Tenebro
Tenebro
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- Tenebro
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@megdonalds said:
2019, when people still care about pips and ranks. The current emblem system is not perfect at all but it's far more better than before where you already pipped for literally doing nothing the whole match.
It simply requires more time to reach the top ... that's it. So people who have time can reach rank 1, people who don't can't reach it. Before at least even people who didn't have so much time to play could reach that rank. And every month the same story. So if you don't play often, you mostly like have boring games .... great!
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I don't think the current ranking system actually weight player skill, instead it only measure at best the time played in a month.
Sometimes, when I don't work and have time to play, I reach rank 1 with no problems. Other times I don't have such time (for ex. periods when I can do only 1-2 games per day at best), and I'm stuck around low ranks (usually between rank 15 to 10): at these ranks sometimes I find some skilled players like the ones I find in red ranks, other times I find a mixture of new and veteran players, and the game experience in ruined for everybody (too easy or too hard depending on the role). I really hate these ranks because I don't know how to play, simply because I find people with over 2.000 hours put together with people with 20 hours.
All this is caused by the fact the actual ranking system is based on no-sense scores, which rarely meet the actual player performance in a match. It promotes only fooling around and trolling people with a bit of brain, nothing else.
Because this ranking system is so lackluster, matchmaking side it's better to put people together based by the weighed average time played in the last 12 months, and create 20 ranks based on that. Then give the illusion of a ranking system, introducing leaderboards, with various stats: people with most kills/escapes, object founds, mories, chase time, chases won, chases lost, time spent healing, hex totems destroyed, time spent near a hook without other survivors around, etc. etc. ... so everyone can compare with each other. Maybe introducing various mini objectives like "if you break 20 totems, then you have XXX bloodpoints" etc etc.
I really don't understand why this horrible pip system is still a thing, and why some people gives so much importance to a thing that really doesn't measure nothing.
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@C0MAxCHRISS said:
I don't think gens are a problem. I believe the gates are a problem. If you've ever played White Noise 2. After all the tapes are found there's a final stand between the killer and survivors where survivors have to cleanse totems to win the game. I think if you double or even triple the gate times, with a secondary objective afterwards to lessen those times would be much better. This would also make alot of perks for both killer and survivors more useful. Like wake up, or hope..or noed. As of now as soon as the last gen is popped, it's gg for the killer unless they slug with noed. So the final stand will be the killer defending the gates. Maybe even taking one of the 2 incomplete gens and connecting it a gate to power it faster. And actual notifications when a survivor reaches 75% on gate. Idk.. something along those lines would be fun. I play both sides at purple ranks, I just think end game is way to easy for survivors...and mid game, and early game too. But endgame should be way more intense.
A bit before Endgame Collapse was released, devs decreased the amount of time required to open the exit gates in PTB. The community had to fight to get it reverted. I agree with you, but we have to deal with the devs perception of the game: it doesn't always coincide with the actual status of the game. I think most of them play between rank 20-15 at best. I hope there is someone testing consistently the actual gameplay at rank 1, because many choices they made gameplay side simply don't make you think that.
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There are simply too many pallets in the springwood maps. Many of them are unsafe, but not so much unsafe like unsafe pallets in other maps, and skilled survs simply skip to the next loop when necessary (the distance of the next loop is usually inferior than the length of the loop itself). If they don't do mistake, the match is gone for the killer. If the killer decides to interrupt a chase, there are so many pallets that is difficult to catch other survivors off position. If survivors aren't really good at looping, then the situation is the reverse, is a nightmare for survivors, and just too easy for killers. I just find these maps poorly designed (and full of blocking glitches where killer can't walk and survivors can). When I play in springwood, I can tell in the first 30 secs of chase the result of the game (for me and for games I see in streaming).
Bloodlust is fine right now in every map ... when it kicks in, it's already a won chase for survivors, for entertaining the killer so much time (if others don't do gens in the meanwhile it's a team fault). It limits somewhat the snowballing effect a single survivor could have for the entire team, which is good to make a game always challengeable.
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@Swiftblade131 said:
So let's never make a new game mode is basically what I am hearing from people. Because "iT wOuLdN't fIt ThE lOrE"
It's still a game or did we forget that part? The same thing for 3 years gets boring.
End of story, of course they wouldn't want to release a new game mode. Not because they can't do it, not because the engine is completely incapable, though I am sure it would have it's issues. People would in fact, try to play the new mode in droves, saturating the normal mode. But what do you expect to happen? It would happen even after a year. Surprise surprise, people like to try the new things, hence killer queues being longer when big reworks or new killers come out. It's all perfectly normal.
You all just gotta stop freaking out.
And as far as balance goes? Just balance while it's going on. What is the PTB for? To say you want it balanced on release is an impossibility.
You can put new things even in the current game mode, you don't need to make a new one. First of all, they can make unique survivors (with slight bonuses, or the hard way introducing unique powers like killers), add side objectives per map, make more than one primary objective, etc. etc.
I prefer this over the 2v8 mode. Another mode can kill this game: split player base, 2 "games" to balance (considering they have a lot of problems in balancing only 1), it will get old soon because of similar mechanics, problems would persist in the "classic" game mode, etc.
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I think this mode, lore side, doesn't make any sense. Also, I don't think could be so much fun for the effort to bring it in the game (after the first few weeks, it will get boring as the actual one). Queue times will be a lot worse because you split the player base. Too much consequences.
For me, devs should stay focused on the actual game mode, making it a bit more stable and balanced, and maybe updating and refreshing it with more gameplay elements (like find the fuel for generators, survs creating traps against killers, giving killer a way to build up mori during the match based on survs behavior and/or mistakes, introduce altars to interact with the entity for both killers and survivors, make others secondary objectives for both factions, etc. etc.). There are plenty of possibilities, but in a game like this I would never, ever, split the player base.
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Rank system for survivors: you have 4 objectives, each one giving you 1 pip if accomplished.
Objectives:
- escape alive from the match
- have at least 120 seconds of chase
- at least one unhooked survivor by you have to escape alive from the match
- healed survivors by you have to complete a total of 6 objectives
So the score at the end of the match is:
4 obj=+2; 3 obj=+1; 2 obj=0; 1 obj=-1; 0 obj=-2
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You can solve the problem of the most powerful surv by, obviously, ironing it out (you just don't make them unique without touching the rest), but also making unique survivors selection in lobby: no more clones!
Anyway there will always be the preferred current meta surv but ... hey, it happens in every game, so what's the problem. I prefer this compared to play 1 single survivor with many name\skins over and over.
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I like very much the ideas ... these would give at least something unique and characteristic to perks, survivors and killers.
To anyone who said this would not solve current balance problems ... well, the point is that this idea isn't aimed to solve balance problems, but to justify the absence of a class system for survivors and to give a better feeling with all the perks choices we have today. Balance will be affected by this some way, but both positively and negatively: it will be devs work to iron it out.
For example, the last survivor, Ash ... I was very happy he was coming into the game, but also very disappointed that he was coming only as a skin, like every other survivor. I want Ash to be Ash in one way or another, and the simplest thing to do is to have a bit of his traits "always equipped", so you can expect Ash to be Ash, not Claudette... obviously this apply for every other survivors too.
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The Hag is always hard to spot 😅 ... put a picture of Doctor, everybody will read your posts 😋
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@Peanits said:
Out of curiosity, how would it affect skill checks? Would it make them more frequent, or less frequent? If they're more frequent, this might be a bad thing for newer players or for times when the Killer is running Ruin or Huntress Lullaby. If they're less frequent, this might be bad for players who can consistently hit great skill checks or with perks like Autodidact. Making skill checks larger is already an existing effect separate from luck.
I'd be curious to know what else you think it could do. I'll move this to balance feedback for visibility.
I would not consider new players too much, because after a couple of hours you learn how to do skillchecks, and until you reach rank 15, there will not be too much luck offerings ... and even if, it's a good way to learn.
For Ruin and Lullaby? This is luck, so what's the meaning of being lucky while those totem are still up? Just do the reverse: while one of those totems are still up, you get slightly less skillchecks, otherwise slightly more.
And anyway, I agree with what JoannaVO wrote, it's a good idea too :)
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Well, you shouldn't include everything in the HUD, but you can include quite a bit, consuming little to no additional space at all, if well thought. Until now the HUD is pretty lackluster: it's full of wasted spaces that could be filled or changed with some more significant info.
I remember some time ago (about 6 months - 1 year), one guy on Reddit that photoshopped the current HUD, adding so many info by only optimizing it, without consuming 1 more pixel and without being too confusing: in just a couple of second I understood the meaning of everything without reading his post. Was simply magnificent, and the concept immediate ... like the current HUD, but with a lot more easy to understand, monkey proof, details.
Yes, the gap between voice comm and solo will always remain, but will be so much smaller and a lot more manageable.
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@Trotfoxx said:
https://forum.deadbydaylight.com/en/discussion/comment/444402#Comment_444402
There are no infinites if you use the necessary perks (bamboozle oc).
Bamboozle is bugged ... and anyway even if it was not, it's not ok to handle a bad game design with specific perks (for ex. Bamboozle for windows or Ruin for genrush).
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@Peanits said:
If it's an actual infinite, you won't be able to catch them regardless. Infinites are, well, infinite.
If it's just a really strong loop, there's a couple things you could do:
- Try bamboozle. If it's a strong window, blocking it off takes it right out of the equation.
- Make sure you are running it the right way. Remember that survivors need a pretty big run-up to be able to fast vault a window. Most strong loops will have something in front of the window on one side to prevent that. If you change directions and force them to run the loop the other way, they'll be forced to do a much slower vault, allowing you to catch up much faster.
- Consider just breaking the chase for now. If you're spending a lot of time on one guy while everyone else works on generators, you're going to have a bad time. It's not a huge deal if you have one or two people hooked or downed, but you'll want to reconsider if everyone else is safe. Often times it's better to go chase and down an easier target for now and then deal with the one that's causing you problems later when you've got pressure on the others.
Just a note @Peanits: sadly the first option isn't reliable because right now Bamboozle is bugged, and it doesn't always block windows. This apparently happens randomly once every 3-4 games, and when it happens, it will always happen for that match. There are many threads in the bug forum section reporting this ... I don't know if it's under your radar, because in this PTB patch notes I didn't see anything about fixing this problem.
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His experiment is still actual, it is based on the core game mechanics that didn't change at all since DBD came out, except the Hag dlc. Maybe the only significative change to the core gameplay is this Endgame Collapse ... I really hope they release it in the near future (and don't wait another year like they did 1 year ago with hatch standoff fix).
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@mintchapstick said:
Mmm, see. The thing is that I'm not buying that excuse. 'An update to the back-end services' is something that QA can, in fact, test for. I test updates to backend services on staging environments all of the time in my own work. What should be done is that the update is first done on a test build so that QA can do regression testing. If they're not doing updates, even backend updates, on test builds and letting QA at them first, then their development process is broken and needs to be reexamined so that they don't keep breaking the game.Ye, I work in this sector too, in defining and refining the development process of various projects of my company. And I agree that this should never ever happen, otherwise their development process needs to be reexamined asap: not only you spend time to fix these bugs that should never exists in production environment, you also loose a lot of time in your internal development, and you do not even realize it! Because time = money, this should be the top priority task to address.
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@thesuicidefox said:
@HavelmomDaS1 said:
But you miss the point that the meta is genrush. And you don't need that much perks for this meta. All the perks you mentioned like DS and adrenalin are perks to make it just even more annoying and carries bad swf teamsYa... hence why it makes sense to limit those perks for SWF. If they are limited then they can't abuse stacking.
And you can gen rush just fine as solo. It doesn't need buffs, because then it breaks the game like SWF does. Solo should be left as it is, SWF is the problem and needs changing.
You can't change SWF because you have no control on it. Any change on that front is a lost battle. Buffing solo is much more safe. Obviously, after the change, killers should be balanced too, so don't compare to the current "killer vs swf" state. Imagine like if you balance killers only around swf (easier task to do for devs).
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@HavelmomDaS1 said:
But you miss the point that the meta is genrush. And you don't need that much perks for this meta. All the perks you mentioned like DS and adrenalin are perks to make it just even more annoying and carries bad swf teamsThis ^
You don't need perks at all to genrush. -
@thesuicidefox said:
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Base Kindred is just flat out not necessary. Stop trying to pump up solo to match SWF, that is the worst way to balance the game. Solo is actually quite balanced right now, it's SWF that needs to be taken down a few notches to match it, not the other way around.You can't take down SWF because there are external factors that, as a dev, you don't control (discord for example). The only thing you can do is to set a common base to start with, buffing the only thing you control: solo plays. On top of that you can begin to balance (for real) the game. What advantages usually have voice comms? Coordination. How do you give such an advantage to solo plays? For me giving something like kindred, bond and empathy as default to survivors is a good starting point. You reduce the gap from SWF quite a bit. And yes, you also reduce the "clueless horror factor" of the game, but after playing this game more than a few hours you loose it anyway, so better having a balanced game. Remember, as survivor, you already see as default (and not as a perk) survivors auras in dying state, or when hooked you see others survs auras, etc. ... this already mine the "clueless horror factor".
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@HawkAyeTheNoo said:
Default kindred would be good for lower ranked, new players to the game but imo experienced players dont be needing a default kindred. You crazy.I think that with the lack of voice comm (no swf) even the most experienced player will find kindred useful, for a more coordinated save if they are committed to that. How many times I saw experienced survivors who didn't know what to do, if going for the save or doing the gen or something else, and if going for the save, how many times there was someone else there to do the save too, wasting a lot of time only for the lack of coordination. This kind of problem is greatly reduced when a team plays in voice comm. At least with kindred, bond and empathy you reduce the gap, letting devs balance killers on top of that.
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@Tsulan said:
Tenebro said:@Tsulan said:
Hell no! There is already way to much information on what killer perks affect the survivor. No need to pay attention. Just look at the info screen. Survivors were originally supposed to be clueless. Not have all the information served on a silver platter.
Then you have SWF, who have this information for free. Even if I like running around clueless, I prefer having more information for a more balanced game. Giving something like kindred, bond and empathy by default could be a good base to start balancing killers, while reducing the gap between swf and solo.
Splitting queues in "ranked" and "casual" was proposed multiple times by the community, but the player base isn't big enough: even with 1 queue, sometimes you have to wait a while to find a game.
The playerbase could be bigger, if we had casual.
I also want hardcore btw.I think such a change for devs is too risky: yes, it could be bigger, but if not, the game dies.
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@Tsulan said:
Hell no! There is already way to much information on what killer perks affect the survivor. No need to pay attention. Just look at the info screen. Survivors were originally supposed to be clueless. Not have all the information served on a silver platter.Then you have SWF, who have this information for free. Even if I like running around clueless, I prefer having more information for a more balanced game. Giving something like kindred, bond and empathy by default could be a good base to start balancing killers, while reducing the gap between swf and solo.
Splitting queues in "ranked" and "casual" was proposed multiple times by the community, but the player base isn't big enough: even with 1 queue, sometimes you have to wait a while to find a game. -
Wow, you should work for bhvr!

The only thing I see as a nerf is Lullaby. It could be changed in something like this:Huntress' Lullaby:
Each time you hook a survivor, gain a token up to 5 tokens. Each token grants a 2% penalty if a survivor misses any skill check. Time between the Skill Check warning sound and the Skill Check becomes shorter by 8/10/12% per token. -
Also they should change some basic game mechanics to allow people being less toxic (removing some elements that lead to this behavior) ... imagine what would happen today if there was some sort of rewards ... I don't even want to think about that ... pure hell
