing here.
Thanks @not_Queen for bringing some sanity to the conversation. Quick question, I know Louis streams on occasion, does Ethan happen to stream as well? I'd love to see how he approaches and plays the game.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1029883#Comment_1029883
So you think that the survivor who spent time not working on generators should be punished on their generator repair speed? Sure. That makes sense.
Sorry for participating in the discussion. My mistake.
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I think @CLAUDETTEINABUSH needs their own sub forum called "_____ do you use it?"
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Only PC steam players can access the PTB. You are free to give feedback based on videos and streams you view in the feedback section of the forums.
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How about after cleansing any hex, the cleanser is affected by a new status for 2-3 mins.
New status effect: Burned - While affected, survivors repair generator speed is X% slower. (I am thinking about 15% would be a good number for this, but would need tuning)
Just something to add risk to cleansing, but isn't too oppressive.
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It might help if commenters added some basic info about their region, platform and rank to their posts. These back and forth "I have long queues", "well I have instant ones!" comments are so unhelpful.
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Way back in the day, long before any themed events were made in DBD, there were community events where we had to do a certain X action some Y thousands of times collectively. The reward was a skin for everyone who participated. These challenges were usually complimentary, one of the challenges being where Survivors had to throw pallets, and Killers had to break them. They were fun challenges, because they only lasted 24 hrs, and everyone usually wanted to get the challenge done, so the community worked together to accomplish the two separate goals.
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Killers don't have time to open the gates themselves. They are typically in a chase already and breaking it just to open the 99%ed door is basically an automatic loss of the chase, and more than likely any shot at the kill. Not sure why everyone keeps saying this is the preferred tactic to use once the gates are powered.
Also, everyone saying "Killers aren't entitled to one last kill or a 4k" etc, please stop. This line of thinking is easily flipped around to "Survivors aren't entitled to the save or escape". No, the EGC is not meant to add lethality, but the fact that it can be delayed until its completely convenient for the Survivors to start is what makes the tactic feel cheap.
Also, Bloodwarden being counter-played with such ease, makes it basically a dead perk. That is really unfortunate for such an interesting perk.
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I tried to play Plague a lot when she came out, but got frustrated by the projectile speed of her vomit, constantly missing my target. Even when I tried leading the survivor, I end up hitting whatever we are looping around. Now, I only play her for dailies.
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@Bill_I_Am__Overbeck said:
I've seen people say that sometimes it's a better tactic to abandon chases and patrol generators when the chase is not going well. I have a few issues with this argument.
Say you're getting bamboozled by a good chaser survivor. Of course if the other survivors are competent they'll be working on generators. Most of my games where I played without ruin came down to getting a hook and bringing survivors off of generators to a somewhat center location, where then I could capitalize and snowball as a killer.
Unless you're running information perks (and they have limits), abandoning a chase means that you've lost all pressure on survivors and have to spend more precious time patrolling/walking towards a generator that's being repaired. Not to mention, what if the survivor you're now chasing is an even better than the other survivor that was being chased?
Of course, I could see abandoning chases in extreme examples (where the chase is above 30+ seconds and the survivor is uninjured and heading towards another good loop). But otherwise? I think it's a terrible idea to abandon chasing a survivor under normal circumstances.
Thoughts?
All true. Not to mention that by abandoning chases, you lose Chaser emblem quality.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1004275#Comment_1004275
The OP is being laughed at because they're being overly dramatic. The title of this thread says literally "robbed". Of course, nobody can't take that seriously.
Overly dramatic? What exactly is wrong with the use of the word "robbed"? Being "robbed" in games, to my knowledge, has always signified having a win or something beneficial stolen or taken from you through either RNG or sometimes through "cheap" mechanics. The use of the word seems pretty on point in the context given.
Also, what exactly is the appropriate response to getting keyed twice (or even once) in a match you are close to winning? No doubt, the first reply will be from a zen-master with all their chakras aligned and has iron willpower who never gets tilted or frustrated by any game, ever. DBD, and most games, elicit emotional responses from us lesser humans. Sure, a double key may end up surprising a veteran and make them laugh at the absurdity, but the OP could be a new player, or has been subjected to keys multiple times recently, making the double key game especially frustrating. Hell, they literally made an account to post about it.
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This thread is perhaps a perfect example of the ridiculous community toxicity that DBD has. Someone makes a thread and explains that he had a bad time due to the circumstances in-game. Then half a dozen people tell him that it's "his fault" for not playing well enough or he "didn't pay enough attention". Meanwhile, the sentiment and frustration about how a game, that the killer was clearly on the path to "winning" and gets snatched away from him by items (twice), goes unaddressed. The lack of empathy and assumptions being made, "bring franklin's, bring mori", are ridiculous. You don't know if he has Franklin's Demise. You don't know if he has access to a Mori in any given game. You don't know if the keys were brought into the trial from the beginning, or if they were found.
Keys feel cheap when they end a game that the killer is in control of. That is fact. Counter arguments about Moris are irrelevant and a distraction from the topic at hand. Dictating the use of Franklins is nonsensical due to keys being able to be acquired mid-trial; thus essentially requiring the perk to be equipped at all times.
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I personally, heavily dislike playing against Ghostface. Not so much because he is "OP", but moreso because the hit and run, no-stalk style of play that most GF use is boarderline broken in a huge number of scenarios depending on map, and even certain map tiles. Regardless of the fact that he can be looped, there are gens on nearly every map that are in enclosed spaces that don't give you line of sight to see him coming. Sure, you search and do the gens that are in more open areas, but eventually you run out of those. The extreme synergy with Nightshroud and A Nurse's Calling additionally makes it difficult to recover the free hit he tends to start encounters with. This doesn't even mention the extremely campy nature that lot of GF players like employ around hooks by using their stalk mechanic to expose the unhooker. The broken reveal mechanic and ability to act like a whack-a-mole (popping in and out of cover and resetting the reveal duration while gaining stalk) and expose survivors is additionally frustrating to play against. I'd prefer to play against any killer over GF, yes even Nurse and Spirit, all day.
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Moris are likely one of the most time consuming/ expensive "cosmetics" to implement, due to animations requiring a lot more work to create. While it's possible, I'm not sure it's economically feasible to make so many of them. That being said, I would love to see more of them, and would be highly incentivized to do the rift again if they were a reward
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Am I missing something? Doctors come in all different types, including medical, psychiatric, therapeutic, etc... Herman Carter's bio doesn't say he is a surgeon or a primary care physician, it says he worked in the psychiatric/neuroscience fields.
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Myers has a 6m TR in T1, but also gains the Undetectable status, which lowers it to 0, regardless of its original value.
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@Almo said:
"The only things i don't like is the delay of the static shock ability. It takes a second before it hits the survivor and it feels weird. And the long pauze before you can swing again. If those get changed i feel that doc is definitivly better of"
This will be fixed. There's a 0.25 sec extra delay before the Shock Therapy hits that is a bug. It's supposed to be 1 sec, but it's 1.25.
The 3 sec delay before you can hit someone after a Shock Therapy is also too long, and will be reduced. Not sure to what yet, but you're definitely right about those.
This is fantastic news that these interactions are being looked at. In an effort to push Doc and make him slightly more competitive, would it be possible to lower the shock delay from the intended 1.0 sec to something more along the lines of .5 or .75 sec. Between the existing 1 sec delay and latency, there are tons of vaults and pallet drops that seem to happen long after a shock "hits".
Additionally, I would beg to have you guys and gals look at the default shock range; the 10% buff it already received really does not seem to be enough. That being said, we could be wrong, but won't know until the other bugs with shock hits are ironed out. Without a mid-PTB patch to correct the known issues, we cant test how a corrected shock hit works in relation to the buffed shock range.
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I know the OP is pretty much troll bait, but regardless, I'd actually agree with the removal of this perk interaction. Not because it's OP or anything, only because it is inconsistent with the other perks that killers use to affect generators (i.e. Pop Goes the Weasel and Overcharge). The fact that the text of Surveillance specifies "regressing generators" and not "after preforming a break generator action" (i.e kicking) is a technicality that I do not believe is intentional and purely coincidence. When Surveillance was created, the only way a killer could regress a generator was with through a kick. Now that Surge has been added, and Ruin being changed, yes, killers now get the ability to regress gens through those means, but why should Surveillance work but not Overcharge? Obviously Pop is a different story, since it is not always available.
Obviously, the interaction of Ruin applying Overcharge every time would be quite brutal, though there is a debate to be had regarding gen tapping or preventing regression with 1 frame of animation during a chase, but since ruin skill checks are already too difficult for some percentage of the DBD community, it is folly to think they would allow Overcharge to interact with Ruin. Therefore, for consistency, I don't think Surveillance should either (same logic should apply to Surge too).
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Good survey. I know it is likely too late, but I would have recommended adding some questions regarding the the feelings people had on the grindiness, and how difficult they felt the challenges were. These seem to be what most people took issue with when it came to the Rift/Archives.
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Pink Elephant Clown cosmetic got added.
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@Parallax said:
https://forum.deadbydaylight.com/en/discussion/comment/969992#Comment_969992
Surveillance activates when Surge blows up a gen, so a gen just has to be regressing in order to activate Surveillance. There isn't a reason why Ruin and Surveillance wouldn't have any synergy.
I'm more interested in getting Overcharge to work with Ruin as well.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/969876#Comment_969876
It doesn't trigger Overcharge as Overcharge is based on kicking while Surveillance is based on regression (regardless of how it was applied).
Appreciate the response, but I don't see the logic being applied here. Regardless of the wording on Surveillance, the only (normal) way to regress a gen is to kick it. The only other perk that does this is Surge, which, sounds to me like you guys are picking and choosing perk synergies.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/969958#Comment_969958
I believe that requires you to manually damage the generator, same way Surge does not proc Overcharge either
Surveillance also requires you to damage (regress) generators as well. Why the synergy exist for one and not the other?