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Valik

Valik

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Valik
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  • Addons can be a bit silly - Spirit can be broken with addons and Bubba can be super hilariously fun.


    IMO Perks are the engine and addons are the lubricant.

    Perks will get you where you want to go no matter what, but the addons make the ride feel a lot smoother in your hands.


    Getting the yellow blood addon for Nemesis is a MUST for me. It's so annoying playing without that 25% additional mutation rate.

    But that little 'comfort' is nowhere compared to the Pain Resonance, Pop Goes The Weasel, Nemesis combo. Being able to, in the right circumstances, rob survivors of over 50% of a generator in a few seconds is diabolically strong. A little 'don't get caught in your traps' trapper or 'Take 4 seconds longer to remove bear trap' piggy isn't going to have nearly the same impact.

  • CoH has incredible potential value and absolutely can make a killer regret the day that they were born.


    But DH simply has better utility and is the king of all 'get out of jail free' cards.


    CoH is silly strong, but It won't save me from an IR Head Huntress after I'm off the hook.

  • The fluidity of pressing a button to quickly bring up the iron sights should be in the game.


    However, they should make it so that it must be held to make an accurate shot.

    If you want to spear a survivor, sure you can 'quickscope' for a blind chance of hitting them, but if you want to have accuracy and range - you're going to need to hold the button down and aim for a second or so.

    Lets people have fun movement, a little risk/reward gambling, but also rewards skilled players who lead their shots.


    They should also remove the on-reel-hit Deep Wounds (Only use that on a chain break) and make the projectile move a bit slower with a slight parabolic trajectory, IMO.


    Personally, I'd give him an additional 1.5 seconds of animation time on a missed shot and an additional 2.5 second animation time on a landed one, which automatically reloads the weapon.

    4 or 5 round magazine with a lengthy reload animation at a locker.

    This would make him a lot more aggressive and able to chain together shots if used properly, but lining up and leading shots takes skill - and bad shooters will have to leave chase to reload, while skilled shooters will be able to score consecutive hits.

    Even though he'd take a lot of skill - like Nurse - He'd also be very rewarding to play in the hands of those who are capable of leading their shots and know the perfect timing for when their 'bloom' narrows enough to make an accurate shot.

  • With a few exceptions, the new ones are simply more fluid.

    Standing, injured, and window grab animations though - totally better.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912886#Comment_2912886

    No, it shouldn't slow down the hook progress. It should pause it like it does now or it's pointless.

    The trigger to pause it is both situational, highly contextual, and depends highly on your teammates either being desperate or wasting their time.

    With a flat slowdown, instead of getting a highly HIGHLY circumstantial 30 second freeze, you can shave off seconds upon seconds from a hook when the killer is camping or close during their proxy.


    It would be exceptionally useful at 16%


    Killer facecamps someone with Kinship, they can look forward to 28 seconds of extra hook time from beginning to end as survivors slam generators.

    Killer camps while you're on a generator, they get almost 10 extra seconds.

    If the entire team runs the perk, a the hook will be slowed down by 90% while the killer is near the hook if the other 3 survivors are on generators, granting over 50 extra seconds.


    I'm not sure if you realized this aspect of the perk - but it makes it a lot easier to use and find value out of. Just repairing a generator with hook slowdown may allow a teammate to snag a last minute save before your friend goes into tier 2.


    It's a lot more potential value if used with coordination, but also grants a lot of tiny instances of value throughout the match - which makes it a lot more generally attractive and less stringent than a flat 30 second pause with very particular circumstances.

  • Not only should DCing from a match reward you 0 points and keep you from playing for a bit, it should probably subtract points from your BP bank.


    There are certain IRL things that deserve DCing for. Sometimes you simply can't continue, sometimes something comes up and you have to leave your computer ASAP. That's more than fine.

    On rare occasion, if you absolutely have to put the game down because it's lowering your quality of life, you got bigger fish to fry than a DC penalty.


    If someone thinks that having 0 BP and a re-que timer is too much for ruining a match, they're just the kind of person the penalties are designed to punish.


    If anything DC penalties should be harsher - not lighter.

  • While I firmly believe that there ought to be a far more robust change to the perk, I think this is barebones and absolutely critical as a minimum.


    I think something a bit beefier would be better:

    ~

    While hooked, if the killer is within 16 meters of the hook, hook progress is slowed by 5/10/15% for each other survivor working on a generator.

    When another survivor is hooked, their hook progress is slowed by 5/10/15% while you work on a generator outside of the killer’s terror radius.

    (This is revealed to other survivors while you are hooked)

    ~


    But having it work on both states and letting other survivors know when it is in effect is the least that the devs could do to make it a lot better overall.

  • I personally don't think information on what everyone is doing does much at all.

    It can help with efficiency, but all it's going to end up doing is making solo survivors more aggravated as they helplessly watch their teammates make bad plays.

    Knowing when the killer hits someone is as easy as seeing the HUD.

    Knowing who the killer is doesn't take more than 30 seconds and isn't all that important to know once health states and chases start being exchanged.

  • I don't think the answer to poor information perks is to make them free.


    If anything, they should just buff information perks so that they are more viable in SWF lobbies, making them much more attractive and useful to solo players instead of 'try to keep up' versions.

  • I love the creativity!


    Not sure about how this mechanic would be implemented. Seems stuck between sorta viable and kinda unfair ?


    I would love to see it in action though!

  • These are generally interesting, but lack specificity.

    Like, I got a glimpse into your mind, but don't have any translation.

    I'm impressed - but a bit lost.

  • Kapkan from Rainbow 6 is the new killer.

  • Everyone is talking about MMR like it's a Yes or No thing

    As if all SBMM is doomed to be an imbalanced and miserable failure and the only cure is chaos.


    Why don't we ask Behavior to create a healthy SBMM system that gives us what we want as players instead of asking them to remove it altogether?


    Maybe instead of having to choose between Chaos and a broken system, we can work with them to try to make a better system in the future?

  • I think this is a good idea - maybe it could help expedite other recovery as well.


    However, I will say that there should be an air of caution.

    Exhaustion perks are hyper powerful and, in the right hands, they can break the game if given a few short cooldowns.


    But having a brown, a yellow, and a green water bottle that can help recover from debuffs and stave off future debuff effectiveness would be a nice addition.

  • Unfortunately this IP isn't going to be touched by anyone until the creator is 'past-tense'. Nobody wants to do business with him, and it is likely that by the time he passes and the IP is in a studio's hands, people may have found a distaste for its antiquated form.

  • The Thing is my favorite movie of all time.

    I do not think this IP is a good fit for the DbD universe like many, many others are.

  • I like this a lot - but I think the stun and blindness denial is a bit OP.

    I totally want to see this IP tho


    ~


    After telling you about your OP suggestion.

    Here is my much lamer and less cool OP suggestion


    ~


    I would, however, like to see something done with a weapon.

    Like, you get a shotgun - it can put a survivor into the Dying state at point blank range, can damage a survivor when close, and hinders healthy survivors/applies deep wounds to injured at med range - is basically useless from afar. Can also break pallets and walls when shot.


    Gain bullets from kicking pallets.


    Readying a shotgun slows the killer by 50%

    An animation plays where the shotgun is twirled around like in T-2, taking 1 second before able to fire. After pressing the 'fire' button, there is a 1 second delay before firing as the gun is pulled to center. Shot has a + shaped spread that quickly separates with 10 pellets.


    You begin the trial with 120% movement speed and look fully human. When you get stunned, bits of your skin are pulled away and reveal the T-800 beneath.

    Every time you are stunned - up to 10 times, you lose 1.25% movement speed and your HUD changes:

    1 – Hud is changed to red and has a brighter hue

                                                                   2 – Survivors you are chasing are outlined in white and have their identities/information displayed.

                                                                   3 – In addition to the basic information, the item and attachments the survivor is carrying are shown. Gain a single bullet every 60 seconds.

                                                                   4 – Generator progress displayed and have white outlines while visible.

                                                                   5 – When a survivor is highlighted, you see their information. In addition, you now see their current health status – including how much progress they have on their healing/recovery bar, as well as their exhaustion and buffs/debuffs.

                                                                   6 – While not in chase, your breathing sounds are replaced with that of whatever survivor you were last chasing. (This is also where the mouth/entire head are revealed as machine) Reduce the shotgun holding slow by 25%

                                                                   7 – When a survivor uses a perk within your vision, you see what perked has been used. Gain a bullet every 30 seconds.

                                                                   8 – Visible blood blinks white before showing a white outline

                                                                   9 – survivors have a white outline regardless of range

                                                                   10 – when a survivor is within 2 meters of a pallet nearby you, a warning is displayed. Aiming the shotgun no longer incurs a movement penalty. Gain a bullet every 10 seconds.


    You start out like a speedy M1 killer. Survivors are encouraged to stun you to avoid your speedy encroachments - but pre-dropping pallets feeds you ammo, and stunning you makes you more deadly in the long run.

    There's a 0-10 bar, with 0 being a super speedy punching man with the chance to use a very wonky shotgun - 10 being a shotgun slaying master tracker with reduced mobility, but bullets they can use to end chases.

  • Honestly, I'd take an alien IP regardless of how it's implemented.


    I'd like to see the Alien use chitin structures to block off pallets and vaults, which can be destroyed - and have eggs be a constant harassments that survivors have to deal with passively.

  • I play as killer.

    Getting validated on a grab is the worst feeling because not only did I not get the grab... but I enter the recovery animation super late - which often puts me in a bad place.

  • I'd totally change this.

    I think the Predator needs to have a greater Dynamic that makes them more deadly while also being similar to killers such as Plague, Meyers, and Oni - which have a slow early game but can snowball if given an edge.


    ~


    In my opinion, the Predator should have a power that is based on how many skulls they have acquired through the match - up to 5.

    Skulls are aquired through Moris.

    When the trial begins, there are 5 survivor bots that spawn alongside the normal survivors. These bots look like Vietnam soldiers. They cannot be carried by the killer or hooked. They will repair generators at 5% speed and flee in chase (Repairing with allies does not slow their repair speed). They do not throw pallets unless to save another survivor and only vault. Upon being injured, the bots suffer from the Broken status for the remainder of the trial. While in the Dying state, these bots can be killed by your hand, collecting a skull. The bots will attempt to heal downed survivors and will stay near them while they are being carried. They will not save a survivor from the hook, but will try to heal an idle survivor if they are injured.

    The predator begins every trial cloaked. The cloak is not perfect while moving and has a notable refraction.

                                                                   0 Skulls – Cloak is the innate ability of the Predator. After channeling for 2 seconds, the predator cloaks himself. Interacting with any object causes him to uncloak – but preforming a basic attack doesn’t. When a basic attack is landed in cloak, The predator uncloaks during the animation. When uncloaked, the ability has a 30 second cooldown. While cloaked, the Predator’s lunge attack is diminished. They can uncloak at will, but will have reduced speed for the 2 second channel. The killer has 5% slower movement speed while cloaked.

                                                                   1 Skull – Jump. The predator unlocks the ability to jump, straight up to 4 meters or so – enough to climb hills. This has a cooldown of 3 seconds.

                                                                   2 Skulls – IR Vision & Blaster Cannon. The predator gains IR vision which tints the world in teal, and highlights survivors in red. This can be toggled on and off at will. The ability button changes from cloak to the Blaster Cannon. While held, the ability channels for 6 seconds, killer movement speed decreased by 75%, the survivor nearest to the center of the screen is targeted. When they are targeted, and audio and visual indicator shows that the ‘melee’ button will shoot a plasma bolt – which will travel the distance in a split second. When hit, the survivor is instantly put into the Dying state. After firing, the cannon has a 30 second cooldown. When out of line-of-sight, a survivor RAPIDLY loses the lock.

                                                                   3 Skulls – Enhanced Gauntlet. the Predator’s dagger like gauntlets elongate. His basic attacks and lunges have much further reach

                                                                   4 Skulls - Enhanced Cloak. The cooldown is reduced to 10 seconds and hitting a survivor refreshes the cooldown. The killer is no longer slowed while cloaked.

                                                                   5 Skulls – Blaster Cannon upgrade. Movement speed while being used is increased (-25%), channel time is reduced to 4 seconds, and the cooldown is reduced to 10 seconds.


    The killer has an alright ability to begin with - a nice cloak that can land some good hits on unwary survivors. Survivors begin the game with a lot more pressure on objectives and gain a lot of assistance to circumvent regression perks.

    But if the killer spends the time to ignore survivor players and cut down bots to spend even more time to mori them and collect skulls - they can turn into arguably the most powerful killer in the game.

    Being able to put a survivor into the dying state after keeping sight on them for 4.5 seconds may be incredibly strong, but considering that a killer will have to spend upwards of 3 minutes hunting bots to achieve this means that survivors have plenty of time to escape before this, and have more than enough opportunities to slow the killer's progress as they utilize the bots to their best advantage.

    ~

  • Neither.


    Release portions of the source code and release a platform to share server states on rented servers supplied by Behavior.


    Modders can try new ideas and exchange them. People can try out the modified versions of the game and give feedback.


    They can cover more ground and come up with new concepts for FREE by creating a method for fans to create their own content and temporarily distributing it.


    Wow ! This mod removed all of the annoying Survivor and Killer perks from the game and fans are having MORE fun with it! Maybe we should change these perks!


    This person literally spent a year modding Freddy into a super fun killer in his Beta server... maybe we could pay him to use this code and touch it up?


    The beta is nice to test releases and make tweaks. But if Behavior wanted to revolutionize how players look at custom content, they'd be best off creating a platform for modders to create content on their behalf.

  • I'd absolutely love to see what could amount to a 'Nostalgia mode' event that will allow players to play old DbD.

    In this mode, old maps and perks only. Old animations - etc.


    Just take the entire game from 2.0.0 or something and release it as a side-game that people can opt into.


    If I were at Behavior, I'd release 1.0.0 one week, 2.0.0 another, 3.0.0 the next and so on until I got to the current one.

    Each week I'd put the DLC items that came out during that time on sale.

    The final week would be the anniversary or something and there should be a new killer release.

    Basically - use 7 weeks as hype.


    Realistic? Heck no! Re-releasing old versions of the game warts and all would be worse than hell!

    But it would be super fun and would hype people up for new content. And perhaps make users a little bit more grateful for the hard changes made to make the game healthier going forward.

    in Old dbd Comment by Valik
  • Red is a dominant color along most of his skins (Glasses, ties, pizza, gift wrapping, christmas, etc.) I'd think that his favorite color would be red given how many skins he has that have red highlights.

  • @Alen_Starkly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909625#Comment_2909625

    You might wanna test it out for yourself, 'cause unless all gens are done, closing the hatch does not trigger Rancor. It only triggers when all 5 gens are done. Try it out and you'll see.

    I'll take your word for it, in that case.

    I'll try it out eventually - but I'd hope that this would be fixed if it were the case.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912295#Comment_2912295

    Everyone would likely be a lot happier if boon perks were stupefying in strength, but are removed from the game when snuffed.

    I doubt that. It'd be frustrating for the killer until the boon is destroyed, and it'd be frustrating for the survivors once their perk is permanently removed.

    I'd much rather see moderately powerful effects with snuffs being more rewarding. A killer should get rewarded for putting a boon totem out, and that's not sufficiently the case right now. Slap a 90 second cooldown on the ability to bless a totem whenever your boon gets snuffed and I think we're good to go.

    The generality is based off of my personal observations and opinions.

    In truth, no choice or change made to the game will please EVERYONE.

    But, generally, this is definitely a case of 'people don't know what they want until they have it'

    All the survivors are complaining that boon totems are weak and aren't worth bringing, they lack impact.

    All the killer mains are complaining that boons are infinite weeds that ruin the game.


    By giving survivors super powerful perks, they will be happy. By giving killers the ability to void those perks if they take the time to snuff them, killers are happy.


    There would have to be other changes - making the boon a little bit harder to find, getting rid of blessing actions and making all boon perks apply to the first totem cleansed, etc.


    Killers will complain about boon totems, but as long as they will be able to remove them from the trial - they will come to terms.

    Losing their perks may be a travesty to survivor mains, but give them a powerful buff - and they will appreciate their occasional use.


    @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912295#Comment_2912295

    Wrong the other boons are fine and don't need to be messed with all that much it's coh that's the issue

    If there isn't an issue with the other boon totems, you'd see them used more often.

    They hardly ever get any play - and even when they do, people complain that they are hardly useful.

    CoH may be strong, but being super weak is just as bad and unhealthy for the game as being too powerful.

  • Not sure what their thought process was, or how it applies to the asymmetrical balance of the game, but I think we can all agree that CoH itself doesn't need nerfs so much as all Boon perks need hard buffs - and Boons themselves need to be given a severe nerf to their kit.


    Everyone would likely be a lot happier if boon perks were stupefying in strength, but are removed from the game when snuffed.

    A super powerful 1 and done.

  • You have 3 tools up your sleeve.

    1.) Footsteps.

    Yeah, I know they're hard, but they are the #1 tool in your kit. Not only should you listen to see if you can hear them, but if you cannot - it tells you a ton. They might have stopped sprinting or went a different direction. It's hard, but you'll get used to it.

    2.) Grass.

    Seeing the grass move gives you a 100% accurate tell of where they are. Grassy maps have a major advantage from this.

    3.) Game Sense.

    This is cheap, but it's true. Once you play enough matches, you'll begin to develop a 6th sense for the game. You'll be able to better anticipate what survivors will do and how they will do it. Once you play enough Spirit - you'll begin to learn this. In concert with the prior two, this can assure that you will land hits where you'd previously be lost.

  • Similar to Mori's, they are casualties of long needed balance updates.


    Old Moris were insane and needed to be cut down to size - and so they have become a pervasively rare sight in the game where they were both terrible and frequent.


    Keys are much of the same, they needed to be fixed - as they gave an incredible and uniquely unfair advantage to survivor teams when a single one is either brought into the trial or gained through a chest by sheer chance. In the same way, they were terrible and frequent in matches, but now they are a very rare sight that are scarcely ever used.


    It is a good change, but the keys themselves are nearly vestigial in nature; a remnant of times past due to the major shift of healthy changes.


    That being said, I'd like to see Keys being granted more use overall. Perhaps they can open chests super fast, and give a boost to exit gate opening speeds as well. Keys should probably also have an addon that conceals the user's aura at expense to charges - and perhaps an Iridescent addon that causes the hatch to spawn similar to how it used to pre-update.

    In that case, it may be the best of all the worlds.


    As it stands, the keys stand as a vigilant memorial to a horribly balanced game mechanic that has since been shifted for the better.


    The ship has already sailed, and here we stand - without the boat - holding the oar.

  • I'm honestly not sure about this math.

    I can usually get 500k BP over the course of half a dozen games or so with BP offerings.

    Attaining 6,000,000 BP sounds like it could reasonably be done with 90 games or so.

    That's 12 hours of gameplay.


    IDK. Not saying you're wrong, just that it doesn't quite feel right according to my experiences.

  • Devs should put their energy into making more content, not removing content they already produced.

    Hawkins may not have been everyone's favorite map, but the destruction of art and creativity is tragic and horribly misguided.

  • Regardless of the game's state of play - I completely agree that camp/tunnel players should be punished with the Bloodpoint system - by either adding negative scoring events or by stunting the BP gains from those particular aspects of gameplay.

  • From the Void She Kills and the old 'Where Did Everyone Go?' were the hardest for me to accomplish.


    That and some Adept challenges were mind-numbingly difficult to accomplish. Ghostface and Shape in particular were nearly impossible.

  • It really does need to be looked at.


    By adding a debuff (such as Broken and needing to be restored to Healthy before it can be sued again) to the perk to make using it a last ditch effort in chases and also lower its frequency of use.


    I truly am with you in confusion as to why this has not been given a pass from the dev team. They tend to be highly secretive and insular with their designs - but I hope that they can announce plans to address it soon.

  • I don't have a main - I like to spread my playtime over all the killers and survivors.

    I always liked Jeff as a survivor though...


    For killer - I always had a soft spot for Cannibal.

    He's braindead, true. But I always hated playing around pallets, and Cannibal is the king of eating pallets and creating dead zones.


    That is, until Nemesis came out.

    Nemesis is my new Main by merit of having a super fun power and also chewing up pallets and making dead zones more aggressively than any other killer in the game.


    Just talking about it makes me want to get into a Nemi match right now!

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910506#Comment_2910506

    NOED rewards a killer for not getting everyone dead before doing the gens which is their objective. After the last gen it become stopping them from leaving. Adrenaline rewards a survivor for getting all the gens done. They are not the same thing.

    @latigresa said:

    NOED exists so babies won't quit the match. Its meant to be overpowered.

    Dead hard is overrated. Good survivors would still beat you at loops. Killers would complain about something else, just like how they did with BNP, OoO, DS, Boil Over, COH, etc...

    NOED doesn't REWARD anything, my friends.

    In order for a perk to REWARD behavior, it must have some sort of gameplay requirement that forces killers into a particular style of gameplay.

    Dead Hard does not REWARD anything.

    Again. In order for a perk to REWARD behavior, it must have some sort of gameplay requirement that forces killers into a particular style of gameplay.


    NOED and DH are aggravating because they do not REWARD any particular choice or action. They do not incentivize a particular style over another or grant increased value given some practical sense of preparation. They do not have and prior consideration or cognitive evaluation to employ.


    The problem with NOED as a killer perk - and DH as a survivor perk - is that these are FREE.

    They can be used with a virtual guarantee of value without any actual skill, any actual input, without any consideration or preparation.


    When a survivor sees NOED pop, it's almost like the killer says 'I brought this perk, I win.'

    When a killer sees DH pop, it's almost like the survivor is saying 'I brought this perk, I win.'


    The problem is not the direction of the power, it is not some sense of 'Rewarding' behavior.

    It is the opposite, in reality.


    These perks are completely omnidirectional in their application and have no structure whatsoever to 'reward' anything. They do not require consideration or risk. They have no true vices that can make their employment difficult or challenging.


    DH may have Exhaustion for 40 seconds, but NOED can be removed from the game and is a dead slot for the vast majority of the trial.


    In either case, NOED will almost ALWAYS find value in a match and secure a kill. DH will almost ALWAYS find value in a match and secure safety.


    There is absolutely no specificity to anticipate, drawbacks to consider, requirements to prepare, or situations to force.


    There is no transaction between potential value and cost.



    It is not that people who bring these perks are babies, or are being given treats for bad behavior.

    It is that they simply need not do anything or consider any factor in the game whatsoever to find value, which utterly breaks the tradeoff economy that this game has in spades.

  • I'd love to see the perks killswitched off for a week and see the data and feedback that comes out of it.

  • @slunder said:

    @Valik I think that a rework in which the devs transform the bloodpoint system into a system that is accurate for determinating skill would be a very long and complex task. They are too busy releasing new dlcs of trash maps and killers whose power us just a remix of older killer powers.

    Fair is fair. That may be where we disagree at the core. I personally think that changing numbers like +500 to +200 is probably the easiest kind of patch that can be implemented in any game, at any time.


    I appreciate where you're coming from though - I think we can all agree that the current MMR system needs some serious work before it's truly in an acceptable state for the community.

  • @slunder said:

    @Valik I think there would be problems.

    If you have 2 survivors, one uses 5 pallets and gets a stun every time and goes down in 1 minute, the other uses 0 pallets and goes down in 1 minute, then the first survivor gets blood points for the stuns but the second one does not.

    Then, the survivor who unhooks all 3 teammates but then dies instead of leaving gets less blood points that the one who just leaves.

    I could give many examples, but blood points are not really based on skill.

    Also, a survivor could literally just sabo hooks when the killer is far away and gain more blood points than if he was doing generators.

    I could literally give examples like this all day, just tell me how many you want.

    Uhhh...

    Yeah, because stunning the killer is a good thing.

    But, if this was such a grand issue - it would be extremely simple to fix, by creating a scoring event that triggers once every 20 seconds of chase that a pallet is not used.

    If a survivor stuns the killer with each and every pallet in the map without getting hit, good on them. This is not, by virtue, a bad thing at any level of play. But if a survivor manages to avoid getting hit or throwing a pallet, giving them a hefty reward would be an awesome Survival scoring event that could help round out the otherwise anemic BP category.


    Also... you are fortunately (unfortunately?) mistaken. This is the beauty of SPM/BPPM models. A survivor that makes two heroic unhooks, takes protection hits and dies has a much more compact spread of BP than those who flee from the hook and make an escape.

    Survive for 5,000 bp for the escape and ~250 for opening the exit gates and waiting there with a single heal each (750) for everyone to get out after 45 seconds. (8,000 BPPM)

    Or getting two safe late unhooks with two protection hits, the chase conclusion score, a little recovery and wiggle put together ( 2,000 + 2,000 + 200 + 200 + 600 + ~1,000) in 30 seconds. (12,000 BPPM)

    In the situation as you described is not too uncommon, but it also illustrates how - without any tweaking - the numbers can work as-is in many cases like this.

    If this scoring event based matchmaking system was live, the late unhook hero would be considered twice as skillful as the two others that opened the 99'd exits and healed up before taunting the killer to leave.


    Survivors on generators also earn tons of blood points. Skill checks can give 300bp each, Repairing a generator can grant over 1,000bp with +25 for each second preformed along side another person. if in the killer's terror radius, they also gain some boldness.

    If someone sits on a generator for 30 seconds with a teammate that gets chased off halfway through - they can gain over 2,000 bp (1,000 BPPM)

    Someone who is able to sabotage 4 hooks in the same time will gain 500bp each 2,000 bp (1,000 BPPM).

    Yeah, you could run around finding hooks to sabotage, but you're better off just repairing and hitting great skill checks.

    If BPPM was implemented, it would be exceedingly simply to change the BP score of Sabotaging to 200bp and have it increased to 800bp if done while the killer is carrying a survivor.


    That being said, the system would only need minor changes to scoring events to even this out.

    For instance, only rewarding points for throwing a pallet if it stuns the killer or is broken quickly, while also scoring for survivors that conserve pallets and make do without.


    I understand if you still disagree, but it sounds like you have the wrong mental picture. I hope this helped clear some of that up!

  • @slunder said:

    @Valik yes, but you can also be mismatched with teammates better than you. And yes, I am aware on the short term it is not perfect. If there are better solutions I am open for them, but the devs never really managed to create good ranking systems that work, neither on the short or long term.

    What would you think about a BPPM model?

    Tweak scoring events and average out the amount of BP gained in a match for active time (Sitting on hook or 'find help' while on ground doesn't count)

    Do you think that Score Per Minute systems using DbD's current BP scoring would work out well?

    Why or why not?

  • @Cancan71 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909742#Comment_2909742

    Well I was thinking that the small effect should be that at the start survivors would have to do 2 skill checks in a row, then after every hook it would be 3, 4 and then 5 skill checks in a row like I said in my post.

    That way, killers have more opportunity to make survivors miss skill checks and it would synergies with killers like Doctor and perks like Tinkerer. It would also only require three tokens for max power, making it less work than Devour Hope.

    I agree though, this perk needs some attention to bring it to modern standards.

    3 things - all sad.


    1.) Miscommunication :(

    I see what you mean, but what I'm saying is that the perk really needs something very strong and a high threat to pull survivors off of generators and scare them out of healing until they can cleanse the Hex. As it stands, the perk is nearly useless until 3 hooks at the very least, and doesn't even gain momentum until 5 hooks in - which is often towards the mid/late-game when a snowball has had a lot of chances to be melted and precious few moments to find use. I think your version is good, I just think it needs more teeth.

    2.) Doctor :(

    This perk does not effect doctor skill checks. One of the developers got messed up by a Doctor with this perk and had it changed. it no longer has synergy with his kit.

    3.) The Golden Age :(

    While I wish that Behavior would make a big splash with perks like this, I'm afraid that we're going to have to sit and see if Huntress perks ever will get noticed by anyone up top.

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909750#Comment_2909750

    Most of the time I see toolboxes nowadays they're used for Sabo by at least one survivor. Mind you, it doesn't work well but half the time for them.

    My envy for you is vast and seemingly endless.

  • @slunder said:

    @Valik but in the long run, like in 100 games or so, being screwed or carried is nearly impossible. When you have 300 random teammates, then with binomial distribution you should know that it will even out (if you know what this thing is). The noob that got lucky will eventually face binomial distribution and get back to the rank he deserves, also, if he gets too high his incompetence will drag others down, causing defeat. Do you want me to explain what binomial distribution is? I can do it if you want.

    Also, according to your logic (that escapes = skill), survivors that hide in lockers and just move to avoid crows all game and then use left behind or a key to escape have done a good job, since they escaped. Very easy to exploit. Good job on the survivor that always hides when exit gates are powered, lets others open them and then escape while leaving behind the teammates who did all the work.

    Not at all.

    How many games within 100 will you preform accurately to your own skill level while you're alive?

    How many games within 100 will you have bad teammates, DCs, or get boosted?


    Even if less than half of the games have you mismatched with teammates, or sport crippling drawbacks - it's still infinitley worse than simply scoring players based on their performance in the first place.

    Making a problem even worse doesn't check out merely because it can be diluted with volume.


    SBMM should be a light switch that turns on or off. Not a system that - over the course of 100 or more uses will be more correct than not.


    And I'm not the one who believes that escapes = skill. That is simply the current system. I 100% agree with you that escape scoring is a horrendous choice and should be changed.

    I personally think the system should consider escaping to be the cherry on top of the gameplay sundae instead of the only factor in determining player skill - but we have what we have.


    I respect your opinions, but I hope that you can see my point when I say that diluting a problematic system to create a 'generally correct' result through sheer volume is not a concise or ideal solution.


    (Also, no explanation is needed, thanks for the offer though! It's always good to have people excited to share knowledge)

  • Against a coordinated team, Trapper is Machete man.

    Against a coordinated team, Meyers has no stealth and is denied stalk - if he even makes it to end game.

    Legion injures people (oh no!) but at high levels of play, nobody cares.

    Wraith is a 1v1 ambush killer that can be completely countered with coordination and comms.

    Doctor's debuffs are laughed at by higher tier plays and is countered by boring, safe gameplay.

    Freddy is basically useless in safe loops and has nothing but his TP - which can backfire at times.

    Clown is a clown.

    Pig traps are unreliable and her ambush is basically a gamble.

    Ghostface Night Shroud pops faster than a balloon in a war zone now.

    Deathslinger ADS ground pound nerf basically removed him from the entire game.

    Ornyo exists.


    Plenty of sub-par killers, especially when you compare them to the raw abilities of the more competent ones out there.

    Why bring Meyers when Oni is basically the same "get to your elevated state" killer, but better?

    Why bring Doctor to shut down loops when Nemesis is flat better at it?

    Why bring Freddy as a high mobility killer when Blight is just as fast, more reliable, and more deadly in a chase?

    Why bring Executioner for skill shots when survivors dodge and make a laughter of each tiny failure when you can bring Plague and render meta healing perks useless?

    Why bring Trickster and take several seconds to damage a survivor when Huntress is more reliable and deadly?


    At high MMR, why aren't you bringing Spirit, Hag, or Nurse? Do any other killers exist? Why should they?

  • Everyone talks about her addons and attacks and lunge... why not rework her altogether?

    She isn't exactly the picture of perfect balance by any stretch of the imagination - what would all of you do if you were written a blank check and Behavior asked YOU to come up with Nurse 2.0 ?

  • We'll be here if and when you want to come back!

  • 90 seconds?

    A couple of Prove Thyselves, a Fast Track and 3 toolboxes with BNP and Wire Spools will have 3 generators knocked out in 50 seconds or so.

    • This post brought to you by Jill Valentine gang.
  • Hard to say!

    Skies the limit in the Entities' realm.


    Part of me wonders if these apparitions are constructs of his own delusional imagination, conjured fourth by an insane mind.


    At times I wonder if the Observer is a manifested aspect of the Entity itself. A form of curious expression that has taken root in the form of mortal men - like the twinkling and bleeding remnant's of a god's conscience.

  • It should be a BPPM model.


    Change the BP scoring events in game to best reflect player skill.

    Calculate the average BP yield per minute of the game played.

    Survivors that get 6k in a long match are placed in the bottom, survivors that get 20k before dying after a few minutes are much higher, etc.


    It's really not rocket science.

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