Valik
Valik
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- Valik
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It's just the best for so many reasons. You can instantly tell at a glance where survivors are at a distance and choose your approach as you leave the hook.
At the same time, the absence of survivors you can see can also tip you off if there's someone nearby.
Thrilling Tremors and Surveillance have given me the edge often, and allowed me to apply pressure early in the match.
BBQ, though, has saved my bacon more times than all the other perks combined - because while it's not quite as good a utility when Survivors are slamming gens, it remains functional at the end game or when the enemy team is in pieces. Finding the last survivor is a lot easier with BBQ than it is with Discordance, Tremors, or Surveillance. And you know that it will always be triggered when you're not in the middle of a chase to perfectly chain your actions together with information.
In my opinion, it is a strong enough perk to avoid the BP bonus. They should probably give the BP bonus to something like Distressing which actively debuffs most killers. It's a strong perk without the BP incentive.
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While I like chocolate - survivors need to shut up, not speak up.
Sure- hearing a voice line every once in awhile has its novelty. It would be pretty cool to hear Bill, Jeff, or Feng give character accurate lines when they start healing or preform any sort of action.
But this has a few unintended consequences:
1.) It will get old. People play this game for thousands of hours. Having a voice line for an action, pulling from a roster of 3-5 per action with a 15 second cooldown isn't going to remain novel for long. Not only will people get tired of hearing the same lines every few seconds EVERY match, but it has the potential to ruin people's favorites. Feng can be fun to be toxic with, but if she starts spouting annoying dialogue 4 times a minute - 12 times a match minimum - people may take offense to her voice and have to abandon their main for their own sanity.
2.) It breaks stealth. What only YOU can hear them? Only other survivors? What if you go for a sneaky heal, or try and touch a generator under the killer's nose and sneak away - suddenly that novel voice line is going to blow your cover... for no benefit at all. People are going to smash keyboards once Dwight says "Let's do this!" for the millionth time on a gen you're trying to get done while the killer is distracted - causing the killer to turn around after hearing it.
3.) Things are fine as is. You know things are ideal when the most voiced-up character with Bruce Campbell only has dialogue in the pre-game menu. Survivors absolutely and unequivocally do NOT need voice lines at all to be enjoyable or relevant. This adds nothing to the game and the dev team should spend their time on better things - like fixing bugs, creating new maps, or changing perks.
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She looks like she had botched plastic surgery.
Not sure if this will roll out, because CAPCOM would have to green light any changes - but I hope a small tweak is on their to-do list.
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They should, but they need to do it right.
FNAF, in my opinion, has some of the most under-rated horror potential for the game, easily rivalling IT, Candyman, and ALIEN for a spot on the roster.
The player controls one of 4 animatronics (Freddy, Chica, Bonnie, Foxy), 'The Animatronics'
They can swap bodies from across the map at any time, which causes an animation to play - the body they just left continues on with an AI for a few seconds.
Being able to keep pressure from across the map with several 'dormant' killers would allow for interesting game mechanics. It would also allow for the FNAF property to display multiple characters at once, better representing the IP. It also keeps it all consistent.
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It's not super consistent by any means - but going for a grab is usually 50/50.
I appreciate that Behavior introduced the 'auto-hit on missed grabs' thing - which makes it so that going for a window grab that gets rejected at least ticks them down a health state - which is right.
That being said, there's a 1 in 5 chance or so that the grab gets cancelled without any recourse.
Regardless, it never was reliable - it was always crap shoot. The fact that there's a good chance that the game bumping your grab results in a hit most of the time makes the entire process a lot less painful.
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I'm with Tr1nity.
Chocolate Milk all the way.
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Exponential is a completely missed opportunity.
How many perks remove scratch marks? Few, and they are highly contextual. Shadow Step has the added bonus of, while occasionally confusing the killer, it can also force the killer to choose between the boon and the chase. Snuffing the boon will make chases easier - but may allow the survivor toe escape. It's not always useful, but it's a nifty little buff that can turn the tides in a pinch.
Exponential has nearly no use - as not all killers slug. And those killers who do slug often cleanse a nearby totem that they know about.
That and, how many perks exist to help a survivor get back up again while slugged? Unbreakable, Soul Guard, hell... even No Mither.
You have options to prevent slugging that are better and more reliable than Exponential is, and the perk has very limited usefulness. Shadow Step has greater potential for value and accomplishes something few other perks can do.
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Just give 2 tokens per gen and have them only be expanded once reaching max lunge distance.
That's 10 'super lunges' per match. In an ideal game for killers, they still have to hit survivors for 16 health states - which can easily turn into 24.
Coup De Grace isn't guaranteed value either. By simply giving the perk more value, it will finally become a viable choice to bring on killer. By making it so tokens aren't burned until max lunge distance is reached, it doesn't punish players for holding a token.
On the other end - you could also make it so that tokens can only be used while in chase with an injured survivor - which means it won't be useful for starting chases, but ending them - so it will be much more difficult to begin to snowball, but much easier to put an end to an ill coordinated team.
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The Xenomorph is probably the more interesting - but Candyman is by far the most fitting for the game and its mechanics.
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While I like the fact you can save your fingers and keyboard / gamepad - I have a great disdain for the 'great' skill checks.
As it is now, the survivor sided meta just got a little buff for no reason at all. Nobody on the planet was saying that survivors needed 5% lower wiggle times, but here we are - and they have shorter wiggle times now. Why?
I'd rather go back to spamming buttons than have a broken game being designed by monkeys.
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The Spirit, among other DbD killers, has a very 'wonky' power that is tough to balance because it relies on multiple factors to remain strong - while those same factors can make her far too oppressive for survivors.
As she was before, she dominated the meta - she's been taken down a notch now, which is great, but there's more work to be done.
In my opinion, she's still strong - but she's in a place where tweaking her numbers will not balance her. She needs a little bit of a side-grade to move her mechanics out from where they are. Hopefully Behavior will find an eloquent solution that will allow her to remain as a strong killer without making her so incredibly oppressive in the meta.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2768613#Comment_2768613
Pig got add-on pass in 5.3.0 and now in 5.5.0 a major buff to 2 of her add-ons. What do you want 😕
Not talking about addons - more about the number tweaks, cosmetics, and the lore.
Quality, not quantity is my point. I hope Tapp and Piggy get a bunch of sweets, but part of me is bracing for a lackluster rollout as the dev team scrambles to try and piece together their many other projects.
Why focus on making really cool Saw charms when halfway through the tome Ringu is going to come out and eat up the precious development time as well as player attention?
It's hard for any team to pick what they're going to give the most attention to. I was hoping for changes to Hangman's Trick and Stake Out - maybe have numerous cosmetics and charms with interesting animations and tons of lore, perhaps even tweaks to Gabriel's Meat Packing Plant or a V2. Alas, we will not have such things - as that takes time and dedication that Behavior has little of.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2768671#Comment_2768671
Exactly. Bots do not need to reflect what it's like to play in a real match. They exist solely for practicing purposes only. Personally I don't understand why a bot can't hop in when a player disconnects. I agree with Patrick that multiplayer games should be focused around the human player, but when a human player disconnects you no longer have that human player element, so having a bot hop in would be better than having nothing at all.
Agreed.
The most aggravating fact is that this is tech that's been around for so long. Injecting a rudimentary AI into the match on a player DC is not the most challenging thing - as it has been done since the mid-2000's
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2768613#Comment_2768613
Behavior has around 850 employees
I know as much.
It's a lot - but they are also DOING a lot.
They have 850 employees, but they are all spread out doing different things. They are capable of greatness when brought together with focus and direction - but it's challenging trying to generate numerous high quality rollouts simultaneously no matter how big you are.
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Hilarious. But you know what I mean.
@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2768791#Comment_2768791
I didn't know that MoM caused exhaustion!!
I liked the idea, I had a similar one but only against hits that ignore the healthy status, here:
It's actually more balanced because it inflicts deep wounds.
There is no instance of the game where exhaustion is a direct trade for a health state because it is not an equal trade. Dead Hard grants I frames, but the player must time it right.
If the Legion stabbed people and they were only Exhausted without Deep Wounds - they might as well delete them for all the good it does them.
If you want to balance Dead Hard - cause the user to be broken for 60 seconds after use, and only gain the ability to use the perk again when healed.
It will maintain its powerhouse ability to extend chases and thwart killers, but it can't be used constantly and must be conserved, will also trade a health state for a proverbial health state so people cant use healing items to get back on their feet with Dead Hard again in 40 seconds flat.
@Top_Secret_117 said:
https://forum.deadbydaylight.com/en/discussion/comment/2768791#Comment_2768791
Ya thats a flat out lie. Lets look at some key differences here
Mettle of man, when procd, gives a 2 second injured speed boost, along with a successful hit cooldown on killer
Dead hard as reworked in this idea, gives a missed attack cooldown with no distance. Your are going to get hit again unless your immideately beside a recource. The two are very different.
They really aren't. In both circumstances you tank the hit.
If I really have to explain the FUNDEMENTALS of having 2 perks in the game that basically do the same thing, just because there are minor differences, then I'd be wasting my time.
The comparison is mostly about the rote nature of the change, as it would be stepping on another perk's toes.
Likewise, you won't have a killer perk that reveals the aura of nearby survivors in a 24 meter radius when you hit a survivor - because Contagious Fright exists. Just because one is aura and the other is screaming, one is 24 meters the other is terror radius, and one is on all hits while the other is on downing - they're still doing the same job and fulfilling the same roll.
If Dead Hard existed in this state, it would take up the same functional space as Mettle Of Man - just as our made up killer perk would compete for a perk slot against Contagious Fright. Each perk must do something different, you can't have 2 perks that are the same with some minor tweaks.
On top of it, that does not at all answer the glaring issues of the change that would make it an untenable switch, such as the lack of killer counterplay, the lack of utility, the guaranteed value, and the lack of health-state tradeoff.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2768748#Comment_2768748
MMR doesn't promote that behavior, and certainly not a matchmaking system that has no actual affect on anything other than matchmaking.
The community promotes that behavior. The players choose to do that, for no reward. That's not behavior's fault, or the matchmaking. You could easily play normally, even against full sweat squads, and guess what? Nothing happens. You lose a match, you go on to the next.
How you play the game is your choice. Does camping/tunneling give you a better chance of killing people? Yeah. But it did that wayyyyy before MMR was introduced. But the players are the ones who started saying, "It's only gonna put me with sweat squads so I have to play sweaty!" And so everyone started playing sweaty for an arbitrary number they can't see.
**"MMR doesn't promote that behavior."**
Has got to be one of the most backwards and ignorant statements I've heard in awhile. It's akin to saying "Giving my child $500 whenever he eats a sandwhich has no bearing on his financial or nutritional methods." Turns out, when you elevate people based only on a binary end result, you start pushing up people that got their results through sleezy means.
If you give the first kid to be done with their room $1 - but never check on their room, just on if they say they're done, then you're going to have a lot of kids that are going to get money for shoving their stuff in their closet, or have dishes that were shoved into the dishwasher wholesale. Saying that attaining high MMR though scumbag means has no effect on scumbags in high MMR makes absolutely 0 sense.
You do not seem to understand the difference between individual behavior and promoting individuals.
You see, if you lose a match, yes - you lose a match. Maybe you had fun, maybe you didn't. Okay.
You win a match, maybe a couple - uh oh. Now you're going up against an Insidious, NOED Bubba with a bunch of selfish teammates. Now you're going up against an entire team of Dead Hard, Borrowed Time, Circle Of Healing, D-Strike.
You win a match, now you're going up against tunnelers and face-campers that run corrupt intervention. Or a full team with purple medkits and syptic agents. You're going up against players that are bringing favorable map offerings and using the most meta killers around.
What you seem not to understand is it isn't how YOU play, the MMR doesn't change how YOU play.
What it does do is put you against players that the MMR system LIKES when you do GOOD.
So if you DO GOOD - you will not HAVE FUN.
Get it?
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2768641#Comment_2768641
"This just goes to show you that Behavior fanboys will say anything at all to defend something stupid and out of touch so long as it came from their favorite dev company."
Or, the counter position is that this just goes to show how people who've no clue what they're talking about will make any/every accusation and resort to logical fallacies in order to try and make a point.
I'm in no way a BHVR fanboy. Quite the opposite, because I see all the stuff they could be doing but aren't, and often get very wrong.
But honesty and integrity also means standing up for the things that are right. And in this, they are right.
Unless we adopt some weird paradigm where literally everything they do is wrong... is that what you're trying to suggest?
"I'm not who you think I am, making me correct by default. I'm right and you're wrong"
Intellectualism at its finest and most condensed.
You wrote your entire comment trying to bring logic to a flawed perspective. You are now attributing thoroughness and truth as delusions of detractors. You are labeling those who want an accurate representation of skill and a less toxic model of scoring as **"People who've no clue what they're talking about will make any/every accusation and resort to logical fallacies in order to try and make a point."**
Calculating viability, skill, and value off of an end result of a complex mixture is the very definition of judging a book by its cover. You explain away many parts of development and what makes such a system easy for developers to use, or a streamlined effect that generates somewhat accurate results - but that is looking at the picture and not the landscape beyond.
You will never, ever, ever glean an accurate representation of player skill, value, or contribution by measuring W's and L's. You will always create a more boring and predictable game where the only objective is winning at all costs. You will never entice new players to stay once they start winning and face the mediocracy of all those W's.
Trying to wrap your head around a game once you strip away perks, tiles, killers, powers, items, maps, technical aspects, and interactions is a lot easier. Its very simple to strip away everything and look at a binary end result. But just because something is easy doesn't make it true. Just because something is simple does not make it healthy, and just because you think you can wrap your mind around something's development does not make you the arbiter of what is right and what is wrong.
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No times a million.
Dead Hard is ubiquitous and needs a nerf, but this is not a nerf. This is FREE METTLE OF MAN.
Good Killers can work around the perk - baiting it out, tricking survivors into using it early, or even tricking them to use it to kill themselves.
The one 'issue' with the perk for survivors is that it takes a bit of getting used to - knowing exactly when is best to use it. That is the best balancing tool for the perk as is. It is a potential escape if you use it RIGHT. The little acceleration has a lot of applications and should not be removed.
Dead Hard needs a little tweak, but this isn't it.
This is just Mettle Of Man on steroids.
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Seems like a lot of artificial, convoluted rules.
Not being able to kill survivors until everyone is on death hook is challenge enough, no need to make all these secondary challenge objectives.
You can tie your wrists, no need to tie each finger individually.
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I don't care because they aren't addressing important things.
Devs think that cosmetics and lore are the way to go - as if they saw Riot going down that road and thought they should too.
They didn't learn their lessons from Deathgarden, and it shows.
If they want players to be excited, nerf the meta perks and buff the lame ones. Switch up a couple of killer abilities with a rollout of tweaks.
And replace the MMR system with a new, streamlined system.
Create new tiles and gyms for the various maps to randomly have.
Make an interesting map or two (Maybe, that would be awesome, let's admit)
But what are all of these things?
Smart and healthy for the game.
So we know for a fact they will never do it.
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Escape a few matches and do well, and you can move in next to that Insidious NOED bubba because you're basically neighbors until you lose enough matches to get away from this mandatory elo hell.
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As a killer main - these are toxic things.
Sure, if the survivors are swarming the hook, you don't have to let them have it.
Yes, if the survivors give a risky unhook - you punish them for it.
You do not have to play easy, you do not owe the survivors any favors.
That being said, there is a difference between defending a hook and camping, there is a difference between punishing and tunneling, there is a difference between prioritizing and slugging.
Holding your own as survivors threaten the hook is not camping, no matter what anyone says. If you have reason to believe there's an incoming save or hook bomb - you have no reason to leave. But staring up at a survivor and refusing to leave when there's no threat in the world for that hook - that's not just a bad play, it's a boring one. You're an uninteresting killer that's missing out on the actual game for no benefit. Players that only care about getting a kill have no true place in this game - it's a game about balancing objectives, managing time, and cat-and-mouse chases. If you are ignoring those things to sit and watch someone die on a hook - you're not a contributor to the game or its community. You don't belong here. Get out.
If a survivor makes a bad play, you punish them. If they make a bad play off the hook - it's their fault. If their team leaves them to rot, you do not owe them any favors and can punish the mistake. Just because a survivor just got unhooked does not give them an invisible shield of morality that makes you toxic if you hit them. Players should not be going for risky unhooks without a plan - and if the survivor makes an error off the hook and you put them down for the count - it's their fault, not your own. That being said, tunneling a survivor by ignoring all the other aspects of the game is horrible. It's not fun for anyone involved in the situation. If the survivor is a good match and the chases are fun, that's not tunneling - that's just playing around. Although, focusing any and all tools to kill a particular survivor FOR NO REASON is just a douche thing to do. It's 1 v 4, but picking out someone to ruin their day is just a bully mentality. This is a community for people who like to play together and have fun. We play as ugly monsters, it does not mean it's a game FOR ugly monsters. Leave your sadism at the door, because if ruining the game for 1 person is all you care about, you're a piece of trash no matter how you try to explain it away.
Dropping someone and pushing forward to deal with other matters is only technically 'slugging'. You cannot be expected to watch as 3 survivors complete a generator in front of your eyes just because you downed their friend. You don't have to pick someone up if their friend is waiting for a flashlight save. You don't have to pick up if you have 2 kills and the only other survivor just revealed themselves to you. If there's a reason for you to put your attention somewhere else, you're not 'slugging' people. If there are 3 people on the ground and you know where the last one is, you don't have to let them go just because 'not doing that would be toxic or something. But people who will ostensibly camp people on the ground are horrible. It's not smart, it's not dynamic, it's not fun. Leaving a lot of people on the ground doesn't help the killer win the game without reason, and it doesn't allow for complex gameplay. If a killer doesn't pick up, but enjoys seeing survivors languish away on the ground in front of them - that's psychotic. Being psychotic is not a personality and it isn't what the game was intended for. Grow up and learn to have fun. Put people on hooks and play the game, only leave them on the ground if there's a reason.
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You don't understand.
MMR promotes certain behavior (no pun intended)
Killers that camp and use scumbag tactics rise, survivors that are pricks and use the best perks survive.
It is the embodiment of 'the ends justify the means'
This means that all players within MMR are paired in likewise ways: 'the means beget the ends'
What this means is if a killer does well, they are automatically paired with the sweatiest survivors the game can throw at them. But these sweaty survivors are off conflicting quality - as some are pros and others hide in corners with a key. The matches are not fun or dynamic, and having a few good matches makes you paired against extremely oppressive and utterly boring matches.
What it means for survivor is the better you do, the more face campers you see. If you survived a few matches, get ready for tunnelers and campers that use the most broken perks. Wave goodbye to having fun with a killer of rivaling skill.
The problem isn't rank - it's matchmaking. It punishes you for being good and 'rewards' you for playing bad.
If you paly the game and you die over and over again, nothing has changed for you, continue to suffer. But if you have a few good games, you will suddenly be flooded with boring games that sap the joy out of matchmaking. Nobody wants to play killer because if they do good - they get paired with a bunch of jerks. Survivors are in a slightly better position, but if they start escaping - they're going to be paired with face campers and cheapskates using the same killers with the same perks.
It's not a competition to a high MMR rank.
It has turned the game into an invisible competition to see who can be the least creative and the most toxic. The better you become at the game, the less creative it becomes and the more corrosive it feels.
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I agree that it is survivor sided.
There are three primary issues that cause this to be in play - but I hope in the future they can be rectified:
1.) Time
It takes 80 seconds to finish a gen. Even less with perks and toolboxes, but a good survivor team will shave 0.8 seconds off with a great skill check. So that usually brings it down to 75 or so. TLDR, a match can easily and handily be won by a team of good survivors in about 180 seconds. But a team of disorganized survivors - or a gang set up against a high pressure killer that is being played well - they will have difficulty getting those same gens done in several minutes. Perks like Corrupt Intervention and Prove Thyself create a tug-of-war with Time as a precious resource, but the fact is that Time is on the survivor's side, not the killer's. Killers need to hurry up and apply pressure to STOP a survivor team's momentum, as they all start out on gens by proverbial default. If a killer AFKs for 30 seconds, they have lost a great deal of the potential in their match, while a survivor going AFK for 30 seconds is a lot less harmful to the team (It's not good, but it isn't a fatal mistake by default). You can tell who has the advantage in a match by who is racing against the clock. In the game, the survivors set the pace for how quickly the exit gates can open via generator progress, which the killers have to manage. Devoid of perks or items, though, the survivors have a veritable monopoly on the game's tempo at this point. If a killer does not assert themselves enough to interrupt and take control of the game's momentum, the survivors will win by default - as without perks, generators do not regress and coordinated efforts will allow a match to be completed in 3 minutes flat. When a survivor spawns in, they have the luxury of getting on a generator and rolling the dice on if they can complete it before they are chased, searching for a totem, perhaps opening a chest for an item (Which can be a toolbox), or engaging the killer to buy time for their teammates - of which they can avoid and take several seconds to stealth past without a huge detriment to the team's survival. As a killer, you have to hit the ground running and make decisive chases - one must split their attention to best harass multiple survivors away from objectives while chasing them into dead zones and forcing them to burn through their numerous tools before they can complete the gens and escape.
Time is on the survivor's side at the start of the match, and if the killer does not get a foothold - escaping becomes an ever increasing certainty.
2.) Health States
Health states are sacred. Every health state is time. Every health state is positioning. Every health state is the slim difference between taking a protection hit or having pressure to go for a risky save. Killers must manage health states - and their invisible counterparts. Borrowed Time - free health state, Dead Hard - Virtual health state if used correctly, NOED - ignore health states. Unbreakable, D-Strike, Circle Of healing, Deliverance, Mettle Of Man, Inner Strength, Second Wind, Power Struggle - these perks give health states. Devour Hope, Make Your Choice, Coulrophobia, Haunted Ground, Iron Maiden, Dragon's Grip, Starstruck - these perks deny survivors of health states. A health state can be anywhere between 5 to 45 seconds of time for either team, they signify a large part of maneuverability for survivors and are the basic currency of each match. While killers have powers and perks to aid in their ability to bypass health states and knock out survivors more reliably, the truth is that survivors now have a great many tools at their disposal to squeeze more health states out of matches - which creased great variance.
Health states are time. Here is an example.
Baby survivor with no perks goes up against an OK killer. Because of the circumstance, the killer hits them twice, hooks them, and then tunnels them off of hook. In a normal match, this exchange is 3 health states. 1- they are injured 2- they are downed and hooked 3- they are downed again and hooked. Even if the survivor is skilled enough to make the killer chase them for 15 seconds for each health state, that's only 45 seconds of chasing.
A pro survivor with Dead hard, D-Strike and a Borrowed Time Proc goes against the same killer and is likewise tunneled after being hooked. The killer must 'hit' them 7 times now. 1- they are injured 2- they use Dead Hard to avoid a hit and prolong the chase 3- They are downed and hooked 4- They trigger Borrowed Time 5- They use Dead Hard again to avoid a hit and extend the chase 6- They are downed again and Picked up, triggering D-Strike 7-They are downed again and hooked. If they make the killer chase them for 15 seconds each now, they turned 2 hooks for 45 seconds into 2 hooks for 105 seconds. If the killer hard focused this player, it would take over a minute and a half to put them down.
There are a lot of variables in these circumstances - how long can a better survivor hold out in a chase, if the killer can bait out dead hard, if the killer waits out Borrowed Time, if the survivor brought different perks, if the survivor misses his strike, if teammates take protection hits. etc.
The point is that there are various tools at the survivor's disposal that create a network of intertwining faculties that can give them back health states, grant them 'virtual' health states, or otherwise force killers to invest more for every health state taken. Survivors have to force the killer to pay for each health state in time. And they have a great many tools at their disposal to make this happen.
While skill is important, a great survivor with strong perks and items can make 2 health states last an entire match. While a good killer can burn through survivor health states rapidly. All in all, though, there are far more tools in Survivor hands to produce health states than there are tools for killers to deny them of these aspects, making Survivors have an edge in the game - which is exactly why meta perks are all around these perks for survivors (Dead Hard gives a virtual health state, Unbreakable, Borrowed Time, D-Strike, Circle Of Healing, etc) while killer perks mainly focus on time and generator regression, as meta perks allow a killer more time to eat through the bloated health states of survivors (Corrupt Intervention, Pop Goes The Weasel, Ruin, etc.)
3.) Spread
A Killer can only be in one place at one time - even the twins.
In order for the game to be matched, the killer must have a very, very tiny advantage over each survivor individually. Mechanically you can see this as their movement speed is faster in all circumstances, and they have the ability to break walls, pallets, and open lockers to route survivors from their perspective safety - punishing the brave or foolhardy with insta-down grabbing animations and unique abilities that allow them to exert pressure on survivors on an individual level. Survivors have tools of their own - but all in all, when a killer is toe to toe with a survivor, they are intended to have a slight advantage - which is why survivors must team up to combat them.
The issue with this is how you calculate this very small advantage, which becomes an incredibly great advantage against weaker survivors and a laughably negligible one while teamed against pro survivors.
All in all - so long a survivor knows what they are doing, they can force killers to patrol certain areas and spread out as the killer locks down one area over another.
If survivors bunch up or are a poor match for the killer, this isn't much of a factor - but if competent survivors ration their time and spread out, the killer will ALWAYS be forced to invest far too much time one one thing or another.
If two survivors harass a nearly completed gen while two others are at large, the killer is out of luck. They must dedicate to a chase, as time is against them. But both survivors that are puppy guarding the generator in question would take significant time advantage to knock them down a singular health state... by that time, the other will finish the generator. Another survivor is constantly trying to boon a nearby totem - while the final survivor is repairing a new gen far away. The killer can only do so much, and the game is the survivor's to win. In this circumstance, the killer will have to choose to shut down the boon, prevent the gen from being completed, dedicate to a chase, or try to attack the other survivor off guard.
The survivor's ability to force the killer into these choices is what grants them an edge. 4 is better than 1, sure, but when that 15% faster movement doesn't cut it, the game is the survivor's to lose.
Between the survivor's ability to push objectives, make killers pay for every health state, have numerous tools to grant themselves health states, and their ability to spread out - it makes it so that high level survivors will always have an advantage over killers.
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Survivor bots do not need to be given much more programming to face off against different killers - they just need to be basic in approach. Sure, you can use an if/then line of code to make a survivor drink from a fountain if they are fully infected from the plague, and have already been hooked once. That's not much code at all. Other than this, all you really need is for bots to repair gens, cleans hex totems, heal allies, and generally run away from killers. They do not have to be THAT strong. They don't even need to use active ability perks. Having ANY survivor at all is better than a DC - the Killer will have to chase them and kill them, yes, but the killer gets the satisfaction of eliminating a survivor and they have to take time to kill them - which frees up time for other survivor players.
Likewise, you may say that playing against an M1 hillbilly is boring - but having a Hillbilly that only M1s and is a relatively easy mark is a lot more interesting than a killer that DCs and sends you back to Que with a handful of points.
There may be logistical concerns, but they have the AI packets and they could make an injector to take over once someone disconnects.
Seriously, this technology has been around since 2009. There aren't any excuses.
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'The ends justify the means, and there is no better way.'
There, I condensed the entire post into 10 words.
This just goes to show you that Behavior fanboys will say anything at all to defend something stupid and out of touch so long as it came from their favorite dev company.
Everything said in the comment about reducing people to numbers and factoring in their performance sounds nice on paper. Gotta give it to the poster for blatantly admitting the horrendous flaws of the system.
The strange thing is it seems to be functioning off the notion that there is no better system. That there's no way to correctly calculate skill in an asymmetrical setting. That such a thing can't exist or doesn't already.
The thing is, SPM.
Score Per Minute.
It is already a system that's been in use in popular games like Call Of Duty for years. Turns out, if you calculate the score of a player and average it out across their playtime, you can get a very clear picture of their skill. It doesn't have to be lopsided, it doesn't have to be confusing, and it doesn't have to be unfair.
In fact, one of the major complaints is that MMR encourages scummy playstyles (Camping, hiding in corners, bringing only the most meta perks) because these things make you survive matches or get 4K trials. Not because you are being skilled or playing well. In MMR 'The ends justify the means', and that's as good as it gets.
However, if you change the scoring events to reward more bloodpoints for positive gameplay behavior (+Fresh Meat scoring event for chasing down a new survivor that was not recently unhooked | +Braveheart scoring event for when a survivor has been in chase for over 45 seconds. | +Tireless event for both sides for chaining several scoring events together for a long period of time, etc.) this will cause players to rank up when they preform good actions and play well, as their Score Per Minute will rise when they do well and get out fast, or overwhelm survivors and crush them quickly. You will not be punished for short games like the old system, you wont reel in agony as all 4 survivors escape after a hard fought match with 8 hooks - or run the killer all game just to die to NOED. If you do well with the time in your match, your average goes up. If you do not do well with your time, your average goes down. Getting points for a hatch escape isn't going to pip you up the ranks if you did nothing for your team all game.
That, and the fact that Killers and survivors are all soft-locked to 32k BP per match means that there is a finite speed to the game, and killers and Survivors can be measured by the same metrics. One simple number can determine how well you can preform in the match.
The developers saying that they MUST have this clunky system means they lack professionality. The developers defending the negative aspects of their own system makes them pompous and short sighted. The developers refusing to implement a better system in spite of community wide backlash shows a criminal lack of competence that should not be ignored.
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I just hope they can keep their focus on Ringu, the new tome, perk updates, map overhauls, and matchmaking changes through the event. It looks like they're gearing up to give it more time than they should.
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I don't think he's talking about his favorites or what's healthy - but it is extremely strong, especially when paired with other perks. Being able to instantly down survivors at the end can turn a good position into a great one - or turn the tide into the killer's favor. It can turn a 1K game into a 3K game with the pressure it creates by instant downs alone... especially in the current healing meta.
What makes it even more powerful is the subtle speed buff, which allows killer's to win chases they otherwise would have to cut back on. On paper, it sounds like you might catch up with survivors a whopping 6% faster or so... but in reality, it means that you beat them to many pallets and windows with deadly rebuke.
It is a highly potent and game changing perk with no true counter. If your objective is to get kills, it is a lifeline for games that edge into the end game.
it turns strong killers into powerhouses, average killers into monsters, mediocre killers into nightmares, and garbage killers into the ones I always have to play against (evidently)
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Sounds like behavior has a lot on their plate.
Trying to manage a licensed tome while starting a new event, fixing old bugs, releasing a new chapter, managing changes - it can't be easy.
That being said, they really need to sit down and focus.
Honestly, I'm shocked a time and a half this tome wasn't pushed to June.
Not only is Chinese New Year knocking on the front door, but Ringu is coming up in about a month, they should focus on hyping up that chapter and making a tome that coordinates with it.
Missed PR potential as well as a soft sell for the Saw chapter. I'm glad the Pig is getting the love she deserves, but it looks like the team isn't giving her the attention as of yet. There's too much to do in too little time.
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A lot of these suggestions rely on IPs that aren't strictly horror faceted, are goofy by trade, or simply mismatch the tone of Dead By Daylight.
Here are some low-ball suggestions for the Devs to consider:
IP -|- Character -|- Killer Title
- Hotline Miami -|- Jacket -|- The Jacket
- Candyman -|- Daniel Robitalle -|- The Candyman
- Terminator -|- T-800 -|- The Machine
- Pet Semitary -|- Sheriff Gus -|- The Houndmaster
- Predator -|- Predator -|- The Predator
- ALIEN -|- Xenomorph -|- The Xenomorph
- Five Nights At Freddy's -|- Freddy, Chica, Bonny, Foxy -|- The Animatronics
- Jeepers Creepers -|- The Creeper -|- The Creeper
- Dead Space -|- Ubermorph -|- The Necromorph
- Bioshock -|- Bouncer Big Daddy -|- The Diver
- Bioshock -|- Big Sister -|- The Prodigy
There are a lot more interesting ideas that can be used for new killers than there's fuel for Licensed ones, but these are good places to start.
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If they made her have a cooldown on trap use, they can limit her snowball while also allowing for items to play around.
If they are keen on a rework, they can give her another trap type that can be switched at any time. This would make her more interesting to play as and play against. Hopefully her secondary trap or item can match her lore.
Regardless, by tweaking a reset time to her traps, this alone would make Hag players have to pick and choose how they approach situations without being able to smack 8 health states out of a team in under 30 seconds.
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The only way an Asymmetrical game like this will achieve good ranking and balance is if it follows a SPM model.
By tweaking bloodpoint rewards for actions that are suitable for players, and rewarding less points for scummy behavior - the game can become fast paced and competitive simply by calculating the score a player attains per minute of gameplay. It would also double as a cheater warning, as impossibly high SPM will signal a cheater.
Ultimately, if you give points to players up to a cap and distribute it across time - survivors that do nothing all game will have low SPM even if they survive, while survivors that do well and die early will maintain high SPM because their gameplay time was shorter, but they accomplished more. Because each individual can score a max amount of bloodpoints - it means that the shorter a match is, the more skilled a player becomes. This means that stomping another person will boost your SPM and start to even you out at higher ranks.
At the same time, survivors and killers may have asymmetrical styles, but so long as they are capable of scoring 32kBP per match if they max all categories, then you can use a single number to determine the skill of killers and survivors alike, without the difficulty and convolution from previous systems.
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I, unfortunately, have an obsession with coming up with new perks. I have over 50 ideas written down in a Word document!
But I don't want to bore you - so here's one for the Killer, and one for Survivor!
Killer-
· Hex: Self Doubt
While this totem is active, all dull totems emit light as if they were Hex totems and make audio cues
when cleansed. Every time a totem is cleansed, all other totems appear as Dull totems for 30/45/60
seconds.
Survivor-
· Meddler
Cleansing a Dull Totem disables Hex Totems for 30 seconds. During this time, survivor's auras are
concealed from the killer.