dugman
dugman
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2679376#Comment_2679376
Don't strawman.
It's not any more fun to stomp lowbies than it is to get stomped by monsters.
Winning or losing is fine. What we want is close, balanced and fun games - and not having to camp out a survivor during EOGC to secure a kill because someone sent Trapper to Haddonfield.
The problem is that MMR likes to throw you to the monsters as a snack because they had a long queue time, and that survivor groups tend to be extremely ungracious when they win.
There is almost a soft expectation for the killer to give the last survivor gate/hatch, to the point where not doing so is widely considered to be BM. Whenever I don't do this, it's almost a guarantee that I'll get cussed out in postgame.
There is no expectation whatsoever for the reverse - I think I've been given a 'pity kill' twice in my 300 hours odd of playing killer, once because someone was lag-switching with No Mither and once because a survivor was legitimately embarrassed by the behavior of their SWF.
Not to mention that - if you play killer - you'll have survivors teabagging, flicking and hanging around in the exit gates to try and do the 'nope, get stuffed loser' last second 'heres a charity hit, no just kidding lul' thing. Every single match, without fail.
Double standards frustrate people, especially when they are always at the greasy end.
https://forum.deadbydaylight.com/en/discussion/comment/2679391#Comment_2679391
I'd probably agree.
The thing is - why?
People generally come to the forums because they are unhappy with some aspect of the game. When this consists overwhelmingly of one side, it's an indication that something is badly wrong with your game.
I agree that to me a close game is the ideal, but to be fair there are definitely a fair number of people who post in the forums who care more about handily beating the opponents than having close games. This is evidenced for example by people who post about how they intentionally throw games to lower their MMR so they can face weaker opponents. There’s no reason to do that other than a desire to stomp weaker players.
So what you and I want might be close games, but that’s not what a number of other people want.
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It would be nice if the server did some validation on the speed of a player versus what it shows their speed could possibly be. It should be possible to tell when someone has abnormal speed values for unexpected amounts of time.
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2680964#Comment_2680964
That is not how that statistic works lol
Yes it is. Average picks per game per killer is total games divided by the number of killers, which is 1/26 the total number of games regardless of the distribution. Median picks per game is the 50 percentile pick rate if you sort all the killers in order of pick rate from lowest to highest, which is going to be lower than the average assuming there are a small number of killers with very high pick rates and a large number with smaller pick rates.
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No, complaints about tunneling are a sign of a sore loser in chat. Tunneling is basically a ridiculous complaint because someone is mad you downed them twice in a row or killed them before everybody else or kept chasing them after you injured them. There's absolutely nothing wrong with any of those things, it’s just sour grapes.
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Oni. I like Oni’s ability but I don’t play him enough to be good at it.
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Keep on mind there are 26 killers the average overall pick rate must be 1 out of 26 games. Even if Legion is just picked an average number of times you’d see them only infrequently. And because some killers are fairly popular the median pick rate must be below that average.
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Ruin is worth it if it can stay up so it's kind of risky but does pay off if the survivors miss it. You can try pairing it with Undying to make it last longer.
I like Hex: Haunted Grounds personally, since survivors currently love to remove hexes as soon as they find them. It's usually an easy down or two in the early game.
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It's hard to tell if it's intentional or just a misleading description.
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Supernatural
- Survivors - Sam and Dean Winchester
- Killer - The Demon
- Map - The Bunker
For the Winchester perks maybe include something like
- Angel Blade - if you out of line of sight of the killer spend 1 second charging your ability and release within 1 meter of them to stun them for 3/4/5 seconds. (Exhausted)
(So it's a high risk/high reward perk that you have to be able to sneak up behind them, charge an ability, but you get a nice stun for the effort.)
For the Demon, probably a Demonic Possession ability, something like (just a placeholder)
- Smoke Form - Hold the Activate Ability button to turn into a Smoke form. In this form you move at 140% movement speed but are unable to attack survivors. Hold the Activate Ability button again to return to physical form.
- Demonic Possession - Hold the Power button to launch a Smoke attack that you can steer toward a survivor. If you hit them you Possess them for 10 seconds, during which time you can interact with adjacent props and other survivors to do the following:
- Damage a generator to put it into regression
- Drop a pallet
- Injure another survivor
- Move at 115% speed
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If Grim Embrace turns out to need a buff I'd kind of like it to be something where it's something like
After you have hooked every remaining survivor once all gens are blocked for an amount of time based on how many gens are completed
0 complete - blocked for 20 seconds
1 complete - blocked for 25 seconds
2 complete - blocked for 30 seconds
3 complete - blocked for 45 seconds
4 complete - blocked for 60 seconds
That way no matter how many gens are done when the perk triggers you're always getting a relatively good value in terms of total time blocked.
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Unless I actually need to push survivors out to protect a hook I just completely ignore survivors in the Exit gates. If they want to stand around doing nothing, whatever, I just go look for pallets and walls to break and the hatch.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2679643#Comment_2679643
I never said the absence of voice chat prevents the devs from collecting data, but that it prevents them from balancing the game properly.
I’m not incorrectly assuming anything here. By the very nature of the power imbalance between solo and SWF, the devs cannot physically balance the game around one without it impacting the other and vice versa. There’s no getting around it.
Sure, they can try their best to compromise, but it’s impossible for balance to be consistent when there are two fundamentally opposed ways of playing the same game; two ways which inherently rely on different balancing approaches.
The devs themselves regularly play on comms in fact, so why would you think that's not a factor when they're balancing things they're working on?
Well I didn’t say it was not a factor. I said the devs balance the game around solo queue. They can of course take into account comms to the best of their ability, but that doesn’t mean they’d be balancing around comms, it simply means they’d try minimise the damage caused by such an inherent design conflict. A very hit or miss approach that misses the mark a majority of the time.
The issue with swfs isn't that the devs don't use comms (they do) and it's not that they don't have comms built into the game (because their test data already has lots and lots of games that have swfs on comms). It's that the fundamental advantages that comms give versus people that don't play on comms is difficult to actually work around unless they maybe had from the beginning gone into development with the eye toward having persistent buffs for solo players the people in swfs don't get to level the playing field.
I never said the devs don’t use comms. I’m sure they do but it’s sort of irrelevant.
Your conclusion here doesn’t really hold up for the reasons I’ve already stated. The advantages of comms are indeed difficult to work around but only if you don’t have comms as a default feature. With comms, it’s no longer an issue because there’s no longer a disparity.
You can’t adequately balance the game around two fundamentally opposed play styles when the difference in power between them is so drastic, and when the corresponding toolkits available to them are poles apart. Hence why DBD has such noticeable balance issues in the first place. There’s a reason for it. This is that reason.
Why do you think weak killers get nerfed instead of buffed? It’s because they’re too strong vs new/bad players, for there are no tools to facilitate team work in this teamwork oriented game. As a result, said killers are too weak vs everyone else and that’s mostly where they stay.
Adding comms as a game feature enables the devs to buff weak killers without negatively impacting solo queue. This is the key.
Without comms, killers have to be weak to compensate for the disorganised, inefficient and varied nature of solo queue. Without comms, the devs can seldom give them the tools required to compete vs efficient and/or organised survivors. That’s just the nature of it.
Sure, sometimes they get lucky and manage to strike a balance with one killer - I think we have what…3..maybe 4 examples? But this game has 26 killers. That’s a 11.54% success rate.
It’s a joke and needs to be addressed appropriately.
Again, you're assuming that the devs are "balancing around solo queue", but that's not correct. Literally half of all games include a 2-, 3- or 4- person swf, they're not ignoring half the game data when they balance the game.
Also building voice chat into the game does nothing to balance people on comms versus people not on comms because it's not going to force people to play on comms who don't want to. At most it could get a higher percentage using them, but there would still be a large segment who don't simply because they don't like playing with comms. (The same exact thing happens in other multiplayer games that have built in comms, there's a large number of solo players who just don't bother turning them on in the first place, it's not DbD specific.)
Now as far as "weak killers being nerfed because they're too strong against bad players", that is a tangential issue. It's nothing really to do with the devs ignoring comms or comms not being in the game, it's that they're allegedly making balance decisions based on whatever the average data for all matches versus data on specifically matches which consist only of high rated players. That has as much to do with certain killers having steeper learning curves than others or having a weakness against survivors who are efficient on gens or who just have higher level of awareness (solo ones or otherwise). High skill players on the forums complain most about these types of imbalances because they encounter them personally and tend to be more active on the forums, but the average DbD player doesn't come to the forums in the first place and may or may not encounter the same issues.
So no, the devs aren't "missing data on comms", they have plenty of it. Half the game data includes players who were on comms and they're well aware of that. And so it's not a lack of data or awareness that is causing the imbalances you're complaining about, it's about what the devs overall goals are and which target audience they're balancing the game for. They want a game where the median results are some survivors live and some die, and they are looking at overall results across all matches, both with and without swf, for those numbers. But that direction is in contrast to a vocal minority of the overall game population which consists of long time high skill players who are active on forums and who say they have made corresponding decisions which negatively impacted that top tier of play, the argument being that if they balanced solely based on high level matches then it would trickle down and also improve the experience in the average players' matches. Without going too much down that rabbit hole, though, the fact remains it's a tangential question to what we've been talking about, namely the suggestion that the game have built in voice chat, and the answer to that suggestion is it wouldn't impact their game balance decisions like you're claiming.
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Grades aren't used for matchmaking at all. They're just a reflection of how many total games that player has played this last month. It's perfectly possible for someone in a higher grade to actually be lower rated for matchmaking purposes because the lower grade opponent is just more skilled, or vice versa.
Also there's the factor that depending on how long you are waiting for a match eventually you or other survivors will get put into the next available match regardless of ratings once you've been in the queue too long. The system doesn't want people waiting an inordinate amount of time, and when there's a lot of survivors waiting but not as many killers in queue at those ratings you will get survivors being put into matches after a while that are possibly mismatches with the killer or their other survivors.
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Why would you want to intentionally lower your MMR in the first place? If you're actually literally losing games then your MMR is going down on its own. If you're getting 1-3 kills per game that's supposed to be the most common result and there isn't an issue with your MMR being off. If your goal is to stomp new players with 4ks because you think that's fun then that's a you problem, not the game's.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2679341#Comment_2679341
I’m correct. The power imbalance between solo queue and SWF is a game-breaking issue which negatively impacts balance on a fundamental level.
Buffing killers to compete vs comms would make them overpowered vs solo, therefore the devs are forced to balance around solo, which of course makes killers weak vs comms.
With comms as a default feature, this is no longer a problem and the devs can buff killers accordingly, giving them the tools required to compete vs comms without negatively impacting solo queue.
There’s a reason so many killers are so consistently dissatisfied with DBD and it’s not just people complaining for the sake of it. This negative reception is a growing trend that’s not going anywhere until the core issue is addressed.
I didn't say you're incorrect that SWF is a balance issue, I said you're incorrect that the devs not having voice chat built into the game is affecting their ability to gather data on it.
Also you're incorrectly assuming the devs are "balancing around solo". That's not the case, they're balancing based on how they internally play the game and the actual game data, both of which include many, many games that are on comms. The devs themselves regularly play on comms in fact, so why would you think that's not a factor when they're balancing things they're working on?
The issue with swfs isn't that the devs don't use comms (they do) and it's not that they don't have comms built into the game (because their test data already has lots and lots of games that have swfs on comms). It's that the fundamental advantages that comms give versus people that don't play on comms is difficult to actually work around unless they maybe had from the beginning gone into development with the eye toward having persistent buffs for solo players the people in swfs don't get to level the playing field. Without that many things they add to the game will have slightly disparate impacts on both solo and swf players that might be intractable - buff something that's weak for solo players and it becomes too strong for swfs, and vice versa if you nerf things that are too strong for swfs but not for solos.
So yes, they should address solo versus swf balance disparity, but adding comms to the game as a built in feature does absolutely nothing toward that end.
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Trapper: I don't mind playing Trapper, other than that it always feels like it's a little too much time involved having to pick up his traps around the map. I kind of wish he could just grab traps out of lockers, and if he did then the oldest trap he previously placed would be removed. It is what it is though.
Wraith: I like Wraith well enough. I don't play him enough to really notice the difference with his lunge distance, but he seems about the same more or less. I like his speed while cloaked but since he's not actually invisible good survivors can still see him coming if they have line of sight on him, and of course Spine Chill also still can make it harder on him.
Hillbilly: I've never particularly liked Hillbilly much. Hitting with his chainsaw feels awkward, and while he can sprint around the map really quickly his terrible turn rate makes it a bit cumbersome if you're not on an outdoor map. (Good luck chainsaw sprinting long distances on most of RCPD for instance!) Basically if I felt like running around the map at high speed I'd prefer Blight, and if I wanted to chainsaw people down I'd play Bubba. Hillbilly is like a less fun version of those.
Nurse: Nurse is the only killer I actively never play because I find her wheezing stun so unbelievably annoying. How in the world the devs could think that staring at your feet for 1/3 of the match could be a fun balancing mechanism is beyond me. I even intentionally keep the Nurse daily mission on my log unfinished just so it never comes up again. If someday they revamp her to at least allow her to still keep her head up while she's stunned after a blink then I'll reconsider playing her, until then forget it.
Myers: Meyers base Evil ability isn't my favorite, but I love all his variant playstyle add-ons (Vanity Mirror, Scratched Mirror, Infinite Evil, and Tombstone). Every single on of those variants is fun. 🙂
Hag: I like Hag, I think she's interesting and unique. My timing on her teleport lunges isn't great since I don't play her often enough and I don't go out of my way to remap the activate ability key to my mouse wheel like some Hag mains do, but she's still fun nonetheless. She's probably my favorite 110% speed killer.
Doctor: Doctor is one of my favorite killers, I love his tracking ability, it pretty much guarantees he's always in a chase all the time rather than searching for occasionally super stealthy survivors. His Madness is also a fun effect thematically, and his Shock is useful at loops. Plus I like the basic 115% melee killers for the most part. Just fun to play.
Huntress: I'm not a big fan of the ranged killers generally speaking, including Huntress. I just prefer the melee chases to the ranged attacks. On top of which I don't play her that often so my aim is pretty terrible when I do. I don't actively hate her but if I had to choose between her and a 115% speed melee killer I'd go melee.
Bubba: He's what Hillbilly probably should have been in the first place at this point. Solid ability in a chase, it doesn't feel really cumbersome to use, and he's got those oddly endearing animations where he just gets SO excited after hitting something with his chainsaw. 😄 Contrary to the trope, I also never facecamp with him or any killer, if the survivors aren't coming to me I go to them. Standing around waiting for them to come to me just isn't exciting, and if they're really sitting on the gens then me not pressuring them off is bad strategy too.
Freddy: I never played the old original Freddy but I like the current version pretty well. His teleport is handy for map mobility, I like the Dream World aesthetic, and even though his snares are a bit better I always use his fake pallets because it's always hilarious when a survivor gets an unexpected blood bath and a free hit when they get fooled by one!
Pig: I do ok with Pig, I like her stealth other than that her movement speed is slow when she does it, but the fact I can turn it on and off easily at will is handy and I can often get the drop on survivors because of her low profile and Undectability. Having built in gen slow down in the form of the head traps is nice (I know some people complain about its luck factor but on average it works out pretty decently if you look at it statistically.) And her lunge is situational but I've even gotten hits with it more often than I expected. Overall one of the ones I like playing. 🙂
Clown: Oddly I liked Clown a bit better before he got the yellow gas, which is clearly all in my head since you can hypothetically totally ignore the yellow gas and play him exactly like the old pink gas only version. But I don't like not at least trying to take advantage of the yellow gas, because objectively it is helpful for certain things, so I do use it. The thing is though it just feels like that extra thing of having to toggle back and forth all the time between gasses just takes away from the simplicity I enjoyed. I liked Clown because he was a really straightforward melee chase killer, I could just focus on the chase and use the gas for zoning and slowdown and have a good time. Now it just feels like they made it more complicated just because they could.
Spirit: Spirit is ok, not my favorite but ... meh. 🤷♂️ I do wish they'd revamp Iron Will to be 90% sound reduction instead of 100% though, nothing's more frustrating with Spirit than having literally zero audio cue of where someone went.
Legion: I'm not really into the vaulting thing honestly so that's kind of a turnoff with Legion. And sometimes hitting with the feral frenzy is a bit stressful since you're moving at super speed and the survivor is desperately juking. They're ok but not my favorite. (Plus it feels like they missed an opportunity with Legion to have a killer that can somehow disguise themselves as a survivor. I wish they could figure out a way to do that effectively, it seems like a traitor style killer could be a lot of fun!)
Plague: Not a fan of ranged killers as I mentioned with Huntress. Plague at least moves full 115% speed, and can vomit on objects which is entertaining. But I don't play her that often so when I do I have trouble hitting with her puke attacks which can get frustrating.
Ghostface: I like Ghostface's version of stealth and stalking quite a lot, at least in principle. He does suffer from a lack of way to get around the map quickly (same as many killers), but it is satisfying getting stealth hits and Exposed hits. The original post mentioned something about Ghostface getting a revamp but I don't know anything about it either way.
Demo: I like Demo. I play him a bit differently from a lot of people, though. I place portals near all the gens and intentionally activate them so I can use them as radar stations at will. Get a ping, teleport over and into a chase. If they leave my portals alone then I have instant map traversal whenever I want. If they try and destroy the portals it takes them 12 seconds to destroy a portal that only takes me 2 seconds to replace so it's still a win. Honestly his portals are the reason I like him, his Lunge is just kind of there. 🙂
Oni: Oni is an awesome looking character with a cool thematic ability ... that I absolutely suck with because I hardly ever play him. If I actually ever sat down and became really consistent with his charges he would be a ton of fun to play, but as is when I play him it's an exercise in futility sometimes hitting with his club against juking survivors. Ah well, he's a causality of me playing whoever is my daily mission that night instead of maining anybody.
Deathslinger: As above, I'm not a fan of the ranged attackers, especially the 110% speed ones. And his nerf made him even less fun to play because his turning speed while aiming is SO incredibly slow! And of course since I don't play him very often my aim stinks to begin with. Playing him really feels like a chore now, I hope some day they turn up his turning speed at least.
Pyramid head: I like Pyramid Head's look and theme, they're pretty sweet. And to be honest I like him best for his Torment trails and cages and execution ability, not for his ranged attack (see above about ranged attacks).
Blight: Blight is a killer I wish I was better at hitting people with his special attack. As with other killers, if I played him more often I'd hit more other with his Lethal Rushes, but as is I whiff quite a bit with them. Even so just the fact that his ability lets him get around the map really quickly and easily makes him fun to play, even if I end up having to finish chases on foot at 115% sometimes.
Twins: I want to like the twins more than I do, but as with the other lunge attackers hitting with Victor isn't easy since I don't play him very often. I tell you though, if or when they ever do an Evil Ventriloquist skin for the Twins with Victor in a little tuxedo I'm all in!
Trickster: I've hardly played Trickster at all so far so not much to say here. I think his ranged attack is a bit easier to hit with than Deathslinger's and Huntress' though, so that's a plus I guess?
Nemesis: Man, if his zombies didn't have such terrible pathing and weren't so incredibly slow I'd be way more into this character. I love the idea of having zombie pets as a killer! His whip is finicky to hit with and frankly never even feels worth the time invested in it, other than for pallet breaks. I like his look though!
Pinhead: Pinhead is the one ranged killer I actually kind of enjoy playing (albeit the limited number of times I have). His chains are actually fairly easy to hit with since they're steerable, I rarely miss with them. His passive Chain Hunt ability is great. And even his teleport has been unexpectedly more useful than I thought it might be given how much people dump on it. I've gotten a number of relatively easy hits and downs after a teleport. It's even sometimes a useful slugging tool, since after I down someone there's some smart aleck who tries to solve the box when I'm thinking of hooking them, giving me a chance to teleport to them and down them too. Plus it denies them the free item for solving the box, so bonus! Yes, it resets your Chain Hunt timer, but if they were going to solve the box anyway and you're not in the middle of something more important the teleport just ends up being a no brainer to me.
Artist: I haven't unlocked her yet so not much to say other than she looks like she's in the same vein as the Doctor, which means I suspect I'll like playing her.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2678155#Comment_2678155
Those are terrible reasons.
1) Voice chat would be optional and a ping system would be implemented for people who don’t want to use it. Easy solution.
2) Discord is not a part of DBD. Built in comms are required to be able to rebalance the game around them, which is a vital step to fix the colossal balance issues that would otherwise never go away.
Relying on third party services like discord simply leaves the game fundamentally broken as the devs can only balance around solo queue, meaning killers have to be weak, making them terrible vs people who do choose to use comms.
So the devs’ rationale for not having comms amounts to a misunderstanding of how their game works on a fundamental level, and catering to an extreme minority of players at the expense of not only everyone else, but the balance of the game as a whole.
Not surprising to hear at all.
2) isn't correct. The devs themselves use third party comms when they play, so they also presumably use them for internal testing. And they can relatively safely assume that the great majority of swfs use their own comms, so any game data involving swfs also use comms. Therefore leaving comms out of DbD as a built in feature has no impact on how easy or hard it is to balance the game.
As far as 1) goes... 🤷♂️ I'm just passing on what I remember them saying in dev chat about it.
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I’ve said for a while Artist will end up in the same tier list buckets as Doctor. She’s got tracking almost on par with his and a similar zoning style. And they have a similar weakness in not having any way to traverse the map quickly or get instant downs (aside from that rare multiple crow long range snipe that’s possible but avoidable if survivors are paying attention.)
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- Being forced to run Lightborn or else suffer the toxic flashlight abuse
I think this is the first time I’ve ever seen someone claim with a straight face they were “forced to run Lightborn”. 🤨
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2678908#Comment_2678908
To be fair, the only thing really annoying me with circle of healing is that the healing speed increase is working for someone who self heal with a medkit. As far as i'm concerned, the 100% bonus speed to healing teammates in an area doesn't bother me... since it is a better we'll make it (a perk i love to use). That's why i'm thinking about buffing mangled a bit.
I suspect the healing speed from Circle of Healing is causing multiple issues, that’s why I’d go with nerfing that one. Sloppy was historically pretty popular in general so I don’t know if it needed a buff per se, but who knows?
Really I think we need to look at how Sloppy does in both games with limited or no healing perks and those with Circle of Healing in play if you’re thinking of buffing Sloppy. If you buff it just to mitigate the overpowered effects of Circle of Healing then in games without that Boon you might risk having overbuffed Sloppy and making it too powerful.
Don’t get me wrong, though, I like using Sloppy so if it got buffed I wouldn’t complain. 🙂
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@ColonGlock said:
Alien franchise, Event Horizon, Pandorum all present map and character ideas that would be so interesting.
An Event Horizon style spaceship would be an awesome map. That movie doesn’t really have a slasher style killer per se but any crazed astronaut killer could work.
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I think it’s more a case that Circle of Healing needs a healing speed nerf than Sloppy needs a buff. Slow Circle of Healing down enough to make that perk more reasonable and the issue you’re describing is addressed.
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The only bad game I had yesterday was one where literally all four survivors just went to the same spot and went afk at the start of the match. No idea why. I gave them a couple minutes, then downed them one by one, and eventually just let them bleed out (if they’re going to waste my time I may as well get a snack and go afk too)
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No Way Out is also pretty solid. It’s a free automatic extra 60 seconds at the end of the match with an added noise alert to let you know where the survivor who tried to use the gate is.
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Michi was showcasing an interesting build the other day with Dead Man’s Switch
- Dead Man’s Switch - after hooking obsession Blocks generators for 45 seconds if a survivor leaves a gen
- Scourge Hook: Pain Resonance - Makes the generator with the most progress explode and forces off the survivors on it momentarily. Because Dead Man’s Switch above goes into effect before the explosion this means that gen immediately becomes blocked for 45 seconds
- Furtive Chase (and/or Nemesis) - Allows the Obsession to switch places among survivors after rescues and/or stuns.
So basically the strategy is find the Obsession, down them, then repeat whenever the Obsession is rescued or a new Obsession is created. Michi is a Hag main and also uses Make Your Choice, so with Furtive Chase that means he hooks the Obsession, leaves, they get rescued and set off a trap, he teleports back and hits the Exposed rescuer who is now the Obsession, and repeat.
Of course that’s a specific particular build, interesting one though. Dead Man’s Switch on its own is obviously weaker.
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@KingOfGhost said:
I do feel you but they can't add nor they will. You see the only way to play against a bot is if you are the killer and the 4 survivors are all bots. It's very hard to create an AI for a game like this because you need to add a script for most of the things in-game. But let's say they add one very simple then what happens.
If it is a survivor bot then it will sit on gens if another survivor is on the hook it will take the safe( and/or longer) root to them and if are in the chase they will run in a line drop every pallet they see.
If it is a killer bot then it will go from gen to gen looking for survivors ( they may use the power if they are simply like trapper or bill ) when in the chase they will follow the survivor without mind game or strategy and if they have unhooked a survivor they will not carry a bit.
In the end, a bot in this game will be very hard and unfun for the normal game i think they will be very good a practice tool.
Just FYI they already have ai bots in the mobile game, and they have bots in the unlimited tutorial game you can play as Trapper. So they definitely can add bots to the PC version, they just have apparently decided it’s not enough benefit for the work involved.
So it’s not that they “can’t” do it, they just don’t want to put in the resources to bring over the mobile bot system to PC or to expand out what they built for the tutorial bot game.
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Wraith only shows up frequently among new players because he’s one of the few killers that comes with the game. Among players that have unlocked most or all of the dlc he shows up much, much less (there’s 26 killers so the average specific killer appearance is 1 out of 26 games. Wraith is probably around there.)
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/2678643#Comment_2678643
Boon = Healthy ?
Yeah a Feature where Survivor can always Instant heals themself , makes some Killers like Twins and some good Killer Perks useless , has Really no counterplay because Survivors always can bring it back and makes Survivor even more Stronger is very Healthy for the Game
Boons are broken and Never should have happend
You say “Boons” but the only problematic Boon so far is Circle of Healing. The Boon system in general is fine, it’s just Circle of Healing needs to be slowed down.
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Killer Perks I avoid using (I don't play survivor)
- BBQ and Chili - I don't care about the bloodpoint bonus and there are other tracking perks I like better. I also generally don't like using bloodpoint bonuses to "balance" perks and add-ons, I'd much rather have them replace those with gameplay effects that can impact the actual match. (I'm ok with Offerings have bloodpoint bonuses since, for the most part, that's what a lot of them do. They're not necessary on perks and add-ons though and are a terrible way to balance them out.)
- Beast of Prey - As above, don't care about the bloodpoint bonus. Also becoming Undetectable while Bloodlust is active is a niche effect at best. This perk could use a revamp. (I'd love to see them replace the bloodpoint bonus with having it speed up Bloodlust triggers by 3/4/5 seconds.)
- Blood Warden - If I wanted to keep people from exiting at that stage I'd use No Way Out instead, it's objectively better across the board. (Hypothetically you could run both No Way Out and Blood Warden, that seems like overkill though)
- Corrupt Intervention - I totally get why a lot of people use this, but a lot of the time I've run this perk the survivors just hide until it ends, which becomes a boring dragged out start of the match where I'm looking aimlessly for them and they're hiding and not doing gens. I'd much rather they get on the gens right away so I can hear them working on the gen and start a chase right away. It's way more fun that way.
- Coup De Grace - This perk seems pretty clumsy. Once per generator you can get a really long lunge attack. But you can't control which lunge attacks get the bonus, it's just the next ones you do. It just doesn't seem worth it trying to figure out a good way to use this one.
- Hangman's Trick - Letting you see auras only while carrying someone and only if they're right near a hook just feels super weak. Does anybody actually use this one? It really seems like a perk that could use a buff.
- Hex: No One Escapes Death - I can't remember the last time I used this one. Not that I have any moral objections or anything to it, I think it's basically just Haunted Grounds but at the end of the game instead of the beginning. It's just that I'd rather use my perk slots for things in the early and middle game when I'm trying to get into chases to build momentum.
- Insidious - Seems like a pretty worthless perk, outside of that dumb facecamping thing which I never do.
- Monstrous Shrine - What a disappointing perk. Who cares about making it harder for a survivor to pull themselves off a hook? It's such a worthless effect. I'd love to see this one get a revamp. (The one I'm rooting for is that it makes rescues in the basement take 2/3/4 seconds longer, you can see the basement hooks at all times, and the basement hooks all count as additional Scourge hooks for related perks.)
- Territorial Imperative - This perk seems like it really only works if you're doing a specific basement style build, but with Monstrous Shrine being so terrible I just can't bring myself to do this. Maybe if they someday buff Monstrous Shrine I'll consider it.
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@asirirsprime said:
https://forum.deadbydaylight.com/en/discussion/comment/2678135#Comment_2678135
In-game voice chat and rebalancing perks is the best way to do that
The devs have said a few times they aren't going to add in-game voice chat for a couple of reasons.
- They don't want players who don't like voice chat to feel pressured to use it. That's also a reason they don't want to add localized chat where you can hear people near you in game.
- They feel that since there are decent free third party services like Discord available for people who do want to use voice chat there's not really a benefit for them to spend developmental resources adding it to the game.
That's not to say that there isn't a balance gap between solo survivors and survivors on comms, of course. And while it's rare the devs have at least once rebalanced something based on it overperforming in swfs (namely they revamped Object of Obsession because it was so powerful on groups using comms.) So it can happen that they take swfs into account on a balance pass, it's just not typically the main reason something gets adjusted. (Also the devs have implied that 2-person and 3-person swfs in particular don't have too big an edge over solos in the stats, it's something like a +3% escape rate for survivors per person beyond the first in a swf. So I don't think they consider it game breaking like some players do.)
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Bravo!
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2675806#Comment_2675806
The increased speed would actually fit his lore pretty well. it'd also make him scarier.
it'd also be nice if the intoxicated effect was a bit like madness, and had ranks that increased based on how long you spent in clouds. (reversed by going into yellow/over time)
also, I'm pretty sure it does force slow vaults.
The gas prevents fast vaults, it doesn't force the slower vaults the chains do though.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2677227#Comment_2677227
We could always have options to mute people if we are realistic. Its rather the screaming at each other that would be the problem.
Just to clarify, I don't personally care either way about voice chat, I'm just saying I doubt the devs will ever add it since they said why they didn't want to include it.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2677170#Comment_2677170
His ability to circumvent any bt/ ds is a problem in the right hands... since those perks were designed to give a chance to survivors to get back into the game.
https://forum.deadbydaylight.com/en/discussion/comment/2677202#Comment_2677202
A survivor always should have a chance to counter a killer with his skill... with bubba and ph, their camping and tunneling powers really doesn't give much counterplay. Those problems shouldn't be be put aside with "be efficient on gens".
https://forum.deadbydaylight.com/en/discussion/comment/2677216#Comment_2677216
With your reasoning, there is nothing wrong with gen speed and nothing should be done about it then.
I've never said the gen speed was too fast. Nice deflection though.
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No Way Out honestly seems like a superior version of Bloodwarden to me. It blocks the exits for the same amount of time and gives a noise alert where the survivors are (versus Bloodwarden’s auras) but it always triggers versus Bloodwarden requiring a hook after the doors are already open. If I had to choose between the two I’d always choose No Way Out.
Whether that means No Way Out is too strong or Bloodwarden is too weak is up for debate. But either way I wouldn’t mind seeing one or both of them adjusted so the choice between which one to use wasn’t so obvious.
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The devs have said a few times they don’t want to add local chat because they don’t want players who dislike chat to have them feel it’s forced on them.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2677200#Comment_2677200
What is her counterplay? I'm not being snarky, I would genuinely like to know. Right now, I hate her in both the looks and gameplay department. However, if she actually has actionable counterplay that isn't just holding W, then maybe I'll at least tolerate facing her.
Maybe try transitioning back and forth between two tiles versus looping a single tile? A larger metaphorical figure 8 instead of a small circle.
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There’s nothing unfair about tunneling.
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I think the main reason his 1v1 chains are weaker than, say, Deathslinger’s shots is he also has Chain Hunt which is a more powerful ability that attacks all survivors simultaneously. (Plus his teleport which is a bit more niche but still an option) And he still moves 115%. So unlike Deathslinger or Huntress who only have their ranged attack and nothing else plus move 110%, Pinhead has extra abilities so his ranged attack is weaker to compensate. It’s also able to fire and scout through walls.
I’m not saying his attack couldn’t use a buff, I’m just saying there’s a reason it doesn’t just injure people for instance.
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There are a few main reasons you’ll get mismatches of player skill, even assuming the matchmaking works perfectly
- The game eventually has to put people in a match after a while, and players who are really high rating have fewer similarly rated people in the overall pool to be matched with. So they can end up not being matched for a while, and eventually the game has to just give up trying to find a good match and put them in whatever game is available at the moment.
- There are four survivors for every killer in the matches, so even if half the playerbase plays either side the survivors will tend to have a longer wait and fewer good matchmaking opportunities. This exacerbates the above point of putting higher rated survivors against lower rated killers.
- High level players sometimes play with lower rated friends so they’re a package deal for matchmaking, meaning the killer they face is probably rated between them.
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The only problematic Boon at the moment is Circle of Healing, the other two aren’t nearly as good or used as often. They don’t need to redo the Boon system, they just probably need to slow the healing speed on Circle of Healing to be more reasonable considering how it works.
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The ones I like playing the most are probably
- Doctor - I love his tracking ability since it keeps me in chases the entire game. Plus his Madness is just kind of a cool ability thematically
- Freddy - I like the look of Dream World, his ability to teleport around the map, and even though snares are a bit better I like using fake pallets just because it’s hilarious when survivors use them and get hit
- Ghostface - I really like his stealth system. He’s not the best killer in the game since he has no way to get around the map, but it is pretty satisfying getting the drop on people with him. Pig is ok too but Inlike Ghostface’s version of stealth a bit better since he doesn’t lose speed and his instantdown potential is a little better than Pig’s lunge. (Pigs traps aren’t bad though)
- Pinhead - I haven’t played him a ton but the times I have I really liked him. Even though he has a ranged attack it’s really easy to hit with it. His Chain Hunt just works passively, and even his teleport gets easy hits now and then. Plus he’s got a good thematic feel.
- Pyramid Head - I’m not a very good shot with his ranged attack ability, but tormenting and caging and executing survivors never gets old. He’s not my best character but he’s got some of the coolest feeling abilities when you play him.
At the other end the ones I like playing the least are
- Nurse - She’s the only killer I actively don’t play. I can’t stand staring at her feet half the game, whoever thought that would be a fun way to balance her ability out needs a good scolding. 😡 Blight has a stun for instance but it comes up much less frequently and isn’t as annoying to watch. If Nurse at least kept her head up and her vision dimmed so you could still kind of see what’s going on it would be more tolerable.
- Deathslinger, Huntress and Plague. I’m a horrible shot with all of their abilities. I was playing Plague yesterday and can’t count how many Pukes I whiffed, and she’s easier to hit with than the other two! It’s mainly because I play whatever killer happens to be my mission, so I don’t practice these guys enough to have good aim. I don’t dislike any of them in principle though, I just don’t play them enough to be good with their ability and am not interested enough to practice enough to get good. (I’m not great with Blight’s Lethal Rushes either but at least his ability is fun for getting around the map quickly.)
- Hillbilly - I’m not a fan of Hillbilly, hitting with his chainsaw is pretty awkward and his steering with his chainsaw isn’t great either. Bubba’s chainsaw is way more fun to use in a chase, and Blight is more fun for zipping around the map because he can do tight turns. Hillbilly is like taking the best aspects of those two characters and making them both less enjoyable.
And of the others, some ones I want to like more than I do
- Clown - I actually liked Clown a bit more when he just had the pink bottles, even though he was objectively weaker. I liked the simplicity of it. Now I feel like if I’m not constantly thinking about whether or not to use the yellow bottles and when and when to switch, etc, I’m missing out, which just takes away from that simplicity of design he had before. The yellow gas was a buff, sure, but in terms of how much I enjoy using him it was a step back.
- Spirit - I like her thematically, such as her passive ability which makes her jitter randomly from her true location and that she’s the only literally invisible stealth killer. But too many survivors run Iron Will 3 that it’s just annoying chasing someone you can’t see or hear but they can hear you. And yeah, she has that one killer instinct add-on, but that’s not always available and eventually I wouldn’t be surprised if it got nerfed a bit since it is pretty powerful. I think if they ever made Iron Will 3 be 90% sound reduction instead of 100% it would make playing Spirit against those survivors a little less annoying. (It would still be harder to hear them but not impossible.)
- Nemesis - I really want to love the zombies, but their pathing is terrible! And his whip attack does nothing for me, I’m not a fan of that attack. Hopefully someday those zombies will get an AI upgrade or something.
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When I see these “nerf Boon” posts, it’s almost universally just Circle of Healing specifically that’s the problem. Shadowstep and Exponential don’t seem to be a problem. So they don’t need to revamp the entire Boon system, just slow down the healing speed on Circle of Healing enough and that should do the trick.
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Spirit has probably just regressed to the mean in terms of pick rate. Prior to her nerf I think she was one of the most popular characters at higher ranks. Now she’s probably the same popularity as most of the rest of the killers in the game. And since there’s almost 30 killers so far if most of the killers are picked evenly you’ll only see a specific one at most every 30 or so games on average.
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I don’t think No Mither is toxic, I just think it’s a terrible perk. Yeah, hypothetically there’s some weird niche uses but mostly it’s just playing with a handicap. (And also lag switchers like to use it which doesn’t help its reputation probably.)
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@Ripley said:
https://forum.deadbydaylight.com/en/discussion/comment/2674949#Comment_2674949
There needs to be a better DC penalty. If they add bots, people will think it's okay to DC. In another game the penalty is 1hr not 5 mins.
I only played one game today and I got I get three ragequit DC. I only got to hook one of them. I let the last guy go because they didn't even get any gens done.
On the other hand at least this way if someone is determined to just leave, and they dc, the survivors still have four players. I’m not saying it’s ok to dc either way, but at least this way the people who didn’t DC can still play a somewhat ok game hopefully.
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No, people make new accounts all the time and their rating needs to be adjusted up or down based on their kills and escapes. If all new accounts were just locked into a new player pool then you'd have a situation where 1) there wouldn't be a large pool for the new players to play against, so their queue times could be poor; and 2) they'd be stuck among veteran people who made new accounts for whatever reason. At least by allowing them to lose or win naturally they'll get to the section of the ratings they need to be at hopefully relatively quickly.
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I play whatever killer I have a daily mission for. Today it was Plague (and I played like a moron - kept missing with the puke, lost sight of people a couple times, just not my night. 🤷♂️)
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The general way Boons work is fine. The only Boon that's actually probably overpowered at the moment is Circle of Healing, so that could use a healing speed decrease. But Shadowstep and Exponential are probably ok as is, and even if it turned out that one or the other needs adjustment they can just have their speeds or radius of effect adjusted to balance it out.