Ryuhi
Ryuhi
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061622#Comment_3061622
While you can do this and I'm fairly sure that specific data is saved internally, it's still not that simple. A survivor killing themselves on hook at the start of the game is pretty distinct and definitively taints that game as a balanced match. They could track whether a survivor self-unhooks 3 times and then misses both skill checks. However, it's not so clear later on. People can be trying to kill themselves because the game is already lost and they're just hurrying up the inevitable or even genuinely gunning for the kobe that'd be the only way to save the game, or because they want hatch to spawn ASAP - in those cases, the player's death isn't tainting the data sample and there's no need to discard it. You can also have a brand new player who thinks struggling is the correct thing to do and doesn't understand skill checks, and while the match becomes a 3v1 prematurely, it's due to in-game incompetence rather than a player refusing to play.
Then you get to cases where the player totally hook suicided on purpose, but it wasn't clear-cut enough for an algorithm to see it. Maybe they successfully kobed and had to wait for the killer to hook them again - which isn't always immediate, because sometimes killers take offense to what the survivor is trying to do and slug them for as long as possible, or ignore them and the survivor ends up chasing the killer begging for a hook. Maybe somebody managed to unhook them in time. Maybe they didn't give up immediately but suicided once some time had passed and no teammate was moving to help them yet, so they only struggle once or twice. Maybe it was the second hook they gave up on, not the first. Those cases start to get way too muddy where "did this survivor die normally or were they trying to quit?" is concerned.
When you also have AFKs, and memesters, and trolls, and even cheaters, it's just not really possible to keep survivors who aren't trying from tainting the data. Same goes for the killer side. You could identify a killer who doesn't get a hit all game, but you can't determine whether someone was sincerely outmatched or if they were just goofing around or throwing for a challenge.
So you just need to have it flag them to compare with a second factor check, be it time elapsed in the trial/number of surviving allies/egc/ whatever. This is all information the game is constantly tracking that can be applied with the proper perspective and forethought. Pretending none of it exists creates an improper foundation for statistics regarding causality.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3061792#Comment_3061792
Yeah I meant a projectile in the sense it travelled through the air like Imps or Cacodemon fireballs, like Trickster knives, I never looked up the code of Doom but I always supposed it was an object that appeared at your feet and behaved similar to a rocket and it warped as you moved, and if my memory serves well I believe you can see the pilar of fire exploding in the corner where you went LoS if you did it at the very last instant.
yep, it has some pretty interesting behavior. even can be used to do a safer form of rocket jumping too. A lot of things in doom used the engine in ways that were nothing like their visual, like the BFG.
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I think the biggest thing we're going to see is a lot less risk taking at pallets. I'm generally going to expect a drop 1 loop sooner than i would assuming everyone has DH
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They couldn't have made Chris one because he would have to have one about punching boulders and by boulders i mean the killer :)
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3061699#Comment_3061699
Nah not really, the Archvile attack wasnt a projectile, was a massive explosion that worked the way you say, he channeled for 3 seconds and if you were in line of sight the explosion occurred right at your feet without chance of dodging it. Trickster is just a guy throwing knives and seeing how little damage they do and how they travel I would say he is closer to cannon fodder Imps than the Archvile.
it technically was a projectile actually, it would instantly call a warp function to the targets position, and then continuously rewarp as long as the target remained in the archie's LoS. If sight was lost, it would retain its last position and rewarp if the archie regained LoS. It wasn't a missile in the traditional sense but it certainly was a separate actor that used pointers and everything. I also said the comparison was loose, but had more relation than one would assume. Almost like if you combined archie flames with the needler from halo and removed homing functions :P
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In a way, ironically the trickster's ability kinda works how og archville's flame attack did. He had to see you and start channeling it on you, and you had to be in his line of sight when he detonated it. not exactly the same, but this topic made me think about how they're not as different as i thought.
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Personally I don't think flashlights as a mechanic are really the issue. Things like being able to somehow blind from outside of the killer's visual FoV, having lockers at corners where survivors can easily flashlight stun while getting a survivor out of them, photosensitity/audio acuity/other accessibility issues they create, and unnecessary exploits that serve only to annoy like clicking macros are much bigger issues than anything else.
Survivors having a tool they can use to make saves that requires a portion of skill isn't bad in itself, but there are a lot of secondhand problems that arise with what they're currently capable of.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3061614#Comment_3061614
pretty impossible for getting survivors who've suicided on the hook to be excluded from data. Hence I was specific to the point raised that this was DC's.
Is there no way to internally track things like number of self unhook attempts, % of passed skill checks in stage 2, etc?
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I never bothered, because a killer using BBQ who saw no auras would usually just either camp or proxy camp the hook due to no direction to go in. If i'm on the opposite side of the map and im the only one they see, I want them to come after me.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3061127#Comment_3061127
Games with a DC (or more) are not considered when collecting data.
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3060763#Comment_3060763
DC's are not included in kill rates, just as an FYI.
And please bare in mind that the data in that graph is months old and doesn't fully represent the game at present time.
what about games where someone kills themselves on their first hook, sandbags, or otherwise ints?
While i'm glad DCs throw out the stats as misleading, there are other arguibly more common factors that seem to get ignored as potentially skewing outcomes.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3061553#Comment_3061553
When you remove options, like looping and mind-gaming, then it's dumbing down pretty bad. Especially when this game use to be all about mind-gaming.
You may be coming from this from a killer perspective and from a killer perspective the game is very immersive. There's a lot of stuff you can do as killer. However, if you played survivor significantly, you would notice that survivor options to do stuff have been removed. Mind-gaming has been removed, being immersive has been removed, perk variety has been reduced. It's almost become a game of hold-w for survivors.
As for camping and tunneling from gen 5. I see it about 1 in every 4 games or 1 in every 3. Not sure if you consider that rare or not.
The amount of survivor options is plenty as long as you actually understand loops and tiles themselves. While there are occasionally dead zones, there are far less than you might think. Windows is absolutely amazing at all levels of skill for routing chases in advance and making sure you approach that unseeable window at a proper angle to get a fast vault, or knowing whether or not that pallet around the corner has been used by a previous survivor. It even helps you route chases in a way that spreads out pallet usage in order to prevent leaving deadzones for others. This combined with the absurd amount of counterplay possible with most killers (including anti-loop ones) gives you a lot more potential as a survivor than you might think.
Every time I play killer its pretty much exclusively to get a daily out of the way. and every time I do, I'm learning more about how to counter that killer and how to be more efficient as survivor based on what i get matched up against.
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I mean, the only reason i can think of that you would feel removing killers ability to camp with an equal reward for using the inverse strategy would be that you enjoy camping. If there was a way to get as much (if not more) pressure for specifically not camping, would you even consider it? If you're only being so hyperbolic considering the example I provided, you're more than welcome to come up with a better one. The fact of the matter is that hook timers are unhealthy for individual survivors agency in a match, but they're a necessary evil due to how little agency killers often have compared to the group of survivors as a whole. Thats the core aspect that needs to be addressed.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3061562#Comment_3061562
Wow, I wonder what could possibly result from removing an absolutely giant amount of pressure that cannot be balanced for because you fundamentally deleted an entire core mechanic. Gee, I can't tell.
I mean survivors used to be able to permanently sabo hooks and that got changed, which few would argue against being for the better.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3061535#Comment_3061535
Dumbing down the game is making every new Killer completely anti-loop so the only option you have as survivor is to hold-w. Being able to run a survivor down and face camp them out of the game and win when you really didn't do anything is dumbing down the game.
Oh, i didnt realize they went back and gave anti-loop to all the M1 killers. also facecamping has literally nothing to do with the complexity of chases, if anything its a symptom of how bad many chase positions are that it would be considered necessary even at high skilled play.
If anything, survivors needing to make a read on whether to stay at a loop or break away from it while the killer slows down to set up their anti-loop (artist and dredge especially) adds MORE layers than removes them.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3061544#Comment_3061544
That would literally kill the game.
Funny, that was said about a lot of things that ended up not only being embraced, but even basekit. CoH killed the game more than any change to date and people still defend its existence and still play the game. You can have a match on the game where predropping every pallet can result in the killer not being able to get a single hook, but the game (lol) yet lives.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3061528#Comment_3061528
It's not that people don't want to lead the killer away. It's often that the killer just stays close to the hook. Even if you manage to leave them away a little bit, if they don't see an easy hit/down they immediately turn back to the hook.
But yeah, if a killer is actually cool enough not to proxy camp or tether themselves back to the hook than sure, BT isn't necessary.
I mean, obviously the devs disagree with your take or else they wouldn't make BT basekit.
That is a self fulfiling scenario. I lead killers away from hooks constantly, and im not even a great looper. I just understand map pressure and do what I can to help with it. Does it work every single time? of course not, some killers can and will camp regardless. But i also use that information to make myself theoretically invincible knowing they refuse to come after me when it would cost them their own pressure.
I guarantee I succeed at it more frequently than survivors unhooking in the killers face and basically encouraging them to camp and tunnel.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3061508#Comment_3061508
"even being outright removed"
What are you on?
did you ignore the part where i talked about how it would need compensation for killers? you could easily do something like having inactive gens regress while someone is on hook and suddenly you'd have both room to punish camping and reward killers for leaving the hook to spread more pressure.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3060689#Comment_3060689
Pretty much this. Looping has pretty much become a relic because of all the anti-loop killers that have been introduced. It's unfortunately because it just dumbs down the game.
Also, why worry about how long a chase takes, because you can just face-camp or tunnel a survivor out at gen 5. If survivors don't have 3 gens done by the time you tunnel someone out, then you've won the game.
How does giving killers equal agency in loops dumb down the game? there are many positions that not only cannot be mindgamed, but are also a guaranteed bloodlust reset as well as distance gain (forced pallet breaks) if killers specifically don't have a way to get around them. The problem is the same as it has always been, with map design itself.
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I mean ironically the perks that help solo the most are the ones people are never willing to use, Windows/Kindred/Empathy. They give you tremendous amounts of information you can use to make decisions as if you had the knowledge of an SWF. Instead they double down on crutch second chances and cry its necessary.
The only meta perks i've been using for ages are spine chill and dead hard, and only as a matter of preference. they've always been the first two i switch off for any challenges that require other perks or playstyles. BT was never necessary if you were able to lead the killer away from the hook in chases instead of trying to unhook right in front of their faces. and if they ignored you? you should be pumping out gens to punish their decision. Leading a killer away from a hook or potential 3gen is incredibly strong at resetting their pressure, but people dont want to bother learning things like that when they can get BT at basekit and get the perk itself buffed to boot.
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@Aven_Fallen said:
Hook Timers in general should be increased to make camping unattractive.
Hard agree, hook timers increasing or even outright being removed would be a strong preventitive measure for camping. BUT, it absolutely needs to be paired with an incentive to leave hooks. Things like the nerf to pain resonance gives killers less reasons to want to leave the hook, and gives them less pressure to offset the pressure they're abandoning by not camping. If hook timers were removed without any supplementary change, all it would serve to do is reduce kill rates.
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@ArchAbhor said:
More silent hill. I mean like a realms worth of maps for it. Such a great environment with so many good locations. If i ad to pick a specific one itd be Lakeside Amusement park. I know it couldnt happen but itd be cool of they could somehow implement the water prison from 4 so surreal.
to a lesser degree i think there are a bunch of great areas for maps in the re universe too
Midwich and RPD both suffer from a similar issue that is almost always going to be present when taking a map from a game designed around entirely different gameplay: They did an absolute fantastic job with the maps aesthetically and in carrying over their original feel and design, but an absolutely horrendous job balancing them for the gameplay loop in dbd. While I think locales like the hospital/amusement park/etc have metric tons of potential and im sure would look fantastic, I have very little faith they would play in a way that wouldn't be absurdly unbalanced for one side or the other.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3061367#Comment_3061367
I meant the news that you have to be p1 before the patch to get p3 once the update hits live. My only prestiged killer is Sadako because I wanted to flex and p3 her day one. The rest are p0. So, as far as I am aware, I will not be getting tier 3 perks for all my killers even though most of them could have gone well beyond p3.
There's catchup for how many perk tiers each character has as a separate thing to the previous prestige upgrade mechanic. each tier of a perk counts for one point, with different cutoffs determining how many free prestiges you'll get. So most of them should get at least P1 or P2 for free if you don't do anything.
With killers i've been going back and forth on which ones to p1 and nuke their addons, or keep them as is to not lose those and have them at least have their tier 1 or 2 perks out of the way.
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@sizzlingmario4 said:
If you think boons are essentially killer’s perks then you haven’t gone against coh on maps like ironworks. A boon totem at the top of that building is one of the most unfair things in the game and as most killers you basically have to tunnel the booner out asap to have a chance. And I hate tunneling normally but all bets are off when I see that.
Why boons do not have verticality limits is still beyond me. Their power on multifloor maps where the path to reach them is limited or otherwise time consuming is an absolute joke of an oversight that has been brought up plenty of times. If the argument is "it only takes a few seconds to snuff, but longer to boon" than pathing distance absolutely needs to be factored into that mindset.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3061349#Comment_3061349
I don't understand what BHVR's goal was trying to be? Were they expecting killers to pick up the survivors anyway, so they survivors could wiggle off, because letting them bleed out would be "too boring"?
They want survivors to feel like wiggling is less useless, just like how sabo got buffed to see scourge hooks to make it even easier to predict the pathing that killers will take and which hook they'll choose. They want to buff survivors ability to deny killer's objective when every second of the killers time is tremendously more important than any given survivor's. Its swf pandering and trying to give hope to solos while basically just promoting slugging even more.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3061331#Comment_3061331
Before the perk was buffed one of my original ideas was when someone is hurt dropped pallets get blocked to or destroyed. I think blocking is better cause it fits the theme of the perk
I meant more in having a cooldown (instead of being a hex) to prevent it from being overpowered, but having it create a short window of threat for staying at a loop when you just got outpositioned. It could be a useful perk for m1 killers who get the hit just before the survivor reaches a safe pallet, while requiring the survivor to attempt to gain distance rather than hunker down into an unwinnable situation that often forces a pallet break. Having a cooldown would prevent the effect from being used to chain into more snowballing pressure, you could just have it unblock the pallets once a survivor is downed and give it a 30+ second cooldown that doesnt reset on reapplication (think how DMS works) so that it wouldn't let them chain it into a new chase.
M1 killers are the ones who need the most help against how awful some loops are designed, and this perk can do just that... assuming it doesn't get destroyed quickly like it often currently does.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3061019#Comment_3061019
Did BHVR ever give a reason for why they removed wiggle regression? It just means I'm forced to let more survivors bleed out, which is probably tedious for the survivors.
Note how they didn't remove the wiggle bonus for the act of dropping itself, just removed the decay. The factors involved get ignored, like usual, in favor of the most hamfisted adjustment.
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a map with no god loops or bandaid breakable walls but instead a large number of mindgamable loops and weaker windows. Just making chases more dynamic while having less potential deadzones.
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Honestly it shouldn't be a hex, but rather work like how DIssolution does, maybe with a considerably longer cooldown. Its better than the worst hex perks, but none of that matters if they're not strong enough to justify being deleted early in the match.
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The reasons people think reports do nothing are:
1.) there is no feedback concerning whether reports submitted by the player lead to any action
2.) the reporting system has a massive requirement for players that is unrealistic (recording every single match in case their perspective is able to even witness it, or have recording setup ready to be toggled mid match before needing to witness it again.)
3.) The sheer volume of cheaters. How many digits of epic store throwaway accounts are there that people use to cheat? When paired with the above this is extremely important.
4.) No overall community progress updates. They opt for radio silence as their tactic in "the arms race," which is backfiring by eroding player trust in the reporting system in the first place. Keep in mind this isn't about them saying "we fixed x loophole that was being used" but more "we have banned x number of people in the past month due to player reports successfully proving ToS violations." There's simply no way of knowing if anything is actually being done, and when paired with the sheer volume of cheaters people encounter, this has a very profound effect.
The system needs to be more automated, it needs more realistic burden on the people willing to put in additional work to even report in the first place, and it needs more transparency on whether they're actually accomplishing anything. I have no doubt that they zap plenty of accounts based off of reports, but without knowing anything about their progress its impossible to actually have faith in it. Especially when anecdotally they are encountered more now than ever.
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Perks are supposed to be about variety in gameplay and playstyles. Currently they are a gatekeeping method that makes metas much harder to deviate from. Hilariously, this change does nothing (and actually reduces) killer addon variety as an element even though they have the exact same purpose, and are consumable to boot.
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Its still very much an issue depending on hook placements paired with hooks being permanently removed when a survivor dies. By removing the wiggle decay, survivors can easily build their own "comp corner" where it becomes impossible to get hooks once one person dies. Its kinda sad how surprisingly often it can happen with either side really realizing until the killer just staright up has to slug or just let people do whatever they want in that area of the map.
If it needs to be changed to remove decay, fine, but at least make kill hooks restore after a few minutes then. fixing one supposed exploit to introduce another one is shortsighted as hell.
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tbh the insane amount of false positives is enough to warrant making it optional, I've never seen a more misguided auto-filter system for a chat. And i've been using the discord one.
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/3059957#Comment_3059957
Even if we will take that there are more swf than solo, does it mean its impossible to win as killer? How does otz (and others) had such high killrate in his challenge? How does a lot of content creators have overall high winrate?
...because variables can be the difference between making a match possible or impossible when skill is not considered on either side.
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/3059940#Comment_3059940
No, i claim that high mmr survivors are not always swf, because if you were high mmr killer and only swf could reach high mmr, then your queue time would last ages.
there's a functional cap on MMR. You can get more than the highest MMR used for matchmaking, so thats not really accurate.
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I mentioned it in another topic as well, but there are a lot of cracks for long time casual players to fall through with these changes, most notibly on the killer side. Addons are as, if not more, important for killers than perks due to sharing similar importance while being consumable. Its not terribly difficult for killers to be p0 L50+ and have tons of addons they need stockpiled, while not having enough perks for the catchup mechanic to make them whole. So then the player has to decide if they nuke their addons to get to P1 to make sure they auto P3 when the update drops, or keep the addons and stay p0 and only get maybe p1 or 2 depending on their accumulated perk tiers. on top of this, long time players bought a lot of webs before the "2 perks past L40" change, so their addon vs perk ratio can be even worse.
I get the idea behind why they did a lot of these choices, but man it feels rough for most of my roster.
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Cool. Now let us see our MMR, know if there is even an SWF in a lobby (let alone how many,) and make maps more balanced instead of being skewed in one direction or the other so that all this data can be helpful.
I get the point of a lot of this data, but the absurd number of factors in this game paired with half of them having zero confirmation method makes people always have to assume the worst and hope for the best. You never know if you're going against 4 solos of even skill, 3 good survivors with their one friend who is awful at the game and doesnt belong in the same MMR, sweat squads, chill streamers looking at chat, etc. The only way to find out is if you either roll or get rolled, and by then its too late to change your playstyle.
Honestly even the most comprehensive and well thought out data analysis of this game still always has a large amount of missing variables. Things as simple as map rng or ragequits can make more of a difference than anything.
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@Seraphor said:
To make it easier to judge, the number of perks you'll need to ensure prestige levels on un-prestiged characters;
2 pages of purple perks = P1
3 pages of purple perks = P2
4 pages of purple perks = P3
Thank you for this reference, probably the best metric ive seen yet for scanning every character to see if they're ret2go
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@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3059673#Comment_3059673
i think plaything works as a soft counter to boons as you can kill 4 totems with plaything, have one hex with it like pentimento and boons cease to be a problem. tho i have noticed far far less boon usage. less DH as well which is odd since patch hasnt launched yet
You can boon a plaything totem to keep it from breaking, allowing for more booning in the future unless the killer wasted a perk slot on the bandaid fix for that situation. But don't worry, pentimento can only be used once per totem though, making the 5 stack virtually impossible to ever achieve anymore :)
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None, because half of them are so weak they shouldn't even be hexes, and the other half keeping getting gutted until they get on the same level.
...assuming any of them last more than 30 seconds to begin with.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3058389#Comment_3058389
That's much tougher decision than I thought :c but, yeah, the math is separate. The system looks for your prestiges and your perk tiers at the same time, and then gives you bonus prestiges independently. That's how it was described and that's how it works on PTB. So p0 120+ tiers is p2, not p6. You should decide what has more value - unlocking perks or savings god addons. And maybe grind for 120 tiers if it is possible to save addons AND unlock perks.
Anyway, I hope, they'll provide an update for rare addons soon enough. Then you might be able to restore the pale of lost addons pretty fast searching for them in smaller levels of fresh p3 web.
Sadly I think for the most part the addons are going to win with most killers. Some that I got more recently like trickster I could probably afford to lose the dozen or so good addons, but i'm going to be trading one grind for another with a lot of the others. Certainly makes the "forced prestige with a forced cost for nothing" sting that much more, even if they're "reducing" it to 20k.
I said it in another thread on the topic, but these types of situations are the exact opposite of player retention. Progress should never feel hopeless, non-linear, nor counterproductive when its one of the biggest driving forces behind retention.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3055537#Comment_3055537
Funnily enough you have no idea what I want. It turns out I want a hard fought match where maybe I escape maybe I don't.
What I don't want is to play generator simulator while the killer engages no one and stands under the hooked person. I sure as hell don't want to be that person that got downed in the first 30 seconds of the match and then is subsequently camped to death.
To accomplish this better game balance I am not asking killers to do one thing differently. I want behavior to crush that killer behavior completely. Make generator repair speeds climb the longer the killer is next to the hooked survivor. Behavior do something!! This right here will ultimately be the downfall of the game.
"I want behavior to crush that killer behavior completely."
always with punishment, never with rewarding alternatives. This is how we got here in the first place.
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@Remohir said:
https://forum.deadbydaylight.com/en/discussion/comment/3055537#Comment_3055537
One could say the same the other way around. If your only way to win a game is make sure you get one hook and then keep taking down the same person before he can recover, it screams skill issue. Specially taking into account the way you talk, as it sounds like the only way a hook happens is survivor poor skill and not a good killer player
skill issue or balance issue? because the answer to both is yes, its just a matter of how much of each.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058434#Comment_3058434
I haven't seen any matches from the PTB. Are killers really doing it more now that it has become "the" meta? Are the changes so different that they fill the need to just make this the norm to counter them? This doesn't sound very promising for a survivor main like me. 😐️
wasnt talking as much about the ptb as the last 9 months or so. CoH really made a lot of killers need to secure their downs and kills as fast as possible to be able to keep up with pressure, either due to their skill level or character/loadout/etc viability. Some killers like Wraith got hit twice with nerfs on top of their primary playstyle being essentially nullified.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058290#Comment_3058290
Has tunneling and camping ever not been the meta? 🤣
I'm curious to see if it'll happen more or less after the changes. My guess is killer mains will try to be more aggressive with it and it'll probably happen more often for awhile then feel like the same old thing again.
They've always been meta, but there have been many times where they were just "a" meta and not "the" meta. This certainly isn't the worst iteration of balance the game has seen (far from it) but it is one of the more restrictive balances the game has seen for quite a while.
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@Mazoobi said:
I thought they did?
Didn't the new patch say that the range limit was gone meaning that the perk allows you to technically see scratch marks across the map thus allowing you to see the killer's aura whenever someone is hit? Or did I misunderstand the patch?
the scratch marks are the only part that had their range restriction removed. Its specifically so that if you see scratch marks in the distance you'll know a survivor must be somewhere in that area, just like how killers use them to find people around the map.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3058298#Comment_3058298
Oh, I read your comment before you edited. Got it now.
You are right here, let's say it was "character" instead of "surv" in my post.
We get ~50 perk tiers on the way to 50 lvl, that's the average number and it is correlate with dev's math for catch up mechanic. If killer were lvl50 "for years" grinding for addons and if you have 40 pinky fingers (even though you might be using it, at least sometimes), I can assume you've climbed high enough into 50lvl infinity to get more than 120 perk tiers (of course if you have enough perks to get in the first place - it's 40 perks on tier 3).
And if you don't get enough perk tiers (without prestiging at least once) you couldn't reach prestige 2 anyway.
The only weak link here is if you have only, let's say, 5 killers and you didn't purchase perks from shrine at all so you haven't had enough available perks to get those 120+ tiers for all that time. That's bad and I can understand this. Sounds truly horrible and unfair since tons of bp won't be counted. Maybe long-run profit (you didn't waste bp on perks anyway, and now perks will be asy to get on all characters) will overlap that, I don't know, I didn't count.
Anyway, if you were invested into your killers (and have enough perks to get p2, as you said) you are safe and will get p3 for them without sacrifices (technically p2 lvl 50 but it's not a big deal with new system).
unfortunately, you used to only get 1 perk per tier, and im a survivor main. Ive just been dumping all of my BP into killers while playing casually for years so most of them do not have 120+ perk tiers each. I've generally bought most non-licensed content with shards, so I don't even have all of them due to not playing frequently enough. That said, many of them have been in a constant state of barely being touched due to meta shifts and/or being unlucky with whatever addons were needed at the time, which is another thing that has changed with reworks/addon passes/etc as well as just the sheer amount of webs involved. I guess you could call my grind progress a middleground: not new, but not current... just in a constant state of catchup as my progress was slower than the growth of the grind. Also those addon numbers weren't exact, they're relative: some killers you look for specific addons because they're what you want to incorporate into your builds just like perks, so you tend to stockpile them so that you dont have to regrind between each game hoping for more.
Thats the main reason for my concern. Depending on how the math works, either it would be cheaper to abandon all the addons for half my killers to make sure their perks are tier 3 for everyone (especially newer ones with less investment) but some like nurse or billy who were OGs might have maybe ~100 perks since I haven't put anywhere near as much into them since the level 40+ blood web change adding more perks per web. I would rather not pre-prestige any killers who i have addons stored up with (ironically often a byproduct of having to grind out perks in their webs) but how exactly the catchup and prestige multipliers work together is going to be a pretty big factor.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058301#Comment_3058301
Yeah but nothing wrong with more information
there are things wrong with it for the other side, as well as balance itself. You're asking for a duplicate of something another perk already does, but you want it to apply to a different perk that already has another permanent effect on top.
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actually you know what? just run Empathy. You'll be able to see the survivors aura pop up suddenly as they sprint burst away from the hit, and know exactly where the killer is as they lose the health state.
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Kindred and windows is already more than enough free information for any solo and people don't even use em half the time.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3058276#Comment_3058276
I don't get your point here and confused. You are able to get p3 and unlock all 3 perks at tier 3 for all characters although your surv is p0 (with 120+ perk tiers). And you don't have to get rid of addons. How doesn't this matter with survivors?..
survivors don't need addons or items anywhere near as much as killers need addons. many people have killers who do not have 120+ perk tiers but have stockpiles of addons that are stored in order for them to actually be viable when used. If I want to guarantee their perks will be level 3 on all other killers after the change, its important to be sure whether they will be without having to sacrifice all of those addons by getting p1 before the change.
I couldn't care less if i lose a bunch of brown toolboxes on Bill in order to make sure everyone has BT at tier 3 instantly, but i sure as hell care about losing 50 coxcomb clappers on wraith or 40 pinky fingers on clown by comparison. Especially since they can't use something like plunderer's to resupply everything in a dozen matches without needing to touch a single web.