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dugman

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  • I do think the box spawn should probably be randomized versus set, but yeah those survivors sound like sore losers.

  • @Laluzi Yep, 100% agree on stealth mainly being useful between chases, not during them. Both Furtive Chase and Beast of Prey could use a revamp because of that.

    I think if I had a pick, for Beast of Prey I’d go with having it either reduce the timer for Bloodlust ticks by 2/3/4 seconds or increase the movement bonus you get from Bloodlust increments by 1/2/3%. So it still thematically improves your Bloodlust but more directly.

    Furtive Chase, why not give a passive +1% per token to movement speed in chase? No other perk does anything similar other than maybe Play With Your Food.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772260#Comment_2772260

    I've heard that very skilled players and competitive players can find survivors hiding corrupt for 2 minutes. I don't know how consistent is that, but in some maps if you know the spawns it's doable.

    Oh yeah, it’s not impossible, but it’s very difficult if the survivors are good at hiding and do it right away.

  • If it’s the one I’m thinking if I’ve had trouble finding the hatch on that specific map sometimes too. I think the hatch can spawn under the large pier but that area is kind of confusing and it might be too deep in to hear it from the outside.

  • Corrupt’s main weakness is if all the survivors decide to just hide until it ends. As soon as they see gens are locked they just sneak into random lockers immediately or whatever and do nothing for the duration. If that happens then unless the killer maybe has Lethal Pursuer they could simply be out of luck finding anybody before Corrupt ends.

    Fortunately for killers a lot of survivors run around in the beginning and leave scratches or just don’t hide very well and get seen anyway. In which case the Bubba facecamping thing in the original post works. But on the occasion Bubba comes across a sneaky group that waits it out they’ll be down a perk before the action really starts.

  • I actually had a daily mission with Pig yesterday so I was a little sad the new tome wasn’t up yet. 😕

  • This whole thread is based on a strawman Patrick didn’t say. He didn’t say DbD was the same as hockey. Here’s what he actually said

    "There's a common misconception that by just using kills and escapes to adjust MMR, it is "ignoring" your skill in the game. This isn't the truth though, this is false- kills and escapes are proxys for skill, in that skilled play inherently leads to kills and escapes; think about sports, and I'll use hockey as an example, because I'm Canadian- you wouldn't say "They only count wins when playing teams in the standing, but they should also count shots on goal too! A more skilled player takes more shots!"


    "And while that's certainly true, it's important to remember that shots lead to goals, which lead to wins, so you can cut the middleman out there. And that's the key- skilled plays lead to wins. If they don't, are they really skilled plays? If your skilled play doesn't get you a win, was it really a skilled play? And that's the same in DBD- killing survivors or survivors escaping alive. That's what MMR predicts- the chance of the killer killing survivors or the survivors escaping alive, and the system is very good at predicting that.

    In other words he’s saying that MMR is intended to rate your chances of winning or losing the game on average, and in DbD a win or a loss is a kill or escape. How you get the win or loss doesn’t really matter for purposes of your probability of doing it, all that matters is the end result. So the MMR doesn’t need to try to artificially track exactly how people are getting kills or escaping, it can on average look at your win loss records against other players and if you win versus higher rated ones move you up more than if you win versus lower rated ones. The only thing he said above about hockey was you wouldn’t say a team “didn’t actually win” if they played a certain “cheesy” way but still got more goals, or if they took less shots than the other team, or that a team didn’t win if they only got 1 goal but the opponent got none, etc.

    Really the only sort of new thing Patrick implied was the devs do indeed consider kills and escapes to be win conditions. Everything else are just tools to get those. Previously they’ve been intentionally vague about what a win or loss is in their mind, “leaving it up to the player to decide if they won or lost”. That’s why they have all these other weird systems in place like bloodpoint scores and emblems and pips that measure all the other smaller things that happen in games. So a player can look at their score and say “yeah I died, but I still did really well because I got almost 30k points and one pip!” or whatever.

    The whole goal of MMR though is to make it so that survivors have about a 50/50 shot of escaping by rating survivors and killers on the chances of escapes and kills happening. That’s it, that’s all it’s meant to do. So all these other things that happen in a game that make it “more exciting” or whatever don’t matter for that purpose, it just needs to make adjustments over time based on kills and escapes and the tools that get those will on average already be influencing those results.


    And from what I can tell the MMRs are actually accurate in that if everybody in a match is roughly the same MMR then the match will be close, with the exception of brand new players that might start with an initial rating that is too high. The matchmaking system itself though could be inaccurate beyond that if maybe it is using too simple a formula estimating the collective MMR of groups of survivors which has a wider gap in individual ratings. If it’s just doing the average of the individual ratings it could well be that that formula isn’t accurate because for example maybe small gaps make a big difference but once a gap is large there are diminishing returns for one player being awesome and everybody else being terrible or vice versa. So I am curious how the system calculates the optimal killer rating to go against a given group of survivors based in their individual ratings.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770584#Comment_2770584

    Idk... i got 4 midwich today out of 10 games and 3 was consecutive ones, all without offerings and 2 against nurses lol. When that happens you wish you had map offerings.

    Bad luck is just bad luck, obviously getting the same map three times in a row is just a corner case exception.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770584#Comment_2770584

    I've always thought it was way too easy for either side to abuse the map offerings, but now they'd have to tweak some of the challenges if they remove them. I only use them for the "fall from a great height while being chased" challenge. There is at least one map where there's no opportunity to use Balanced Landing at all, much less from one of the falls that qualify as a great height. I'm sure there are killer challenges as well that are easier on certain maps.

    Easy enough to kill switch challenges that require specific maps.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771542#Comment_2771542

    Hey weird question but is the pop noise for party bottles super delayed for you? For me the pop noise plays like a third of a second after the bottles land. I can't figure out if it's latency or design.

    I don’t remember off-hand? 🤷‍♂️

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771482#Comment_2771482

    I'm not quite sure why the meme addons exist. You hit the nail on the head when you outlined how the bonus bloodpoints typically don't matter because they don't climb above the cap and most killers don't struggle to max Deviousness in a normal, moderately successful match. It wouldn't have been good compensation anyway, but without it, they're just straight nerfs. And it's a very rare situation where these addons even pay back their 3000 BP cost, so... they're just straight nerfs.

    The only meme addon I really like is Prayer Tablet Fragment because it enables a different playstyle - it actually gives you some power back in exchange for taking some away. I wish that was the model more of these worked on. And Party Bottle, but that's not a nerf, it's just entertaining.

    Though I have seen some meme builds before that capitalized on Padded Jaws, The Beast - Soot, and Speed Limiter (Bubba - on Billy, it's a horrific handicap, but on Bubba it's not that bad.) I don't quite remember what the others conferred - Wraith was something with Distressing and TR perks - but I know Padded Jaws could be used to farm STBFL because survivors are still trapped even after you hit them and you get two health states instead of one.

    So a couple of these do have foundations to work with if it comes to revamping them. I cannot for the life of me imagine a situation where you'd get any benefit out of running stuff like White Nit Comb or Kid's Drawing, though.

    Unfortunately, we've had these addons on killers as recent as Pinhead and Trickster, so the design behind these apparently isn't considered outdated.

    I think the only "event gives more bloodpoints" add-ons I've used at all recently just for the heck of it was the Clown's Party Bottle which makes it so that if you hit a survivor with the bottle you get some bonus bloodpoints and a bunch of party streamers appear. It's basically totally harmless, the bloodpoint bonus is very minor and the effect is just cosmetic, but seeing streamers is good for a laugh I guess? 🙂

    Other than that I can't think of any of these I'd even want to use at all.

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770962#Comment_2770962

    Furtive Chase would only work now on survivors who literally never look behind them 😄

    It's funny, I actually did give Beast of Prey a shot tonight for the hell of it. The only way I can see it possibly working is I get in a chase and, while in Bloodlust, if there's another survivor nearby I can use the Undetectability to switch targets and ambush them instead of continuing the chase on the original survivor. I gave that a whirl and it just seems really difficult to pull off. You have to hope there's another survivor close enough to the chase that your Bloodlust won't end before you get close to them, but also hope they are too involved doing a gen or whatever to not realize you're nearby and switching to them, and it can only be done after chasing the first survivor 12 seconds to get Bloodlust going. At best I think maybe, MAYBE I got a hit because a survivor ran past us in a chase? But I can't even be sure if it was due to Beast of Prey or just a typical altruistic body block attempt or something.

    And the funny thing is Beast of Prey is Undetectability which is WAY better than Furtive Chase's effect of just reducing the size of the terror radius. And yet Beast of Prey is kind of worthless too, so just imagine how bad Furtive Chase is!

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771482#Comment_2771482

    Ye true, we can hope that these addons may get reworked after they "fixed" the grinding.

    Which brings up another point - all these add-ons aren't even giving you very much if anything in terms of extra bloodpoints because they're all limited by the category caps of 8k per category in the match. So if you're Trapper, for instance, and you're having a good game, you probably are already close to or at the max 8k for the Deviousness category which the trap events are under, so doubling those scoring events is giving you no extra bloodpoints. Similarly if you play really badly you might not even get any trap events at all, and double nothing is still nothing! So that Padded Jaws add-on only actually gets you extra bloodpoints when you happen to have kind of a mediocre game where you scored maybe 4k in the Devious category and got a few trap events, in which case you got a few hundred or maybe even a thousand or two extra.

    So even if you're hard up for bloodpoints, these add-ons are still terrible investments. You're better off just taking a standard add-on that actually directly helps you win the match versus putting yourself at a handicap during the match in the hopes that maybe, if you're lucky, this add-on makes up for some of the points the handicap cost you.

  • The one group of add-ons I really wish they'd revamp are the ones which put the killer at a handicap in exchange for making certain scoring events higher. I really dislike using Bloodpoints as a balancing mechanism, I think it's much better to have the benefit be something that actually impacts the match itself rather than be currency to spend between matches.

    For example, Trapper's Padded Jaws makes the traps not injure survivors and the benefit is the traps score double points. They should replace that score increase with some decent in-game effect, like maybe the Padded Jaws traps reset themselves over time or Trapper can carry more of them or even something unique like he can get traps out of lockers and the oldest trap disappears from the map. Basically any strong benefit that makes up for the Padded Jaws handicap.

  • @GoodBoyKaru said:

    someone's been watching samination i guess

    Better yet, Samnation skins for sale on April Fool's. 😉

  • I think of all the survivors other than Ash, Bill probably would have some of the best one liners. 🙂

  • It'll be interesting to see you do this experiment again now that the new patch is live. I'm curious to see where the new Boil Over ends up, it seems pretty solid now!

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771200#Comment_2771200

    That was my point - they keep talking about "the data shows" but never actually give any evidence.

    You said they need to take a Stats class. But all you really mean is their decisions go against your intuition. For all you know the data they have actually lines up with their changes though.

  • @anarchy753 said:

    Yeah. Boy I love that a change like this is going to force killers to lose 1/4 of their perks just to return to baseline gameplay.

    I don't know if I'd go that far exactly, but if I start seeing Boil Over on all or almost all the survivors then I'd consider it. Think of it as spending a perk to nullify four survivor perks. 🙂

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770962#Comment_2770962

    But given what the Devs have shown as the data they're basing decisions on, they need to take a Statistics 101 course.

    What data have the devs shown? Other than the one chart which they explicitly say every time they show it "we don't use this for balancing so take it with a grain of salt", what numbers are you referring to that they're releasing which they base decision on?

  • Yeah, that extra wiggle on Boil Over is bonkers! I could hardly control where I was going, missed at least one hook and had a close call on another with a Boil over survivor tonight. The height thing never even came into play, it was purely that extra stagger it forces you to do.

    • Boil Over is probably mostly ok, if it ends up being broken in very specific locations in maps it's probably just a flag that that specific map needs an adjustment anyway regardless of Boil Over.
    • Dead Man's Switch could possibly be an issue on Artist due to her unlimited range and ability to fire crows through obstacles. If it does present a problem, though, the solution is probably to tweak Artist's crows so they don't do damage beyond 35 meters, for example. She'd still be a solid killer even if she can't literally get an occasional snipe halfway across the map or more
    • Gearhead showing survivor auras versus generator auras makes it inherently better in my opinion. You say the survivor aura is harder to see but when I use survivor aura perks I don't normally have trouble seeing them (except when there's one of those annoying halos created by a sacrifice or generator completion which block everything else).
    • Furtive Chase is definitely still useless. Having less terror radius in a chase makes pretty much zero difference because the survivor you're chasing knows you're there. So who cares if the effect lasts longer in the match? A worthless effect that lasts a long time is still a worthless effect. They really need to consider revamping both this and Beast of Prey to have effects that don't give "stealth" during a chase. Stealth is primarily useful when you're NOT in a chase.
    • To be fair to the devs they have the data on these add-ons that the people posting in these forums don't. They're saying they looked at lots of matches with and without specific add-ons and the ones they nerfed are the ones where the add-ons appeared to be having too great an impact on the kill/escape rates. It's not like they just randomly said "oh, this is popular, let's nerf it".
  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769801#Comment_2769801

    As a secondary I agree. However there are some add-ons that ONLY give Hemorrhage. Either they should get a secondary effect or Hemorrhage should be slightly better.

    I agree there, the couple of add-ons that only give Hemorrhage should probably get a buff. (The one exception might be the Twins' add-on since Victor has Bloodhound built into his kit which makes that condition more useful for them.)

  • Crouch

    • increased movement speed from 3.6 m/s to 4.0 m/s.


    I suspect if they made Crouch the same speed as survivors it might be a bit too powerful. I wouldn't mind it going to 3.8 though.

    Ambush Dash

    • Roar sound effect now only plays once the dash has already begun.


    I agree here that the Dash could use a slight boost, having the sound effect go off say 0.25 seconds before the Ambush lunges instead of 0.75 seconds would be a nice buff.

    Reverse Bear Traps

    • Now when a reverse bear trap is placed on a survivor only the two furthest Jigsaw boxes will become "active" to the Survivor and are interactable.

    • The first Jigsaw box the Survivor interacts with is capable of removing the reverse bear trap but only if they can succeed a succession of extremely difficult skill checks (in a similar fashion to yellow runes but harder).


    • Failing a skill check on a Jigsaw box will deactivate the box and activate a random other box and somewhat lower the difficulty of the skill checks.


    • Whenever a survivor wearing a Inactive reverse bear trap is unhooked the bear trap will activate.


    • Completion of generators lowers the timer of any currently worn reverse bear traps.

    This system could work but it sounds like it might be a little too complicated?

  • I honestly think the game would be better off if they just removed map offerings altogether.

  • Yeah, more killers with voice lines would be nice. 🙂 I have another thread about it but that Saw Tome trailer really has me wanting to have Jigsaw voice lines when Survivor headtraps are activated or they're working on the boxes. Things like "Running in circles is not the path, the only thing you're running out is time", or "The key to your salvation lies within", or the old "I want to play a game".

  • @YOURFRIEND said:

    He's got one where he's making meat puppets of the people that sent him to the entity's realm and butchering them. He's real bitter, so it's likely I think. I'm hoping for the first dual killer/survivor.

    Now THAT would be cool! A killer and a survivor using similar models and it's actually two facets of the same personality battling each other.

  • @Dwight_Fairfield said:

    Haddonfield and Cowshed disabled. Killers can breathe a little easier.

    Breathing easier would be good news for Nurse. 🙂

  • @Tr1nity said:

    She needs chase music.

    Say what you want about BHVR they make bangers of chase music

    For sure, Dead By Daylight's music is pretty awesome. 🙂

  • I'm not burned out. Although I did give up on my experiment of getting a Grade a day after two games in a row where I got 3k with nearly 30k bloodpoints and no pip. I mean, I could maybe understand not getting two pips if I don't get a 4k, but no pips for 3k with a lot of other things going on?

    Ah well, I never cared about Grades before this, so back to not caring about them now, I don't have the patience to play for multiple 4ks all the time.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770232#Comment_2770232

    I know most killers hate it but I have the most fun as Trapper on that map. Just so many good places to put traps down. I'm so worried the rework is going to ruin that.

    Yep, nothing is more satisfying with Trapper than placing a trap just outside one of those second story windows at the start of the match, chasing the first survivor you find into that house, and SNAP! 😄

  • @WretchedElk said:

    I can’t tell. There were too many effects on the vocals.

    These are also generic enough they could be lines from the movies.

    Jigsaw definitely said something similar about obsession to the SWAT guy in Saw 4.

    The trailer is definitely original lines, not from the movies.

    I think this is the Obsession scene you’re thinking of from Saw 4 though?

    https://youtu.be/MN8r_17ElsE


  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/306751/where-did-i-put-that-world-s-tiniest-violin

    unpopular opinion, but haddonfield isn't even that bad anymore. Badham or like, cowshed, feel infinitely worse to play on. Hell, even the gideon meat plant feels worse lol

    Just to clarify, I don’t care so much about how good or bad it is, I just get tired of seeing the same offerings repeatedly.

  • @Mandy said:

    The reasoning behind this is in our KillSwitch article in the KB.

    The map is having a visual and level design update, so will be unavailable for the immediate future.

    https://forum.deadbydaylight.com/en/kb/articles/299-kill-switch-master-list

    Thanks! 🙂

  • I’m sure there’s a reason, maybe something broke or maybe they aren’t happy with the kill rate stats on the map and are making changes? They wouldn’t just randomly take the offering out though.

  • @Zeb89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769723#Comment_2769723

    No, it won't break anything at all unless they make a mistake. This is very clear to anyone familiar with Unreal Engine 4.

    The posted solution would support "normal" resolutions while keeping certain constraints.

    Maybe, maybe not, we’ll never know for sure because the devs are unlikely to talk about it like I said. 🤷‍♂️

  • Just out of curiosity which numbers are you referring to? The devs only officially released the overall averages and Wraith was 53% in that. I saw one post from one high skill survivor who had about a 66% or so escape rate against Wraith over 30 matches but that’s about it.

  • Only issue with that is I think Hemorrhage isn’t intended to be a primary condition, it’s usually linked with something else (e.g. Sloppy Butcher is both Mangle and Hemorrhage). So if you significantly buffed Hemorrhage you’d also have to revise anything it’s paired with.

    As a secondary effect leaving more blood trail isn’t bad though. And it works especially well with Bloodhound, one of my personal favorites. 😉

  • As a killer main I can confirm that snitches get stitches… and so do the people in the lockers if I find them.

  • I can’t believe I’m posting this twice in one week, but you forgot Michael

    image.jpeg


  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769723#Comment_2769723

    Yeah, but switching res is already widely known, everyone knows how to do it and it's not bannable like using hacks.

    Actually it technically is bannable, it’s just something that’s hard to prove in a submitted report. Also just because a cheat is widely known doesn’t mean they talk about it. It’s not just about advertising the exploit but letting people who know about the exploit know what measures they’re thinking about taking against it.

  • As far as waiting for a dev reply goes, I suspect they don’t like talking about stretched res mostly because of their general policy that they don’t like talking about specific exploits and cheats. They’ve mentioned before they consider it an exploit so that would imply they’d remain fairly quiet on what they may or may not have tried or are planning to do or try to mitigate its use. So I don’t personally assume that their silence means they are unaware of or ignoring the complaints.

    Also it’s quite possible there’s some technical hurdle in fixing the aspect ratios without breaking something else. If so that’s over my head though. 🤷‍♂️

  • The boon system in general where they can be relit is fine, it works perfectly ok with Shadowstep and Exponential for instance. So whatever rebalancing CoH needs can be done by just adjusting its specific parameters. That’s why the devs are reducing its healing speed this pass, they’re hoping that a 25% reduction in speed is enough to bring that effect in line.

    Maybe 25% is enough, maybe it isn’t, who knows? Either way though if it ends up still being too powerful they can just either further reduce that healing speed parameter and/or adjust how fast people can self-heal using COH (since as far as I know there’s no particular reason the perk needs to give the same healing speed boost to both self care and to one player healing another player). The goal is simply making the healing fast enough that a survivor wants to use the perk but not so fast it’s overpowered compared to other options.

  • @ThePaleKing_ said:

    It's a huge map just hide when you hear terror radius. But don't be immersed. You typically want to run to a gen across map when you start. Remember the killer has to patrol heavily on this map. It's huge. Center building is always your best friend on ALL the maps. Just bee line to the center building.

    Double L walls are not always safe. The Double windows.

    Always look for pallets with a long structure attached to it and loop against that structure. Always loop on a side of a pallet that will lead to the next escape plan. You don't want to dead end yourself on a loop. You usually have 2 to three loops on a loop. 4 is pushing it with dead heard. Tight motions, you want to make sure you are cutting your corners and things as tight as possible to save space around a loop on both killer and survivor.

    If they don't break a pallet remember it and abuse them for it. Chain looping into center building is always strong.

    Always pack DS, Unbreakable, Borrowed Time is good as well, Iron Will is a favorite of mine. Kindred is a must have if you are soloing survivor.

    Just FYI Shelter Woods is one of the few maps that doesn’t have a major central building.

  • @ScottJund said:

    Guys. These discussions are meaningless. Arguing how to do a proper MMR system in an asymmetrical game with player imbalances is completely pointless. The system could assign numbers perfectly and still not work because once you are in queue for a certain amount of time, the system doesn't work anyway. If you make it more strict in terms of skill, people quit because they don't want 10 minute minimum queues. If you make it less strict, like we have now, you have literally first game players going against people with thousands of hours. In both of these scenarios, the MMR might be calcuated perfectly, but none of this matters whatsoever in an asymmetrical game like Dead by Daylight that has an uneven amount of players on each side required to play the game.

    Imagine if you queued into a League or Dota match but you had to queue as solo mid, support, jungler, etc. Your queue times would either be astronomically higher or the system would widen the search range, leading to extreme variance in skill.

    League, Dota, Counterstrike - any game with functional MMR is not asymmetrical. You just need ten players to start the match. That's it. The roles do not matter. With Dead by Daylight, you need the exact correct ratio to make queue times not very long, and once they are long, as they are, the system does not work.

    These discussions are meaningless.

    I agree that what causes most of the mismatches is the system needing to find a balance between waiting in queue for closely matches opponents versus expeditiously getting you into a game quickly. That doesn’t make the topic meaningless, though, since it’s useful to think about how to rate killers and groups of four survivors against each other so that, when close matches are possible, the system can recognize it and prioritize those links.

    I do disagree that It’s impossible to make a system which can reasonably make those estimations in a 4-vs-1 game. In fact I think the current MMR probably does a good job of making close matches IF all the players it can put into a lobby are roughly the same MMR. I would bet that, aside from brand new players with an artificial rating that might be too high, if all five players in a match are about the same MMR it will be a close game. That said, if I also had to guess where a weakness is, it would be how the system calculates the survivors net rating when their individual ratings are significantly different. If it’s using a simplistic formula like just taking the average of their ratings then it’s probably not getting the most accurate net rating that it wants for a killer to go against them. You would probably want something more like a neural net that is trained to input four survivor ratings and output an estimated optimal killer rating to go against them.

    So TLDR, I agree on the main cause of mismatches being queue times which are caused by factors outside the control of the MMR calculations, but I disagree that it’s meaningless to think about how those calculations work and trying to make sure that close matches result when appropriate players are available in the pool.

  • I'll play tomorrow as usual, don't really care about the event either way. 🤷‍♂️

  • Man, I really wanted to like playing on Mobile, it has some nice features that PC doesn't, but those controls are so rough! I kept finding myself chasing a survivor and thinking how if I was on PC it would be over really quickly but just being unable to deal with the turns.

  • I don't do cosplay but if I did I'd probably go with Legion or Deathslinger. Legion is probably closest to my actual build, but I kind of like Deathslinger's look a bit more.

  • Just for reference per the recent dev chat Spirit's overall pick rate across all matches is 3.43%, which happens to also be exactly the average pick rate of all killers who aren't free with the game (i.e. Huntress, Wraith, Hillbillly, Trapper, Nurse) and also excluding Demogorgon (who isn't for sale any more). So really she's not any more or less popular than average for a killer that you need to unlock with shards or cash. (Technically when you take the weighted average over all the DLC killers other than Demogorgon she's at the 49.9% percentile, so as close to the middle as you can get basically.)

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768519#Comment_2768519

    Yeah, good point re: the 2nd. I was going to mention this but decided against it because the post was becoming very long as is.

    The MS Trueskill system used to assign two numbers actually... one was your rank, and the other was "confidence", i.e. how confident it was that your rank is "true". So obviously you'd start off with some arbitrary value and low confidence, but the more you play, the more accurate the rank would get, and depending on how close the match result was to what the system predicted, it'd adjust the confidence value accordingly too.

    Once nice feature of the system was that, if you went up against really skilled players and won, it'd raise your rank a lot faster because it was much more aware of the discrepancy in perceived skill level... and if you lost to a player who was much higher than yourself, it wouldn't adjust your rank so much because it expected for you to lose anyway.

    There's a number of ways to make such systems, but they boil down at the end of the day to reducing everything to a number. And I think that's the part that throws everyone off... because they want that number to represent how many unhooks they did, how many gens they did, how many chases they escaped, etc.

    Right. If they wanted a single number that actually directly includes factors like how long you were in a chase or on hooks then you would probably just do something like use the endgame score screen and try to have the MMR make it so killers and survivors have about 50/50 chances of having the most points on that screen. But I can't remember the last time I saw anybody on the forums actually say "yeah, the winner of the match is the one who got the most points".

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