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dugman

dugman

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  • @EntitySpawn said:

    I'm going to get hate for this I always do, I always get told "dont tell me how to play" but I actually want to know why you play the game without a passive aggressive reply.

    So, why do you play the game if you dont want to engage with the killer or try to do the objective of the game?

    To be fair, the object for survivors is not to get killed, and avoiding chases is a way to do that. Sure some survivors think their job is to distract the killer from the people doing gens, but good killers know that ignoring the flashlight clicker in favor of the survivor actually progressing the gens is often the better play.

    Not doing gens is dumb, though, since gens need to get done in order to open the gates and escape. Even if you’re hoping for a hatch escape you still probably personally have a better chance of getting out if you help do the gens.

    By the way the other tool to escaping is rescues and healing. Again, rescuing and healing survivors, at least early on, improves your own chances of getting out I think. (Although if the killer is just standing around the hook waiting for survivors to show up then just doing gens and maybe doing a hook trade now and then is the way to go over immediate rescues.)

  • I don’t know that it would? It’s really just three new perks they’re looking at and they normally take three months to do a balance pass on a new killer with a brand new ability and new perks and new add-ons. Compared to balancing a new killer these new boons are a lot easier to monitor and adjust, there’s fewer total effect parameters to worry about and there is a lot or data available since the Boons are popular.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624050#Comment_2624050

    The problem I see is, that hex perks are supposed to be high risk, high reward perks. When in reality the only high reward one is Devour. Everything else is high risk, low reward.

    Now compare this to boons. Low risk, high reward. Especially when several survivors equip boons. I mean, 1 survivor equipping boons is like everyone equipping a medkit. It frees up items. Since you can take something else instead of the medkit.

    Well like I said, how good or bad the reward is for Boons (and Hexes too) is entirely dependents on their individual effect parameters.

    I’m not arguing that specific Hexes may or may not be too weak, it depends on the specific Hex. Devour certainly has the highest risk and reward of all the hexes, it either wins big or goes home! Blood Favor seems to be in a good spot now with its buff. Ruin is still popular, even though people complain about it being destroyed quickly. Crowd Control seems decent. Haunted Grounds and NOED can both get some quick downs.

    Boons are going to be balanced on their own individual merits. Circle of Healing’s effectiveness is tuned on its own independent of all those Hexes I mentioned, for example. If it’s currently in too strong a state right now that can be adjusted in January when they do a balance pass.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624080#Comment_2624080

    The sad part is 100 % would still be useless. Kicking a gen now is 100 % regression speed, and it's borderline useless. Doesnt matter if it was passive and couldn't be destroyed. It'd be a perk that no one would use and people would still take their chances with ruin

    You’re assuming Ruin and this perk wouldn’t stack. Also this perk could still be good in combination with Surveillance.

  • I don’t think I’ve ever been offered a pity hook, and I wouldn’t want one either way. I’d rather lose knowing my opponents played well then get pity points. (Likewise I don’t give survivors pity escapes, I treat them how I’d want to be treated.)

    I have seen survivors run up to me to ragequit though. Definitely a jerky move there.

  • I could get behind a perk that is a weaker but permanent version of Ruin.

  • No, they shouldn’t turn off the DC penalties, the game environment is significantly worse with those off. Hackers are a separate issue that hopefully they’re trying to deal with, but turning off the DC penalties is in no way a solution.

  • Their typical schedule after releasing a new character is they do a full balance pass about three months later. So probably we’ll see adjustments to the Boon effects in January or so.

  • @HawkAyeTheNoo said:

    Big chapter this. Will they go with a strong killer whos fun to play and play against or will it be like the last couple (Pinhead @ Trickster) , weak and unfun to play against. Hopefully not another one hook im out killer.

    Mileage may vary, I played Pinhead for the first time this week and he seemed fun. 🙂 Even got a 4k. I like the way he plays better than Deathslinger and Huntress personally. (And I definitely like playing him better than Nurse, aka Wheezy-McStunned) I have no opinion on how strong or weak Pinhead is, but in terms of how enjoyable he was to play I liked him.

    Still haven’t gotten around to Trickster yet so no comment on him.

  • We’re just peering into the dark void that’s left of Bill’s soul after all the ######### he saw in the war. An endless abyss filled only with old regrets and cheap cigarettes. Perhaps some day he’ll be dragged from Perdition, but that day isn’t today.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613029#Comment_2613029

    Killers will happily start the trial with hex perks unlit, if they could choose the spot and lit the totem several times.

    No killer would complain about this "nerf".

    Like I said above, even if you believe the Boon system of placing and replacing Boon totems is more powerful, it’s not a balance issue because you can tune the individual Boon effects with that in mind. Slow or speed up healing on Circle of Healing and it becomes weaker or stronger. Decrease or increase the radius on Shadowstep and it becomes weaker or stronger. Boons don’t need to work like Hexes because they can be balanced around how they work.

  • @RaSavage42 said:

    I'd offer Whispers... but it seems like you were able to find Survivors fine and Whispers doesn't work well on 2 story maps...

    As @StarlaxyZ said Sloppy doesn't work against the Boons

    @dugman Thana only works with Gens not Healing

    Thanks for the correction, it used to slow healing, I forgot that was patched.

  • @Incarnate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613275#Comment_2613275

    You're missing some extremely important points, and if we are to compare these aspects, then at the very least compare their equivalent aspects. Also, it's not every hex totem that actually starts in play, in fact there are some perks that actually requires a good bit of effort to set up like Devour Hope, and it can be hard countered just through cleansing it, a lot of potential work that is just wasted, and let me just remind you that just to have it in the match actually required a valuable perk slot.

    You're saying hex totems are inherently more powerful because they're map-wide and requires no action from the killer to setup. I disagree quite a bit with your statement, because it may be that hex totems are map-wide (which isn't entirely true either) and it doesn't require the killer to activate them in the same way the a survivor needs to bless a totem. But even though it's map-wide, it only really affects one aspect, where as a boon totem actually affects more aspects inherently. Take for instance the healing totem, not only does it provide free self-care but also potentially several other perks combined, inherently these affect game play differently, but if we just look at healing portion, it basically gives the equivalent the perk self-care (at increased speed) or the equivalent of a very fast medkit with UNLIMITED uses - which inherently makes resource management for healing items almost completely redundant, and resource management is actually an important aspect, because this also means that the survivors don't need to worry that much about finding or bringing healing items into the match. Inherently this means that the killer actually needs to ensure downing that survivor because switching to a different task just means the survivor will go heal up, which gives the the rest of the survivor team a lot time free from the killer to work on gens or do other things - that in itself immensely powerful. The fact that killer actually has keep on disabling the boon totems, distracts the killer from doing it's actually object, just like kicking gens does the same thing - it uses the killers time and distract the killer from the main objective. That is also very powerful in of itself. There is a good reason why the killer shouldn't have to activate it's hex totems, mainly because a killer already has time against it and would distract it from the main objective of the game if it had to spend a lot of time setting up and reactivating these hex totems.

    When a killer brings in a hex totem - Benefits & Drawbacks:

    Benefits:

    • Action: Automatic
    • Activation: Conditional.
    • Area of effect: Map-wide

    Drawbacks:

    • High risk, High reward.
    • Single non-stacking effect.
    • When it's gone, it's not coming back.
    • Can be located with Small Game.

    When bring survivor's boon totem:

    Benefits:

    • Action: Manual (moderately time consuming - affects only one survivor)
    • Activation: Manual setup.
    • Area of effect: Local
    • Effects: Various stacking bonuses and effects to everyone within it's AOE.
    • Uses: Unlimited
    • Cannot be hard countered, only soft countered = "Snuffed Out".
    • Can block hex totems regardless of the hex totem's activation conditions.

    Comparing the two, I see boon totems has a majority of benefits, and where exactly are the boon totems real drawbacks to balance out all those benefits and inherent benefits? I only see:

    • Manual setup
    • Local area of effect

    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?

    Again, there is nothing inherently wrong with Boons and Hexes having different overall systems for how they work provided the individual Boon effect parameters are balanced around that. If you make Circle of Healing too slow it’s a weak perk, and if you make it too fast it’s a strong perk, so all you actually need to adjust is its healing speed. And with Shadowstep if you make the radius of effect too small it’s weak, too large and it’s too strong.

    So even if hypothetically for the sake of argument the Boon system of placement and replacement is inherently more effective than the Hex system where the totems start in play and can be permanently destroyed, it’s not actually a balance issue because the individual Boons can be tuned using their specific effect and radius parameters. That’s why it doesn’t matter that the two have different systems of placement - you can balance the Boons around that.

  • Keep in mind that the first three gens are significantly easier for survivors to finish than the last two gens. Not only are there more gens to defend at the start of the match but all four survivors are active too. Later in the game once survivors are on hooks or especially once one is dead and there are only three or four generators to patrol it becomes a bit harder to finish.

    Even so, the game is intentionally balanced around some survivors living and some dying most matches, so the most common results when both sides play well is supposed to be the generators are finished and the exits open with one or two survivors already dead or nearly dead. Therefore it shouldn’t be too surprising that it’s difficult to stop that from happening, even when you play pretty well, if the opponents are also playing reasonably well.

    Therefore If you’re seeing in your own matches that your median kills are in the 1-3 range then that’s normal so nothing to worry about. On the other hand if most of your matches are in the 0-2 range, and you’re playing well, then that could be an indication something is off.

  • In addition to comments above explaining there was a surge after Resident Evil then a return to the mean, It’s also ironic that on the chart posted in the original post he highest average and peak player numbers are over the last 30 days.

  • Some possible things to try (other than face camping obviously)

    • Perks or killers that can do instant downs. That lessens the impact if they’re frequently healing
    • Perks or add-ons or abilities that interfere with or slow down healing. Broken status, for instance, and healing speed debuffs like Coulrophobia or Thanatophobia.
    • Try Bloodhound to be able to help easily chase down injured survivors to down them before they can heal. (Nurses is normally useful for that too but is susceptible to Shadow Step hiding the aura, and since the question is assuming Boon heavy groups they probably have it.
    • Any killers that are good at chasing down injured survivors and/or slugging survivors can reduce how often they get to heal before being hooked.
    • Try things which punish messing with totems like Thrill of the Hunt, Haunted Grounds or Retribution. Hex Traps like these are meant for exactly the scenario where survivors are going after the totems frequently.
    • And just generally speaking keep an ear out for the Boons. Since it only take 2 seconds to snuff them out if you’re efficient at finding them when you hear the noise then it will take that survivor at least 14 seconds to place it again which is a net win.
  • @RaSavage42 said:

    Players complain that it's on

    Players complain that it's off

    They can't win that fight

    That's a false equivalency, those two arguments aren't equally valid nor do they need to listen to both sides equally.

  • @roman_blaunt said:

    Does anyone know if the developers mentioned when the next Realm Beyond update will be? After updating most of the maps and characters, I really can’t wait for a Haddonfield rework & hopefully it brings a more suspenseful atmosphere.

    Last month they said Realm Beyond updates would resume "Eventually". No details though.

  • Keys are where they probably should be now, they’re high risk high reward. If you aren’t the last survivor the key won’t matter. But if you are then there’s a much better chance of escaping since, even if the killer finds the hatch before you do, you can still open it after it’s closed. So when it works it’s an escape worth 5000 points and a bit of a Grade boost possibly, but it won’t work most of the time. If you figure, say, 30% of games don’t have the exits open at the end, and there’s about a 1/4 chance of you being the last survivor, then a key could help you escape about 8% of the time, which is an average of about 400 points value per match.

    It’s tough to say if that’s better or worse than a typical med kit or tool box. Those items are obviously more reliable, you can use them up every time you have them. But how much they actually increase your probability of escaping versus not having the item is the question. You get a benefit but how much roughly in points for instance? A single toolbox can shave off up to maybe 20 seconds of time on gens in a match. But how much is 20 seconds worth in terms of extra bp? It could be the difference between gates being opened or closed, but how often? It’s hard to quantify, 🤷‍♂️


    I guess the point, if I have one, is if you carry keys then over he long run they’ll probably earn you about 400 points back per match over time, as well as boosting your escape totals by a small amount. Whether that’s better or worse than toolboxes, medkits or flashlights is up to you.

  • image.jpeg

    Can’t argue with math!

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622374#Comment_2622374

    The data says Nurse is by far the worst killer and Pig is one of, if not the, strongest.

    The point can certainly be argued, but the community has a good reason to feel they understand what's healthy for the game better than the devs do. Data needs to be differentiated by rank/SBMM to be valuable and if they do that, they've never indicated so.

    But yeah - like others have said, I don't want to see more boon perks until COH and Shadow Step have been reviewed. They need to decide on how boons should work as a base mechanic and what power level is appropriate for them before they start adding more.

    FYI Your hypothesis that the data shows Nurse is the worst is incorrect. You’re taking just a single visible chart of kill rates of all killers over all matches that the devs themselves said isn’t the whole picture and isn’t the full data picture they use for balance purposes.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622374#Comment_2622374

    Raw data without perspective is worse than worthless. It's actively harmful to act upon.

    So is perspective without data.

  • I agree, Boons in general are neat. They might need to adjust the specific healing speed of Circle of Healing and maybe the radius of Shadow Step but aside from that I like that Boons work slightly differently from Hexes, it makes things interesting.

  • @[Deleted User] said:

    New leaked killers wild can't wait to play as pepsi man in the entity's realm

    Me, I want Jaws!

  • I played him for the first time last night and he seems fun, even got a 4k that match. I’m certainly in no position to talk about whether or not he’s balanced or weak or strong, etc, but in terms of how he felt to play liked him more than other ranged attackers. His chains weren’t hard to hit with, and I was pleasantly surprised that his teleport paid off with hits without too much trouble. (Some people never use the teleport for fear of resetting the chain hunt timer, but my thinking was if they’re about to solve the box anyway then I can at least get a hit on them and deny them the item they’d get for opening the box. I didn’t teleport when I was involved in something more pressing but if I wasn’t it ended up being a quick hit or down when I teleported.) And of course the chain hunt is pretty solid.

    I can’t speak to other players obviously but at least for me I’m happy to play him more. (Not that I have a main killer, I typically play whichever killer I have a daily mission for that day a few times. I like the variety.)

  • I think you have to treat all the perks on a case by case basis, it's probably overly broad to just declare all their countdown timers are too long.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622281#Comment_2622281

    You personally having fun doesn't mean the game is in a good state overall.

    To answer, it started struggling after the Twins chapter, but it's really been in a rough patch ever since Resident Evil.

    Me having fun also doesn't mean it's in a bad state overall.

  • Their normal schedule after a new character is released is they hot fix any bugs or critical issues shortly afterward, and then about three months after release they put out a balance pass based on the data they collected. So probably in January or so would be the balance pass on Boons.

  • I’m still having fun with the game. 🤷‍♂️

  • My understanding is hit validation just checks to see if something actually hit on the server versus just appeared to hit on a client. It's just making the server the final adjudicator of what really happened. So if you fire Deathslinger's gun, and they Dead Hard, and it looks like a hit on your client but the server confirms it was actually a miss, then it's treated like a miss even though to you on your client as killer it looked like a hit.

    So my thoughts are

    • If you didn't hit after server validation, you didn't hit. It's not that "the server is wrong", it's your client that was wrong. The server acting as the objective, final decider on what hits is perfectly reasonable.
    • The issue therefore isn't that Dead Hard is "more powerful" than before, it's that some things it was supposed to have dodged before weren't because of a faulty validation design. This isn't a "buff" to Dead Hard as much as it is a correction.
    • Of course, that's not to say Dead Hard isn't a great perk, maybe even one that's too good, but that's something that maybe they should look at in terms of balance now that it's actually working properly. After all, the "bugged" version of Dead Hard was already one of the most popular perks among high rated survivors, now it's looking even better since it's been fixed!
    • The way Dead Hard works it should in my opinion definitely be able to dodge M2 attacks. No question, the whole point of the perk is it makes you invulnerable to a short bit to dodge attacks. There's no particular reason it should be restricted to only dodging basic attacks. Given that, it is quite powerful, so the simplest way to balance it out is just reduce the length of time it makes you invulnerable and or reduce or eliminate the distance it moves you forward. Changing either or both of those parameters would allow you to weaken the perk if necessary to whatever effectiveness is desired.
  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621828#Comment_2621828

    There's so much I want to say but I'll get banned if I do 😂

    I know there’s some allegedly leaked info out there, but other than spotting an early looking screenshot of something I haven’t seen or heard anything, particularly about the mechanics of how the killer actually works. (Obviously if I had I wouldn’t post any of it here either.)

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621779#Comment_2621779

    Agreed, but that doesn’t change either of their purposes or that this proposed buff is overpowered.

    Sure, I’m not commenting on that specific proposed buff one way or another. Previously I’ve said it would be interesting, if they wanted to buff Zanshin, to maybe let the killer preemptively destroy a pallet with a long cooldown. There’s currently no perks that let a killer go and destroy a god pallet they expect will be problematic ahead of time, for instance, which could be an interesting ability. And it would tie in pretty well with the idea of a Tactics perk linked to seeing pallets and vaults.

  • Definitely bird related based on the teasers. Beyond that I have no idea, lots of possibilities.

    • Enhanced scouting abilities with Crows on the map
    • Some kind of limited burst of flight ability (sort of like a flying lunge)
    • Sending small flocks of birds to harass survivors to hinder them or make them Deafened or Oblivious or Blind, etc.
    • Making birds in the area that act as AI attackers a bit like Nemesis zombies. But maybe faster acting with a limited range (fly off the perch when disturbed, peck a survivor, return to perch).
    • Setting birds out as living traps that act when survivors disturb them.
    • Limited birds eye view of the map

    Other than her melee attack maybe being a talon like hand I have no clue what to expect. 🤷‍♂️

  • @GoshJosh said:

    Heck no. Unless you propose the survivor equivalent, Windows of Opportunity, be buffed to allow survivors to rebuild destroyed pallets?

    These are just information perks. Take ‘em or leave ‘em.

    Just to clarify, even though Windows and Zanshin give the same info, the value of that information is typically greater for survivors than killers since survivors are the ones dictating the direction a chase runs with the killer following them. Knowing where all the vaults are is somewhat more useful therefore for the survivor leading the chase than the killer who is just reacting to it.

    I’m not saying Zanshin is useless, just I suspect Windows is more useful for survivors.

  • Just for reference they did buff Zanshin Tactics last patch. It now works all the time with a decent radius.

    I can’t speak to how good or bad it is now overall, other than that I tried it out and I did like that it showed breakable walls which can be handy sometimes. And it can give you a heads up how strong a nearby loop is before getting into a chase there. Whether that’s good enough or it still needs a buff I’m not sure, but I do suspect its current incarnation is more useful than at least some other perks I can think of like Monstrous Shrine.

  • Honestly I think map offerings are bad for the game overall. They just lead to maps being requested by one side or the other much more often than other maps which gets to be annoying. I’d be perfectly happy if they took map offerings out altogether.

  • They don’t need to change how Boons work in general, they’ll just maybe tweak the effect parameters when they do their balance pass on them in a couple months. Most likely, they’ll adjust how fast Circle of Healing heals (maybe slow it down significantly if the data is showing it’s overpowered) and adjust the radius of Shadow Step.

    The way Boons work overall though, where they have a limited range and require placement but can be replaced if snuffed, is ok. They just need to make sure individual boon effects are balanced around that system.

    in Boons Comment by dugman
  • I agree, it’s silly that a survivor can literally instantly stop regression with just a tap during a chase. A 2 second timer before they stop regression seems perfectly reasonable. It’s short enough that outside of a chase the delay is negligible, and during chase it’s possible but risky to try it.

  • @concernedkiller said:

    I have been playing this game for a few days and have for the most part enjoyed it. I've been playing survivor with friends and with the help of some friendly randos, have been able to experience some thrilling moments. All this changes when I play killer. Every game I seem to be paired with experienced survivors with all four perks equipped plus items to spare. Their experience alone seems to tip the balance of the game but add their perks and advantages and it seems hopeless for a new killer like me trying to gain experience.

    Survivors at least get the benefit of relying on more experienced players, and can be carried to some extent, but killers have no such luxury. I wish there was a game mode that limited perks so as to keep the advantages to a minimum. I feel it would be a great way to reinforce fundamental game play mechanics without inundating players with too much information.

    Yeah, I suspect there are two reasons for this. One is that DbD is a bit of an older game now so its playerbase will tend to have a higher ratio of experienced to new players. Second is that the matchmaking system sets your initial rating kind of in the middle, I think, when you first start and then as survivors escape it goes down and as they die it goes up. Finally killer is probably the harder role in general simply because you’re the one that has to actively find and hit the opponent in a chase. So until you develop some basic skill in finding and chasing and hitting survivors they can just hide and do generators when you’re not around, and doing the generators is pretty straightforward. Likewise once a survivor figures out how to vault reliably they have an edge on the new killer in a chase until the killer gets a bit better and routing around vaults. And finally every killer’s ability is unique, so every time you play a new killer you have to learn that too.


    All that said personally I only play killer because I think it’s a lot more fun than survivor. 🙂 Survivors have quite a bit of downtime where either you’re just holding a button to do skill checks on a generator or unfortunately downed or on a hook. Killers have much less downtime, you’re always actively dong something - even outside of a chase you’re actively looking for survivors and planning where to go. Plus I play solo and killer is the more natural solo role.

    Anyway good luck! 🙂

  • @nikodemo said:

    @dugman like most generalized advice, it's not helpful when ppl say "never teleport," or "always teleport."

    You're spot on. There are times to teleport, to instantly start a new chase, and times to not teleport if you have something better going on.

    It's a great ability if used carefully.

    Yeah, my concern with it was mainly that you wouldn’t actually be that close to the person and they presumably would be opening it near a safe loop away from the gens. The second part I’m still assuming is true, but the teleport itself dumps you 10-12 meters from the survivor which is actually surprisingly close. It’s basically the width of the shack. So it really did pay off most of the time with a quick hit or down.

    So right, not something you should spam, but I definitely would use it over not using it when I don’t have something more pressing going on.

  • I wear headphones with the volume up for every killer. Sound is a critical part of being a good killer, not just for Spirit.

  • I finally got around to playing Pinhead for the first time yesterday, I like him! Got a 4k without too much trouble, even got gg wp from survivors after. It was a fun match. Hitting with the chains was a bit easier than I thought it would be (I’m a terrible shot with Deathslinger, hitting with Pinhead is much easier.) And surprisingly I actually got a couple of downs out of teleporting. I know the common perception is to not teleport to avoid resetting the timer, but my thinking was if they’re about to solve the box anyway and I’m not doing something more pressing then teleporting can get me a relatively quick hit or down and denies the survivor an item for solving the box.

    Of course I’m far from top tier here, so I’m in no way making a statement on how powerful or weak he is overall, but just in terms of the feel of how he plays and the teleport actually seeming slightly more effective than I thought it would be he’s a fun killer. 🙂 I’d much rather play him than Nurse, for instance, can’t stand Pukey-Mcfeeterson’s. He’s probably the most fun ranged ability killer for me at the moment.

  • @ElmosPayPig said:

    The problem with pinhead is if you're going to put in effort with learning his chain blinks and potentially get hits. You might as well just learn nurse and get real hits.

    I finally played Pinhead for the first time yesterday and got a 4k, I like he way he feels MUCH better than Nurse. Puking on my feet every three seconds is easily the most annoying game mechanic in DbD. I couldn’t care less about bothering to get good with her despite her ability being useful, she’s the only killer I actively avoid playing.

  • I’d personally expect high escape rates from people with 5000 hours in the game, maybe half of which or a bit less was survivor. Even assuming the MMR is accurate the matchmaking can only work with who’s available, and the percentage of players at that level of experience is very low so it’s often going to be pairing them with lower experience people. And since the killer you face is balanced against the average of the survivor ratings, if you’ve got two multi-thousand hour survivors paired with more average survivors the killer will end up being maybe above average but not thousands hours level. So it’s easy to imagine a somewhat strong, but not top level, killer taking out the weaker two survivors and the top survivors escaping being pretty common.

    I don’t think much else can be extrapolated from this other than that since even if everything else works perfectly the above would be a good possibility for really high level survivors. To really make any definitive statements about overall game balance (i.e. are too many people escaping in even match ups) you need data sets that are filtering out specifically the matches where all the players are about the same skill level in the match. Unfortunately we don’t have that info, the most we have is things like this where people track their own stats but don’t know the other players’ hidden ratings.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619668#Comment_2619668

    What logic is that?

    You're saying that one punishment fits all. In that case, taking the game hostage should be perma-ban just like hacking, cheating, and life threats.

    ----

    I'm okay with the matchmaking ban duration. My problem is with how the system handles "frequent disconnects."

    If I play 1 match every 24 hours and quit that 1 match, I have ruined the matches for 4 other players out of the 4 players I have played with.

    If I play 50 matches every 24 hours and quit only 1 match, I have ruined the matches of 4 other players out the 200 players I have played with.

    I should get the same punishment both times, since I ruined the match for four other players both times; that's fine as is. However, the game is looking at the wrong data to determine "frequent disconnects." It's looking at the rate of disconnects over time, not the ratio of match completions to disconnects.

    I rage quit when I'm the target of prolonged griefing. I am more likely to experience this if I play more games between my disconnects, regardless of time, than a player who only plays 1 game a day. "Frequent disconnects" unfairly affects very active players.

    Taking the game hostage is a reportable offense, FYI. First offense is a 24 hour ban, second 48 hour, third 1 week, fourth permanent, and they reserve the right to "skip steps" for really egregious behaviors. It's the same penalties for "working with the opposite side", harassment and using exploits.

    And no, I didn't say those infractions and disconnecting should be the same punishments as literal hacking. I said if you play 100 games and disconnect in 10 it should be treated the same as if you play in 20 games and disconnect in 10. You're still ruining 10 games per week.

  • Killer emotes would be fun. 🙂 I have a sinking feeling though, since it's a pretty obvious idea, that the devs probably already looked into adding killer emotes and tabled it, otherwise we'd already have them.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620542#Comment_2620542

    If anything that would make coup a better perk in general, the token idea seems way way WAY to useless in the long run

    I could maybe see the +X% lunge per generator completed idea working if X is large enough. The longest part of the game is usually the 1-2 generators left phase, so by then you have +3x% or +4x% distance on lunges. If X is really big, say 30% each, then you're looking at lunges being 90% or 120% normal distance which is a really big reach, and that would be on every lunge attack with no timer. Make X really, really big and the distances can be pretty crazy.

    Even then, lunges are still potentially more easily dodgeable then the quick attacks, so I'm not sure at one point you get diminishing returns on the extended lunge range. Either way, though, anything that lets you get lunge benefits more often than the current version would be a big improvement.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620428#Comment_2620428

    I would say coup should instead give a pasive bonus to lunge atacks each time a generator its finished...that would make it much more usefull in general...perhaps +2% per generator? or would that be to small of a bonus?

    I don't know if 2% is good enough to too low, but I kind of like that idea. It would be kind of like Fire Up for lunges.

    Another option would be detach it from generators entirely. Just make it so that every so many seconds (whatever timer makes sense) your next lunge is X% longer. This one would be weaker than the above in the 1-2 gen stage of the game but stronger in the beginning.

  • Sounds like you're looking to buff Coup de Grace. (Which actually might not be a terrible idea, Coup de Grace doesn't seem like a very good perk. 🤷‍♂️)

  • Monstrous Shrine is probably the weakest killer perk, it could really use a buff or revamp. The problem is that making it harder to pull yourself off a hook is a pretty insignificant effect since smart survivors almost always wait for rescue rather than try to pull themselves off. And the timer penalty on the hook isn't too significant either.

    I'd love to see this be something a little scarier for survivors considering it requires getting to the basement to use it. Maybe the person rescued or the rescuer or both become Mangled and Hemorrhage, and/or maybe increase the time it takes to pull someone off the hook by, say, 2/3/4 seconds. And maybe let the killer see the hook auras for the basement at all times, not just when carrying a survivor. Basically anything that makes those particular hooks even scarier than usual with a real impact.

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