Seraphor
Seraphor
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3282531#Comment_3282531
But BHVR has plans to add team MMR. So basically 2 survivors escaping isn't a team win. It's a draw.
It's not team MMR. It's a multiplier that factors in the overall teams success, so that the degree of your win/loss is reflective of your presumed contribution to the team.
Even in a 2K scenario, there will be two survivors who gain MMR, and two survivors who lose MMR.
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As other have said, most cases killers would just lobby dodge a SWF. So being able to see SWF would almost certainly lead to SWF discrimination. And I say discrimination, because it's 'not all SWFs'. There are many SWF who don't even use voice chat, or are simply bad at survivor, or at the very least, they're a mix of skill levels and they play together because they're friends.
There are much better metrics for detecting a 'sweaty survivor team', and it's not just if they're a preformed lobby. Things like matching names, particularly matching meme names, and swapping to all flashlights at 6s, are much better indicators.
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@HugTheHag said:
I'd prefer a 50/50 chance of escaping or dying, for fairness reasons, but neither BHVR decisions nor the matchmaking seem to be in agreement with that sentiment.
I just don't like the idea of a multiplayer game where one side is officially given more chances of winning, just because.
However, I understand the thought behind it, and won't fight anyone over this opinion.
A 50% kill rate doesn't mean you have a 50% chance of escaping.
Your own personal success rate is not something that should reflect the average rates, or you are a perfectly average player. Your success should not be wholly contingent on RNG factors outside of your control, they should be reliant on your skill as a survivor.
Fact is even with a 60% kill rate, there are SWF teams who escape far more often than 60% of the time, and killers who "nearly always" lose, that's just how averages work out.
Then there's the fact that the game is asymmetrical. A 3K game has precisely two winners and three losers. So 2/5ths (40%) or have won a game, but the figures show a 3/4 (75%) kill rate. That doesn't add up.
Meanwhile a 2K game has two winners (both survivors) and one draw for the killer. The killer hasn't won, two survivors have won, so the 'win rate' is 40%, but the kill rate is a balanced 50%? That doesn't add up either.
This is to illustrate that 'kill rate' != 'win rate'. The kill rate will always be higher than the win rate on average, and so a 60% kill rate is actually reflective of a more or less balanced win rate when you factor in the fact that there are five players per game, each playing their own personal game, with win conditions that are not contingent on the outcome for the other four players in that game (one survivor can win while another survivor loses, regardless of whether or not the killer has won).
This isn't something that's very intuitive, and I think it might be better understood if there weren't an even number of survivors in a game. If it was a 3v1 or 5v1 by design, it would be much easier to tell that kill rates != win rates.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3282455#Comment_3282455
By horror convention, shouldn't 1 survivor always have more than 50% chance of escaping then? Perhaps even higher. Considering the final girl trope.
Yep, 0k and 4k should be extreme occurrences.
1 survivor should be pretty much guaranteed to be killed, and "slugging for the 4k" shouldn't be a thing.
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@HectorBrando said:
Right now there are a Steam thread "I hid in this locker to avoid Tombstone 2 hours ago, had dinner and came back and Im still there" and a Reddit thread "this Mikaela hid in the locker to avoid me Tombstoning here 2 hours ago, had dinner and came back and she is still there" each with a similar photo but different perspective.
P.D. Thats dedication on the Myers side...
I mean, I get it.
I love playing Scratched Mirror Myers but the stars have to align to get both the add on and an indoor map offering. If I went go all that trouble and my build was completely negated or all the survivors DC after the game starts or something, I'm pissed.
Double Iri Myers is expensive to run and isn't easy to pull off. I wouldn't be wasting my add ons without getting a mori.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3282235#Comment_3282235
Blindness counter aura not oblivious
Of course, thanks.
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@InvadeGames said:
they despawn after hitting gens by default. blast mine wouldnt have any impact on them whether it activates or not.
If the killer kicks a gen with Blastmine, the gen doesn't start regressing, they need to kick it again. That's the question. Does Blastmine despawn the Guard, and prevent the regression going through?
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But that's how perks work. The vast majority of perks are not universally useful, they're situational.
Unbreakable is used when you get slugged. If you don't get slugged you've wasted a perk slot.
Off The Record is used when you get tunnelled of a hook. If you don't get tunnelled you've wasted a perk slot.
Lightborn is used when you get blinded by a flashlight. If you don't get blinded you've wasted a perk slot.
These things have conditional circumstances that either activates them, or makes them useful, and by their design they are counters to those situations.
Repair perks are a counter to 3 genning.
Gen regression perks are a counter to gen rushing.
Healing perks are a counter to injuries.
Everything is a counter to something, it's just a matter of how specific a circumstance you're talking.
To say that "You shouldn't have to run Lightborn to avoid getting blinded by a flashlight" flies in the face of the entire purpose Lightborn exists.
Aura reading perks are a counter to things that can be countered if you can see the killer or survivor, and Blindness is a counter to aura reading perks. That's just how the game works. So those aren't invalid arguments.
This doesn't mean Eruption is fine as it is, but those are counters to Eruption. Both things can be true at the same time.
The question is "Is the counter a fair cost, and does it make up for the discrepancy between SWF and Solo?" and the answer is "probably not."
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@HectorBrando said:
Reading the perk description I think the way it works now is the intended one, its very specific about "heal the equivalent of a health state" if you heal someone as two you are only healing half a health state.
But that's not your fault.
I've unhooked someone with We'll Make It, intending to blast out a Renewal off them, but they insist on running halfway across the map to another survivor so we can tag team it. Cheers mate, you just took 5 times as long to lose me a health state.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3282066#Comment_3282066
a, if killer gives up or farms it's immediately 4 out. You can't say if suicides on hook are bigger influence then this, because we were not given this info. Also there's hatch mechanics that also artificially lower kill rate (if you won at 5 unrepaired gens and last one got hatch, for every intend and purpose but blood points it's slaughter fest where you clearly totally won - still you will be counted only 3 kills)
b, devs themselves explicitly said 60% kill rate (maybe in different words. Maybe around 60% kill rate - I don't have quote on hand) is something they aim for.
c, kill rate IS win rate. Also 60% kill rate is not 2k/2out it's 2.5k/1.5out on average. 50% kill rate would be 2k/2out
d, this can be clearly felt when I swapped amount of my games from survivor to killer (basically now I play 90% killer and 10% survivor - and that's only in SWF). Suddenly I win hell of a lot more games then I loose. I don't know about stats, but personal feeling is that killer is hell a lot easier, I can totally chill and still get those kills where survivor is super rushed, super efficient and you will still not see gates powered every other game (and that's not even saying you leave the game).
But we are getting offtopic. The thread was about giving yet another advantage to the side that is already winning and not giving it for free meaning it's an insult. I object to this very much.
I'm also of the opinion that survivors should get a bunch of QoL improvements "for free" as well. QoL should always be "for free".
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3282027#Comment_3282027
ok. So if it's insult, then I am insulted by the fact, that devs think 61% kill rate is fair. What now?
Another fallacy. 59% kill rate on it's own means nothing. (and the fact that you cherry picked the top 5% MMR 61% even less so) It's not synonymous with a "win rate" and it is still reflective of a 2K/2E in any single game.
Fact is that most games snowball, and survivors give up on hook a hell of a lot. So you would expect the kill rate to be higher than it should be if things are actually balanced.
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@PB_TORCHer said:
Giving up early is a bad way to play. I ruins the game.
I run bond and Kindred also and know exactly what you see. Everyone hides, everyone rush’s unhooks and no one does gens. I’m usually the 1st to get caught because I’m actually doing actions to get out. I tell myself “we’ll at least I don’t have to worry about another player DCing because they’re 1st”……2 minutes later we get a dc or a temper tantrum on a hook cause someone else can’t handle being caught smh
‘Self preservation is the games biggest disappointment w/ SoloQ survivor’s
Giving up is NOT ok imo, though I want to when I see everyone is useless . So I play until my second hook and if the game is still a hopeless mess I might stop struggling
Same.
I had a game on Haddonfield against Freddy a few days ago. I was caught first (though not instantly, I was halfway through a gen), and proceeded to run Freddy for nearly 2 minutes. When I was eventually hooked, not a single gen was done and the other survivors were all in different corners of the map crouching.
I didn't give up instantly, but I was tempted to take my chances. I was eventually rescued, and then made it to endgame and opened the gates as the final survivor after the hatch was closed. So I guess it all worked out as it should have?
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- Matchmaking doesn't factor in playtime. A 5000 hour Nurse could have 'smurfed' their way to a low MMR, and/or not played in months or even since MMR was introduced. Meanwhile a 100 hour Blendette could have had ample time to get carried to a higher MMR via SWF.
- Backfilling bypasses matchmaking. Was there any backfilling involved here? Nobody ever says if they or someone in their lobby was backfilled when they complain about matchmaking. This would completely invalidate any complaints.
- How long did you wait and at what time of day? Matchmaking basically 'tries' for about 3 minutes, then it 'gives up' and expands the MMR range considerably, in order to prevent players waiting for ages.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3281987#Comment_3281987
I am not the one that made the topic.
Also I would agree, that shadowborn could use a buff (more FOV or thematical small secondary effect that complements this one - say highlighting survivor a little bit like dream world survivors are to Freddy)
I would think that a buff to Shadowborn instead of improving base FoV would be an insult to most people who play killer, and a derogatory slur to those who suffer from motion sickness.
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A couple hours a day, maybe 4-5 days a week plus a couple extra hours on a friday/saturday, so let's say 10-12 hours a week, focusing on the challenges, got me to tier 85 roughly the same time I completed the third page of challenges. That was about a week ago.
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While I would like more variation between different Shack and Basement designs and features, I think putting a gen IN the basement is a bit much.
I would like a basement with a different layout though, and maybe a basement with multiple entrances (but still one exit). So say a trap door that opens into the back of the basement, which is unlocked after repairing a certain gen like the gallows on Dead Dawg.
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@Gandor said:
Only if FOV slider does not go beyond current value. You can make it smaller if you want, but otherwise use perk. Getting unfair advantage (limiting viewport things survivors can do) should be balanced by buying it with perk slot
Except it's currently not worth the perk slot it takes up. Shadowborn doesn't give a significant advantage, it also comes with the downside of a wider flashlight blind angle, and reduced visibility at a distance.
This has been debated to death on these forums, try not to rehash old fallacies.
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I come to the feedback forum all the time it's where I saw this topic.
Also, the feedback forum is where the devs look for feedback.
Otherwise, yes FOV accessibility please.
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Hawkins. Oh wait.
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@Veinslay said:
No, it's not, there's multiple killers chasing you, what are you supposed to do about that besides just die and go on the hook??
Survivors can outrun the guards. Unless you've already trapped yourself in a corner, they can't hit you.
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For a couple of seconds, and they despawn when the unhook is made.
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@Veinslay said:
Because he's so overpowered that survivors have no way of countering him. I can't believe the devs made a killer with zero counterplay
This is a joke, right?
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Nice ideas.
I would maybe extend the time Shadowborn is active for, considering it deactivates on first down. 90s or even 120s would be fine I think.
And considering this is a buff to Insidious, I would maybe change the effect a little to make it a 'nerf' under certain circumstances:
While standing still, the killers Terror Radius reduces over the course of 4 seconds, at which point they become Undetectable.
This would have the TR gradually shrink down to nothing, and during that time, if survivors have an aura perk, the killer will still show up. This extends the time the killer is visible via auras, hindering facecamping attempts. Meanwhile the gradual reduction in TR would simulate the killer walking away, so in cases where there are no aura reading perks in play, it would be more effective, because the TR wouldn't suddenly disappear and telegraph the presence of Insidious.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281246#Comment_3281246
Most of the time I don't care about the hatch neither as killer nor as survivor, can't be asked to run across the map not getting anything of value out of it anyway... But like I said I would rather have a fun more skillfull thing instead of the hatch play, because winning with that would actually feel rewarding instead of just getting lucky...
How do you do that without tipping the scales in favour of one side or the other too much?
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For killer, it sure is.
Whenever I play killer with a +100% incentive, I get nothing but sweaty P50+ Fengs, Nea's and Dwights, because apparently that's the only survivors who play when they don't have an incentive.
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While I've always thought gen-tapping was kinda dumb and it (along with gate tapping at 99%) should require the survivor to lock in the action for 1.5s similar to the killer, it's now much less dumb due to the fact that kicking a gen comes with 2.5% instant regression.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281223#Comment_3281223
But then again ... The killer did everything he could have done that was available to accomplish with his skill... And then just because of luck, on which he had no impact whatsoever he does not get what was so close yet so far? The objecive was for the entire game and just because the one left is the last one does not mean he should get a higher chance to get out based on pure luck... If you introduce a mechanic based on skill that lets him outplay the killer for some time and get rewarded for it fair enough but RNG is so annoying ...
So accept the 3K as the win, because it is.
The hatch is not a true escape, it's a commiseration prize. Stop sweating for the 4K.
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This is how Hubris works:
- Get stunned by a pallet.
- Survivor becomes Exposed for 20s, but they're on the other side of a pallet.
- By the time you've kicked the pallet and caught up to them again, they're no longer Exposed.
- No other survivor stuns you with a pallet because they know you have Hubris.
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The core of the issue here is, you don't deserve to kill 4 survivors, just because you killed the first 3. You haven't earned 4 kills, you earned 3, now you have to earn the 4th on top of that.
The game should not be constructed in a way that the final survivor doesn't have a chance.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280408#Comment_3280408
I was exchanging their words for ones I believe to be more accurate. Are you really telling me hiding is more interesting than chases/looping? I can't think of a single other thing that's interesting about dbd besides chases unless you are someone who is only here for the big name horror figures. Gameplay wise that is.
I guess if you play m1 killers that makes sense, personally I play blight who actually has a good enough kit and skill expression that allows me to play around most tiles even if it would be more effective to just break pallets every time. The issue with a lot of the lower tier killers is that it really is up to the survivor to make a mistake.
'Good chases' for the survivor typically involve running around the same stack of boxes dozens of times, until you smack the killer in the face with a pallet, then you repeat at the next loop, over and over, until you take two hits or all the gens are done. I get how satisfying smacking the killer with a pallet is, but there has to be a more effective way to do it than run around the same stack of boxes dozens of times. As killer, it's the dullest part of the game. I often end up giving up after about 10 loops and just staring at the survivor on the opposite side as they teabag me, completely safe from harm a mere 4 meters away from a homicidal killer.
We're playing a horror game. It's far more exhilarating to be trying to complete objectives without getting caught, hiding as the killer comes by, wondering whether or not they'll find you. Chases are bound to come into it, but juke plays where you lose the killer mid chase are far more satisfying than "oh I ran the killer for 47 seconds and looped him 29 times".
The part of the game that gets my blood pumping more than any, is when I'm the last remaining survivor, and I'm trying to get get to an exit gate, and get it open, before the killer spots me. Being spotted and running for your life should be the 'oh #########' moment before you end up dead, not the core of the gameplay loop.
Instead I find that most survivors just give up at that point. They can't be bothered playing a horror game, they'd rather just play playground tag and ######### to their clique about how bad a player the kid who "is it" is.
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Unless you have a Prove Thyself and a couple of BNP's to get that first gen done in 20 seconds.
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Pretty useful for cranking out that last gen before the killer comes back, but it's not a staple in my build. I tend to use it when I have a challenge for x seconds coop, as it gets survivors to stay on a gen with me, but will sometimes throw it on for the hell of it, it's as good as any other gen perk. BP is a bonus.
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Probably the worst tracking perk in the game. I never run it because the sound of the whispers drowns out any sound the survivors is actually making. So sure, I know they're within a 64m diameter circle around me, but without it I would be able to hear footsteps, breathing, etc. which I don't with Whispers.
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Repair denial is actually more effective than regression or slowdown. Blocking a gen for 10s is worth 40s of baseline regression.
So Deadlock, Eruption, Corrupt, Thrilling, DMS, all very useful forms of slowdown and they offer you some degree of info. If you see a gen light up white, you know no one is repairing that gen. Depending on the perk in question, you can either head there to find a survivor, or head to a red gen to prevent further repairs.
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Yeah most of those are a stretch.
But Kate is Julia Stiles
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@CaulDrohn said:
Imo the aura colors are fine overall.
But I wouldn't mind maybe a different color for the hatch, bc as op mentioned when using clair or a rainbow map, it can be really hard to recognize the hatch with so many other red auras of hooks and gens.
And like @Seraphor wrote, WoO should display breakable walls different to standing pallets. How often the perk has fooled me when playing on The Game ...
I'd say an open hatch should be yellow, and a closed hatch should be white.
While it's technically still an objective, it's also something you should want to interact with above other options. Plus it doesn't count as a true escape (according to MMR and stats) so it should be considered a side objective to actually escaping via an exit gate.
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A few things could do with a selection of 'sort' options.
Perks: Name, Character, Type
Characters: Order, Name, Prestige level
Charms: Rarity, Name, Order (age)
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280242#Comment_3280242
More linear and boring = more skillful and interesting.
More boring = more interesting? How'd you figure that?
Getting millisecond and millimetre precise timing and distances down might be "skilful", but there's nothing 'interesting' about running around the same loop precisely 47 times before you need to drop the pallet because you know the 48th time the killer will be able to hit you.
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@Blueberry said:
I mean we've been telling them map design and map size are the games biggest issues for literally years and we are still getting new maps that are both unfairly designed and still too large. I don't see this fixing anytime soon if the same mistakes that were being made years ago are still being made today with nothing learned.
I don't know about you but Borgo feels absolutely tiny to me. It seems like you can see the killer from the complete opposite end of the map. Yet it's technically bigger than Garden of Joy.
It's most likely the fact that it's almost a perfect square with virtually no obstacles above head height, they should go back to layouts like Yamaoka.
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The aura colours are meant to be contextual.
Red = objectives (gens, hooks, dying survivors)
Yellow = interactions (vaults, pallets, gens you need to repair, other survivors)
White = unique/modified (special hooks, blocked gens, degrading items, etc.)
It's intentional that certain things have the same colour aura, also you're not meant to rely solely on the colour to discern what t is, you need to identify the shape as well, as Phasmamain pointed out, hiding behind gens is a legitimate counter to aura reading.
There are a couple things I would change though. Windows of Opportunity should display breakable walls in white, while Zanshin Tactics should display undropped pallets in white. In each case these are the things you can't interact with, but look similar from a distance.
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Seems like a rather superfluous complaint when the chat filter censors words like 'Mark' and 'GG'. You already can't speak English, let alone any other language.
It's totally random, or rather, it follows some kind of arcane algorithm to proactively censor potential slurs, almost as if it can choose to censor words simply because that word was said with another word that was filtered, or because a word has been said too often.
For all we know 'Portuguese' might be filtered because the end of it looks a bit like 'geese' and someone once said "######### geese" so now it censors 'geese'.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3279940#Comment_3279940
Is it intended though or a bug? I don't understand, not that bugs can't become features ofc.
There's a limit to what angle you can unhook at, you were at the edge of that limit. You would have got the prompt to unhook, at which point the game would have pulled you around to the correct location to unhook from. However the killer was occupying that space, so the killers hitbox blocked you.
So yes, it's intended, insofar as the unhooking angle didn't extend as far around as where you were. It's like when you're standing under a pallet with the killer and don't get the prompt to drop it, because the killer is occupying the space that you would end up in if you dropped the pallet.
It's a matter of matching up actions with animations. In order for your arms to reach up to the survivor to unhook them, you need to be standing closer than where the game actually allows you to unhook from.
It's not a "bug" because nothing is happening contrary to the programming, but the programming is limited in what it can do, and could be better.
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The Playstation cursor bug has an easy work around. It triggers after interacting with certain archive challenges or pages. So if you go into the archives to set a new challenge, restart the game, and you won't get it.
I'm on Playstation and I've been able to play just fine by doing the above.
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You got any good concepts as examples?
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Their name wasn't William "Bill" Overbeck, they were just using anonymous mode.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3279152#Comment_3279152
I don't really mind it on them. You know who really doesn't need KI? Spirit, and yet...
That one add on where you need to stand 2m from the husk?
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Hatch doesn't count as an escape for MMR.
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@Killing_Time said:
Garden of Joy vs OG Haddonfield... Which is worse?
OG Haddonfield.
Garden isn't even that bad, it's issues are odd hitboxes on bushes, and a main building that's a bit too dark. Besides that, it has a strong main building, like many other maps. Even Dead Dawg can have near infinites but that's regarded as a fairly balanced map.
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I usually try to let survivors finish their glyph before I down and hook them as easy targets, but sometimes I don't notice until it's too late.
But it goes both ways, I've had killer challenges scuppered by survivors doing things like DCing to deny me my hook, and likewise other survivors screwing me out of my survivor challenges.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3279166#Comment_3279166
Can I still call Eyrie of Crows, Eyrie of Cringe?
Sure that's not intentionally ironic, though ironically 'Eyrie of Cringe' is kinda cringe.