dugman
dugman
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Like others said, Haddonfiled could use some tweaks, not removal.
Also on a related note I do kind of wish they'd actually remove all the map offerings. Map offerings just exacerbate the issues with map balance by enticing people to just use the maps that they think are most favorable to their side. Whatever benefits map offering might hypothetically give to the game just in my opinion are outweighed by the annoyance they cause of seeing the same maps being repeatedly picked. Get rid of map offerings and it also reduces how often the maps with balance issues appear.
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Nice breakdown.
TRAPPER: I'd love to see Trapper be able to pull traps from lockers and, when he does, if all his traps are already placed then the oldest trap on the map is removed by the Entity. I think that would be the boost he needs to his setup time and also make him less swingy depending on where maps are located on the map at the beginning of the match.
HILLBILLY: I don't know how good or bad Hillbilly is, but I do know I don't like playing him nearly as much as I like Blight or Bubba. He's like a cumbersome hybrid of the two. He's as fast as Blight, but can't do corners as well as Blight. And he can instant down survivors but hitting with it is much harder to do than hitting with Bubba. Basically if I want to go fast I'd rather play Blight, and if I want to chainsaw people I'd play Bubba, leaving me not all that interested in playing Hillbilly. 🙁
NURSE: Nurse is super powerful if you master her, but I hate playing her because I hate staring at her feet half the match. She's the only killer I literally refuse to play, so much so that I keep an unfinished Nurse mission in my daily log just so I never get it ever again. Maybe if they tweak her some day so she at least keeps her head up while she's stunned I'll give her another try, but until then... bleh.
HUNTRESS: Huntress is fine in terms of balance. I'm a terrible shot though personally since I never practice with her or Deathslinger, etc. And I like playing the melee killers better generally speaking.
SHAPE: I'm not really a fan of Michael's base kit, but I love his variant playstyle add-ons (Vanity and Scratched Mirror, Tombstone and Infinite Evil). Those add-ons which really change up how you play him are the sorts of add-ons I love for Purple and Red. They're not intended to be better or worse than other add-ons, but rather they add a lot of variety to how it feels to play that killer. I wish all the killers had add-ons along those lines.
HAG: You're right that COH hurts Hag a bit, but I'll be surprised if that perk isn't nerfed in the balance pass they do for Mikaela soon. The consensus that CoH is overpowered seems to be kind of unanimous. As far as Hag herself goes, the interesting thing about her to me is she has both an easy entry point to play her (just lay down traps and spam teleport and you'll do kind of ok versus average players) but also has a surprisingly high skill ceiling because there's a ton of subtlety in using those traps to catch advanced players. And it's not like Nurse where the skill is muscle memory you need to develop, it's all developing game sense and awareness of where the survivors are and what they'll probably be doing an figuring out tactics to chain traps together and use them sometimes in unusual ways. For sure one of the most unusual killers in the roster!
DOCTOR: I'm with you on Doctor, he's probably my favorite killer to play. His tracking keeps him in chases almost the entire match, and at loops his ability is decent. Plus his hallucinations and reversing the skill checks and such are just cool thematically. What a fun killer!
CANNIBAL: Funnily enough I hardly ever facecamp with Bubba. It's way more fun to just keep chasing and pressuring people after a hook. And it's not even necessarily less effective than standing at a hook and waiting, in fact you probably have a better chance of getting a 4k if you actively look for survivors to down than stand around a hook and the gens fly by. Bubba just gets a bad rap from people who facecamp all the time with him for really no reason. 🤷♂️
NIGHTMARE: I never played old Freddy, it sounds like it was thematic though. Too bad it apparently was broken. At any rate, I like current Freddy, just teleporting and the general look Dreamworld is fun. I always use fake pallets with him too - even though snares are a little better, I never get tired of watching people fall for fake pallets and get smacked after being covered in exploding goo. 😄
PIG: I usually do ok with Pig actually. She moves kind of slowly while stealthed but since survivors tend not to see her coming that way it also means she gets a lot closer than usual to them before they react. The lunge is so-so, but I still get hits with it even against otherwise decent survivors. And yeah, her headtraps are swingy, but they're also easy to use and on average they do give her some nice slowdown. I'm not sure where she actually lands in the game data in terms of kill rates, but if I had to guess she's probably better against average players than top tier ones (since stealth punishes lack of awareness) and overall is probably average or maybe a bit below average but not broken. I certainly wouldn't complain if she got a buff, but I also think she's maybe just slightly underrated by some players.
CLOWN: He's weak but I don't think he needs a "massive buff", just a nudge probably. Personally I'd love to see them make Clown be the first and only 120% speed killer. It would jack up his map movement slightly and give him just that much extra edge in chases that it might be enough to get him to average status. However they also would need to nerf his Pinky Finger add-on, since that particular add-on is definitely overpowered compared to all his other choices. Buffing Clown's base kit and leaving Pinky Finger untouched could just make him broken.
SPIRIT: I like Spirit well enough, except when I'm up against Iron Will survivors. Screw those guys! 😡
LEGION: I keep hearing rumors on the forum about the devs working on an update or revamp for Legion? It'll be interesting to see if anything gets announced soon on it.
PLAGUE: I like Plague in principle but I can't hit with her puke very well. Just don't play her enough.
GHOSTFACE: Not so much a Ghostface thing, but I wish the devs would lock the game's aspect ratio to eliminate stretched res seeing over obstacles as a thing. Ghostface in particular is hurt by stretched res since it makes it that much easier for survivors to break him out of stealth.
DEMOGORGON: RIP Demo, you will be missed. Hopefully they'll make a new killer at some point with a similar sort of feel to Demogorgon but as an original IP. (I liked the idea of a Werewolf killer with a lunge like Demo and some kind of Killer Instinct type detection.)
ONI: Oni is a cool killer that I totally, totally suck at because I don't play him enough. I can't hit charges for the life of me.
DEATHSLINGER: Like the other ranged attackers, I suck at Deathslinger because I don't play him very often. But additionally, I also now don't enjoy playing him as much because his turning speed feels ridiculously slow. Before when he could shoot instantly from the hip you could turn while walking to face the direction you were going to shoot and then fire. Now it's you raise your rifle which takes a short bit and then if you want to change your aim you slooooowly turn. So annoying! Hopefully they'll speed up that turning speed.
EXECUTIONER: Funnily enough what I like best about Pyramid Head is his Torment trails and Cages, not his ranged attack. I love sending Tormented survivors to the cages, it's just fun. 😊 And the cages are such a big time saver over hooking them, in the time it takes to hook a survivor you can typically have crossed literally half the map to get into a new chase. I think a lot of people just underestimate how much time is saved when you cage a survivor.
BLIGHT: Awesome killer. I'm not that great at hitting with the Lunges since I don't play him that much but I love his ability in general, and even just for getting around the map it's pretty great. Plus he has a neat look.
TWINS: The twins are ok to play in terms of being fun enough I guess? I don't bother doing the whole camping and slugging thing with them, it's more fun to just use Victor for almost all the action and then Charlotte for the cleanup and hooks and occasional hits on out of position survivors. I'm sure that's not the optimal strategy, but it's the exciting one.
TRICKSTER: Again, not great with Trickster since I don't play him enough. But at least hitting his daggers is slightly easier than hitting with Deathslinger.
NEMESIS: My favorite thing about Nemesis is actually the zombies, I just love the idea in principle of the zombies roaming around. In practice I get the best use out of the zombies using them for detection and, after a chase, hitting a nearby zombie with the whip to increase the infection level and force it to respawn somewhere else (I figure manually resetting the zombies helps keep the survivors on their toes a bit since they can't as easily predict where they are or when a new one will pop up.) I even run the zombie enhancement add-ons when I have them. The whip itself is ... ok I guess? I mainly use it for pallet destruction once I get to level 2 because it's pretty decent as a sledgehammer to whack pallets down quickly.
CENOBITE: I like Pinhead, he's one of the only killers with a ranged attack that I can consistently hit survivors with it. Sure, it doesn't injure them, but at least it FEELS like I've accomplished something! 😄 I also was pleasantly surprised by his Teleport. Before I played him I kept hearing about how people hated his teleport because it resets his Chain Hunt timer. But what I noticed playing him is, if someone is opening the box and you're not doing something more valuable and if you can't walk to the box, then teleporting to get an easy hit on the box opener is pretty nice. They probably would have cancelled the timer anyway, and by teleporting you not only get right in their face for a quick hit but you also deny them an item that might have been useful for them. Just a fun killer to play.
ARTIST: I haven't quite unlocked Artist yet, still saving up some shards for her. She looks pretty sweet though, not gonna lie. 😊
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Ranked mode: In a sense they already have scaling bloodpoint rewards for achieving various grades, hypothetically they could throw in charms and such too. Having a separate “mode” could be a problem though if it splits the playerbase, making queue times even longer and producing more mismatches.
Items, Addons and Offerings recycle system: Yeah, I’m not sure why the devs don’t let you sell things from the bloodweb back at some fraction of the original cost. 🤷♂️
Adding a climb mechanic: This sounds interesting but probably a ton of development required. They’d need animations for all the characters, ways to balance the maps that have these features, etc. I don’t see it happening, especially when they can do something similar just using stairs and ramps.
Rebuild breakable walls mechanic: If they did this it should just be part of the survivor perk that lets you reset a pallet. Doesn’t have to be a global survivor ability (and probably shouldn’t)
Enrage mechanic for Killers: I can’t speak to the details of this specific idea but in principle I like the idea of an optional side mission a killer can do to gain an appropriately useful effect
Totems overhaul: Hmm, covering all the totem spots in a lump sounds like it could make it too difficult to find actual totems to cleanse or bless, let alone find hex totems to destroy. It could be too much of a boost for the killer.
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@BenihimeWrath said:
Why doesn't Legion move faster in their power for every survivor they've hit consecutively? At least then their power would reward them for what they do well, injure survivors, and also counter the best strategy against Legion which is to split up.
(Although in fairness most killers are countered by splitting up and doing gens)
I don’t know for base kit, but that would be an interesting add-on.
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You're assuming the game has a major across the board balance issue that requires killers to get a global boost, which is debatable. A lot of complaints about killers being weak seems to be based around a notion that the exits should only open half the time, but that's a faulty assumption since the game is actually designed around most games having some survivors live and some die. Since most games are supposed to be in the 1-3 kill range that implies that, even if the killer plays well, if the survivors also play well then the Exits will normally be open at the end.
But for the sake of argument, let's say the devs took a fresh look at the statistics and, low and behold, the median kill results are close to 0-2 kills per match. Then there are various ways to do a global bluff. I think the best way actually would be simply to somewhat increase the time it takes to finish generators. That particular parameter is a dial that can be fine tuned up or down without having to worry as much about how it might impact specific maps or killers. If you tamper with movement speeds on all killers, though, all of a sudden you could have a bunch of loops that become less safe than you wanted and could have a much bigger buff than you wanted.
On a tangent, though, I think it would be interesting to have a killer that part of their kit is they are the only 120% or even slightly higher movement speed killer in the game. They might not even need much of a secondary ability beyond just being really jacked runners from all their cross-training. 😄 Clown is almost like this, except that he has to juice up with his yellow gas before a chase. I'd almost like to see them buff Clown by letting him move 120% all the time, and then if hypothetically he became overpowered from that tone down his bottles somewhat to compensate. Clown is widely considered one of the weakest killers, if I was going to pick a simple to understand base kit buff for him it could be 120% movement speed.
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I don't know about console, but Nurse is probably the best killer on PC assuming you can master her. (I personally hate Nurse's wheezes so I don't play her at all, but I totally get why she's effective.)
Second place is probably Blight. Basically he's a killer that has great map traversal and who can use his ability for a bit of anti-loop and to catch up to fleeing survivors after a hit or a pallet break. It's hard to overestimate how useful excellent his movement is.
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@Sir069 said:
https://forum.deadbydaylight.com/en/discussion/comment/2724593#Comment_2724593
Ty for the extended comment I appreciate but I see there is a 50/50
So I decided and I added on my list deathslinger and Oni
Which one is the best for:Map pressure,good movement,perks?
Oni has much better map pressure and movement than Deathslinger. Oni is a 115% base speed killer, Deathslinger is only 110%, and Oni also periodically charges around the map like a lunatic at hyperspeed getting instant downs and smashing pallets as he goes. If movement and map pressure is what you want then Oni is way better at it than Deathslinger.
As far as perks go, Oni's perks (Zanshin Tactics, Blood Echo, Nemesis) aren't great. Nemesis and Blood Echo see some use sometimes in combination with other things, and Zanshin Tactics is ok I guess if you want to have a good idea of where survivors are running to so you can cut them off? (It also helps spot breakable walls you might want to tear down.) I certainly wouldn't worry about his perks much though.
Deathslinger's perks aren't much better. Gearhead is pretty bad. Dead Man's Switch is also not that good unless you maybe combo it with Scourge Hook: Pain Resonance. Hex: Retribution is ok given how often survivors love to cleanse and bless totems, you can get a free hit or two out of it, but you'd probably want to pair it with another Hex perk to get even more value.
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Generally speaking I think the consensus would be Spirit is more powerful than Clown overall. She did take a bit of a hit recently now that survivors can hear where she's coming from, but she's still got solid mobility for catching up to survivors and starting chases from a very close distance. Clown is ok, maybe a bit underrated, but he does have an issue with survivors predropping pallets and in indoor maps where he might have trouble getting the gas where he wants it.
My suggestion might be Google some streamers playing both characters over the last month or so and see which character looks more fun to play. I wouldn't worry about perks, I always recommend that you buy killers that you actually want to play and not killers that you don't end up playing just because they have a perk you might eventually unlock at some point for other killers that might get them.
Just a quick summary though:
- Spirit - Good if you like using your ears to track survivors by sound. Bad if you get frustrated when you can't hear survivors who have Iron Will. Has good map mobility and can get in close to start a chase pretty reliably, but once a chase starts she's a 110% basic attack killer so if you get yourself into an extended chase while visible it can be a little rough possibly.
- Clown - Yellow gas can help him get around the map a bit more quickly, but not as quickly as Spirit. He has no stealth so his chases usually start at max distance since they can hear him coming. However once he's in a chase he can use his combination of yellow speed up and pink slow down gasses to efficiently get a hit on a survivor barring them getting to a particularly safe pallet. He has some pretty decent add-ons, including his kind of overpowered Pinky Finger which lets him get one-shot downs, but also a good aura reading add-on with his Yellow gas that is quite handy and some others.
If you really care about perks, Clown has Pop Goes the Weasel and Bamboozle, both of which are useful. Spirit has Spirit Fury and Hex: Haunted Ground which are also very good perks. So you probably won't be disappointed in either of them perk-wise.
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@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2724241#Comment_2724241
I see what you're saying, mismatched trials are better than waiting forever for the perfect match. The system is working to keep queues down.
The problem with MMR is that kills/escapes are (from what I understand) all it looks at. An easy 4K doesn't make me a good killer, a 2k against a really good team does. The best survivor isn't always the ones that escape, often it's the opposite.
The emblems recognize different aspects of play, including kills and escapes. The best players are the ones that accomplish the most, all we're looking at are results. I didn't learn to play this game thinking "kills are all that matter" and I don't really want to.
I know the devs have said that the system looks at more than just kills and escapes. To clarify, if a survivor is killed then the killer's MMR goes up and the survivors goes down, and vice versa, that much is true. However, if I recall correctly, how much the MMRs go up or down depend on other factors, including
- the relative MMRs of the players
- whether it was the first or second or third or fourth kill in the match (i.e. once one or two survivors are killed is becomes significantly easier to get another kill, so the MMR doesn't change as much on later kills as it does on that first one)
- I seem to recall mention that how long it takes to get a kill is also a factor in how much MMR goes up or down. I think a very fast first kill increases killer MMR more than a kill that took a long time to get (maybe? Hopefully I remember that right.)
- Every killer character also has its own MMR. So as above, depending on your relative MMR against a survivors, if you get a kill on a killer you're not very good with that has a lower MMR it will increase more than if you get a kill on a killer you are great with that already has a higher MMR
In the end kills and escapes are the ultimate goals, so that's why they determine if MMR goes up or down. Yeah, playing for hooks or getting in chases or whatever is fun, but those are tools to help you get the goals of escaping or killing. For instance the emblem system also gives killers extra points if they kick a ton of generators and pallets and walls, but I think you'd be hard pressed to argue that a killer who kicks all the generators is "playing well".
So to sum up, kills and escapes determine if MMR goes up or down, but how much it goes up or down depends on other things. Emblems are a fun side note but they're not really a better indication than the MMR of what constitutes a "good player" and the old matchmaking that relied on them didn't really produce better results than the current one in my opinion.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2724345#Comment_2724345
Why not longer than 60 seconds? If I am right and it extends game play then its a blessing for Killers and if Survivors take just a wee bit more time in match cleansing the totem they ran by to get to the generator than late game shouldn't be an issue.
I'm just going by other slow down perks, they typically gain you about 60 or so extra seconds. For instance, No Way Out blocks the doors for 60 seconds when it triggers and is a fairly popular perk at that amount. Pop Goes the Weasel is up to 20 seconds per pop and you don't get to use it after every hook, so it works out to about 60 seconds or maybe a bit more on average per game I think. Ruin can give you more or less than 60 seconds of slow down depending on how long the Ruin totem stays up. Also 20-30 seconds is about how long it takes on average I think to do one damage level to one survivor in a typical chase, so when you look at something like Haunted Grounds which gives you about 2 free downs on healthy survivors that's sort of on par with getting 45-60 seconds worth of benefit from the perk.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2724332#Comment_2724332
That is an excellent Idea make it a tier bases system.
Tier 1: No more than three / Tier 2: No more than Two / Tier 3: No more than one.
Your first point I offer a rebuttal most survivors now a game run Boon totems so they actively seek out totem's there for giving the survivor knowledge of the location and it brings up an even better alternative "Should I bless this totem/ Cleanse this totem? He might have NOED/Trump Card." It makes the survivor choose in that moment wither they want to have the peace of mind to bag the killer at the end or risk it.
I.E Its all a gamble.
Right, I get the idea of it being a choice between cleansing and blessing. I’m just saying that for balance purposes you’d have to make sure the median time spent cleansing the totems to be able to open the doors doesn’t go beyond about 60 seconds probably.
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In a way, I might say Boons (well, Boons and a specific Boon) for both favorite and least favorite thing in 2021
- I say favorite because in general I think Boons are an interesting new game mechanic that gives all killers and survivors something additional to play around. It’s a neat way to get extra use out of dull totems that were a bit underused.
- I say least favorite for Circle of Healing specifically though because it is apparently so overpowered. That perk causes some major headaches, especially for killers that rely on spreading damage across survivors. Ironically Circle of Healing, because it discourages injuring multiple survivors, makes focussing in and downing a survivor or using Exposed hits and instant downs that much more effective relatively speaking in the fast healing meta, which then leads to even more survivors griping about how “tunneling” and “Bubba” and “camping” are unfair. Fortunately Mikaela’s balance pass is probably coming up soon, so hopefully Circle of Healing’s speed boost is reduced or something similar. If they can rein in this one Boon it would to a long way to reducing how many people post complaining about “Boons” when they’re really just complaining about “that Boon”.
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Sounds interesting, whether it’s overpowered or not or too swingy depends largely on the median time it would take survivors to cleanse all the remaining totems after the match. If that time is upwards of 60 seconds or more than it’s probably too powerful.
Hypothetically though if it is too powerful you could weaken it by saying it blocks the exits until no more than 1 totem remains on the map. That would reduce the amount of work required plus reduce the swinginess when you have one totem on a given map that just happens to be really, really hard to find.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2724210#Comment_2724210
Old Freddy couldn't physically interact with survivors until they were asleep. It was weird because you couldn't see him and he couldn't attack you, but if he downed someone who was asleep and picked them up you'd just see a survivor floating in the air on their way to a hook. I don't remember being able to bodyblock Freddy when you weren't asleep cause it sorta didn't exist. It was hyper thematic in that way, but it just sort of meant his power was just make people fall asleep so he could actually play the game. Once you were asleep though, everything just took longer to do and his old addons made doing gens excruciatingly long affairs.
Gotta admit, that’s definitely thematic. 🙂 Too bad it ran into balance problems and such.
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I seriously doubt that the reason they haven’t fixed it is “it helps survivors”. It’s probably just a bug that they have no idea how to reliably reproduce so they don’t know what’s causing it to fix it.
On a tangent, this bug is one reason I like sometimes running Deerstalker. Deerstalker completely nullifies this bug ever being a factor if you are slugging. Even without the bug, it can save a good 7-10 seconds or more of searching for a slugged survivor if they’re crawled into a shadowy corner somewhere. Plus it helps you keep an eye on the slugged person while you’re in a chase or whatever to see if someone else is running in to revive them. Obviously Deerstalker isn’t the “best” perk or anything, but it really is a pleasant quality of life improvement if you like to slug with a certain killer or loadout or just in general.
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I don’t have a problem in general with Hexes being high powered effects with the risk of being shut down by a survivor destroying it. People who are ok assuming the risk can enjoy using them, people who don’t like the swinginess can use other perks.
That said there are a couple of Hexes I wouldn’t mind seeing get tweaked
- Hex: Huntress’ Lullaby - The effect just isn’t good enough to be a hex. It’s not even obvious to me it’s good enough to be a perk that isn’t a hex let alone be something that can be cancelled. Maybe if it just started out at full strength from the beginning it would be good enough? Even then high level survivors can probably make the checks anyway. This is one that could use a rework maybe.
- Hex: Third Seal - The issue with this one is Blindness by itself might be a bit weak to be a hex. For instance, look at Fearmonger, they recently buffed that perk so that survivors are both Exhausted AND Blind while working on generators, and that perk while good isn’t exactly “meta”. The problem here is that swfs can get around blindness fairly easily, and also only the people you manage to hit become blind so it takes a while for the effect to even build up to the point its impacting the survivors as a whole. I’m ok with this being a Hex, but it could probably use a buff, such as maybe making survivors both Blind and Exhausted so it becomes a suped up version of Fearmonger until its destroyed.
- Hex: Thrill of the Hunt . At this point why is this a Hex? Running it by itself is pointless now since its only effect is slowing down cleansing a bit and on top of that it already degrades as other totems are destroyed or blessed. Turn this into Thrill of the Hunt (no Hex so its not a totem) and have it show auras or alerts when someone works on a totem instead of giving a useless bloodpoint bonus. (As an aside I generally dislike using bloodpoint bonuses as “balancing mechanisms”. I’d much rather have those be effects which directly impact the match than extra currency to spend between matches. Leave the bloodpoint bonuses for the offerings.)
I think I might be more or less ok with the other Hexes at this point.
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I actually suspect MMR is relatively accurate, the reasons for mismatches have to do with how matches are assembled and not the MMR itself. Some examples
- If someone is a high MMR with fewer players close to their rating then they will tend to get timed out into “next available” slots with random people. Likewise if a game has a lobby with four people and one who left the lobby, it will tend to grab the next available person to fill the slot to keep those four players from waiting a long time. Essentially it’s a question of finding “best” matches versus “fast” matches, and sometimes it prioritizes making fast matches instead of making you wait even longer for close ones to come along.
- High MMR survivors often play with lower MMR friends in swfs. So you can end up with apparent mismatches where the game is trying to find a killer in between the two extremes.
I think average players who play at peak times tend to get closer matches more often than players with very high MMR and who play at off hours. Note that prolific streamers and forum posters happen to be in both categories, they will tend to have very high MMR and being prolific streamers tend to play at unusual times, so they unfortunately also would bear the brunt of a lot more mismatches of the types above than someone who is kind of middle of the road and plays at prime time. That in turn drives them to complain to their viewers about MMR being broken, and here we are. 🤷♂️
There’s no actual statistics though indicating MMR itself is inaccurate. Individual ratings could easily be really accurate and the mismatches are from how long matchmaking waits for good matchups or how it calculates swfs with disparate ratings, etc. There’s no evidence the old emblem system was more accurate, and in fact because those reset every month it was definitely worse in part in the weeks after a reset since it became a wild west of people all jumbled into the same brackets.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2724225#Comment_2724225
This would be nice. Like if it could monitor A Survivors X & Y axis, and if it's above or below a certain amount for too long; it does the same.
But it won't happen.
Yeah, or if it did they wouldn’t tell us since they wouldn’t want cheaters to know how they’re caught.
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On a tangent I’d love to know actual kill/escape rate statistics by map. The last time they gave us it was two years ago I think which was before all the map reworks and breakable pallets existed. It’d be interesting to know roughly where the various maps stand statistically.
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I’d love to see the devs have a system in the background that monitors for impossible results like unreachable movement speeds and too many instant heals and recoveries and blindness lasting too long, etc. Have the servers watching for red flag events, temporarily automatically suspend accounts flagged for likely cheating, save a game review file for customer support and automatically put it in a ticket. The customer service can review and decide if the ban should become permanent or be lifted.
It’s like you don’t need to know all the details of how a car is built to know it’s speeding, you just need to monitor its speed while its driving. Similarly you don’t need to know how a hack is programmed to know it’s letting a survivor instantly heal over and over, you just need to monitor the health states and time it takes to heal.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/302466/killer-made-of-black-mist
Freddy used to function like this when he was initially released. It was...a choice. One that enough people disliked that the devs reworked him.
I never played old Freddy. The wiki doesn’t mention that he had no collision, just that he was invisible to people who were awake?
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I have a few perks I'm fond of, if I had to really pick a favorite though it might be Devour Hope. Not because it's the "best" perk, but because when it works well it's just plain awesome. 😄 Seriously, how do you top being able to get the kill animations on potentially all four survivors from one perk? It doesn't often happen but when it does it's just plain godly.
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@IWFreak said:
A bit not so well known counter to bodyblocking survivors are 2 killers:
Ghostface and Michael.
When they are stalking, they lose collision with survivors. It is a little niche, since you also become TERRIBLY slow while stalking, so it doesn't work if survs are running away.
But if the bodyblocking survivor RUNS INTO YOU, you can stalk for a split second, so your colliders overlap just the tiniest amount, and you can walk right through them.
This is also a tactic for survivors, btw...:
While stalking, if a survivor is too close to you, including inside you, you can't stalk them.
Thanks, cool tip! I had no idea stalking removed collision, have to remember that. 😄
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- Ringu - I'm more excited about this IP than Resident Evil and Silent Hill so I'm hoping the killer is fun to play and has a unique Curse mechanic. 😊
- Grades/MMR - One of the devs asked on the forum recently for people's opinions on if they should remove Grades from the endgame screen because they cause confusion where players think they're used for matchmaking. The overwhelming response was yes, they removing opponents' Grades from the score screen is a good idea. So hopefully they'll be following up on that in 2022 and finally stop showing opponent's Grades altogether. And while they're at it, I kind of hope they eventually show rough MMR brackets instead, but even if they don't removing the opponent Grades is still a good idea.
- There was word a little while back that a Legion pass or revamp is in the works, hopefully it'll help them be a bit more popular and effective.
- I'd love to see them revamp or buff three or four of the least popular killer and survivor perks to give them a bit of a boost (e.g. I'm guessing Monstrous Shrine would be on that list). I'm not looking for a total balance pass on the majority of the perks, even just a handful of the worst offenders is good.
- Mikaela's balance pass should be coming up soon, which should include whatever they do with Boon: Circle of Healing. The Boon system in general is probably ok, but that specific Circle of Healing perk is widely considered overpowered so hopefully they'll tone it down.
- Also a little later in the year they'll probably do a balance pass on the Artist (maybe around June?) I don't know that Artist herself needs much tuning, but I'd love to see Hex: Pentimento be tweaked to be able to interact with Boons. If the killer could overwrite a Boon with Pentimento, then it becomes a choice for the survivors - do they rebless that totem and turn it into a potential tug of war over the spot, or do they cleanse the Pentimento totem and remove it from the game for both sides. (The one hitch is whether, if this happened, Pentimento would allow the killer to see the aura of the Boon totem like they can the aura of cleansed totems. I'm not sure if a killer seeing Boon totems is a good idea or not, it might make the perk too powerful? Or maybe not, hard to say.)
- Prior to hit validation, Dead Hard was already considered one of the best survivor perks by a lot of high level players. One of the side effects of hit validation has been that it gave Dead Hard a significant boost by making it possible to react in time to a killer's swing 100% of the time to avoid a hit. (Yes, Dead Hard's use as a way to lunge extra distance toward a pallet or vault is still its best use, but now even if you're caught in the open it has this extra secondary ability of making the survivor be able to reliably dodge a hit at the last moment). I suspect this perk is even more popular now than it was prior to hit validation, and it was popular even then, and for good reason. Hopefully the devs will take a good, close new look at this particular perk to see if its net effectiveness has significantly increased, and if it has consider tweaking it appropriately. It might not have been overpowered when it wasn't working correctly due to latency, but now it might be overpowered since hit validation mitigated the lag issue.
- Finally, in the long shot department, I'd love to see them have something new in the Rifts to replace some of the charms. I get it, charms are cute, but seriously, how many charms do you need in the game? One thing I'd love to see alongside Charms is killer emotes, something to let a killer do a "touchdown dance" now and then so to speak. Just something to spice up the Rift rewards other than just new charms and skins.
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Movement modifiers stack together. So Pig crouching is 90% plus 15% for Play with Your Food with 3 stacks at rank 3 means Pig moves 105% survivor speed
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2722777#Comment_2722777
I was confused until I realised you mean Dead Man's Switch over Deadlock, right?
Oops, yeah, got my wires crossed on the names apparently.
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- Anti-cheat: Obviously we don't know much about what goes on behind the scenes on their end in terms of anti-cheat. One approach I like to think about that might help is to focus on servers checking for impossible results (e.g. characters moving physically faster than possible, being at an impossible altitude, healing impossibly quick too many times in a match, etc). Then automatically temporarily suspend accounts that are flagged for impossible actions, save a replay file on the server for review, and if it's verified make the suspension permanent.
- Matchmaking: I get better matches now than under the old system and certainly better than a free for all with no matchmaking at all. Just my two cents
- Bloodweb: I think McClean might have mentioned a while back that they've periodically discussed making all perks automatically be level 3. I think he said initially there was a concern that there wouldn't be quite enough stuff in the bloodwebs if they did that, but that was before a lot of the add-ons and offerings and characters with teachables existed in the game. So maybe they're still thinking about it? 🤷♂️
- Realm Beyond updates: Yeah, finishing these updates would be nice, I like the look of the reworked maps.
- Licensed killer skins: This might be something that's not entirely in Behaviour's control. They probably need to get permission from the IP holder for any skins they want to do, so it could very well be that the people who own Freddy don't want him to have extra skins for some reason
- Recent killer changes: I doubt they'll revert any of the killer changes they recently did. Short of a change actually breaking the character they're not likely to backtrack, especially since they presumably had data indicating the old versions were out of whack.
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DbD Mobile lets you play any killer against bots in custom matches, it would be pretty nice if they could implement that on PC/console
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I've definitely baited some survivors with a head tilt or body twist. It's one of those things where it doesn't always work, but it doesn't slow you down at all so there's no harm trying it. 🤷♂️
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@DarkbeastPaarl said:
https://forum.deadbydaylight.com/en/discussion/comment/2621882#Comment_2621882
Let's answer your question with another question. How often have you seen all four Survivors escape through the Hatch?
All four? Not often. Two or three escapes in one hatch? Multiple times back when it was possible which is still too often for a single key use.
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@jesterkind said:
The MMR system isn't a progression system, you shouldn't be looking to that for whether or not you're improving. At best, it'd be a placebo that may or may not be giving you accurate feedback, and at worst, it'd be used to make the conversation surrounding game balance noticeably worse, as tends to happen when there are visible ranks.
You don't need to see your MMR. There isn't actually any benefit to it.
There’s no benefit to eating popsicles but I like eating them. Not everything has to have a big benefit to be something people are curious to see, and a rough idea of the MMR bracket is at least more relevant to matchmaking than Grades.
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Pinky Finger is the most overpowered add-on. It is by far Clown’s best add-on and singlehandedly makes Clown much, much better as a killer than without it. I really do think they need to give Clown a slight boost to his base kit and simultaneously nerf Pinky Finger a bit, it would make Clown better overall but also even out the popularity of his add-ons
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- No, the game is much worse when the DC penalty is off. Keep it on.
- As far as hackers being able to make the game never end, I totally agree they should solve that. One thing I’d like to see along those lines is have the game automatically go to endgame collapse if no player scores points for about five minutes. Basically if the game goes on that long with literally nothing substantive happening then starting the endgame collapse to force it into sudden death seems perfectly reasonable and deals with some of the situations where, for instance, a killer is bodyblocking the last survivor and keeping the endgame collapse from starting or survivors are just hiding in remote lockers and refusing to do gens or hacker survivors are afk but invincible so the game can’t end because the gens can never be completed and the hatch can never appear for the killer to close.
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Sure, if I wasn’t having fun I’d be playing something else.
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I’m not a fan of the ranged killers in general personally but I agree that I find Trickster more fun to play than Huntress or Deathslinger or Plague.
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@ThatOneDemoPlayer said:
I have 1 question, how did you manage to play so many Killer games without ripling your hair out? If you tell me your strategy, I'll start doing these myself
Other than that, great numbers and it's quite funny how there were as many escapes as Dead Hards
If you ever decide to do such an experiment again, be sure to add Hooks and your definition of tunneling/camping, as I'm pretty that most people have different definitions for these tactics. Also, maybe include how Survivors got sacrificed, either due to camping/tunneling or "normal" gameplay, like randomly finding them after they got unhooked or leaving them be and actively trying to avoid them until you've already hooked someone else
Personally the way I play is I do a few matches a night with whatever killer I have a daily mission for that night. I like the variety, it helps keep things fresh. 🙂 I also tend to switch up my add-ons and sometimes perks too. (The only killer I refuse to play is Nurse, can’t stand that wheeze machine.)
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I can only speak for myself, but I find Trickster more fun to play than Huntress, I just like his ranged attack mechanic better than hers. It feels more fluid to use than the hatchet. (I’m not saying Trickster is more effective than Huntress, I have no opinion on that, I’m just saying I like his playstyle better.)
That said I’m a mouse and keyboard killer so no comment on console. 🤷♂️
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Corrupt is effective but I tend not to use it simply because I tend to rely on generator sounds as much as anything else to find survivors and know what’s going on, and having half the generators blocked makes it take that much longer to get into an initial chase. I’d just as soon find someone quickly and start chases asap even if it costs a bit of progress for me compared to Corrupt. Just a playstyle thing for me.
(and when I do use it I sometimes pair it with Lethal Pursuer or Whispers to mitigate that slow start.)
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@RainehDaze said:
But I'd rather take LP than Corrupt.
Or you can run both. 🙂 Corrupt’s weakness is when all the survivors decide to hide it out and you don’t get into a chase right away at the start of the match. If you run both then you immediately get into a chase, down them relatively quickly (hopefully) and now you have someone on a hook with Corrupt still up and only a few gens to patrol until it ends.
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On a tangent, I’d love to see them remove map offerings altogether. Map offerings just exacerbate balance issues between specific realms, the issues they cause outweigh the benefits.
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Cool stats. 🙂 2.64 kills per match is a respectable number too. 👍
- The “toxic/nice” column is obviously kind of subjective but matches my theory that there’s maybe 10% of people who are just ######### generally speaking and you run into them randomly every few matches simply because there are four survivors per match. And there are similarly maybe 10% of people who are nice extroverts in chat who like to have a pleasant conversation. We just hear more about the ######### on the forums though because people don’t come to the forums very often to talk about a nice conversation that had but they do come to complain or laugh at the rude jerk they just met.
- Dead Hard being in 68 out of 200 survivor perk slots and Borrowed Time 72 isn’t surprising, Dead Hard is easily the most popular exhaustion perk and those two perks are easily the most popular perks generally speaking, at least among above average survivors.
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You’re playing Huntress using Huntress’ Lullaby and Deerstalker and Franklins and Bitter Murmur as your loadout and you’re complaining that you only got one kill against survivors who played well and did gens?
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What makes you think someone is a beginner if they DC or ragequit when they get downed?
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Hypothetically Trappers terror radius is kind of irrelevant to his main ability of using traps to catch people and zone them out of vaults, etc. If Trapper needs a buff I’d just as soon they buffed his traps somehow rather than lower his terror radius, it would be a more thematic way to improve him.
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Actually I think Pop is getting replaced in the meta by No Way Out. No Way Out gives the killer an extra 60 seconds at the end of the match plus a free noise alert on a survivor, so it’s kind of like three free Pops worth of time without having to kick any gens at all.
Also an interesting combo with Pain Resonance that Michi played with was Dead Lock and Furtive Chase. Basically once you hook the obsession on a scourge hook it sets off Pain Resonance, regressing the gen, and the explosion then knocks the survivors off it which blocks the gen for 45 seconds due to Dead Lock. And when someone rescues the Obsession they become the new Obsession, increasing the number of times you can trigger that combo. This isn’t a meta combo or anything, but it works well on Hag since she can teleport back to the hook and take advantage of the Furtive Chase change. (He also often runs Make Your Choice which makes it that much easier to capitalize and down the new Obsession.)
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@Gcarrara said:
I would love a shapeshifting killer. It would be really interesting, even though it needs a lot of work to create a power that could work with communications between Survive with Friends.
Keep in mind that if a killer is imitating a survivor it implies they’re Undetectable (i.e. no stain or terror radius). So in a way a survivor mimic would have essentially unlimited stealth a little like Ghostface which even against a swf is a pretty nice effect. They’d just need to pair it up with another secondary ability or two that both help make the killer be reasonably effective even against swfs and that is mechanically distinct from Ghostface’s ability.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2722508#Comment_2722508
The difference is you don't need to. If you have a decent loop you don't need to leave it and actually engage in one of the joys of playing survivor; some fun chases.
With the Artist there isn't any actual good chases. You just keep running from her because she's anti loop, making her rather boring to face.
So what is it you're looking for them to change with Artist then if anything? If you made her weaker at loops she'd still be vulnerable to holding forward same as before, only now she'd also be more easily beatable at loops too. Do you have an idea to make her better against survivors who hold forward to counterbalance weakening her at loops?
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Dead Hard being validated is fine in that what you see now is actually what's supposed to be happening with it (aside from the confusing animation). It's "working as intended".
The issue is that now that's it's working as intended, it's showing more signs of actually being overpowered because it's not being held back by latency preventing it from working properly. Survivors can now in principle react to a swing and dodge it 100% of the time with Dead Hard, something that simply didn't happen when the perk wasn't working correctly. So you've got a perk that, now that's it's doing its job correctly, is both a free miss plus a lunge for distance as needed. (In fact I did a poll this month on Dead Hard and of the respondents who said they regularly use Dead almost all of them said they use it mainly for the extra distance and would still use the perk if the invulnerability during the lunge was removed entirely.) It's that combination of two effects that are both fairly useful that makes this perk the most popular exhaustion perk by far (at least from the polls).
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2722469#Comment_2722469
Not really. A lot of killers can be looped. She can shut off loops, so while she's setting up her crows you just keep running.
I get that a lot of killers can be looped, but what I'm saying is a lot of killers can also be "hold W"-d and it's just as effective against them as it is the Artist.
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I'm skeptical the gen speeds need to be changed much if at all, and I'm saying that as a killer main. Keep in mind that the dev's goal is that most matches have some survivors live and some die, so 1-3 kills should be the usual results. That means if things are working right then the gens get done most of the time if both sides play equally well. And my guess is that's about where the game is now, since if it was significantly off from that goal they'd probably have already slowed the gens down to compensate.
Of course there's no actual public match data to draw on so all these topics are basically just speculation, but if you're expecting the gens to only be done half the time you play then your expectations are a bit off from the actual design goal.