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chieften333

chieften333

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chieften333
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  • @konchok said:

    BHVR has the ability to dig in as deep as they want to. For example, for Nurse they have stats that Almo has shared, that says that when comparing players dividing them each by their strongest killers and then sorting by percentage of kills, and then looking at which killers are performing the best, then what you find out is that, players who main nurse and are the top 1 percent of nurses have kill rates comparable to that of the other 4 top performing killer.

    What this means is what everyone already knows, in the right hands Nurse is a beast and is comparable to or better than other high tier killers.

    This does not mean that the statistics are incorrect. Nurse's kill rates are low, and even when looking at red ranks her kill rates are low, but the developers have the measurements to see that she is not in the need of buffs to her kit.

    Just because you don't understand how to use statistics to get reliable information about balance does not mean that the developers can't.

    If the devs can get so much reliable info that we can't, why don't they make much better balance decisions?

  • @Victor_hensley said:

    isn't maurice supposed to be next to the caravan? Oh...No...Does this mean we are getting multiple variations of the map like springwood?

    They might've just moved him, but I doubt they would do something like that to crotus prenn asylum. Which is a realm that already has two maps in it.

    I think they save that for maps like springwood which are the only maps in their respective realm.

  • People who say change my mind will never change their minds, change my mind!

  • @AggressiveFTW said:

    I really like the unique hooks on The Game. Also, there were more in-game screenshots, why didn't you share them also? https://twitter.com/DeadByBHVR/status/1348691221837979652

    They'll be added, didn't get the pictures from twitter.

  • It'd be neat, but too situational to be useful.

  • The devs get skittish whenever it comes to potentially useful perks.

    Even ones that would be negligible at best without the cooldown get the dumbest of restrictions.

  • The observer is the protagonist of DBD, and the matches we play are memories of the trials that he's experiencing.

  • Other

    I think the protagonist is the observer, the matches we play are probably just memories in the fog that he's experiencing.

  • Tremors are a symptom of withdrawal. If you observe blight in the main menu, he's constantly shaking and twitching.

    Meaning he is In a state of constant withdrawal and has become dependent on the blight serum to function in the trials.

  • Plus as the devs stated, "there is no time for love in the entity's realms."

  • Probably extreme trial and error.

    The fact that they know how to do it when we start playing means they've already been in the realms for some time.

  • @Gruo said:

    It's Trapper, his mask may have looked like it has a 'mechanical mouth' to Talbot. Talbot mentioned the killer that attacked him previously showed up again and he had a fight with him. He then chained that killer and we see the Trapper in the cut scene after.

    Plus Talbot is from the early 1800's , he barely has any idea what anything in the realms are.

  • I don't understand why pipping is so important to some people. The system is flawed in a way that favors people with playtime, plus anyone in red ranks would love the chance to de - pip into purple ranks.

    Even with the incentives it's kind of meh. The rewards are bloodpoints, and anyone with a couple BPS and BBQ could earn more than 500,000 from a couple matches.

  • Yes, but it is situational.

    But it becomes consistent if you put yourself in danger after you're hooked.

  • If you have PC dead by daylight I'd suggest trying the changes for yourself before making judgements. I'd wait to read the knee jerk forum posts that usually come around the day of the PTB as well.

    If you're on console then you'll sadly have to rely on forum posts or youtubers to know how the changes are.

  • It hardly fixes clowns glaring issue of his lack of map pressure. It could be useful in chases, but using it to bait as the devs say could prove to be detrimental to clown.

    We'll have to wait until tomorrow to know for sure though.

  • @Mr_K said:

    For new members: Sample forum post titles.

    <killer> with <perk> is broken.

    <killer> needs a rework.

    <perk> needs a nerf.

    <perk> is OP/broken.

    Survivor is hard.

    Killer is hard.

    How would you change <perk>?

    The next killer should be <franchise name>

    When is the next update?

    ...

    Have fun out there! 🤗

    Sounds about right

  • It's easily counteracted by an action survivors do anyways, that being 99ing the gates. It hardly ever comes into use for me so I had to replace it with something more consistent.

    But it is satisfying to pull of.

  • I used to be a user of urban evasion in my early days of survivor. Now that the game is more oriented toward chases, it just kind of dropped off the useful perks list for me.

  • Even freddy has some counterplay, however minimal it is. He outright warns you when he's teleporting, and you can either respect it, or try to rush the gen to completion.

    Trust me, you would rather not be up against an iri head huntress.

  • Because the generator is so alluring that my survivor brain can't help but draw me towards it.

  • If MMR actually works this time ( don't count on it ), then you'll have to wait another three weeks.

  • Best case scenario: keys are only used for aura reading, and have the added functionality of opening chests instantly. Leaving the hatch as a chance for the remaining survivor to escape if they're lucky.

    What I hope will happen: keys take 10 seconds to open the hatch, and only one person may escape per key.

    What will probably happen: the key takes 3 seconds to open the hatch, and everyone can still escape at once because the devs can't change a stupid achievement.

  • A small price to pay for salvation

  • @TheDappaScrappa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864745#Comment_1864745

    I rarely have gone against undying/ruin but I run detective's hunch just because i run inner strength so the few times i have gone against it, it was never a big deal. I mainly started thinking about this topic when pop was nerfed. Like the devs saying "60 seconds was too much time for a killer to do other stuff and still have pop active" but the same timer applies to DS and nothing is done about it, its just "its being looked into"

    I've just never understood that devs vision when it comes to some balance changes and I'd really like to know exactly what makes them decide something needs to be nerfed

    For the pop change ,It's blatant hypocrisy, Which they got relentlessly called out for by the community. It's wierd they even changed it, when hardly anyone complained about it.

    I've learned not to expect much from these devs. Even with the lowered expectations I'm still disappointed in some of their updates.

  • It's hard to say at the moment. It's baffling how DS hasn't been changed given the devs have expressed interest in it. As well as the fact it's easily abusable when coupled with unbreakable.

    Yet undying, which is reliant on good totem RNG. Can be removed from the match when found. Which can be accomplished with the help of maps, or two perks. In a hex centric meta I have no idea why no one would run those, then complain that undying/ruin is too strong.

    I hope the devs have a plan for it, but it's hard to say when these devs have been known for a severe lack of communication with their own community.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864678#Comment_1864678

    I’m a little surprised that as a Clown player you really can’t see the devious amount of set ups that can be done with tonics in one spot and antidotes in other spots.

    I don't play him religiously, blight's my true main.

    Clown is just my guilty pleasure

  • Yeah, the only thing I see his antidote being useful for is map mobility. Even then it kinda sucks at that because it's only 10%, maybe better with addons, but we'll just have to wait and see.

  • I'd say Adam, considering he has experience as a teacher. He's dealt with kids, and with how some survivor players are I'd say that makes Adam a perfect fit for them.

  • Many things are wrong, for one it relies on the flawed ranking system.

    The same one that ranks you up based on playtime rather than skill.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864567#Comment_1864567

    I think it would be cleaner to disable those perks in the end game collapse, rather than near an exit gate, as then you'd have to decide how big the radius should be by the exit gate (e.g. there are often gens right next to exit gates).

    (but just to avoid turning this into another DS thread, I might try and keep this topic around the exit gate progress for now :P )

    Yeah that actually would be a lot cleaner.

  • One thing I suggested in another post was making the use of perks in the exit gate area restricted.

    Basically meaning "get out, now. Or you're going on the hook." Which makes it risky for injured survivors to stay behind and T-bag at the exit gates. It also gets rid of the DS at exit gate situation. where the killer has no choice but to pick them up and eat the DS resulting in an escape, Or watch them crawl out.

    The perk deactivation could be on a timer, like 2- 3 seconds in the exit area would deactivate your perks.

    This means there would be no second chances at the gate if you linger, you get out now, or you die.

  • One thing I've thought of for survivors is having the use of perks restricted in the exit gate area. Essentially acting as a "get out now, or you're going on the hook" warning. Making it more risky to stay behind at the exit gate for the T - bags.

    I dunno, something along those lines would reduce the amount of second chances they have.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/218354/why-cant-your-mmr-rank-be-shown-through-the-ranking-system

    Still a bit unclear as to how killers and survivors skill level (?) is measured and gathered, and also how a killer and a survivor are equally paired with one another having 2 separate roles with 2 entirely different functions and necessary skill sets.

    Any insight?

    Unfortunately the devs have given us zero insight into how MMR scores players.

    So all i can do is hope that we can have an actual ranking system instead of a 'play x amount of time to get to rank 1' system.

  • @EvanSnowWolf said:

    "but you cant just remove decisive strike because the quality of life for a significant number of survivors would dip drastically"

    If ONE perk in the whole game is that profound then it absolutely needs to go.

    At the very least they could rework it to be an actual anti tunnel perk.

    If they really feel like putting effort in, they could make the anti tunnel function base game, and rework DS to be different.

  • @JPA said:

    Did this guy just compare the skill requirement of "playing Nurse" to hitting a DS skill check?

    Yes, it is a very out of place comparison.

    But you could at least add something to the rest of the conversation.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864154#Comment_1864154

    Read the post I did mention 2 games, Street Fighter 4 where people would yank the router to avoid playing against people with higher MMRs and WoW Mytic+ dungeons where you can check a webpage that colects data and assigns points to your performance without taking account stuff like who you were paired with in the dungeons so having a lower score impairs significantly your odds of being invited to a party, people are already complaining about this on some WoW forums (in the new expansion, they complained about it in the other xpacs that have the system). Ill add one more to the mix Dragon Ball Fighter Z people not accepting games of higher MMR ranked players. I played those 3 games and faced those 3 problems and believe me it was AWFUL.

    And yes, that huge chunk of toxic players will be toxic no matter what but why give them more tools and more info? you can reach a point where your MMR will make the rest of the Survivors quit your lobby just because your number is not palatable to them and get your lobby filled with lesser MMRs then you will be the one quitting because "I dont wanna play with noobs".

    Heck it already happened when Rank was visible, people quitted lobbies if they didnt like the others ranks...

    That's why rank should only be seen in the post game as it has always been.

    Just because some people are toxic doesn't mean the rest should be punished because of it. Having a visible rank also gives a way of affirming a ranking system works.

    There is no way to know if that is how my suggested system would be exploited without implementation. I keep saying, toxic people will always be toxic. But they are not guaranteed to do exactly as you say they will just because people in an unrelated game did it.

    Ranks are already visible, and there is no elitism right now. Having a high rank should be something to be proud of. With a hidden MMR system, there is nothing to be proud of because the devs refuse to tell you how you compare to others. Which could lead to some sort of dissatisfaction in the community.

    Just how I believe people could become dissatisfied without a measurement. You believe people will exploit the system for their own gain. But for both of those opinions there is no guarantee of that behavior occurring. The only way to know would be implementing it, and observing community responses.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864131#Comment_1864131

    Problem is its not going to be a few select players, its going to be a huge chunk of them as other games have shown.

    When the issue is the players you have to either get rid of what causes the issue or at least dont give them tools to behave like that, I remember SF4 online where people would turn off the router to avoid playing against players with higher MMRs or WoW elitism in M+, there are plenty of examples where tools and information were abused by a lot of people to be extremely toxic to each other.

    Its sad but sometimes people need to be protected from their worse instincts.

    @TicTac They could only show your own rank and it would be a good compromise.

    I agree, that would be harmless comunity wise but my guess is they dont want people devising how it works and how to trick it so hidding it may slow them in getting how it works (I doubt it will slow them much anyway).

    Myself I would make your own MMR viewable but it will only upgrade after X time, like you play for a week and every Monday you see your MMR change to avoid tampering (internally it will change after every game but you would only see the numbers change on Monday).

    As i said, those people will be toxic no matter what is added to the game. And what games are you referring to?

    You can't just mention other games and not say what they are. While pretending just saying that is evidence enough.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/218354/why-cant-your-mmr-rank-be-shown-through-the-ranking-system

    Because the current ranking system isn´t really good? It tries to force certain playstyles, to create a "fun" experience for everyone. But in the end it punishes for playing efficient or using the corresponding power.

    That's the issue with the emblem system, I'm saying that the emblem system should not affect rank, and instead should only be in the post match as a "hey, look at how you did in a match"

    Besides, the other issue is how certain killers aren't awarded enough for using their power, plague being a massive offender in that. While a blight will most likely max out his deviousness in most matches. So it's down to fixing how bloodpoints are awarded.

  • @HectorBrando said:

    Id rather not know anyone else MMR and they not know mine, seeing other comunities were MMR is open for all to see creates a huge elitism around the players "how DARES that 10000 MMR deadbeat being paired with me, a 10100 GOD? Ah great, a 12000 joined the team, nice nice". Not knowing yours no idea, maybe they dont want people gathering data on how it works and slow them on learning how to trick the system, which will happen, its only a matter of when.

    While knowing everyones MMR has some advantages it has some drawbacks too and in this case the drawbacks are too high and toxic (as other games have shown us).

    That's an issue with the players, not the system itself. DBD already has a toxic community, and they'll be toxic no matter what is added to the game.

    Why should a ( hopefully ) good system be held back just because a select few players will be [BAD WORD] about it?

  • It feels uninspired, and too spread out. I don't want to have to look in 4 separate places to get critical info for the match. The new UI feels like something from a mobile game.

    The old UI is better because it sticks to the gritty style DBD is known for. While keeping all important info conveniently in the bottom left.

  • More of an anti - camp perk but the unhooked survivor typically uses it to take a hit for the unhooker.

    Which isn't really what it's supposed to be used for, but hey, who's keeping track of how perks are supposed to be used.

  • Well let me just do my job really well and have really short chases as I'm supposed to.

    *proceeds to get hit by 4 DS's for doing my job as a killer well *


    We don't want it nerfed, we want it reworked to a point where it covers for actual tunneling, rather than punishing a killer for doing good. But some survivors use DS as a 60 second invincibility where they can pretty much do what they want. As soon as the killer comes near, they can just hop in a locker so the killer is in a lose lose situation. Where they lose valuable pressure no matter what they do.

    DS also covers for the fact that survivors can make mistakes, and still get a free escape from it. Such as running straight at the killer knowing full well you'll be downed. That is not behavior that should be reinforced by a perk.

  • Just because undying is in play doesn't mean it'll totally protect us from bad RNG.

    Not the perks fault that totem spawns suck really badly on some maps.

  • Honestly they need to fix aim dressing.

    Survivors who are familiar with how it works can use the system to end your lunge prematurely. When otherwise you would have gotten the hit.

    Other times it'll pull you towards an object the survivor is next to, instead of where they actually are.

  • I'm hoping it means that you can still accumulate tokens, that definitely seems to be what they're implying.

  • A lot of things don't belong in perks. But the devs did it so much when DBD just came out, that it would take a long time to rework all the perks. While adding base game equivalents to their effects would take even longer.

    I wish they would consider doing it for the health of the game. Even if it took a couple chapters/mid-chapters.

  • I'm kinda going to miss the opaque bottles, but the new ones look good.

    The glass is little too clear though, they could make it a little less see through.

  • @Aztreonam78 said:

    Let's compare Dead Hard with all other Exhaustion perks.

    1. Balanced Landing, Lithe, Head On - require Survivors to work with their environment in order to get benefits from the perk.
    2. Adrenaline - basically rewards Survivors for completing their main Objective.
    3. Sprint Burst - can be activated at any time, but may critically backfire by forcing Survivors to slowly walk.

    As for Dead Hard itself:

    • Makes Survivors feel okay staying injured. Since Survivors using this perk want to heal to lesser extent, it indirectly increases gen speed.
    • It allows skillless gameplay. Unlike all previous exhaustion perks demanding wise play from Survivors, Dead Hard is designed to erase mistakes they make by dashing to a Pallet or a Window and denying good play from the Killer.

    In conclusion, Dead Hard requires serious treatment and redesign since now it grants too much feeling of safety.

    I think they should reduce the distance it grants. It is supposed to be a SHORT dash forward, not a long one.

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