dugman
dugman
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2731775#Comment_2731775
That would literally remove the one useful portion of the perk which is the ability to change obsessions. So while it would make the perk more consistent I think that that would be a bad idea.
I think the point they're saying is if Furtive Chase worked like Monitor and Abuse and lowered your terror radius out of chase then it might be used about as often as Monitor and Abuse is.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2731611#Comment_2731611
Considering that the info on gearhead calls it a small rework, it's likely that effect no longer exists.
Who knows, maybe I'm misunderstanding, we'll find out tomorrow. 🤷♂️
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/2729886#Comment_2729886
First You guys called it a DEVELOPER UPDATE. So I only referred to it as such. If u read as carefully as u claim you would have noticed.
As to your other point I know numerous people who play and none of them asked for these changes. Again if u read as carefully as you said the only change I completely agree with is the solo Q buff. Otherwise you did nothing for killers but lower them even further.
I suggested a bunch of the changes in this update and I'm a killer main.
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It's not even matching the quality and most of the time other addons are even better that iridescent
Just to comment on this, red add-ons aren't necessarily meant to be "better" than other add-ons. They're mainly supposed to have an effect that makes some sort of strong impact to how you play, but if that impact is also very powerful then they balance it out with a handicap. For instance, Exposed hits are obviously extremely powerful, so they're balanced out by either weakening the ability or making it tricky to get the Exposed hit. Or Michael's red Tombstone for instance is a really powerful effect potentially, he can hypothetically get multiple kills in a single Evil 3 run with that add-on. So it comes with the handicaps of moving more slowly in chase and taking three times as much energy to charge the first time.
So red add-ons aren't really meant to be the "best", just the ones that have the most unusual effects.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2731290#Comment_2731290
Gearhead is still an RNG based information perk meaning it'll never be that useful. A survivor needs to both get a skill check and hit a great. Which while bound to happen can vary from almost instantly to minutes depending on what survivors are doing.
Actually the update didn't say they got rid of the perk showing the generator's aura on a Good skill check, they just added that if it's a Great skill check you see the survivor's aura for 10 seconds.
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@Norhc said:
I don't think any of the buffed perks are good enough still. It'll just be some free content for Youtubers for a while, that's it.
There are a couple that I think might be good enough to use now on their own
- Dead Man's Switch working every time you hook any survivor makes it much more likely you'll get opportunities in the match to capitalize on it by pressuring people off a gen. Plus this new version could be very good in combination with Scourge Hook Pain Resonance since that forces survivors off gens on every hook.
- Gearhead might be good enough to use as a detection perk now? Basically every time you damage a survivor it triggers, which means after every hit you can take a quick look around and see what gens are being actively worked on potentially (assuming they get a skill check). Plus it has that interesting new side effect that if someone gets a Great skill check you actually see their aura for 10 seconds, which is a pretty long time to see an aura considering you can literally cross half the map in 10 seconds! I don't know exactly how good or bad this new version will be but at least on paper I don't want to dismiss it out of hand, it's certainly worth trying.
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@Laluzi said:
The only use I can think of for Furtive Chase is to break off from chase and go after someone else nearby. Since obviously your TR doesn't matter to the player you're being chased - they're not going to be fooled into thinking you've up and disappeared, and it's not as good as straight-up Undetectable in chase where there's no red stain and no directional audio. (Which in and of itself isn't very useful! But still more useful than this.)
Except this works just fine without the TR reduction. Because the deal is that non-newbie survivors do not flee from a terror radius if the killer appears to be occupied. They will continue working on their gen while monitoring the situation. Either they're watching the killer and will react if the killer comes towards them, otherwise staying around regardless of the TR (Furtive Chase doesn't matter), there's a LoS blocker and they won't notice the killer breaking off until it's too late (Furtive Chase doesn't matter), or they're on comms and the person being chased will broadcast the killer's movements (and Furtive Chase doesn't matter.)
Keeping Furtive Chase's stacks when the Obsession dies doesn't address that Furtive Chase's effect is fundamentally not helpful.
Exactly, and you brought up additional points I didn't mention. Plus, if I'm chasing someone, unless I can't quickly catch them then breaking off to chase someone else is typically folly. Basically Furtive Chase's terror reduction only potential usefulness seems to be in this extremely unusual scenario where:
- You are chasing someone, but have determined you can't catch them quickly. (If you can catch them then why break away?)
- You are within a range of 16-32 meters from another survivor that you want to chase. Any closer and they hear the heartbeat, any farther and they wouldn't hear it anyway regardless
- The survivor you want to chase would have acted safer when you broke off at that range to come toward them had they been hearing your heartbeat earlier. If the survivor would have just kept doing a gen, for instance, while you chased the other person even if they heard your terror radius then Furtive Chase made no difference
It's really difficult to imagine a real world scenario where this is actually a useful perk effect.
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I'm pretty sure if Circle of Healing was going to be changed it would have been mentioned in today's update along with all the other perk updates.
On the other hand, that doesn't mean nothing will ever happen with Circle of Healing, it just probably means they haven't done the balance pass on Mikaela yet. The fact that nothing at all is mentioned about any of her perks or add-ons means that pass is still in progress. Even if hypothetically you believed that the devs think Circle of Healing is "ok as is", the odds of them thinking literally all of Mikaela's perks and add-ons are "ok as is" is a bit slim. And when they release a new character they almost certainly have a schedule where they look at all their perks and add-ons in one go so they can test and pull data on everything in an orderly way.
Therefore I don't think it's a question of "if" Mikaela's perks and add-ons will see a balance pass and get some tweaks, it's just a matter of when. This midchapter was three months after release, so it seemed about the right amount of time, but maybe between everything else they had in the queue here and the complexities of Boons being a new system they need extra time to go through the steps to review all her stuff.
So yeah, a little disappointing we didn't see Mikaela's tweaks this time around, but it'll happen eventually, hopefully in March.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2730836#Comment_2730836
I guess it can be useful with a build around it, but I don't see 30 seconds as being a very huge amount.
Every Blindness Status Effect Add-on should be applied for at least 60 seconds or more, otherwise I just don't see it being very impactful, even against solo q Survivors.
Maybe? Guess we'll see (no pun intended).
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@AhoyWolf said:
Just imagine Haddonfield offering, Flip Flop, Unbreakable, Tenacity and Boil Over.
Get downed while vaulting the window on the other side of the balcony, so you get more time recovering while the Killer is wiping their weapon and vaulting the window, they are unable to not drop from a high place while carrying you, so guaranteed 25% bonus to wiggling, add to it the half of already recovered progress you made when the Killer did all the animations and I think you have a pretty decent chance of getting free if the a hook doesn't spawn there.
But that's the most ideal scenario, we would need to see during the PTB if it would actually cause issues, but I see your point.
I swear there are hooks right in the backyards of those houses on Haddonfield that you're talking about. Yeah, dropping from a height adds 25%, but it's still a really short walk probably from that awning to the hook in the yard right?
The Thompson House that the original post mentioned might be trickier.
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Monday January 4th was a holiday for many companies this year. That probably threw their release schedule this week off a day.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2730082#Comment_2730082
Double of nothing is still nothing, 30 seconds of Blindness, even applied to solo q Survivors, isn't enough to justify an add-on slot.
You can still see the hook bubble notification when hooking people, also it only gets applied when removing Victor, right? So probably no heavy slug game there. If it applies also while you're bonding with your new best friend Victor, it wouldn't really matter since you're most likely being chased anyways.
So the only thing it can do is prevent usage of aura reading perks, which there are many of them, but not many of them are used from my experience.
Just to clarify a bit, Blindness works on all auras except the following killer ability auras
- Alarm Clocks
- Cages of Atonement
- Dire Crow Swarms
- Jigsaw Boxes
- Lament Configuration
- Pools of Devotion
But all other auras are hidden from Blind survivors. That includes
- Other survivors in all circumstances (downed, standing, hooked, etc)
- Killers
- Generators (e.g. Better Together aura)
- Items on the ground (e.g. Spinning Top add-on with Victor, they can't see the tool's aura)
- Auras from Maps and perks
- Totems (including Boon totems. Survivors not see the aura of a Boon someone else placed could be a bit handy in the current meta)
There honestly is a lot of aura information that survivors tend to take for granted.
On a tangent, one interesting thing to try also is combine Blindness with killer perks that have a weakness where the survivors see an aura. off hand the ones I can think of would be
- Hex: Plaything normally shows the Oblivious survivor the aura of the totem that's cursing them. Blindness prevents that.
- Rancor normally shows your aura to your Obsession after a gen is completed, but not if they're Blind.
- Trail of Torment makes generators Yellow for survivors as a warning, unless they're Blind.
I'm not saying Blindness is super powerful or anything like that, but it's not useless, especially against solos.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2730120#Comment_2730120
I think he means that they are ignored by 0 new skins and they are getting worse and worse.
I admit, I would actually pay to get an Evil Ventriloquist skin for Twins with Victor in a tiny tuxedo. Too bad I think they said they have difficulty changing how Victor looks.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2730045#Comment_2730045
They have them rated high because even with all the nerfs they are still viable. The issue is they are only strong if slugging/camping (more so camping these days). Trying to play 12 hooks with them is more suicidal than any other killer in the game (IMO).
Sure, their playstyle doesn't appeal to everybody. Hag and Oni are similar, if you're ok with slugging and camping that definitely helps with both of them too. (I've lost count of how many Michi matches I've watched where he won by having a 3 or 4 person slug.)
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2730069#Comment_2730069
He didn't really say they are trash. He just said they are getting worse each patch, which I think is true.
First annoying nerf, then boons, then validation, then snowmen (it was really annoying) and now powerstruggle buffed + best addons nerfed.
They are nowhere near worst killer title, I would they are still in higher half, but it doesn't change they are getting worse and they are clumsy.
Ok, well if I misunderstood the original post my bad. My reading of it is he's saying the Twins can't win so they may as well delete them.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2729798#Comment_2729798
Well, one of these buffs is actually decent, 45 seconds of exposed is no joke.
But let's actually look at the other "buffs", would you really call a buff 30 seconds of Blindness Status Effect instead of 15 seconds? I don't think so.
I cannot find the third buff tho.
Actually that 15 second to now 30 second increase in Blindness is a big buff for the add-on. It basically means the survivors are blind twice as long during the match due to the add-on. Now how good or bad you think Blindness is depends on your point of view (it's definitely better against solo players than swfs for example), but if for the sake of argument you think Blindness is a reasonably ok condition to inflict then having twice as much of it is a nice boost.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2730045#Comment_2730045
Hey, as I said bad is not correct word for them. Clumsy is way better imo. Otz has complained about that a lot while playing them.
It's same with Deathslinger. It's just that how killer is strong is very different thing than how much fun is it to play as.
I definitely agree with you on Deathslinger, I don't know statistically how good or bad he is overall but I do know I hate how slow his turning speed feels while aiming. I just don't have much fun playing him because of that.
My original reply on Twins above was directed at the original poster who seems to think the Twins are trash. You and I agree they're probably ok balance wise though.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2729668#Comment_2729668
Ha, here we go again.
Twins are not bad, they are worse for sure and mainly they are clumsy.
I disagree hard with OhTofu about Twins tho. He is kinda affected by his tournament results and forgot how many perks had survivors banned there.
Yeah, I don't think Twins are S Tier personally. I'm probably more with Otz on that. My guess is they're average to above average.
My point with Otz and OhTofu though is if those two think Twins are good or even great then clearly there's a lot of other people who think the same say. The statement that Twins are bad or trash or whatever has no consensus.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2729838#Comment_2729838
Tofu put them in S because he casted a tournament where they destroyed everyone. Because the tournament banned any twins counters.
He goes into pretty great detail why he put them in S Tier, it's not just that tournament.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2729838#Comment_2729838
You seem like the person that if they put Clown in S tier and you would believe them. I get it they are good killer players but not everything they say is reliable
Well except that they didn't put Clown in S Tier. And while I'm not saying you should take everything every streamer says at face value I'm saying that when multiple major streamers don't consider Twins trash it's likely that the statement "Twins are trash" doesn't actually have consensus behind it.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2729798#Comment_2729798
No just got buffed add-ons on a gutted killer
Not everybody thinks Twins are bad. OhTofu put them in S Tier this week on his high level killer list, and Otz has them between A and B tier.
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@Murgleïs said:
It’s fun but very easy to counter. Even with pain resonance, all you have to do is wait for the killer to hook, and then get back to working on your gen without interruption.
So survivors stop working on a generator for about 5-10 seconds while the killer carries someone. That's still an extra 5-10 seconds of slowdown as a consolation prize, even assuming all the survivors on that most progressed gen are savvy enough to do that and don't try to power through hoping to finish it before the hook.
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Not everybody thinks Twins are weak. OhTofu has them in S Tier on his killer tier list at high level, and Otz has them between A and B tier. Also they got two add-on buffs and three add-on nerfs, it wasn't an across the board nerf to Twins.
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Clown's busted perk got nerfed but two of his others got buffed.
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Twins add-ons got three buffs, they weren't nerfed across the board.
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Regarding Nemesis, note that they significantly boosted the zombie speed in the red add-on
- Shattered S.T.A.R.S Badge: Increases zombie movement speed by 150% for 60 seconds (was 100% for 60 seconds)
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Not everybody thinks Twins are bad. For example, OhTofu has them at S-Tier on his killer tier list for high level play from this week, and Otz has them between A and B tier.
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@Dilif69 said:
nice twins and clown nerfs like they are op ore something?
Actually OhTofu puts Twins as S Tier on his killer list for high level play, and Otz has Twins between A and B tier, so not everybody thinks they're weak.
As far as Clown, they actually buffed a bunch of his add-ons here, the main add-on nerf was to Pinkie Finger which honestly is an overpowered add-on that deserved the nerf. There's no question that specific add-on was overpowered, the only reason people were ok with it is because they perceive Clown as being weak overall unless he happens to run it. So it's not at all surprising it got nerfed.
Two of Clowns other add-ons are getting buffs though.
- Solvent Jug is going from +1 second to +2 seconds on the Invigorated status
- Robin Feather gets better cooldown reduction (it's going from 30% reduction to 40% reduction)
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@Brokenbones said:
I'm laughing so hard that they nerfed Twins addons
Just another nail in their coffin which has about 80 already
Not everybody thinks the Twins are bad. OhTofu for example put the Twins in S Tier on his updated tier list this week for killers at high level play.
Also FYI they significantly buffed the Twin's red add that gives them Exposed hits if the survivors kick an idle Victor. Not sure that add-on gets a lot of use but the buff it got was a nice increase in the Exposed duration so at least if you do use it you're more likely to get a chance to capitalize.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2729057#Comment_2729057
No they dont! I still see plenty killers going to the gates rather than saving face. Aalso theres not always something to break endgame.
https://forum.deadbydaylight.com/en/discussion/comment/2729059#Comment_2729059
You wont get lucky because people are not stupid. i go to the far end of the map and they NEVER come over to where i am, not one single person, again because people arent stupid and know better. Also im talking about if the last gen is popped and there are more than 2 survivors left so no hatch would spawn.
Actually I do get lucky sometimes. Occasionally either someone didn’t happen to spot where the exits were and gets confused, or someone gets cocky and is trying for a hatch escape or wants me to chase them and gets too far out. And just the other day I got two Rancor kills in a row because the Obsession didn’t realize I had it and was messing around too far from the exit while the doors were being worked on (I don’t usually run Rancor, I just happened to be playing it.)
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@GoodBoyKaru said:
i thought people did that anyway, if you dont wanna get tbagged at gates then dont go to the gates if you know theyre all there + go get more bp by breaking pallets and such
Exactly what I do, I go break pallets and watch for the hatch. Also you never know, you might get lucky and spot a straggler.
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@Avilgus said:
I don't think so.
Sure he needs mechanical skills (Range, delay, cooldown...) but also a good gamesense to cage when you need it.
You actually do ok just Caging whenever you get a chance. On average the Cages save about 10 total seconds over picking up and carrying someone to a hook, so even setting aside the benefit that they can’t be saved from a Cage action that time savings allows you to Cage someone and get into a new chase in the same time it takes to get a hook.
Sure, to be truly optimal you also would consider how close the gens are to you for example, but if you just Cage every time you’re still getting a lot of the value from it.
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There’s definitely some toxic TTV people, but I’ve also met a few that said gg after the match and seemed nice which I checked out their streams and they were decent people.
So my pro tip might be if you have TTV in your name and you want me to check out your stream, don’t be an ass in chat or in the game.
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@Kira4Evr said:
Tap a gen. Because the only hex that is ever used is Ruin
NOED has entered the chat
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I know this is a bait thread complaining about Bubba, but I’ll hijack with an actual fun build or two I was thinking about recently
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Carry On My Wayward Son
- Scourge Hook Pain Resonance
- Agitation
- Mad Grit
- Thrilling Tremors
Basically every time you down a survivor the Agitation pretty much ensures you have time to reach a Scourge Hook to trigger Pain Resonance. And if someone tries to block you or go for a sabotage, Agitation allows you to outrun them and Mad Grit lets you get a free hit that resets the wiggle timer. Meanwhile Thrilling Tremors blocks all the other gens survivors aren’t on giving you tracking info and some additional slow down where survivors wanted to work on the blocked gens.
An alternative is swap Thrilling for Starstruck to try for Exposed Hits on Mad Grit attacks. Or take out Mad Grit for Starstruck to keep the tracking but take a bit of risk on the timer.
—
Michis’s Deadman Switch Resonance
- Scourge Hook Pain Resonance
- Dead Man’s Switch
- Furtive Chase
- Make Your Choice
Credit to Michi for this one on Hag. Once you hook the Obsession, Pain Resonance not only does its usual regression but also forces the survivors off the generator which triggers the just activated Dead Man’s Switch to block the gen for an additional 45 seconds. Basically that gen is out a total of 60 seconds for one hook. Furtive Chase swaps the Obsession on a rescue, and Make Your Choice makes that new Obsession Exposed, so once you’ve hooked the first obsession it can start to snowball over and over, assuming you can nab that new Obsession for the trade. (Michi is a Hag main and Hag is particularly good at this.)
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Picture how many hooks are on a map. Now imagine everytime Bubba is in a chase a survivor just loops him around a loop with a hook nearby, turning off the chainsaw every time.
Almost certainly totally breaks Bubba. No amount of extra charges makes up for that.
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I like MMR, I get decent matches, and I also agree with the changes they’re doing in the patch.
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Grim Embrace is fine in principle, it’s intended as something of a high risk high reward perk. If you manage to hook everybody then you get a nice reward, but if someone evades you the whole match you don’t. Assuming the time the gens are blocked after it triggers is high enough it’s fine.
So the main question is does the perk block gens long enough to make up for the risk of it not triggering before gens are done? If so, great! If not then just increase the time they’re blocked until it’s worth using. Set that timer high enough and the perk will be worthwhile, set it too high and it will be broken. It’s the only parameter you need to tweak to tune this perk, it doesn’t need any other more complicated change than that.
P.S. Looking at other perks, my guess is perks which extend play by about 60 seconds are around where you want them. No Way Out for instance extends play 60 seconds. Pop Goes the Weasel gives 60 seconds on three hooks. An Exposed down saves about 30 seconds of chase and most of the Exposed perks can get 1-3 such hits. So if Grim Embrace had a 60 timer it would probably be in line with those, maybe even slightly higher to make up for the possibility it never triggers at all.
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Mostly gift cards this year, nothing exciting. I did use some of the money to order a copy of Merchant’s Cove though. 🙂
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That secret room always has a chest too. 🙂
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Why does it have to be either or?
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Hand puppet Ash
Second place Ace. (I don’t play survivor really but when I do I play “treasure hunter Ace”. 😄
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They said they’re being transparent about “what they are working on”, they doesn’t mean they’re making the MMR visible on the endgame screen. They’re being transparent about things actually in the works, if they’re not working on something or don’t have anything new to report they’re not going to say anything new.
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- Matchmaking fixes in this patch have most definitely been asked for
- Buffing information for solo survivors to bring them to swfs is something I personally have said is the best way to balance them
- Wiggles as skill checks has been asked for a couple of times. And it's a natural extension of the similar change they made to second hooks.
- Toggle interactions is I think something that was asked for periodically in relation to people who have wrist or finger problems. (Likewise with the Wiggles)
I don't know if anybody asked for the patching speed optimizations, and nobody even knew the Beta tab could be a thing, but the rest are things that have been suggested before (some more often than others).
Also, don't forget this was Part 1 of 2 today. Tomorrow they'll announce more upcoming stuff, including possibly a balance pass on Mikaela and her perks including Boon Circle of Healing. (We're about due to see Mikaela's pass.)
Finally regarding cheaters even if they're working on something to help catch cheaters they probably wouldn't announce it. They'd just implement it in the background and do a ban wave. So just because they didn't say anything doesn't mean they're unaware of the problem or aren't working on it.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2713946#Comment_2713946
Well that's not a proper term at all, technically all "ranges" are area effects. And like I just said, this just gives m1 an insurmountable terror radius
Not all effects with ranges are area effects centered around a point which is what I mean when I say "area effects" (i.e. something that affects an entire area within range of a point.) Basic attacks are not area effect, they have a range but don't hit all points around the killer. Deathslinger's shots have a range but are not an area effect. Huntress's hatchets likewise have a range but aren't area effects.
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No, half of that Patch 7.0.0 were not good ideas. Just my opinion.
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@Marigoria said:
I'm really happy that Solo Q is finally being looked at. It is something that a lot of people including myself have been asking for a long time.
But... no word or update on the hacking situation?
Just today I had 4 obvious hackers in my matches. I think it has crossed a point where it is out of control, and at least it could be acknowledged.
They're not likely to say much about what they do or don't do to stop hackers, why tip cheaters off if they implement countermeasures?
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Today's Developer Update Part 1 talks in some detail about issues with the matchmaking they're working on addressing. Long story short though a lot of mismatches happen because:
- If someone is in a game lobby and leaves, the matchmaking tries to fill that spot ASAP with the next available player pretty much regardless of rating.
- If someone is an outlier rating the game will eventually put them in the next available slot if it can't find a close match quickly enough
- Brand new players start off with an average or below average rating and then their rating goes down as they inevitably lose matches.
The update mentions changes they're working on regarding how long the system waits for close matches and lowering the starting rating of new players. They also are giving solo survivors a small boost soon in the form of extra information on the HUD about what the other survivors are doing. (Basically an icon with a gen or health pack or running or a totem, etc, so you have an idea what they're up to.) That should help even the playing field for solo players against swf players without giving the swf players a boost. Hypothetically if it turns out that this extra information makes survivors escape a bit too often they'd probably just slow gens down slightly to compensate is my guess.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/0ERF0P98HDK8/announcement.png
Happy New Year! We’re back after a quick break and jumping right back into things with another developer update. Like last time, there’s too much to go through in one sitting, so check back tomorrow for part 2. Most of this will appear in the upcoming Mid-Chapter, but we also wanted to be a bit more transparent with what we’re working on for the future. For the sake of clarity, we’ve marked anything that’s for a later update with “Future”.
https://us.v-cdn.net/6030815/uploads/G7427991HROQ/performance.png
Future: Patch Optimization Plans
Depending on where you play, it can either take a while to install a patch or patch sizes can be unusually large. Needless to say, this isn’t ideal: When new content releases, who wants to wait around for it? That’s why we’re working on improving the update process going forward.
First of all, why does it take so long? To keep it simple, the game is split up into small chunks. This way when the game updates, you only need to download the chunks that changed rather than the whole game. The trouble is, as the game has grown over the years, so have these chunks, which makes downloads and/or patch times (depending on which platform you’re on) longer.
So what are we doing about it? In the short term, for Steam only due to technical reasons, we will be compressing the files more starting this Mid-Chapter. This will make patch times as much as 50% faster and decrease the amount of disk space required by about 18 GB.
Next, we’ll be restructuring these chunks in a future update. This will affect all platforms and make patch times up to 200% faster!
IMPORTANT NOTE: In both cases, these improvements will require you to completely redownload the game. This means there will be a very large download when updating or opting into or out of the PTB. Don’t worry, this is normal! Afterwards, updates will go back to being much smaller.
https://us.v-cdn.net/6030815/uploads/H4VK1AGDPFQQ/matchmaking.png
Future: Matchmaking Optimization Plans
We’re a few months into Skill Based Matchmaking (SBMM), and we’d like to shed some light on what we’ve been working on and the improvements we’ll be making going forth. Though it may be polarizing, we want to be as transparent as possible when it comes to SBMM, as the discussions that stem from it are incredibly valuable to us as we continue to work on improvements.
The game and the community are constantly changing, and the matchmaking system should always be adapted to support them. This is why we’re constantly making changes behind the scenes. One recent example came from an influx of new players. We noticed that the default rating was placing first-time players against some fairly experienced opponents. So, to remedy this, we lowered the default rating for new players so they would be more likely to play amongst each other. We’re regularly making changes like this behind the scenes to find the best balance of fast queues and quality matches.
Beyond small tweaks, we’ve identified some areas where the system could be improved. Let’s run through each of them quickly:
Backfill Improvements
If someone leaves a lobby, the matchmaker needs to find a replacement (a.k.a. backfill). Right now, it heavily favours a quick replacement over a quality one. This can lead to some matches where one (or more) players are outside of their normal skill range. We’re going to work towards finding a good balance between quality and wait times.
Disconnection Handling
Currently, the SBMM system doesn’t handle disconnects as well as it could. We’re looking to make adjustments to handle them better and make sure disconnects are treated fairly when altering someone’s rating.
Extended Breaks
When someone takes an extended break from the game, their rating does not change. This isn’t ideal since you’re bound to be a little rusty after not playing for a while, and returning to difficult matches is a recipe for a frustrating night. We’re hoping to introduce a mechanic that adjusts your rating(s) when you’ve been gone for a while to ease you back in when you return.
General Improvements
This one is a little more technical: The game will detect which server you have the best connection to and match you with other players who are close to that server. This works well enough, but if you’re right between two servers, you’ll only be matched with one set of players. For players who have good connections to more than one server, we’d like to open up matchmaking and allow them to find matches with either set of players. This can help balance out queue times at off-peak hours and even improve the quality of the matches made.
As a note, these changes will take a while to develop, but we’re confident that these will make notable improvements on the matchmaking system.
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Future: Solo Survivor Experience
If you’re reading this, you’ve been left on the hook at some point. Okay, maybe not, but the chances are very high.
Thanks to Skill Based Matchmaking ratings, we’re able to see the impact playing with a premade group has on the outcome of a match at various skill levels. The data confirms our suspicions: As skill goes up, so does the gap in survival rates between solo survivors and premade groups. In the top end of skill levels, the difference in escape rates can be as much as 15%.
This isn’t great: This difference between solo Survivors and groups makes it difficult to find a perfect balance. If we balance Killers around premade groups, solo Survivors get left behind. Meanwhile, if we balance around solo Survivors, Killers will have a rough time against groups. With that in mind, we’re working on some measures to bridge the gap between solo Survivors and premade groups, which will allow us to better balance Killers as a result.
We’re aiming to strike a balance between making the solo player(s) feel like they’re a part of the team without being overbearing. For example, we want to share key pieces of information, like “What are my teammates doing?”, but not too much info, like showing everyone’s exact location. To put it simply, the idea is to bring solo Survivors up to the same level, not give people excessive information that makes even premade groups stronger.
We want to share a very early peek at one potential way of closing this gap. Before we do, we want to stress that this is in the very early stages; we’re curious to hear what you think, but please keep in mind that it may change or even be scrapped entirely.
One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors.
Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on.
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New Betas Tab
Sometimes we think up some experimental features that we’d love some feedback and data on, but they aren’t quite ready to release into the wild just yet. Enter the Betas tab!
Next time you head to the Settings menu, you’ll see a new Betas tab. Here, you’ll find betas for upcoming features that you can opt in or out of as you please. Want to share your thoughts on something early on? Awesome, opt in!
The icing on the cake: You’ll be rewarded with extra Bloodpoints for the first bunch of matches you play with a beta activated.
Unlike the Player Test Build, these Betas are also available on consoles. Everyone’s invited!
So, the only question is, what’s the first beta going to be? How about…
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Wiggle Update
Last year, we changed struggling from button mashing to skill checks, making it much more accessible and a lot easier on your buttons & keys. We’ve been working on a similar update to wiggling as well, and we’re finally ready to share it with you.
Instead of mashing buttons, you’ll see a skill check while being carried- only this one has two zones and doesn’t go away when you hit it. Instead, hitting the skill check successfully will cause it to switch directions and gradually fill your wiggle meter. Keep hitting those skill checks to keep wiggling!
This interaction keeps wiggling interactive while requiring far fewer inputs and is much easier on your joysticks, making it more accessible to players with repetitive strain injuries. Additionally, each side of the skill check can optionally be bound to a different button to further increase the gap between repeated button presses.
This update will first appear in the betas tab, allowing you to opt in as you please.
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Toggle Interactions
On the topic of accessibility, another feature that will be debuting with this update is a toggle mode for interactions. This new option, which can be enabled in the Settings, makes holding a button for long periods of time a thing of the past. Simply press the button to start the interaction and press it again to stop it.
To go with it, you’ll also find a new option to cancel interactions by sprinting. Enabling this will automatically cancel actions and cause you to start running whenever you sprint.
Our goals with these new settings are to make Dead by Daylight more accessible, and to provide an alternative for players that don’t wish to hold a button for the entire length of an interaction. Plus, this frees up a hand so you can take a drink while hitting skill checks! (We’ll still predict when you’re taking a drink and give you a skill check, though, that’s our favourite feature.)
If you’ve made it this far, you’ve earned yourself a break from reading - check back tomorrow for part 2! But before you go, we have one last bit of news for today: The Player Test Build opens Wednesday, January 5th. See you there!
The Dead by Daylight team
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2727734#Comment_2727734
Oh, yes, I do agree with that. Nobody needs to see their MMR but at the same time, showing Grades is kind of unnecessary and leads to unwarranted confusion.
I admit, I'd be curious to at least know what rough bracket I'm in. It doesn't affect how I play either way, but it'd be interesting to see which killers I have in various MMR brackets.
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Don't ask me, I have no idea what my MMR is. 🤷♂️ (I don't really care what it is that much either to be honest. I just play the game like I normally do and what happens with my rating happens.)