Avatar

dugman

dugman

About

Username
dugman
Joined
Visits
4,706
Last Active

Comments

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630330#Comment_2630330

    I said they are probably going to add one because think about it

    What else could they do to cater for both of these groups?

    He was talking about "catering to people who want the MMR hidden versus being visible". So it could be that maybe they'll show an MMR bracket, for instance, but you can opt to make that information hidden from other players.

  • How does he play if you switch to more of a zoning strategy with the traps on that map? Use the traps to block anticipated strong vaults and pallets in a zone, along with add-ons that keep them resetting. The survivors will know where they are if they’re paying attention but still have to disable them to make that vault usable.

    Obviously still not an ideal map for Trapper, but maybe he can still do ok doing zoning versus trying for surprise hits?

  • FYI that time stamp the dev says they are “looking for ways to cater to competitive players who want to sse their hidden MMR and players who want the numbers hidden”. He didn’t say anything there about making a competitive mode and casual mode.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630121#Comment_2630121

    Nice post, i will try to answer some of your points as good as i can.

    • i guess i'm a highly rated survivor and i'm globally high skilled however, i think that at some point, once a certain skill gap is reached, the killer cannot win chases fast enough. When both sides have the same level at "looping", the killer is forced to loose a certain amount of time to catch the survivor, there is nothing the killer can do to make it shorter. It's due to the overall maps and loops design. A safe loop being what it is, you have to turn, to force the pallet throw and to break the pallet.
    • yes maybe i'm facing killer players that are not that strong. I cannot know anymore as the teammates i'm matched with are often pretty good so the pressure is huge. If i loop, gens are popping like crazy, if someone else is looping same.As i have said, there is not much a killer can do. If the killer doesn't camp/tunnel, the game will force a loss.
    • you are right, i don't really know their rank. But all had thousands of hours on DbD.
    • agree. The game should be balanced around hooks and not kill. It's really frustrating to play an entire trial and to only get 3 hooks 😂
    • to my mind proxy camping is an issue as it grants the killer the opportunity to have free hit during the save. Also, proxy camping is not really playing, you are kind of "static" waiting for something to happen. I would highly prefer a game where you hook a survivor and go away to chase.
    • for perks, most killers and survivor had META perks. CoH has been tracked but the reste of the survivors'perks were DH,Lithe, IW, DS, BT. For killers corrupt/Pop or ruin/undying every time. The some Devour Hope, Haunted ground, Agitation, BBQ etc...

    I will continue to do so with more datas. I would also like to track the trials' duration but it's kind of boring to do. But i'm sure the trial duration is tightly linked to the number of hooks/kills. At high MMR, the trials lasting around 10 minutes top, killers don't have the time to play and to impose their gameplay/pressure.

    The game design must be reworked to require more brain and less standard timed loops. The time duration of a looping interaction between the best killer vs the best survivor on a given loop will always be the same, no matter what the killer does. That's the huge problem here. The killers cannot "break" loops with mindgame or power. Same on unsafe loops, the survivor cannot escape without a hit... game design is broken.

    Thanks! Quick additional thoughts

    • You brought up a data point I didn’t think of that also might be worth tracking, hours played. If you jot down hours played that also probably has a correlation with skill. Again, not perfect, but maybe combining hours and Grades narrows it a bit. (Those two are correlated with each other of course too, but still better than nothing. 🤷‍♂️)
    • I think we might be using a different definition of proxy camping (the problem with some of these ambiguous terms). I’m thinking of proxy camping as zone patrol, so hook someone, go check a nearby gen, if you don’t get in a chase double check for a rescue (just need to get close enough to see if a rescue is incoming), if not check a different gen, etc. It sounds like you have a more passive tactic in mind though?

    P.S. I certainly don’t claim to be a great chaser myself. I like to think I’m good at analysis but my twitch skills are lackluster, I still have trouble hitting juking survivors at times. 🤷‍♂️ I’m good at knowing where to go though, and I think my routing and looping is usually correct since I do catch high Grade survivors at mindgamable positions. My own stats aren’t worth tracking, though, for this purpose since I do mess up hits enough that I’m sure it hurts my overall results. (Stupid old person reflexes!) So I’d offer to help pitch in but I don’t think my data is worth much here.

  • @JohnWeak said:

    BHVR honestly do something about the overall balance of the game. Most killers cannot even patrol/chase anymore and are forced to camp to apply pressure. There is no gameplay anymore at high MMR.

    • gens are flying
    • loops and loops combination are too strong
    • survivors meta perks are OP when all 4 have them

    What is the killer supposed to do when :

    • 2 CoH in the trial, one on one side and the other one on the other side of the map
    • 2 to 3 DS/BT/DH
    • 3 Toolboxes
    • All survivors on a different gen
    • 4 survivors that know their way at looping

    What are the killer's options but camping and tunneling ? Do you really think you provide a great gameplay ?

    Most of my trials with Tier A and lower killers end up being 3 hooks by the time one gen is left. 4 hooks, maybe 5 by the time the doors are at 99% - and this with proxy camping. Without proxy camp, you end up with 2 hooks when they all escape.

    And when i'm playing survivor, most of the killers i face experience the same result.

    Yesterday i have played soloQ 10 games, here are the results (DC/Suicides first hook removed - camp/tunnel trials recorded) :

    The nurse camped and tunneled, same for the Blight, Legion played really well, Spirit as well, there was a trial against a Spirit with a DC that i removed and another one with a nurse with a suicide first hook that i removed as well. Then i have switched to duoQ with pretty much the same results but didn't record, one ghostface even did 0 hook...

    https://us.v-cdn.net/6030815/uploads/BOHJGCXCU167/image.png

    • Average # of hooks = 4,7
    • Average # of kills = 1,7 with a standard deviation of 1,5 (proof that most games are ending with 2k +/- 1,5 = really unbalanced, it's everything or nothing).
    • My personal escape stat = 70%

    And all this is in soloQ and it's pretty much the experience i have every time i soloQ. I don't imagine my stats with a SWF of 4 survivors with my skill level...

    What are you thinking about when you balance the game seriously ? How is it possible to let the game in such a terrible state ?

    To conclude i will give the terrible number :

    An average of 4,7 hooks at high MMR in soloQ but everything is fine right ?

    Interesting post, quite a few things to unpack. 🙂

    • I’m just assuming you’re a very high rated survivor player based on your experience and overall results that’s my impression but feel free to correct me if you think I’m wrong. One possible issue is if you are especially high skill at survivor then the matchmaking system is often going to be stuck having to pair you up with killer players not as highly rated as you. So when you look at your overall results over all matches I’d expect you to be escaping most of the time just based on that alone, since obviously your chances of escaping against a weaker player than you are going to be significantly better than 50/50. So a 1.7 average kill rate by the opposition in your matches could just be indicating that a non-negligible chunk of your matches are against killers who aren’t in your hidden rating bracket (within say 5% or 10% of your rating)
    • Likewise a 70% escape rated to a top skill survivor is in line with averages I’ve seen posted from others. When Otz tracked a hundred of his games recently his escape rate was around there if I remember right, for instance. Again, as above that’s something I’d expect assuming there are a lot of matches where it’s ending up putting you against lower rated killers since there’s only so many people in your rating bracket.
    • Unfortunately we obviously don’t know the ratings of the specific killer players in that table. The closest we have would be their Grades which aren’t listed here, which to use those we’d have to assume there is a strong correlation between top Grade and top rating. They might be correlated, but it’s hard to say since Grades are designed to go up over time the more you play on average so they measure number of games that month as much or more than kill rates. You made some anecdotal commentary of how well you thought a couple of them played, but really I think if we wanted to extend this to make results more objective you might want to track the Grades so at least there’s some skill-correlated, albeit maybe not strongly, variable to examine.
    • Tracking hooks was a good idea, the only caution there is number of hooks probably won’t be uniformly distributed over matches since they’re not independent events. The more hooks you get the greater the chances you get another hook that match. So games with 0-2 kills for instance don’t necessarily have a linearly connected number of hooks to games with 2-4 kills, i.e. I’d expect the latter to have more than twice the hooks of the former. Therefore even if the matches are coming out as intended with the most common results being 1-3 kills, there is probably a high variance in the numbers of hooks since they have that snowballing property.
    • On a side note I’m not sure why you think “proxy camping” is an issue. I understand why actual “face camping” where the killer stands around doing nothing at a hook is something the designers should try and avoid, but “proxy camping” is just zone defense where the killer is patroling generators and the hook in a wider area of the map. Seems to me that’s a perfectly reasonable and fair way to play the game and not something of concern from a design or balance perspective. After all, the killer’s main strategy is to defend various targets including generators and hooked or slugged survivors, so how is patroling a section of the map that contains them a problem?
    • You mentioned perk loadouts being an issue but didn’t track the perks in the matches. If you try this again it might be worth jotting down the perk usage for the matches, that could help illuminate how much meta perks are correlate with escape rates. Same for killer perks if you wanted to look at that as well.

    All in all it’s an interesting read. If you do this again with some additional tracking data and a bit of a larger sample size it could be a nice follow up experiment. I’m hesitant to really draw much from this data above simply because it’s difficult to how much factors I mentioned above can cloud what may or may not be actual balance issues.

  • @R2k said:

    For me Mori is way overrated. Only mori i enjoy is PH final judgement. Everything else makes me zzzzzz. I don't get it why there is so many unnecessary movements when u can kill with single strike and move away.

    It’s not just the place you go but the journey that makes the trip memorable. 😄

  • Ghost Face is definitely my favorite mori. 😱 🔪 😈 📸

    I agree that all the ones in the top of the original list above are wicked animations. The ones I think are maybe the blandest that I can think of off-hand are Wraith, Pig, Legion, Trapper (and of those four Legion is maybe the best?)

    By the way, Pyramid Head technically has two mori animations: his final judgement quick chop, and the longer full animation he gets from a normal source like Memento Mori or Devour Hope (where he summons bindings in midair that hold them in place while he stabs them.) The latter is definitely more exciting looking than the former, although the former is very quick and to the point!

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/293962/i-dont-get-it-why-do-i-get-targeted-over-other-survivors

    A few thoughts:

    • Often I'll attempt to eliminate the strongest survivor first. That's just common sense.
    • I'm more likely to tunnel down a 'hider' than a 'runner'. Runners are fun to play against. Hiders are amazingly frustrating.
    • I'll also do that on people that run boons.
    • There is some possible confirmation bias here.

    Actually strategically trying to eliminate the weakest runner first is a better strategy than the strongest runner because you will eliminate the former much more quickly on average, and once you have one kill down it significantly increases your pressure on the remaining three.

  • @Incarnate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629525#Comment_2629525

    Alright, so you've answered my questions quite differently and with responses that are very similar to your other posts, not just your reponses to me.

    Yes, those two things actually do need to be balanced, you but you keep insisting they don't need to be.

    Yes, it does matter if Boons being replacable is inherently better than Hexes being permanently destroyed, as both systems use the totem system, and in the 4vs1 scheme - the greater scheme of things, this is where it in fact is exceptionally important that both systems are balanced in relation to each other, and how they affect the overall balance of the game - which is part of adjusting the individual parameters. With regards to the dynamic between Boon & Hex totems using the same totem system both sides need to able to counter each other equally, that's how balance works. How it is now, is just a great example of how it's not balanced correctly in relation to each other. Currently the survivors can completely counter-play the killer's perk choices & benefits (and even strategy), alone from being able to cleanse those totems, where as the killer only being able to soft counter them, means that the killer has NO way of actually completely counter-playing it, only temporarily. Not only does being able to cleanse totems represent the equivalent of negating perk benefits but also is a means to hard counter a strategy. You keep insisting it's not necessary, you say I'm making fundamentally wrong assumptions - from my perspective you're making just as fundamentally wrong assumptions. Perhaps, we're just approaching this from different methods and way to solve the same problem, where neither aren't necessarily wrong.

    "You do NOT need to make the two overall systems balanced, you only need to make the individual perks themselves balanced." - Please do elaborate on how you can balance these and know that these are in fact balanced, because from my perspective you can't unless you balance them in relation to something else, and that something is that which they affect and/or oppose or is part of.

    To answer your last question, the main step to balancing perks is by comparing datasets of matches with similarly rated players partitioned over using and not using the perk being analyzed. Then compare the discrepancies in the results of the two sets and you get a potential estimate for the size of the impact of the perk on those result outputs. By controlling the estimates for other factors like how often the perk is used in combination with other perks that you also have data on, you can compare match results with the perk in a table of possible popular loadouts, each with various averages and deviations in results, with the lens of then normalizing that within the main partitions of using and not using the perk. If you see statistically significant positive or negative biases after normalizing then you know what direction to tune the parameters of the perk. At that point you use some trial and error and educated guesses with various possible scenarios where to set the parameter you’re tweaking and eventually implement the best looking version. Then review and retweak if needed on the next pass a few months later.

    And generally speaking balancing asymmetric games with different systems on opposing sides is nothing new to boons or DbD. Game designers have been doing that kind of balancing for decades. Just because two systems don’t work the same way doesn’t mean you can’t compare the statistical results they generate, nor that you can’t then adjust one up or down if desired. And in fact when balancing game components itks important to change as few variables as possible at a time, that way you can more definitively know that the change you made is having the impact you’re seeing in testing and that it’s not due to some unknown combination of factors from multiple changes interfering with each other.


    In the end we both want the same thing - survivors and killers not to have perks that are too powerful or too weak. And I’ve never disagreed with you that the current two Boons could possibly use adjustments in their eventual balance pass. I’m just disagreeing with you that the best way to try and balance something is by making major changes to an underlying system that affects multiple perks versus more surgically changing one parameter at a time in one perk at a time, testing those changes, and repeating.

  • @Incarnate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628760#Comment_2628760

    I am asking you what drawback(s) you think it currently has that makes it balanced? Not how you think it can be balanced.

    You believe it's enough to just change the values of the internal effect parameters, whereas I and others do not, that more is required. I do get your logic, but is needed than just change the values of the parameters. Also, when it comes to game balance, it's essential that both sides can counter an effect equally well.

    Actually, you're the one that is mathematically and objectively incorrect, because the balancing of said system isn't just based on it's parameters internally, but also on how it affects and is affected by external parameters and not necessarily the same parameters, which is what I've been saying, just using different language. For instance, I mentioned, that because totems used to be killer-exclusive but now also are used by players, that makes using hex totems even more high risk to use, as now there will way more survivors looking for totems - thats an external parameter that is being affected - this is a parameter you can only affect by making it so people aren't going to be using boon totems. Also, changing a variable/parameter to too low to be viable, basically defeats the purpose of it even being in the game. And the optimal would be in the middle of that range, is basically just another way for you to say, you wan the boon system to stay the same, just with different values. So when you're rooting for the most simple solution, there are so many more aspects to consider than just the internal effect parameter values.

    The only way it can balanced based on your way of thinking is to remove existing or add new parameter/values, which also includes parameters that affect from outside the formula (system). Removing a parameter/value is the equivalent of setting it to zero. Adding a parameter could for instance be adding the option for the killer to cleanse totems (blessed or not), this basically affect the parameters from the outside of the boon system.

    Perhaps I am reading too much into it, but, everything you're saying basically is supporting it should stay the way it is, just with different values, which is very far from the optimal balance. An optimal balance also contains a viable counter, this one does not - a soft counter is not viable nor balanced, especially when considering that the survivors have a hard counter to the hex system that uses the same totem system. The only reasonable and balance solution to this aspect of the boon system and totem system, is to make the killer able to cleanse totems.

    Oh, and by the way, since both the boon system and hex system used the totem system, they're part of the same system, both have parameters which on one end can be too weak on the other too powerful, and in the middle is the optimal value - this is another example of the intermediate value theorem. But what you've basically been saying, is that this aspect shouldn't be changed, which is essentially the equivalent of ignoring this aspect, even though it's part of the parameters.

    Your question: "I am asking you what drawback(s) you think it currently has that makes it balanced? Not how you think it can be balanced."

    And my answer, again, is: I didn't say I think these individual Boons are balanced. In fact I said it's quite possible Circle of Healing is unbalanced. Nor did I say that I think the "overall way Boons is placed is balanced with the overall way Hexes work". What I said is

    THOSE TWO THINGS DON'T NEED TO BALANCED SO I DON'T CARE IF THEY'RE NOT

    It doesn't matter if Boons being replaceable is inherently better than Hexes being permanently being destroyed because the individual perks can be balanced around that difference. You keep insisting that I need to give you a way to make how Boons are placed balance with how Hexes are placed, and that's fundamentally a wrong assumption. You do NOT need to make the two overall systems balanced, you only need to make the individual perks themselves balanced. You're trying to argue in essence that asymmetrical game mechanics can never be balanced because they work differently and one is going to have some inherent benefit over the other, but that's simply not the case.

    So please, stop telling me I "haven't answered your question". I've answered it four or five times now. You just don't like the answer.

  • Sure, I'll give this a whirl

    image.png


    • Nurse is the only killer I actively really hate playing. So much so that I keep her daily mission on my log just so I never get it ever again. It's not that she's not effective, it's that staring at the ground 1/3 of the match is easily the most annoying game mechanic in DbD. The few times I do play her I intentionally use her terrible add-ons that turn off her teleport after a successful and make her move 105% speed normally with only one blink just I can play as a pseudo normal basic killer with no ability rather than her. (Just my opinion.)
    • The ones I labelled "dislike" is maybe a bit strong even. I enjoy playing the game with them well enough, but relative to everybody above them I just like the other people's playstyles better. (Or in the case of a couple of Neutrals I just haven't played them yet.)
    • Neutrals are the ones that feel "ok", or that I just haven't played to get an opinion on in the case of Artist, Trickster and Nemesis.
    • Normally I just log in, do a daily mission, and log out for the night. It takes a game or two basically. The ones I Like Playing are ones I might squeeze in another game or two sometimes after I do their mission, just because they're fun to play.
    • Doctor and Freddy are my favorite killers currently. I love Freddy's mobility and aesthetic, and I love that the Doctor's tracking keeps him in chases non-stop as well as just having a cool theme for an ability.


    I don't keep track of my stats by killer or anything, so I'm not sure how that list matches up exactly, but there's probably correlation. I'm a terrible shot with Deathslinger and Huntress, but I do pretty well with Doctor, Freddy and most of the Likes. And since I have no desire to play Nurse I'm obviously really terrible with her. Of killers that might not line up, I used to be decent with Clown a year ago before I took a break for a while but I'm definitely rusty and not quite used to that new two-color bottle system so I don't think my stats with him currently are great. And on the other end I've usually done not too bad with Trapper, I just don't like playing him as much because I find picking up traps from the map kind of tedious sometimes.

    This is clearly NOT correlated with lists of "Best Killers in the Game" either. I like playing some killers that I totally realize aren't the best, and dislike some that I know overall are pretty good or great (there's no denying Nurse is awesome for people who master her!)

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629058#Comment_2629058

    I still doubt it's because of the mobile game. There is probably a bigger game in development. Possibly that cancelled Telltale game.

    Maybe? 🤷‍♂️ I wouldn't be surprised if there's multiple Stranger Things video game type things planned. But I suspect Netflix wanted to tighten its control over that IP to make it truly exclusive to Netflix streaming services.

  • @Posh_xp said:

    This is actually already a thing lol, they just made this in the new PTB, go check it out. It's one of the artist's perks and it seems pretty strong.

    That's not quite what you're asking for. Hex: Pentimento isn't "reigniting old hexes", it's placing new Hex: Pentimento totems for that specific hex. You're not getting Ruin or Devour Hope back with it, for instance.

    Now that being said, I do think Hex: Pentimento would be more interesting if it allowed a killer to replace a Blessed totem as well as cleansed ones with a Hex: Pentimento totem. That would kind of make the match into a tug of war between the killer and the boon placers fighting over the totem sites.

  • @GannTM said:

    That’s not really fair for the people that bought the stuff with real money tbh. They’d have to refund everyone to make that fair which is just not a good idea because it will lose them money and it will take up way too much time to do.

    While I agree they don't need to give Stranger Things content away, I don't think it has anything to do with "fairness" to the people who previously bought it. Just because I bought something a while ago doesn't mean it's somehow unfair for someone else to get it in a giveaway months or years later. Me paying for access to something isn't me paying to ensure nobody else ever gets it for free in the future. If I pay money to see a movie in the theater, I don't think it's unfair for other people to see it for free on television down the road, and I wouldn't go looking for a refund of my ticket price now knowing that I could have waited a long time and maybe seen it for free.

    I do agree though that it's a shame they're losing the license, I thought they did some good work with that IP. And it's all so Netflix can push a Stranger Things video game on its new kind of meh-sounding mobile video game platform.

  • I think I need to clean my glasses. First I read that as "quitting because of Boomers", which I doubt there's a ton of Boomers playing DbD but who knows? 🤷‍♂️ Then I thought it was "quitting because of Boners", which I could understand but didn't want to picture.

    Now it makes more sense.

  • @Incarnate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626964#Comment_2626964

    You answered my questions? Interesting, because I don't see the answers to them specifically, like for instance where is the answer to my question about where exactly the boon totems real drawbacks to balance out all those benefits and inherent benefits are? Because with all these current benefits, they are needed to be balanced out with something, sure you may not agree, but that doesn't actually change the fact that with this many benefits, they do need to have actual drawbacks.

    Also, that you keep repeating the same things, doesn't mean they're/you're right and others are wrong. In fact, there a lot of things where you're blatantly assuming that you can just fix it by tweaking some values, that's not how balancing only works, and it doesn't make other ways of balancing it unnecessary.

    To your part about: "You can’t just say “unable to remove is bad/good” in a vaccuum, you have to consider the actual individual effects of the perks you’re talking about." - I have to tell you that I actually am considering each individual effects and aspect of the perks, and I'm looking also looking at them with regards to the bigger picture - you don't seem to do what you say I should. Sure systems can work differently and still be fair and balanced, I haven't said anything about they couldn't, because fact of the matter, is that I'm pointing out there are some aspects with the boon system which are detrimental to the killer game play, but also what needs to be done to fix it.

    You believe it's completely unnecessary to do balance out the benefits when you can tweak individual parameters, I disagree with you. Some parameters shouldn't even be included in the boon and thus should be removed, and the way the current boon system works is greatly imbalanced, and not just because of the parameters being too strong, but because of how the boon system is currently working and how much they're actually giving when active and the effect it has on the game play of the match.

    You say there is zero reason to change how boons and hexes work in general when you can weaken or strengthen their actual effects, I disagree with you, there are a lot of reasons to that. Simply just tweaking values on either boons or hexes is not enough because of how they affect other parts of game play in detrimental way. How does it make sense that survivors can completely destroy totems and there by hard countering the killers perk, but the killer cannot? Also, since totems used to be killer-exclusive but now also are used by players, that makes using hex totems even more high risk to use, because now there will way more survivors looking for totems. So yes, it's absolutely necessary that the killer can cleanse totems if that is necessary, but most certainly also be able to replacing a hex, but it should be optional for the killer. For a killer that is playing with hex totems it will come to a point where the killer will have to decide if it wants to sacrifice it's totem (hex or dull). You seem to think it's fair and balanced, even with how powerful boon totems are now, that survivors can replace boons and the killer cannot, even that it's fair that the killer cannot hard counter it. It's heavily survivor sided as it is now, it's in no way shape or form where it's actually balanced and fair for both sides, boon totems aren't the only ones being heavily survivor sided, there are so many things in the game right now that is just that, and quite frankly that needs to stop! If anything, It should be balanced so it's fair for both sides, but it's not. You defending the boon system as it is and they should remain how they are but just have parameters tweaked a bit, makes you seem like you support this heavily survivor sided meta, but are you? I play both sides, but even if I was just playing survivor I would still want it to be fair for the killer, and this heavily survivor sided meta is just awful, and the boon system just further aggravates this, and people who support this really need to wake the f..k up and realize that it's not good for the game, and it only really caters to the competitive tryhards.

    Again, here is your question and here is my answer:

    where exactly the boon totems real drawbacks to balance out all those benefits and inherent benefits are? Because with all these current benefits, they are needed to be balanced out with something, sure you may not agree, but that doesn't actually change the fact that with this many benefits, they do need to have actual drawbacks.

    Answer: Whatever inherent benefits exist in the general system of how Boons are placed can be balanced out by adjusting the specific effect parameters of the specific Boon you're trying to balance. The "drawback" you want would be lower effect parameters (e.g. lower Circle of Healing healing speed)

    I already said this of course, and it is the answer to your question, just not apparently the answer you want to hear.


    And the reason I keep repeating myself is because I can only correct your misconceived notion that balance is impossible with Boons being replaceable in so many different ways. You're just mathematically, objectively incorrect, and the argument is quite simple: if you can change a variable to make something too weak on one end, and change that same variable to make that same thing too powerful on the other end, then that variable alone can be used to balance that thing into a reasonable range. It's just an example of the intermediate value theorem.


    And no, I'm not defending the specific effect parameters of Boons as they are one way or another. I have no data to say whether or not Circle of Healing is overperforming, so I'm not going to claim it is or isn't. The only thing I'm saying is that, if it is overpowered, the simplest method to balance it out is adjusting its healing speed. You're reading WAAAAAY too much into thinking that just because I'm disagreeing with you on that point that I'm disagreeing with you on whether or not it needs an adjustment.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627824#Comment_2627824

    took me a minute to figure out what endurance was, but yeah it's the Billy perk enduring. Lol fun build!

    Lol, my bad on the typo. 😄

  • Lol, I guess? 🙂 As long as the blinds aren’t saves I never really cared if they just blind me at a pallet.

    To be fair, sometimes for fun I run the “I Dare You To Blind Me” loadout: Lightborn, Endurance, Brutal Strength, Fire Up. It’s a total meme but if someone pallet stuns you, and tries to flashlight blind you after, it’s basically a free hit.

  • The only thing I didn’t like about the original version of The Game was that the lower level was way too dark. Some areas it was impossible to see where I was going at all. The graphics update fixed that issue, I can see just fine down there now, so as far as I’m concerned The Game is basically ok. I like Midwich and Hawkins better as indoor maps, and I like the corn maps less than The Game, so I’d say it’s average in terms of personal taste.

  • @zedalert said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627658#Comment_2627658

    I even dreamed about some special game mode where everyone starts a match with absolutely random characters, perks and add-ons, this will be the true challenge!

    On a tangent, not a new game mode but I’d love to have a random select button in the character selection screen. Go to killer, hit random select, and hit Ready. Done.

    Seems like a pretty obvious option on a character select screen for a game like this, I have no idea why it’s not in DbD. 🤷‍♂️

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627658#Comment_2627658

    thing is if I see 2 or more flashlights I gotta know this so I can slap on lightborn. I mean this is a 1v4 match we're talking about.

    I didn’t realize people worry about flashlights enough to bother swapping something else out for Lightborn, but whatever. 🤷‍♂️

  • Honestly I’d be perfectly fine with all useful information being hidden prior the match starting. Killers know nothing about survivors, survivors know nothing about killers. Even hide all the offerings. Let it all come out during the match.

  • @NAERUUU said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627529#Comment_2627529

    Yeah he can shock you before an pallet or a window but be fair with me … that’s not really effective

    Actually it’s not just shocking before the pallet. It’s also shocking as the survivor drops the pallet while Doctor runs around it. That way the survivor is stuck unable to vault back over it and the Doctor gets an easy hit. In some ways this is even more effective than shocking before they drop it depending on the scenario.

  • Many of Blight’s hits come from normal base attacks. He can certainly hit with the rushes too, but often the Rush gets him back in the chase and then he finishes it with a normal 115% chase and hit. Chasing at 110% is noticeably harder than at 115%, so it would be probably be a pretty hard hit to him.

    Really the question though is, does he need a nerf at all? If his median kill rates at high level are around 2 kills per match then he presumably doesn’t. (In other words it’s possible if he’s outperforming or more popular than other killers at high level it could be a question of them needing a buff and not him needing a nerf.) I don’t have any objective data on matches involving only high rated players though so I don’t know the answer there. I know his kill rate is one of the best looking over all matches across all ratings, but that can be misleading. (Nurse has by far the lowest overall kill rate across all matches but that’s due to her being extremely challenging to become good with, for instance, and she’s one of if not the top killer at higher level play.)

    If they ever did need to tweak Blight they’d probably simply make his cooldown timer on Rushes slightly longer.

  • Yeah, I kind of wish they’d tweak Iron Will to reduce sounds by 95% instead of 100%, mainly because of it’s interaction with Stridor. By reducing them 100% Iron Will is completely negating Stridor, which seems odd. (You’d think Stridor would at least make it easier to hear someone with Iron Will compared to normal, but it’s no difference because of that 100% reduction).

  • @NAERUUU said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627507#Comment_2627507

    That’s a good idea but …. The doctor is only good for find survivor… nothing else .. bad kill and chase power … don’t compare the doc and this new killer … he look like more than a Freddy or huntress btw

    Doctor’s chase ability is actually quite good. It can easily trap even good survivors with their back to an effectively blocked vault or pallet. (And every now and then a survivor might fall for a fake pallet, but that’s just a side benefit.) Artist is a bit stronger in chase mainly because she can actually down or injure from across a god pallet, while Doctor might have to break those. But Doctor game at safe and unsafe pallets is otherwise very strong, and even at god pallets he can potentially keep them from being dropped.

  • I would say Artist is more like Doctor than Pyramid Head. Both she and Doctor has excellent long range tracking and zoning at loops but have no movement ability. Pyramid Head also has zoning at loops but his tracking isn’t nearly as good as those two and his ability to Cage or Execute survivors is unique.

    Now whether you think Artist is better than Doctor, that’s the question. 🤷‍♂️

  • Maybe a 1 month subscription to Shudder?

  • My guess is she’s on par with Doctor. They both are characters with very good long range detection abilities and very good zoning at loops. And they both have no special movement ability so have a weakness of when survivors are spread out or just run forward as much as possible in a chase. So I’m guessing as people put tier lists out you’ll see her in the same buckets as Doctor maybe,

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626937#Comment_2626937

    Weaker or not the real issue is the base heal is too strong then you add in the many ways to stack up healing for it and even if you weakened it by 50% someone healing you it mine as well be 150% more add in we will make it. 250% if they run a med kit well their you go the REAL issue is the stacks and the base amount.

    Healing speed from Circle of Healing is precisely the issue. If Circle of Healing added literally 1% health per second do you honestly think anybody would ever use it? Of course not, 100 seconds to heal is far too long, and even if you have other things like medkits that extra 1% per second would be totally negligible.

    So there is a point at which you can turn down the healing boost so it would be too weak for anybody to want to spend a perk slot on. Which therefore means there is a range between 1% and its current setting where the effect is just good enough to be worth using as a perk but not overpowered. They just need to find a number in that range.

  • @Incarnate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626415#Comment_2626415

    I specifically asked two questions:

    • Where exactly are the boon totems real drawbacks to balance out all those benefits and inherent benefits?
    • So why is it by your logic that it's even remotely fair and reasonable that survivors can destroy dull and hexed totems, even bless a hexed totem, when a killer cannot destroy any of the boon totems?

    Sure you responded to my post, but you did not answer any of these questions.

    Just because you say that there aren't any inherent balance problems, doesn't mean that there aren't, because I've pointed out a lot of these already, like for instance, that the killer cannot actually compensate for the extra benefits that survivors gets, even when being localized.

    No perk should make it possible for survivors to gain extra perk benefits without the survivors actually having spent a perk slot for it, and where receiving minor passive benefits under certain conditions from a perk user, is something else. Currently, the boon totems not only give perk benefits and abilities that supercede the normal ranges for perks that apply passive bonuses to nearby survivors , but they also give improved versions of them. For instance Boon: Shadow Step completely suppresses scratch marks and hides aura - indefinitely while within range of the totem - that's basically a version of deception/distortion on steroids that ignores activation conditions, ignores token use and have unlimited duration. It's the same deal with Boon: Exponential - it gives every survivor within range a Unbreakable on steroids and a partial No Mither. Can you really not see how this actually breaks balance in so many ways? Please do enlighten me on how the killer can compensate or gain similar stacking benefits from perks or items that hasn't been brought into the match by the killer! Even if you were to change the parameters of these boon perks, they will still give benefits that the killer cannot compensate for.

    Killer cannot cleanse boon totems, so there is no hard counter against boon totems, and there should be, just like there is hard counter against hex totems - high risk vs. high reward. So how exactly can the killer perform a hard counter against boon totems when the killer cannot cleanse totems? Snuffing out totems is the equivalent of a soft counter. Also, having to cleanse totems as a killer, means the death of any hex totem perk builds.

    And again I already answered both of your specific questions:

    • You don’t need to “balance out the benefits” of being able to place Boons multiple times against Hexes being permanently destroyed in the general mechanics of how Boons work, It’s totally unnecessary to do that. All you need to do is turn down the specific effect parameters of the individual boons. So the answer to your first question is “It doesn’t matter, stop focussing on something that isn’t needed to balance the perks”
    • Boons and Hexes being placed differently is fair because, as above, you can balance them out by tuning their specific effects. If the effects are too weak then it doesn’t matter whether or not the killer can’t remove them. If the effects are too strong then it doesn’t matter if the killer can remove them. You can’t just say “unable to remove is bad/good” in a vaccuum, you have to consider the actual individual effects of the perks you’re talking about. So the answer to this question is “it’s fair because the systems don’t need to work the same way for the individual perks to end up being balanced.”

    There is zero reason to have to change the way Boons work or Hexes work in general when you can weaken or strengthen them by tweaking their actual effects. You can’t say these things are “unfair” as systems when the same exact systems can produce Boons that are too weak or Boons that are too strong. The system isn’t unfair, if something is out of balance it’s the effects of the specific Boon perks.

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626415#Comment_2626415

    You don't play high MMR I realize yesterday day I am in high MMR And I have been trying get away from it. ALL SWF use it. I hit a person, hook them snuff, its back up on the otherside of the map or right underneath me. Boom person is fully healed in mere seconds. So this is the meta for actually good players, period end of story.

    None of what you said is relevant to what I said. Boons being popular or overpowered is because their individual effects are too powerful. Make Circle of Healing’s effect weaker and the fact that it can be placed again after it’s snuffed out won’t be an issue.

  • My guess is she's on par with Doctor. She has good long range scouting, and in a chase has good zoning capability. Also like Doctor she has no special map mobility so has a weakness when survivors are spread out or just run straight away from her rather than try and loop her.

    Since I would put Doctor in the A tier, I'd put the Artist in the A tier too, at least at a glance.

  • It'll be interesting at some point to try the ultimate "Try and cleanse these!" build: Haunted Ground, Undying, Pentimento, and Retribution. Try and place a blessing and you are Oblivious, the killer can see your aura and it takes an additional 7 seconds. Cleanse or Bless the Haunted Ground and everybody gets Exposed.

    Of course the survivors could opt not to cleanse or bless anything at all, but how often does that happen nowadays? 😉 It's a total meme build but kind of funny to think about.

  • I don't bother chasing survivors waiting at the gate, I just go look for pallets or walls to break or maybe try and find the hatch if it's up.

  • @Incarnate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624042#Comment_2624042

    You somehow managed to dodge my questions, please do answer them.

    I didn't say there is anything inherently wrong with boons and hexes having different overall systems, but there certainly are problems with how the boon totem system currently is, especially due to the fact that it affects so many parts of game play for killers in a negative way.

    While agree with the part about being able to balance them through tweaking the effect parameters, I don't agree with that you can balance them completely around that. But let's say you could, then in effect you'd end up with having to dynamically balance the boon totems based around all the effects being outputted at the same time - That's basically what you're saying with the above.

    Having boon totems being able to basically give everyone one or more location based but free perks, it breaks with the fundamental design and balance of the perk system (which by the way is inherently flawed and imbalanced). Because it allows for access to more perk benefits (passive & active abilities) per survivor during a match, more than a survivor actually has perk slots for.

    Look at it this way, each survivor can have up to 4 perks each up to tier level 3, that's 12 levels worth of perks, for a total 48 perk levels. The killer can bring the same amount of perks each up to tier level 3, for a total of 12. That's a difference of 36 perk levels, the higher the gap between survivors and killers total perk levels, the greater the imbalance. Adding more on top of this, IS EXACTLY what the boon totem system does, it only further aggravates this imbalance. Let me ask you this, so when survivors get free localized free perks, when does the killer? Because the killer have no way to compensate for these extra perk benefits, even if they're only localized, they are still MORE THAN what a killer can bring.

    Personally, I think the boon system is overpowered and broken as it currently is, for reasons I've already stated above and in this thread before.

    I did answer your question - I disagree that there is an inherent balance problem with how Boons work versus how Hexes work. And I disagree with you that it's impossible to balance the individual perks around their inherent general mechanics by adjusting their specific effect parameters.

    There is no inherent balance problem with perks that give all the other survivors benefits because you can adjust those benefits under the assumption that everybody gets them. If Circle of Healing only heals 1% of health per second, it could be map wide and a totally permanent perk that isn't even snuffable it would still be terrible perk. Being available to all the survivors doesn't mean it has to be useful, it all depends on how weak or strong the benefit actually is.

    So no, you're making broad assumptions that just because all the survivors gain a benefit from one survivor's perk means that perk is impossible to balance. It's not, make the perk weak enough and it will be too weak even if everybody has it all the time, let alone only when they're in the radius of a specific totem.

  • I haven't played her yet but I watched a few streams and she looks solid. 😄 My off-hand guess so far is she's on par with Doctor.

    • She can pretty easily use the crows for long range scouting. Just fire crows toward gens or where you think survivors are and watch for the swarms. Her tracking and Doctor's aren't identical, obviously, but in terms of helping them figure out where to go between chases they're both really good abilities. Doctor's abilities give great stationary pings on where survivors are at a snapshot in time, while Artist's ability requires more direction but, when she has a swarm on someone, she can see exactly where they are moving around for at least a few seconds or longer.
    • In a chase Artist's ability can be used to zone survivors out of loops and punish survivors for going through pallet drops and vaults. She can't prevent a vault or pallet drop but can potentially injure and down someone with the birds. Also the birds have the nice benefit of showing exactly where the survivor is while they're swarmed, which can be quite helpful in loops where the survivor might be trying to mindgame the killer or vice versa.
    • Her perks seem decent. The Scourge perk gives gen regression on the most progressed gen when you use a Scourge Hook. Grim Embrace automatically blocks all generators for 30 seconds once per match once all four survivors have been hooked (which isn't too bad an effect. It's a little like getting a Pop on all the Gens, but not quite.) And her Hex is unique, letting her manually turn destroyed totems into those Hexes, with the more she places the more effects they inflict. The main downside to that Hex is that it only works on cleansed totems, not ones blessed by Boons or dull totems, so it relies on the survivors cleansing versus blessing. But it does, at least, give its best effect first, namely a 30% gen slowdown, so if even one totem is cleansed you might get some value out of it.


  • That list looks more or less reasonable to me. 🤷‍♂️ It'll be interesting to see where people put the new Artist. Just off the cuff she strikes me as maybe being kind of around the Doctor's level. She doesn't have any special movement speed to get around the map, but her crows can potentially be used for directed long range scouting and in a chase can be used to zone out and injure survivors from across pallets and vaults and through walls, etc. Her abilities seem a bit trickier to use than Doctor's but could have some decent potential!

  • Yeah, I've made the same Werewolf suggestion, that it could be a spin-off from Demogorgon or just a legendary skin.

    I think if they actually want to do a full Werewolf, though, they'd probably want to rework Demogorgon by replacing his tunnels with something else. Maybe make his Killer Instinct detect the closest survivor, for instance, and give him an out-of-chase movement boost to help get around the map.

  • Quick summary:

    Killer: The Artist

    • Can summon phantasmal swarms of crows to attack and harry survivors at range. She can summon multiple crows at a time, lay down the straight paths they'll take, then launch them all at once. If a crow hits a survivor in short range they get injured, if they walk into a crow before it's launched or they get hit at long range they are swarmed by a small flock of birds which reveals its aura to the killer and inflicts whatever conditions the killer may have from it due to add-ons. The ability appears to be good in a chase at zoning survivors out of loops, and out of chase to possibly send long range crows to scout generators and other spots for survivors.

    Killer Perks

    • Grim Embrace - Upon hooking all four survivors at least once, the Entity immediately blocks all generators for 30 seconds and you can see your Obsession's aura for 4 seconds
    • Scourge Hook: Pain Resonance: When you hook a survivor on a Scourge Hook the most progressed generator explodes and regresses 15%, also causing survivors working on it to scream. (Note: If you use multiple Scourge Hook perks you get all their effects every time you use a Scourge Hook)
    • Hex: Pentimento: When a totem is Cleansed (not blessed) you can see its aura, go to it and turn it into a Hex: Pentimento totem. You get increasingly cumulative effects from these Hex totems the more you have
      • 1 totem: Gen repair slowed 30%
      • 2 totems: Healing speed slowed 30%
      • 3 totems: Recovery speed slowed 30%
      • 4 totems: Opening Exit Gates slowed 30%
      • 5 totems: All totems are permanently blocked by the Entity and can't be Cleansed or Destroyed

    Survivor Perks (Jonah Vasquez)

    • Overcome: When you become Injured, the extra movement speed boost you get lasts 2 seconds longer than normal. This is an exhaustion perk and you become Exhausted for 40 seconds after it's triggered
    • Corrective Action: You have 3 tokens on this perk and can gain more (max 5) by getting great skill checks. If you're working on a generator alongside another survivor, and the other survivor fails a skill check, you spend one token to turn their failure into a Good success.
    • Boon: Exponential: If you are downed within the radius of the Boon then you gain +100% bonus Recovery speed and you automatically have the Self-Recovery ability to allow you to get yourself up.


  • @GannTM said:

    Ok RPD is an abomination.

    I like the look of RCPD quite a lot. The only thing that annoys me about it is I don't know the layout very well and sometimes that makes it hard to get to hooks. But I think as I play it more that problem will sort itself out.

  • @DemonDaddy said:

    Number of scourge hooks need to stack. There's no point in equipping half my loadout for hooks that are usually unreachable or poorly positioned.

    If the number of hooks increased then the power of the perks would go up exponentially with the ease of use increase simultaneously with the power of use. In other words with three Scourge Hook perks, for instance, if you not only get triple the value out of using AND it's three times easier to get to them then it's a huge boost, probably too much even.

    Keeping the Scourge Hooks at the same number still gives you the increased effectiveness when you use them (i.e. you still get three effects for one hook if you have three perks) while keeping that inherent condition of "you might be out of reach of the hooks" in them.

    Besides, now I can run that double Scourge Hook plus Agitation and Mad Grit combo I've always wanted! 😄

  • I don't think anyone really knows if the Entity has a family. 🤷‍♂️

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624656#Comment_2624656

    When all 4 survivors are using it, it isn't much of an issue.

    And I know this because it works just the same as Circle of Healing, except you don't need a teammate there to help. And Circle of Healing has been absolutely broken during my testing of it.

    There are big differences between Healing near a totem and Recovering from a down near a totem. With Circle of Healing you can go to the totem while not in a chase and heal at your leisure. With this Recovery Boon, though, you don’t have the same amount of control over where you are downed. You might be downed near a totem, you might not. Even if the entire team has four Boons out with his effect on it you could be in an uncovered portion of the map. Moreover if you are in range of the totem to get its effect there’s also a good chance the killer will hear the Boon and snuff it while slugging you. And of course they may just not slug you at all and hook you instead.

    So whereas healing is quite useful and you have a lot of control over where and when you heal, having to be in a particular zone while downed is harder to pull off and may not even come into play in a given match. I’m not this Boon is useless or anything, but it definitely sounds like it’s probably weaker than Circle of Healing’s current incarnation.

  • Watched Dowsey playing this and it looks cool. 🙂 Random thoughts

    • The main use of Dire Crow in a chase is zoning survivors in loops. Put down a couple of crows along likely chase paths and hit the attack button when the survivor enters them, or watch as the survivor runs into one, gets swarmed, and then hit them with a second crow to injure or down them. It didn’t appear like there’s any slowdown while placing the paths down, but there’s a slight slowdown then launching them into flight.
    • One thing Dowsey didn’t seem to experiment with which I’m curious to try is that the crows have unlimited range, and if they hit someone at a distance they swarm them and you see the auras and inflict whatever conditions your add-ons give. So outside of a chase you can possibly drop crows as you go and aim them at generators and watch for the bird swarms. It could be a way to scout the map outside a chase, and maybe to just get in the heads of survivors on gens that you might be coming.
    • Her Scourge hook ability to regress the most progressed gen seems decent. Doing a Scourge Hook build could be interesting combining this with the one that inflicts Mangled
    • Grim Embrace which gives a one time effect of blocking all gens for 30 seconds and that shows the Obsession might be ok? It’s a little bit like Popping all the gens simultaneously, though not quite as good since they’re just blocked and not regressed. (Pop on all gens would be 20 second regression on them.)
    • Hex:Pimento … er Pentimento is definitely different! You can turn cleansed totems (not blessed totems) into Hex:Pentimento totems, and the more there are the better the effect. The main downside is that, if the survivors are placing Boons, that doesn’t count for this perk. It has to be a Cleanse action that destroys the totem. However you could maybe pair this with a perk whose effectiveness is increased by having dull totems on the map such as NOED or Thrill of the Hunt. That way if the survivors place Boons, and you snuff them out, you’re boosting that other perk, while if they cleanse a dull totem you can Hex Pentimento instead. I have no idea if this perk is good or bad, but it’s definitely unique!
    • Guy Fieri’s perk Overcome looks great! An extra 2 seconds of injured speed sprinting is a lot of extra distance between you and the killer.
    • Boon: Exponential doesn’t sound that good actually, maybe. Sure you can get up when downed, but only if you are downed near the totem. But if you’re near the totem there’s a good chance the killer can hear the boon and snuff it in which case you’re out of luck. It’s not like with Circle of Healing where you can run and heal at your leisure, this seems more up to chance based on where you’re downed and what the killer does.
    • Corrective Action might be ok. Not because people miss most skill checks in general, but because even high skill players sometimes get off a gen and a skill check happens at that moment, causing an explosion. This perk can mitigate that, so long as the Corrective Action survivor stays on the gen when the other person leaves it.
    • The new map has a great look to it! Likewise the new killer has a cool, creepy tone, and her Mori is wicked as well. Just generally all around looks great.
  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624637#Comment_2624637

    Not wrong, it does feel like this is no mither wthout the downside.

    The downside is it only works if you’re downed and slugged near the totem. If the killer slugs you somewhere else, or hears the totem and snuffs it while slugging you, you’re out of luck.

  • @Kira4Evr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624185#Comment_2624185

    Fun fact. I actually decided to give it that 5 seconds window before regressing, just so you would be able to use perks like POP

    Or you could maybe have the perk say “You can damage generators that are already regressing.” as one of its effects. There’s no other perk that does that so it would be a unique effect.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624172#Comment_2624172

    I agree. But it would still be mediocre. Surveillance is still bugged I think ?

    Is it bugged? I hadn’t noticed, at least when I used it a week or so ago.

  • I’m always interested in new killers. I think the only killer I actively dislike playing is Nurse. All the rest are at least fun to varying degrees. (I’m a terrible shot with Deathslinger and Huntress but I don’t find them awful to play. Although Deathslinger took a hit in that department now that he can’t quick shoot because his turning speed is slothlike.)

    Also I will say the teaser material for this chapter has cool artwork. Obviously that has nothing to do with how fun the killer may or may not be to actually play, but I’m hopeful the final version of them and, if they have a new map, their environment will at least look cool.

    We’ll see soon enough! 🙂


    P.S. And it’s up! 😄 Their official release notes and trailer are in their feed now.

    Artist looks cool, as does the general aesthetic of the new Aerie style environment.

  • I think Entity Brain and Pyramid Head’s music might be my favorites. Although I do like the music in Trickster’s animated trailer, I kind of wish there was an extended version of that!

    The main campfire theme is also nice. Has vibes of the Tristan theme from Diablo.

1 … 135 136 137 138 139 … 171