dugman
dugman
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2600250#Comment_2600250
I believe, counter to your claim, cereal is not soup. The way a soup interacts is very different from cereal. A soup requires broth. Water, is not soup. A liquid alone is not the benchmark for soup. Broth, as @MrCalac123 mentioned, is the main definition for a soup.
It might be worth noting the Cold Cucumber Soup Recipe I posted above doesn’t include broth.
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It’s probably too late in the game to make generators require fuel but I like the idea in principle in that it would add more variety for what the survivors get to do during a match. I don’t actually think gen speeds are “too fast” so I don’t think gathering fuel is needed to slow the game down, but I could hypothetically see if they were doing “DBD 2.0” making it so survivors need to gather fuel for three generators and then complete three generators using that fuel. (So get to 3 fuel pump and repair 3 generators versus complete 5 generators.) Tweak the times on the fuel gathering and repair so the overall game length is about the same and I could be down for that. 🙂
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2599930#Comment_2599930
You are correct in that case, So I imagine it would be a:
Mixture of vegetables, or meat in a liquid dish.
I think the one main definition is a Meat or vegetable served in a liquid.
It may be worth referencing the Soup Alignment Chart
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@Tr1nity said:
Soup is a liquid dish, made by heating meat, fish, or vegetables in a stock, mainly by simmering.
For this reason, it is true that cereal is not soup.
I recommend chicken noodle soup.
FYI cold soup is a thing, soup doesn’t have to be heated. For example, this recipe for cold cucumber soup.
Cold soups are perfect for hot summer days, and this cold cucumber soup recipe from Andrew Zimmern gets tang and creaminess from Greek yogurt and big, summery flavor from lots of fresh herbs. -
I don’t care about my MMR, it is what it is. I’d be curious to see my skill bracket compared to my opponentks brackets I guess just to see if I was up against somebody way better or worse, but it’s not that bit a deal. 🤷♂️
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This also reminds me of another candidate - Beast of Prey. Currently it makes you Undetectable while in Bloodlust, which unfortunately isn’t too useful. (It’s not entirely useless, but it’s pretty weak.) I’d love to see it in addition boost the effect of Bloodlust a bit, say by +2/4/6%. So you get both Undetectable and even a bit more speed boost once Bloodlust kicks in.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2599618#Comment_2599618
The biggest reason there isn't just a flat movement speed perk is cause movement speed bonusses are quite a big deal.
If survivors run at 100% and standert killers at 115% then the killer moves 15% faster then a survivor. Add 5% to that and they move 20% faster. That's a third faster
So yeah a perk that said add 5% movement speed would be meta on all killers.
Liking the monstrous shrine ideas. That perk desperatly needs to be changed
Right, just to clarify on the movement, I just used 5% as a placeholder. It could be tweaked down to between 1-4%, whatever ends up being good enough to use but not so good it’s overpowered.
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I’m surprised there isn’t a perk that’s just a straight movement speed bonus, like +2/+4/+6% movement speed. There are some perks that give limited speed boosts periodically (e.g. Play With Your Food, Devour Hope, NOED) but nothing that is just a persistent small speed increase. Obviously the persistent increase has to be small or it could be overpowered, maybe something like 3-6% at rank 3 perk? But it seems like it’s a missing niche in the killer perks.
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Also a revamp of Monstrous Shrine would be nice. Most of what that perk does currently is pretty useless (i.e. raising the difficulty of pulling yourself off the hook isn’t worth much since hardly anybody actually tries except as a last ditch Hail Mary.) I think I’d like something more along the lines of Monstrous Shrine giving you
- You can always see the basement hook auras even when you’re not carrying people (this would help with strategic planning before you carry someone)
- Anyone rescued from the basement has Mangled applied to them until they are fully healed
- Anyone rescuing someone from the basement suffers Mangled
- Anyone within the basement suffers from Oblivious
- Rescuing survivors from hooks in the basement takes a few seconds longer than normal
Something like that could make it more attractive to do a “basement hook” build. The basement itself is already slightly attractive because it only has the one exit, but if would be nice to have a perk that actually makes it worth a perk slot to really focus on dragging people down there. (I also tried to pick benefits above that can stack with other related perks like Make Your Choice and Territorial Imperative and Hangman’s Trick so you could get some synergy with them.)
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2598784#Comment_2598784
there's a difference between a high skill ceiling and whats fun. Nurse is incredibly hard, but she doesnt feel like ass to play. By most accounts Deathslinger is now seemingly just a worse Huntress. both practically and ergonomically.
Personally I think Nurse is the least fun killer to play. Puking on my feet 1/3 of the match is super annoying, I have zero desire to bother with her and it has nothing to do with her skill ceiling.
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Not to be confused with the Krampus Trapper skin that's in the game.
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@jamally093 said:
So you just hit every survivor in the game and hearing then grunt which one just makes you say "please just heal up" for me Jane plus when she enters injured I just say "your an actress for something else alright".
Just for context
https://www.youtube.com/watch?v=fEDeTfJLXVw -
I don’t know about perks, but I think the add-on that lets Nurse see where she’s teleporting should be in her base kit. It’s an add-on that is specifically for new Nurse players to help them see where she’ll end up, but experienced Nurses don’t use it that often. So making it part of the base kit would make the character a bit more new player friendly without forcing them to spend an add-on for the visual aid without likely impacting how Nurse performs at higher level.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2597426#Comment_2597426
But unless you are nurse how do you benefit from that? You still have to go through that staircase and the survivor could be on the other side of the map the moment he realizes he is coming. Plus sound is 2D so the killer doesn't really know if the steps and moans he is hearing are in the same floor or the one above him, it almost hurts more than helps.
I can tell by context which floor they’re on most of the time. Especially if they sound close but I can’t see them it’s obvious they’re on the other floor. Or I hear a gen being worked on, it’s obvious which floor that is. And terror radius abilities like Unnerving Presence or Coulrophobia or Legion’s Killer Instinct work through floors too.
Also it’s always useful to know where the survivors roughly are. I don’t see people complaining about BbQ and Chili’s aura much even though by the time you get there the survivors could have left for instance.
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@nickofford said:
25 killers in the game means you should be seeing any killer 4 out 100 matches
That’s definitely the average. There’s also the deviation in the random results. Out of 1000 matches if killers are selected randomly with uniform distribution you can expect about 10% of the killers to be picked either less than 3% or more than 5% of the time.
Of course players don’t pick killers randomly, some are more popular than others, so some are picked 8% or more of the time, well above that standard deviation. For example one person logged 1000 games as survivor recently and over 10% were against Huntress. My guess there is that Huntress is decent and also part of the base game so everybody has access to her regardless of their DLC or lack of DLC. Nemesis was also over 6%, which is probably because he was the newest DLC at the time. Least popular was Twins at 1.9%
2,054 votes and 225 comments so far on Reddit -
The devs are balancing gen speeds around the median result being some survivors escape and some die. Since some are expected to escape that means most games against equally skilled players end up with the gens completed. So even if you play reasonably well as a killer they’re expecting the gens to be done most of the time. Some killers seem to incorrectly think the devs want it to be a 50/50 shot of the Exits being opened but that’s not actually the goal.
Therefore if most of your games are resulting in 1-3 kills then the gen speeds are probably where the devs expect them. On the other hand, if the most common result is 0-1 kills per match then the speeds might be too fast. Either way, though, doors opening most matches is supposed to be the norm.
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Range going through floors cuts both ways, it also helps any killer ability with limited range. For instance, Killers can hear generators and survivors through floors, can see auras through floors, and their terror radius goes through floors for abilities that work in that (e.g. Unnerving Presence). So it helps Boons and survivor abilities with limited range and also killer abilities with limited range,
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2596692#Comment_2596692
If you did a heal with a medkit with sloppy, it takes about 14-16 seconds i believe,
Healing with boon is 9 or 10 seconds,
Sloppy didn't affect the time it took me to heal,
Kinda a weird thing..
Could be a bug. FYI I think the formula would be
16 / (1 - 0.2) (1 + med kit type bonus)
So I think it’s 20 seconds reduced by the med kit speed if you have both a med kit and Circle of Healing. (Circle of Healing cancels the penalty from self caring).
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Ok, that kind of begs the question, though, where is that guy getting that info that Circle of Healing isn't affected by Sloppy? He's just saying it isn't with no context. Did they do an experiment where they timed it and confirmed the 20% penalty wasn't changing the time? Because if that's the case it sounds like a bug.
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It'll be interesting to see the official kill rate stats for Deathslinger in a month or two and see if there's a noticeable dip. The last stats they released for Q3 2021 had Deathslinger basically in a little below the middle of the pack with most of the others around 53% kill rate. (It's actually more like most of the killers are in the 52% - 57% kill rate range, including Deathslinger, and there a few outliers at either end beyond that.)
My off the cuff guess is Deathslinger's going to end up in that 50% kill rate category, a bit below Huntress. There's a few reasons I'm guessing that'll be the case:
- Deathslinger and Huntress have kind of similar aim times now. They both have to draw their weapon and take a bit to aim before firing. (They're not identical but they both have a delay.) So neither can instantly shoot.
- Huntress is better at dropped pallets, she has a really good chance of downing an injured person from across a pallet. Deathslinger is more of a coin toss, sometimes he can drag a survivor around a short loop at a pallet but other times he can't in which case he's out of luck and has to break it.
- Huntress is slightly better at getting one-two downs on healthy survivors by hitting them with a thrown axe at close range then moving in for a follow-up after. Deathslinger can do something similar by hitting with a melee attack up close then trying for a follow up shot after but (I think) Huntress has a slightly better chance of pulling it off, in part because of the pallet weakness.
- Deathslinger does have a small benefit of his projectile being able to shoot throw smaller gaps which people with exceptional aim can maybe capitalize on. But then again people with aim that good can also maybe capitalize on Huntress' longer range so that might be a wash. 🤷♂️
It's all speculation though. If down the road it turns out they do need to buff Deathslinger slightly, though, a couple of thoughts might be:
- Make him able to turn to aim his rifle freely. Removing that delay would make him feel better to play and make up a bit of the difference against Huntress above.
- Make him a 115% killer like Pyramid Head. Pyramid Head has a ranged attack that requires a bit to wind up, and unlike Deathslinger it can down people from across pallets or even through walls. But they still managed to keep him at 115%, so maybe make Deathslinger move at normal speed as well? Or make him 115% but slow down his wind up to shoot or his reload speed to compensate?
- A wilder idea would be, since he has a bayonette on his rifle, increase his attack range while he's reeling someone in to be just long enough that, if he has them hooked from directly across a dropped pallet, he can potentially stab them. It would give him at least similar potential to down a survivor from across a pallet as Huntress. Then you could keep him at 110% movement, same as Huntress, and if the pallet change was slightly too much tweak his reload speed or aiming wind up to compensate.
Like I said, though, that's all rampant guessing, I have no idea if Deathslinger's actually significantly statistically worse or not after this patch. (I don't think anybody claims he's "better" now, but the degree to which he may or may not be worse is yet to be determined probably.) It'll certainly be interesting to see where the data lands though.
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I honestly think most of the hate for NOED is simply because of loss aversion, the feeling you get when something is taken away that you had. It's the difference between being given a raffle ticket worth $5 that doesn't win versus giving someone $5 and then taking it away from them in a game later, people almost always feel worse about losing the money they had in hand. Some survivors think that when the gens are done the game is essentially over and they're about to escape, so getting downed by an exposed hit at the stage feels to them like losing a win they "already had gotten". Losing when you thought you already won hurts more than being killed early when you didn't really think you had won yet.
Anyway this is always a hot topic here, but I agree that NOED appears to be on par with other Exposed granting perks like Haunted Grounds and Make Your Choice. It really is just that psychological aspect of losing something you thought you won.
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To answer the question in the subject line, I go for grabs. Usually survivors move away in time but sometimes I'll get a grab. 🤷♂️
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@Verconissp said:
Boons are op as it stands..
Sloppy butcher doesn't affect the healing from boons..
when a perk beats another perk.. that's bad game design..
I believe Mangled is a 20% speed penalty on healing the Mangled survivor regardless of the source of the healing. Where are you seeing that it doesn't impact healing speed while within the Circle of Healing radius?
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Are you sure it was Soul Guard and not something else like Unbreakable? Soul Guard only allows a player to stand up while under the Cursed condition which only Hexes do, not Boons. (Unless there’s a bug of course.)
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Hypothetically it would be bad if they are so good they significantly throw off game balance, say by increasing the median survivor escapes per match to 3-4 among high rated players. (I’m not claiming that’s the case, but it would be an example of a “meta changing perk” that would be bad for the game.)
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/2595985#Comment_2595985
Nope, that's been patched out. Happened a couple patches ago I think.
Ah ok, my bad, I didn’t realize it was patched.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595974#Comment_2595974
I guess you are right, but then of course different boons would need to have different radius of effect. I think we'll just have to disagree, I hate area passive buffs in general in videogames because they allways have to be boring effects to be balanced (in this case its in area and OP).
I agree there, I think eventually not all Boon will end up with the same radius.
I also agree with you that generally speaking passive buffs are leas interesting that things that add new play styles. That’s why I like things like Vanity Mirror for Meyers or fake pallets for Freddy, add-ons like those are way more entertaining than percentage boosts.
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/2595972#Comment_2595972
Yeah. People are definitely hyping this addon combo up. It’s not as good as one might think. Sure every 20 seconds you can go 1.2 m/s faster than a survivor, but you have to hit them 4 times counting the initial frenzy hit. 3 chases at around 30 seconds at most is enough for the other three survivors to do a gen solo each.
To be fair, it’s not quite four hits. What happens is every time a survivor vaults or drops a pallet they are no longer counted as “running” by the game so their Deep Wound timer ticks off during those animations. Yes it’s only maybe a second’s worth of a delay, but that means if the survivor vaults/drops pallets multiple times it’s shaving off that much more of the clock. So if Legion can get them vaulting a few times it can mean only having to do 3 hits instead of 4.
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I’ll go with loss aversion and survivors thinking they’ve “earned a win” once the gens are done. Studies show people hate losing something they have more than not winning something they don’t have. Haunted Grounds, for instance, gives killers 1-2 early downs but survivors don’t feel at that point like they already won. But with NOED the survivors feel like they’ve already essentially survived once the gens are done so an Exposed down is “robbing them” on that victory and they feel much worse about it.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595960#Comment_2595960
And how do you balance something that is binary like Shadow Step? You either have the effect or don't, there's no numbers to balance there. It seems like you are limiting the design potential of boon totems if you want to give the effect to everyone independently if they have the perk equipped or not, because the power can't be great.
The main way is adjust the radius of Shadow Step. Too small a radius it’s definitely too weak, too large and it’s probably too powerful.
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@EntitySpawn said:
Seems like most people arent even grasping the issue with these addons...
It's cheap, non interactive for either side. I'm all for buffing killers and making them strong, like I said no issues with spirit before the nerf but going down to frenzy with 0 counter play at all is not gameplay.
How is constantly being in a chase and getting hit multiple times “non-interactive”? It sounds about as interactive as possible actually.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595933#Comment_2595933
Yes they could keep the aura, and this aura can be used by people in the team that have boon perks on them. Why would you want to give survivors free perks? I simply can't understand it. The whole idea of boon totems being as strong as hexes but that can effect everyone even if they are not using the perk slot is designed by someone that hasn't put any thought on it, makes absolutely no sense to create such an aberration.
Either make them much weaker or make people have to have boon totems equiped to benefit from the auras. I prefer the second option, the first one would be just boring mediocre perks but that effect the whole team in an area. For example, if you make Circle of Healing longer than 32 seconds to heal it might become balanced, but a boring perk and very situational even though you could get value with good placing and being with a team with comms and maybe add botany or something else.
A perk giving other survivors a boost isn’t an issue. Other perks do exactly that already, the only difference in that respect with a Boon is its centered on a point on the map versus being map wide or centered on a survivor, and that the killer can potentially temporarily disable the benefit.
So no, an aura giving boost to other survivors isn’t a problem. They just need to make sure the numbers are such that the boost isn’t overpowered.
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Yeah, FearDotCom was pretty godawful! I don’t know if it’s literally the worst I’ve ever seen but it’s the worst I can think of off the top of my head.
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@chargernick85 said:
They have a fetish for slapping their player base in the face.
Here’s your bloodpoint!
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595892#Comment_2595892
I understood that in the previous comment, and I even told you that even at self-care speed (32 seconds) it would be strong as it only takes 1 perk to give a safe area with 4 self-cares to your entire team. And I don't expect them to make it slower than self-care speed when at the moment it's at 16 seconds.
My point is you shouldn't balance this perk with tweaking the numbers, they should change the boon totem mechanic so that only survivors with boon perks equiped get benefits from the boon totem area, if you don't get boon totems perks it does nothing. Then you could keep the strong effects, not this no risk high reward that effects everybody in the team abomination they have created.
And I’m disagreeing with you because the point of these Boons in general is they make an aura. So why remove that core feature when you can balance the perk by tweaking the numbers instead?
It’s not like “Self Care” imposes a hard limit on the healing speed modifier for the Boon. If the current healing speed of the self care is too fast just turn the dial on that speed down until it isn’t. That balances the perk without changing the core of how it works.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595576#Comment_2595576
Oh thanks for that 200 IQ take, didn't realize that it would be balanced between 1-100 seconds
I think you missed my point. It’s not that Boons are resettable that makes them balanced or imbalanced, it’s the numbers in the individual effects. Tweak them too low the Boon is too weak despite being resettable, too high it’s too strong. I didn’t way where the balance point should be, I’m only giving a mathematical reason for why it must exist (i.e. the intermediate value theorem says that since the Boon is too strong at 1 second heal and too weak at 100 seconds there must exist an intermediate value where the Boon is balanced assuming everything between is essentially continuous).
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2594958#Comment_2594958
Which is a shame because if it was true to the theme and source material it would be balanced around 3k and 1 escape.
The game pressure goes in the wrong direction, survivors should feel pressured to escape rather than killers pressured to catch them.
Otherwise its not survival horror its loopy chase tag time and that's just lame.
Put the horror back into the game, strong unpredictable killers that you have to hide from and fear.
i.e. I don't want a tell that says the huntress has loaded her hatchet, I want the hatchet to whizz past my head while I'm frantically zig zagging as the only warning that it was coming. That's scary.
The counter argument goes "but that has no counter play and I want to be able to tell if a killer is using their power to maximize my ability to avoid it"... thus undermining any horror aspect of the game.
No wonder people say survivor gameplay is boring because if you are almost guaranteed to survive a large proportion of your games then there is no threat and that is boring.
Right, I’m not trying to imply a good game can’t be made where the typical result isn’t three die and one might survive. All I’m saying is that’s not apparently the design goal here. I don’t think that’s a good or bad thing either way, it just means the game is different from some people’s expectations. 🤷♂️
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595143#Comment_2595143
I would show grade as +/- MMR, so everyone can see how matchmaking worked and show exact MMR as personal info
I'm not opposed to seeing my actual MMR, I know the devs want to keep the exact numbers hidden though so I'm not expecting it to happen. 🤷♂️
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595106#Comment_2595106
Would a perk that gived everybody in an area selfcare really be too weak? For just 1 slot? Instead of bringing 4 selfcares you just bring this perk and spend 14 seconds activating it? Seems like a really good deal to me. Imagine the same but with extra speed, completly broken and unjustified for 1 slot.
If the self care takes 100 seconds to complete then yes, it would be too weak. If the selfcare takes 1 second then it would be too strong. So somewhere between 1 and 100 seconds are some reasonable numbers where it's relatively balanced.
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The mobile game seems decent other than I have zero interest in trying to play this game on my tablet. PC controls are much, MUCH better.
But I do kind of wish they’d bring over bots from the mobile game to replace disconnected players. And also to allow you to practice against bots if you feel like it. (You can practice against bots in the tutorial on PC but only as or against Trapper.)
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Right, however the numbers actually line up, something along those lines.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2594673#Comment_2594673
They should remove the option to minimize and CTRL ALT DELETE as well. Nothing says fun like being basically malware that takes your PC hostage.
I agree, you can’t literally keep people from closing the app, but the automatic time outs after a disconnect are reasonable because, if you do need to run off unexpectedly once in a blue moon, there’s no reason a few minutes time out would effect you. And if you repeatedly disconnect then you’re causing serious problems for the other players in your matches over and over so longer suspensions are a reasonable response to discourage that behavior.
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I’m sure most people would be perfectly happy having Jason join the killer roster. I unfortunately doubt it will ever happen though, there’s supposedly some hurdles with that IP.
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I don’t mind the grades other than that there’s really no reason to see your opponent’s grades after a match since they’re not used for matchmaking at all. I’d prefer if instead of showing the grade it showed a roughly matchmaking rating bracket identified (e.g. divide the SBMM ratings into 5% or 10% brackets and give that rough percentile bracket on the endgame screen). That would give a more accurate impression of where the game believes you and your opponents were skill-wise.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2594975#Comment_2594975
This would be true if survivors were required to run boon perks to be able to get their benefits but they are getting the benefit of stronger perks not only for them, but for the rest of the team. This seems bullshit to me.
Well again the actual numbers determine whether the individual Boon is balanced or not. Circle of Healing with only 1% bonus for all survivors in the area is still too weak, for instance, even though everybody would get it. So somewhere between 1% and instant healing is a percentage boost that’s reasonable.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2594984#Comment_2594984
Trying to balance the game doesnt mean destroying characters.
And its not like SBMM is working. With my main killer I still get 4K every match and my mmr dont want to go up.
And with my new killers I still get 0K and face pretty good survivors. Better than the ones I face with my main. lol
I can’t really speak to how good or bad the system is actually working in practice. Personally my thinking would be a neural net that takes lots of factors into account and assigns a rating based on that might be the way to go, but who knows?
Also if you’re hypothetically at the top or bottom end of the spectrum of players no matchmaking system will get you balanced matches reliable because there just won’t be enough other players around at a given moment in your bracket. And if you play during offpeak hours that is exacerbated too. So even an ideal system would have its limits.
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@Mandy said:
When we announced the removal of Stranger Things, we did say that we would not be adding any extra cosmetics etc for any of the characters involved in the Chapter, prior and after their removal from the Store.
:(
That is a bummer what happened with Demogorgon. It’s too bad it would probably not be worth the effort to just reskin Demogorgon into something else with the same mechanical abilities. (Change the look into something original but keep how everything works the same.)
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2594958#Comment_2594958
I understand what you mean but.
Mc Lean, who works on the recent killers nerfs with the philosophy of not baiting the power ; said in a stream I watched "these changes are not in a competitive way, but a design choice".
Now that SBMM is released, this philosophy makes no sense.
Interestingly, in theory at least, the SBMM is actually designed around that 1-3 kill balance point because if an individual survivor escapes you then they go up in rating relative to you, and if they escape they go down in rating relative to you, so the long term result is in principle that you will tend to face players more often who have a 50/50 shot of escaping you. Which is right in line with that idea that some will escape and some won’t most matches,
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In general, ignoring specific effects of individual hexes and boons, the systems are on par
- Hexes have an advantage in that they are in effect at the start of the match with no action needed by the killer, while Boons need 14 second actions to activate. Also Hexes are map wide effects while Boons have limited radius.
- Boons though can be reset if snuffed out while hexes can’t.
The above system is fine in general, and the balance of individual boons and hexes lies in the specific numbers for their effects. For instance, Circle of Healing would be too weak if it only gave a 1% healing speed boost, but it would be too strong if it let you heal to full in 1 second, so somewhere in the middle is a reasonable balance point.
I think it’s probably a little too early to tell how good or bad the new Boons are exactly. Off the cuff they seem good but I have no numbers to say how good to back up a claim one way or another shrug. But in broad terms the general systems of how hexes and boons operate mechanically overall seem on par with each other.
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Keep in mind that the devs want the game balanced so that the most common results are some survivors escape and some are killed. They want 4 kills and 0 kills to be less common. But that means that the median result has to be that the exits are opened assuming both sides play equally well. However there are a fair number of people who post that incorrectly assume the balance point is supposed to be a 50/50 shot of the generators being finished, so get upset when most of their games the survivors open the doors.
Basically if most of your games you are getting 1-3 kills then the system is working as intended for you. They’re not going to buff killers if that’s what’s happening. Now if the average is actually slanted so too many games have 3-4 people escaping against certain killers or overall then they might address that is my guess. But I have data on the current state after this last patch indicating where the medians lie so who knows?
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Boons being resettable and hexes not is ok in principle since Boons have two other inherent weaknesses compared to hexes:
- Hexes start the game already in effect with no action required by the killer. Boons take 14 seconds for a survivor to activate.
- Hex effects are map wide regardless of totem placement. Boon effects have a limited radius around their totem (a little less than a typical terror radius)
So the idea is that Boons are resettable as an offset to the above.
Of course that doesn’t necessarily mean a specific Boon can’t be over or underpowered. How good or bad a Boon is will depend on exact details of how it works. Circle of Healing, for instance, is only as good or bad as the percentage healing survivor can do per second while in the radius and how large that radius is. A Circle of Healing that hypothetically only gave you 1% healing speed per second would be worthless for instance, while a Circle that lets you heal to full in 1 second is god like. A Circle with a radius of 1m is much less worthwhile than a Circle with a radius of 30 meters. So to balance the Boon all you need to tweak is those effects up or down, you don’t even need to touch whether or not Boons can be replaced during the match in general.
So basically Boons being resettable and Hexes not is fine so long as the individual effects are balanced accordingly. I have no particular opinion on whether or not the current Boons are too good or bad or ok as they are, I think it’s probably too soon to tell honestly. But I think the overall system for Boons in general is fine.


