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Witas

Witas

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Witas
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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1122424#Comment_1122424

    Yes, rank is purely meant to be for matchmaking purposes. In an ideal situation, your rank would be directly proportionate to your skill. We've found that this current ranking system doesn't directly reflect your skill, so we're trying something else.

    Couple of questions:

    Is it going live immediately with the 3.6 update or will it be released at a later date ?

    Will everyone start at the same MMR ?

    Is it set in stone that we will not be able to see our own MMR, ever ? Not even something like an end of season chart with our progress and comparison to other players (assuming seasons will still be a thing). I stated multiple times, but in my opinion not being able to see your own progress in a competetive game kinda defeats the purpose of playing ...

  • It helps me repair unsafe gens in safety (since I can SB to a pallet in case the killer comes), I also 99 it to have a speed burst whenever required. Hands down one of the best perks.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1120281#Comment_1120281

    Not quite two ultra rares, it's more about the distribution and amount in general. Each killer should have:

    • 4 common
    • 5 uncommon
    • 5 rare
    • 4 very rare
    • 2 ultra rare

    Any killer that doesn't fit that criteria is on the list to be reviewed, but there's also others that we'd like to look at as well (Pig, for example). Some might receive base kit changes at the same time, others might only receive an add-on pass.

    As for which one is next, that bit has not been announced yet.

    The bit has not been announced, but you ARE working on some nice killer changes, aren't you :D ?

  • Are charms THE ONLY thing that'll stay exclusive ? If so, that's pretty unfair for dedicated players, especially since half the outfits are only recolors, would've been nice if we could atleast get those as exclusive ...

  • I hate cooldowns on perks, Im okay with them reducing the range considerably, as long as the effect stays the same.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101275#Comment_1101275

    No way to say for sure right now. I would assume when maps are reworked, since they need to be placed manually by a level designer (they are not randomly placed), but specific areas could be looked into sooner.

    We're going to be experimenting with the new map first before putting them on any other map.

    Are you commited to the feature, as in, are you sure it'll sooner or later be on all maps, or is this an experimental feature, a test?

  • @MiniPixels said:

    I've been playing this game since launch and have talked with many others with the same amount of experience as me (survivor mains too), we all seem to agree on the same 3 causes of this problem.

    1. Map Design: Certain maps are WAAAY too big or too powerful that they must be reworked in order to achieve balance, examples of these would be either Red Forest map, or Haddonfield in terms of balance.
    2. Beginning of the game: While generator times themselves don't need to be reduced, something needs to be done about the start of the game, the first couple gens can go by way too quickly and killers that require setup such as the Hag or Trapper simply don't have the time to do so. The best way to fix this issue would be something similar to ScottJund's game startup idea which would decrease gen speeds until the first chase is initiated.
    3. Killer Balance: Most killers are just too weak, Clown, Cannibal, Legion, and Trapper are a few who especially need to be looked into

    The unfortunate thing is that addressing just one of these problems most likely won't fix the issue, and in my opinion at least two of these need to be addressed if not all three.

    Yeah I 100% agree, while the 1st and the 3rd issues you listed seem to atleast somewhat be on the devs radar (since the map and killer reworks are happening, even if at an excruciatingly slow rate, whether or not they're actually as impactfull as they should be is a whole different topic), the 2nd one simply isn't. The devs have recently even stated that "it's expected for 2/3 gens to pop after a short while", in what world that logic is okay though I do not comprehend.

  • @Peanits said:

    It would definitely be too late at this point to change that if the next killer is licensed; that sort of thing would need to be decided way earlier on. We're getting close to the release at this point.

    But for the record, the character being licensed or not has nothing to do with balance. We are free to balance them however we see fit.

    Yeah it's just that original characters overall tend to have more interesting powers and themes + Cool cosmetics every few weeks (unless you're Adam lol.)

  • @Peanits said:

    Just to clarify, we aren't trying to push this as a buff. This is just a quality of life change that's been asked for by the community for a long time. We are aware that this isn't necessarily going to make him stronger, it'll only make him feel a little better to play.

    But will you try to push something as a buff ? He could really use them :(

  • She could use some changes, yes. But there are MULTIPLE killers who NEED changes. Clown, Bubba, Legion, Trapper, Wraith, Pig ...

  • @PigMainClaudette said:

    Doc is A Tier, not B and Hag should be lower. Don't give camping a credible name.

    Well, I on the other hand would say that Doc is in a good place (if not too high, but I don't think he's exactly C tier too) and Hag should definetly be A, interesting how opinions differ, kinda goes to show how most killers are OK enough to have vastly different opinions depending on the player ... Except Bubba and Clown though, we all know these 2 are total garbage 😗

  • @Peanits said:

    For the time immediately following the release of the new system, they won't do anything (aside from give you achievements for reaching certain milestones on PC).

    Although should something go horribly, catastrophically wrong, we could always switch back to the old matchmaking system and fall back on ranks.

    "For the time immediately following the release" - Does that mean you have plans regarding the ranking system ? Also, what about the MMR being hidden ? ... In my opinion if you can't even see your own progress, there is really no point to playing the game at all, competetive games (And I truly believe that dbd is competetive) are all about getting better, I want to see that Im getting better and (preferably) I want to get rewarded for it.

  • It's just a bunch of safe pallets and windows, if the match ends before all pallets are exhausted, survivors win. If the match does not end before all pallets are exhausted, killer wins. It's the most boring map in the game imo.

  • It's neither as it works in the killer's favor lol. They lose time they could've used to make distance and 90% of the time I'll hear the way they're running anyway (100% of the time if they're injured)

  • @Aven_Fallen said:

    There is only one REAL Mimic Chest - the one in Sens Fortress which basically got every Dark Souls player.

    But well, having Mimic Chests would be bad for Killers. Survivors would not loot chests when there is such a high Risk, which means, they spend more time on Gens.

    Could be a cool perk though, a random chest on the map gets cursed, doing "something bad" to the survivor who opens it.

  • @Ireath said:

    To my knowledge they are not hiding ranks they are just scraping the current system for an mmr system.

    But you won't be able to see your mmr. If you can't see how much and whether or not you're improving, then what's the point of playing ? I've always looked at DBD as a competetive game, and in that sense hiding MMR (the game's new ranking system) is basically the same as not having ranks at all... Not having ranks in a competetive game.

    in BHVR Comment by Witas
  • @Endstille said:

    Thing is, talk about balance is quite useless at the moment due to the ranking system being garbage. I don't think that devs failed, they wanted to make the game easier for survivors and that is what they did. They repeatedly lowered the skill floor that survivor has, due to that at some point the meme of survivor just holding m1 became a reality. When you balance for new survivor players it gets easier for the rest as well but they kinda ignore that part.

    The only thing where you are able to observe gamebalance right now is when you have 4 good survivors playing in swf against a good killer. In my opinion survivor is too easy right now.

    That leads into a whole other discussion, whether or not DBD is competetive. I fully believe that DBD is a competetive game, and seeing it being balanced for casuals and newbies makes me sad :( There are certain moments when they go for competetiveness, but I think they have to take a side and stick with it, you won't satisfy both camps bhvr.

  • Maxing out the 3 killers that I still don't have all perks on.

  • @Orionbash said:

    Hi. Red rank killer here. I love new ruin. Stop complaining.

    If you think rank matters AT ALL, you're wrong. Stop thinking it gives you credibility, bringing it up does the opposite.

  • Do you think it'll ever be possible to make dedicated servers close to feeling as good as p2p felt on a decent ping ?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067422#Comment_1067422

    This is true.

    The perk rarity is just a carryover from the old days where a killer/survivor would have one rare perk, one very rare perk, and one ultra rare perk. Eventually ultra rare perks became very rare perks, so now you'll have one rare and two very rares. It's not to signify their strength, since that is very subjective and can vary based on the killer or other perks you're using.

    (Myers and Laurie are the oddballs out, having three very rares.)

    Honestly, I'd make all perks Uncommon at level 1, Rare at level 2 and Very Rare at level 3. Just for consistency's sake, doubt it'd take a lot of work, but would certainly be nice. Have you discussed that internally before ?

  • Maps. Maps have been and still are the biggest problem. Like someone else has stated, they need to speed up the fixes, because currently we wait 3 months for a single map "fix".

  • @Nemmy_Wemmy said:

    I have one for both and I highly recommend both.

    Spirit -

    Haunted Ground: most people dont want to cleanse against spirit if they are smart, if they cleanse they get one hit, this creates great pressure for you to get a down or two quickly, it also helps to protect the next perk..

    Devour Hope: Now this is evil, it has extra defense being that you have haunted ground and if they see you are spirit and know you have a totem most people assume its haunted ground, by the time devour hope allows u to insta down, its too late for them, alot of the time they cleanse haunted first bc they have a 2/3 chance of it being haunted. These 2 perks are especially evil on spirit for these reasons specifically.

    Barbecue and Chili: Could also use thrilling tremors here if you like, this allows u to have alot more bp and map awareness to help you use your next perk..

    Pop Goes The Weasel: This pairs nicely with bbq and allows you to slow the game down and by the time they get through all your totems of death, you wont need any perks besides pop and bbq to destroy with Spirit.

    Addons: I like haunting movement speed and charge speed personally.

    Doctor -

    Thrilling Tremor: BBQ cant replace this perk in this build, heres why, after you down someone use your static blast to immediately kick anyone around you off the gens then immediately pick up the downed survivor so it blocks off all gens they were working on, this combos with..

    Ruin: When you get a good spawn this combo is deadly, once you push them off the gens with static blast and block it with tremors, then gens immediately regress making it a pain to do gens with ruin up as well as being able to use..

    Surveillance: This allows you to know exactly which gens are being worked on when they are forced to get off or get back on, and if ruin gets cleansed its still a nice perk to help u keep tabs on gens.

    Distressing: This directly buffs his static blast, allowing him to hit more gens to get them off the gens for them to be blocked and regressed.

    Addons: I recomend the addons that lower your TR and raises it when static blast is ready meaning, your static blast will have even MORE range. Its called calm I think.

    Ruin doesn't synergize with Thrilling Tremors, the regression stops for the block's duration.

  • @Keezo said:

    I wouldn't switch, but i certainly would Switch

    Haha, my thoughts exactly !

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    Would it be possible for you to share some data on how the new ruin is performing ? Im curious mostly of how much it's used after the change and whether or not the Hex actually stays alive longer since it's a "lower priority".

  • I really like Brutal Strenght, it's one of the most OG perks. It's not super meta or anything, but the little bonus really helps in chases.

    in Perks Comment by Witas
  • @Peanits said:

    They're still on our radar. We've already made some improvements to reduce the delay in their stalking, and we would like to decrease that even more when we get the chance.

    The discussion here seems to have strayed into a balance one, but thanks for replying to my original concern.

  • Pretty strong when stays into the late game, but it doesn't do so reliably. Not worth a perk slot at all, if you want some late game power it's better to go with Blood Warden or Noed (way more consistant) and if you want to go for a risky power move, Devour Hope is better.

  • Depends. If I want to play anyone other than like 4 or 5 killers, then sure. I have to if I want to stand any chance.

    If I play someone like Nurse or Spirit though, I tend to give them a bit of a leeway.

  • As much as I love the game and the developers behind it, it currently has way too many issues for me to recommend to someone and not feel bad about it. MAYBE I would consider recommending it for someone interested in playing survivor, but definetly not for someone who wants to play killer.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026161#Comment_1026161

    It's not a matter of sides, it's a matter of how simple the changes are to implement. We only have a set amount of time to change things with each update (see the post above about Monstrous Shrine, for example).

    Is that so ?

    You're implying that these survivor perks are generally easier to buff than most of weak killer perks, but I don't see that to be honest. From your list, most of the survivor perks you mentioned will require a rework, rather than a simple number change.(Slippery Meat - Since it's current effect is far too situational, Technician - Since "beginner helper" perks in a paid DLC are just objectively a stupid idea #ZanshinTactics, Vigil - a number buff could easily turn Vigil into an extremely unhealthy perk, This is not happening - This perk is just useless and needs a new effect) It's actually Cruel Limits that'd be the easiest to buff.

  • @Almo said:

    Pig is in the higher ranges for Killer performance. It's unlikely she need a buff. Having said that, there are a few odd things hanging around (like Ruleset #2) and we'd like to do an addon pass eventually.

    I also think that her kit is mostly okay, but If I were to suggest a change, please remove the roar before her sneak attack. Kinda defeats the purpose, also makes the ability weak to the point where some pigs literally stand up rather than try to sneak attack. More than making her stronger, I just want the most fun part of her kit (in my opinion) to be viable.

  • @TheHourMan said:

    https://forum.deadbydaylight.com/en/discussion/103912/tome-2-#########

    It's around 1400 matches to get to level 75 without doing a single challenge. With challenges included (doing all challenges) then it takes around 500 matches. You have 3 months to do this. If you don't play the game enough to do 500 matches in 3 months, you shouldn't be buying a battle pass.

    500 matches in 70 days is 7 matches a day. That's NOT okay.

  • @Peanits said:

    There's more survivor challenges than killer challenges as to not affect matchmaking too heavily. This is something that we've learned from the first Tome. When there's an equal number of survivor and killer challenges, there ends up being too many people trying to play killer and killer queue times skyrocket as a result (since it takes four survivors to fill one killer lobby).

    I can assure you bias has nothing to do with it; nobody likes waiting a long time for a match.

    Is the dev team trying to come up with any solutions/compromises ? Will kinda suck if for the rest of eternity we'll keep getting more survivor challenges than killer challenges. Especially bad for killer mains, who'll have a wayyy harder time completing the Rift (since challenges are the main way of making Rift progress).

  • @Peanits said:

    This was actually tested early on when the EGC was being created. It wasn't the most interesting gameplay, and it removed some of the teamwork close calls around the exit gates. People who were communicating could also just have someone stand there and keep the gate ready to open without starting the EGC. We ultimately decided against it.

    The survivors are still under pressure to get that save as soon as possible, though. That hooked survivor will die before the collapse unless someone saves them. Whether the EGC has started or not, they still need to make their move as soon as possible. If you really want to EGC to start for some reason, you can always open the gate yourself. Otherwise you can basically consider the gate open and play accordingly.

    Just noticed, but the new Entity-like background and the black icon look sick ! Can I get some of that goodness too 😚? I can totally become a community manager 😏.

  • @Almo said:

    Demogorgon because it is the most unnatural-looking.

    Dear Dev, you're objectively wrong. You cannot face the Demogorgon, because he has no face 🤩!

    This joke was so bad ... Don't ban me pls xD

  • @Peanits said:

    There is Wake Up!, for what it's worth. I don't think it would be a game changer, since Wake Up! is pretty rarely used as is.

    But that's just because Wake Up! specifically is garbage, if an item that works with gates was implemented, people would use it, even if it was bad, since bringing in an item doesn't "cost" you anything, where as with perks you have only 4 slots and have to choose carefully. Perks could also work though, assuming such a perk would be worth the perk slot ... Well, it'd be work the perk slot and thus atleast somewhat used :P


    That being said Im not a fan of this idea, opening gates is quick enough as is.

  • @Almo said:

    We tried gate regression in early EGC tests. It was... not a good thing.

    I'm not saying anyone is silly for suggesting it! But if you could play with it, you'd see it felt really bad. :)

    Then how about making the lights on the gates have a purpose ? I believe this has been suggested already some time ago, but I think that making each light a progress "checkpoint" (25%,50%,75%) would be a great idea, this way the gate would only regress a bit, making it less frustrating/punishing for survivors who don't trigger the endgame immediately, but would prevent survivors from 99%ing a gate, which is a really frustrating scenario for killers.

  • You've addressed the biggest bad survivors' frustration with the Ruin nerf, it was used in 80% of matches so I can understand the reasoning behind this change, but by this logic, will survivor perks that are used in around 80% of games (as there are perks like that) also get changed ? Some great changes to reduce the killer's frustration could be made.

  • @Boosted_Dwight said:

    After a change as big a Ruin I'd imagine there would be a lot of people with interesting words to give to BHVR.

    Considering how internet is, I bet some BHVR devs already had the chance to learn ... Interesting facts about their families 🤣

  • I'll focus on ruin and BHVR aswell, since other than some Quality of Life stuff I don't have problems with him at all.

    I obviously agree with all of your points, but Im gonna try to give some clarity as to why they aren't responding directly and addressing issues directly, that's all speculation and my opinion (duh), but I feel like it may not be far from the truth.

    It's not that there's a disconnect and they don't know what's going on, they very well do, but choose not to answer for multiple reasons. First, they have a very slow update cycle, any meaningfull changes are introduced every 1.5 months (mid chapter/chapter release), it doesn't matter whether or not said changes are easy to implement, they leave'em out till big patches. So in a situation like this, they're propably hesitant to answer because it'll propably be a month atleast before they do something about it, and as we know people get impatient the second they hear anything (I formed my sentence this way, since it's pretty obvious that ruin is making it in in it's current form, the fact that they completely skipped ruin feedback from the ptb survey practically confirms this).

    Another thing is that they're in a genuinely ######### situation, balancing an assymetrical game where skill variance is so immensly huge between players is hell. Especially when you don't have a ranking system (No, Im not calling this thing a ranking system, since it doesn't rank players properly at all), it's unfortunate that due to money (making new chapters/battlepasses and in general ... making money) they've been postponing a rank rework so much, but there is nothing we can do about how they are, and we're getting one in 2020, so things should get better once this hits, for now, it's not a bad business decision technically for them to focus on bad players when balancing more, since that's like 80% of the community, but I've always believed that dedicated players>casuals. Still, even before any rank changes come in, Im positive they'll give us some "gen changes" sooner rather than later due to backlash they've gotten, but don't expect anything too crazy, since they're clearly focusing on new/less skilled players more, which isn't bad in and of itself, but it sure is painfull for the dedicated playerbase. You gotta remember that there is no objectively good solution, someone will almost certainly suffer. Still, I believe that things will be mostly ok (better than they were until this nerf) once they adjust gens in some way soon, which they will. I have enough faith in them to say that confidently (rip me if they don't lol)

    Lastly, don't flame the devs, they've gotta manage things somehow and considering their situation they have very little choice (I know I just repeated myself lol).They're passionate about their game, if you've been here for atleast a while, you know that, even though they undeniably are greedy, but Im 99% sure that's not the developers' fault, but the higher ups who just want money. Business is business, unfortunately.

    Have a great day everyone <3

  • Yeah, both of the rarest medkit addons are super clunky to use, hopefully we'll get some fixes someday.

  • Jake: Legacy I, Vigo's Marauder bottom, Life of The Party head. Whenever I play survivor Im a true candle, sticking out so badly xD

  • @_VTK_ said:

    Why should gen speed be nerfed if survivors have only 30-35% escape rate in red ranks? You want survivors to stop escaping completely? Where is the logic? Should DBD just become a survivor stomp?

    If anything, the gen repair speed must be faster, because right now we are far away from the 2k / 2 escapes that DEVs set a a goal for balance. Right now it's almost 3k - 1 escape on average.

    The escape rates are only so low because the ranking system is completely broken, absolutely awfull players are at red ranks, lowering the stats significantly.

  • I dunno how I feel about this, new players would still find it hard (since they're well ... New) and for the veterans you'd just be removing skill, since hitting greats is not so easy. Seems like a lose/lose to me.

  • @Peanits said:

    You do get Auric Cells back, as seen in the PTB.

    Is it still 1000, so that you can keep going "for free" as long as you complete the Battle Passes ? I'd imagine it is, but Im uncertaing since I haven't had the chance to play the PTB

  • It may be good in the long run, but currently it's a horrendously awfull decision, they addressed ruin but forgot to address the reason why it was used in every match. I wonder what'll happen now that gen speeds are still ridicolous, but we have no way of countering them at all ?

  • Oh im about to take a break, so don't worry about that =)

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