drsoontm
drsoontm
About
- Username
- drsoontm
- Joined
- Visits
- 2,627
- Last Active
Comments
-
@HugTheHag said:
I do think too that early survivor DCs (first 3 to 5 minutes maybe?) should put an end to the match the same way killer DCs do, and give back offerings and items. I can't tell how frustrating it is to lose items and offerings because someone doesn't like the killer and DCs. It's an easy match for the killer, as the game is not made to be a 3 v 1, and a terrible time for the survivors.
It would be abused easily.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/341192/people-dead-harding-with-out-the-animation
What people are saying is that it is so fast 0.5 seconds so it is hard to tell. But there is a new script going around that basically auto-deadhards for people at the right time. More survivors are starting to use that i think.
It would mean validation is essentially broken. The only way a cheat like that could work is if the hit is send to the client and only then cancelled by the next data from the client. It should be so easy to detect and ban.
-
@Marik1987 said:
- Nurse Addons adjustments
- Kavanaghs Last Breath - increased the blink duration by 30%
- Heavy Panting - increased the blink duration by 20%
- this keeps the speed the Nurse blinks at, a consistent speed with or without addons
- Opinions?
That was needed. The boost wasn't necessary at all.
-
I see no reason for this whatsoever. A group would have to piss me of quite a bit for me to do that (e.g. exploiting some broken mechanic. OoO teams used to get it).
edit: Groups that make it impossible to hook get it though. Some builds make it hazardous to even try. I went against such a team recently and I had to down them so many times for a single hook it wasn't funny anymore.
-
Nurse : pure mind-games (against good players) and successful long-range predictions are always nice
Huntress : long range or cross-map hatchets are so satisfying
Trapper : ridiculously funny to make some tea-bagger walk right into a trap
Doctor : scream for me will you
Dredge : the jump-scares and the night veil
I could list more than 5.
-
So? The issue has always been the MMR.
I get that ######### against every killer.
You should explain to the others how to play. Maybe some will finally get a clue.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/341328/can-anyone-explain-this-strange-nurse-behavior
You can look around a bit, but generally it is better to look up before you release it so that you make sure you don't accidentally like blink in the basement or some lower level. of the map.
Slightly up. Anything more shortens the blink (trigonometry)
-
@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/3133254#Comment_3133254
I appreciate the advice, but I really dislike nurse's camera when she is fatigued, so I'm definitely not going to main or play with her any significant amount of time.
I just use her for challenges/dialies or when I want a change of pace, because she plays so very differently.
Fair enough ^_^
-
@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/3132915#Comment_3132915
My biggest weakness? I suck at mind games with her xD.
And I have issues on multi level areas and getting to the other side of obstacles. I often end up on the wrong floor or the wrong side of the obstacle.
I don't use any special perks. Mostly nurses, sloppy, pain resonance and I'm all ears or floods of rage.
Even a good Nurse will make a floor mistake from time to time.
I would suggest to spend some time training the problematic blinks and to only use detection perks for a while. The mind games should get progressively easier if you often see what the survivors are actually doing.
-
@dugman said:
How has nobody mentioned Hag? Hag using Make Your Choice, Devour Hope, and/or Monstrous Shrine is really common since she can walk out of range, set a trap somewhere nearby the hook, and teleport back as needed.
I'm guessing Michi isn't as famous as he deserves. I think his last YouTube video was about Monstrous Shrine.
-
Hag.
Nurse with range add-ons maybe? I don't think it's a good build for her though.
-
@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128705#Comment_3128705
However, as a baby nurse myself, I can tell you that when I run into this situation I usually will purposely chase you until I catch you or not, because it's actually the best way to really learn nurse and when I finally catch them I feel like I really learned something, even if I missed the previous 30 times.
Yet I don't do this out of spite nor I'm frustrated by it. When I catch them I usually pretend to get turned around and fail to make it to a hook so I can chase them again.
I don't really like nurse though, the fatigue animation is uncomfortable, so I will likely remain a baby nurse forever....
It's indeed a great way to learn a killer.
What would be your biggest weakness as Nurse at the moment? What build are you using for your training?
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3129675#Comment_3129675
If you loop me for an extraordinary long time this means you got skills and am too dangerous to be kept alive/risk resetting and being an absolute nuisance.
I don't believe in camping, as it hurts the killer more then the survivors, if they are somewhat competent, but I do believe in tactical tunneling, and being too competent makes you a prime candidate. Even if it doesn't work it will usually lead to other survivors taking protection hits and not working on gens.
So being too good or too competent might lead to your own downfall, the classic trope of "victim of ones own success". *shrug* It's a killer kills survivor world.
Another way to handle this is to switch target when a survivor is to hard. Granted is not always possible or convenient.
As far as I'm concerned, if I'm training or only want to have fun I'll always chase the most competent survivor.
If however I want to win at all costs, I'll kill the weak one first.
-
Depends on what you mean by boring.
If you mean "too difficult for me", as it's what it usually means around here ... well, I don't have one.
If however you use that word like a normal person: Onryo. She is so weak it's pitiful.
-
So the killer player wastes time having his toon slap your toon.
Good job, the other survivors can slam the gens.
Beside, he is improving chances of rescue.
Win-win.
-
Why are every single posts an exaggeration?
-
I thought I didn't receive it either.
It puzzled me but I thought there was no bonus today.
-
Sweaty : Nurse? Bubba? Blight? Dredge? No idea.
Fun: Nurse, Huntress, Trapper
-
Maybe when Netflix will go under.
-
Mismatched lobbies are very annoying.
In my opinion it's the second worst thing in solo-queue.
The first one being the AFK/DC/hook-suicide trash.
-
@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128663#Comment_3128663
As a basement bubba I'm not complaining about the perk and willing to stay in the basement with my guest as long as possible lol
As a survivor player I can see being held hostage by a fellow survivor not the killer
This is the part that makes me smile.
The unimaginative hordes praising the perk and branding the ones not liking it "camping killers" when with a bit of foresight I already know that, in this state, I'm unlikely to play survivor ever again.
Let's see who cries if it goes live.
-
I never cared for it but it's my understanding the success is mostly with a younger audience (although probably less young now)
-
You say that like if there is the slightest doubt about it?
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129056#Comment_3129056
That situation is why I fundamentally don't believe reassurance should be able to indefinitely keep a hooked survivor alive. If survivors can't get gens or get the unhook after extending the hook duration, the hooked survivor should be sacrifice because the survivors misplayed.
As for what a reasonable limit should be on the perk I'm unsure, but one should exist.
I have a proposal to use time-on-gen to arm it, on the PTB feedback. It needs to be fleshed out though.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3128936#Comment_3128936
I actually can't really play Nurse (haven't tried with add-ons yet) but they insist that Double Recharge makes no difference.
Can anyone confirm that?
Also she said that the Nea shouldn't have been playing Survivor if they got tunneled by a Nurse at 3 gens. It was 5 gens left when the Nea died but it's whatever.
Who is they?
Double recharge makes it easier to chase as you have less cooldown.
It doesn't help much against experienced survivors though. It's better to play without them until you feel strong enough and get competitive teams. Otherwise it's kind of a waste.
-
It's probably the map I despise the most after Lery.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3128596#Comment_3128596
Sadly there's survivors who believe that a killer not letting survivors get a free unhook is camping.
Case in point, yesterday I hook one survivor. One was already dead and the two others were circling around before I even finished hooking. (SWF4) It was a safe area for them (Badham sucks so much) so my options were to wait for their move or lose. (They had some pretty strong builds based on flip flop, MoM, ... so I didn't even have a choice were to hook them)
The situation would have lasted forever with that perk.
Talk about lose lose.
They were pretty salty about it in the chat.
-
Have you ever checked the emblems scoring?
There lies your answer.
-
Don't forget about all the weird collisions.
-
If you decided that you would give "hatch" to a survivor and you found the undeserving one all alone, then there is nothing wrong in my book.
It's the same as "giving hatch". I almost always do give it (I lose all interest when my victory is obvious) and it would be weird to say it's working with another survivor isn't it?
-
Meh, no, nice.
-
@[Deleted User] said:
I really hope this perk doesn’t result in slugging becoming more meta.
Are you kidding? That's the first counter that happen. Then survivors will need some form of unbreakable etc ...
This perk has "pain" written all over it.
-
@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3125826#Comment_3125826
I have some really bad news for you.
Large maps were a thing even before Starstruck.
Nurse has always been the best Killer regardless of map.
If you're having trouble traversing a map as Nurse I'm going to go out on a limb here and say you've got a whole slew of other skill issue problems playing her.
I take it you don't play her, nor many other killers? Or is it you don't understand the add-on less map traversal issue?
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/340425/why-the-hate-for-hook-suicide
Because it's the same as dcing.
It's kind of worse : it's screwing* your team with all the freedom to do it immediately again without any consequence.
It's despicable.
*) Isn't there an automatic censor tool?
-
Hate is a strong word. Hate implies an obsession. Nobody get obsessed with worms.
That being said, if a survivor attempts to disrespect his team in my game (now only as killer, soon also as survivor) I make sure he stays for a long time. Curiously, or not, quite often his teammates ... how shall I put it ... let's just say they emphatically express their dissatisfaction.
I shall not give details because it's not pretty.
This may be the one match situation where survivors and killers can agree with each-other.
I wonder why.
-
@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3123028#Comment_3123028
Chase durations and life expectancy would be nice. I don't know about scores though, you can get really high scores by outright ignoring the killer, and therefore you don't have to be skilled to do it.
I generally agree, but that's not really important. After all, we can agree some strategy sucks and both be wrong about it.
I'm not sure I can explain properly what I think they did, and I'm not even sure it's interesting.
In a nutshell ...
Imagine that, for survivors, you have some Excel sheet and every imaginable parameter is a column, that includes the killer. The last column is the number of surviving member of the teams. By BHVR's definition, 2 surviving members is a tie.
Each line represents one survivor during one match, so four lines per match.
By looking at these columns and the outcome of the match, one can deduce how important each column seem to be and assign some weight to it. It's kind of difficult though as every match is different so it's should not be done by hand nor by instinct.
There are several millions of such lines to analyse so only a machine can do it.
Now what you do is you take maybe 80% of these lines and use some mathematical/statistical process try to fit them into a model (you don't need to know the process, just imagine it's a bit like solving an inequation, only several orders of magnitude more complicated)
Then what you do is test the obtained model and see if they are able to predict the outcome of the last 20%
If they do it with, say, 95% certainty you've got a tool that tells you what's important and how important it is.
Then you can weight the worth of a player in a match according to how much of these actions he did and to how "strong" the teammates and the killer are (measured the same way) (And the way the weight is computed is also difficult on its own, but that's yet another problem)
The model could not work though, usually because the choice of the columns to feed to the machine is important and the way the model is built is also kind of an art. (Else AI would be way easier than it is).
All this to say: it's highly unlikely only the kills/escapes are taken into account.
(And of course the killer matches can go through some similar wringer)
-
@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3122996#Comment_3122996
Such as? If they didn't give specifics, I'm going to have a hard time believing it. BHVR is very reliant on stats for everything they do. Killrates and escape rates seem to be what they're focused on most of the time, so it would make sense that those are all that count.
I can only guess, so is there a point*? But only using kill rates would make no sense after months of training as this would require none.
*) A good start would be anything that gives a score (and appears on the top right of the screen), score factors of the emblems, chase durations, life expectancy, ...
-
@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3122971#Comment_3122971
Good to know.
But I'm willing to bet that they just said that to deal with complaints, not because that's how MMR works. Seems like the BHVR thing to do tbh
I don't think so. The simple design process tells me it makes sense, else the training part doesn't fit.
Escapes may have an higher weight but there are certainly other factors.
-
@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3122399#Comment_3122399
Where? Because I could've sworn that only kills and gate escapes counted towards MMR.
Somewhere on the forum, and maybe on a Q&A. I didn't keep a reference to that one.
I think the last time it was stated was after people complained a lot about the "hockey" sequence.
-
I guess the weirdest tactic I use sometimes is feigning weakness, just missing, switching targets at the worst possible time ... to boost the confidence of the survivors.
Then, as clumsily as possible, get a hook during the EGC and let the entity take everyone with a Bloodwarden.
It appears they never expect it. Some like the surprise, others hate it.
-
@GuyFawx said:
Play with nothing equipped for a while youd be surprised how much of a better player it makes you when playing at the bare minimum also still get in hooks but no kills. As far as I am aware mmr only checks your kill count and not your badge colors but I could be mistaken.
The devs have stated that more than kills are taken into account.
-
You've forgotten to end with " -- A killer main".
The good thing with this game is that you can play however you want. Sometimes, when I feel the game is about to send me against armies of beginners I play perk-less to offset the challenge.
You don't like tunneling? Don't do it. See? Simple.
-
How about you try to improve instead? You'll still lose but at least you'll do something.
-
@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3121488#Comment_3121488
By how much? Because I know for a fact it isn't a lot. I have over 1000 friends that play DbD, and out of them only a small handful, less than 50, will play survivor without at least being in a duo.
When you read the aforementioned statistics, you see that about 10% matches are full solos (and that's being generous) and .. I'd have to see it again to get the other numbers. Some people read "50%" and don't think what it actually means for lobbies.
edit: The following post is in a thread where the old statistics were posted. And the same post puts it into perspective.
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3090730#Comment_3090730
It's just something I've measured during the night games. So of course there is some discrepancy with global numbers : groups don't form easily during the day. Solos were usually with and SWF3 and and SWF2 and very rarely as four single.
If you look at the graph, it kind of makes perfect sense.
The SWF3 has to be completed by a solo, so you can remove their height from the solo one, that's about 10%
Then there is almost 30% that can go in the SWF2: statistically, only half of SWF2 will be fitted together 15%, times two for the solos obviously.
Which means that globally there are (50 - 10 - 15 * 2 = ) 10% of purely solo groups.
When I did that night-time measurement, what I got was: SWF4 : 20% SWF3 : 40% SWF2 x 2 : 10% SWF2 + solos x 2 : 10% Solos x 4 : 6%
My solo number of 6% is lower than the 10% I've used in the previous post. Since it was night-time I was assuming the number was higher for a whole day (when friends were busy at work or something) so I've doubled and rounded it for safety.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3121307#Comment_3121307
It's not anecdotal. What is anecdotal are the people on here saying they have 70% escape rate in solo q and then their post history is just them talking about playing killer.
Both are anecdotal, by definition.
To clarify:
-
What was your build?
For the "Hex" rift, I've used Hag with Undying, Devour Hope, Haunted Ground and Pentimento.
Pentimento was there as a decoy.
It worked beautifully.
-
Oh, as "being visible". Got it.
-
@Sonzaishinai said:
The bunny outfit also is technically pay to lose cause you stick out over some loops you normally wouldn't.
Several Spirit hair are technically pay to win cause she is a lot shorter with her hair down
Same with huntress, some mask stick over loops more then others do
I don't think they should limit themself because of that
Killer collisions and survivors collisions are respectively identical for every model. (e.g. Spirit and Clown : same collisions)
-
Or Omega Nurse?
I'm kind of glad that one is out.
-
@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3121287#Comment_3121287
Ive sadly had alot of dcs :( today alone i think i had 3 Dcs and 1-2 killed themselfs on first hooks. Its getting quite annoying honestly.
Then i had survivors in lobbies with names like if its this and that killer i DC... i just skipped those lobbies instant :D
We have reported the AFKer in the chat. I'm not sure it helps though.
Survivors like these should be reportable just for their name.
