dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3197189#Comment_3197189
The 5% from Deja Vu is honestly pretty terrible.
Deja Vu itself is a fine perk, but gens are only highlighted for 60 seconds and you still have to move to reach a highlighted gen meaning you often have 5% repair speed for much less than 60 seconds. The only time you could possibly get full value is if someone else finishes a gen and the gen you are currently working on gets highlighted.
Agreed, I like Deja Vu personally but not because of the 5% speed boost but rather because of the information it gives at the start of the match.
-
@YOURFRIEND said:
Good solo players don't exist, apparently.
Who said good solo players don’t exist?
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196934#Comment_3196934
Giving solo players some built in information tools to help decision making is a nice boost to solo queue games where better information about what each other is doing would have helped out. But it's not a handicap mechanic as SWF could technically still get use out of the HUD changes.
Devs were posting last week that while the absolute extremes of SWF vs Solo were a 15% difference (meaning worst SWF teams could be losing 15% more and best SWF teams could be winning 15% more), there wasn't a significant difference between SWF and Solo as a whole. Solo Queue has issues with getting matched with teammates who don't do anything (where a 5% boost to gen repair won't do anything) so I don't see giving solos a baseline faster gen repair is good for the game when good solo squads can still do just as well as good swf squads.
But they don’t do “just as well”, they do just slightly worse, and they do noticeably worse compared to full swfs. 4-5% extra escape rate per person in a swf is small but not zero (that’s where that 15% you mentioned comes from for four person swfs).
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3196932#Comment_3196932
I wouldn’t be opposed to a PTB test run of the idea though. But I think solo can’t really be improved fundamentally unless the lack of information compared to SWF is addressed.
I agree, ultimately having better solo informational tools would be nice. The benefit to a repair speed boost is simply that it’s extremely easy to program and test compared to more complicated HUD and communications changes. It’s just a numerical change mostly.
-
@Crowman said:
I don't think on average SWF vs Solo is at a huge enough difference that solos need an actual handicap mechanic.
The devs have actually said that they do want to give solo players a slight boost because of that balance gap. It’s why they announced in January early development of a HUD rework to help solo players out.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3196911#Comment_3196911
Example, if I see Discordance immediately proc at the start of a match, normally, I would have ~52.94s to get there if it’s 2 people/no toolboxes or gen perks/etc. If it pops in way less than that and then I see the two people run and one or both has a toolbox, that explains the disparity. If Tinkerer goes off, I know that means for one person, it will take ~X seconds. If it’s 2, then Y seconds, etc. While it is not 100% clarity, you can predict a lot based off things like this. For instance, PT will reduce a 2-person gen time from 52.94s to 46.04s.
I understand what your saying but the difference with a 5% boost on one or both survivors if they pair up is going to be something like 3 seconds. Bonuses from toolboxes and such are going to far outweigh it so you’d still have a good idea if they were using them versus not.
-
The Realm Beyond map reworks got put on hold at some point, that’s why they weren’t part of the 2022 roadmap for instance. The devs might get back to doing them again next year, who knows? 🤷♂️
-
@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3196893#Comment_3196893
You guys literally missed the point of the entire message, because it wasn’t typed out to your likings. Typical survivors. Best wishes & I hope you continued to get camped and tunneled. ☺️
The problem isn’t the game, it’s the people playing it the way they do. You all fail to mention what you were doing before you were “camped and tunneled for no reason.” Click click click, tbag tbag tbag. Survivors ruined this game. Someone posts a positive message and is met with criticism over lack of paragraph formation….sigh
To be fair I’m a killer and I didn’t bother reading it because of the lack of spacing as well.
-
@SuzuKR said:
The issue is this creates clarity problems where the killer does not know the base repair rate. If you show they are solo, by extension, they will also know what is a SWF, and letting killers avoid SWF is an awful idea.
I don’t know that killers need that precise a level of clairty during an actual match. After all, as a killer I’m listening to the gen repair progress but I’m not all that invested in whether a gen is 90% versus 94% completed, all I really care about is knowing the gen is close to being done.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196863#Comment_3196863
As someone who actually ran OTR before the change for the aura reading, I'm sadden by the fact that it was nerfed.
The perk disables when the last gen is finished so you lose out on the no aura reading and no sounds. I still run it on my Renewal Build, but it is upsetting that the main reason I ran it got nerfed.
Yeah it turns off when the last gen is done, but midgame the stealth is still good.
-
@Grigerbest said:
Well, first of all:
- Don't rant at them, don't scream at them, don't get angry with them.
- In the end-chat, try to speak with them and give them advice, teach them basics.
- Give them advice to watch some guides on a YT or other.
If it's really bothers you in your matches, try to give some advice to any new player you got matched with. It's not gonna take too much of your time. But you can make them play better next time.=)
Don’t give advice unless they ask. Nobody likes unwanted advice.
-
@Crowman said:
Endurance doesn't stack.
While 80 seconds of endurance sounds good, it conflicts with all other forms of endurance you can have. If you are good at Dead Hard (or have a script) it accomplishes nearly the same thing OTR would do when being tunneled.
@Ghoste said:
I stopped running OTR. If the Killer smacks me right off the hook, then the endurance is gone and they can tunnel freely. Also conflicts with Dead Hard.
@Beatricks said:
It is probably the worst designed perk in the game right now (not useless like some others, but does its job in a horribly ineffectual way). If the killer is tunneling, he is just going to hit you while you have BT and then your OTR and DH is literally useless. If the killer isn't tunneling, then you can get some value out of it, but then it's not being used as an anti-tuneling perk. It also deactivates in the end game, while BT, DH don't. I still run DS actually, not because it's as strong as before, but just to spite the killer since I play SoloQ so any killer that decides to tunnel has a 90% of winning the match.
What I find funny here is how many people seem to forget that Off the Record gives you 80 seconds of no aura and no sound regardless of the Endurance effect being used up. It’s actually a pretty good stealth perk if you run away immediately after the unhook rather than waste the Endurance on a bodyblock. If you combine this with a perk that hides your scratches or something similar you can have a nice period of time where the killer will have trouble spotting you while you heal or do gens or whatever.
Then again maybe a lot of survivors are playing less stealthily nowadays? 🤷♂️ But if you’re looking to make a stealthy loadout I would think Off the record would fit right in.
-
Or at least put the characters in alphabetical order. The list right now is in order of release date which is not as useful.
-
The two main things left to complete on the 2022 roadmap are bots in custom matches and automatic moris of the last living downed survivor. So I’m expecting one or both of those to be previewed this week for the next midchapter (hopefully bots, I’m really looking forward to trying those out.)
-
@Tsulan said:
This has a very simple explanation. 6.1.0 has caused a lot and i mean a LOT of survivors to rage quit/suicide on first hook. Now they got moved to a lower mmr bracked and so did their teammates. While the killer got moved to a higher mmr bracked. Thats the reason, why you encounter boosted killers. That don´t actually belong to that mmr bracked and struggle to stay there.
What does a killer that struggles do? He resorts to the most basic (or scummy) tactics. Which is camping&tunneling.
Solution for that issue? It will take time until the mmr fixes itself and everyone goes back to his own mmr bracket. Until then, we get wild matches like this.
Ragequitting is definitely annoying. For instance, I don’t play survivor very often but I happened to play last night. One of the other survivors disconnected on their first or second down. Note that the killer wasn’t facecamping or anything of the sort, they lost quit out of the blue because they were mad they got downed. In fact, later, with two of us left we managed to finish the last two gens against the killer because the killer made some misplays in chases against the other survivor (not me, I stink, but I managed to keep my distance from him and split the gens so we weren’t in a 3 gen situation). Had that quitter stuck it out we probably would have had a three or four person escape, as it is I was the only one who got out after we finished both of the last gens.
Quitting is also annoying when I’m the killer, it really puts the opponents in a bad spot and if I win the match puts an annoying asterisk of “but if that person had stuck around would I still have won?”
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196221#Comment_3196221
Well, an ingame action verification system might be a good start, dont you think?
I agree that if the game, for instance, had a way to double check for example that someone isn’t moving at impossible speeds it wouldn’t be useful, but I have no idea if something like that isn’t already in place to some extent but subtle cheats can still get around it or if its something that is so difficult to program in the existing engine that it becomes unfeasible to do. I do know Behaviour has mentioned very vaguely having some systems in place to flag certain things for review and then they do ban waves based on cheats they detect that way, but obviously we have no way of knowing the details. 🤷♂️
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196203#Comment_3196203
Also BVHR made it very clear they were going to ban people for using addon. It was one of the few times where bvhr flat out said they were going to ban people.
Right, it was also before they implemented the killswitch system to allow them to shut off broken add-ons and such.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3196210#Comment_3196210
I did mention that SWF will benefit more from some things, but pretty much any changes made will generally have a bigger impact on Solo Q than it will SWF.
I'm not sure if that's the case or not. For instance, if healing is boosted, does that benefit solo players or swf players more? Swf players have better communication to find and heal each other if needed, but if a healing boost allows for self-healing then it might benefit solo players more since they might not be able to rely on other people healing them. And buffing something like Prove Thyself helps swf players a bit more than solos because it requires two survivors working together which is easier to achieve on comms.
I really think the details of the specific effect matter in whether something helps solo more than swf or vice versa.
-
I think there's a myth that fighting cheating isn't a high priority for Behaviour. The issue isn't prioritization, it's the difficulty of actually coming up with technical solutions to stop cheating.
-
Got it, thanks. 🙂 Teleportation is a more universally useful effect, I think. Even against good opponents being able to get around the map quickly and attack from a variety of angles is beneficial.
-
I agree, map offerings just exacerbate problems in specific maps by allowing players who want to abuse them to force the match into those areas. The downside far outweighs whatever minor benefit map offerings might have (which honestly I can't really think of any.)
-
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3196207#Comment_3196207
Yeah, that's a big part of it. Lower level survs are highly dependent on the terror radius and being able to predict where the killer is. Undetectable and (especially combined with) TP really wreak havoc on new-ish survs who haven learned how to monitor their surroundings as well.
TP?
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3196153#Comment_3196153
Everything other than the HUD update wasnt just a buff to SoloQ, it was just a buff to Survivor in general. None of what you mentioned only benefits SWF. Do they get more value out of some things? Absolutely, but literally ANY change made to Survivor will have a bigger impact on Solo Q (doesnt matter if its positive or negative) simply because of communication differences.
Actually there have been effects that benefited swfs more than solo players. For example, the old version of Object of Obsession worked by you and the killer seeing each others auras whenever you looked at them outside their terror radius. It was an ok perk for solo players but really, REALLY strong for swfs because the Obsession could easily tell the other players where the killer was most of the match.
So whether something benefits solo survivors or swf survivors more depends on the details.
-
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3193986#Comment_3193986
I have found that Sadako is an god-tier noob stomper, which I think is the biggest thing wrong with her ranking. Once you progress her into higher MMR, things get rough, quick.
I think Dredge's kill rate is also a little inflated for the same reason, but Dredge has much better viability at higher ranks.
As for the topic, I don't feel like Dredge is all that add-on dependent, though it certainly has some good ones.
I think more generally being Undetectable is an effect that helps you most against average survivors but at the high end of the skill pool the survivors have a lot more situational awareness and being Undetectable becomes less useful the more observant the opponents are. So not just Sadako and Dredge but also Pig and Ghost Face all do proportionally very well against average survivors because Undetectable is so strong in that environment but become a lot weaker at the high end of the rating pool.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3196052#Comment_3196052
Maybe you should reread the post
https://us.v-cdn.net/6030815/uploads/4AACND10AJPY/image.png
Downing a survivor who allows you to simply because they aren't putting up with literally being held hostage anymore and want to leave does not constitute progressing the game. If you continually drop chase and only down survivors that force you to down them by not running away you are still holding the game hostage.
Legion could do the same thing with mending.
Mending can kill you which allows the survivor to bleed out if they choose to do so. But guess what it's still holding the game hostage.
https://us.v-cdn.net/6030815/uploads/5E0Y4SLFB0CA/image.png
See infinite mend legion bug. Although survivors COULD allow the match to end by giving up and letting themselves die people were still banned for using the exploit because it was impossible to progress the match.
Allowing yourself to die and being killed are clearly treated as 2 seperate things. One is giving up and going next, the other is actually part of playing the game.
You need to reread that post and thread Peanits was talking about. When he says "only downing when they refuse to move" he was talking specifically about a scenario where there was a Doctor using Madness to keep survivors Incapacitated so they couldn't work on gens. That was the context of his post, it was an issue because Doctors can keep survivors from doing gens without actually damaging or downing them.
Also the people who got banned for the Legion thing in that Mandy quote were banned because players were using an exploit, not because of a 3-gen scenario.
-
@Mooks said:
They are likely not talking about Bots, Mori system or soloq action indicators as those would still not be different to their usual PTBs. Such features were introduced in PTBs before..
though hopefully it still brings some soloq improvements!
Actually I think maybe what they meant by "a little different" is they're not showing it off on the Tuesday a few weeks after the last release. Not releasing it on a Tuesday is unusual for them.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3195972#Comment_3195972
Running into a 3 gen, getting on the gen, getting hit and running away while he kicks the gen again IS attempting to repair generators though.
With overcharge + CoB it is possible for a high move speed killer like blight or a killer with other slowdowns like legion and doctor to push you off gens indefinitely and regress them faster than you can possibly work them. The only thing you can do is simply let the killer down you while you work it in his face because if you try to heal the gen is just going to regress while you heal. Which is exactly the scenario peanits mentioned, only downing survivors who refuse to move (and then not even hooking them because that is precious time spent not stopping other survivors from ending the match)
No, the scenario Peanits mentioned was a Doctor doing non-damaging shock attacks to put survivors into Madness so they couldn't do the gens but also couldn't die from just being Mad. It's not the same.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3195762#Comment_3195762
In peanits post he states "only downing survivors refusing to move" so simply taking downs on survivors clearly does not constitute progressing the game.
It is completely mind boggling to me that anyone will defend delaying a match for over an hour. As a killer your goal is not to defend generators. It is to kill survivors. You are obligated to attempt to do so. Preventing the generators from being repaired for 30+ minutes while dropping every single chase that leaves the 3 gen is literally no different to a hostage doctor who only downs people that dont run away from him. The only difference is that doctor is better at it, but that doesn't make it impossible to do on other killers.
Actively going out of your way to make a match take more than 30 minutes and trying to avoid killing survivors just to waste their time is clearly griefing.
Again, the survivors refusing to even try and do the gens is causing the delay, not the killer refusing to take the bait to chase people into Narnia.
-
I have no stake in African servers, unless we're talking about a server where the menu music is Toto, then I'm in!
https://youtu.be/FTQbiNvZqaY -
There's really only two things left on their 2022 roadmap to finish - bots in custom matches and automatic moris. So it's probably one of those two things. I'm hoping for bots because I'd like to try them out but I'd be happy with the moris too. 🙂
-
Just FYI Otz posted a YouTube explanation of his thinking right now. Basically it boils down to how when he streams he is constantly worried about being streamsniped, cheaters, and even worse DDOS'd. So it's all issues with being a prolific streamer of the game versus the actual game mechanics that's frustrating him currently.
https://youtu.be/UcWlJBf5XuQ -
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3195257#Comment_3195257
yes but there is no reason that the same would not apply to someone running oc cob surveil and playing a corner 3 gen where 1gen is practically untouchable and the other 2 are easily patrolled and regressed on a killer like blight while dropping every chase after getting an injury. There is no good reason a match should be going on for an hour
The difference is that it's up to the survivors to try and do the gens in that scenario, the only reason they're not is they're worried they'll get downed. There's no indication in the original post the killer isn't happy to down a survivor that gets out of position enough to safely do it.
-
Personally I really liked the charts for perk usage by MMR they had in their June and July dev update blogs. I’d love to see that type of chart for other things. For instance, replace perks with killers and you have each line is a killer, the x-axis is MMR, the y-axis is kill rate, and the line thickness is the number of matches at that intersection. It was a great format - easy to read, interesting information, and it had a good visual look.
-
Survivors are normally going to have the incentive mainly because it takes 4 survivors to play a match and only one killer. So you need four times as many survivors in queue as killers for the queue to be exactly balanced out. But unless survivor is way more popular than killer for some reason that isn’t usually going to happen.
-
Or, hear me out, keep the animation and change the name of the perk to Dab Hard? 😄
-
@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3194693#Comment_3194693
It is so comedic you say US, as if everyone on the forums is from the US. I'm from Europe, I play in European regions, I hardly see self-care.
Just to clarify I’m pretty sure it’s players in Asia driving the Self Care number, for whatever reason it’s apparently really popular there.
-
I never see Shadowstep by itself but I wonder if it might actually be ok to just use that and no other Boon? If you have Shadowstep set up near a gen you are working on, for instance, it could help you quickly hide when you think the killer is coming and they might not even realize you’re there or find you without a lot of effort.
But since Shadowstep and Circle of Healing are both Mikaela perks virtually everybody learns them as a pair so they run them together because of the good synergy they have. It would be interesting though if someone who is good at hiding experimented with taking just Shadowstep and three non-Boon perks to see how it went.
-
@NomiNomad said:
If I had to guess, it might be? I've only seen killer incentives once and they lasted like five minutes.
It might take your general mmr. With a few differences, knowledge across the killers is the same. At least in mind-gameing, gen patrol, maps. Power knowledge is different across the killers (mostly), but I don't think it's different enough to the point where it affects mmr too harshly.
Besides, it's not like the MMR really works in the first place.
MMR actually does work, if everybody is the same MMR the match is typically close. The mismatches happen when the matchmaking algorithm ignores MMR for various reasons, like backfilling spots and having to throw in someone with an outlier MMR into a match because they waited a long time and swfs where the members have wildly different ratings, etc.
-
@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3195243#Comment_3195243
Or it could just be cheaters and stream snipers causing the issue, which really has nothing to do with the game.
I watched his first game on the stream and at the 10 minute mark he goes into more detail and, yes, it sounds like a lot of it has to do with him being tired of stream snipers and cheaters. It also sounds like he’s still probably going to play DbD but just isn’t interested in doing crazy challenges and such, he might be thinking of just splitting his time between DbD casual games for fun and other games he hasn’t tried yet like Hades which he was playing at the end of the stream.
P.S. Also a bit later he goes on to say the game itself is actually overall in the best shape its ever been for most players, it’s the issues he has as a high profile streamer that are frustrating him (sniping, cheating, mostly going against Nurse and Blight at his MMR, problems at his MMR with Hyperfocus right now, etc.) None of which impacts average players, it’s instead high end, prolific player/streamer issues.
-
For what it’s worth Twins, Hag and Freddy are consistently roughly the least three killers every month on Nightlight. (Hillbilly sometimes pops his head in there too.)
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3195306#Comment_3195306
Well true is a competitive player, if I'm not mistaken he came from fighting games? I cant stand them personally but it's a very highly competitive game especially when taken to tournaments etc.
So true is wanting balance for him and top at the highest lvl I never heard him say ruin base or hes amazing though. (I personally hate spirit changes, all I see is the same 2 high rarity addons, even versing true with them and it sucks) but they play at separate times so it wouldn't be a surprise if its different difficulties, plus they have different mindsets.
https://forum.deadbydaylight.com/en/discussion/comment/3195305#Comment_3195305
But I will admit otz is easier to get into and the information he gives on youtube is insane so lots of casuals will love that, true is just games from twitch put on youtube so honestly not that great. Both are okay people and both are experiencing similar issues which highlight issues the community has listed so many times
Yeah, I feel bad for people being targeted by cheaters and stream snipers, that honestly sounds like the biggest issue for Otz right now. It’s got to suck just trying to play the game for your job and a-holes are going out of their way to ruin it for you.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/347322/otz-taking-a-break
I dont follow streamers, but isnt otz experiencing and feeling the as true did?
Not that I care but I find it odd if otz gets sniped, sees cheaters and finds things imbalanced and wants a break is okay but if tru3 gets sniped, sees cheaters and speaks about imbalances everyone hates him...
Either way the game isnt balanced, especially when you consider items, maps etc. And it's no surprise people get burned out or annoyed... but it's not like we haven't been saying for years we need better balance in maps or even a better SBMM and anticheat in the first place
I don’t watch games on Twitch typically, I like the game but I don’t like it enough to watch someone sit and play it four five hours at a stretch. I do watch games on YouTube though since those are edited down to just a couple of matches, and on YouTube I used to watch Tru3 a long time ago but got sick of him complaining all the time about everything under the sun. Sometimes the complaints were valid, sometimes they weren’t, but it was constant. Just irritating to watch after a while.
Otz is generally a more positive personality. And he has videos where he talks at length about in depth strategy and things which, while they’re too long for my tastes sometimes, usually are indexed so if you want to see if he says something interesting about a character or perk or whatever you can just look it up. He’s basically a more entertaining creator than Tru3 in my opinion.
As far as the video this thread is about, it looks like its still up on demand, I’m not sure why the original poster said it was down. I didn’t watch much of it and I have no idea when he actually said he wants to take a break but the title of the video is something like “For the first time Since 2017 I’m not having fun in DbD”. I scanned to the middle where he played through a very close match where they got a four person escape against a really good Nurse and he seemed to be having fun, then he switched over to play Hades, and I didn’t hear him say anything off hand about quitting one way or another so he must have talked about it elsewhere in the video. 🤷♂️
Really the only unusual thing about Otz saying he wants to take a break is that he’s extremely prolific with DbD content. He literally just cohosted the Into the Fog stream last week and is in the Hardcore Survivor Youtube series that Dowsey and he and a couple other streamers put out which seems to be a full blown production. So if he’s burned out and wants to switch gears he’s probably looking to do it now that some major projects are done.
-
@Bran said:
It isn't a design issue per say.
In a 1v2 they could get the gens done and open the doors, but if there are too many gens to get done then, unless the not hooked survs wants to risk no one escaping and go for the save, then hiding is the appropriate response. Even if they could unhook and escape in the situation, It may not be at all worth or it or a smart idea depending.
In a normal 3 gen, it's still possible that means 1 gen needs to get done. Unless there are already less survivors than they should get done. If there aren't alive survivors then yeah...there not much to do but wait.
I think there is a design issue in that I believe the game should have an internal timer where, if no points are scored by any player for, say, five minutes then it sends the game into sudden overtime or simply ends the game in a draw. That would prevent these corner case scenarios where survivors are just hiding and the killer can’t find them and nobody is accomplishing anything to progress the game to an end for a really, really long time.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3194892#Comment_3194892
"They will hit people off gens, but will not commit to chases. They will down survivors, but not hook them They just protect their 3-gen for over an hour." sounds exactly like the situation hes describing to me. Killer only downs people who dont run away and only does so to stop somone whos not even trying to run from repairing. Theres just no scenrio where a match should legitamately stalemate for over an hour
Peanits was talking in that specifically about using Madness to keep survivors from being able to do gens without damaging or downing them. This thread is survivors refusing to try to do the gens at all because they’re afraid of being downed. Not the same thing.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3194938#Comment_3194938
Okay but why does the incentive pop up for all Killers on the menu?
It can't be taking my MMR into account there, right?
Yeah that’s the part they haven’t explained. It could be showing the incentive for killer based on the last killer you played, hard to say.
-
The devs said the incentives are based on your personal MMR and they also change relatively quickly. They didn't go into details but it's possible if you have a wildly different MMR on Huntress and Pinhead the system might be calculating different incentives for you.
-
@GoshJosh said:
This perk will never see the light of day, as long as Franklin’s and Lightborn remain as they are. Those perks 100% counter items, whereas Overwhelming Presence’s penalty can be avoided entirely - except for flashlights.
Revert Franklin’s to its prior functionality (only draining all charges if the item is not retrieved in time) and make flashlights actually do something when Lightborn is equipped, and OP can have a place in the game. But it’s doubtful the devs will ever do that. Especially after getting humiliated by flashlights while playing.
I don't think either Franklin's or Lightborn should be nerfed. Neither of them is anywhere close to being too powerful or too popular. Getting more people to use Overwhelming Presence would have to be done by revamping or buffing it, not nerfing other perks with small usage numbers.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3194614#Comment_3194614
https://forum.deadbydaylight.com/en/discussion/comment/3194621#Comment_3194621
https://us.v-cdn.net/6030815/uploads/LCYJD9JMRXCF/image.png
It can absolutely be bannable to 3 gen if you make no attempt to kill survivors
https://forum.deadbydaylight.com/en/discussion/comment/521124#Comment_521124
The scenario Peanits described isn't the situation in this thread.
-
@Ciabe said:
Ok, this has got really off track. My point is NOT SWF vs SoloQ (although I am curious). My point IS low and mid mmr vs high mmr escape rates. There is no way low and mid tier are seeing 39% which tells me high tier is skewing the number and the truth for majority of survivors is ugly.
I'm concerned about the longevity and health of this game post update as a fairly new player myself (4 months now). If you expect new players to stick with a game when their win rate is 15-25% at the low mmr tier...that is unlikely and you need new players to sustain long term.
FYI the average overall escape rate on Nightlight is 45% over the last 30 days. That site skews toward the above average players (since new players aren't likely to bother finding it and uploading matches to it.) If you figure that there are more people whose MMR are lower than the average Nightlight user than their escape rates are probably around, say, 35% and the weighted average over everybody ends up being that 39%.
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3194625#Comment_3194625
#1 is still #1.
And the people that kept dead hard are likely to be high MMR survivors that can use dead hard on reaction to a killer lunge or certain killer powers.
#1 at 40% isn't #1 at 20%.