SkeletalElite
SkeletalElite
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@pawberrie said:
https://forum.deadbydaylight.com/en/discussion/comment/1041256#Comment_1041256
What algorithm do you suggest? What algorithm could determine a survivor's 'skill' better than the current system? What's considered a good survivor? How would the algorithm handle, for instance, being face camped, not being able to do generators, add ons like the BNP or keys and maps? How will it handle the fact that we statistically have evidence that survive with friends makes you appear more 'skilled' (that is, makes you win more and perform better in all categories) whereas killers suffer from survive with friends? On the killer side, how will we handle killers who are very clearly balanced differently, i.e. clown vs freddy?
I'm not sure exactly how it should be done, but imo it would be best if the primary stats used for this rating were during your interactions with the killer. IE. Look at the average amount of time people at a similar rating to you run from the killer for, if you do better than other people then your rating can go up. What I'm thinking of would be a LOT of work as it would require tracking a lot of different interactions of weighting them based on importance to generate an overall score and on top of that you would ideally have different scorings and averages for each killer, so running for a really long time vs say a bubba isn't as much of an accomplishment as running for a long time against a spirit. The system would also need to be able to account for games where you get carried and never really interact with the killer much as well as games where you don't do terribly but just end up getting face camped first hook. IMO camping would give the survivor points since they are still distracting the killer same as they would be if they're getting chased. This means even if you die the system would still give your chase time + 2 minutes of killer diversion via camping.
If you never really end up interacting with the killer (ie. have very little overall score and score is primarily from doing gens, opening doors, leaving,) you won't really go up or down.
In terms of the weighting. Any direct interaction with the killer is extremely important for determining skill so it would be weighted the highest. Healing is very important for team contribution so would have middling weighting. Generator repair, while important, involves little skill and thus has the lowest weighting in terms of the skill rating calculation.
Just to clarify this is just a bit of a brain storm I had and none of this is really concrete and would require a lot of work to not only create the system but also to get it working right.
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An ELO system would work as long it's not comparing your performance to the killer but to a baseline generated using some algorithm that uses statistics of survivors at a similar rating to yourself.
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Because your choice is to either stop using the perk that cripples you far more than it helps you even against other killers or to just deal with the fact that no mither is a perk that makes you weaker and provides no substantial benefit
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I don't think there's any reason for the first survivor perk to have longer CD than the other exhaustions, it should 60/50/40 like the others.
Second one is a cool concept but might be funky for some killers like myers, clown and to a lesser degree ghost face.
Third one might be a little bit underpowered maybe 20/25/30 seconds would be better but add a cooldown so that a survivor can only be affected by it once every 90 seconds?
Fourth one is a little weak as well. If it's going to be once per game I think it needs to be like 50%. Either that or give it 2 uses instead of one.
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@Onyx_Blue said:
Yeah, like you're supposed to know that a killer has Infectious Fright right from the start? Talk about skipping over the point
You don't need to know the killer has IF to play around slugging. You should always be playing around slugging anyways, since its the most powerful way for a killer to snowball a game.
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Infectious fright has a pretty good counter, it's called splitting up. If that isn't enough for you, UB is a great perk, especially combined with DS, and also helps against Infectious fright users (since they typically slug)
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Depending on the offense, additional video offense is typically needed which can be submitted via support ticket. An in game report must be made against the offender in addition to the support ticket.
Griefing is tricky because it is hard for the mods to know whether or not the offender is guilty or not without evidence as they can only tell so much from what the report/game saves about the match. Video evidence allows them to definitively know whether or not someone is guilty of the offense they were reported for.
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I don't really think there being a "meta" survivor would be a problem. It would add more depth to the game and it may cause a bit of imbalance but nothing that can't be fixed with balance changes.
Some killers are stronger than others so should we just make X killer the only killer and the others just all be skins with the same power?
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It's always been this way. If all you do is just protect 3 gens so close to each other that it's not possible to do a gen without being hit and never make any effort to actually chase survivors you are holding the game hostage.
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why dont you use dead hard for a few games and then come back and then see how you feel about it. DH only works against good killers when used for distance and using DH for distance effectively requires skill.
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I understand the reason for nerfing it but I think the nerf was overkill.
They should either
1) make it not a hex anymore
or
2) make it so that when a gen isn't worked for x seconds (I dunno numbers maybe 30/40/50) it automatically starts regressing
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/967205#Comment_967205
You'd rather me to use the term aim assist ?
If you really think there is nothing to "help" killers connecting to things, I don't know how I should consider you, I figured it out after maybe 4 or 5 games of killer.
There is no aim assist either.
When you attack, the game creates a cone in front of you. If you hit something with this cone the game locks onto it, but this only occurs AFTER the hit has registered and only occurs to make it look like you actually hit the survivor/object you swung at.
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/962617#Comment_962617
This.
I'd just add a few more :
- Killers' auto-aim on PC, either cucks you like a madman or remove survivors' ability to be slippery and go for jukes.
- Bloodlust past tier 1. Ok I get it, when you're not a god at the game, looping is annoying for killers, but BL got introduced to compromise the BROKEN amount of pallets there were on maps back in the days, also entity block is a thing rn, so even windows ( Except for god windows, they're clearly unhealthy for the game ) are not broken anymore.
- Killer nerfs that are just no targeted right at all. Spirit's one was decent, but still lacked a true touch of her gameplay. Also RIP Oni's flicks, he definitively needed some work but he's not as fun as he used to be.
- Lobbies and pre/post-game setup that are still a pain in the a**. It's one thing to have bugs gameplay-wise but you're not even in the game and you already encounter bugs.
There is no auto aim
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/965116#Comment_965116
"Same thing would apply. If survivor just waits for you to leave, then maybe you should leave and then double back and check again to confuse them."
No, the same thing does not apply at all.
In your scenario if he does that and you were at the other gate then he just let you escape, which is why he won't be doing that.
And that's exactly why it's a mindgame. You have to try and predict what the other person will do
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/965108#Comment_965108
Incorrect. Nurse lunge out of blink is .333 shorter than a normal killer.
"It is advised for Players of those Killers to momentarily wait with performing the Lunge Attack and build up some movement speed and momentum that the Lunge Mechanic can then boost. As soon as the Killer is moving a bit, they will already benefit from the full Lunge range."
The problem is that you need to move first before hitting. Dont hit right away. wait a second before going for the lunge. I literally never have problems hitting people with nurse's lunge. Sometimes I miss but thats because I didn't aim the blink well enough not because the nurse has trex arms.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/964207#Comment_964207
Historicly in a game that is a few years old ok.
I just leave this here.
https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg
You can clearly see she wasn't at the bottom for pc. But she used to be the most popular.
https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg
Compare that to the recently released ones, compare it then to what almo posted about her killrate being at 43 or something. Oh and she is a little less popular than clown by now.
Don't know what it needs that some people realize that this isn't a good result.
Here is some more before nerf stats. The nerf was definitely needed
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@Blueberry said:
- Survivors already have multiple chances when doing gens, finding the hatch first and the myriad of second chance perks they currently have. They do not need even more "second chances" after they've already had 10.
- What you are suggesting isn't making it a mind game whatsoever. It's making it a free escape for the survivor. The survivor just hides near one gate, waits for the killer to check it and then opens it before he can return after checking the other one.
Point 2 is a massive over simplification. You can put anything in terms like that. All you have to do to never get hit is watch what the killer does at the loop and run the other way, dropping the pallet when they get to close.
But it's not that simple. There's tricks the killer uses to make themselves less predictable. Doubling back, moon walking, faking powers (for some killers) hiding the stain. Various perks and powers. Same thing would apply. If survivor just waits for you to leave, then maybe you should leave and then double back and check again to confuse them.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/964207#Comment_964207
Even at red ranks, she's not at the top. It wouldn't take much of a buff to make her better. Honestly, the cooldown doesn't irritate me near as bad as her lunge. It's like one of those scam claw machines where it looks for all the world like you're getting the prize, only to barely miss. You basically have to be sitting right on top of the survivor for it to hit.
all killers have the same lunge.
Also the stats are dragged down by console. PC red rank nurse stats would be nice to see. Im guessing they show nurse in a good place.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/961566#Comment_961566
No, but no one playing her, and kill rates at 46% do make her a bad killer. Along with no lunge, no move speed, and no map pressure.
Nurse has hisorically always had a bad kill rate. Even before the nerf, her kill rate at all ranks was still the lowest because of console and new players. Once you learn how to play her she is a very strong killer and had one of the best rank 1 kill rates on PC.
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People like you are the reason I love head on.
Killers getting unreasonably salty at getting outplayed (by a very below average perk at that) and then saying its "toxic"
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@Jallybwan said:
Remove the instant heal from Adrenaline, not the speed burst. That way, "just don't heal and do gens" will be less of a thing, so medic builds will actually exist.
Adrenaline didn't create that meta, just helped it. Even without adrenaline optimal play involves not healing and doing gens
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Honestly matchmaking has been doing basically nothing lately anyways. Playing with my all red ranks SWF we get matched with anyone from red-yellow ranks. You name it. Anything from full on mori sweat builds at rank 1 to killer with 2 perks at rank 15.
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Yeah they said they wanted to make 100% rift achievable for their average players but I really think it was too harsh. I can't help but think it was intentional in order to get people to buy tiers because of sunken-cost fallacy.
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It's a 2 perk combo so I think it's fine.Dropping pallets early also prevents the obsession switch which makes it significantly worse.
I think its only good on LF, since the speed boost works well with his saw, but LF is a bad killer and needs the love anyways.
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I cold get behind this if and only if 3 hooks still killed you right away. This would deter camping then, since you have longer hook time but still same number of hooks to kill.
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devs have (thankfully) already said its not happening.
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Do what you want
I personally feel like I won when I get face camped.
I played well enough/got under your skin enough that you decided to practically throw the game just to make sure one guy dies all because he either 1) outplayed you or 2) pressed his crouch button a few too many times for your liking.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/946620#Comment_946620
Well yes, that is true that you can say things like that but they dont have a great impact in the game. When I'm solo, I will just run Kindred so I have all that info, that info
but an SWF doesn't need to use a perk slot
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that still leaves a significant advantage to SWF who will just disable chat
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/946416#Comment_946416
Honestly, not really. Most swf groups arent the tryharding hell, they are just people chating about life. The real reason why swf is strong is because you dont have Claudette Self Caring on the corner, a random dcing or some idiot that do things.
The things in these suggestions isn't even a very try harding amount of information. Things like "everyones on a gen someone come get the save" and "my gens almost done can someone else save" or "killers on me"/"killers off me" are all things me and my friends all tell each other when playing.
That leaves the terror radius indicator that I suggested, which while me and my team don't often share this information, it is a pretty effective substitute for sharing the location of the killer. Thing's like "killers near shack" or "killers at the school" are things me and my team tell each other a lot.
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@Avilgus said:
Did you know that the benefits of SWF come from voice chat ? An external tool ? There is no reason to generalize these advantages, already BS, to everyone...
There is a reason to generalise the benefits, because if we don't level the playing field will never be fair. We can either go on and on forever complaining about how SWF is OP and come up with really stupid game designs that only nerf SWF or we can just give the solos the tools the info they need to be on that same level and then buff the killers in kind. Without giving solos information about each other that SWF automatically have or adding voice chat, the game will never be even.
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@anarchy753 said:
If a survivor is trying to dodge the hit, tap attack, don't hold it. You won't lunge but the smaller attack locks on much better and nearly always hits someone trying to dodge.
Attacks do not lock on
There is no auto aim.
The way the game works is that when you attack it creates a cone in front of you. If the survivor goes inside this cone a hit is registered.
The "lock on" effect that you see only takes place AFTER the hit has registered. The camera simply locks on to the survivor after the register to make it look like you hit them.
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@Groxiverde said:
Rip nurse
Nurse has always been statistically the lowest kill rate across all ranks, even before the nurse nerf.
It's her red ranks PC kill rate that always showed how busted she was before the nerf
She now sits at 4-5% pick rate and 65% kill rate
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/942818#Comment_942818
Saves..with any competence they are unavoidable free saves..the killer doesnt even have to look at them
yes they do have to look at them. If the killer looks away it does not blind them
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I already usually get a bleedout or two when playing killer as it is. Shorter bleedout would mean I would be getting a LOT of bleedout kills.
I agree there should be a suicide/concede for people who've been in the dying state for at least 30 seconds to a minute. Sometimes even with unbreakable, which can only be used once, you end up in a situation where you're slugged, there is no hope of all remaining survivors to escape and the best you can hope for is one getting the hatch.
In this situation the killer often slugs for the 4k and always argue that survivors don't "deserve the 1 escape" which is the most hypocritical argument because on the other end of the coin getting 3 doesn't mean you automatically deserve to get the 4th. Without the hatch, the last survivor has no chance of escaping and now that the EGC and hatch closing exist it is not a "free" escape either.
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12.1% chance of a key that can open a hatch up from 2.5%
You just got unlucky
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I disagree it's not always possible to safe unhook, especially in the end game when you might be relying on the hooked to have DS in order to escape.
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Last time they released stats about it, around half of the people playing survivor were in an SWF of 2 or more survivors. Removing SWF would likely cause a significant portion of these people to stop playing all together.
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I agree
It should be even
Either killers shouldn't see anything about the survivors or the survivors should be able to see profile and killer
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You can't make people play if they don't want to. You could make it litearlly impossible to get out the game by any means without a penalty other than being 3 hooked by the killer and people would just AFK
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Just download reshade and install reshade then google reshade crosshair and get a crosshair with that
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ITT: Killer's using whataboutism to defend OP ######### existing
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The flashlight change basically kills batteries for flashlights. I get you want to make light clicking not a thing but it really isn't that important in the grand scheme of things.
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What tick-rate are the dedicated servers currently running and are there any plans to increase it?
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/comment/895722#Comment_895722
Okay, that has no baring on how quick the gens are to do rando or no rando base gen with no regression perks, no speed repairing is 80 seconds that's insanely quick for how crap the regression perks are and how easily COUNTERED they are.
It also has no baring on how crap the pipping system is where you literally have to let survivors get unhooks to ensure you pip.
I'll use my most extreme situation that happened a few days ago.
I was playing ghort face downed a survivor I don't know wth went through the teams head but a lot bad plays happened all hit I think all of them or almost all of them on the way to hook then they all kept trying to rescue before I even got away from the hook . I literally completed the game faster than it took to load. Didn't even pip it made for a funny game but come on lol now this is the extreme end never had it be that bad previously hab. but I've had games where get multiple hits several survivors double hooked but because 2 got away I barely safety pip. The game wants killers to play well but not TOO well if you are going to pip.
2 getting away is like a tie. Safety pip makes sense to me.
4ks being saftey pips are kinda dumb though. The whole ranking system is dumb though. The game becomes a whole lot more enjoyable when you stop even looking at the number in the top right corner and just start playing the game.
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/comment/892341#Comment_892341
Even IF that was true again I doubt but let's grant the premise what does that have to do with the post?
It means that the majority of players are randos who don't know each other.
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/comment/874861#Comment_874861
Ehh that's debatable I seem to run into enough swf teams you don't need 4 as long as its at least 3 unless the 4th is absolutely terrible the 3 can usually coordinate around the rando
The last time the released part amount stats solos were 50% of players. 2 man roughly 25% 4 man around 5%. 3 man ~20%. And those stats do not just reflect randoms. They reflect every single match of DBD in the past 3 months.
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They can't ban you for doing the basement hook tome challenges
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@EuphoricBliss35 said:
Are you joking? Do you play killer? Do you know who survivor sided this game is already and you want STRONGER perks @SkeletalElite come on now
We can instaheal in lockers and pick up pallets now. Force to killer to break a pallet, can’t bloodlust you. It’s already kinda crazy. I don’t see killers with a perk to instabreak a pallet before it’s dropped
This perk does not force a killer to not bloodlust you. It takes 4 seconds to pick a pallet up which you do not have time to do mid chase.
Instahealing in lockers requires you to find a totem first. 8 seconds in the locker plus 14 seconds of cleansing plus the time it takes to find a totem usually means inner strength is about the same level as self care, its okay, it would be better use of time to just do gens and not waste a perk slot on a time sink.

